#βπmods-making-discussion
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!ugp
@storm basin
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 :
27GB UNPACKED
6GB PACKED
DOWNLOAD LINKS
UPDATED 7/25/2024
ULTIMATE GUN PACK (GOOGLE DRIVE LINK) : https://drive.google.com/file/d/1mV7qLX1rU...
the question is not about a guide
there is a missing animation in the 61st mod which I want to ask about but yeah
lil bro skipped over all the text in the post and just saw the title of the video
imagine
oh ye ty
Hello everyone
I wonder if it is possible to add height map for any textures ?
Or maybe limited to grnd only?
it's not limited to just the ground
but yeah it's the easiest to spot because you can go prone
You can add height for the parallax and a lot of textures already have height maps
How does that work? I tried changing LTX, but I lβm not sure if Iβm doing it correctly
So in that case nvm
Wanted to give all in game textures height map too
Maybe later
Too much time consuming
Search through every .ltx file for the [wpn_xxx] section of the weapon you want to edit and find if a DLTX is overriding the section you want to edit
So since I want to change the mag size of one of the as Valβs, I find wpn_val_m1 or something and change the value?
How do I see if a dltx is overriding the section
Sry Iβm new to modding
Use the !debug command in #π€bot-commands , enable debug mode, open up the menu with F7, check the item spawner menu for the full name of your gun (lots of guns have very similar names). With something like notepad++ search in files with the name string of the gun and an exclamation mark before the brackets like so ![wpn_xxx], an exclamation mark means an override of that section
Pount your search to your Gamma mods folder and filter by file extension .ltx
oh and then I change the values in the ltx
also how do I filter by file extension
So I see some overrides (10 hits) but they are mostly sound mods
Oh thx I changed it in mod weapon fixes ty so much
oh also how do you change the chance of a certain quest? Like I want bounty tasks or camp assault tasks to appear more often
anyone know of a good UI overhaul mod. and what mod people use to make you have to load mags
i guess that works with this
RPG-XP-Redux-Orleon-ilrathCXV
and theres soomething about loot boxes in the skills section. but i dont think i have the proper mod for it
Mags Redux for the mags
Not the place to ask for mods
this is for making mods
go to #βπ°β’newbies-chat
sorry pardner.
@void sluice how bout this
(Moved to this channel because it doesn't REALLY belong on the stalker channel until I export it)
it do feel more forceful, but I'd say it still needs more, especially at the angle it's ejecting(you can see the bullets moving weird).
Full disclosure, I'm no gun expert, I'm just commenting on what I see and what I've learned from watching Jonathan Ferguson Keeper of Firearms and Artillery reacting to other ingame revolvers. His ussual comment regarding revolver reloads is how gently the user tends to tap the bullets when they are ussualy stuck in there quite firmly due to the bullet being a tight fight and the fact that after shooting, the casing tends to expand from the gasses so it get's lodged in there even more
anyone knows about weapon cover tilt position addon stuff?
I mean, I tried to edit values of different guns to make them more realistic length for how the addon works
however, if I try with different numbers it doesnt work as I thought.. any tips?
ah looks like I was messing with irrelevant numbers
now I wonder what those y = 0.x do? hmm
Install an alternative font or change all the xml stuff
This is true, that extractor rod is nice to have.
Hey people!
I got some UI problems!
I would like to move the followers pictures up.
I heard it's possible to edit in the xml, but i dont know the name or location.
anyone can give a hint?
Can someone link me the EFT Interface mod?
I see it using the search function
hey guys
I'm trying to make a reposition for the PL-15
the bearcat model
but for some reason when I tried it kept glitching out
anyone know why?
the values would just keep changing back
to something wierd
and otherwise it would get overwritten
configs/ui/ui_hud.xml
nah, you can ride my coat tails. a script ending in _mcm.script will be loaded at such a time that it can patch the faction select script.
someone might already have done what you are trying to do tho. i know glow sticks adds its items to the loadout screen that way.
the ingame editor is notorius for not saving. take a screen shot and manually update the ltx maybe?
if that still doesn't work then there is probably a dltx messing with it.
Greetings! can you tell me what is the mod that changes to this kind of inventory?
it's the UI Rework G.A.M.M.A. Style by Sota
@pulsar flamethank you!
What is this gun tho
Looks like tactical sks
I know nothing about making mods, but Im trying to make mercs enemies with loners because after the brain scorcher mission they are friends. I imported the original file (which makes them enemies) into my game as a mod and they are still friends?
the relations between killer and stalker are both -2000 in the file, but ingame its +2000
Because there's a script that changes that positively and looks at whether the BS has been completed or not. You're better off using the faction relationship editor for this instead
wheres the faction relationship editor, is that something I unpack or download
Download from moddb
No
Well if you mean you have to install it like every other mod, then yes
Otherwise you can just force it through console command
ok thanks
holy fucking shit thank you so much it works, I spent an hour trying to change it through debug menu and mods
you can also use this addon thar burn said, allows you to change in-game easily
Where is the bloodsucker invisible (the invisible, yet blurry one) texture defined?
Gotta be a shader
@faint sable Do you know by heart what's the name of the scope attachment atlas?
The what
All I really know is all the icons are found in this dds, for the namings of them idk exactly
I just check the bas weapon ltxs to figure out their namings exactly
Ah the icons
Well this was quicker than expected. Now I just have to setup all the icons properly in their own layer and named and the whole thing will output to console the proper background layer name + the scope and the X and Y positon
Gotta figure out the proper corners too, but once all scopes are lined up in their own layer on a fake rail, you'd only have to drag the group of layers to the right spot, hit the script and you'd get a nice print out output to paste into your DLTX or LTX
I'll continue fiddling with the script output and the idea over the coming days, but overall once everything is done, just line up the gun, move the group layer and hit the script. Would be way less tedious than lining up the scopes one by one like we'd done previously and constant reloads
If the concept works properly I'll make something similar for silencers
I mean I got the tool working so I'm happy with it, but if there's already a tool for it
What's the name of the thing?
Welp fuck that actually works pretty darn good, bit of a pain to hand pick every scope placement, but it sure as shit beats the eye-balling method
I'll probably continue working on the js script to batch place scopes and an easy dltx print out
@faint sable Might wanna check out the tool that already exists, works good if you have the patience to do every scope one at a time
Still 20x faster than eyeballing it
Good bye guessing out 20+ positions 
Juan you know thm stuff right, is there a process that can make setting them up faster? like what I do is just copy and paste a thm and thm bump and then rename them and use the thm viewer to set them up, anyway to make it quicker or is it just boring like everything is texture wise 
No that pretty much is how they're done lol
It is
I want to make a patch that makes the hideout furniture beds work in the safe zones created by the TB Coordinate Based Safe Zones. I've found the function that I need to update and know how I need to modify that function, but I could use some guidance on how to make it a standalone patch instead of tweaking the script that's already in that mod.
wonderful. Does that mod make sleeping bags work already?
yeah, it does
My plan is to override the function that makes sleeping bags work and make it also accept the three hideout furniture beds, but I'm a little lost on how to properly override a function.
