#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 67 of 1

surreal gust
#

They added the invisible clips partially

#

Bro, it's not like that

#

You just add an invisible clip to stairs

unreal leaf
#

but its not just stairs

surreal gust
#

You don't have to edit the existing collisions

#

Ik

unreal leaf
#

that just a botch, youre adding a ductape solution onto the problem instead of fixing it

surreal gust
#

It's literally how anomaly devs did it

#

Intended solution

slow bolt
misty mulch
#

iirc - and i do not make weapons, i am repeating snippets of conversation here:

  • alter mosin model to have a silencer bone
  • alter mosin configs to be able to equip/combine gun with the silencer
  • alter mosin + silencer configs for proper gun placement
    something something world model v.s. hud model
surreal gust
#

That's the intended way of fixing these stairs

quasi narwhal
#

you're not gonna edit every single prop
plus I don't think you're accounting for edge cases that the code also has to cover
if the original the game doesn't have a solution in place, you'll most likely have to cover different scenarios

surreal gust
#

Adding more unnecessary shit (script logic) can hurt performance

quasi narwhal
#

or do you really think they just left out 5 LoC that could've done this? lol

slow bolt
#

as nobody actually even looked at the code

#

while he gave a solution i already talked about

surreal gust
#

That's why recompiling level.cform is the way

slow bolt
#

just didnt know it was this easy

ruby dust
unreal leaf
ruby dust
#

damn it, I don't know bones work

#

I gotta look it up

unreal leaf
#

I mean go ahead, I was just giving my 2 cents on it. A function for stair stepping will not cause performance issues.

surreal gust
#

You're still adding more logic tho

#

Doesn't matter how simple it is

misty mulch
surreal gust
#

That's why editing the maps is the intended way

limpid rose
#

Fixing collision issues should always be done on level-basis and not by scripting

surreal gust
#

OG trilogy used this method

unreal leaf
#

saying "intended" is wild.

surreal gust
#

Because it is

#

This ain't an engine from 2024, bro

#

It's from 2001

unreal leaf
#

point being?

slow bolt
limpid rose
#

I managed to get cordon loaded into blender, V-HCAD might be a way to make the process faster, but I can’t recompile

quasi narwhal
surreal gust
#

Yeah, bro

lunar cargo
#

Wondering if anyone can help me out. I've created my own poster for "hideout furniture expansion". Didn't feel like overriding, so I made more. Got everything to work. But can't figure out how to get the "new" posters to show up at the workbench to craft. Much less have the crafting recipe. Any help is appreciated.

surreal gust
#

The collision logic is already there

unreal leaf
surreal gust
#

Adding more invisible clips obviously fixes the problem

limpid rose
#

Same can be done for railways and curbs, like silver mentioned, he can compile the collision file seperately

quasi narwhal
surreal gust
#

Free of performance charge

quasi narwhal
#

I couldn't care less

#

it'd be just stairs cause damn those are terrible

surreal gust
#

Yeah, bro, fuck the stairs

misty mulch
unreal leaf
surreal gust
#

Stalker has inverse kinematics since CS

unreal leaf
#

just teleport the collision capsule up, like games have been doing for decades

surreal gust
#

Is it really worth editing the engine just to fix 1 problem?

quasi narwhal
surreal gust
#

Y'all adding to much shit to the engine

surreal gust
#

It's better to use xray 2.0 at this point

unreal leaf
surreal gust
#

And? You can edit the level collisions without engine edits

quasi narwhal
slow bolt
unreal leaf
#

Well good luck with the fix.

surreal gust
#

There's a reason why there are like only hundreds of people who KNOW how to use the sdk

slow bolt
#

Good luck to both of ya

surreal gust
#

And 10 people for anomaly based mods

lunar cargo
misty mulch
simple mica
misty mulch
regal bolt
slow bolt
fair inlet
simple mica
fair inlet
simple mica
ruby dust
misty mulch
queen pineBOT
#

@ruby dust
UGP Discord invite link: Accept
Latest UGP thread in this server: https://discord.com/channels/912320241713958912/1233377233683484722
Ultimate Gun Pack install video: _ _||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _https://www.youtube.com/watch?v=zX9mTg2Hzzk

Ultimate Gun Pack Adds EFPWP, BAS 2022, RWAP, ATHIS PACK, JUANS, TEIVAZ, BILLWA, L.E.W.D. WEAPONS, PHANT0MS BAS END GAME WEAPONS, SCAR PACK, GUNSLINGER, TCWP, RWAP, AND MANY REANIMATION MODS!

UGP IS :
33GB UNPACKED
7GB PACKED

DOWNLOAD LINKS

UPDATED 7/2/2024
ULTIMATE GUN PACK (GOOGLE DRIVE LINK) : https://drive.google.com/file/d/1mV7qLX1rUZ...

β–Ά Play video
random fulcrum
ruby dust
surreal gust
#

Or decompile it and edit it manually, then compile it once you're done

ruby dust
#

and?

surreal gust
#

That's a bigger file size than IWP

slow bolt
#

exactly. its only 7 gigs

surreal gust
#

the greatest mod ever

slow bolt
surreal gust
#

It does have the most realistic details

#

Dynamic boolets, etc

slow bolt
#

And a custom engine, so it might as well not exist

surreal gust
#

Anomaly mods don't have that

ruby dust
slow bolt
ruby dust
#

not that it will stop me from downloading

surreal gust
#

IWP might be easier to port to anomaly than gunslinger

ruby dust
#

but still

surreal gust
#

Coc engine edits are already there

fair inlet
#

3dss makes it

slow bolt
#

It is slowly getting ported

#

with IWP fans shitting on every port

ruby dust
surreal gust
#

I'm talking about the full IWP system

#

Not some shitty gun model ports

slow bolt
misty mulch
surreal gust
#

It took them 4 years to develop it

slow bolt
#

as they should have made that on anomaly engine instead of just making their own garbage

surreal gust
#

But why coc tho

surreal gust
#

I'm pretty sure coc was dead in 2020

slow bolt
surreal gust
#

Why not in CoM or last day

#

ik

ruby dust
regal bolt
slow bolt
#

I remember hearing this sound a lot

regal bolt
#

(Threw training grenades during a military camp. Shit was fire, even if I couldn't hit the mark, and was the only test I didn't pass)

tawny stream
tawny stream
regal bolt
#

I literally had a misfire happen

#

Thank God nobody was stupid enough to walk downrange as I was getting down on the shooting platform

#

@undone lily So what should be the main directive of the rebalance and how high can I go with the resistances?

#

Can I go the inverted pyramid where The further from the bottom the higher rad+anomalous resistances, or higher balls+physical resistances?

#

With the respective corners grant an immunity to their specific thing?

#

Or would you rather have every helmet have their own specific gimmick?

random fulcrum
regal bolt
undone lily
#

Like sphere 8

regal bolt
#

Could make Sphere 08 the same way, but with the lower shelf stuff like PPM-99 and Apocalypse

formal mountain
#

Food for thought about the terrain movement issue, are physics in the game affected by frame rate or frame times?

#

It’s a very common thing in older games specifically where frame rates affect your physics or movement/fall speed, gets used a lot for speedrunning. If this has some effect on stalkers physics, might be a place to start investigating the issue.

undone lily
formal mountain
#

My next thought would be about gravity in stalker, it feels like you hit the ground like a brick, you fall extremely fast, so that would be the only other idea I’d have for a surface level observation

regal bolt
undone lily
#

Change my mind

formal mountain
#

Just remember how much mantling would kill you if you hit the wrong angle, you’d explode instantly lol KekSkew

slow bolt
regal bolt
#

Outside of it would be fine, but like in the case of Ranger or ACH, but not Sphere series, Exo, Spartan, Screen (and GP-5 that should be common af below the Bar) these are literally Zone Only

regal bolt
formal mountain
#

The window glitch was really fun to mess with

#

You could scale some locations with it

regal bolt
#

Actually I see your point to some degree, but I would give it another take.

