#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 73 of 1

lilac idol
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did your ltx overwrite the gamma loadouts?

regal bolt
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it works

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i changed it

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it works

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oh my

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i think i took out the entire merc faction

lilac idol
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you might want to post it in mod posting or something

regal bolt
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ltx file to allow hk416 to spawn?

lilac idol
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either that or make it a proper mod you can drop in mo2

regal bolt
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how would i do that

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just like

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take the mod and put it inside of the path

lilac idol
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yeah

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basically something like
gamedata>configs>settings>npc_loadouts

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or something along those lines I'm not really sure rn

regal bolt
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done

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how would i post it

lilac idol
regal bolt
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@lilac idol what type of mod would it be

lilac idol
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something like equipment or something like that could do

regal bolt
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patch maybe?

lilac idol
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idk let me check the categories rq

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yeah patch will do just fine

lilac idol
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I would suggest linking one or two replacements for the vanilla one

regal bolt
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@lilac idol like that?

lilac idol
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yeah that's nice

regal bolt
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alr

lilac idol
lilac idol
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there are other replacers anyways so people can always find one

cerulean mantle
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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?

stone orchid
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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?

wary scroll
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Hello everyone
Got a question
How much height maps can be demanded on FPS ?

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I want to add height maps for all the ground textures, anything on the ground

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So you can feel the ground is real

ruby dust
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is it hard to add new armors?

like just new icons, names and stats, but an already existing model?

untold berry
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script plox ๐Ÿ™

marsh steppe
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okay so

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i want to make NPCs drop scopes more frequently, especially on higher tiered enemies

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do i need to change the loadouts files only or anything else?

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and how, exactly, should i tamper with it in order to achieve the desired results?

naive snow
naive snow
fair inlet
obsidian flower
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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

uncut plaza
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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.

ruby dust
naive snow
surreal gust
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Content browser is a lifesaver

wintry rampart
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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 !?!?

naive snow
wintry rampart
naive snow
celest forge
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@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?

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another way to ask the same question, do calibers themselves have any dispersion penalties compared to others?

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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?

random fulcrum
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k_disp is the dispersion modifier from ammo

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but it's still a multiplication

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so a 0 fire_dispersion_base gun should still be perfectly accurate when aimed down sights

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if you also made all the pdm_ values 0 then you would also make it perfectly accurate when hip fired

celest forge
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Interesting

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Thanks

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I'm making a revolver that can mount sniper scopes and I was struggling with making it not have pistol spread

random fulcrum
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ye it's super fucking weird

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you CAN have a 0 fire_dispersion_base weapon that HAS a godawful spread when hipfired

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since the pdm_ values are added to the dispersion

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not multiplied with it, because that would make too much sense

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there's also gimmicks that come from actor.ltx

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there are disp_ values there

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those are also considered

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and if you aim down sights, only disp_aim gets factored in

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so you technically can't get a true perfect accuracy gun ever unless you change that value

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as the minimum spread cone will always be 0.05 degrees

quasi narwhal
random fulcrum
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idk honestly i'm on the fence about it

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because with it being done that way, you can get some cool gimmick weapons like what juan is trying to do

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or make a gun that's less accurate when aimed down sights as a joke thing

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or maybe an "anomalous" thing

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but it being done that way is also confusing until you actually look into the source code

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before doing that changing the pdm_ values is like gambling

tawny stream
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This isn't where you ask if a mod exists

cloud pollen
tawny stream
unique rampart
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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.

surreal gust
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Smart terrain test

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Added some way points and gave them basic parameters

violet ginkgo
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what are the LTX files for the FNX45 variants called? cant find them

surreal gust
violet ginkgo
surreal gust
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Look inside the .ltx file

violet ginkgo
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what ltx file

naive snow
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The ltx of the FNP45 probably

violet ginkgo
cosmic wharf
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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

naive snow
random fulcrum
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nah it's script side

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the file is kinda complicated to understand

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but it's all script side

naive snow
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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

fair canopy
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My wish would be that people read the damn install instructions on mods

random fulcrum
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literally just don't provide support on that

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that's what i do

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if people fuck up the installation that's on them and i will make fun of them for not being able to read

naive snow
random fulcrum
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the stats mod too

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and i'd argue the stats mod is easier to install

slow bolt
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you are already there

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its called momo's syndrome for a reason

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you pioneered it. You were moulded by it

balmy quiver
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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.

slow bolt
balmy quiver
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They are not found in the Anomaly vanilla directories either.

fair inlet
balmy quiver
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I see.. Thanks thundaShaun 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?

