#βπmods-making-discussion
1 messages Β· Page 74 of 1
For reference, I'm trying to change the brain scorcher behavior back to default GAMMA while retaining ReDone changes. I figure I could just delete all bunker files for ReDone but I'd like to know how these scripts are actually executed.
is there a ak 12 animation?
Lads can someone please make a mod for smarter / more unpredictable Ai? (I find most of them to just come out of cover and afk most of the time)
Ahh, I am not versed in modding this game at all. I assume it is out of the question for someone with no knowledge of such things?
Any way to change the default difficulty and progression slider range?
Ltx files like the ones you screenshot are configs, not scripts
Well it's fancy text editing really. But I'm not at a time where I can walk you through
I ctrl+f the entire folder and I see no entry point or any loadini that points to these files
I just want to know the rule for reading the file, is it at zone entry?

for instance there are two .ltx files that control the brain scorcher timer but one is taking precedence, does anyone on this server know the order of precedence given similiar configs?
you would need to find the actual script file that reads the aforementioned ltx
Which is in all probability not in that folder
if I search the prepend of the file name in the entire GAMMA mod folder and there is no reading of that particular file, is it possible the loadini is using a different name?
my editor shows 0 referenced instances of either of the ltx files in question in the entire GAMMA folder
well the mod_bun_*.ltx files are DLTX files overwriting some other ltx config, so they wouldn't be loaded directly
Also to do this you may well have to unpack the base game files to figure out if a non modded script is the one loading it
Which would tell you how the configs are being read even if the script isn't changed
The target of the DLTX files is going to be whichever LTX file originally included the sections being overwritten FYI, the sections being [the stuff in square brackets]
long story short: probably technically possible, but in gamma, kind of a pain in the ass because lots of mods overwrite/ignore certain vanilla settings options, AND some of them are straight up bugged anyway (e.g. trader restock time)
if you want an example, Raven did a patch of the carry weight slider a while back, #βπmods-making-discussion message
This is enough for me to do some digging, thank you very much
is there a mod for manual bolting/pumping for guns. like they have in Dayz/Squad44
i use mags redux but hate auto bolting.
i imagine it might be possible using UAS, but you would need an animation for it
hold on this is actually interesting, let me ask to the people that know
is it possible to bundle dltx edits so that i dont have to write out every item?
i was messing around with changing some weights and was wondering if there was an easier way then this?
![prt_i_paper]
inv_weight = 0
![prt_i_textolite]
inv_weight = 0
![prt_i_capacitors]
inv_weight = 0
![prt_i_transistors]
inv_weight = 0
![prt_i_resistors]
inv_weight = 0
![prt_i_copper]
inv_weight = 0
![prt_i_wood]
inv_weight = 0
![prt_i_scrap]
inv_weight = 0
![prt_i_fasteners]
inv_weight = 0
if it's for different sections? no, afaik
!lua also, formatting tip
@lament garnet You can format code in Discord by doing this.
Β
LINES
ββ`<Your code here>β`
BLOCKS
`β`β`lua
<Your code here>
`β`β`
no because the weight is listed in those sections you must overide each section.
personaly i'd use a spread sheet.
google sheets put
each section in a cell in the A column without the brackets
then put
inv_weight = 0
"
into cell B1 and drag it down the b column as needed, but no further.
in a cell in column c or d put =CONCATENATE(B:B)
This is not where you ask about whether there is a mod for the thing you want.
Understood, I apreciate you considering. Perhaps I can check in with you another time? I find the current BR is too low in gamma. Enemies are so bullet spongy. I could flick you a few bucks for helping if you need
hahahahhahaahahahha bullet damage in gamma is an ABSOLUTE FUCKING NIGHTMARE do not try to mod it
although for the most part, having made a damage simulator, NPC humans are shockingly fragile if you nail headshots
oh, wow so is it unheard of to try tweak this in gamma?
there's like one or two but it's a complicated thing
I have added 20 or so mods ontop of gamma with no issue. but Regarding BR yeah cant find anything.
Gamma has a bullet damage slider in mcm..
but not one for Armor penetration
because "br" is not called BR in the code, it's ap_res
which doesn't work against human npcs
so if you scale up your bullet damage, you end up killing mutants easier than youd like and enemies with armor still dont take any dmg.
this is entirely determined by the game difficulty you chose at the start
idk what to say what guns + ammo are you shooting, at what targets
7.62x54 AP rounds
https://veerserif.pythonanywhere.com/ here's the damage sim
for me in gamma are a 2 shot headshot to NON exosuits and like 4-6 shots in the budy
its terrible
oh, that's why
hm?
what gun btw
SVDS PMC
its got 80 BR and very high stopping power of 63
soem of the highest AP in the game
yeah all of those stats are made up
ahh
Well yeah I am not wholly sure. Gamma never used to feel this bad damage wise
Its very unrealistic/immersion breaking
easiest way to settle this: every single shot that connects, prints out a hit report in the log, go shoot a guy with your svds pmc and then quit and post your game log
gameplay wise it sucks also, the ammo is so Expensive and rare.
also 7.62x54 has the worst bullet damage multiplier in its class (large rifle calibre)
x0.85
!crash
@cunning sparrow, send the log to the chat where you were asked for it.