WP factions besides maybe low tier stalkers, bandits and military would have the helmets developed for outside of the zone, or none

While NATO factions besides Freedom would have most of the outsider helmets, which would be badly developed, offering minimal anomalous res while fixating on the primary (Rad res/Ballistic res) stat

undone lily
#

(Aka with rupture res for instance)

regal bolt
#

Like being complete opposite to the NATO vs WP weaponry, where all 5.56s feel the same, the NATO helmets would be fixated on something specific

undone lily
#

NATO and WP applies to guns only

#

Helmets don’t use ammo

regal bolt
#

But we could separate them for Zone adapted and not

#

With the non-adapted being used mainly by the lower tier stalkers and NATO factions besides Freedom, that have low understanding of the Zones dangers?

#

If you wanna go "Super realismo way"

naive snow
#

Gaz mask models should honestly provide more chemical resistance overall really

regal bolt
#

Like here. Sphere might be a combat helmet, but it has an integrated gas mask, so I would say that these numbers make sense in a "Realistic way"

#

I might have overdone it on psy res tho

#

Should make that an Exohelmets thing with the visible Psy-Dome band

slow bolt
#

so

regal bolt
undone lily
surreal gust
#

Tir3 for IWP

warped swallow
#

The bumpy surface creates high pointed triangles in the rendering. the movement at those points is like a mountain and valley in the game and slows down walking extremely. (If that's what you mean)
By putting an invisible layer over it you make it smoother again and the player will not notice it. After all, it is a thin layer above it.
I'm not a programmer but I've done a lot of landscape rendering. This is a kind of surrogate solution but probably works.

surreal gust
#

That's POM (parallax occlusion mapping)

#

It has been there since clear sky

ruby dust
#

what is an OGF file?

#

i wanted to access a weapons models. but i think i've looked in the wrong place

random fulcrum
#

ogfs are the models

surreal gust
#

.ogf files are used for dynamic props

frozen flicker
#

i thought parallax was like a shader that just provides the illusion of depth to a surface without requiring any actual additional geometry

ebon copper
#

Has there been any progress regarding the bumpy ground issue

regal vigil
#

I'm trying to understand gamma ballistics and I have a question - why do the formulas differ in the numerator part when calculating damage on mutants and npcs?
shit.power = shit.power / ( 1 + ...)
shit.power = wpn_hit_power / ( 1 + ...)
In both cases this is declared but not used in the case of mutants local wpn_hit_power = ui_wpn_params.read_float(sec, "", "hit_power") Where does the value for shit.power come from if it is to be calculated

I'm bad at stalker modding, sorry

surreal gust
#

Stalker uses POM since clear sky

lament basin
#

Hi, what does gamma base it's loadout weapon probability on?

; When an npc spawn in the Zone, a loadout will be decided and spawned on him based on many factors:
; 1. Script will check [loadouts_per_squad] first to see if NPC's squad section name has a defined loadout
; 2. if not found, then it will [loadouts_per_name] to see if NPC's section name has a defined loadout
; 3. if not found, then it will [loadouts_per_visual] to see if NPC's model has a defined loadout
; 4. if not found, then it will check NPC's rank and community loadout [loadout_"community"_"rank"]
; 5. if not found, then it will check NPC's community loadout only [loadout_"community"]
; 6. if not found, then it will check the default loadout [loadout_default]
; 7. if not found, make me a favor and uninstall the mod```

Does it primarily follow the Dynamic Npcs steps and if so, is the probability displayed accurate based on an average of all steps?
surreal gust
#

its* it ain't that hard, bro

lament basin
#

I’m aware of how grammar works

lament basin
misty mulch
#

the lines in the loadout work on weighed probability

#

so the formula for a gun's probability to drop for a given stalker of a known rank and faction is
(number of lines that specify the weapon) * (weapon spawn chance, default 50%) / total number of lines in the npc's combined loadout section(s)

#

e.g. if you had an npc loadout

gun_1:r:0:0:50
gun_1:r:0:0:50
gun_1:r:0:0:20
[imagine there's 7 more lines for other guns here]

the formula for drop chance SHOULD be (2 * 0.5) + (1 * 0.2) / 10, if i have my maths right

lament basin
#

iirc

misty mulch
#

read the files from the gamma npcs loadout mod

lament basin
#

will do

lament basin
misty mulch
lament basin
misty mulch
#

ok, then go through the gamma npc loadout mods, chase down the chains of section inheritance, collect the full list of gun spawns per faction/rank, and then run that calculation

#

not saying it's simple

#

but that's how you would do it

lament basin
misty mulch
#

yeah? that's not mods per se

#

that's just... telling you which files to pay attention to

lament basin
#

ah alright

misty mulch
#

(whoever that was also forgot to tell you about the scripted npc loadouts in the character_desc_*.xml files)

lament basin
#

So they all work in conjunction with each other

misty mulch
#

yes they work together at the same time

lament basin
misty mulch
#

fwiw @restive forge iirc was also working on answering this q?

lament basin
misty mulch
#

not quite

lament basin
#

I’m currently working on a script for it

#

so it can automate it

misty mulch
#

first identify what kind of NPC you are trying to figure out drops for - a specific npc ID or a certain faction/rank. if you are looking at specific NPC ids, then look at character_desc_*.xml files and npc_loadout_name.ltx

if it's just faction by rank, you want to look at the npc_loadouts_(faction) files

lament basin
#

Most likely, do it by faction and then rank spread

misty mulch
#

so e.g. for army_master, you need to combine the contents of stalker_master, army_master_primary, army_master_secondary

#

then you run that weighed probability calculation, the (number of lines * probabilty of those lines) + (do that for diff. probabilities) / total number of lines in the combined section thing

#

you can easily work out probability per line by simply splitting each line on : and reading the last item in the resulting array

#

would just need to write a simple check to see if there's no chance defined, which means you'd have to use the default probability

#

(could probably go by length of array after splitting)

lament basin
#

Yep, I’ll get this done and then check back in to see how it goes

misty mulch
lament basin
#

hm, it seems like there are partial duplicates

misty mulch
#

i mean yeah that's how the inheritance works

#

basically every other faction uses the loner loadouts as a basis

#

and for some of the higher ranks, it's just identical, like the dolg stuff

lament basin
#

wouldn’t it be AM = SM, AMO, AMS

misty mulch
#

it's not necessarily consistent

#

and it's additive, because of how sections work, none of them are overwrites

#

SPEAKING OF OVERWRITES.

lament basin
#

that’s good

#

wait

misty mulch
lament basin
#

image loading

misty mulch
#

i do not have a simple way of explaining that lol

misty mulch
lament basin
#

this format

#

Wait, am I thick

#

oh

misty mulch
#

yeah parent is arbitrary?

lament basin
#

yep

#

realised

#

as soon as I put that in here just now

lament basin
#

My brain decided to have a fucking laugh at me

misty mulch
#

lol np. it can be confusing to follow. more so once you realise you have to now read and understand the m1a1 loadout injection shit

#

which i never got around to breaking down + understanding. like i could tell you how it works, couldn't tell you how i'd write the script to accomodate it

misty mulch
#

oh nonono that's a shared problem now snig

lament basin
#

you gave me a migraine kekw

misty mulch
#

my work here is done

lament basin
summer girder
misty mulch
summer girder
#

hypercrow Oh I just use discord plugins

forest remnant
#

I'm new to modding here, but how would one go about making a texture mod?

near solstice
slow bolt
surreal gust
#

Ok, it turns out

#

It's possible to rework anomaly levels

#

Adding new stuff is possible.

fair canopy
#

get to it whip

surreal gust
#

Not now

#

This means the terrain can be modified or even changed

slow bolt
surreal gust
#

This could also mean that the storylines can be reworked

#

With access to spawn elements, everything is possible

surreal gust
#

monokit reference

drifting dirge
#

Or figure out whether it is possible to add a buffer constant dependent on actor velocity and rate of height change.. a threshold or cushioning of some sort.

coral brook
#

thought Grok's Ballistics Overhaul would grant pen on woods or even thin metal walls but turns out I was wrong tho.
AP ammos doesnt even pen wooden boxes.
wonder if there's way to let AP ammos have pen walls.. suppose it's possible since it's a feature from SoC actually

idle oasis
#

or changing NPC pathing there?

undone lily
surreal gust
#

Are now possible to be changed

undone lily
#

Fix the WT sniper nest now

surreal gust
#

I asked chocohex if the sources worked for him

#

He said yes

undone lily
#

But you need to recompile everything right ?

