#βπmods-making-discussion
1 messages Β· Page 67 of 1
but its not just stairs
that just a botch, youre adding a ductape solution onto the problem instead of fixing it
It is mostly stairs
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
That's the intended way of fixing these stairs
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
Adding more unnecessary shit (script logic) can hurt performance
or do you really think they just left out 5 LoC that could've done this? lol
This is the main concern
as nobody actually even looked at the code
while he gave a solution i already talked about
That's why recompiling level.cform is the way
just didnt know it was this easy
thr configs seems doable. but Altering the model? like in blender?
the code is there, it needs to be adjusted.
I mean go ahead, I was just giving my 2 cents on it. A function for stair stepping will not cause performance issues.
also it seems like UGP has a silenced mosin so you could always figure out which mod it came from and either just use that, or reverse engineer it to learn how
ugp?
That's why editing the maps is the intended way
Fixing collision issues should always be done on level-basis and not by scripting
OG trilogy used this method
saying "intended" is wild.
https://discord.com/channels/912320241713958912/1233377233683484722 enormous gun pack.
point being?
That is how the OG games had it
I managed to get cordon loaded into blender, V-HCAD might be a way to make the process faster, but I canβt recompile
maybe it won't cause performance issues, but it's more code, thus the game is doing more things when you could simply take advantage of the SDK and the game engine and not do these extra steps
Yeah, bro
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.
The collision logic is already there
but again, this doesnt fix the problem, it just fixing stairs. Am I the only one here that cares about the rest of the collisons in the game? :D
Adding more invisible clips obviously fixes the problem
Same can be done for railways and curbs, like silver mentioned, he can compile the collision file seperately
unless you implement inverse kinematics ala Alpha EFT and make the visible body visibly move its legs up and down on rocks, bumps and such, then no
Free of performance charge
Yeah, bro, fuck the stairs
They are really not the problem
#βπmods-making-discussion message read my crafting example - feel free to ask me if you have questions
huh? What does leg animation have to do with character colision???
Stalker has inverse kinematics since CS
just teleport the collision capsule up, like games have been doing for decades
Is it really worth editing the engine just to fix 1 problem?
Already a thing for a while
I'm saying that I couldn't care less about the current collisions (except for stairs), so if it is for someone to bring a "fix" for that, I'd want an actual fix for the model animations syncing etc, not just the "collision" itself
Y'all adding to much shit to the engine
its already synced
It's better to use xray 2.0 at this point
thats what most engine edits were done for.
And? You can edit the level collisions without engine edits
well mostly janky but I guess it is
Not really janky
Well good luck with the fix.
There's a reason why there are like only hundreds of people who KNOW how to use the sdk
Good luck to both of ya
And 10 people for anomaly based mods
Ah ok, so basically it's the craft.ltx from another mod and adding the "icon" properly and recipe of my choosing? Am I understanding correctly?
no you make a dltx file (the gamedata/configs/items/settings/mod_craft_whateverTheFuckYouWantToCallThis.ltx file)
and then inside it you follow the format I lay out for you. You can ignore the ammo folder for your purposes
oh ok appreciate it
Hello brothers, I'm making a port of sounds from iwp for gamma. So, please tell me how I can add the sound of grenade collisions? Here are 2 video demonstrations.
- No sound
- With collision sound
The very materials of these sounds
(The sounds of weapons were easier to bear
)
note that the exact position of this file is important, and that the file name MUST start with mod_craft_
Ngl I love the sound it makes when hitting concrete. Good job ^^
He didnt do it yet
gamemtl.xr I'd guess. Don't know how to edit it though
thank you very much, I found a line with interaction with objects
don't forget to make a sss ice patch