Open your Anomaly/appdata/logs folder and send your xray_[username] text file (.log) here. (image for reference below)
Note: log file is overwritten on each game launch, send it right after the crash _ _||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1206834462411722782/log.png
also obligatory "do you play with KVMAS" question
What is KVMAS
So ill Shoot someone once, then escape quit to desktop, and then post this
yep
hd npc models mod. which happens to change the armor profiles of npcs making them super fucking tanky, if you don't get the patch
bad programming decisions in a nutshell
I dont use that
bad soup modpack choices, yes
yes
did you make any changes to your modlist?
custom mods, enabling/disabling stuff, changing settings, etc
yeah
Like mags redux
mag check
as far as enabling disabling
then I have added a bunch of other mods
ontop
Those are the new mods I have slapped ontop of gamma
Idk if glass windows and adega work but the rest do
also ngl this is EXTREMELY normal
/////////// Stalker Hit registered: GBO v1.6.6 //////////////////
sim_default_bandit_450713 about to be hit by actor in bone 20
NPC visual model: actors\stalker_bandit\stalker_bandit_exolight_battle_helm_3
ammo_7.62x54_ap shot with wpn_svds_pmc_specter, Weapon power= 1.1, AP power= 0.8, Hit multiplier= 0.85, Air res= 0.05, Distance= 78.171852111816 m, Barrel condition: 0.92
Bone hit= bip01_l_clavicle, Bone damage mult= 0.7, Bone AP scale= 0.7, Bone hit fraction= 0.15, Bone armor= 0.55
Real AP power= 0.51266901353472, Bone armor after hit= 0.24239859187917, Damages inflicted= 0.078642629086971, Remaining health= 0.92135739326477
compare to my damage sim
Im ok with it being a 2 shot to the head of an exo
your chosen target is in some of the toughest possible armor for npcs. you hit the clavicle, NOT the head (in fact the hit location is WORSE than my sim, you're only doing 70% damage and AP).
but not anyone else
you would literally three or four shot this guy by shooting him in not the head, there is no issue here
Are you talking about my shot in my text fire?
ahh yeah I wasnt aiming for the head
was I supposed too my bad
I was aiming for upper chest
So was he an exo armor?
your gun is not behaving abnormally and this is extremely normal ballistics in gamma
I couldnt really tell he was ages away
yes, stalker_bandit_exolight_battle_helm_3
Ahh well that what I want to change. I really dont want anyone not in an exo to not go down in 1-2 hits in the chest
honestly at that point play on easy
from Ap bullets
That effects Armor?
it affects how much outgoing damage and AP damage you deal, yes.

no
yeah doesn't do anything against humans, as we said
it doesn't affect human mobs
it literally does not, i can point to the lines in the code
maybe im wrong
so thats for mutants only
they should add one for humans
i mean you can unga bunga and double all the damage multipliers for all the bullets, but at that point, you could also just play on easy and change your actor damage value to take more incoming damage
I dont want to start again though
tough shit
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.
for script sounds, like NPC story time.
but not for engine sounds like NPC grettings during convernsation or bullet sounds.
is there any way or trick how to disable access to console key when dev mode is disabled? anyone tried it? i need this for personal reasons:)
Which difficulty effects the damage/ap like we were discussing, Progression difficulty or gameplay difficulty?
It says in new game, that these can be changed on the fly?
so could I change this in my existing run
and have the dmg and AP respectively
for the change
true in vanilla Anomaly, only partially true in GAMMA
Thanks for the info, what a chame
hi, how do i make a plugin for enhanced recoil?
Make a plugin file in your config folder
yeah but like, how do i actually make the plugin?
Make a mod_system_bo_grok_enhanced_recoil_[name].ltx
if you want to add it for vector then it already exists
God i hate discord
where can i find the file?
Yeah but i think he want to make a patch for anomaly users
yeah the fonts are terrible
it's in the base file
and if i wanted to make one for vanilla, what do i have to modify?
or do i have to make it from scratch
Make this file
actor_effects
Oh and theres mod__system_actor_effects_[name].ltx
alright, thank you guysπ
but it doesn't have system in the filename
because you're overriding the plugin file
not the system ltx
Yeah i might have forgot about that
You can prob reverse engineer from gun mods that has a patch for enhanced recoil
Mac10 has that
yeah i guess i'll just do that
But you can only find it in the zip file
Mr. Raven, you're like that chimera who I keep running into at the truck cemetary :P. I JUST finished asking you a question on ModDB in the Box Loot mod comments, and I search 'box loot' in discord, and noticed that you were trying to warn me a week back π π
Anywho, getting back to the point you made -- Doesn't Open Backpacks also have the same feature ? I remember there was an ammobox mod a while back which worked pretty great, but you had to go to dev mode and delete the box if you wanted to uninstall the mod.