Guys, tell me, who knows how to return the old animations of the anomaly gamma,
Here is an example, on Toz there is an animation that used to be on all guns (a year ago)
and the animation of the Kalash is new, I donβt like it and I would like to try to replace the animation of all the guns as in the example of Toz
Its lowered weapon sprint
it has an exclusion list
Can this be somehow replaced with the old animation?
so this gun`s animation is right?
toz's is
That realy does make it simple. Such a cool idea. and it is just an MCM tab. genius. MCM is genius too.
Hello Staklers. I am trying to edit RD-939 files (Vintorez ISG) but with no success, do you guys know which specific file to edit ? I succesfully edited PKM and Ak105 but RD-939 is a tough nut to crack for me
Texture, scripts or animation or ltx? What specifically
I am interested in itx files
I found w_vintorez_isg files but those don't seem to reflect ingame RD-939 stats (for example RD mag has 30 rounds, in w_wintorez_isg files ammo cap is set to 10 ) editing these files does not seem have any effect on the gun
Send me the ltx file i will try to help
I usually just edit it then set desired ammo then save it but not close to see if it works
Then run game
Or there might be a duplicate file that overides the ltx you edited
There are 3 files with that name and I edited all of them but to no effect
Try to delete 2 files but keep it just in case and then copy the remaining file where you deleted all of em
you'd have to learn how DLTX works
deleted all but one file and the stats stayed the same. Maybe some other file is overriding the rifle stats.
I don't know what is DLTX but editing other ltx files worked just fine, only RD939 iis problematic
probably because it's being overwritten by dltx files, which is the other reason why you need to learn dltx
Is there a tutorial ? I want to become a new modding god
Tutorial for what, there's many different types of mods you can make for the game and they all involve different processes
yeah there are but i'm not telling you where it is (hint: it's in your discord window if you're reading this reply in the correct channel)
Thanks, Ill start from that
hey guys so in this modpack I'm looking into the ammo icons are changed, without a mod inside the mo2 doing that (from what I can see)
what can I look for to confirm whether or not a mod from mo2 does it or something else does it? maybe a name of a icon that I could search for? nothing comes up thats relevant with an "ammo" search in mo2
anybody know how CreateTimeEvent works? If it's in the middle of a function, will it delay execution until it completes?
I got sleeping to work properly in the coordinate based safe zones!
You add a program like Notepad++ or your IDE of choice to launch through MO2. Then you open it and search in files through your Anomaly/gamedata folder. Filter by file extension for .ltx and search the ammo name. You'll the list of files that reference that ammo name so you can look for dltx that change it
what do you mean launch through MO2?
opening notepad through mod organizer?
The drop down where you select the DX version to launch, you click edit and add your program there
u mean like this?
wait what is supposed to happen when u open it hahaha im genuinely confused
it opens notepad per usual nothing special
It just virtualizes the gamedata to be placed in Anomaly/Gamedata
It basically compiles all of the mods as if you had launched the game
Allowing you to search that folder as if the game was running, with good files overwritting each others
so like the start in would be
anomaly itself?
and then after opening notepad
you can do the file > open and search shit there?
or you mean search in windows just cuz the games folder changes as if the game is open like u said
Search like so
thats not how it looks for me "cry emojiconium"
its an empty file LMFAO
What do you mean empty file?
search is done through notepad right? but what I would I be searching if I have nothing inside the notepad
I litteraly showed you an exemple of what
oh nvm I see
The ammo name, the filters and the directory. I couldn't spoon feed you more
bro has notepad++ on light mode
My eyes are pleasantly hurt. Keeps me awake
thank fucking allah I found the fucking images FUCKING PROGRESS FINALLY SOMEWHERE
why would anyone use notepad in anything but light mode 
Blink twice if light mode is holding you hostage
what does this type of a file do?
Welp
Gonna have to wait for more knowledgeable help
yo guys anyone with blender here could check the two omf files if the draw animations match the name in the first picture?
hi, is there a reason why these HD outfit models have faster walk footsteps sounds compared to vanilla?
where is this set? can I fix it?
heyo, how might one add an outfit to the game? as in just 1, without copying the entire o_(insert outfit type).ltx file from db and adding an outfit to the list of outfits in said file
s there someway to get better healing animations for exos? also is there one for the normal animations?
Elaborate on both. What is better? What is "one for the normal"?
i meant to ask if theres a mod that adds new animations for healing when in an exosuit, bc im using the unisg exo rn and its bugged theres (the screen is not on the arm display but a little under it) also if i remember correctly the al2 medkits and so on should have an exosuit animation
Yeah so its a problem and not a modding discussion
#1267999014356385892 #1268260319231348798 both fix this
you can use dltx to create a new section in the general outfits ltx, and then continue to use dltx to inject your new section into npc loadouts, trader lists, etc
tell me the addon
He demands you tell him


no
I wont tell you
you will just have to torture me
Ppl in #β’ΡΠ°Ρ-ΡΡΠ°Π»ΠΊΠ΅ΡΠΎΠ²-ru-ua already told him

guys where is the gamma radio files ?? i wanna listen to some tunes of the radio but i dont remember the name to search them on yt
Use shazam on your phone and put it up to your speaker
i dont wanna go ig
:(((((((((((
Currently reading through what it takes to mod, we'll see if something comes of it haha
ngl it may go faster if you find a mod that does something similar to what you want to do, and crack it open and try to figure out what it is doing (using the modding book as a guide)
Yea im looking around for what mod adds parts condition, no luck pinning it down yet
...that is a feature of basegame anomaly
that would be why you can't find the mod that does it
Ah ok, then next is finding documentation of their callouts perhaps
Man anomaly on its own is incredible
it would be really cool if someone added a euphoria mod (cool ragdolls) to stalker
You can enable for a bit of that
but uhh
that one doesn't do anything in gamma
and also it's the opposite of ragdolls
Really? I use it and they either stand for a bit holding a wound, or fly backwards with arms outstretched after a grenade blast, among other things. Without it they just drop to the floor @random fulcrum
The euphoria ragdolls do stuff like walk a bit then fall over or do weird spinny things. I've seen a bit of these type animations using xcvb's death animations
anyways just disable that one and use demonized's death animations
or whatever it's called
it's at the end of fixes
Yeah that is vanilla
lol I had no idea @slow bolt
Yeah some always existed
CAn some one make new sky boxes? :x the Emmision comes from cnpp at warlabs (north of cnpp) it looks nice itΒ΄s more north and in cnpp also... those it not directly at cnpp and s of warlab?
hi, a have a question, where i can ask to check if some mod/addon is compatible with gamma?
They're posted in #1035807043933720576 (generally)
what if they are not?
and im not a moder so i more like to ask if sombody will check it and potantialy make it work
hi people
sorry to interrupt
but I seriously need some tips on increasing rain sound
anyway i do like to somon to check so i add link
(plis dont ban me ;_;)
Kinda old, 2019
You could disable Beef's NVG in MO2, then install this 
!ctrlm to install, !shaders to clear shaders_cache, both done in #π€bot-commands
Worth it to disable beefs?
They'll conflict otherwise
mhm
I heard that if I disable the GAMMA economy, it ruins the game. What really happens if I disable the gamma economy? I want to buy weapons, but it doesn't let me, and I have no idea how to create the weapons I'm interested in.