slow bolt
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in anomaly/tools

balmy quiver
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Wow! This thing is so well done! ๐Ÿ‘Œ ๐Ÿฅณ

fathom wagon
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Hit the character limit in the main post to cover all my bases, and people still manage to muck it up.

lilac idol
celest forge
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You should move the gun a bit more I think, not just rotate it

lilac idol
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yeah I've been thinking about that too

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other than that is it fine overall? I want to know in which aspects I should focus on fixing/polishing

naive snow
lilac idol
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do you mean graph editor

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?

naive snow
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Yeah curve weights

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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

lilac idol
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ooh yeah I see what you mean

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idk how I can make it look better tho but I guess ill try

naive snow
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Right now it's more like a hicup than a weight transfer from the mag being pushed in

lilac idol
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should I just make the "jump" more subtle?

naive snow
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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

lilac idol
naive snow
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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

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So you want that "stopping" point to be really sharp, almost no anticipation

lilac idol
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damn thanks for the graphic representation it will make it a lot easier

copper portal
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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

slow bolt
unreal leaf
copper portal
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thank you but i have 0 knowledge of the xray engine

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but thank you for the information

unreal leaf
copper portal
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alright

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i will take it into consideration

slow bolt
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but asking how to make a mod like this is

copper portal
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alright how do i make a mod that makes enemies not bullet spongey

copper portal
copper portal
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oh alright

slow bolt
copper portal
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GBO?

slow bolt
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so not easily

copper portal
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oh

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the most experience i have with programming is a few sololearn python sections and making a simple PPI calculator

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so kekl

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and xray is written in lua isn't it

lilac idol
# copper portal GBO?

Grok's Ballistics Overhaul or something along those lines, i imagine you would have to change a lot of numbers

tawny stream
copper portal
celest forge
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I don't think anyone is

unreal leaf
# lilac idol is this any better?

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

lilac idol
copper portal
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Especially if every weapon has a unique damage multiplier (but i hope not)

lilac idol
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you might be able to do that but idk, i imagine that you would need to change multipliers for all the ammo and whatever

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you could just ask grok

copper portal
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alright i guess i'll just mess around in files

copper portal
celest forge
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You could probably increase the head multiplier

copper portal
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i'll try to look for it in GBO i suppose

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there are separate sub-regions for damage? dayum

tawny stream
copper portal
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that's kinda cool

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unnecessary but cool

celest forge
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Makes sense for body parts

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Doesn't make much sense for eyes

copper portal
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yeah

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it's redundant but oh well

celest forge
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Eye meta is real ๐Ÿ™

copper portal
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exclusively aiming for eyes now

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i understand why my shots don't kill now

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having a separate fucking area for an eyelid is KekSkew though

copper portal
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i changed all of the damage value multipliers to 2x of their original values gonna test them out rq

undone lily
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grok_bo.script

copper portal
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yeah

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i used that

undone lily
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It should be balanced around pistol headshots killing in the head at close range in one bullet

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using 9x18

copper portal
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i see

undone lily
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at least that's how I tried to balance it

copper portal
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i'll try experimenting with different values then

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thank you grok

undone lily
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Keep in mind something nasty: difficulty parameter

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I don't remember F2 debug maps difficulty by default

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safest is to start a new game in the difficulty you want to test

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that way everything is properly taken into account

undone lily
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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 LeJokerge

fair canopy
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does npc armor actually break in gamma?

copper portal
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changing the damage values works nicely to make rifle caliber one tap on headshots ๐Ÿ‘

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i'll probably try messing around more but right now it works nicely

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@undone lily are there specific shotgun damage multipliers? cause i'd like to adjust them as well

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also what are the different spine locations?

lilac idol
copper portal
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it looks sorta slow

lilac idol
copper portal
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@undone lily is there some sort of test map or some way to make npcs stand still so this could be tested?

undone lily
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Time factor 0.1

copper portal
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time factor 0.1?

undone lily
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In the console

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time_factor

copper portal
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ah, i see, thank you then

undone lily
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Slows down time, lets you aim the way you want easily

copper portal
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i'll try testing it then

undone lily
copper portal
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i'll check it out

undone lily
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I think you are over shadowing the importance of armor penetration in the ballistic system

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Damage is high enough that everything dies in few rounds

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What takes time is armor penetration based on the rounds you use

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Making buckshots too strong just makes you use buckshots and thatโ€™s it

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Because of how pellet works

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But yeah anyway

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Edit it the way you want

copper portal
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insightful

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i guess you are correct

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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

copper portal
pulsar flame
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hey guys

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does anyone know what mesh the ak5c uses in BaS?

