#โ๐mods-making-discussion
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it works
i changed it
it works
oh my
i think i took out the entire merc faction
you might want to post it in mod posting or something
ltx file to allow hk416 to spawn?
either that or make it a proper mod you can drop in mo2
yeah
basically something like
gamedata>configs>settings>npc_loadouts
or something along those lines I'm not really sure rn
go into #1035807043933720576 and read the pins there
@lilac idol what type of mod would it be
something like equipment or something like that could do
patch maybe?
I would suggest linking one or two replacements for the vanilla one
sure i will link the one i use
@lilac idol like that?
yeah that's nice
alr
I'm actually surprised that it hasn't been taken down from ModDb so far considering that dude literally stole it from both efpwp and Juan lol
yeah thats why i was asking
there are other replacers anyways so people can always find one
Hey guys, I have a question. I want repair kits (specific repair kits like Medium Armor repair kits) to be used in the upgrade/replace-part process like vanilla Anomaly. Is there way to do it?
Guys, I dont know where to find it, cant find it in pinned comments. How to swap models of armors? I really dislike the visuals of hands on one armor, and I really want to change it. How can I do this?
Hello everyone
Got a question
How much height maps can be demanded on FPS ?
I want to add height maps for all the ground textures, anything on the ground
So you can feel the ground is real
is it hard to add new armors?
like just new icons, names and stats, but an already existing model?
script plox ๐
okay so
i want to make NPCs drop scopes more frequently, especially on higher tiered enemies
do i need to change the loadouts files only or anything else?
and how, exactly, should i tamper with it in order to achieve the desired results?
Not especially hard. You can create a new dltx that uses an existing armor as a parent and override the settings like icons and stats to your liking
Ascii for the puddle update SSS (20.0?) shipped with basic height maps for ground textures ADEGA also has a full ground height map texture setup already
it's defined in difficulty.ltx
or whatever difficulty config is named
How do I change the sound of the item when it's being used? I'm trying to change the sound of a medkit, but it still uses the one from GAMMA
Hey all, trying to mod the kriss vector "drum" mag to take up a small slot instead of a medium and for some reason when I change it to small it doesnt actually change to small. Also something else I noticed was the 9x19 conversion drum only shows 40 in the mags redux file but in game its 50. Does anyone know of another mod that changes mags? Im using UGP also.
i see, thanks for clarifying
also where can i find icons?
Most of them have the prefix icon or something in the UI folder
Guys, is there a mod to make the days longer ?? I remember reading in some forum/mod comments that it can be done by modding some properties, but it messes up all the other things like mutant spawns, AI routes, etc.
Does anyone know of a mod that can effectively double the length of the days and nights !?!?
None really exist. A lot of mods don't really on the internal time of the engine, but rather have hard coded timers. So you'll still get issues like you've read
Damn that's a bummer ... after a good firefight I end up spending a day or two just in looting and cleaning up the gear ๐ Thanks for replying dude
You might just want to setup the autolooter mod to your preferences. It shouldn't be taking an hour to clean up a firefight
@random fulcrum theoretically, if a gun that shoots 357 had perfect accuracy and 1km range, would it shoot straight the same way a gun with the exact same stats but that shoots a bigger caliber?
another way to ask the same question, do calibers themselves have any dispersion penalties compared to others?
Lets say, if you made a sniper that shoots .45, would it be as accurate as a 308 sniper if they had the same accuracy and dispersion stats?
k_disp is the dispersion modifier from ammo
but it's still a multiplication
so a 0 fire_dispersion_base gun should still be perfectly accurate when aimed down sights
if you also made all the pdm_ values 0 then you would also make it perfectly accurate when hip fired
Interesting
Thanks
I'm making a revolver that can mount sniper scopes and I was struggling with making it not have pistol spread
ye it's super fucking weird
you CAN have a 0 fire_dispersion_base weapon that HAS a godawful spread when hipfired
since the pdm_ values are added to the dispersion
not multiplied with it, because that would make too much sense
there's also gimmicks that come from actor.ltx
there are disp_ values there
those are also considered
and if you aim down sights, only disp_aim gets factored in
so you technically can't get a true perfect accuracy gun ever unless you change that value
as the minimum spread cone will always be 0.05 degrees
bad development choices in a nutshell
idk honestly i'm on the fence about it
because with it being done that way, you can get some cool gimmick weapons like what juan is trying to do
or make a gun that's less accurate when aimed down sights as a joke thing
or maybe an "anomalous" thing
but it being done that way is also confusing until you actually look into the source code
before doing that changing the pdm_ values is like gambling
This isn't where you ask if a mod exists
where is it then, no where im guessing
You might get a response in #โ๐ฐโขnewbies-chat and definitely a bigger audience.
ok thanks
Is it possible to force an override on DLTX mods when there's a conflicting override somewhere earlier in your load order?
For example, mod 1 is adding a backpack, mod 2 is a DLTX mod with an override to adjust the weight of the bag, the cost, and the weight boost, then mod 3 has a DLTX override for just the cost.
Normally it will always use mod 2's cost override as it's loaded first.
what are the LTX files for the FNX45 variants called? cant find them
They're probably inside the main file of fnp45
where do i find that
Look inside the .ltx file
what ltx file
The ltx of the FNP45 probably
yeah its called fnp45 in the files, thanks
Can someone tell me what file(s) I need to edit to change the wish granter's wishes? I have a stupid idea to make a 500 cigarettes wish and I want to make it a reality
Pretty sure they're all hard coded in the engine, so hardly modifiable
nah it's script side
the file is kinda complicated to understand
but it's all script side
Where would those even be? I guess you could search within the XML the dialogue lines, then find where that section is called from within the .script files
My wish would be that people read the damn install instructions on mods
literally just don't provide support on that
that's what i do
if people fuck up the installation that's on them and i will make fun of them for not being able to read
So searching for "Rich" leads to the st-dialogs.xml where the string id is St_wish_4, which then is referenced in xr_effects.script under the function make_a_wish(actor,npc,p)
#1219433143069708299 is almost there
that is yours
you are already there
its called momo's syndrome for a reason
you pioneered it. You were moulded by it
Hi! I have a question about NPC voices. How is it possible that we can hear the NPC voices even though the mod '305- Dux Characters Kit Voices Pack - Demonized' is disabled in MO2? The *.ogg voice files are nowhere to be found except in this mod.
you are forgetting about the fact that this all runs on top of a perfectly functional game
They are not found in the Anomaly vanilla directories either.
they are packed into .db0
I see.. Thanks
C:\Stalker\Anomaly\db\sounds\sounds_voices.db0
So, if I want to modify the NPC voices, I can edit the *.ogg files from mod 305 and activate it in MO2 so that they replace those in sounds_voices.db0?
unpack the db files to see them
in anomaly/tools
Wow! This thing is so well done! ๐ ๐ฅณ
I am honestly getting so close to doing the same exact thing at this point.
Hit the character limit in the main post to cover all my bases, and people still manage to muck it up.
Same 
idk how to import textures into blender
You should move the gun a bit more I think, not just rotate it
yeah I've been thinking about that too
other than that is it fine overall? I want to know in which aspects I should focus on fixing/polishing
Try to fiddle with animation curves and weights to get more acceleration/deceleration. You could push those "clip in/out" moments when the mag releases or when it hits the feeding chamber.
I have to fix the clipping yeah but what are animations curves?
do you mean graph editor
?