!repair //
0. learn the repair system, read the links below
- this is the channel for making mods, not for asking which mods to use
- if you absolutely cannot figure it out, enable Black Market, go to #π€bot-commands and type
!blackmarketto learn more
@bronze hedge
Text guides about repairing, mantaining and cleaning your gun and your armor:
For weapons: #βπfaq message
For armors: #βπfaq message
A quick video about "how to repair stuff": #βπfaq message
ok q for the modders. is there a callback i could use, if i wanted a function that triggers when the player uses a specific weapon wpn_placeholder to kill an NPC?
or knows of a mod that does something similar
yeah you can just do that with on before hit and on hit callback
since it's done around gbo
there would be even easier ways of doing so but that's the first thing that pops into mind
and then presumably write a function that sees if npc on hit has health >= 0 and also checks what gun the player is holding, etc.?
is there a reason to avoid e.g. npc_on_death_callback or is that just an alternate approach
ahhh fuck it i'll just try stuff
and what if the guy doesn't die
oh the idea is to check if he dies
then sure just on death callback
cache the hit, check if the killer is the player
maybe check time too
I can send u a mod
I want to disguise as monolith, what do I change?
I found this in gameplay_disguise
local blacklisted_factions = {
["monolith"] = true,
["greh"] = true,
["isg"] = true,
--["renegade"] = true,
}
local possible_factions = {
["army"] = true,
["bandit"] = true,
["csky"] = true,
["dolg"] = true,
["ecolog"] = true,
["freedom"] = true,
["killer"] = true,
["monolith"] = true,
["stalker"] = true,
["renegade"] = true,
["greh"] = true,
["isg"] = true,
}
Do I move the blacklisted in the possible bracket?
I meant, do I remove them?
or just mark them as false?
Put "false" in there, should do
Oke, thanks bro, will try
I want to make a script that checks for shovel when trying to make a campfire
hey guys
anyone know where I can find the stalker setup rig file for blender?
I'm looking to get started with animating
thx
hey so I'm having some trouble opening an ogf file for the l85a2
it keeps giving me this whenever I try to import it into blender
you have to use blender 3.6
it's in the instructions
which instructions?
I'm just using a video rn
is there a guide here?
on the server?
alr
so how do I downgrade my blender version?
should I just search for version 3.6, uninstall my version and install that?
yeah pretty much
Let's make a mod
I'm here aren't i
does scope_factor command work with anyone else? im NOT using 3DSS, just the base 2D shader scopes that comes with gamma. the command doesnt seem to work as the zoom inside the scope stays the same outside
He doesn't know you can link to messages within the channel
anybody know if theres a mod that allows you to play story mode as the zombie faction? if not does anyone know how to make one
Time to port mw2019 guns then
is there more skills addon
Is there a mod that plays hardbass on the PDA?
Or just make some pf the stalkers dance when music is played
I actually wanted it to be even louder, but this was such a big welcome change, big thanks mate!
No and why would you. That faction only exists to set up the soft lock you get if you wish for immortality.
Otherwise it's just monolith with even less going on
because i think it would be really funny if a literal brainless zombie was the one to disable the brainscorcher and MM and such
Then have fun redesigning LTTZ considering zombie faction is hostile to all those quest givers, same reason why bandit doesn't get lttz
shame oh well
wait wouldent disguises work or is there some other coding shit happening where that wouldent work
Can't do lttz in disguise, you don't get the right dialog flags set, nor the first quest, and it WILL crash if you try to progress it
Again you would have to redesign how the LTTZ quest works to create a zombie faction version
ΠΊΠ°ΠΊ ΡΡΡΠΎΠ½Π²ΠΎΠΈΡΡ ΠΌΠΎΠ΄ Π½Π° ΡΡΠΈΠ»Ρ?
Hello, in the anomaly Custom video, there was this sparky lightning texture, anyone knows what mod is that?
anyone have the chargable gauss mod?
#πmods-added-for-next-build message ?
Or do you mean installed
Okay I have located the files. But what do the value numbers to the left of the weapon file name mean?
I'm talking about the ": 0 : 6 :" part.
I can never remember, but one is attachments and the other is ammo
Dunno which is which
Look around
Installed. I want the file itself lol
has any one used the zombie settings in the mod menu ingame?
is there a mod which converts the military into english speaking fella's isntead?
Wrong chat
How are the values for armour worked out? In the original games it was pretty easy to work out, but the values in the various files here don't seem to match up with what's in the game
Armors for NPCs obey a different logic from players if that's what you're asking. They have a profile assigned to the visuals which doesn't use the same BR rating/resistance rules and some models have another override or modifier
No I mean like in the original games I could see that psi protection had 0.4 next to it in the file and could work out what that meant in the game. now I'm seeing psi protection 0.021 or whatever, but the game says that armour has 9% of psi protection, if that makes sense
And if I change the values in the file, are those changes applied to items on the player/in inventory, or do they only take effect from once a new one is looted?
Gamma pretty much has a reworked immunities system so you kinda have to test out values and/or check which dltx has the final values
Yeah it's really weird. I think there's at least on other mod that *might *also affect the overall values? None of the values I changed did anything to the armour I was experimenting with either, which is why I thought I needed to find a new piece to see if the values were accurately presented there
Like I said, probably a DLTX overwrites the values somewhere is my guess, like the armor rework mod. You'd have to setup notepad ++ or your IDE of choice and comb through the files with a reference search to see
Slightly frustrating. If I enable debug to spawn a new armour, I can disable debug once I've checked the values?
just grab it from moddb?
Sure, debug doesn't really have any incidence aside from an Invictus run
Groovy. Alright, thanks for the help. At least it looks like there's only the one other mod that changes armour values. Time to have a play around, I suppose
I didn't realize it was an older mod 
guys where is the anomaly weapon icon default file located at?
search for ui_icons_equipment in mo2
funny enough the file isn't there
idk how to look for this thing now
its not in gamma, so yeah
remove the s on icons
ui_icon_equipment
tried that
its not there either
just mentions of it
but not the file itself
if you're looking for the image(.dds) file it's in mods\G.A.M.M.A. Icons\gamedata\textures\ui
it's not gamma
but I think I already found it after unpacking db files
@solid pilot I may have the footstep sounds from custom now 
and with that missing sun texture, I'm 99% sure that they are in the 4 db files that I'm trying to unpack right now
it's not working so far but I hope I'll figure it out fkn dogshit ass
nahh youll get it man i know you can. you have the motivation just keep at it and keep asking around for help/info when needed
I fucking found it brotha
here it fucking is
LMFAO SEEE
there are a bunch of them, but the file that changes this is what I was looking for
Hello.
Can somebody help me please here?
Screwyou said i have to ask for help here.
no one can't help you if you don't say what you need help with
True. I just tested that will somebody answer me.
But so.
I wanted to take my own musics to the PDA radio, so i downloaded this mod from moddb: https://www.moddb.com/mods/stalker-anomaly/addons/pda-playlist-framework
I did everything as it was written, I reinstalled the mod, did everything again, now when i browse in the pda radio, it writes the name of the music file for a tenth of a second, but then the radio turns off.