Hi guys where can I get help with launching errors?
Stability issues was why the author pulled the ammo box mod down
guys sorry to interupt can i get some help installing the clasic texture pack cause my 1% lows are alover the place
Yeah I always wondered why there weren't such basic inventory management mods available for the game.
Say, is there a way to create a script or list of all items inside a container when we put them down or something?
The only thing I could suggest is forcing the stash back offline when the inventory closes.
This is based on the guess that the problem arises from the gave having issues saving when there are online objects that are on other maps than the player.
Forcing it offline again might help.
Never got around to testing this theory. Partly because the issues took a while to happen and didn't happen to every one.
For some things. Simple things like meds, parts and ammo. But there are too many things to keep track of with guns and outfits.
Western goods does this for some loot boxes it has.
Yeah, I figured we can't attempt a 'Completionist' run on GAMMA anytime soon 
Heck, someone posted a 'collector' mod, which pays you a certain amount of money for every Item you hoard into a stash.
There are only about 30-40K free ids when you start a save. That's a lot of items but encouraging hoarding is a bad idea
Hmmm .. then can I find out the total number of ids occupied at any given moment ?
_ALIFE_CNT should be very very close right after a save is loaded. it will probably drift as more time goes on, due to items being created in ways the script that updates it cannot see. but next time the game is loaded, from save or level transition, it will be recounted.
other wise you loop thru evey id from 1 to 65534 and try and fetch the item. if it works that ID is in use.
_ALIFE_CNT is unlikely to ever be off by a significant amount. its just not necisarily going to be exact
So I have played around, It seems like the damage is still too unrealistic for my liking. a trainee bandit took two 7.62.39 rounds in the chest to kill. Might just have to deal with it but if anyoone knows of a mod to change this stuff id be on it immediately
that's just flat out sad what can i say
Not sure if a tool like this already exists (I couldn't find one) but I made some utilities to generate font glyph textures and font INIs automatically from a TTF/OTF file. Requires Python3 + PIL + Wand + ImageMagick. gen_wand.py uses Wand to do the font rendering which seems slightly better imo, gen_pil.py uses PIL for font rendering but uses Wand + ImageMagick to convert to DDS.
Example command: python gen_wand.py otf_monserrat SF-Pro-Display-Regular.otf -s 14 16 18 21 --size-offset 1
Doesn't generate fonts.ltx, I've just been using https://www.moddb.com/mods/stalker-anomaly/addons/modern-font-monserrat as a base and replacing its textures and inis for testing.
but if you insist then you can edit grok_bo.script and change lines 29-32 to whatever you want damage to be in those difficulties
@cunning sparrow
Is that a difficult endevour? I am not versed in modding stalker?
tertiarily, I have changed the settings to easy to get more realistic damage but im noticing enemy stalkers are only spawning in 1s instead of usual groups, What setting can remedy this if any?
You just open that script file he said to in Notepad - grok_bo.script - and change these values to your liking. It will adjust the damage and AP multiplier for you.
Each value is assigned to each difficulty, with the easiest being the top value and the hardest being the bottom value.
Those values will multiply the damage and AP done by you. So a value of 1.3 will make you do 30% more damage and AP, and a value of 0.80 will make you do 20% less damage and AP.
Changing these values will allow you to stay on your current save without having to restart. Just know that you will want to re-adjust these values any time you update GAMMA
There are generic tools for doing bitmap fonts that are close enough to stalker format to be usable. This is the first native stalker one I have seen. At least in English, who knows ehath the Russians have.
Thank you mate, I will give it a try, you too @random fulcrum
Where do I find that script directorywise?
I am not sure where to find this file, sorry.
Search for it in MO2 in the Data window on the left
Thanks, What is this?
Stalker damage 0.75 and all these other values? what do these do? Is it possible to also tweak specific ammo stopping power and BR ratings in this file?
Not there. You'd have to find and modify weapon_ammo.ltx
Assuming there's no overrides
Per hitzone damage. Don't bother touching it really.
I'll try with this: https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-subtitles
It seems to link an *.ogg to a text file that is displayed.
let me know if that works for things like gunshots.
this might be more stable. or i might have broken it completely i haven't tested it and don't have the motivation to right now.
Question, to add a new scope texture without replacing the current one in a scope, i need to create a new .dds, modify onfigs\ui\scopes_16 or create a new doc on onfigs\ui\insert any name and either using dltx or in the scope addon im based copy all parameters (like for example wpn_addon_scope_g43) with my own custom texture?