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I'm trying to make a reanimation for it

copper portal
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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

quasi narwhal
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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

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shotguns aren't blasting cannons like hollywood portraits it

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especially if you're using shit like magnum buck and such, sure it rips flesh off but ceramic not as much

copper portal
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i see

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thank you for explaining

quasi narwhal
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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)

copper portal
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counterpoint: i had to shoot professor sakharov twice in the head with spas-12 to kill him lmao

quasi narwhal
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yeah, that's the type of shit you can tweak if you want it "more realistic"

copper portal
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maybe he's got some sort of artefact that makes him skull ultra dense and hard

copper portal
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would be nice if someone had some sort of image of a typical stalker skeleton though, would make things much easier

pulsar flame
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quick question

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anyone know where this message comes from

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arszy_psy.get_ppe_intensity() was called. It is a local function and should not be used. [2]

fathom wagon
# fair canopy does npc armor actually break in gamma?

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.

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@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?

#1223386027427758181 message

dull dust
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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?

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i'd like to restore the APS Stechkin to the loadouts I have with this UGP loadout mod, just editing the .ltx.

storm basin
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boys is it possible to make sounds play randomly in a config?

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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

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pls tell me that's doable ty tomfoolery

fathom wagon
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Just wondering since I saw in the Development channel that you got the artefact rework closer to completion

undone lily
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Yep

dry maple
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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).

swift gull
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https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-custom-ragdolls-for-modders

https://streamable.com/i2ufw2

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.

ModDB

Blindside's custom ragdoll presets release for modders.

Watch "ragdolls_b" on Streamable.

โ–ถ Play video
celest forge
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It was released like a week ago

coral brook
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man, I have figured out how to do this
actually I haven't figured out myself but someone told me

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the problem is, I am not able to do that myself which was expected PepeHands

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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.. hmm

lilac idol
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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

surreal gust
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I can make an addon that does this

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Gonna take me a few hours if I'm only going to do the conversion for vanilla anomaly models, which I'll do.

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For mods that add 58483 variants in the game, nah

wary scroll
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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 ?

surreal gust
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Mipmaps are just a lower resolution of the base texture

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No mipmaps on textures would mean in distance, that texture will be oversharpened af

wary scroll
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I see
So this is how mip maps work, something like a control for textures to not getting over sharp

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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

copper portal
surreal gust
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It basically works like an LOD system, but for textures. 0 has the highest detail, while 4 has the lowest detail

wary scroll
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So it's also basically helping vram usage too right?

surreal gust
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I think so

wary scroll
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Thanks man, much appreciated arnoldgo

coral brook
# fair inlet 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

GitHub

Molotov Cocktails STALKER ANOMALY. Contribute to themrdemonized/Molotov-Cocktails-STALKER-ANOMALY development by creating an account on GitHub.

copper portal
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looks cool as hell

pure owl
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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 pepeOK

golden gull
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Anyone knows what is the part of ZCP that sets respawning times for scattered loot in Gamma?

dull dust
# copper portal need this

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

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LOL

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Don't think I've ever seen someone land that way IRL

copper portal
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It also generally makes ragdolls feel more responsive

dull dust
copper portal
dull dust
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I'm no modder, but how simple/complex would this to be to apply to the KVMAS/Azetrix models pack?

dull dust
copper portal
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i've seen it online

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(picture is obviously nsfl though)

dull dust
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Idk for me, ragdolls and enemy reaction/deaths etc. are pretty important for a shooter, it's the responsiveness

copper portal
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yeah

dull dust
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Seeing enemies/teammates all busted up and strewn about is pretty tight

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Especially when they end up like leaning over a railing or falling into the water or some shit

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James Bond type stuff

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Bro what? His model presets have different presets for different types of armor

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This is pretty much a perfect mod template. I'd really like to see this implemented

tawdry vector
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heyy guys, where is the guide again for making mods?

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ah in the pins

celest forge
fluid wharf
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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
celest forge
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Those are transition animations

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start sprint, sprint, stop sprint

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but gamma uses a script that makes it so all guns lower when you sprint

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but the transition animations still play

fluid wharf
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Gotcha, so I'd have to remove the transition animations from the gun, right?

celest forge
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Yeah

fluid wharf
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What about the ones when you move slightly?same thing i guess with another name

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Thanks Juan

celest forge
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Not the same gun but just as an example

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the anm_walk2sprint and anm_sprint2walk

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find the gun you want to edit and delete to comment out those lines from the LTX

fluid wharf
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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`...?
celest forge
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Sounds about right

fair inlet
fluid wharf
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could it be done via script?

fair inlet
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I mean it's still possible but you have to change the file name

fluid wharf
fair inlet
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if it's not included then use mod_dynamic_weather_graphs

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check dltx documentation

fluid wharf
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Huh, interesting! Will do, thanks Oleh

simple scaffold
fluid wharf
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Copy thatsalute

lapis panther
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Guys is there any mod to add a common stash like true stalker?