Yeah curve weights
And I didn't mean clipping, I meant when the mag is inserted the "thunk" it does when fully in, the impact in the gun feels off
ooh yeah I see what you mean
idk how I can make it look better tho but I guess ill try
Right now it's more like a hicup than a weight transfer from the mag being pushed in
should I just make the "jump" more subtle?
You could try as you're inserting the mag in to push down the gun slightly on it, once you fully insert the mag, jerk the movement up
I can try that and see how it goes
You basically wanna micmic like a ball hittin the ground but with no squash 'n stretch to it. Small wiggle motion when the mag bottoms out and then upward momentum being transferred
So you want that "stopping" point to be really sharp, almost no anticipation
damn thanks for the graphic representation it will make it a lot easier
is there a mod that makes enemies less bullet spongey without having to reduce difficulty in the game itself? i'd like to reliable one headshot with 5.56 on most things, at least without exos

no there isnt, congratulations, now you can make the mod and start using this channels for what its actually for
i thought this channel was for general mod purposes and what-not since i was guided here
thank you but i have 0 knowledge of the xray engine
but thank you for the information
asking for mods is not this channel
but asking how to make a mod like this is
alright how do i make a mod that makes enemies not bullet spongey
also which channel is asking for mods
oh alright
what about this
You'd have to work with GBO
GBO?
so not easily
oh
the most experience i have with programming is a few sololearn python sections and making a simple PPI calculator
so 
and xray is written in lua isn't it
Grok's Ballistics Overhaul or something along those lines, i imagine you would have to change a lot of numbers
yeah i got it
is this any better?
I think that looks good. Some movement, but not like the mag weighs more than the gun.
what exactly would have to be changed? weapon dmg? hp? something else? cause i'm not really familiar with what gbo does
I think it feels a little sluggish, if you could increase the speed of some of the movement, or get rid of some of the pauses between movements
i might try that, but some pauses are there to not make it feel like the gun is just floating around
also wouldn't it be possible to just adjust the value of headshot damage multiplication? though i assume it's most likely not just that simple lol
Especially if every weapon has a unique damage multiplier (but i hope not)
you might be able to do that but idk, i imagine that you would need to change multipliers for all the ammo and whatever
you could just ask grok
alright i guess i'll just mess around in files
@undone lily would this be possible to do with the ballistics overhaul thing? cause i'm not sure how it, or just the damage systems, work
You could probably increase the head multiplier
i'll try to look for it in GBO i suppose
there are separate sub-regions for damage? dayum
Yep, welcome to X-Ray
Eye meta is real ๐
exclusively aiming for eyes now
i understand why my shots don't kill now
having a separate fucking area for an eyelid is
though
yes it's easy to do
i changed all of the damage value multipliers to 2x of their original values gonna test them out rq
grok_bo.script
It should be balanced around pistol headshots killing in the head at close range in one bullet
using 9x18
i see
at least that's how I tried to balance it
Keep in mind something nasty: difficulty parameter
I don't remember F2 debug maps difficulty by default
safest is to start a new game in the difficulty you want to test
that way everything is properly taken into account
in gamma there's a bonus yes
also a bonus to penetration when hitting the face compared to hitting the top of the head. But there's a chance to hit the neck, which has reduced damage bonus 
does npc armor actually break in gamma?
changing the damage values works nicely to make rifle caliber one tap on headshots ๐
i'll probably try messing around more but right now it works nicely
@undone lily are there specific shotgun damage multipliers? cause i'd like to adjust them as well
also what are the different spine locations?
bro why does the transition look so ass
it looks sorta slow
which of these 2 bolt catch transitions do you guys think is better?
is spine the cervical one, spine1 thoracic and spine2 lumbar? (i assume the other two regions are simply modeled along with pelvis)
@undone lily is there some sort of test map or some way to make npcs stand still so this could be tested?
Time factor 0.1
time factor 0.1?
ah, i see, thank you then
Slows down time, lets you aim the way you want easily
i'll try testing it then
Just boost buckshots / slugs damage or penetration in the ammo ltx
i'll check it out
I think you are over shadowing the importance of armor penetration in the ballistic system
Damage is high enough that everything dies in few rounds
What takes time is armor penetration based on the rounds you use
Making buckshots too strong just makes you use buckshots and thatโs it
Because of how pellet works
But yeah anyway
Edit it the way you want
insightful
i guess you are correct
still it's a bit silly how someone can survive a full shotgun blast up close to the torso from smth like spas-12 lmao
testing out and damage has been very inconsistent
hey guys
does anyone know what mesh the ak5c uses in BaS?
I'm trying to make a reanimation for it
i tried shooting ghost in the side from the side, at spine at 1x it took like 3 shots, at 4x and 8x it took 2 shots
it highly depends on the type of plates the armor has and how much the ammo penetrates @copper portal
just google/youtube "12 ga buckshot vs level III plates" and you'll see
shotguns aren't blasting cannons like hollywood portraits it
especially if you're using shit like magnum buck and such, sure it rips flesh off but ceramic not as much
that's why it's nice to make arms and legs be affected by that, it's rare to see those parts being covered by something (except for exosuits in Stalker I guess)
counterpoint: i had to shoot professor sakharov twice in the head with spas-12 to kill him lmao
yeah, that's the type of shit you can tweak if you want it "more realistic"
maybe he's got some sort of artefact that makes him skull ultra dense and hard
i'll try messing around with spine (and maybe some other) values tmrw on the same npcs to see what the results are, it's 3am now so i'll go to sleep
would be nice if someone had some sort of image of a typical stalker skeleton though, would make things much easier
quick question
anyone know where this message comes from
arszy_psy.get_ppe_intensity() was called. It is a local function and should not be used. [2]
Yes it does as you hit a certain bone, but it only breaks for THAT bone. Same in ArtiGrok.
The FONV addon for ArtiGrok has it break only if the hit penetrates and nothing more, but, to mimic FONV, it only stays broken for 10 seconds but boosts damage against the target while armor/DT is broken when hitting parts that aren't broken.
@undone lily Since you are adding mutant parts to artefact recipes, will you be considering adding in the mod I made that lets people adjust their mutant part/loot chances + failsafe to try to always give one piece of loot if none is created?
hey, new to modding. how do i locate the name of a weapon in the game files so i can use it in a loadout mod?
i'd like to restore the APS Stechkin to the loadouts I have with this UGP loadout mod, just editing the .ltx.
boys is it possible to make sounds play randomly in a config?
so for example I want to add shell sounds to a config, but I want them to play in a random order/based on how many shots were taken
pls tell me that's doable ty 
Yes why not
Just wondering since I saw in the Development channel that you got the artefact rework closer to completion
Yep
I've sort of got HDR output to work in engine. The color/brightness of everything is out of wack because it needs tonemapping from linear float16 to HDR10 (especially the UI needs corrections). Base Anomaly seems to work correctly (world, pda, ui etc render), but GAMMA has issues, probably texture format related and/or due to an interaction with SSFX. Unfortunately the DX SDK that comes with the xray-monolith repo is old and can't be used to build a DX11 renderer that supports IDXGIFactory2, to work around that temporarily I just replaced all the d3d library files with the ones in the windows sdk, but it probably breaks DX8/9 (also breaks random GUID shit, that was fun). DX10 doesn't compile but I think most of the issues are that it needs separate code paths. There's probably a better way to remedy the library issue by changing the R4 renderer's library search path in the project config. BUT, it works and better than I was able to get with ReShade's AutoHDR plugin (PDA broken due to texture format mismatch, didn't really look right either) or SpecialK (issues with ReShade, freezing or broken depth buffer).
https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-custom-ragdolls-for-modders
Out of curiosity does anyone know if an addon with this has been made thus far?. I remember being hyped seeing the videos of it years ago.