!radio // no one's answering prob cos no one has used it. the link below is the procedure that's usually recommended for gamma
@rustic silo Follow this: #βπfaq message
how do i install the new version of demonized saves without breaking my game?
Saves? what
either way not a question for this channel
go to #βπ°β’newbies-chat
Someone has but they didn't write the guide in English.

Per Veerserif's suggestion, I'll ask if anyone's had experience adding durability to items not originally intended for it? If I can start this workflow maybe I can get some progress on the mod
have you read the part about the name of the sound file
its probably that or bitrate, nothing elwe
it is possible to make certain mutant parts gauranteed? like make meat always drop but the other things still be rng?
Yeah theres a addon
i dont have the link, but googling mutant parts drop anomaly moddb will pop
theres with mcm config to tweak also
thanks
Yes.
I might try this again, if this don't works, i stay with the normal version.
Which file do I need to edit to change armour values? I've been looking and looking and have seen maybe half a dozen different files that all have armour values. None of the changes I've made actually make it in to the game
Also, it looks like values are spread through maybe a dozen separate files? Like radiation resistance is in one file, carry weight is in another. That's seems like an incredibly complicated way to do things
correct, you'll need to make a dltx file that loads last so that your changes take priority over all the others
except this also allows multiple mods to edit the same item without fear of incompatibility, especially if they are modifying different aspects and aren't actually conflicting
it's a much better system than just an endless string of direct file overwrites
this is amazingh
worth a pin...?
i'm speechless
Ok, but how do I find the currently existing files for armour that the game is using
Yes
GAMMA\mods\G.A.M.M.A. Actor Damage Balancer\gamedata\configs
GAMMA\mods\G.A.M.M.A. Armors no integrated helmet\gamedata\configs
GAMMA\mods\G.A.M.M.A. Exo Balance\gamedata\configs (believe this has the final weight values for nosorog that you were looking for)
haven't edited any myself but these directories should have most if not all of the final files used by the game from what I see
I'm pretty sure I've found these, but the weight of the ISG nosorog in-game doesn't match anything I've seen in the various files for it.
Also I seem to have a bunch of folders and files spread out in two different areas on my C Drive. First lot is under 'Anomaly' and the second lot is under 'GAMMA RC3'
did you check the weight values in G.A.M.M.A. Exo Balance? It gets loaded after G.A.M.M.A. Armors no integrated helmet so it'll overwrite the values from that file
otherwise the best route will likely be just making your own file with just the values u want changed and load it last like veerserif was saying
rather than trying to hunt down all the files and checking what's getting loaded last
Oh yes. This has the same item weight as in the game, but that's all it lists.
Seems to be the case
yea the exo balance mod only adjusts the weights, the other values are likely set in the G.A.M.M.A. Armors no integrated helmet
or in G.A.M.M.A. Actor Damage Balancer
G.A.M.M.A. Actor Damage Balancer gets loaded last between G.A.M.M.A. Armors no integrated helmet and G.A.M.M.A. Exo Balance so probably start there first, then for any values not in there use the no integrated helmet files
This only has ecologist suits?
any values missing from both actor damage balance and no integrated helmet files are either using the default ones from the anomaly files or somewhere else in the mods folder
it contains the BR class values in another file
mod_system_items_armors_br_class_rework.ltx
the other values are likely being set in the no integrated helmet files
or this
it's a pain in the ass to have to go through and edit so many files in different locations for the end result you want but it's the only way other than creating your own file and loading it last. will just have to hunt down where the values are being set
Yeah you can pin the one i uploaded
if you're still unable to find the final values i'd recommend opening the whole mods folder in something like VS code and doing a cross reference search, then check the results against mo2 to see which mod is loaded last then edit that one
So I changed the carrying capacity of the ISG nosorog in G.A.M.M.A. Armors no integrated helmet. Looks like that file exists in two separate places. There's one in the mods folder withing my GAMMA RC3 folder, and another somewhere in the Anomaly folder?
At least I've found the file that seems to affect some of the in-game values. Such a frustrating system. So I need to modify the files in Gamma/mods/ and not the ones that are also present in anomaly/tools/_unpacked
anything in gamma/mods will overwrite vanilla anomaly files (if the mod is enabled)
Well the concept of MO2 is that it virtualizes the files from the Mods folder directly onto your Anomaly gamedata folder. The Unpacked files are simply the files you extracted from the _DB archives. They have the lowest priority and get overwritten by pretty much anything that exists in the gamedata folder
So the best way to really search for files and see how the game is "compiled" when you hit play is to have Notepad++ or your IDE of choice launching through MO2 so that virtualization happens and you can actually search directly in your Anomaly/gamedata folder for the relevant files
didn't know you could do that actually lol. yea what burn said is much better than doing what I said about cross referencing the whole mods folder in an IDE since you can get false positives this way due to there being mods that are disabled also containing files that adjust armor values
Apparently people here didnt know of the english version until i linked it
(its pinned in anomaly)
Example
For the search result, everything that has a "!" before the brackets means a DLTX that writes to that section
The result where :nosorog_base is means the base section where it is declared and created generally
Mirrowel
help
I'm trying to make an easier mod this time
still working on that one
dont run away again
#π½ΡΡΠ°Π»ΡΠ½Ρπ½ message
Hello, anyone has a background on audio modding, trying to put back the COC ost + some of my own, thanks
i want to add a new suit to the game a suit witch is already from the game but seperate and with diferent stats. im new to modding and dont know what to do
u could take a look at other mods that add suits and try to understand it better
in weapons there are ".ltx" files for each weapon in which there are variants inside the file, so if suits work the same way then u could add a variant like that
Hello gentlemen, I need your help - I want to completely cut out the vanilla arsenal from anomaly - what do I need to do for this, what and where to edit so that the weapon does not appear either in the debug menu, or among NPCs or merchants (yep, me use a google translator, because my english is shitnes)
You need an alpha channel
could u explain in language for dumb people
Hello everyone
So I got a problem which I can't unpack db files
Tools unpacker not working and also axr tools not working too
I want to unpack lost alpha files
I had that problem with another modpack
axr tools worked for me
but for some files didn't until I moved them to a separate folder
also worth trying different settings in axr tool & starting as admin
https://github.com/revolucas/OXR-Texture-Tool any issues if i use this link? like idk "the author is some kind of awful scumbag in anomaly modding"
Just not working for me somehow I tried all the ways for this
because presumably the unpacker is designed for vanilla anomaly only?
I'm not sure really in that case the question is why axr not working
Like I don't have the time report for how long unpacking took and then I just get an empty folder
It also took a long time to fake unpack
You need to create a new section entry via a DLTX for the armor files. The Anomaly modding book explains DLTX so have a look at the pins
You basically want something like this
But via DLTX
This example creates a new variant of the ISG_nosorog_outfit, so it inherits all of its stats. You can override whichever you want
Here I used this and it worked perfectly fine
https://www.moddb.com/games/stalker/downloads/stalker-extractor
glad that worked for you, I fucked my ass in and out to make it work before
guys how do you add a weapon to stash pools?