Hi !!!
I've recently begun making my own gun cases thanks to Legionner's amazing 'Box Loot' mod, and am able to create functioning containers with zero troubles!!
BUT, I was wondering, is there a way to limit the TYPE and NUMBER of weapons that can be placed into a certain container ?
Wow !!! I'll definitely get on it and keep you posted with any updates .. Thank you so much for this, Dude !!
Actor_menu_on_before_transfer
Or something Ike that.
The call back can block moving items
I ported this gun from an old version of UGP that has been removed in a "new" version before FWP released, eventually removing UGP completely.. And I believe they said there is no more support for UGP so I decided to ask here.. This gun is also featured in Anomaly Custom and works perfectly fine there.. Any reason why it would zoom in left handed and not even in the scope? Maybe there's a line of text I can change or something? I literally took the mod file from Anomaly Custom's MO2 mods folder and copied it to GAMMA.. The sounds and attachments and everything else works fine..
what gun is that btw?
guys do you know anything about magless ammo check animations? similar to barry's svu. this is how i have it set up in the config
Bullpup Saiga23
Iron sights work fine.. Every other scope available for it does that
I mean... That's one of my guns. That was made for gamma...
Well I have almost every gun pack that's compatible with each other and I couldn't find it.. It's my favorite shotgun and I didn't even know the name of it until I tried out Anomaly Custom..
It's in anomaly custom?
what a terrible name for a modpack to be dead honest
Yeah that's how I found the name for it again..
It used to be in either old UGP or Juan's Weapon Pack but got removed some time ago
couldn't have been juan since for starters that guy doesn't offer his guns in a pack
and hasn't deleted stuff
Then it must have been in an old UGP.. It was long before it became FWP so it wasn't recent.. All I know is that I really love the shotgun and it zooms in left handed with any scope attached without even looking in the scope.. It used to work fine on GAMMA long ago and it works fine in Custom.. Which means that some mod or text line is causing this but if it's not meant to be in the game yet then I won't bother with it further.. I'll use iron sights or something else
I'm not saying UGP made it.. I said where I discovered it the first time, loved it, then it was removed.. I found it again and now I have an issue with it.. This is all regardless of who made it.. I love this gun and I'm sure you put insane effort into it by looking at it's model.. It's not some weird box looking thing like some of these gun packs have..
im really not sure why it does that but you should probably use the base file and start from there
idk what modification ugp did to it
I take it your pack isn't compatible with FWP or 3dss? I had a look in your thread on this server now and didn't see anything in the pins.. Worst case I'll scroll up and have a look.. I see that you plan on adding 3dss.. I don't mind that part.. The more weapons the better for me.. But thank you for the link.. I'll add it now..
if you want the 3dss version, its linked via the 3dss guide
idk how it works with fwp
I wonder if you can add onto an existing 3dss.. Since this is the one from FWP and this jp_cz pack has 3dss in the fomod but not in MO2.. And all of his custom scopes have 3dss enabled..
So since another pack's 3dss works, maybe FWPs version of 3dss will work with yours, if they use similar sights that is.. I don't know anything about modding tbh..
Works great. Source: I made it up.
But I hope it does
I'm testing it as soon as the download finishes.. Will let you know kek
Anyone know how to make toolsets and tool kits more rare????
Hello, i'm new into modding anomaly, silly question, can i "live update" what i'm doing ingame instead of "do things" > launch game > close > repeat?
launching again and again is a pain
For example if i'm editing a texture, can i reload in the game the asset? or i should close and relaunch the game?
Works as intended, thank you very much! I installed that entire pack and everything seems to be there.. The MP155 Ultima and MP155 in the TCWP instantly crashed on load so I just disabled them.. They are in some other pack so it's all gucci.. Haven't properly tested 3dss yet but the shotgun works so I'm happy
does anyone know if there's a list for the wpo names?
You mean the names of all the weapons used by GAMMA?
no, I mean the names of all the wpo parts and which item they represent in-game
Ah, not sure about that
There's a utility you can use to show the engine names
There's probably a spreadsheet with item IDs and names of the items floating around somewhere on the discord as well but that would require some searching
is there no way to control the pda map through scripts?
I'm looking for a way to keep the map centered on the player while he walks, so the pda can be used like a more immersive minimap
all I could find is the name of the texture for the player-centering button, btn_nav_center
but it did not lead to any script
If you manually add a silencer to a gun's text file by changing silencer_name, silencer_status, etc etc.. Does that actually make the gun silent for enemies? Or will they "hear" an unsilenced gun and only I will hear it silenced? Basically, does adding a silencer manually enable stealth for the gun
Is this what I am supposed to find? @misty mulch
the list of k_ at the bottom, these are what we modify to change the in game values I assume. Would you be able to explain what these numbers translate too? Eg 1.6 = what m/s in game for speed or what 0.027 AP translates to in BR in game etc?