#

Even though you just modified one level ?

surreal gust
#

Yeah, that's piss easy

#

Compiler can compile multiple spawns at once

undone lily
#

Is it because of a new tool that is available or ?

surreal gust
#

No, that's how it's been done since the og sdk

#

Spawn merge tool is used for custom levels

undone lily
#

Time to work then

surreal gust
#

Since all you do is merge a spawn

#

My to do list is to rework all anomaly levels

#

Or coc levels for iwp

surreal gust
#

Gotta wait for someone to send the level sources

#

Basically, I will recompile all of the spawns for each level

#

And if the game launches and the map too

#

Then it's possible to rework them

#

This also means that more logic can be added into levels

#

Making them more dynamic

undone lily
celest forge
#

Does that mean also adding new maps?

undone lily
#

The sources of the level was lost

#

Even Anomaly team itself doesn’t have the sources of the level

#

These are Last Day levels and the sources were lost ages ago

surreal gust
#

i know only 2 people who have them (1 of them told me he will send it to me when he fixes some issues with the pack, not related to anomaly)

#

the vk post got taken down by the owner since he quit modding

surreal gust
surreal gust
#

the one from the vk post

surreal gust
#

prob for last day too

#

iirc, mlr version is 6.1, idk

#

that doesn't mean that they don't have a single level source for anomaly

#

if you look at the great swamps, it's completely different from last day and other stalker mods

#

this also means levels can be replaced if you keep the necessary spawn elements

undone lily
surreal gust
#

That can be done easily.

regal vigil
lilac idol
#

So after updating to mags redux 2024 i noticed that the Beretta PX4 still had the shitty 9x18 "upgrade", the problem is that the only mag available other than the 9x19 is a .45 one. so i took a look at the w_beretta.ltx and wpn_px4_up.ltx from PPP and it seems that apparently there is an upgrade available which does look like it converts the gun to .45. i was wondering if i could get any help on this since i don't even understand what the upgrades in the first pic mean.

#

i hope i'm not disturbing you but i don't really understand how these upgrades work

simple scaffold
# surreal gust That can be done easily.

The water shouldn't be a full navgrid like an open plain. It should be a spider web of paths with high node density. or high edge values.

Goals for NPC/Mutants being
1, limit the ways into the water to where there are openings in the grass that make sence. only small poritons of pond/lake shores are good places to go in and out.

2, limit the pathing in water to simulate the unstable unlrealibal nature of picking ones way over pond muck.

3, those paths should end up weighted by the AI (due to node count or edge values depending on how the map works) such that only significant cuts get made. Going to a point on the opposite bank: good. Entering the water, paralleling the shore then exiting to the same bank: bad.

For players since they wouldn't be affected by the ai grid:
I never liked the original radiation mechanic or anomaly's attempted improvement. I think players in the water should get a combination of stamina and cary weight debuffs. could be done with space restrictors. a second set of space restrictors represent paths of solid pond bottom where one can move thru the water with no, or only minor, difficulty. these could get turned on and off at random with emissions.

that could be a use for the compass artifact. It could put a trail of particle effects along the fast paths thru the water.

surreal gust
#

Water is an object placed in the level editor. (with special material parameters) I can make only some parts of the water accessible for npcs and mutants

#

All water in stalker doesn't submerge the player because it'll look weird

#

However, I'm not the best guy when it comes to map logic with spawn elements

#

By rework, I meant with the map geometry, and maybe some extra logic

#

I might edit the terrain

simple scaffold
#

but messy

surreal gust
#

Like make a script that detects if the player is colliding with "water" material

#

In clear sky, water made you slower

#

They changed this in cop

worthy fiber
#

so is it possible to adapt something like the garbage with the ai grid from true stalker mod?

surreal gust
#

I assume you mean fake stalker mod, yes?

worthy fiber
#

yeah

surreal gust
#

Yes, but I'll need their level sources

#

The geometry from fake stalker is way different than anomaly

worthy fiber
#

i saw somewhere someguy's screenshots with the locations from that mod
but it was without ai grid. only geometry

surreal gust
#

What do you mean no ai grid?

#

No ai grid = can't enter the level

#

Because the spawn elements require ai grids to work

worthy fiber
#

oh i mean ai grid was from anomaly localtions

surreal gust
#

That includes graph points and the actor spawn

worthy fiber
#

but geometry was from true stalker

surreal gust
#

What mod was he testing this on

worthy fiber
#

looks like cordon from fake stalker

surreal gust
#

All I can say is that he decompiled fake stalker levels

silk pollen
#

would it be plausible to create a new hunger-like stat that ticks down with time and gives you certain status conditions, and approximately how much effort would that take?

random fulcrum
#

???

silk pollen
#

a new stat that gradually lowers with time, can be tracked in the hud, and can be increased back up with items

#

something that functions like hunger or thirst in that sense

simple scaffold
# silk pollen would it be plausible to create a new hunger-like stat that ticks down with time...

steal the thirst script. change the variable and function names, change the item property that has the change value for the new stat. add that property to existing or new items.

some icons for adding the buff to actor status hud. this will be done slightly differently than thirst. more like how my bleeding indicator mod works.

hack the tooltips to display this new stat. (mags redux has an example of this)
same for descriptions, xcvb's bhs has examples of this, (and the tool tip as well i think)

quasi narwhal
#

does anyone know if there's an anxiety mod for Anomaly? thinking about coding one but dont want to reinvent the wheel

#

i.e. your character gets fucked after getting shot at/killing someone

slow bolt
#

there is psy stress mod. Has similar idea

quasi narwhal
#

yeah I checked psy stress and it's similar but not exactly what I was looking for

#

thx, will try something out

steady apex
#

you get fucked after you got killed

quasi narwhal
#

FUCKING HELL I need that shit

#

absolutely based mod @steady apex

open oasis
#

holy shit the second comment on the modpage omegakekw
i'd send a screenshot here if it didn't break server rules lmfao

quasi narwhal
quasi narwhal
#

this the type of shit that reminds me why i check this discord server on a daily basis

surreal gust
#

take my upvote

open oasis
#

YEP THAT'S THE ONE

#

i don't think you're allowed to post that here kekl

surreal gust
#

then the comment wouldn't exist at moddb

slow bolt
surreal gust
#

you're fine, as long as it doesn't hurt their business

slow bolt
#

not moddb

surreal gust
#

ik

slow bolt
#

1984 mods remember

open oasis
#

but fair enough hope you don't get warned for that

surreal gust
#

i think the last sentence is what you meant against the rules

open oasis
#

and also the F-slur yeah

surreal gust
#

bro, the c word gets spammed in this server daily

#

πŸ’€

open oasis
#

it's just an insult, the F-slur deliberately targets a certain group of people (or a sexuality if you will)

#

but then again i don't make the rules or enforce them

surreal gust
#

yes, but he used 3 letters

open oasis
slow bolt
#

dont remember any c slurs

surreal gust
#

cu-

slow bolt
#

what

#

just because youtube/twich think it is - doesnt make it so

celest forge
#

Cunt?

slow bolt
#

its a swear - nothing more

celest forge
#

I mean it's a bad, impolite word

#

But not a slur

#

There is a c slur tho so b careful jokerge

celest forge
#

For asian people

open oasis
#

ah

slow bolt
open oasis
slow bolt
#

doesnt pop into my head. I guess i am not racist enough

open oasis
#

it takes the first part of "chinese" and adds onto it clueless

#

can't spell it out for you as again that breaks rules

celest forge
#

But anyways

#

mod making

open oasis
#

i am looking into Demonized's map backlog and he has made some seriously insane shit

#

i don't think there's a single mod there that i don't like

#

i think i might install the damage numbers mod, it looks super cool

celest forge
#

I mean he's only the spine of the entire modding scene with his EXEs

open oasis
#

yeah i am aware

fair canopy
#

Only mutants

open oasis
#

aw πŸ˜”

fair canopy
#

Unfortunately

celest forge
#

That's only on GBO tho right

fair canopy
#

Even with arti grok

#

It needs the vanilla damage system

celest forge
#

EPIC

summer girder
open oasis
#

the man himself

naive star
#

https://youtu.be/XWL0YMzHNSI is there any easy way to change the sounds on the 762 version of this aek? or are they all connected and you would need to create another aek altogether

Simply Replaces AEK Trio Weapons To SeDzhiMol's BAS AK-12 Animations.