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I am tired of carrying my loot. I always get my inventory full

copper portal
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is there a way to make companion npcs have no collision?

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absolutely annoying trying to aim from a corner and npcs constantly pushing you around

copper portal
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@undone lily also, i was wondering what's the value for npc armor?

dry maple
#

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

lilac idol
deep ginkgo
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Anyone here have the mod in Gamma where all the NPCs are willing to talk to you?

undone lily
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What we need is the temporal AA from LVutner working for SSS kek

tall badger
dry maple
dry maple
tall badger
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how did you do that lol

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that's way above my pay grade

dry maple
# tall badger that's way above my pay grade

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

fair pollen
restive cradle
#

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

ะะฐ ะดะฐะฝะฝะพะผ ะฒะธะดะตะพ ะดะตะผะพะฝัั‚ั€ะธั€ัƒะตั‚ัั ั€ะฐะฑะพั‚ะฐ ัะณะปะฐะถะธะฒะฐะฝะธั ั ะธัะฟะพะปัŒะทะพะฒะฐะฝะธะตะผ ั‚ะตั…ะฝะพะปะพะณะธะธ NVIDIA DLSS ะฒ ะฝะพะฒะพะน ะฒะตั€ัะธะธ OGSR Engine.
ะŸะพะดะดะตั€ะถะบะฐ AMD FSR ั‚ะพะถะต ะตัั‚ัŒ, ะฝะพ DLSS ะดะฐั‘ั‚ ะปัƒั‡ัˆะตะต ะบะฐั‡ะตัั‚ะฒะพ, ะฟั€ะตะฒะพัั…ะพะดัั‰ะตะต MSAA 8x ะธ ะฟั€ะธ ัั‚ะพะผ ะฑะตะท ะฑะพะปัŒัˆะพะน ะฟะพั‚ะตั€ะธ ะฟั€ะพะธะทะฒะพะดะธั‚ะตะปัŒะฝะพัั‚ะธ.
ะ’ะธะดะตะพ ัะฝัั‚ะพ ะฒ ะฝะพะฒะพะน ะผะพะดะธั„ะธะบะฐั†ะธะธ Through the Perimetr to the Dream: Prologue, ั€ะตะปะธะท ะบะพั‚ะพั€ะพะน ัะพัั‚ะพั...

โ–ถ Play video
tardy valeBOT
#

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fair pollen
restive cradle
#

Ok, i didnt know that.

fair pollen
#

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.

tall badger
#

Is there a better engine anomaly could use for more multithreading performance? game gets CPU bound really easily

fair pollen
#

No.

#

Anomaly was, is and will be suffering kek

tall badger
#

its ogre

#

guess i just gotta upgrade my CPU lol

#

as if I wasnt already gonna do that TROLLED

dry maple
#

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.

sharp acorn
#

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?

quasi narwhal
sharp acorn
quasi narwhal
sharp acorn
#

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

quasi narwhal
random fulcrum
#

you're not doing what the guy told you

#

quite literally

sharp acorn
#

oh shit, just gamedata\configs

#

my bad

quasi narwhal
#

yeah, this is how my repos look like

random fulcrum
#

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

sharp acorn
#

MO2 looks correct

sharp acorn
#

could it be each of my ltx files should have a different modname like yours? like _zzzz_abnsprep_fnp45 and _zzzz_abnsprep_m4a1

random fulcrum
#

you set the filename wrong

#

you're overriding the system ltx

#

not the "w" ltx

#

which doesn't even exist

sharp acorn
#

w_abakan.ltx? I'm not overwriting that?

random fulcrum
#

the filename should be mod_system_

#

not mod_w

quasi narwhal
#

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

sharp acorn
#

interesting ok, so that would also mean I should combine all these files

#

that worked, based! Thank you both ๐Ÿ˜„

wintry rampart
#

Guys !! Are there any mods that add inventory sorting bags for QOL purposes??

I recently stumbled upon the Box Loot Mod -- #๐Ÿค–new-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 ?

random fulcrum
#

use that mod itself as a resource

#

study it and try to reproduce

loud spruce
#

tell me how to turn on the weapon magazines. And I've seen a perk mod somewhere, but I can't find it.

celest forge
#

Mags Redux on MO2

misty mulch
queen pineBOT
simple scaffold
fluid wharf
#

Godamn! thanks for the headsup, I was gonna try it when it released but was skeptic it'd break something longterm

simple scaffold
#

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.

fluid wharf
# simple scaffold it does work the way i thought. Not only that it saves data to the object packet...