Even what the ; stands for between the Ap and such 0.027 ; 0.33 etc
Stalker Gamma tΓΌrkΓ§e Γ§eviri turkish ranslate
Yeah, in typical russian shitpack fashion they include a ton of guns with 0 permission
Only one of yours I can see is the Saiga
They have like a few dozen of mine in
A lot Frosty's mods too
I can open the game right now and send screenshots of all the guns in debug menu if you want lol
I remember seeing weapons from one addon for bas in ugp and there was literally no credits and no one asked author's permission to do this 
Author doesn't care, but regardless of that, Frosty included that mod with 0 permission 
Frosty credits everyone he takes mods from + if a modder asks him to take something down he does + he doesn't ask for donations + he's not a crazy homophobe fash piece of shit

If they are banning according to the law, which clearly says that LGBT organisation is a no no, then just cope with it. Even Reddit moderators deleted post about that 
It's not a first russian server where I see that they are banning according to their country's law.

Either abide by their country's laws or Discord's ToS
Discord is a private company which afaik is not owned by the russian state so they can totally delete their server for discrimination
why being like that tho dont you love it that so many people from so many countries enjoy your desings and work because of this modpack?
No
I'd prefer not being associated with the developer team nor the modpack as a whole
stalker modding scene isn't like western game modding scene
if you post a file it's yoinked
Guys, who knows about the engine, how to rewrite the logic of the psi health bar? So that it appears like radiation when receiving psi damage? I just play almost without an interface and only this bar is an eyesore.
this channel isnt for politics lads.
Yeah they are being super weird.. They thought that you are what you are accusing them of
isnt there a config or something so i can mannualy mess with the dmg of slugs in general
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf
description = ammo-12x70-buck_self_descr
$prefetch = 64
cost = 460
box_size = 10
inv_name = ammo-12x70-buck_self
inv_name_short = ammo-12x70-buck_self
inv_weight = .52
inv_grid_width = 2
inv_grid_height = 1
k_dist = 0.7
k_disp = 5.0
k_hit = 0.3 ; 0.3
k_impulse = 0.25
k_ap = 0.03
buck_shot = 11
impair = 1.0
tracer = off
4to1_tracer = false
wm_size = 0.02
k_air_resistance = 2.0
i found this
but i dont know where the slugs at ant what to touch here
i found out that zhekan ammo is the slugs but they are categorized as bad and very bad can someone help me i dont know which ones are the ap and which are the normal
for anyone intrested just change the k_ap and it should work perfectly for more penetration against armored guys to avoid bullet sponge enemys (no one can survive 20 slugs to the head even if they wear a block of steel on their heads it would melt the inside of the brains from the force)
The whole anomaly community's is stealing assets from other games and no one gives a shit 
Stealing from other mods non related to anomaly as well...
And guess what? They don't ask for any permissions 
Doube standards for fucking real 
Hi mate, I am trying to learn how to tweak the ammo stats myself, mind sharing any findings about that the valuees translate too, and what each do?
im supposing its as we see it ? i tried the ap values i guess it worked ?not sure yet
I did a few tests. No subtitles around the campfires, no subtitles for Snitch and the Bartender. It works for faction leaders and mechanics... but not gunshots and other sounds.
Strange thing: in the text/xml, I have the impression that everything's there (gunshots and roaring animals in the distance, suspicious noise in the grass...) but, it doesn't display all the time. In short, it doesn't seem to be perfected yet.
Hmm. the hardest part is trying to understand tne translation. if ap is 0.03 in game what is that on the BR rating per say. Same goes for hit etc. Its very hard to understand
i haven't looked at how that particular CC system works, but i know how the... disabled? system in anomaly works and the amount of information you can get from the engine about sounds. so i am not particuarly suprised.
do some testing and youll see for example i had k_ap = 0.21 on slugs and did k_ap = 0.63 3x times the normal value try to measure it like that and i changed the rp slugs to different values to worked perfectly for me got the extra penetration i wanted and now with a dismemberment mod i can see the heap pops with slugs and get filled with satisfaction like rdr2
https://www.moddb.com/mods/stalker-anomaly/addons/dismemberment-01 heres the link just in case
Wtf there is a dismemberment mod?
Doubling or trippling is simple enough, but if you want br 33 to become br 50 Thats the sort of thing Id like to have fine control over you know? Is it a simple percentage I wonder.
my humble opinion is that anything lower than 50% up is just unnoticable thats why i like to measure 1x at a time
you can still check tho its not game breaking so it should be fine if you dont go crazy
Alrighty Ill give it a go, Any idea what K_ Hit, Impulse and disp are?
@simple scaffold So i tried the bind_container.script you'd shared ... it seemed to work completely fine yesterday, but I just started the game again and ALL the container items vanished.