sorry to bother again but is there no other way to check the contents of it without downlaoding the whole thing?
!ugp // unless frosty has a full list of mods in there or in the UGP server, yeah you'll have to download it to see
@ruby dust
UGP Discord invite link: Accept
Latest UGP thread in this server: https://discord.com/channels/912320241713958912/1233377233683484722
Ultimate Gun Pack install video: _ _||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _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...
Just use it
it can be "dltx" since idr which version of modded exes exactly
its 7 fucking gigabytes, thats pretty hefty considering im not on wifi
Edit it with the sdk
Or decompile it and edit it manually, then compile it once you're done
and?
That's a bigger file size than IWP
exactly. its only 7 gigs
the greatest mod ever
IWP doesnt have much
And a custom engine, so it might as well not exist
Anomaly mods don't have that
im on limited data. so it's still a lot
welp, gl
not that it will stop me from downloading
IWP might be easier to port to anomaly than gunslinger
but still
Oh it is
Coc engine edits are already there
3dss makes it
whats that?
I blame devs for that
oh, neat
It took them 4 years to develop it
as they should have made that on anomaly engine instead of just making their own garbage
But why coc tho
I'm pretty sure coc was dead in 2020
even before that it was
well that makes things easier
Done or not the sound is just accurate and gives me ASMR vibes for some reason XD
Its the insurgency one iirc
I remember hearing this sound a lot
Well then. I must say that insurgency fuckin' nailed it
(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)
Incel Weapons Pack
There's a saying that "close enough" is only good for horseshoes, hand grenades and the atomic bomb. I guess those trainers weren't familiar.
They required pinpoint accuracy out of a malfunctioning gun with a trigger that you touched sideways and it fired if the gun was cocked
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?
what
bro took a "please do" from grok way too seriously

As I told you, helmets are fine. There are maybe 1 or 2 that could profit from a slight boost especially in the heavy / medium range
Like sphere 8
What do you say about the "Sphere M12" rebalance being inbetween Exohelm and M50?
Could make Sphere 08 the same way, but with the lower shelf stuff like PPM-99 and Apocalypse
Food for thought about the terrain movement issue, are physics in the game affected by frame rate or frame times?
Itβs 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.
Is way too common to be this good
Itβs not
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 Iβd have for a surface level observation
Fair point, but that's rather death_outfits issue than actual stat rebalance, additionally it makes sense for a good, but not unique helmet to be common
Zone specific helmet = rare
Change my mind
Just remember how much mantling would kill you if you hit the wrong angle, youβd explode instantly lol 
zone specific? what does that mean
In the Zone itself that's invalid I'd say. Screen helmet is common af and it was made specifically for the Zone. Same with Sphere M12 really
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
Ever got that glitch that you climbed a small sized window and either fell through the map or got on the roof? That was fun XD
The window glitch was really fun to mess with
You could scale some locations with it
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
Basic gas mask vs zone adapted model
(Aka with rupture res for instance)
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
I guess
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"
Gaz mask models should honestly provide more chemical resistance overall really
True that
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
Exactly
Yeah I agree but it predates artefacts then
Tir3 for IWP
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.
Those aren't triangles
That's POM (parallax occlusion mapping)
It has been there since clear sky
what is an OGF file?
i wanted to access a weapons models. but i think i've looked in the wrong place
ogfs are the models
Compiled models
.ogf files are used for dynamic props
i thought parallax was like a shader that just provides the illusion of depth to a surface without requiring any actual additional geometry
Has there been any progress regarding the bumpy ground issue
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
That's literally what parallax is
Stalker uses POM since clear sky
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?
its* it ain't that hard, bro
autocorrect does that automatically
Iβm aware of how grammar works

or does it work based on Gammas other npc mods
it uses the vanilla npc loadout spawn script, so what you read still applies. some guns are injected into the npc loadout e.g. the thompson and the steyr scouts (i think, not 100% certain on the steyrs). and 99% of the time, the only files that HAVE a loadout are step 5
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
which are already in the code anyways then
iirc
read the files from the gamma npcs loadout mod
will do
Because I saw three different mods be mentioned, but only one of them is important?
which mods were mentioned and what are you trying to do
trying to find the probability of a gun spawning or getting carried by an npc
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
per verbatim: you'll need the npc_loadouts.ltx from unpacked Anomaly, npc_loadout__name.ltx from 29- Dux's Innemurable Characters, and npc_loadouts_[faction] from GAMMA NPC Loadouts
yeah? that's not mods per se
that's just... telling you which files to pay attention to
ah alright
(whoever that was also forgot to tell you about the scripted npc loadouts in the character_desc_*.xml files)
So they all work in conjunction with each other
yes they work together at the same time
So I need to take each calculation from them and then take an average?
fwiw @restive forge iirc was also working on answering this q?
yeah, iβm going to try assist them
not quite
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
then, figure out the inheritance chains for the rank, thankfully for you Anon also asked me to help so I already have those
Most likely, do it by faction and then rank spread
tysm
this makes it easier
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)
Yep, Iβll get this done and then check back in to see how it goes