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

simple scaffold
celest forge
#

Any reason why Sid and Forester are that way?

#

Always struck me as odd

#

MAybe because they're stationary?

fluid wharf
#

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

simple scaffold
# celest forge Any reason why Sid and Forester are that way?

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

fluid wharf
#

Is it because they ones i talked about are not part of killer xmls configs and instead of deadcity xmls?

celest forge
#

GSC dev at it's finest

simple scaffold
pulsar flame
#

hey guys

#

anyone here that could teach me how to animate on blender?

celest forge
lilac idol
pulsar flame
#

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?

fluid wharf
#

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

simple scaffold
fluid wharf
#

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.

simple scaffold
#

that would be my first guess. i'd just change dustman to stalker1 and see if he gets more talkitive as a first step

fluid wharf
#

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

lilac idol
slow bolt
#

slowing down a bit and adding curves would do wonders

lilac idol
#

yeah that's what i mean by slightly fix the anims

slow bolt
#

I'd say its not slight

lilac idol
#

i also need to give it more camera movement

lilac idol
slow bolt
#

Best anims out there

fair canopy
#

at yeah that inspect needs a bit of shake

fair canopy
#

looks robotic right now

slow bolt
#

they all do

random fulcrum
#

i would actually donate coin to a fella if he adds the gif animation to a pistol

unreal leaf
#

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

unreal leaf
#

hmm

slow bolt
#

But it could be a mistake on someone's part

#

others have no problems with 18.08

unreal leaf
#

Whats the steps for replicating this issue? Just runinng new exes on DX9 with no SSS, thats it?

slow bolt
#

dont need dx9

unreal leaf
#

I'll take a render doc snaphot to see if any part takes a stupid amount of time compute

slow bolt
#

this happens on vanilla as well

#

just with modded exes

unreal leaf
#

alright

broken abyss
#

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

unreal leaf
slow bolt
#

because i had conflicting reports

unreal leaf
#

and it happening on 18.8 exes also makes no sense since those exes only included Ashes edits. Which do nothing with redenring

slow bolt
#

and issues happened with guns out

#

either way it is settled

#

which is good

unreal leaf
#

is it?

celest forge
unreal leaf
#

I mean if some people are reporting issues thats still a problem

broken abyss
slow bolt
#

that is what engine works in

tawny stream
#

Looks like I got treed.

ruby dust
#

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?

broken abyss
#

you are asking in the wrong location

ruby dust
#

where else should i ask

quasi narwhal
ruby dust
#

oh wait

#

it exists

broken abyss
#

alteranitively just do this. i said you ask in wrong location because nvgs are part of an already made mod with options to disable

ruby dust
#

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

merry silo
#

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

lilac idol
ruby dust
#

i just installed a mod

lilac idol
#

mmh and what does it technically do?

ruby dust
#

edit files?

#

idk

#

i didn't look inside it

#

anyhow

#

is it possible to add lasers to gun that don't have it?

lilac idol
#

yeah you would have to add the laser mesh from another gun

#

using blender ofc

ruby dust
#

god damn it

lilac idol
#

nah but it's stupidly easy

ruby dust
#

wait

#

the laser light and dot are also a mesh?

lilac idol
#

yeah

#

that's what gets hidden by the bone depending on the laser status

ruby dust
#

porbably either juan or frosty know how to add lasers to guns

celest forge
#

It is a mesh

#

both the laser and dot

ruby dust
#

okay

#

how do I add it?

celest forge
#

That get hidden with a script based on the shader they use

ruby dust
#

add*

#

do I just copy the mesh from a gun like how one would add a silencer?

tawny stream
ruby dust
broken abyss
#

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

random fulcrum
#

random

#

ah wait wdym multiple snd_shoot exist in variable

broken abyss
random fulcrum
#

ah ye it's for randomized sounds

broken abyss
#

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

random fulcrum
#

mono can have sound attenuation

#

stereo can't

#

so you use stereo for sounds emitted exclusively from the player

broken abyss
#

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

random fulcrum
#

yeah it's possible

#

snd_shoot will be used for the player too unless snd_shoot_actor is also definedf

broken abyss
#

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?

random fulcrum
#

you can try

broken abyss
#

i may aswell, thanks for the info steamhappy

naive snow
# ruby dust anyone?

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

random fulcrum
#

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

celest forge
ruby dust
#

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?

jade oxide
# broken abyss ok so lets say i want to use the snd_shoot_actor variable for stereo sounds, wou...