This wasn't the first time I quit the game and started it from desktop; dunno what happened to it.
Just thought I'd let you know
hmmmmm. i added an error message to look for if it happens again.
k_ap is 1000:1 in gamma
simple as
if you want 50ap you make the bullet have 0.05 k_ap
Say Mr @simple scaffold, could I open another support ticket with ya ?? π
FATAL ERROR
[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::Blink
[error]File : F:\ANOMALY BUILDS\xray-1.5.2 - SSS 21 - UPDATE 2024.08.10\xray-monolith\src\xrGame\Artefact.cpp
[error]Line : 585
[error]Description : link
So this is something new that started popping up. The only new mods I added were (A) Add Artefact Slots (B) Artefacts Belt Scroller UI.
What gives ?
Hello friends, I have a question, is it possible to lower the quality of the textures without affecting the quality of what is used in the HUD? I mean the weapons and hand models? Is there any mod that can make this possible?
That is the code that plays particles in the location of a hidden artifact when you have a detector in your hands.
Coplaing about an artifact not having a valid "particles_bone"
Sounds like a bad artifact mesh. So probably not either of those mods. More likely a mod that does something to artifact appearances
Ohhhkayy ...
Hmm .. I can't think of any mod that I've installed specific to artefact/particle behaviour ...
HOWEVER ...
I DID jump over to the Anomaly Custom Weather MOD !! For that I had to install --
(A) Anomaly Custom - Weather
(B) Atmospherics For GAMMA - v2.57
(C) Anomaly Custom Weathers for Atmospherics
Plus I was too quick to update to the latest custom weather + atmospherics updates as soon as they came out yesterday..
And whe you install atmospherics, it gives you a BUNCH of options to pick from ... I couldn't find any guide on what to select if you've got the anomaly custom weather installed ... and probably did some fuck-up there ... Cuz the game's just randomly crashing even if I stand in the corner doing nothing ... OR it doesn't crash for 20/30 minutes..
Guess when the game's code spawns the 'Blink' anomaly, that's when i CTD.
IDK all I can do is read the relevant source and explain my best guess as to the problem.
I don't play gamma so I don't know what mods it has
Coming back to my reload timing mod, there are two old bugs I was never able to figure out, and figured I'd post here in case someone more knowledgeable has solved them in my absence:
Firstly, it doesn't work for single bullet loading guns (Most shotguns, K98k, Winchester, etc). Not a huge deal since these reloads and quick, and interruptible by design, but just a consistency issue I'm curious about.
Secondly, for belt fed weapons, putting a motion mark in for their empty reloads causes the new belt to be invisible until the reload animation has finished. This is specific to the empty reloads, tactical reloads don't have this issue. Still functions appropriately, just a visual bug that irritates me.
Thannk you, do you know what the X ; X means?
And also, which is the nominal stopping power? The ap is simple enough to distinguish but in game the stopping powers 35 and nothing here is showing 35
Id like to know what each K_(X) Actually represents. It is quite confusing beyond AP.
Any idea which mod inside of GAMMA changes campfires? I downloaded a mod to make them louder and it's literally just
gamedata\sounds\ambient\fire1.ogg and fire2.ogg
But it does literally nothing lmao.. So I want to find where GAMMA's campfires are coming from so that I can potentially rename and replace
The only fire related sounds I can find that aren't weapons are Burner anomalies and blowouts.. I have no idea where the campfires are
EDIT: I disabled Dark Signal in order to use RE:TUNE.. RE:TUNE does not have the fire1.ogg and fire2.ogg in the ambient sounds folder.. I placed the modded campfire sounds in RE:TUNE's folder but it made no difference..
Quick update - - I lost all hope (as you do when you embrace the zone for all her beauty, and her wickedness π), and decided to update gamma from the launcher.
Then proceeded to download ATO BETA, and then topped it off with reinstalling custom weather. And in the end I placed your bind script.
It's working without any major issues till now, but I'll fast travel and sleep a dozen times and return to my placed stashes at the hideout and will know for sure! π
π Does anybody know how the "Damage" number in the in-game weapon tooltip is calculated? I really struggle to find the calculation for these numbers from weapon and ammo configs.
Imo opinion the tool tips are basically worthless
I found editing k_ap didnt work, I changed the value from 0.027 to 0.035 and in game the ammo still shows br 27. How did you get yours to show up in game?
Also, Dismemberment mod doesnt seem to work at all for me.
I tried this but in game the br is not showing the changes on the ammo, any ideas as to why?
im pretty sure that if you want it to show you need to mess with other stuff too but i found it working realy good tested the slugs on an exo 4-5 slugs max will pop his head before it was like 15-20 slugs
I play more of a realistic format, a slug to the head will 2 shot an exo in mine
I found with debug 1000 i could blow legs off with slugs but no other limbs
Also, did you see my other message about the k_ap?
i meant you need to mess with other stuff in the files to get it to show up on numbers i think but practicaly i found it working for the dismemerment mod i found it working straight away in dx its just a bit hard to get the hitboxes of hands i think cause grenades sure can dismember all the limbs
dx9*
if you find the dismemberment mod not working try reinstalling and dont touch anything thats what i did and it works fine
Do you know if thats the case? that the values need to be changed elseware? if so where would I go to find out?