AEK TRIO DOWNLOAD : https://www.mediafire.com/file/wd28e51f69b9ypx/AEK_Reanimation.7z/file

Original Mod Is Not Required, However This Is Linked To Show Gratitude And Appreciation!
SeDzhiMol BAS AK-12 Download Link : https://www.moddb.com/mods/stalker-anomaly/addons/bas-ak-12...

β–Ά Play video
slow bolt
#

each weapon has its own classname, so you can edit its anything

naive star
#

checking in the config for the mod it doesnt allow that, is there another way to access that info easily?

slow bolt
#

there are a lot of sounds guns have

naive star
#

the problem im seeing is they all share the same name and therefore changing one would change all of them, right? maybe im off base on that and im not really a modder so im dumb

slow bolt
naive star
#

its the one with the black grip, the red camo one is just 545 as well

slow bolt
#

there are 3 guns in this.
wpn_aek
wpn_aek_camo
wpn_aek_duty

random fulcrum
#

aek_duty is the 7.62 onr

naive star
#

word

slow bolt
#

aight, so the sound changes are only for the default one. And i bet they share the sounds via inherit

#

so

#
![wpn_aek]
snd_bore                           = $no_sound
snd_draw                           = $no_sound
snd_holster                        = $no_sound
scripted_snd_show                  = weapons\ak74\ak74_show
scripted_snd_hide                  = weapons\ak74\ak74_hide
scripted_snd_show_w_gl             = weapons\ak74\ak74_show
scripted_snd_hide_w_gl             = weapons\ak74\ak74_hide
scripted_snd_show_g                = weapons\ak74\ak74_gl_on
scripted_snd_hide_g                = weapons\ak74\ak74_gl_off

snd_empty                          = weapons\ak74\ak74_empty
snd_reload                         = weapons\ak74\ak74_r
snd_reload_empty                   = weapons\ak74\ak74_re

snd_reload_misfire                 = weapons\ak74\ak74_mis

snd_shoot                          = weapons\ak74\ak74_shoot

snd_silncer_shot                   = weapons\ak74\ak74_shot_sil


snd_switch_mode                       = weapons\ak74\ak74_mode_switch
snd_switch                         = $no_sound
scripted_snd_switch_g              = weapons\ak74\ak74_gl_on
scripted_snd_switch                = weapons\ak74\ak74_gl_off

snd_shoot_grenade                   = weapons\ak74\ak74_gl_shoot
snd_reload_grenade                   = weapons\ak74\ak74_gl_re

scripted_snd_ammo_check            = weapons\ak74\ak74_ammo_check
scripted_snd_ammo_check_empty      = weapons\ak74\ak74_ammo_check
scripted_snd_ammo_check_w_gl       = weapons\ak74\ak74_ammo_check
scripted_snd_ammo_check_empty_w_gl = weapons\ak74\ak74_ammo_check
scripted_snd_ammo_check_aim        = weapons\ak74\ak74_ammo_check
scripted_snd_ammo_check_empty_aim  = weapons\ak74\ak74_ammo_check
scripted_snd_ammo_check_w_gl_aim   = weapons\ak74\ak74_ammo_check
scripted_snd_ammo_check_empty_w_gl_aim = weapons\ak74\ak74_ammo_check
#

this is how sounds are changed

naive star
#

im just confused because i open sounds and it only shows this. im operating off a very base level of knowledge

#

i see

#

so this is really cringe and nooby to ask but how do i even navigate to the aek_duty in the first place?

slow bolt
#

So for example to change the shoot sound you would:

![wpn_aek_duty]
snd_shoot                          = weapons\ak74\ak74_shoot - change the sound path
naive star
#

OHHHHH

#

im seeing now

#

gotcha

slow bolt
naive star
#

yeah i found it, i for some reason though there should be 3 seperate ltx files for each aek instead of looking deeper. my bad

#

noob and cringe question as i said πŸ˜”

slow bolt
# naive star gotcha

You create a new file called mod_system_whateveryouwant and paste that thing above there

#

edit the sound to the one you want and that is it

#

that file goes to gamedata/configs of your mod

naive star
#

Ok that makes sense

naive star
#

yeah i tried changing it and i assume this is correct, but no result in the end.

fair inlet
naive star
#

i was going to try just replacing it with the akm sounds from the other reanimation but i guess the way its setup is each mod just calls the ak74 sounds but theyre different due to whats inside each pack? not sure exactly but the blindside thing is more of a test than anything else

#

ok that worked but the sound is cooked so now i just need to find the proper route for whatever all the other 762s use

naive star
#

yeah that just gives it the same sound as the original

fair inlet
naive star
#

monkaCough again i am noobtarded so

fair inlet
naive star
#

sick that worked

#

thanks

#

ill try to remember that syntax for any further guns if i decide to change the sounds

potent delta
unreal leaf
#

Whats the internal name for loner stalkers?. Neutral?

potent delta
#

I think it's just 'stalker' but I'd have to check npc loadouts real quick.

#

Yeah, it's just 'stalker'.

unreal leaf
#

okay so meshes use a different naming scheme? :D

potent delta
#

Ecologists are ecolog, Sin is greh, Merc is killer, etc.

slow bolt
potent delta
#

I assume the naming convention is universal, since it's also used for spawning and stuff but I could be wrong. I haven't done any modeling stuff.

unreal leaf
#

theres no such thing as a "stalker" npc mesh

potent delta
#

As much as I wanna dip into 3 modelling, not necessarily for Stalker stuff but they could eventually cross paths.

unreal leaf
#

so I am gonna assume its Neutral

slow bolt
#

neutral is also loners

unreal leaf
#

it does not look great. But it can work, gonna scrap and try again

random fulcrum
#

this shit has no right of going this hard

unreal leaf
#

I am so incredibly rusty with character modeling

timber cedar
modern widget
summer girder
#

He's gaming

vernal epoch
#

I love opening this channel. You never know what its going to be

unreal dome
#

Can you make the world smoother or make the bumps superficial so they don't screw up the player movement? Just an idea.

gleaming pollen
#

I would imagine the character hitbox has a z=0 plane that you could expand somewhat, but id anticipate then that the player would "hover" out from and just above any stairs/ramps/AngelaWhites/slopes

#

Or is the hitbox snug and formfit for her cheekibreeki pleasure?

foggy marlin
#

I want to add a magazine capacity of 40 9x19 to MP5 and MP5SD. did you write it correctly?

hazy trellis
#

is it possible to alter load game ui to be more convenient? like tile for each saves

torpid badge
# foggy marlin

This error is because you used the same id as something that exists without using DLTX override

Your item should be [magazine_9x19_cnt_40] to create a new unique item id

foggy marlin
torpid badge
#

change the id of your item to [magazine_9x19_cnt_40] instead of [magazine_9x19_cnt_30]

Also you will need to create a new model for this 40 round mag if you are not just going to use the 30 round mag model since dynamics\weapons\magazines\mag_40_900x19_hud.ogf will not exist

foggy marlin
torpid badge
#

then it will be graphically identical to the 30 round version but you wont have to create your own.

potent delta
unreal leaf
#

Yeah.. just need to.. learn how to model characters again, and figure out how to add tails to the models

potent delta
#

I tried to edit a prefab last night for over an hour and I got exactly nowhere and gave up. kekcry

unreal leaf
#

A prefab?

potent delta
#

Yeah, just a simple low-poly model I found for free since I figured it'd be easier adding stuff to an already human-shaped model and push-pulling proportions but turns out I'm too dumb to even do that.

unreal leaf
#

3D modeling isnt easy

potent delta
#

Nope. Doesn't help I have very little experience with Blender and getting tools to do what I want them to is like pulling teeth.

unreal leaf
#

sounds like yyou need to do the donut tutorial

potent delta
#

I saw a trick with making a bounding box on the model with cuts for anchor points that you pull on and it pulls the model with it that could potentially do a lot of what I wanted, but I never figured out how to actually make it and make it work.

unreal leaf
#

id say learn how to do it properlyy first before trying to use tricks or shortcuts

#

yyou need to understand the workflow

#

If you have experience with 2D art I would just learn sculpting since its a lot less technical

potent delta
#

I have nerve damage in my arms so I don't have a steady hand.