It was released like a week ago
man, I have figured out how to do this
actually I haven't figured out myself but someone told me
the problem is, I am not able to do that myself which was expected 
so just in case, if you're interested in proper nade fuse sfx.. plz lemme know
well can't be sure if this would be something worth trying
but it seems like an improvement so.. 
does anyone know how many animations i have to do for a weapon with magcheck, jammed and empty variants?? the reanimation for the vector in gamma has all these lines but idk which ones are needed or which ones i'd be missing
Nope
I can make an addon that does this
Gonna take me a few hours if I'm only going to do the conversion for vanilla anomaly models, which I'll do.
For mods that add 58483 variants in the game, nah
Hello everyone
I had a question and it would be really good if I get the answer in detail.
If someone wants to lower the textures Res or let's say detail in game, is mipmaps getting lower ?
Mipmaps are just a lower resolution of the base texture
No mipmaps on textures would mean in distance, that texture will be oversharpened af
I see
So this is how mip maps work, something like a control for textures to not getting over sharp
Okay now let's say if I make all the textures in double the size of vanilla, is that possible to lower it in game ?
Like 4k to 2k with in game settings
so far i don't think spine is the cervical one cause i set bip_spine damage to like 10 million and it still takes two side neck shots to kill ghost, that or the neck is absorbing the damage
The game doesn't reduce texture resolution when you decrease the texture quality from in-game settings
It basically works like an LOD system, but for textures. 0 has the highest detail, while 4 has the lowest detail
So it's also basically helping vram usage too right?
I think so
Thanks man, much appreciated 
I'd like to take a look
sure, this one!
https://github.com/themrdemonized/Molotov-Cocktails-STALKER-ANOMALY/blob/main/gamedata/scripts/demonized_molotov_binder.script
Raven says this molotov binder script can be used for tracking nades, got permission from Demonized too
need this
looks cool as hell
Question, any good Kiparis, Kedr type of gun mod with no folding stock animation ? would love to see a remodel/reanim of it especially good to use early and mid game 
Anyone knows what is the part of ZCP that sets respawning times for scattered loot in Gamma?
Yeah really annoys me when I oneshot someone and go to inspect the kill and they're in that weird position with their legs under their back
LOL
Don't think I've ever seen someone land that way IRL
It also generally makes ragdolls feel more responsive
Which sounds really good
like peter griffin death pose?
I'm no modder, but how simple/complex would this to be to apply to the KVMAS/Azetrix models pack?
Basically lol
Idk for me, ragdolls and enemy reaction/deaths etc. are pretty important for a shooter, it's the responsiveness
yeah
Seeing enemies/teammates all busted up and strewn about is pretty tight
Especially when they end up like leaning over a railing or falling into the water or some shit
James Bond type stuff
Bro what? His model presets have different presets for different types of armor
This is pretty much a perfect mod template. I'd really like to see this implemented
The BaS skorpions don't do that iirc
How can I disable the Saigas running animation? It has a custom anim that moves the weapon to the far left side of the screen.
- Also, when you stop moving, the weapon does a weird jank shake camera animation. Maybe that can be sped up or straight up removed?
I tried Syn's saiga reanim but it does the same thing
Those are transition animations
start sprint, sprint, stop sprint
but gamma uses a script that makes it so all guns lower when you sprint
but the transition animations still play
Gotcha, so I'd have to remove the transition animations from the gun, right?
Yeah
What about the ones when you move slightly?same thing i guess with another name
Thanks Juan
Not the same gun but just as an example
the anm_walk2sprint and anm_sprint2walk
find the gun you want to edit and delete to comment out those lines from the LTX
I see now, thank you
- On another note, regarding weather mods. ~ is it possible to DLTX inject new weather cycles into dynamic_weather_graphs.ltx?
Like adding a
w_clear3
![cycle_partly]
w_partly3```
so if it's possible... just write that into, let's say, `mod_system_example_weathers`...?
Sounds about right
not sure if weathers are included in system
I mean it's still possible but you have to change the file name
could you explain further? sorry
Huh, interesting! Will do, thanks Oleh
no. weathers are not part of system and the weathers ltx folder is managed in a way that is incompatible with dltx mod_ files. maybe if you put your changes in a file zzz_wetherchange.ltx in the weathers folder it might work. no promises.
Copy that
Guys is there any mod to add a common stash like true stalker?
I am tired of carrying my loot. I always get my inventory full
is there a way to make companion npcs have no collision?
absolutely annoying trying to aim from a corner and npcs constantly pushing you around
@undone lily also, i was wondering what's the value for npc armor?
Got HDR tonemapping working (mostly) and fixed compatiblity issues with SSS/SSFX so GAMMA renders correctly. I still need to figure out how to apply tonemapping to the HUD and UI since the combine shader doesn't seem to apply to those, but otherwise I think most rendering issues are resolved. Here are some HDR screenshots, they don't render in the right colorspace on my monitor so they look more white/blownout than the game looks, and they probably don't look like much on an SDR monitor. This is with ReShade on so that's working as well. One weird thing is I have to set the r__gamma to 1/2.2 (so the gamma correction shader is linearizing color I think) to get it to look correct even with the correct whitepoint parameter for my monitor, I'm guessing the game by default renders in 2.2 gamma or something since I normally can keep the r__gamma at 1 and it looks correct on my monitor, whereas in most games would be set to 2.2 or 2.4
i need someone to test if the new animations look right rq
Anyone here have the mod in Gamma where all the NPCs are willing to talk to you?
Interesting, not sure many people have HDR compatible screens though
What we need is the temporal AA from LVutner working for SSS 
That's awesome, I'd love to get HDR working in GAMMA. I really tried using Special K to inject it but I couldn't get it to work
True, most screens that have HDR compatibility don't display it very well either. You either need an OLED or an IPS with a ton of dimming zones to get a good image.
I spent ~6 hours fiddling with SpecialK before I figured it would be less frustrating to just add it to the engine lol
Google and reading MSDN DX11 docs. I've written a renderer before in OpenGL so some of the concepts are the same too. Also digging through a lot of shitty old x-ray code, it's a mystery this shit works
As Lvutner said himself, he understood some cons of TAA,he will most likely need to write a new shader for anomaly and better integrate it. He also mentioned, that perhaps Ascii will make his own TAA, since he is halfway done with porting motion vectors.
just look at this. If this ever happens in Anomaly / GAMMA with good implementation it will get crazy! https://www.youtube.com/watch?v=8CJh_cErbEI
ะะฐ ะดะฐะฝะฝะพะผ ะฒะธะดะตะพ ะดะตะผะพะฝัััะธััะตััั ัะฐะฑะพัะฐ ัะณะปะฐะถะธะฒะฐะฝะธั ั ะธัะฟะพะปัะทะพะฒะฐะฝะธะตะผ ัะตั
ะฝะพะปะพะณะธะธ NVIDIA DLSS ะฒ ะฝะพะฒะพะน ะฒะตััะธะธ OGSR Engine.