Add it to the treasure manager list
uhm where would that be?
That's the actual name, Treasure_manager.script
there doesn't seem to be one in gamma, there is this
The one used in-game is grok_treasure_manger.ltx which contains the definitions
There is one
Grok's is the list of items, the treasure_manager.script is the actual script
but what about the ltx one, what would it be doing if I edit it?
Like I said, it's the list of items.
The logic and script is the script one
If you want to add to it, do via a DLTX otherwise your changes will get squashed every time you update
so there is a list in the script file correct?
A basic list for tools kits but that's about it
Everything else is in the LTX
so I don't need to touch the script right 
I'm only trying to add a weapon to the pool of stashes
Then modify the list
so if the name of a weapon isn't there
that means it can't spawn right?
cuz there are names with ; before them
in stashes, correct
Could still spawn as part of the scripted spawns or if it's the loadout files
[possible_items]
this is what I'd have to include in my ltx
as far as I can see
and the weapon name of course
name meaning mod_system or there is something else?
The name changes based on where the config file you're trying to edit is
It's all written in the modding book in the DLTX section + tools to figure out the correct name and placement of your file
the thingy linked in that book doesn't open for me π could you tell me what would the appropriate naming thing after mod_ be for treasure manager ltx?
I haven't the faintest of clues. Try another browser or something
I meant the program itself
ltxdiff
You don't actually run the exe, you navigate to it via CMD and then use it like it's done in the 3.Tools section describes
doesn't seem to work for me
cmd doesn't recognize ltxdiff or something along the lines it says
What line are you actually punching in?
ltxdiff findroot
You did navigate to the folder where you extracted it?
wdym
it doesn't say that I need to navigate to the ltxdiff file itself
The CMD path you're executing from
To execute an EXE from cmd, you need to navigate to it at the very least
so what would I have to add to the example
Nothing, you just need to navigate to the LTXDiff.exe you extracted with your CMD
now it says the file doesn't exist 
Hard to tell if you even have the right path with this cropped screenshot
No I mean the full command you've been punching in
Okay so messed up all 3 paths 
So your base folder is where you ran your c:\Anomaly\Tools\_unpacked
The mod folder is where you installed gamma, C:\Gamma\mods\[Name of your mod]
and the relative path would be configs\items\settings\grok_treasure_manager.ltx
first one where I ran
so where the unpack.bat is
or where the files ended up?
Wherever your _unpacked folder ended up, if you've modified the output path, point it there
again the file doesn't exist
is that the result below? lmao
That unpacked location is wild
I mean the npc loadout mod_ thing is mod_system
so would it not be the same for this one?
its in the same folder
Try it out, find out
correct, you would be modifying the treasure manager ltx
as for how to tell, the tool is already in anomaly tools folder i believe, LTXDiff
Nay, there's only the converter and unpackers
oh then get it lmao
https://igigog.github.io/anomaly-modding-book/addons/dltx.html ok that was fun and interesting
download the ltxdiff file, open a powershell window in its folder (shift + rightclick is your friend), run the command LTXDiff findroot "[Base Folder]" "[Mod Folder]" "[Relative Path to File That You Are Trying To Modify]"
...does that even work on a mod-added config?
i mean it should right
Mod folder would be mod that adds that particular ltx?
I tried for funzies adding CMD as a program to launch through MO2, even then it won't spit out the right thing
yeah i don't think it works. a direct file replacement would work though
just make a mod that has its own copy of the grok_treasure_manager.ltx that overwrites
I checked and the virutalization actually works, you can navigate up and down your compiled anomaly folder
b/c it doesn't load through the regular ltx system script, it's called specifically in the treasure manager script provided by the rare stash balance mod
so i don't think it works using the "regular" ltx system, is my guess
just do a direct file overwrite, if this is a mod for personal use it won't matter much and it's not as if there's a lot of other mods trying to change the same file
But muh correct modding practices... 
Guys, can anyone tell me how to export video with sound to ogm format? Well, for the main menu.
that's the entier point of the find root utility. the root of things included in system is obviusly system.
I'm trying to mod the RAPTR to shoot 23x75. Only the shrapnel shells show up and not the barrikada. Any ideas? On the item it shows the slot for the barrikada shells but there's no picture and i can't load it into the gun. Thanks!
really that doesn't work? it should. what path are you giving it?
what i'm saying is, trying to run ltxdiff on grok_treasure_manager.ltx does not work at all, given that this ltx is added by a mod and called explicitly by a script with the line
ini_treasure = ini_file("items\\settings\\grok_treasure_manager.ltx")
so the q is "would this even be DLTX-able"
yes. gamedata/configs/items/settings/mod_grok_treasure_manager_yournamehere.ltx
if you know what script is loading it then you know the root. no tool needed.
the tools is for random ass base game ltx that are imported into some root ltx loaded by a base game script.
@storm basin well here's your answer
so basically mod_x
x is the name of the script
is that right?
name of the config, and in this case, yes
not a script
follow the file structure + file name that raven posted
name of the config
so then
grok_treasure_manager is the name of the config
just to be clear, what is system then?
gamedata/config/system.ltx
the root of the ltx file for anything that can get spawned. 90% of the OG configs are part of system. Anomaly added systems like deathmanager have thier own ltx. and some addons as well. Mags redux forinstance has a multifolder ltx tree.
dltxfiles always target an ltx and must be in the same folder as that target ltx and that target ltx must be a root ltx. meaning ltx loaded by script or engine directly, not one imported into another ltx.
mod_ltxname_customname.ltx
it's just that system is what 99% of dltx files modify so ppl don't realize that the middle part is a variable. an important variable.
ty
of course the documentation makes this clear. it also explains how to figure out what a root ltx is. it can just be a pain to find it hence the tool.
i can generaly tell by looking at the folder the ltx is in if it is root or leave and what its root might be. but that is mostly experiance
leaf π
guys how would you replace the sound of the laser turning on/off?
sounds\interface\inv_torch
if you want it to use dedicated sound then edit the bas laser script
ty
wait the bas laser u mentioned, is just because gamma?
oh wait u meant
for it to use another sound
not the one in anomaly
OHHH thats what u mean
That's not the tool they are talking about? They are using SIE
Yo guys question
Is there a mod which you can switch your mask into a helmet
by pressing a key
or lets say a suit into a much armored suit you can dress quickly
I want to make an option to join a faction when you get 2k goodwill with them, unless playing zombie and monolith, where can I start?
sie is included in there
Ah, well you might wanna pin both. Ngl you only really want SIE most of the time
Stalker Icon Editor v0.6.5 English: https://github.com/revolucas/OXR-Texture-Tool/raw/master/bin/SIE_0.6.5_english.exe
GUI for editing icon files and creating config inv_grid settings
how do people make selecting different options when installing a mod in mo2 possible?
could probably use https://www.nexusmods.com/fallout4/mods/6821
I'm trying to make like a very simple thing
where it's you drag your zip
and it gives you 3 checkmark options
and once u choose one u can install
is that fomod?
nah that's bain
make folders with the names of the options
inside them put stuff with the correct paths
that's it
yeah thats the one I need
and those three folders would be the very first things?
or there is a bigger folder in which those 3 go?
i just told you exactly what you need to do
besides compressing the folders into a zip file
but that's beyond obvious
what is "artefact" in ui_inventory_16.xml? π€
mbic that's a comment
I never read something bad about alundaio
that handguard has like 90% of the polygons on the model
and the handguard could probably be convincingly done with a bump map (dunno if x-ray does bump maps though)
It does but they only show up against lighting
yo guys is it even possible to make the zone of the equipment like this?
so that the zone of the belt doesn't get impacted (all of this is about ui_equipment_16.ltx)
zone of the equipment would be cont_equ
and zone of the belt is cont_belt
what happens is when you have the zone of the equipment over the belt, you end up not being able to hover over the items in the belt like you could with anything (no description/highlighter)
They are not supposed to overlap obviously
yeah I get that
but if it's possible to make belt's zone a priority somehow
this would work fine

hello guys, I have an idea of small yet immersive nade sfx addon about nade sfx.
sfx are prepared and it basically works but I'd like to include two more features which need some scripting.