#

'drawing' is out of the question.

unreal leaf
#

like damage to the point where you cant hold a spoon without spilling it?

potent delta
#

I can still hold things, but for example, writing with a pen for more than 2 minutes is like stabbing myself in the forearm.

unreal leaf
#

I see

#

well poly modeling is what I do

#

but any modeling techique requires lot lot of clicking and pressing buttons so it might get painful quick

potent delta
#

Yeah, I definitely take a lot of breaks doing things as is. Gaming, or fucking with outfitstudio when editing outfits for FNV/Skyrim, etc.

#

I'd love to sit in a call with someone who actually knows what they're doing and be shown how to do things manually. That's the easiest way for me to learn.

unreal leaf
#

Modeling timelapses are a good way of learning

foggy marlin
#

I will use the model from 30

glad mirage
#

hmm now should be fine

#

another question would be

#

how tf do you even get the magazine in the first place

#

as its a new item.. so it prob would need some spawn conditions

torpid badge
#

might not still be fine, changed more cnt_30 stuff to cnt_40 i dont know if you now need to write a new description for the ui, it might crash looking for cnt_40_descr.

I wouldn't know I haven't added a new magazine, they did change the item id though. Would need to add the new item to loadouts

potent delta
torpid badge
potent delta
#

As long as they have a proper entry for english translation that calls to cnt_40_descr it won't break.

torpid badge
#

what about those?

glad mirage
#

2 of the same id would cause an instant crash

potent delta
#

Oh, good catch. I'm still half asleep so I kinda glazed over I guess. Yeah you want anything model/icon/hud related to still call to 30 unless you are making custom stuff for those as well.

#

The only thing you want to change is the item name, the amount in the magazine, and the inv name/description (with an appropriate translation file)

glad mirage
#

inv name and description shouldnt cause crashes

potent delta
#

And of course make sure it's pointed to in the gun's file for magzines it can use.

glad mirage
#

well i guess you will get misleading tooltips as a side effect

#

so he will need to make new xml files for the new mgazines

#

i dont recommend editing the current xml file you have rn

#

if you are making a new magazine

potent delta
#

That's what the one being edited is for, just a copy paste of an existing one with a new name which will do fine.

#

So long as the stuff I mentioned is changed.

glad mirage
#

i mean editing exsiting xml file is fine-ish

#

its just conflicts and stuff

#

though if hes making an entirely new magazine

#

i think he might need a way to... actually get them

potent delta
#

You just add lines to the magazine file's existing translation file to include the new listed magazine, and be sure it's included in the gun's list of magazines as well. (I created a 40 round extended mag for my rechambered UMP mod)

summer girder
potent delta
#

As for 'getting them', they'll have a chance to be naturally included with the gun any time it spawns as long as it's in the gun's magazines list.

#

Though you will need to do more shenanigans if you wanna add them to trader stock without fucking with GAMMA trader stocks.

glad mirage
#

well i mostly used the retool function when i messed with mag redux

#

worked out pretty well

potent delta
#

Never bothered with retool but it likely could work out of the gate with the way it's coded.

#

Though I don't think you can retool into an extended mag. thonk

glad mirage
#

gladly the mag i did wasnt extended mags

torpid badge
potent delta
#

Like, it has to be extended already? Not sure if you have to manually add magazines it can turn into in the mag's file either.

glad mirage
#

well i just took some inspiration (definetly didnt straight up steal it) from athis pack

#

and allow regular belt box to be retooled to overfilled belt boxes

potent delta
#

I shook Burn and Juan down for info on how to do it, and athi did a lot of work steering me in the right direction as well. KekSkew

glad mirage
#

i mean technically were extended magazines

#

but the way they were extended made retooling a much more sensible option

summer girder
worn fiber
#

Which ltx files control NPC weapon loadouts in GAMMA?

vernal epoch
worn fiber
misty mulch
dull crest
#

Where can I find the files on food values? I can find drinks but food is a lot more obscure it would seem

ruby dust
#

i wanna change ammo craft cost, but i don't understand how this is formatted

random fulcrum
#

first slot not sure
second slot is the recipe needed
third is a crafting material
fourth is how many stacks of that material
5-8 are the same as 3 and 4

potent delta
#

First slot is how many you make per craft, iirc.

ruby dust
#

so in this case 5?

potent delta
#

Though GAMMA multiplies the entire thing by 3. You make 15 bullets at a time, and it takes 3x the amount listed of resources.

ruby dust
#

ah okay

potent delta
#

Could be wrong about the exact number, I don't regularly craft 9x18. KekSkew

random fulcrum
#

because you get one stack of 9x18 for example

#

which is 15 bullets

potent delta
#

A 'stack' being how many make up a single 'item'. If you click on your stack of powder in your inventoy, you can see in the middle bottom how many you actually have. GAMMA just uses a script that fuses all charges into a single display number.

ruby dust
#

so a stack is 5, but then gamma multiplies it?

random fulcrum
#

no

#

see the ammo's box_size field

#

it's 15

#

that's a stack

#

same for the crafting material as they also inherit from ammo

#

but some are box_size 10

ruby dust
#

i dont get it, but alright

#

all i needed to know was what was what

random fulcrum
#

open weapon_ammo.ltx

#

and i'm explaining that

#

bruh

#

i explained just that

ruby dust
#

yes i know

misty mulch
#

you're reading from Ammo Maker's example, as well

potent delta
#

Well yeah, one stack = 15 bullets, but why does the recipe say 5? That's what we're confused on.

#

You don't get 75 bullets when crafting one time.

random fulcrum
#

check the workshop_autoinject script?

ruby dust
random fulcrum
#

it gives a stack

potent delta
#

Ehh, I try to not fuck with script files when I can. Maybe the 5 is just a number the script calls to in order to get how many bullets is in a stack.

#

Since some ammo has 10, some have 12, some have 13.

ruby dust
#

you say a stack is 15, but this says output amount is 5. why

random fulcrum
#

jesus fucking christ just brown this guy already

#

this could have been avoided

ruby dust
#

brown?

random fulcrum
#

imagine

#

gets told to check the scripot

#

i'd rather not fuck with scripts

misty mulch
#

all ammo types have a box_size defined in the ammo.ltx, as momo is trying to explain. this tells the game how many bullets are in one "stack" of the item.

when you craft items, you always craft stacks of them, for ammo it's box_size and for other items it's the # of uses. so when the recipe says you make 5 of the ammo, you actually make 5 * box_size bullets total.

random fulcrum
#

what are you even gonna break by READING

potent delta
#

I'm just explaining why I don't already have the information. I didn't say I wasn't going to check it to confirm.

misty mulch
#

let me go check my numbers but that's the idea, sry

#

the crafting output number is not JUST the total # of bullets or # of uses afaik

#

(will edit msg above)

#

oh right

#

duh

#

first number isn't output related i think?

misty mulch
potent delta
#

Oh man. Vestigial leftovers from previous scripting that borks the process if you remove it?