Yeah it isnt working. Ill try that.
probably thats what it is i dont think there is any automatic ap change detection thingy on the ballistic mod so i suppose it need to be changed somewhere else?
mm so when you were changeing things you never saw the numbers show up on the ammo in game
you just noticed a difference in the output etc?
I've done some spot checking among various damage ranges -- it seems that UI tooltip weapon damage equals weapon config hit_power multiplied with about 66 π€
Checked with UI tooltip weapon damages 30, 31, 32, 33, 37, 38, 40, 41, 50, 51, 66, 73, 150; factor ranges between 66.6_ and 64.9, probably due to integer rounding in the UI
what K_(X) Actually represents
listed in the anomaly modding book, check pins
; is a comment. everything to the right of ; is unused.
Thank you for the info on the semicolon and pointing to the book. If you know what the K_ reffer too would you mind just telling me? Digging through this gigantic document for them is a bit daunting.
https://igigog.github.io/anomaly-modding-book/configs/items/weapons/weapon_ammo.ltx.html here's the direct link to the list of ammo config parameters
Thank you
So is BR k_Pierce or k_ ap?
Is Stopping power K_Hit?
I tried changing an ammos k_ap and it didnt show ingame when I looked at the ammo type I adjusted also. Happen to know whats going on there?
k_pierce is unused. BR is an invented stat based on k_ap, so refer back to momo.
i would suggest you completely ignore whatever the fuck the stat cards say because the names are made up
k_hit = bullet damage multiplier. per shot damage = gun's hit_power * bullet k_hit
Alrighty gotcha. So Stopping power is a multiplier that uses gun stats and ammo stats, where as AP is purely on the ammo as K_ap
Is there a way I can change the Displayed stats on ammo in game to reflect changes I made to ap or stopping power?
just save yourself some time and get momo's accurate stats in #1035807043933720576
because that's flavor text hand written to the description of the item
not a stat
can someone port oxr to anomaly, pls? thx π€
Hi, I was wondering if anyone could tell me how a load order of scripts is determined from within the same mod folder. Is it name based or completely random?
It is mainly name based. However, if a script references another inside of it, that script will get loaded alongside it.
So if aaa.script has a call or reference to zzz.script, then the latter will be loaded alongside aaa.script.
no shit?
that's some obscure tech
but it will also enable idiots to start z stacking in scripts now too
True, but that should only be done if you absolutely need to. People just need to know that they need to name it below the lowest script they call. Or ofc if you know you want your monkeypatch script to overwrite other patches (which you could also easily bypass by calling them at the beginning of your own script file instead of piling on z's).
I'd go back and fix my scripts having z-stacking, but my time for modding is near non-existent currently.
you also add z's if you absolutely need to in dltx
hi you modding geniuses
I really need some help here
want to increase rain sound, but I can't for the life of me
so coming back to the example you gave, I assume this would be the preferred load order?
zzz.script
aaa.script (has a reference to zzz.script)
bbb.script (has a reference to zzz.script)
instead of
aaa.script (has a reference to zzz.script)
bbb.script (has a reference to zzz.script)
zzz.script
in second example it would load A->Z->B, assuming it executes sequentially
I see, thx for the explanation
The idea of the zz is to avoid loading other scripts out of order of you don't need to
Nothing when I searched momo shows up?
momo is the name of the mod maker. the mod is "accurate stats"
Okay, So now when I make changes in the weapon script as you had me do earlier, it will actually show up on the ammo now?
Just added it to the mod manager.
What config? I was told weapon_ammo.ltx is where I edit ammo?
weapon_ammo.ltx is a configuration file, not a script
Ahh alright.
Hi,
I have a small problem with a parameter, because "satiety_health_v" inside Actor.ltx is no more used/active for Gamma.
This normally serves to regulate the speed of HP regeneration (or their degradation if you are hungry)
Anyway, now I can't figure out where I have to look to act on this type of function. I tried to look at many folders, in config and scripts. But I still haven't found nothing correlated.
Does anyone know how work natural hp speed regen now in Gamma?
Thanks in advance
So far so good. thanks for the help mate
@random fulcrum is it possible to add a button and a function to one of the cleaning kit's interface?

i'm a gimmick code monkey anyways i can't do qol unless i do it out of spite
an artiste, even
Hey guys, im practice to change some existing animations in blender, but i have problem with one thing, when import omf for weapon, it play anim correctly, but opposite the hands, they kinda move, but dont setting the correct position, added lead gun bone constraint and for right and left hands

Hi guys.