ะะพะดะดะตัะถะบะฐ AMD FSR ัะพะถะต ะตััั, ะฝะพ DLSS ะดะฐัั ะปัััะตะต ะบะฐัะตััะฒะพ, ะฟัะตะฒะพัั
ะพะดััะตะต MSAA 8x ะธ ะฟัะธ ััะพะผ ะฑะตะท ะฑะพะปััะพะน ะฟะพัะตัะธ ะฟัะพะธะทะฒะพะดะธัะตะปัะฝะพััะธ.
ะะธะดะตะพ ัะฝััะพ ะฒ ะฝะพะฒะพะน ะผะพะดะธัะธะบะฐัะธะธ Through the Perimetr to the Dream: Prologue, ัะตะปะธะท ะบะพัะพัะพะน ัะพััะพั...
P!ew
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Why ew? Because the code of dlls and fsr is stolen from other engines. Not to mention, that ogsr authors before said that they don't see the point of dlls/fsr, and yet, they have stolen it 
Ok, i didnt know that.
IXray engine has implemented dlls and fsr before ogsr.
Also it was in hype engine, but afaik it's not as good implemented as in IXray.
Is there a better engine anomaly could use for more multithreading performance? game gets CPU bound really easily

its ogre
guess i just gotta upgrade my CPU lol
as if I wasnt already gonna do that 
I fixed the UI in HDR, but it turns out that the engine does some weird stuff selecting shaders. The UI is rendered using the stub_default.ps shader and I'm not sure if I broke anything by applying HDR tonemapping to its output (nothing is obviously broken at least). Fixing that would require changing some of the code that selects what shader to use and it's not obvious to me how best to do that. Also to avoid double tonemapping the PDA (since it renders as UI but then gets drawn in the world as a texture) I used a pretty gross hack to avoid tonemapping any UI elements when drawing the PDA's UI. I think there might be another shader for animated textures so e.g. the GAMMA main menu doesn't seem right, TVs in the world might be okay depending on how their rendering works. The other thing that seems broken is the stuff that I think is forward rendered (e.g. transparent materials). I'm not entirely sure but they look too dark (see screenshot). Otherwise HDR (functionality wise) is playable and mostly complete. The more tedious part will be fixing all the shit I broke in the process (DX8/9/10 are broken for various reasons) and making the DX11 renderer able to switch HDR on/off. Here's more screenshots, turns out they are correct but you need an HDR image viewer to display them and I didn't realize IrfanView doesn't have HDR display capabilities.
I'm trying to use DLTX to make the AN-94 do the proper fire rate, as well as a bunch of other weapons with different RPM. None of them are applying. Anyone know why?
where did you put the ltx files and did you remember to load the mod that does the dltx overwriting? lol
ltx files are in gamedata\configs\items\weapons, I have the modded .exes
try this, make a folder with a random name inside MO2/mods, create a gamedata\configs path inside this new folder, put the ltx files inside the gamedata\configs and load this as your last mod on MO2
that's basically what I've been doing. Full directory is D:\MO2\mods\AN-94 fire rate fix and more\gamedata\configs\items\weapons
try moving from items\weapons to just configs and see if it works
yeah, this is how my repos look like
god fucking damn that looks beyond cringe
also the 2 unobtainable an94s already have cycle_down
the only one that doesn't is the one from bas
same result :C
MO2 looks correct
could it be each of my ltx files should have a different modname like yours? like _zzzz_abnsprep_fnp45 and _zzzz_abnsprep_m4a1
you set the filename wrong
you're overriding the system ltx
not the "w" ltx
which doesn't even exist
w_abakan.ltx? I'm not overwriting that?
abnsprep just stands for abnormally spring reposition, it's my own custom name
you might name it whatever, i just put the zzzzzzz to make sure it's loaded last
and yeah, as @random fulcrum said, the namespace is mod_system not mod_w I guess
interesting ok, so that would also mean I should combine all these files
that worked, based! Thank you both ๐
Guys !! Are there any mods that add inventory sorting bags for QOL purposes??
I recently stumbled upon the Box Loot Mod -- #๐คnew-anomaly-mods-on-moddb message
I absolutely LOOVEE this; can somebody tell me if there are any more like this?
OR (and I'm just that desperate to sort out the inventory)
could someone point to any mod-making resources where one can create these types of bags specifically ?
tell me how to turn on the weapon magazines. And I've seen a perk mod somewhere, but I can't find it.
Mags Redux on MO2
!mags // next time ask #โ๐ฐโขnewbies-chat or #โโขstalker-chat, this room is for talking about how to make mods
@loud spruce
How to properly enable and disable Mags Redux (adds magazine management): #โญ๐faq message
back up your save often. if that works the way i think it does mods like that have historically developed problems like crashing on level transitions or loosing all the stuff in the boxes.
it does work the way i thought. Not only that it saves data to the object packet which is know to corrupt saves. (referance https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/alife_storage_manager.script#L4)
Godamn! thanks for the headsup, I was gonna try it when it released but was skeptic it'd break something longterm
i have not found a safe way to access a box on another map. and i have been told stashes don't teleport well either.
an invisible army of NPCs carrying your stuff has other problems.
Raven, excuse the annoyance, but I have a quick question, you might know about this: do you know why NPC's like Owl talk more than others? Like Sidorovich who greets you everytime you come down his bunker? I'm trying to make Aslan, in this case, do that. Have more greet and approach dialogues, also when opening or closing his inventory or interacting with him, I already populated all of the ogg's for his respective snd_config but all he does is greet once. Is there any file that defines this?
I've been told to look at CoP modding and I'll do that but figured I'd ask you in case it already came up before
Sid and forester are not NPCs, they are furniture that talks. i wouldn't look at them as an example. at least not at first.
is there another NPC that does what you want?
Any reason why Sid and Forester are that way?
Always struck me as odd
MAybe because they're stationary?
Interesting. Okay, well, any random merc uses jokes/intro/idle soundfiles, compared to aslan who seems to only be using greet soundfiles.
I'm trying to do this so that aslan, dushman and hog have unique snd configs. I already was able to give them unique separate snd configs but they only use greet lines and then stay quiet
I suspect that Sid was hard coded first, as a vendor and quest giver before the mobile NPCs were more than just mutants with human bodies for you to shoot.
I have been told that in ShoC modding trying to remove Sid will break the game.
Forester might have been a sid stand when clear sky didn't include cordon.
I do not know what changed in CoP.
but they are both not proper NPCs and you have to code around that alot
Is it because they ones i talked about are not part of killer xmls configs and instead of deadcity xmls?
GSC dev at it's finest
did you say owl does what you want? (i havn't played the game in nearly 2 years)
Need help with something? Check out the help section of my server.
https://discord.gg/R7u88AUQQX
Gamebanana Rigs: https://gamebanana.com/models/cats/19
Gamebanana Weapons: https://gamebanana.com/models/cats/259
----------------------------------------------------...
i have a fuckton of yt tutorials saved, if you want i can send them to you
alr sounds good
I'm just looking for someone to help me with any questions i might have as I do it
as for right now, I did something with the gun structure but idk what I did XD
i think i might have hidden the gun bone structure but I can't find it
do you know which asset it is?