-
implementing russian nades' fuse ignition sound :
put a mono channel sfx so it will have directions and different sound strength from range, or I could try to even make a sound layer for this -
implementing collision sound for different surfaces :
put some mono channel sfx for different nade landing sounds for different terrains
all I can do is sharing this idea and do some work for sfx
if anyone interested, plz help me out.
Any idea how to edit that? There is no line about how much carry weight carry capacity artifacts give, it's like it's in a different file but I can't find it
Setting inv_weight to negative crashes the game ofc
You are looking at the wrong file
This just adjusts their weight, cost, etc
And resistances
Everything except carry weight buff, funny
Boosters use boost_max_weight for the max weight boost
probably different for artefacts
For attachments it's additional_inventory_weight
Ye that's it 
Thankfully this file seemingly overrides whatever I was looking for so it didn't break anything
then there it is
If I edit the RAPTR ammo, it doesn't correctly display in the ammunition selection wheel. I thought I could replace the default ammunition types entirely, but that crashed the game. I looked a the pinned messages but I don't think I saw something relating to changing existing weapon files
this mod has config example for editing materials https://discord.com/channels/912320241713958912/1265078017638535198
as for fuse I just put the sound in snd_throw
ohh it already existed!
thanks, I will check it out
and yeah for the fuse sfx, it can be just in snd_throw
but I was wondering if it can be done in a more complicated way.. not sure if that's gonna be worth for trouble tho hahah
I gotta try running vs code from mod organizer someday
Shouldn't be hard. Just need to launch it from mo2
Then you should be able to naturally navigate to the virtual folder
yo guys is it possible to delay a sound in a weapon sound?
like lets say I want to add a random ass sound to the chain of sounds in a config for a weapon sound, but I want it to happen delayed
what kind of sound
doesn't matter how suitable it is, I just wanna know if it's possible to delay it
I mean you can edit any sound file with delay
but if you want to delay via config it depends on sound type
what types are u referring to?
the format of the file is not it surely so then what else
I wanna add a sound to shit like this
and delay it
third value is delay in seconds
second is volume?
yes but it doesn't work in sections
wdym in sections
when there are multiple layers it's sections
uh speaking of sound layer I've got a question heh
so I guess snd_1_layer is closest sound, the higher number, the further sound it is.
so if a sound is played from a certain distance, then will the first to X th layers cut out and only remaining higher number layers gonna be played?
I wonder if I am assuming it correctly
all layers are played
their distance depends on sound comments only
ah so sound layer is about just playing multiple sfx at once, that simple
yes
thank you!
oh I remembered another one,
to manage something after actor throwing a nade, what callback should be used?
well this is the fuse sfx related thing.. and I am trying to figure a way out, while knowing nothing about scripting π₯²
what's the point of adding scripted sounds for actor?
you can't add distant sounds or anything
function actor_on_hud_animation_play(anm_table, wpn)
if IsGrenade(wpn) and anm_table.anm_name == "anm_throw" then
end
end
oh! thank you very much
I hate to bother you too much but
I suppose there's something more needed to make the sound played from the thrown nade's in-game location?
yeah I don't know how to do that, I'd stick to single snd_throw sound
guess that's the hard part or maybe something not available then 
i don't see any suitable npc callbacks
should u turn on mip maps when saving a UI file in paint? π€
that fucks ui elements when playing with lower textute quality options
but maybe i just didn't know how to do it properly but that's my experience with it
I would do it if the original has mip maps. Just my opinion tbh
that too
Mipmaps really fuck you over if you play on lower textute detail
guess I should just do as what you say and using your addon to have collision sound at least.
much thanks for help bro π
could devise something devious like intercepting the grenade spawning

what i just said
I wonder when we can make a working backpack 3d model in game
That's a core feature of FDDA
IT's just not enabled because it causes busyhands a lot
Allegedly
it doesn't. it gets broken when busy hands occurs and vary obvious so ppl would notice that and blame it.
Hence, allegedly
i could be wrong but no one has reported fddaddada to me
I don't play gamma so i'm not a busyhands victim, I have the backpack thing in my game and it works fine ngl
and i am probably the best as sight reading code for this issue. and did look into fadadadada
did not see a smoking gun. i suspect it was just being broken by all teh other buggy code in gamma.
it can happen in vanilla anomaly i have identified two causes there.
its rare enough that most ppl probbly wouldn't see it without my script yelling about it. yeah
If I edit the RAPTR ammo, it doesn't correctly display in the ammunition selection wheel. I thought I could replace the default ammunition types entirely, but that crashed the game. I looked a the pinned messages but I don't think I saw something relating to changing existing weapon files
As far as I can tell there's only the one file to edit so I'm not sure what causes the crash if I completely replace all of the original ammo options
Can i somehow change the speed of the how time passes in the game? For example make one day in the game actually be 24 hours? Or less or more
yes. search for alife ltx
In game files or where?
not without causing bad effects
game is not meant to be modified like that
Oh got it. Thanks π
Ok so I found 5 different files for the RAPTR. I edited the ammo for each so they were identical but it looks like deleting the mentions of bad/very bad ammo is causing the game to crash while loading a save?
Nothing else has been edited apart from deleting the bad ammo listed and adding the shrapnel ammo
they should make a mod similar to the mag redux where as you continue to put bullets in a mag it gets slower due to the pressure increasing
This is the 8th layer of tarkov immersion realism brain rot that i've been seeking in the mountains for millenia
X chance to shit yourself mid packing and drop all your ammo on the ground
that be epic
X chance of spawning 10 chimeras at your back when pressing the reload button
Would it be possible for me to port over weapon mod's animations from fallout new vegas?
The game needs to have the bad ammo listed too for every time of ammo (bad and very bad). What's done by the mod is that it hides the bad and very bad variants and deletes them from inventories instead
I just figured this out right before you sent this. It was stressing me out for ages and I thought I needed to list the bad ammo stuff. I guess it didn't click initially because I never saw any mention of bad ammo for the 23x75 ammo types.