random fulcrum
#

nah

#

first number is the toolkit

potent delta
#

Man, I definitely haven't seen that before. clueless

random fulcrum
#

i just checked workshop_autoinject.script

#

it's the toolkit needed

misty mulch
#

ah that makes sense

#

cos the second item is the recipe you need

#

1 = basic, 2 = adv, 3 = expert, 4 = medi, 5 = ammo

ruby dust
#

ahh that makes a lot more sense

misty mulch
#

let me fix my example reaaal fast

potent delta
#

Having that put out in plain terms and easily accessible without needing to file dive will definitely make creating mods easier for other folks in the future.

misty mulch
floral rune
#

do you guys know a task that fails when you transition to a different map? i want to steal some code

regal bolt
#

Am I missing something in photoshop to make this work? I'm guessing it's the transparency of the lam. The dot itself works fine, but the beam...

regal bolt
#

Left is the photoshop view with it tapering on transparent background alongside the preview for the exporter.

lilac idol
#

hey guys does anyone know how i can duplicate the wpn_mag bone to make a "dual" reload animation so that it doesn't affect the weapon position? something similar to the sig_550_siber animation. i can't figure it outPepeHands

#

this is what i mean by dual animation (having both mags during the mag swap)

lyric drift
#

anyone know a mod that gives companions animations like normal ai, like playing guitar at campfire that sort of stuff

slow bolt
#

release the companions and they will have it

old berry
#

idk if it has to be connected to it in the armature tho

floral rune
#

where can i find names of various squads, is there a list somewhere?

lilac idol
high radish
#

why sometime add repair_type, eg ![wpn_rpg7] repair_type = rifle_7 not working?

slow bolt
high radish
slow bolt
#

so adding more Zs give it higher priority

lilac idol
#

i don't understand how i can add another magazine to the model properlyπŸ“ž

lilac idol
old berry
#

you mean to de parent the mag bone right?

lilac idol
#

yeah

old berry
#

you gotta select the mag bone first and wpn_body last then go to armature and select parent and there should be a prompt to de-parent them if i remember right

#

or was it the other way idk

lilac idol
#

and after that i can just rmb and duplicate it?

#

is that how it should look?

old berry
#

you know how to setup vortex groups?

#

leave the first mag alone and then duplicate it and rename the bones and the vortex group

#

then do the steps above for the second mag

lilac idol
#

i tried that before asking here but i couldn't get it to work

old berry
#

how about this i will call you and you can screenshare it and i will tell you how to do that

lilac idol
#

if its not a big deal for you

old berry
#

nah

regal bolt
potent delta
#

I still need to figure out how to put a LAM on my UMP that I made. tired

#

I also wanna figure out properly how to make like, every LAM a lot more... Saturated. Make them stand out more. Maybe change them from red as well. I'm pretty sure most of them call to the same file, shouldn't be too hard.

#

I also tried to make a caliber change for a Vector but it just didn't show up in-game at all, despite copying exactly what I did with my UMP and G17. shrug

regal bolt
main jetty
#

Maybe a weird request, but im using the SOTA ui, and was thinking if there was a way to make the pause menu transparent, without the background image. Something like in metro exodus for example. I have managed to locate the background file for the menu, but is there even a way to differentiate between main menu and pause menu? Cuz I can make the transparent texture no problem, but I got no idea how to go about implementing it.

potent delta
#

That's the closest I think you'd get.

#

Don't ask me how you'd even begin to code that, though. KekSkew

main jetty
potent delta
#

I mean, the idea I gave could potentially work as a speudo-transparency effect since it'll just make the background what your game is actually showing. Just won't be animated.

hardy hound
pulsar flame
#

Hey guys, quick question

#

what's the syntax for the death_generic file?

simple scaffold
#

item_count is min,max

pulsar flame
#

Sry forgot to mention, but ye, I was talking about item_count

#

thx

#

So I'm guessing dynamic_item_spawn is just for stashes and containers, but death_generic is for stalker corpses?

simple scaffold
# pulsar flame So I'm guessing `dynamic_item_spawn` is just for stashes and containers, but `de...

no. dynamic items is for "world items" the stuff you find just sitting out in the open. treasure_manager is stashes.

and for stalker loot as long as you are including the two other death ltx files that get imported in to death_generic as being part of it then yes, mostly.

there is also gamedata/configs/plugins/guaranteed_drops.ltx and the NPCs charecter profile although death_manger can remove things that are part of the NPCs profile so inserting things there doesn't garuntee it will be on thier corpse.

some tasks will add items after deathmanger runs.

main jetty
misty mulch
#

although huh in this case, no comments, rip, would have to read the script that uses the ini

hardy hound
main jetty
#

I managed to do what you have, now I'm trying to figure out if there is a way to have a video in main menu, while having transparent pause menu

hardy hound
main jetty
#

no not trasparent video, I mean that when you are in the main menu(no game loaded), you have a video background. But if you have a game loaded, the menu is transparent

hardy hound
#

theres a script which makes it random to load any defined .dds menu backgrounnd

#

i don't remember if it worked for videos too

#

but you could try editing it to detect main boot and while in game make it play the transparent menu maybe

lilac idol
#

so regarding animations, again, what's the difference between "wpn_hands_action" and "wpn_action"? like if i want to animate a certain part of the gun by moving it with the hands should it be a "wpn_hands_action" or not? for reference i want to do a draw animation using the collapsible stock as seen in the photo

celest forge
#

I mean it's kinda self explanatory, the hands are just the arms and the wpn is the gun

#

If you want to animate a part of the gun by moving it with the hands you have to animate the part and the arms and export both of those movements

lilac idol
#

yeah but for example if i'm pulling out a mag and the mag is now in the hands, would that be considered the weapon too?

celest forge
#

If you have the left hand parented to the magazine, and you move the magazine, and the hand moves with it

#

that will export when you export the hands anims

lilac idol
#

mmh i see, thank you

regal vigil
#

How can I limit the secondary weapon slot to one-handed weapons only? hmm

surreal gust
#

high poly level soonℒ️

ornate osprey
#

Does anyone know how to properly add a new element (like button) to existing pda tabs, like "Area map" tab? As I understood, there are two ways: completely replace pda_tasks_16.xml file, or insert element into pda_tasks_16.xml using DXML. I tried both options, but it simply nothing happens on inserting new element, but changing anything works fine.

simple scaffold
#

Wrong xml. You want pda.xml and/or pda_16.xml

Follow the instructions in pda.script

Editing this with dxml sucks because you have to resize all the button to fit your new one in.

Dollars to donuts any other mod adding a other button will mess yours up.

Hmmm, might be possible to generalize this process in dxml.

crimson goblet
#

....simple request.... 80's rock... hip to be square... bohemian rhapsody... ect

open oasis
queen pineBOT
crimson goblet
#

Oh? In that case I need to work on my coding anyway

#

Who wants a mod with various 80s hits

open oasis
#

you can just post it to #1035807043933720576 once you're finished with it, there are already a few playlist mods floating around

crimson goblet
#

Mind if I ask you for a lil help? I've gotten the basics and a bit of the slightly more advanced stuff down but I feel like I'm missing the "click" any pointers where to find it?

open oasis
#

where to find what? the guide on how to add your music is in that bot command i posted above

crimson goblet
#

No, in coding...

open oasis
#

did you read the guide?

#

you don't need to do any "coding"

crimson goblet
#

But I wanna

open oasis
slow bolt
#

mf about to be booted out of the channel fr

crimson goblet
#

I want to see if I can add the notorious zune to the game

open oasis
#

there is already a radio function inside your PDA

crimson goblet
open oasis
#

are you asking how to add a custom device with a Zune model Western-Goods style?

crimson goblet
#

Yeah, basically how you can "play" instruments... in this case it's a separate mp3 that you can put in a hot bar .... it's basically because when you pull out the pda you have to continue to go between the items such as map and the radio which is a lil annoying... but understandable in this case you can still just pop the pda and look at the map then have a separate for music

#

I know it seems a little redundant, but I feel as if some people might want it... especially with how I want to make it so you don't have to start it back up between zones as well

dull crest
#

I’m currently working on several repackaged and merged mods with snippets of code and scripts from a myriad of mods (sometimes tweaked by me, other times just vanilla). Aside from asking permission from the original author and giving credit, is there anything else I should do in terms of morality?

slow bolt
#

Some mods might not allow you to modify the code

#

some might not care

#

And if you are reuploading the mods with your changes - it wont be good no matter how it is

#

What you should do is make the changes to the mods as separate mod(s)

#

then there is no problem

rancid oar
#

i made a transparent 1920x1080 texture with a black fill at 50% opacity but that just gives me a black background

main jetty
#

I just replaced the .dds in textures/ui/

rancid oar
#

ohh i see, so it just applies to the load/save menu then?