hm, it seems like there are partial duplicates
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
wouldnβt it be AM = SM, AMO, AMS
only for that specific faction rank
it's not necessarily consistent
and it's additive, because of how sections work, none of them are overwrites
SPEAKING OF OVERWRITES.
read npc_loadouts_m1a1.ltx
image loading
ah
give it a sec
i do not have a simple way of explaining that lol
i'm not 100% certain what you are trying to say with this image?
yeah parent is arbitrary?
Iβm so fucking sorry 
My brain decided to have a fucking laugh at me
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
hopes and prayers
oh nonono that's a shared problem now 
that chain already hurts my eyes due to visual stress disorder
you gave me a migraine 

Yoinketh
Oh I just use discord plugins
I'm new to modding here, but how would one go about making a texture mod?
against TOS, ban
no
Ok, it turns out
It's possible to rework anomaly levels
Adding new stuff is possible.
get to it 
ok where to donate. Where boosty
This could also mean that the storylines can be reworked
With access to spawn elements, everything is possible
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.
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
what about removing, like some invisible walls in Limansk?
or changing NPC pathing there?
What do you mean ? Geometry was never an issue. AI Grid is the issue no ?
Ai grid and the spawn elements
Are now possible to be changed
But you need to recompile everything right ?
Even though you just modified one level ?
Is it because of a new tool that is available or ?
No, that's how it's been done since the og sdk
Spawn merge tool is used for custom levels
Time to work then
Since all you do is merge a spawn
My to do list is to rework all anomaly levels
Or coc levels for iwp
I have to confirm if it works
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
That too
But thatβs the issue mate
Does that mean also adding new maps?

The sources of the level was lost
Even Anomaly team itself doesnβt have the sources of the level
These are Last Day levels and the sources were lost ages ago
no, mlr locations is what i mean
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
that was always possible
not the one from moddb
the one from the vk post
actually no, anomaly levels use MLR sources
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
Imo top 1 priority is making ennemies go into the swamp water. Especially mutants
That can be done easily.
Grok can you answer my question? #βπmods-making-discussion message
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
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.
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
i know.
can it impede the player any other way, make them walk slower?
i know it could be done via script.
but messy
I think you can
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
so is it possible to adapt something like the garbage with the ai grid from true stalker mod?
I assume you mean fake stalker mod, yes?
yeah
Yes, but I'll need their level sources
The geometry from fake stalker is way different than anomaly
i saw somewhere someguy's screenshots with the locations from that mod
but it was without ai grid. only geometry
What do you mean no ai grid?
No ai grid = can't enter the level
Because the spawn elements require ai grids to work
oh i mean ai grid was from anomaly localtions
That includes graph points and the actor spawn
but geometry was from true stalker
What mod was he testing this on
looks like cordon from fake stalker
All I can say is that he decompiled fake stalker levels
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?
???
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
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)
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
Pussy mod lmao
there is psy stress mod. Has similar idea
yeah I checked psy stress and it's similar but not exactly what I was looking for
thx, will try something out
no, but there is an opposite mod
you get fucked after you got killed
holy shit the second comment on the modpage 
i'd send a screenshot here if it didn't break server rules lmfao
well, the name of the zip file is TOS Violation Mod.zip so it'd fit I guess lol
credits π
this the type of shit that reminds me why i check this discord server on a daily basis
then the comment wouldn't exist at moddb
true though
you're fine, as long as it doesn't hurt their business
ik
1984 mods remember
implying the moderation on moddb is nearly as active or as strict as the moderation here 
but fair enough hope you don't get warned for that
i think the last sentence is what you meant against the rules
and also the F-slur yeah
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
yes, but he used 3 letters
that same slur was posted here a few days ago and the member was muted for 7 days for circumventing the filter
what word
dont remember any c slurs
cu-
that isnt even a slur
what
just because youtube/twich think it is - doesnt make it so
Cunt?
its a swear - nothing more
I mean it's a bad, impolite word
But not a slur
There is a c slur tho so b careful 
what is it 
For asian people
ah
that would be g?
he's talking about the other one
it takes the first part of "chinese" and adds onto it 
can't spell it out for you as again that breaks rules
not into competitive racism I see
But anyways
mod making
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
I mean he's only the spine of the entire modding scene with his EXEs
yeah i am aware
Doesn't work with gamma ballistics on stalkers
Only mutants
aw π
Unfortunately
That's only on GBO tho right
EPIC