I tested Sakharov, Voronin, Owl, Beard, Fanatic, etc and they all at least have "greet" and "goodbye" files playing somewhat often (or at least it seems like it resets when you go out of their view radius), compared to Aslan, Dushman, Hog who seem to barely talk or not at all
I'll look into cop modding, and see why NPCs like CoP Owl are super interactive in this regard... maybe something was tweaked in anomaly so they were less "annoying", but they sadly removed the sell/buy / don't buy comments aswell as "use" triggers
hmmm. then there should be something in their xmls that set that. if you can't find the differance i may have time to look at some point.
(there is always cheating by adding code to play sounds whent he player enters an area around the NPCs, but if there is a proper system it would be better to use that. less over head if the engine does it)
Yeah, that would be great. I'm researching, I want to make npcs like dushman and aslan have unique and new voicelines but my only roadblock so far is the fact that they simply do not use those folders for interacting
Alright, so it seems like his trigger radius is huge. You gotta get half a block away and then it triggers again. Well, I'll have to keep looking at the xml files and at cop modding and see what's up. Thanks for your time, though, I appreciate it.
there is a line in the xmls snd_config
fanatic is stalker1 it has a folder https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata/sounds/characters_voice/human/stalker_1/states/meet
that has way more stuff in it than
dustmans killer3
that would be my first guess. i'd just change dustman to stalker1 and see if he gets more talkitive as a first step
I made it so that dushman uses a new snd_config folder, "killer_dush" .
Same as Aslan, he uses a new folder "killer_aslan" and it works, like here it's using killer_aslan, but the thing is i filled the idle, joke, intro_joke and other folders with sound files yet he only uses meet files, never the ones from other paths
This is killer_aslan\states\meet\meet_hello_2.ogg playing
I'm looking at a mod that makes npcs less chatty in battle and traced it backwards, this is where the specific paths for each sound type are defined, but I'm comparing it to another file, m_person.ltx (the one for trader npcs) and seems like this one has less sound_ items defined inside of the file. I'll compare these with the respective CoP files and see if there's more sound_ items inside m_person.ltx that aren't being used in anomaly
i'm almost done, just have to adjust positions, sounds, give it scopes and slightly fix some of the anims
Not bad
slowing down a bit and adding curves would do wonders
yeah that's what i mean by slightly fix the anims
I'd say its not slight
i also need to give it more camera movement
yeah you could say that slight isn't the most accurate word lmao
folding stock anime 
at yeah that inspect needs a bit of shake
looks robotic right now
they all do
i would actually donate coin to a fella if he adds the gif animation to a pistol
hi
#๐ขannouncements message I do wonder what could be causing this
looking at the stuff added by SSS21, the only thing I can really notice is the new hud mask it generates
To be fair this does mean the hud renders twice, once for hte mask rt but Why would that cause performance issus only when SSS21 is not running
the rt and the whole implementation is very standard, looks the same as any other rt SSS adds
18.08 exes also have that
hmm
Whats the steps for replicating this issue? Just runinng new exes on DX9 with no SSS, thats it?
dont need dx9
I'll take a render doc snaphot to see if any part takes a stupid amount of time compute
alright
Hi guys, anyone know the OGG file requirements or instructions for sound mods to work? Im currently trying to replace weapon sounds for several guns, Ive correctly dltxify the files, however its not working, not sure if the bitrate needs to be specific, or if the ogg files have to be processed. not sure what im doing wrong
what I have basically
cant seem to replicate the issue
Then it is finally settled
because i had conflicting reports
and it happening on 18.8 exes also makes no sense since those exes only included Ashes edits. Which do nothing with redenring
It made sense since his edits were around guns
and issues happened with guns out
either way it is settled
which is good
is it?
44.1k bit rate, mono and needs the proper savandt comments
I mean if some people are reporting issues thats still a problem
you know people
the world just hates 48k users
that is what engine works in
Bitrate is 100% specific
Looks like I got treed.
is it possible to remove this blurred effect that NVGs have?
like is it part of a script that i can edit? or is it not changable?
you are asking in the wrong location
where else should i ask
what if they want to make a mod that removes it? 
alteranitively just do this. i said you ask in wrong location because nvgs are part of an already made mod with options to disable
none of those do what i wanted
i dont mean the outline
i meant the blur on the visuals themselves, for example how the pistol sights cant be seen due to blur
Is there an easy way to make guns fit into the vision/knife slot? I'm super new to tinkering with the game's files
I think you would have to edit the shader
no not really
i just installed a mod
mmh and what does it technically do?
edit files?
idk
i didn't look inside it
anyhow
is it possible to add lasers to gun that don't have it?
god damn it
nah but it's stupidly easy
porbably either juan or frosty know how to add lasers to guns
That get hidden with a script based on the shader they use
anyone?
so there is multiple snd_shoot exist in variable, is there any reason why for multiple to exist? the game only seems to use one file only, i thought they were for variation in gun sounds while shooting which i guess is not a thing
ah ye it's for randomized sounds
ok thank you, 1 last question, the ogg file must be in mono right? however i believe i saw snd_shoot_actor using a stereo file in another weapon pack
mono can have sound attenuation
stereo can't
so you use stereo for sounds emitted exclusively from the player
ohh i see, afaik snd_shoot is used by npcs right? so you would make a snd_shoot_actor for stereo, if so is there anyway to have random sounds for snd_shoot_actor? i dont see any multiple varibles for that one
or maybe that is not possible
not sure xD
yeah it's possible
snd_shoot will be used for the player too unless snd_shoot_actor is also definedf
ok so lets say i want to use the snd_shoot_actor variable for stereo sounds, would i just do snd_shoot_actor1 and snd_shoot_actor2?
for the random variation?
you can try
i may aswell, thanks for the info 
Copy it over from another gun, position it, apply the transforms, join it to the gun object, add the right weight painting with the right bones. Hopefully your model already has the right bone otherwise you'll have to rebake all of the animations of that weapon. Look at the guns that already have a laser to see the right bone hierarchy and weight painting
i mean not all of those are necessary
when adding the laser to that one 416 mod i just parented it to wpn_body
the m4 tactical anims don't have a laser bone
nor did i do any weight painting
The laser is not attached to a bone, but it has a specific shader which is how it gets shown or hidden by the engine, it's quite ingenious and way better than how the suppressor is handled
I'm a bit confused now
so I just load a gun up, copy the laser, go to another gun, paste it, parent or join it to the gun object?
thats all?
just use layering system for snd_shoot_actor and make a config
eg : snd_shoot_actor = wpn_snd_shoot_gun_player
[wpn_snd_shoot_gun_player]
snd_1_layer = path_to_snd1
snd_1_layer1 = path_to_snd2
snd_2_layer = any_other_sound
snd_2_layer1 = any_other_sound_variant1
etc...
random sounds are played within one type of sound each time (snd_1, snd_2, ...) and you can even add some mech sound or anything particular playing on anm_shots and bind a scripted_snd_shots to it, that will not play on last shoot if there is an animation bound to anm_shots_last.
sorry for pinging
but do i just copy these two over to another gun? or is there something that im missing
okay i added the laser to the weapon
but when i hold L nothing happens
oh wait
im stoobid
i forgor to edit the ltx
sir thats a laser, not a silencer
I never said a silencer
:D
aw man
what does this mean??
ive never seen this error before
i added a fucking laser. what does that have to do with damage
sorry for ping, but do you have any idea?
nope

I had that ctd yesterday when testing my anims after exporting, I think it's an animation issue or at least something related
animation?
but why tho?
yeah maybe you messed with the animations
it worked fine when the new file was in the ppp itself, but when i moved it over to an separate folder and turned into a mod, it got broken
have you made your new ogf use the ppp motions?
idk if you had to do that I'm just trying to guess
found the problem
my own fucking incompetence
turns out the override mod i made was made wrong
now there is a problem
i can press the L button, and the laser shows up
but not on the screen, just from the laser itself
have to redo it
does anyone know who made the RAPTR fo4 port?