Thanks for helping me solve it though. Much appreciated
No, you'd have to re-rig the model once you got it converted and imported.
damn, I forgot which one was delay
snd_something = something, 1.0, 0.8
first or second? 
ah okay the first one was delay ugh
Is there any way to look up the thirst and hunger values? I want to test something and relying on the visual bars is never a good idea
Hi, I saw that in gamma changed the list of weapons given out in the arena in the bar - what script is responsible for giving weapons to the player?
When adjusting the max uses of a single use item, the white marks on the inventory icon do not appear to show that it now has more than 1 use. How would I go about adding those? Is it related to icons?
Okay
That's good to know
#π¨modded-gamma-support this is the room for making your own mods, not support when your modlist crashes
Yeah he is trying and failing to make his own music mod
Yeah he used the radio command and also tried some radio framework mod on moddb
Waiting on the new FAQ to be approved
FAQ is Falco's grounds
FAQlco
i wanna pitch a mod idea to someone who know how to. any help?
Anyone know if I can edit and make a custom portrait for my character?
whats the difference about spawn num?
guys, anyone fancy having some indoor shooting/exploding sound effects? which is lacking from Anomaly, currently.
I suppose this is doable in a certain level by using in-game coordinates to define some indoor areas to play different sound effects.
surely it would be quite hard to cover entire indoor space in the whole maps, but at least this should be doable for some places,
so starting from the most "popular" indoor places should be not bad I suppose.
problem is, I am not good enough to do this on my own,
I'll need some help (especially script part)
and I can do what I can, and perhaps this can be a project for much better immersion after all.
unless this will be something added for Anomaly 1.6..
Just ray cast to see if there's a ceiling collider and at least some walls in the cardinal directions of yourself to get a basic idea of if you're within a room or at the minimum if there's a roof above your head. You can condition the thing with a minimum number of walls too if you want to make it more robust
It should change. I found that the items I had in my inventory at the time of the change being made stayed at their current number, but new instances displayed more.
Also, are you editing the correct file? I was modifying some repair item values and found that there were two files for repair items
actually, I was thinking of stealing stuff from TB's additional safe zone mod, to let the game define some indoor area
however, I just know nothing about writing scripts, maybe I could try to learn it, but I wonder if that'd be any good idea tho.
so I have guessed that I should focus on what I can do
if I just try to make everything done all by myself, it wouldn't progress well
so I can't even make a good use of already existing snippets
and this one would be rather bigger than a simple addon
so hopefully someone who knows about coding would get interested and gimme a hand, then this can be started
I can do the sound editing part and a bit more
but no coding 
so please if anyone interested, knows how to write some scripts, and also have some time to burn somehow
then let's do this together
otherwise, ||I shall just finish my small sfx stuff and call it a year.||
i created a new file to adjust some medical items. i noticed that the items that already had the white marks updated properly but single use items did not
Did you add something like a max_uses = line? I've not experimented with changing single-use items to multi-use before
yea thats how i increased the amount. The changes work for everything. Its just the single use items dont have a white notch indicating the extra uses but I can still use it more than once
so its not a huge deal if I cant easily get the remaining uses markers to appear because it still works without it. It would just be nice
Hello everyone , I have one idea, but i don't know how to do it. For myself i want to balance out proto_exo to play with them even once , by making them repair by heavy armor repair kit , but i can't find where to modify this , only found file to modify stats of armors but nothing more .Thx in advance
!supportru
@covert jetty ΠΡΠ»ΠΈ Ρ Π²Π°Ρ Π΅ΡΡΡ Π½Π΅ΠΈΠ³ΡΠΎΠ²ΡΠ΅ Π²ΠΎΠΏΡΠΎΡΡ ΠΊΠ°ΡΠ°ΡΠ΅Π»ΡΠ½ΠΎ G.A.M.M.A., ΠΏΠΎΠΆΠ°Π»ΡΠΉΡΡΠ°, ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΊΠ°Π½Π°Π»Ρ, ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠΉ Π²Π°ΡΠ΅ΠΉ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ΅:
ΠΠ»Ρ ΡΡΠ°Π½Π΄Π°ΡΡΠ½ΠΎΠ³ΠΎ ΠΌΠΎΠ΄Π»ΠΈΡΡΠ° G.A.M.M.A. (ΡΡΠΎ ΠΎΠ·Π½Π°ΡΠ°Π΅Ρ, ΡΡΠΎ Π²Ρ Π½Π΅ Π²ΠΊΠ»ΡΡΠ°Π»ΠΈ ΠΈΠ»ΠΈ Π²ΡΠΊΠ»ΡΡΠ°Π»ΠΈ ΠΌΠΎΠ΄Ρ ΡΠ°ΠΌΠΈ): #π¨ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ°-ΡΡΠ°Π½Π΄Π°ΡΡ-gamma-ru-ua (ΡΡΡΡΠΊΠΈΠΉ/ΡΠΊΡΠ°ΠΈΠ½ΡΠΊΠΈΠΉ ΡΠ·ΡΠΊΠΈ) ΠΈΠ»ΠΈ #π¨base-gamma-support (Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΈΠΉ ΡΠ·ΡΠΊ)
ΠΠ»Ρ ΠΈΠ·ΠΌΠ΅Π½ΡΠ½Π½ΡΡ
ΠΌΠΎΠ΄Π»ΠΈΡΡΠΎΠ² G.A.M.M.A. (ΡΡΠ΄Π° Π²Ρ
ΠΎΠ΄ΡΡ ΠΌΠΎΠ΄Ρ, Π΄ΠΎΠ±Π°Π²Π»Π΅Π½Π½ΡΠ΅ Π²Π°ΠΌΠΈ, Π° ΡΠ°ΠΊΠΆΠ΅ ΠΌΠΎΠ΄Ρ, ΠΎΡΠΊΠ»ΡΡΠ΅Π½Π½ΡΠ΅ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ): https://discord.com/channels/912320241713958912/1133069246906253424
ΠΡΠ»ΠΈ Ρ Π²Π°Ρ Π²ΠΎΠ·Π½ΠΈΠΊΠ»ΠΈ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ Ρ ΡΡΡΠ°Π½ΠΎΠ²ΡΠΈΠΊΠΎΠΌ ΠΈΠ»ΠΈ Ρ ΡΡΡΠ°Π½ΠΎΠ²ΠΊΠΎΠΉ G.A.M.M.A.: #1026866080347603065 (Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΈΠΉ ΡΠ·ΡΠΊ)
ΠΡΠ±ΡΠ΅ Π΄ΡΡΠ³ΠΈΠ΅ ΠΊΠ°Π½Π°Π»Ρ ΠΠ ΡΠ²Π»ΡΡΡΡΡ ΠΊΠ°Π½Π°Π»Π°ΠΌΠΈ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠΈ. ΠΡΠ»ΠΈ Π²Π°Ρ Π²ΠΎΠΏΡΠΎΡ ΡΠ²Π»ΡΠ΅ΡΡΡ Π²ΠΎΠΏΡΠΎΡΠΎΠΌ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠΈ, Π²Π°Ρ ΠΌΠΎΠ³ΡΡ ΠΏΠΎΠΏΡΠΎΡΠΈΡΡ ΠΏΠ΅ΡΠ΅ΠΉΡΠΈ Π½Π° ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠΉ ΠΊΠ°Π½Π°Π».