the man himself
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...
Yeah. Should be easy
each weapon has its own classname, so you can edit its anything
checking in the config for the mod it doesnt allow that, is there another way to access that info easily?
You can add fields if they are not there
there are a lot of sounds guns have
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
aight, i will download and look
which one is 762
its the one with the black grip, the red camo one is just 545 as well
there are 3 guns in this.
wpn_aek
wpn_aek_camo
wpn_aek_duty
aek_duty is the 7.62 onr
word
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
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?
So for example to change the shoot sound you would:
![wpn_aek_duty]
snd_shoot = weapons\ak74\ak74_shoot - change the sound path
I looked in the files to see what this mod changed
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 π
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
Ok that makes sense
is it possible to put this song into radio freedom please https://www.youtube.com/watch?v=hKtIeeCM_ZI
yeah i tried changing it and i assume this is correct, but no result in the end.
snd_shoot_actor is prioritised over snd_shoot
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
wpn_akm_snd_shoot_actor
yeah that just gives it the same sound as the original

again i am noobtarded so
snd_shoot_actor = wpn_akm_snd_shoot_actor

sick that worked
thanks
ill try to remember that syntax for any further guns if i decide to change the sounds
I love that emote. I resonate with it on a spiritual level.
Whats the internal name for loner stalkers?. Neutral?
I think it's just 'stalker' but I'd have to check npc loadouts real quick.
Yeah, it's just 'stalker'.
okay so meshes use a different naming scheme? :D
Ecologists are ecolog, Sin is greh, Merc is killer, etc.
They can vary sadly
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.
theres no such thing as a "stalker" npc mesh
As much as I wanna dip into 3 modelling, not necessarily for Stalker stuff but they could eventually cross paths.
so I am gonna assume its Neutral
neutral is also loners
this shit has no right of going this hard
I am so incredibly rusty with character modeling

we're so back
He's gaming
I love opening this channel. You never know what its going to be
Can you make the world smoother or make the bumps superficial so they don't screw up the player movement? Just an idea.
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?
I want to add a magazine capacity of 40 9x19 to MP5 and MP5SD. did you write it correctly?
is it possible to alter load game ui to be more convenient? like tile for each saves
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
What is the way to solve the problem?
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
And if you use a model from 30?
then it will be graphically identical to the 30 round version but you wont have to create your own.
This is good
Ayo actual anthro stalkers? Let's go.
Yeah.. just need to.. learn how to model characters again, and figure out how to add tails to the models
I tried to edit a prefab last night for over an hour and I got exactly nowhere and gave up. 
A prefab?
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.

3D modeling isnt easy
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.
sounds like yyou need to do the donut tutorial
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.
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
I have nerve damage in my arms so I don't have a steady hand.
'drawing' is out of the question.

like damage to the point where you cant hold a spoon without spilling it?
I can still hold things, but for example, writing with a pen for more than 2 minutes is like stabbing myself in the forearm.
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
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.
Modeling timelapses are a good way of learning
Tell me what exactly to change?
I will use the model from 30
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
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
The cnt_30 I see there are all based on where the game should pull models/icons from, which is fine.
As long as they have a proper entry for english translation that calls to cnt_40_descr it won't break.
what about those?
i mean i messed with mag redux before and it prob just need different id
2 of the same id would cause an instant crash
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)
inv name and description shouldnt cause crashes
And of course make sure it's pointed to in the gun's file for magzines it can use.
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
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.
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
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)
Small note:
He doesn't have the ogf
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.
well i mostly used the retool function when i messed with mag redux
worked out pretty well
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. 
gladly the mag i did wasnt extended mags
yeah thats what I was trying to tell them they would need to pull everything from 30 round mag or need to make icon and model, etc
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.