When making animations, does the issue with busy hands come from the engine itself, creating the animation, or packaging it into a mod file.
How does the bug manifest basically. Chance to happen due to the engine or operator error when creating?
busyhands is not strictly speaking about animations.
https://www.moddb.com/mods/stalker-anomaly/addons/watch-dog-script read the description:
After significant investigation I was able to confirm that the so called "Busy Hands" bug is actually at least 2 different bugs. Type 1, most often associated with FDDA back pack animation failing, is due to the actor_on_update callback hanging and no longer firing. Type 2, most often associated with MCM keybinds and the headlamp animation failing, is due to the Timed Event Queue hanging and timed events no longer firing.
It should be noted that this is not "the script engine crashing". All of the lua code not initiated by they system that failed continues to work, the inventory and main menu UI's are drawn by scripts after all.
Thanks
I don't remember, are the BC7 textures still crashing the game in DX8/9?
it's not a port, the model was bought. Most of the work was done by Firebreath including the animation. I bought the model from CGtrader
mmh i saw someone say it was a port
Which is bullshit
that's why i got confused for a sec
Hopefully not monokit
btw groc do you like this?
(the camera movement has been toned down already)
it's start but the movements are not natural enough atm ๐ข
XM4 texture is finally saved (this is DX9, aka the texture is BC3 compressed, but not in a shitty way)
there are still some really minor compression artefacts, but can't do much about it, it's overall much less visible
Ideally the patch should be replaced by a freedom one, but oh well
why don't you use juan's xm177 instead, the aesthetics fit the zone a lot better than this one
Or save the textures with a lesser compression, file size would be larger but there would be no compression artifacts
Atleast none visible to human eye
Is it possible to fix a compressed texture?
Not sure, but the XM4 is a rip from a very popular game so not hard to find an unfucked texture
Unlike what was used for the port
I have the unfucked textures. But uncompressed are posing issues with DX8 for guns no?
Or is it only BC7 compression?
I've used this and I don't think it causes issues in DX8
hum the textures get too big anyway, 21Mb for each texture, meh
super new to modding, how do i go to the debug level that i often see in screenshots?
Enable debug mode and press F2 in the main menu
is it updated mags redux in this modpack?
uh.. how to change PDA sound?
Thanks
Hey Grok, I want to learn modding for Anomaly. I know some Russian and found a guide or two for making quests in Clear Sky using the X-Ray SDK, but idk where to start finding resources. Where can I find good stuff to learn how to mod Anomaly?
how do I change the rates of different quests
like if i want more camp assault or bounty quests
https://drive.google.com/file/d/16PGWuCXv9ag7uqfzmO_-_XpHsxJJ06By/view?usp=drive_link needs people to test it in-game before i attemp to release it, keep in mind that the animations aren't 100% finished yet and they might (will) change in the future.
NOTE: If you're playing gamma you must delete the weapons folder in "gamedata/configs/items/". I made it like this so that people playing vanilla could also give it a try
if you find any issues with it please DM me. now i'm going to sleep, gn chat
Depends what you want to do.
reduce the repeat_timeout of the tasks / create new tasks of a kind you want and give it to other factions perhaps
Coming back to GAMMA and I was frustrated with the binoculars not having a x10 zoom level (as they depict 10x42 Baigish BPOs)โฆ
Finally to my liking ๐
(I also changed the mask/reticle texture to fit my 1440p 16:9 resolution, getting rid of the cinematic field of view in the process, and actual Baigish reticle/scale)
(scope_zoom_factor=13 as it's based on FOV, which gives that x10 max zoom, w/ current main FOV set to 83 (graphics settings Visual/Basic))
so i made a mod that adds a laser to the mp133. i did one for the 1911 and it works great, but for the mp133 it doesn't override BaS as it should
how can i make it override bas instead of AWAR?
here is what its supposed to look like, but in game it just looks like the normal gun
I do find it weird that the rail on top is flat, I dont think Ive seen that on any other gun before. Is that intended?
is there something i can do to make sure it overrides correctly?
that's how it was before piccatiny rails were a thing
but it doesn't really make sense that you can still attach scopes, but the balance is up to grok
welp that's how the model is ๐ฆ
M16 rail work almost the same way
it's an old gun and picatinny norm wasn't developped yet
right right
I want to make tasks and "quests" (series of linked subsequent tasks) that are compatible with base anomaly, but also with modpacks in general (if possible). I have a few ideas for how that could work. I've been browsing the anomaly modding book and some Russian vids like I said but the modding book doesn't go very deep talking about task logic
What I'd really like to do is not add storylines per se, but more repeatable and one-time tasks with maybe some unique NPCs and dialogue to make the zone more inhabited and give a sense of plot to the game
Little bit of scripted events perhaps
So what you're saying is, it should have attachments 
Then look for itheon new task addon and reverse engineer it @dull dust
Thanks
hi there, just looking for abit of feedback on rebalancing storage containers (including all the new ones from Even More Hideout Furniture ) as I noticed using that mod that the prices and weight were all over the place when combined with gamma. as well as moving the nicer ones to higher supply level tiers to reward and give players something else to look forward to for higher supply tier unlocks. some made for hideout exclusively while others were made with taking stashes on the go with pros and cons with weight / cost / space they take up.
https://imgur.com/R8iqY6X
Some items are hella expensive compared to just crafting some workbenches though 
Also I think the new weights are too much
okay cool, ill look into cutting them both down, i was just aiming to make some of them incentivised for just hideouts rather than lobbing around higher kg capacity stashes all over the map and making others while less capacity, somewhat light weight
def overdid it abit 
Imo most items should be made craftable.
Instead of buyable and that you then need to haul
I think the opposite
we aint the TV guy who makes top tier furniture from bottles
thinking of average hobo you get only simple items craftable
Hum after all why not
In gamma you play as a hobo who can craft experimental medicine
Itโs part of the gameplay logic of being craft heavy
Oh i am not arguing. The guy just asked for opinions
you made gamma, so whatever you liked is whatever we got. logical
Does anyone know which file contains the default size of propellant?
Tbh it doesnโt matter much: I was wondering about when weโll be able to buy gear from the hideout laptop: being able to buy furnitures from the computer is fine enough imo
real tarkov hours
Zone furnishing service
Imo it can open nice possibilities, but I need to think how to not abuse it
Whatโs a bit annoying about base building is that you are heavily dependent on the mechanics
Money is already worthless in gamma
Lets hope at least you can spend it on furniture
True true letโs keep it that way
I was talking about the computer to order stuff btw
yep
||(then you make computer craftable only and locked behind a recipe that drops with 1% chance from legends)||

the homies are enjoying
interactive pda alrady has amazone
does that not count?
is it hard to make an addon that adds it as a tab like the tasks tab?
i might just try to reverse engineer the task menu mod and see how they added it

its not easy
anyhow, where can i change the values of gun upgrades?