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.

ruby dust
ruby dust
#

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

unreal leaf
ruby dust
unreal leaf
ruby dust
#

oh

#

m bad

unreal leaf
#

:D

ruby dust
#

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

ruby dust
unreal leaf
#

nope

ruby dust
lilac idol
# ruby dust

I had that ctd yesterday when testing my anims after exporting, I think it's an animation issue or at least something related

lilac idol
#

yeah maybe you messed with the animations

ruby dust
#

mine should just overrite the already existing ppp

#

which it does

ruby dust
lilac idol
#

have you made your new ogf use the ppp motions?

ruby dust
#

hmm

#

let me try something

lilac idol
#

idk if you had to do that I'm just trying to guess

ruby dust
#

i think i know what caused it

#

i just have to test it

#

yup

ruby dust
#

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

ruby dust
#

yay, i finally did it. i have lasers now

#

now i know how, i can make more

lilac idol
#

does anyone know who made the RAPTR fo4 port?

remote venture
#

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?

misty mulch
misty mulch
# remote venture When making animations, does the issue with busy hands come from the engine itse...

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.

remote venture
undone lily
#

I don't remember, are the BC7 textures still crashing the game in DX8/9?

undone lily
lilac idol
#

mmh i saw someone say it was a port

lilac idol
#

i'm not saying youre lying

#

im saying that someone said that

undone lily
#

Which is bullshit

lilac idol
#

that's why i got confused for a sec

surreal gust
lilac idol
undone lily
#

it's start but the movements are not natural enough atm ๐Ÿ˜ข

#

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

lilac idol
#

why don't you use juan's xm177 instead, the aesthetics fit the zone a lot better than this one

celest forge
#

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

fair canopy
#

Is it possible to fix a compressed texture?

celest forge
#

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

undone lily
#

Or is it only BC7 compression?

celest forge
#

I've used this and I don't think it causes issues in DX8

undone lily
#

hum the textures get too big anyway, 21Mb for each texture, meh

dull dust
#

super new to modding, how do i go to the debug level that i often see in screenshots?

celest forge
#

Enable debug mode and press F2 in the main menu

surreal gust
#

AI test on the urban level

warm tulip
#

is it updated mags redux in this modpack?

tender thorn
#

uh.. how to change PDA sound?

dull dust
copper lichen
#

how do I change the rates of different quests

#

like if i want more camp assault or bounty quests

lilac idol
#

if you find any issues with it please DM me. now i'm going to sleep, gn chat

undone lily
undone lily
grave glade
#

Coming back to GAMMA and I was frustrated with the binoculars not having a x10 zoom level (as they depict 10x42 Baigish BPOs)โ€ฆ
Finally to my liking ๐Ÿ™‚

#

(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))

ruby dust
#

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?

ruby dust
unreal leaf
# undone lily

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?

ruby dust
lilac idol
#

but it doesn't really make sense that you can still attach scopes, but the balance is up to grok

undone lily
#

M16 rail work almost the same way

#

it's an old gun and picatinny norm wasn't developped yet

unreal leaf
#

right right

dull dust
# undone lily Depends what you want to do.

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

fair canopy
undone lily
#

Then look for itheon new task addon and reverse engineer it @dull dust

queen sparrow
#

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

undone lily
queen sparrow
#

def overdid it abit KekSkew

undone lily
#

Instead of buyable and that you then need to haul

slow bolt
#

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

undone lily
#

Hum after all why not

slow bolt
#

In gamma you play as a hobo who can craft experimental medicine

undone lily
slow bolt
#

Oh i am not arguing. The guy just asked for opinions

#

you made gamma, so whatever you liked is whatever we got. logical

topaz estuary
#

Does anyone know which file contains the default size of propellant?

undone lily
#

Tbh it doesnโ€™t matter much: I was wondering about when weโ€™ll be able to buy gear from the hideout laptop: being able to buy furnitures from the computer is fine enough imo

slow bolt
#

Zone furnishing service

undone lily
#

Imo it can open nice possibilities, but I need to think how to not abuse it

#

Whatโ€™s a bit annoying about base building is that you are heavily dependent on the mechanics

slow bolt
#

Lets hope at least you can spend it on furniture

undone lily
#

True true letโ€™s keep it that way

undone lily
slow bolt
#

yep

#

||(then you make computer craftable only and locked behind a recipe that drops with 1% chance from legends)||

surreal gust
#

the homies are enjoying

ruby dust
#

does that not count?

slow bolt
#

Interactive pda ui is very bad

#

Would be good if that Ui actually was inside the pda

ruby dust
#

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?

undone lily
ruby dust
#

i like the concept, especially how the quests for it work. but its not perfect either

undone lily
#

It should open a trade window

ruby dust
#

a trade window for ordering stuff?