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
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. 
i mean technically were extended magazines
but the way they were extended made retooling a much more sensible option
#π½ΡΡΠ°Π»ΡΠ½Ρπ½ got him covered
Not a lick of English 
Which ltx files control NPC weapon loadouts in GAMMA?
Thank you. I forgot where it was.
remember you can always use the file searcher. just putting loadout into search will also get you there
Where can I find the files on food values? I can find drinks but food is a lot more obscure it would seem
i wanna change ammo craft cost, but i don't understand how this is formatted
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
First slot is how many you make per craft, iirc.
so in this case 5?
Though GAMMA multiplies the entire thing by 3. You make 15 bullets at a time, and it takes 3x the amount listed of resources.
ah okay
also what do you mean by stack?
Could be wrong about the exact number, I don't regularly craft 9x18. 
nah
because you get one stack of 9x18 for example
which is 15 bullets
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.
so a stack is 5, but then gamma multiplies it?
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
yes i know
#βπmods-making-discussion message check my annotated ammo/any crafting example
you're reading from Ammo Maker's example, as well
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.
check the workshop_autoinject script?
seems easy enough to understand, besides the output part that seb pointed out
it gives a stack
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.
you say a stack is 15, but this says output amount is 5. why
brown?
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.
what are you even gonna break by READING
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.
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?
this number has Fuck All Nothing to do with how much output you get
Oh man. Vestigial leftovers from previous scripting that borks the process if you remove it?
Man, I definitely haven't seen that before. 
ah that makes sense
cos the second item is the recipe you need
1 = basic, 2 = adv, 3 = expert, 4 = medi, 5 = ammo
ahh that makes a lot more sense
let me fix my example reaaal fast
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.
https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=sharing there read the comments in that
do you guys know a task that fails when you transition to a different map? i want to steal some code
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...
Left is the photoshop view with it tapering on transparent background alongside the preview for the exporter.
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 out
this is what i mean by dual animation (having both mags during the mag swap)
anyone know a mod that gives companions animations like normal ai, like playing guitar at campfire that sort of stuff
release the companions and they will have it
the way i did was to just disconnect the second mag from the wpn_body in the armature and use child of constraint instead on it
idk if it has to be connected to it in the armature tho
where can i find names of various squads, is there a list somewhere?
yeah I figured it out already, thank youπ
why sometime add repair_type, eg ![wpn_rpg7] repair_type = rifle_7 not working?
its overriden down the line with other dltx edit
oh thanks, and thus why?
#βπ°β’newbies-chat message
files are loaded alphabetically
so adding more Zs give it higher priority
nevermind i fucked it up lol
i don't understand how i can add another magazine to the model properlyπ
how do you do it to get a second mag out of an ogf with just 1 mag without misaligning the bones or affecting the weapon's position when moved??
you mean to de parent the mag bone right?
yeah
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
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
i tried that before asking here but i couldn't get it to work
how about this i will call you and you can screenshare it and i will tell you how to do that
if its not a big deal for you
nah
Managed to work this out by using Nvidia's tool instead of the other one and changing the export type. Came out not so horrible
I still need to figure out how to put a LAM on my UMP that I made. 
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. 
That's what made me do this, the red was too difficult for me to see so I hear you 100%.
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.
dont think so
You MIGHT be able to make a script that takes a screenshot when you press escape and applies that screenshot as the background file for the menu?
That's the closest I think you'd get.
Don't ask me how you'd even begin to code that, though. 
ohh, so that's the problem, i thought that the pause menu is just an overlay over the game. That way if i just swapped the background it would work. guess not XD
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.
you can make the main menu .dds be transparent
heres some scuffed hl2 menu attempt i made some years back
depends on which section.
item_count is min,max
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?
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.
yeah thats exactly what im looking for
when in doubt, check the original Anomaly version of the file and see if it has comments
although huh in this case, no comments, rip, would have to read the script that uses the ini
yeah I had the idea to make menu like HL2, based on last save location, to play a dynamic background dds or video of the zone
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
mmm, i don't undestand what you mean transparent vidoe
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
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
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
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
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?
yeah i understand that
You have to animate both ig
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
mmh i see, thank you
How can I limit the secondary weapon slot to one-handed weapons only? 
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.
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.
....simple request.... 80's rock... hip to be square... bohemian rhapsody... ect
this is not a request channel, this is for helping you make your own mod
!radio
@crimson goblet Follow this: #βπfaq message
Oh? In that case I need to work on my coding anyway
Who wants a mod with various 80s hits
you can just post it to #1035807043933720576 once you're finished with it, there are already a few playlist mods floating around
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?
where to find what? the guide on how to add your music is in that bot command i posted above
No, in coding...
But I wanna