Half cooked stuff tbh
i like the concept, especially how the quests for it work. but its not perfect either
It should open a trade window
a trade window for ordering stuff?
can't possibly call interactive pda half baked with a straight face
that's just because you don't like xcvb
I'm waiting for him to add triple triad to stalker
what has he done to not be liked? his mods are awsome
hell if i know
Bro fell for the fake kpop link and never got over it
Not enough K-pop in the mod
pavelblend plugin works properly on 4.x?
no
works well except for exporting
Ty, just found the compatibility list so i'm gonna stick to 2.79 which i know very well or maybe 3.6 lts
if you want to use it you would have to export with 3.6 or earlier
IIRC any 3.x version
I use 3.6
3.6 works well
help how to enable lvid gvid display i forgot
so 2 problems
anyone knows where stored vanilla spawn points?
this dude spawns at default 7_7 point and going inside building from there
and 2 problem i cant put him behind the bars
hes going upstairs even though i told him to stay at -5.71 alt
Not sure where to put this...There's a variable typo in the files for artifact spawns in anomaly zone for af_class_north_all. The definition name for the class is "af_class_north_all" but all the zones that should spawn them all have "af_class_all_north" for the list of possible artifacts. Base Artifact Renovation mod
make a thread about it in suggestions
is it possible to make a hotkey for changing helmets?
like for example, I press a button and my helmet gets changed into a gas mask instead of having to do it in the inventory
you can use headgear animations addon for the hotkey
Yes. Doing it real lazy where you have to update the script when you change what mask/helmet you are using and a hard coded key bind is probably a couple dozen lines of code tops.
Doing it right with MCM key bind, indicators on the mask/helmet when they are in your inventory a d an r click menu to set the mask and helmet would be be harder.
Although I'd check and see if haru's quick action wheel already has support doing that, first.
I wanted to use the quick action wheel, but it doesn't work with helmets
it would be so good if it did
That's a shame.
I have an addon that removes your mask when you sprint.
That has the code for equipping helmets.
If the other guys example is good for how to set up a lazy key bind you should be able to peice together something that works.
Missing part to get a mask in your inventory to give to the equip code:
local helm = db.actor:object(section_name_in_quotes)
I think, that function ignores equiped items so you should be able to ask for the mask and if you don't get an item ask for the helmet so that you can toggle.
If that doesn't work you just need to keep track of what is currently equipped
That could be as simple as a variable
mask = false
That when false you do the equip mask the. Set mask to true and when. True you do the equip helmet. And set mask to false.
If it gets out of sync just press it again.
You could steal the code from my helmet mod to put an indicator on screen for which is currently equipped
hm, I could just try to add the helmets to qaw, it already switches between different items that go in the detector slot. maybe I can reverse engineer that for helmets?
headgear animations already has a hotkey for helmets
use that as a base
headgear animations?
yeah
that a mod?
Maybe. Qaw is built using dynamic programming concepts and needs some GUI code knowledge. So not the simplest thing to start with
gui?
great, as If it wasn't hard enough as is
yeah I found it in anomaly discord
guys how can i turn off the loot claim mod? i wanna steal some stuff
!claim // wrong place. this is the place for making mods.
@ripe maple
To make NPC's stop claiming loot from dead bodies, disable:
- G.A.M.M.A. NPC Loot Claim Remade
If you want to make NPC's actually loot the dead bodies, disable:
- 311- NPC Stop Looting Dead Bodies - DTTheGunslinger
my bad
Is there a mod that turns off the laser sight when looking through the scope and then turns it back on?
I'm looking but I can't find anything, can you help me?
https://discord.com/channels/912320241713958912/1203118683422068777 have you tried writing "laser" in the search bar?
of course I tried but I haven't searched everything yet. Big thx๐
Does anomaly use direct x normal maps?
Anomaly uses bump maps
Can anyone isolate or pinpoint the fix for when changing the grass settings would result in a CDT? I'm getting it on my non GAMMA modlist
bump map = normal map
Its not bad, but it doesnt really make sense why they didnt use alpha for specular
height / displacement is the only one it adds I think @trim aspen might know more
Reshade .dlls ?
is that what causes it?
I can only change grass 1 time with reshade injected
If i move the dlls so reshade isn't injected then it's not an issue anymore
Its d3d9 and dxgi
I'm trying to disable the Geiger sound that plays when the actor is contaminated with radiation. I have my difficulty settings configured so that the Geiger counter shouldn't go off unless I actually have one in my inventory, but there seems to be another script/ltx that's allowing the sound to play for when the player is affected regardless. Does anyone have any leads?
hmm, thats weird, sI'll have to test that out
I've had this issue before until I removed everything but AA from my reshade preset
I think it's caused due to some effects crashing during re-compile or something
You could create an empty preset and try that too
Its an issue with the current reshade plugin modded exes incorporate. Its probably not going ot be fixed anytime soon
ohhh that makes sense, so just downgrade then
Found it. It's line 790 in \GAMMA\mods\G.A.M.M.A. 3D PDA and Headlamp Animations\gamedata\scripts\actor_effects.script. Comment out snd:play(actor, 0, sound_object.s2d). This will make it so that you need a Geiger counter to measure your exposure instead of getting the sound without it.
Found this out thanks to the work of this addon: https://www.moddb.com/mods/stalker-anomaly/addons/no-radiation-indicators
I still crash with 5.7.0 lol
On vid_restart
You'll crash after toggling reshade or on effect recompiation
does anybody know the name of the mod where you can disable transitions between locations?
wrong place to ask but here
https://www.moddb.com/mods/stalker-anomaly/addons/transition-between-locations-without-confirmation
ok i think i think i'm finally starting to like this one, but after the mag insertion i feel like it's missing movement, any suggestions?
it's definitely starting to feel more natural
imho the animation should be playing faster, or at least it feels slower than most of the reload anims
that's because the vector's controls are a bit of a pain in the ass
the mag release button is so fucking far away from the mag
one thing that's nice to keep in mind when doing shit like this is cubic bezier, instead of a linear timing between things
what's that?
so like, instead of playing all the movements/motions in the same speed, make what would be faster actually be faster, so for example
removing/inserting the mag. is usually slower than grabbing the new mag. from the rig, so the grabbing could feel faster than the rest
think of instead of making a linear speed to everything (same speed when removing the mag, grabbing the new one, inserting the new one etc), make it vary so it feels more natural
like, imho the very last motion it does (of adjusting the mag) could be much faster, cause the character would just "punch" the mag. in instead of carefully putting it there etc
dunno if you got the idea
one nice way is to grab some animations that visually represent linear vs cubic vs ease-in etc so it's easier to see it visually applied i guess
The movement should be more "bouncy" when the magazine insertion pushes the trigger-arm up.
yeah, this sort of thing is what i'm referring to and what cubic-bezier will smooth down
not that you need to draw the whole cubic curve and do math here, just to be inspired
ayo who put math in my discord
It's all Greek to me.