random fulcrum
#

can't possibly call interactive pda half baked with a straight face

#

that's just because you don't like xcvb

fair canopy
#

I'm waiting for him to add triple triad to stalker

ruby dust
random fulcrum
#

hell if i know

celest forge
#

Bro fell for the fake kpop link and never got over it

slow bolt
fluid wharf
#

pavelblend plugin works properly on 4.x?

slow bolt
#

no

lilac idol
fluid wharf
#

Ty, just found the compatibility list so i'm gonna stick to 2.79 which i know very well or maybe 3.6 lts

lilac idol
#

if you want to use it you would have to export with 3.6 or earlier

slow bolt
#

IIRC any 3.x version

faint sable
#

I use 3.6

celest forge
#

3.6 works well

languid grove
#

help how to enable lvid gvid display i forgot

slow bolt
#

the what

#

it sounds like you had a stroke

languid grove
#

actor position in debug

languid grove
#

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

mortal cloak
#

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

random fulcrum
#

make a thread about it in suggestions

ruby dust
#

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

lilac idol
#

you can use headgear animations addon for the hotkey

simple scaffold
# ruby dust is it possible to make a hotkey for changing helmets? like for example, I press...

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.

ruby dust
#

it would be so good if it did

simple scaffold
# ruby dust I wanted to use the quick action wheel, but it doesn't work with helmets

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

ruby dust
lilac idol
#

use that as a base

ruby dust
lilac idol
#

yeah

ruby dust
#

that a mod?

simple scaffold
ruby dust
#

great, as If it wasn't hard enough as is

lilac idol
ripe maple
#

guys how can i turn off the loot claim mod? i wanna steal some stuff

misty mulch
queen pineBOT
#

@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
ripe maple
#

my bad

warped zinc
#

Is there a mod that turns off the laser sight when looking through the scope and then turns it back on?

lilac idol
#

but yeah there's one, you can probably find it in mods posting

warped zinc
lilac idol
warped zinc
neat zenith
#

Does anomaly use direct x normal maps?

fair canopy
#

Anomaly uses bump maps

jagged radish
#

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

unreal leaf
unreal leaf
#

Its not bad, but it doesnt really make sense why they didnt use alpha for specular

neat zenith
#

yea

#

im used to that#

#

does SSS add any new maps?

unreal leaf
#

height / displacement is the only one it adds I think @trim aspen might know more

jagged radish
fluid wharf
#

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

undone stag
#

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?

jagged radish
quasi narwhal
unreal leaf
jagged radish
#

ohhh that makes sense, so just downgrade then

unreal leaf
#

Maybe

#

ยฏ_(ใƒ„)_/ยฏ

undone stag
fluid wharf
#

On vid_restart

#

You'll crash after toggling reshade or on effect recompiation

digital stream
#

does anybody know the name of the mod where you can disable transitions between locations?

lilac idol
quasi narwhal
#

imho the animation should be playing faster, or at least it feels slower than most of the reload anims

lilac idol
#

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

quasi narwhal
#

one thing that's nice to keep in mind when doing shit like this is cubic bezier, instead of a linear timing between things

quasi narwhal
# lilac idol 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

undone stag
quasi narwhal
undone stag
#

It's all Greek to me.

lilac idol
#

ok thanks for all of this advice guyspeepoLove

quasi narwhal
celest forge
#

Try doing more positional movement and not just rotations

quasi narwhal
#

โ˜๐Ÿป 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

lilac idol
celest forge
#

When taking the mag out and putting it in it should also go up and down

lilac idol
#

yeah I should definitely do that

celest forge
#

Can you send me the blend file

unreal leaf
#

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

lilac idol
#

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

unreal leaf
#

its got a 20 rounder? Epic thank you

lilac idol
#

yeah

lilac idol
unreal leaf
# lilac idol yeah

sadly those models are not from tarkov, Seems like they are just the stalker models actually

lilac idol
#

they are from eft though, you can ask frosty for any tarkov models anyway sinve he has a folder with those

unreal leaf
#

@faint sable Could I get a 9x39 20 rounder mag and the textures for it please?

unreal leaf
faint sable
#

you can put them into blender and path the shader editor paths to the dds for them to show up in blender

unreal leaf
#

ye

#

You can also just do this and point it to the root folder of your mod, it will find all the textures

faint sable
#

woah I didn't know that wth

unreal leaf
#

yee pretty epic

faint sable
#

I been pathing them individually since forever

unreal leaf
#

paain

faint sable
#

that is a blessing omg thank you

unreal leaf
#

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

faint sable
unreal leaf
#

and thank you for the mag <3

faint sable
#

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

celest forge
unreal leaf
#

hmm, feels wrong.

lilac idol
#

but that's actually so nice

lilac idol
#

thank you so much for taking your time to do thatpeepoLove

faint sable
# unreal leaf hmm, feels wrong.