mf about to be booted out of the channel fr
I want to see if I can add the notorious zune to the game
there is already a radio function inside your PDA
I'm discussing man... sorry if it's not the greatest... but I'm learning
are you asking how to add a custom device with a Zune model Western-Goods style?
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
Iβm 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?
Different mods have different licences
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
may i ask how you managed to get the background transparency working? i'd also quite like to have a transparent pause menu haha
i made a transparent 1920x1080 texture with a black fill at 50% opacity but that just gives me a black background
You will have black background in the main menu, but when you load a save you will have transparent background
I just replaced the .dds in textures/ui/
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
Does anyone know what the file with quest rewards is?
depends on the task, check gamedata/configs/misc/task, every file starting tm_*.ltx
may also need to look for any DLTXes, which should start mod_task_manager_*.ltx
Thanks
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
Thank you
But
How funny would it be to just pull out a zune XD
in all seriousness, I will be using this
That's actually a pretty interesting idea.
It is an engine limitation
Thanks, but I will need a little help cause I'm a bit of an amateur with great ideas
Hey, does anyone know if and how I could create alt zooms for guns that donβt originally have them?
Would rly like to enable it for some guns
You can. It's after midnight so I am not going to get into the details.
Find a gun that has alt zoom and one that doesn't and compare their items sections
Pretty sure it is a bunch of likes like zoom_alt rot_something_alt and so on. To tired to check exact name's
where was the guide for making new mags in mags redux?
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?
In the mags redux zip file. Or on my GitHub. Called integration guide because arti is very good at names π
thank you!
Is it possible to have the ammo check anim lock you in it until itβs 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?
Probably. I don't know what would be the best way.
Ask @river fjord
btw sorry for ping but where is your github
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?
all mags redux ltx files are arbitrarily expandable by putting a new file in the folder with the existing ltx files that starts with the same prefix.
mags redux ltx files work like the anomaly weapons ltx 's they get loaded from a file if the file name starts with the right thing.
https://github.com/RAX-Anomaly/MagsRedux/tree/main/gamedata/configs/items/weapons/magazines2
here eould be mag_something.ltx
so base_whatever is fine in here?
yes. basetypes ltx use base_ as the prefix.
weapon and outfit configs use w and o respectivly
all in thier own folders
very wellm thank you for clarifying
it was designed to allow support for new guns and magazines without dltx. it was actually designed before dltx was a thing.
btw, what should i do if said gun has multiple calibers?
like through upgrades
should i write them both seperately?
yep. same rules. first ammo in the ammo list is the key.
https://github.com/RAX-Anomaly/MagsRedux/blob/main/gamedata/configs/magazines/weapons/w_ak101.ltx
extras (and typos) are ignored. with no message. the lines only get read when a gun with a given ammo list is being manipulated.
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)
ahh. sorry. we did missunderstand eachother.
a base type can only have one caliber.
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)
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.
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
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
[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.
maybe you want this: https://www.moddb.com/mods/stalker-anomaly/addons/mosin-and-sks-stripper-clips
oh my god
ohhh i see now
why you didn't include it in the main mod
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.
yeah that doesn't quite logically work
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)
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
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.
I see. yeah that is a lot of work.
well I understand why you didn't add them
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.
honestly, based
is there a way i can manually adjust ai speed i hate how accurate they are but strafe so fast
Nope. Your best bet is to just engage them before they aggro.
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.
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.
where should i start if i want to learn about modding stalker ?
Pins in this channel
thanks !
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.
The failure thing already exists.
Personally I would just make a custom UI that lets you cancel tasks. The dialogue thing it probably actually the hardest. I hate dialogue
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.
how do i properly view "gamemtl.xr"?
Do you remember the mod?
In GAMMA NPCs Faster reactions in m_stalker.ltx find stalker_movement_speeds I changed these left to right values and quake movement is gone for me.
SDK
is there an sdk on the server i can download?
i have this thing saved that i asked for a long ass time ago
since you can "dltx" materials with modded exes since some time ago
i assume i can use axr toolset to repack it and such?
you don't need to
okay cool thanks