Does Global Texture Rework work with GAMMA?
yes
UBGL and canted sights are tied together in a cyclical way, so then it should be possible to add a mod that you can bind a key to a select "aim position" right?
Because right now it goes:
Main sight -> canted sight -> UBGL
So a script with a keybind to select the position should be possible no?
Does anyone know where the script or code that handels that is in the project?
there are some script exposed functions that you can use to check if the gun is being held in alt aim or in gl mode
Could you point me to which ones they are or what they are called or where they should be?
nah
didn't even realize you could check the alt too and i needed that for a script, thx for the tip
How can I get .ogf files into blender?
Trying to import a mod made for gamma into blender with an addon for it just gives me a long error message, but the models work in gamma.
Look for the modding book in pins
you are missing info
ok one second
which app edits comments in .ogg files?
sav&T
Damn i just looked into it, its my fault- blender xray is only compatible with version 2.77-3.4 of blender and I have 4.0.
Is there a version thats compatible with newest version of blender?
ty
any version before 4.0
no
ah ok ill downgrade
guys why is audacitys dogshit ui blocking my audio starting position?
see the timer above
so you are having a skill issue
ye
doesnt do that for me. So you managed to press some button
anyone knows why a sound file could just straight up not play? was replaced with a .ogg file, didn't need any comments, proper location and was no need for any config changes
same name same everything
could it be that the sound is too loud for the game? lmao
for starters it needs the comment
also check the sample rate
it has to be 44.1khz
its a menu sound so I didnβt add anything
wait 48 just wonβt play?
read the modding book
just exporting the audio from audacity won't work
otherwise the engine won't know how it should play the audio
even if itβs a menu sound?
well, it's going to be played through the engine won't it 
anyone knows the name of the scoping in/out sound?
how hard would it be to make a sound of scoping in and replace it for like all sounds basically?
I see EFT rattle mod in gamma has a script file which I assume is the only way
weapons\rattle\aimout\aim_out_ and aimin\aim_in_
through that mod is the only way right?
wdym
you can just replace the files
ye nvm about that question
What font is this?
maybe ask cr3pis about it
unironically looks like minecraft font
found it!
#883097205710389288 message
Well no, the S looks different. Close enough
idk dude to be honest i just drew the letters on top of the icon when i did some of the old ammo type mods
didn't know what font it was and didn't want to ask cr3pis
boom
grippin it
@misty mulch 
the answer is "yes since you also have to manually adjust its weapon position"
well, "manually define"
just copy paste the thing from the other pso scope and change the section name to match the item ID for the version you're adding ig
unless you want to painstakingly actually fix its hud position
anyone knows why laser sound that I replaced with is lower pitched when you turn off the laser
afaik the one in gamma is same pitch every time
it's not
pitch is changed in the script
which one?
bas_laser something
anyone knows how hard is it to make a 4:3 file for a UI? lol
I have a 16:9 file that's completely fine
do you legit have to reposition EVERYTHING?
this one?
yes
frequency is pitch yes
ty
it isn't
and shittalking audacity is crazy
Any way I can make Strelok and his two goons virtually invincible
Like buffing their armor to insane levels or increasing their max hp?
Where's the LTX file that defines that for important npcs?
you could use the invincible companions thing
and turn it off afterwards
so report the problem
You can use this script. it has them all
I am messing with the backpacks and Backpacks of the Zone. I am trying to make my own backpack progression
can i make a backpack, slow movement speed? How would I go about it?
does anyone know a crosshair mod that looks like stalker 2?
yo did u try it?
it seems like it looks weird for me when its lower than size 11
How do i edit the NPC loadout files to allow the HK416 to spawn?
I've never uploaded a mod before, its only one file and i have the directory correct but i don't know what to do next.
what part of a script/config do i change to make a gun pack more punch and damage?
in the gun's ltx search for k_hit
Hello everyone
So I wanted to know how to make cube maps in the cop SDK
Or let's say, is that even possible?
Like I have an option for making cube map
But every time I try to make one I get an error and it says power idk what and then SDK fly to heaven
Do someone have an idea what i have to edit to reduce the crazy amount of controller schools (i faced up 8-10 at once) chimera (i faced up to 5-6 at once) groups in the northern parts of the map?
i don't tink you have to edit anything
that shouldn't really happen if you didn't change any of the zcp parameters
For sure it happened not just once. I do play GAMMA alot and in pripyat and outskirts it gets complete bonkers. And no, i did not change anything. So what do i have to do to lower these spawns?
zip up whichever folder contains the gamedata folder. share that zip file. done
copy this guy's homework https://discord.com/channels/912320241713958912/1176951529157173349
thanks :D
Can the NPC surrender mechanic be activated in some way? I think it is disabled in Gamma
just wondering, does it not already or you are talking about some other hk416 mod?
it doesnt already im 99% sure
did u not find it after a long time or
i went into debug menu
spawned like hundreds of mercs
none had an hk416
and i saw a ton of messages saying it doesnt spawn
u can change the loadouts in npc loadouts mod in gamma
hk416 is not in the list of mercs
that's weird
theres a mod for loadouts?
in gamma by default
thx for letting me know thats literally one of my fav guns that I modded heavily and it would've been too stupid to not have a possibility of getting it, lmao
why would a vanilla gun be excluded is what I'm wondering about
yeah no i have no idea
its my favourite weapon too
no loadout settings for mercs?
or am i blind
killer is the mercs
I'll add it to stash pool too just in case
wpn_hk416
installing a mod that completely overhauls it doesnt change the name right
u would have to add it to primary list of each rank
if the weapon is in debug per usual u can make it spawn
and u can see its name in debug
yea that will work
because both the model and animations are dogshit, so there's no real reason to use it
i mean, there are some good remodels of it
to add it back just make an ltx with the npc loadouts
that's true for the vanilla one, but if u replace it with a better one it becomes insanely good looking
yeah i have a mod that completely replaces it
make an ltx for the NPC loadouts then if you want it to spawn
I'm pretty sure that's ammo type and attachments, but I don't know in which order
yeah just do that
but I saw that different weapon types had different numbers for some reason, if I wasn't blind
like this?
i have no idea either since the mod also changes what attachments you can put on the hk
that I'm seeing
like acog eotech and the uhh
the funny sight
i have no idea
forgor the name
that uhh
that scope that gets used with aks sometimes
yes
uhmm
my brain isnt braining my bad
just copy all the M4 loadouts configs and change the id
it's way easier and faster that way
just click ctrl+f and set replace m4_siber with hk416
i just copy and paste this wpn_hk416:r:r
i dont mind not having attachments spawn on guns
makes the grind more painful
if it's set for all guns to be :0:r it's probably for a reason
so just replace what I said
and you don't have to add the wpn_ since that's already there
this is what it looks like
that means no attachments will spawn
yea
keep it like that
i think 0 means that no attachments will spawn
and r means they randomly spawn
randomly selected
and the numbers after that could mean a specific attachment
@lilac idol is there a way to make sure the hk416 is actually spawning on the npcs now?
other than spawning hundreds of mercs and killing them
yeah spam NPC's in debug mode
i did
I don't think so
i am in pain