ok thanks for all of this advice guys
btw i've been seeing the progress on this animation and it's feeling much better than in the beginning, that's always a great sign of progress 
Try doing more positional movement and not just rotations
โ๐ป this would help as well now that i re-watched, cause the hand just stays in place right
could use some more up/down movement to interact with the mag and what not
it does move back and forth but maybe it isn't noticeable because of the rotations
When taking the mag out and putting it in it should also go up and down
yeah I should definitely do that
Can you send me the blend file
Would someone be able to rip the VSS/VAL 9x39 6L25 20-round magazine from Tarkov for me? I dont have the game installed or the tools to do so, It would mean a lot, textures too if possible
you can take the model and textures from frosty's 9x39 pack in moddb
i don't use it so i can't send them to you
its got a 20 rounder? Epic thank you
yeah
yeah sure ill send it to your dms in a sec
sadly those models are not from tarkov, Seems like they are just the stalker models actually
they are from eft though, you can ask frosty for any tarkov models anyway sinve he has a folder with those
@faint sable Could I get a 9x39 20 rounder mag and the textures for it please?
well they have had their UVs optimized so the mag shares one texture with the gun, which is nice but not ideal for my usecase
https://www.moddb.com/mods/stalker-anomaly/addons/escape-from-tarkov-9x39mm-weapon-pack this one uses the tarkov 20 9x39 round mags which I used for the VSK and 9A91
you can put them into blender and path the shader editor paths to the dds for them to show up in blender
ye
You can also just do this and point it to the root folder of your mod, it will find all the textures
yee pretty epic
I been pathing them individually since forever
paain
that is a blessing omg thank you

If you need any other tarkov content most I already sent out via mods https://www.moddb.com/members/frostychun/addons
Browse frostychun addons to download customizations including maps, skins, sounds, sprays and models.
Youre welcome <3 Ive got 5 yyears of blender tips up my sleave so if you have any other things you want to know, just ask

and thank you for the mag <3
All good, they use tarkov assets and all
ported straight from the game
I also got all the mags, foregrips, stocks, handguards, everything actually
up to latest patch
Rough render but i'll do it somewhat like this
hmm, feels wrong.
yeah idk how to import textures properly
but that's actually so nice
thank you so much for taking your time to do that
oh shit thank you
Yea the textures are a bit off, in game they seem fine though but in blender they're a bit low, in fact they actually are rendered at 512x512 for every single mag and most parts, only the body and reciever are ever 2048x2048
Most are maybe 1024x1024 and that's only for specific grips or parts
But yea most of tarkov is actually 512x512
that makes sense, texel density wise. But I am just not feeling the color
Maybe I'll just desaturate it
this is how it looks in tarkovs
yea the color is a bit weird definitely
even when doing my own texture ui for it, the mag color stood out a lot more
okay I just want to pop in here because I'm unfamiliar with how Stalker modding works but, how difficult do you think it would be to make the Veles and Svarog detectors beep like the Bear detector does? I've really missed that sound when upgrading the detector and want to see if there's a way I can add it.
I just hate how it clashes with the wooden stock on the vss haha. I might just desaturate it and call it a day
that works too
better
You making guns now too?
nah
just really wanted a 20 round vss
I am not gonna release this
the only problem is that the hand clips trough the mag during the reload, and I cant find the hands animations for hte vss
why don't you use the Val animations for it?
that is the plan, but I need to find them first haha
you're gonna use firebreath's right?
I dont know, just gonna use whats in gamma already
I dont know how any of this works lol I am just moving files around haha
those are the ones that will be added next update
then I am not using those lol
then use the Val reanimation ones
you can find it in mo2 by writing "Val"
of you don't like that one neither, then use the bas ones ig
I need to find the original ones from gamma so I know what to overwrite
these are the ones in gamma
vss anims are in the same omf file?
I dont know or care what mod they are from :D I just need to know what the name of the file is so I can overwrite it
Id need the name for that lol

Hand animations are annoying
If they're bas hand animations then they might be stuck into a file with 300 other hand animations
VSS (10 rnds) -> Boomsticks and Sharpsticks
As Val (20 rnds) -> As Val reanimation
those are the addon names where you'll find those
thats fine
cant find it
cant I just... tell the gun to use the other animation or something trough the config?
which animations do you want to use?
20 round val anim
I am hoping the bones are the same and the positions are the same but thats wishful thinking, I dont have time for anything more complex rn
okay youre telling me the path, I dont know what to do with that
Load it up in blender
what for lol
you have to make the armature match the animation
cool cool but again, I need to know how to tell the gun to use that animation
you have to set up the config with the animations you want to use
that's how my vector is set up
you would have to copy the lines from the val reanimation config and paste them
where are these configs? The Vintorez config doesnt define its animations anywhere
where's the config you're looking at?
well I mean, its what my addon is overwriting
oh yeah sorry
but again mo2 files conflicts don't really matter when almost everything is done via dltx
I know, but why is that relevant, no one was talking about conflicts
because you asked if that file is my mod
you gotta make a mod_system file with a ton of z's and your weapon id in it
it's easier that way
I am not dealing with dltx rn
I just want to find the original animation definitions for the vss
then you aren't gonna overwrite anything
it's in the configs
I did, not there
oh this sucks
I found them
it alreadyy shares lots of animations with the val so, skeletons probably match
nah it won't, bas models animations are waaay different than vanilla models animations
plus the names won't matter at all
what can I say, stupid people are lucky
think I am missing a specular map or something
ah right yeah its got no bump map cuz new texture path
TRUE
the stupid nonsensical solutions are the best solutions
I mean it made sense in my head :D
the guns come from the same mod, and they share animations, the animas are likely interchangable
How can I make my own mod? I want to make suit stats, I can't find "outfit"
my mod works strangely, all slots are unlocked, but when I make changes to the suit config, add carry weight, increase durability - the game does not see these edits, where problms?
question: should i tilt it more like this so the mag movement and interaction is more visible or should i keep it like this??
and no, i haven't got time to change the issues pointed out yesterday, ill do that after i decide if it should use more tilt or not
Can anyone help me in making changes to Ammo BR and stopping power values?
you'll need to learn to make a dltx override since there's a bunch of those modifying ammos and br, such that you can't/shouldn't just edit the ammo ltx
instructions for that, and a writeup of what all the ammo parameters mean, are in the anomaly modding book in the pins
if that is confusing i suggest you find a mod that does something similar to what you want to do (in this case, "use DLTX to modify an in-game item's values"), crack it open, and copy it to use it as a learning tool
there are plenty of those within gamma already tbh
I made changes to the suit's characteristics, installed the mod, but the values โโin the game did not change, where problms ?
thx for help...
Can someone explain me how to change arms visuals? I want to replace arms for merc ace suit to bandit skat-9, because bandit hands look way more cooler
make a dltx override for it (or piggyback onto the "GAMMA Hands Legs Model Swap" dltx), find the section for the merc ace suit, change the visuals to be the same as bandit skat-9
i am not responsible if you break your game
So I have an idea of the player having poltergeist abilites. Would it be possible to make something like how the poltergeist are able to throw objects telekinetically?
there are some sudden movements and it looks like you only animated rotation which makes it look robotic and static
i have just added more location movement
like as soon as you sent the message 
i still need to readjust the rotations so they fit better now
guys is this render fire or nah๐ฅ ๐ฅ
hopefully it's the final version for now
Hi 
Is it possible to display in real-time which *.ogg sound is being played in the "Debug HUD"? I had the same problem with Half-Life 2's debug mode. It was very complete, but it was impossible to know which sound was being played. Thanks.
Can anyone explain to me what the entry point to scripts is in the /configs/scripts folder? I can't see any call references or functions when I search the entire folder.