#

bummer haha because the pause menu just being a background has been bothering me as well

regal bolt
#

Does anyone know what the file with quest rewards is?

misty mulch
#

may also need to look for any DLTXes, which should start mod_task_manager_*.ltx

regal bolt
#

Thanks

normal urchin
# crimson goblet I know it seems a little redundant, but I feel as if some people might want it.....

https://www.moddb.com/mods/stalker-anomaly/addons/persistent-pda-radio-music-player

It doesnt keep the song and track time persisent, probably an engine limitation, but it does at least keep the radio and station on through transitions/reloads

ModDB

Makes the PDA's radio and music player start again automatically after you change level / reload a save.

crimson goblet
#

Thank you

#

But

#

How funny would it be to just pull out a zune XD
in all seriousness, I will be using this

edgy trout
crimson goblet
hollow gale
#

Hey, does anyone know if and how I could create alt zooms for guns that don’t originally have them?
Would rly like to enable it for some guns

simple scaffold
twin island
ruby dust
#

where was the guide for making new mags in mags redux?

wary kiln
#

i was told to look into op2 files for models for an m72 law which im gonna try to somehow or other port to anomaly, anybody have a link to an unpacker or something?

simple scaffold
edgy salmon
#

Is it possible to have the ammo check anim lock you in it until it’s finished or is that a recipe for busy hands?

In the same vein, is it possible to prevent the actor from sprinting when eating/smoking/using meds?

simple scaffold
#

Probably. I don't know what would be the best way.

Ask @river fjord

ruby dust
#

nvm i found the guide.

#

so if i want to add my own mags, do i just write them down in the mod itself or make a separate one?

simple scaffold
ruby dust
#

what?

#

what's the prefix

#

just base_?

simple scaffold
ruby dust
#

so base_whatever is fine in here?

simple scaffold
#

yes. basetypes ltx use base_ as the prefix.

weapon and outfit configs use w and o respectivly

#

all in thier own folders

ruby dust
#

very wellm thank you for clarifying

simple scaffold
#

it was designed to allow support for new guns and magazines without dltx. it was actually designed before dltx was a thing.

ruby dust
#

btw, what should i do if said gun has multiple calibers?

#

like through upgrades

#

should i write them both seperately?

simple scaffold
#

extras (and typos) are ignored. with no message. the lines only get read when a gun with a given ammo list is being manipulated.

ruby dust
#

I see, ill try it rn

#

sorry in advance because i have probably understood wrong, but would this be correct? (this is the base type)

simple scaffold
#

a base type can only have one caliber.

ruby dust
#

oh?

#

then how would that work?

simple scaffold
#

a base type has one caliber. and a mag only has one base type meaning a mag can only have one caliber.

a weapon entry can have multiple base types to support upgrades. the upgrade efectivly changes the guns basetype.

think of basetype as a compatibility standard, describing the shape of the mag to ensure that only guns that can fire the rounds that magazine is designed for can insert it.

the nato STANAG magazine is an example of this (and is literally a base_type in mags redux althou i don't use that name since i had a naming convention i wanted to stick to)

ruby dust
#

i see, so i should define two base types?

#

each for one caliber?

simple scaffold
#

If you are making a new gun and want to use existing magazines you give your gun the base_type of those magazines and get to skip making new mags for your new gun.

similarly if you want to make a new magazine for existing guns you give the magazine the base type of the gun (or copy it from the existing mags for that gun)

the only time you need to make a new base type is if you are adding a new gun and you want it to use it's own magazines. either because it uses a different ammo from other guns. (like you add a g11) or it can't use the same magazines even if it uss the same bullets, most pistols are like this.

ruby dust
#

well, the mosin doesn't have a stripper clip. so that's ill wanted to add. does that mean i don't need to make a new base type?

#

im a bit confused on what i should do now

simple scaffold
#

simplest way to add magazines to the mosin would be to make a weapon entry for it and give it the same base types as the svt

ruby dust
#

what base type is the svt?

#

found it

simple scaffold
#
[wpn_mosin]
default_mag = mag_svt_7.62x54_default
;base_type
ammo_7.62x54_7h1 = svt_7.62x54
ammo_7.62x39_fmj = svt_7.62x39

in a file w_mosin.ltx in the gamedata/configs/magazines/weapons/ folder.

simple scaffold
ruby dust
#

ohhh i see now

#

why you didn't include it in the main mod

simple scaffold
#

I didn't make mags redux support for stripper clips be cause they would need new logic to work properly. in this addon they work just like magazines, the scripper clip ends up being in the gun, you take the empty stripper clip out and put a full one in when you reload.

ruby dust
#

yeah that doesn't quite logically work

simple scaffold
#

i'd have to add a bunch of custom logic. and even then there is no animation for loading a half full stripper clip. this would look more wrong than the ocasional wrong colured mag. (similar reason is why i didn't include drum mags for guns that don't have them in the base game)

ruby dust
#

yeah, thats fair

#

i don't understand how your mod functions, nor am i a coder. but i do have a very stupid idea

#

the mag redux already has one in chamber option, can't we use that to load all rounds into the "chamber" and return an empty clip?

#

it might no even be possible, but it was just an idea

simple scaffold
# ruby dust the mag redux already has one in chamber option, can't we use that to load all r...

We don't play an animation for that since there isn't one, but since it is something you can only do from in the inventory it isn't obvious. But for full reload you would want one.

if i was going to add stripper clip support it would be a flag on the magazine that tells me not to delete the mag when you load a gun and not to spawn one when you unload the gun.

also would need to do logic so that if you have a gun with 2 rounds in it 2 rounds stay on the clip after you reload. except if from the ammo wheel, that would need to take all the rounds from the gun and put them in your inventory before loading the new stripper clip.

also there would need to be logic to prevent "extended mags" resulting in a gun holding extra ammo, and extended stripper clip would just be something you could use more than once to reload the gun with out having to refill it.

of course no one actually refills stripper clips very often. the ammo for guns with internal magazines come out of the box on a stripper clip. so now i need to track the difference between loose ammo you pulled out of a gun or some stalker pocket and new ammo out of a box which would basically convert into X stripper clips. this also mean you end up with dozens of stripper clips. so i would need to block selling them at all and add a way to turn batches of them (5? 10?) into a single scrap metal as a way of getting rid of them.

basically doubling the code to support something like 2 or three guns.

ruby dust
simple scaffold
#

I have a standard of quality. I don't care if someone else adds dum mags to guns with stick mag reload animations. or wants to play with not quite right stripper mags they can. but if i'm going to implement it i'm going to do it right. hence the rant about not having three hands in the mcm settings. since there is no combat relaod animaiton you have to do someting with the mag from the gun before grabbing a new one from the vest.

ruby dust
#

honestly, based

lyric drift
#

is there a way i can manually adjust ai speed i hate how accurate they are but strafe so fast

potent delta
#

If you use a silenced weapon, and attack them from more than ~20m, they usually just wander around with no clue what's going on.

warm sentinel
#

So regarding the progression presets, when you start a game, is there a way to manipulate the variable for "minimum condition to sell"? I can't find it in the file that has all the other variables, unless I'm blind.

obsidian nimbus
#

where should i start if i want to learn about modding stalker ?

slow bolt
obsidian nimbus
#

thanks !