This might be relevant #1241242453386723368 message
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)
Try commenting out the hide_hud_inventory() line in the use_item function of the enhanced_animations.script file
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
Nope or I would have said. Might be part of the DLTX mini mod pack, but I really don't know
Hi everyone, what you could say abt this mod? Worth to use or it can break ur game pretty well https://www.moddb.com/mods/stalker-anomaly/addons/151-banjajis-task-givers-demise
Checked this and it works only when u use non dltx version π€·ββοΈ, but i saw that somebody saying here after mid playtroug it can start crashing
Sorry if it wasnβt helpful β I canβt access my PC for a while so going by memory. Perhaps take a look at Footsies and Tolerable Mutants also. One of these three mods gives different mutants different footstep sounds iirc, though no guarantee they add their own presets. Cool idea btw! Hopefully you can find what you need
Just for clarification, i can dltx gamemtl.xr right?
Ive never done dltx before
it's not an ltx file so i'm gonna go with "no"
is there a patch for phantom's end game bas rifles ?
For what specifically?
Ah okay, might just have to modify the old fashion way and pack it with axr then?
Or do i not need to pack it back up?
Yeah somewhere. Oleh made it iirc
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
thanks man
oh i got no idea about engine files, i'm just here to say DLTX only work for LTX files (I am guessing it stands for Demonized LTX)
differential ltx loading
technically dltx
look in the modded exes github repo for more info
i don't remember off the top of my head
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?
loading as its own addon is what you're trying to achieve with this
Correct
I couldn't find any way to add new footstep material types when I made the Improved Mutant Footsteps mod. I tried and it just crashed the game. I also tried searching the game scripts for references to the footstep materials and nothing, so they must be defined somewhere within the engine
What's inside that gamemtl.xr file?
I see references in gamemtl.xr if you open the file you see file paths i think
The issues is the xr file has to be unpacked, momopate posted an umpacked version and you can see them there
Is that a PEARL file? Holy shit
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
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
Ah! Small, medium, large, hoof, those are all named after the footstep material types
Yeah
Looks like you can probably just create new .ltx files to define the custom material type
I will have to try that when i get home then. This is all new stuff for me
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
So would the loose files just be put inside of the gamedata folder or outside of it? Im at work rn i cant remember where it was atm
Yeah i dont like that humanoid and canine ish mutants share footsteps so i was brainstorming how to do it
They don't normally
Oh
You mean like bloodsuckers
And zombies
Yeah
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
Burer i think wear shoes so they can just use stalker footsteps just fine
I think I changed burers to use the large footstep sounds which I like a bit more
Yeah i sae that in the addon but there is more i want to do too, like give chimeras different heavier footsteps aswell. Not the ones like the pseudogiant
Yeah I did that lol
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
I was thinking something a bit bassy if i coukd find something like it in sound libraries or maybe just make it myself?
Feel free to go for it. Have you used the improved mutant steps mod already?
I have yes, i just wanna go a few steps farther
I'm down to build on to it especially if we can figure out custom footstep types
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
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
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
Yeah it seems the ltx files within the MATERIAL_PAIRS folder are responsible for linking specific sound files to a ground material type
Awesome, cant wait to get home and have a look
If i have to touch grass to make sfx i will do it
Hi all. Is it possible to summon an NPC using a console command with a specific weapon? We need to test the update.
make your weapon have crazy high base cost and drop it in front of the guy
oh yeah, that
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.
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 ?
obv not
why
use actual warfare patches made for anomaly
because they are for gamma
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
Vintar has warfare thing. Its all on moddb
Gamma doesnt even really support Warfare
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).

I want to assign mod_parts and repair kits to the helmets in my equipment mod.
Is this the right channel to talk on?
yeah
hey, where can I find the CreateTimeEvent() function? want to see how it works exactly
danger function
is there a tool/exe that will allow me to work with gamemtl.xr?
SDK
i downloaded the sdk from the modding book but i dont see anything executable
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
you can look at the function in _g.script and here is an example for a script i made for stalker AREA where after 8 seconds in game time will go forward a bit
also look at this https://igigog.github.io/anomaly-modding-book/scripting/time_events.html
ahh this is super useful, thank you!
Iβm Kinda curious how someone starts modding. Yall got any info?
pins in this channel for example
Found it, this discord has everything.