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

unreal leaf
#

that makes sense, texel density wise. But I am just not feeling the color

faint sable
unreal leaf
#

Maybe I'll just desaturate it

faint sable
#

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

pliant basin
#

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.

unreal leaf
faint sable
#

that works too

unreal leaf
#

better

fair canopy
#

You making guns now too?

unreal leaf
#

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

lilac idol
#

why don't you use the Val animations for it?

unreal leaf
#

that is the plan, but I need to find them first haha

lilac idol
#

you're gonna use firebreath's right?

unreal leaf
#

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

lilac idol
#

those are the ones that will be added next update

unreal leaf
#

then I am not using those lol

lilac idol
#

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

unreal leaf
#

I need to find the original ones from gamma so I know what to overwrite

lilac idol
unreal leaf
#

vss anims are in the same omf file?

lilac idol
#

vss 10 with rnds use the bas ones

#

but for 20 rnds it's the reanim

unreal leaf
#

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

lilac idol
#

find it from that mod in mo2

#

I don't know the names and I'm not on my pc rn

unreal leaf
#

Id need the name for that lol

lilac idol
unreal leaf
#

ah right forgot

#

motion refs

#

nvm

#

motion refs wont help me for hands animations

fair canopy
#

Hand animations are annoying

#

If they're bas hand animations then they might be stuck into a file with 300 other hand animations

lilac idol
#

VSS (10 rnds) -> Boomsticks and Sharpsticks
As Val (20 rnds) -> As Val reanimation

#

those are the addon names where you'll find those

unreal leaf
#

cant find it

#

cant I just... tell the gun to use the other animation or something trough the config?

lilac idol
#

which animations do you want to use?

unreal leaf
#

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

lilac idol
unreal leaf
#

okay youre telling me the path, I dont know what to do with that

fair canopy
#

Load it up in blender

unreal leaf
#

what for lol

lilac idol
#

you have to make the armature match the animation

slow bolt
#

vintorez has a 20rnd mag by default

#

and its basically the same gun

unreal leaf
lilac idol
#

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

unreal leaf
#

where are these configs? The Vintorez config doesnt define its animations anywhere

lilac idol
#

where's the config you're looking at?

unreal leaf
lilac idol
#

so that's your own addon right?

#

wait

unreal leaf
#

well I mean, its what my addon is overwriting

lilac idol
#

why are you looking at "upgrades"

#

that doesn't matter

unreal leaf
#

I am not

#

its in weapons, upgrades is collapsed

lilac idol
#

oh yeah sorry

#

but again mo2 files conflicts don't really matter when almost everything is done via dltx

unreal leaf
#

I know, but why is that relevant, no one was talking about conflicts

lilac idol
#

then why are you bringing up what your addon overwrites

#

well it doesn't matter

unreal leaf
#

because you asked if that file is my mod

lilac idol
#

you gotta make a mod_system file with a ton of z's and your weapon id in it

#

it's easier that way

unreal leaf
#

I am not dealing with dltx rn

#

I just want to find the original animation definitions for the vss

lilac idol
#

then you aren't gonna overwrite anything

lilac idol
unreal leaf
#

Theres millions of configs man

#

I know its in the configs, but I cant find it

lilac idol
#

search for any of these lines in the vss config

#

especially the ones at the top

unreal leaf
#

I did, not there

#

oh this sucks

#

I found them

#

it alreadyy shares lots of animations with the val so, skeletons probably match

lilac idol
#

nah it won't, bas models animations are waaay different than vanilla models animations

#

plus the names won't matter at all

unreal leaf
#

worked :3

#

just renamed the vss ones to val and its all good

lilac idol
#

well done then

unreal leaf
#

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

timber cedar
#

reading the stupid nonsensical solutions are the best solutions

unreal leaf
#

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

slate wren
#

How can I make my own mod? I want to make suit stats, I can't find "outfit"

slate wren
#

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?

lilac idol
cunning sparrow
#

Can anyone help me in making changes to Ammo BR and stopping power values?

misty mulch
#

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

slate wren
#

I made changes to the suit's characteristics, installed the mod, but the values โ€‹โ€‹in the game did not change, where problms ?

#

thx for help...

stone orchid
#

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

misty mulch
#

i am not responsible if you break your game

hidden badge
#

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?

old berry
lilac idol
#

like as soon as you sent the message kekw

lilac idol
lilac idol
balmy quiver
#

Hi Pepiping
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.

bronze thistle
#

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.