plucky cosmos
#

It would be hard to make a mod that allows you to cancel any mission? even from main characters and traders. Something that keeps the ''about the mission'' dialog option for being able to cancel it and ''the job is done'' simultaneously. Some people dislike the idea of getting paid for a quest because a stalker in the other side of the map killed the dog for you. I think it may be easier making something just to keep the dialog option instead of making an entire system for failing missions if someone else killed it for you.

simple scaffold
spiral stone
#

Is there a script/config/whatever that determines what foot step sounds a mutant uses (not referring to the "material= creatures\medium" that some mutants have in the mutant ltx files). I want some mutants to use new/different footstep sounds, like for example, generic zombies, chimeras, and dogs having different foot step sounds.

spiral stone
#

how do i properly view "gamemtl.xr"?

thin kernel
slow bolt
spiral stone
slow bolt
#

modding book

#

pins

random fulcrum
#

since you can "dltx" materials with modded exes since some time ago

spiral stone
random fulcrum
#

you don't need to

spiral stone
#

okay cool thanks

normal urchin
#

so im sort of curious about trying to make a mod that lets your inventory stay open while you eat/drink/take meds, etc... like tarkov basically, would be nice when you are in a sitatuion where you need to apply different meds, or eat/drink more than once to fill your bars, my question is basically, does anyone know if this is possible, or is something that would either be incredibly difficult to make or straight up impossible due to engine limitations, etc

#

(or lmk if a mod like this already exists, if there is one I havent found it)

sacred token
spiral stone
# edgy salmon This might be relevant https://discord.com/channels/912320241713958912/124124245...

Im looking more for a way to create "presets". Like for example in the dog ltx file there is a line like "material = creature/medium" which i think determines what sound of foot steps it will use. I want to make my own that will make mutants like dogs and chimeras have different footstep sounds instead of sharing the same preset, if that makes sense. I think gamemtl.xr might be where i need to look i just need to understand it.

#

Might need to dltx like momopate mentioned

simple scaffold
prime pecan
#

Checked this and it works only when u use non dltx version πŸ€·β€β™‚οΈ, but i saw that somebody saying here after mid playtroug it can start crashing

edgy salmon
spiral stone
#

Ive never done dltx before

misty mulch
#

it's not an ltx file so i'm gonna go with "no"

blissful tartan
#

is there a patch for phantom's end game bas rifles ?

fair canopy
#

For what specifically?

spiral stone
#

Or do i not need to pack it back up?

blissful tartan
#

sounds

fair canopy
#

Yeah somewhere. Oleh made it iirc

blissful tartan
#

awesome

#

@fair inlet so sorry for the ping but do u know where i can find your patch for phantoms bas end game rifles ?

#

i searched around mod posting but nothing came out

blissful tartan
#

thanks man

misty mulch
vernal epoch
#

differential ltx loading

random fulcrum
#

look in the modded exes github repo for more info

#

i don't remember off the top of my head

spiral stone
#

Okay i will have a look, would I have to repack it into an xr file once im done modifying it? Or is there a way for it to work unpacked as its own addon?

random fulcrum
#

loading as its own addon is what you're trying to achieve with this

spiral stone
#

Correct

obsidian void
#

What's inside that gamemtl.xr file?

spiral stone
#

The issues is the xr file has to be unpacked, momopate posted an umpacked version and you can see them there

obsidian void
#

Is that a PEARL file? Holy shit

spiral stone
#

The thing is i want to make it PROPERLY possibly with dltx so that it doesn't confilt with other addons that use that specific xr file

random fulcrum
#

loose files are always loaded after packed files

#

just change exactly the stuff you want to change and nothing else

#

as far as i know nobody has used this tech to this day despite how hilariously powerful it is

#

but it also took a long ass while for people to start using dxml en masse

obsidian void
#

Ah! Small, medium, large, hoof, those are all named after the footstep material types

obsidian void
#

Looks like you can probably just create new .ltx files to define the custom material type

spiral stone
obsidian void
#

Okay so looks like the material_pairs files sort of link the specific sound files to the material type

#

I'm not sure how these ID's and parent ID's are supposed to be configured though

#

This is great because I really wanted to add new footstep sounds

spiral stone
spiral stone
obsidian void
#

Oh

#

You mean like bloodsuckers

#

And zombies

spiral stone
#

Yeah

obsidian void
#

If you use my footsies + improved mutant footsteps, humanoid mutants use the human footsteps. It's not perfect but it's better. If we can figure out custom footstep types tht would be better though

spiral stone
#

Burer i think wear shoes so they can just use stalker footsteps just fine

obsidian void
#

I think I changed burers to use the large footstep sounds which I like a bit more

spiral stone
obsidian void
#

I used the "hoof" type steps for them, with a higher gain

#

I also adjusted their configs to avoid the helicopter type sound they can create when using footsies

spiral stone
#

I was thinking something a bit bassy if i coukd find something like it in sound libraries or maybe just make it myself?

obsidian void
#

Feel free to go for it. Have you used the improved mutant steps mod already?

spiral stone
#

I have yes, i just wanna go a few steps farther

obsidian void
#

I'm down to build on to it especially if we can figure out custom footstep types

spiral stone
#

And learn some more about stalking modding while im at it

#

But all the sound stuff comes after working with gamemtl.xr, thats my first hurdle

obsidian void
#

Yeah it's also annoying that creature steps only have 1 material type whereas human steps have sounds for all different types of ground material. It would be nice to expand the mutant step sounds to have variants for walking on wood, grass, dirt, ect

#

That was something I wanted to add but I couldn't find these configs for some reason

spiral stone
#

Yeah i had to look around and found references of mutant sounds and gamemtl.xr. eventually i figured they were linked in some way.

#

It might still be possible to do more than one type, i just have to dig in the files and understand what makes them different

#

It might just be that mutants have the same step sounds assigned to all terrains while stalkers and different sounds for different terrains

#

And it would be as easy as modifying a line or two

obsidian void
#

Yeah it seems the ltx files within the MATERIAL_PAIRS folder are responsible for linking specific sound files to a ground material type

spiral stone
#

Awesome, cant wait to get home and have a lookletsgooo

#

If i have to touch grass to make sfx i will do itkekw

simple mica
#

Hi all. Is it possible to summon an NPC using a console command with a specific weapon? We need to test the update.

slow bolt
#

Create a new NPC and give him only one weapon choice in config

#

then summon that npc

random fulcrum
#

make your weapon have crazy high base cost and drop it in front of the guy

slow bolt
#

oh yeah, that

simple scaffold
#

use my companion inventory unlock mod with full acess enabled in the the MCM. spawn the NPC force them to companion, open up thier inventory clear out thier weapons and give them yours. un companion them if necessary.

raven pawn
#

Hello i am not a gamma user since i don't have enough disk space but i come in with a question. Is GAMMA zcp and Warfare patch (downloaded from github) ok to use on another Anomaly modpack for playing warfare ?

raven pawn
#

why

slow bolt
#

use actual warfare patches made for anomaly

slow bolt
raven pawn
#

i tried to find any but to no luck, i only read somewhere that gamma has something like this, zcp + warfare. Well then there i go searching again or make myself one

slow bolt
#

Gamma doesnt even really support Warfare

raven pawn
#

i see, so i should just test zcp 1.5 with alife overhaul. EDIT : there are many differencies in script code, it's insane to me (no code knowledge whatsoever).

uncut hornet
#

I want to assign mod_parts and repair kits to the helmets in my equipment mod.

#

Is this the right channel to talk on?

slow bolt
normal urchin
#

hey, where can I find the CreateTimeEvent() function? want to see how it works exactly

spiral stone
#

is there a tool/exe that will allow me to work with gamemtl.xr?

slow bolt
#

SDK

spiral stone
#

i downloaded the sdk from the modding book but i dont see anything executable

normal urchin
#

hmm, is there a way to prevent certain actions for a time, such as (un)equipping helmets/armor? from what I understand so far, the main way to prevent this is to just keep the inventory closed

spiral stone
normal urchin
#

ahh this is super useful, thank you!

austere bear
#

I’m Kinda curious how someone starts modding. Yall got any info?

slow bolt
austere bear