Can you please help.
I have the Warfare Alife Overhaul mod.
And there's a crooked Russian translation.
How can I correct the translation myself?
why I cannot load the test map?
[error]Expression : FS.exist(file_name, "$game_spawn$", *m_spawn_name, ".spawn")
[error]Function : CALifeSpawnRegistry::load
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\alife_spawn_registry.cpp
[error]Line : 86
[error]Description : Can't find spawn file:
[error]Arguments : fake_start
start bin/AnomalyDX11.exe -start server(fake_start/single/alife) client(localhost)
exit
Mates. I have no idea if this is the place to ask but I fucked around with the debug mode's weapon hud to test a few weapons out, but now this shit fucked up and my weapons are disproportional
how do I reset it?

what did you download?
BaS, some of Juan's weapons, and the rest was just me changing positions in debug. All I want to know is how to revert the hud positions.
I had a bit QoL mods but they are irrelevant I think
did you use draggable hud editor?
Yes. The one called Weapon Hud or something.
In F7.
what values did you change? hands position?
Perhaps
I tried to change the values a bit because some of the guns looked pretty weird
Then I checked on another gun, and it broke.
The other weapons aswell
Kaboom.
you have to disable HUD editor

Can somebody make a Walther MP mod?
as long as you're willing to pay for it
Can people pay to haveguns made?
yes
Guys, who knows about the engine, how to rewrite the logic of the psi health bar? So that it appears like radiation when receiving psi damage? I just play almost without an interface and only this bar is an eyesore.
guys is there any mod to remove the camera recoil when shooting? im not talking about the weapon recoil, but the camera recoil is really annoying
Can't import hand anims on a rig
So u wanna say i cant change ready made anims?
It means i need do the same but use hands ogf instead rig?
In video, i use ichicrow rig by firebreath, and import hand animations on it bones
Yeah you cant do that on a rig
Should i use hand ogf instead rig as i mentioned before?
Sorry for dumb questions, but i hadnt found any info about this unfortunately
Yeah
https://www.youtube.com/watch?v=u8crq79zMfs
petition to still add this to this mod making pins
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Found a new bug in analmeme (affects its modpacks as well)
Linked waypoints don't work properly
I used the garbage at the rostok entrance as a test
These are the walker_walk and walker_look waypoints
None of the walker_look waypoints work as it should, except this one. This is the only walker_look waypoint that works properly for this smart terrain in anomaly
For some reason, this bug only exists in anomaly. These waypoints work fine in CoP
I used my own unextracted anomaly sources (waypoints and spawn elements) with a tool
Weapon offset in the hud is often defined in the .ltx config file of the weapon, meaning just importing the .ogf and .omf into Blender won't make them line up properly. The hands don't look reversed to me though, the left hand does appear to be handling the magazine, it just looks weird when the weapon and arms aren't aligned.
I tried to use hand ogf instead of rig as Athi and Juan said above, and now hands take the correct position and do correct moves
Yeah, saw their answers after I gave mine, sorry. Though I know from experience that some weapons will still be misaligned if you just import their .ogfs and .omfs. Just not this one, it seems.
Well, I'm just starting out on the path of animation, it looks like I'll have to deal with this and more)
anyone know where to download Efp mags redux sounds
And how does anyone ensure they arent scammed? How much do people charge
You ask someone reputable
WHats the $ ballpark
No idea. You've gotta ask the modder
Who is reputable?
Well I mean the only one thst I know doing commissions right mow is Juan
okay i got a decent question, firstly i love this game and its modding community, secondly what is the limitation for Gun animation and Consumable in this engine ? I wish to learn blender for animating those kind of stuff, i don't know how long it will take me but i would rather learn something than nothing, and finally maybe do some animation addon contributing to the community.
Can you tag him, Im interested
Go to his thread in #1035807043933720576
does anyone know if it's possible to change places where the ground is grass to dirt/gravel just editing the _mask.dds?
I'm essentially trying to change the color of a green grass to more brownish, and I know the game mixes both ground_grass and ground_earth textures in some places that looked just like what I wanted
though it'd be nice if I could just "tint" the grass texture as well, but idk if that's possible (or even where i'd do that)
I just didn't want to change the maps themselves on the SDK, unless that it wouldn't mess with other mods that change maps
Where are the sourcefiles for A-Life?
I'm new to the codebase and don't know much about the architecture of the engine... π
Just looking for where the behavior is defined.
@slow bolt Any reason for your attitude towards this question? Is this not the place to ask these types of questions?
No he's just special like that
i cant even react to msgs fml
But you'd have better luck asking for base source files in the Anomaly server
It's just that this is a horrible way to treat people who are trying to learn
And discourages participation
- it's unnecessary
Thanks
I wouldn't laugh react you asking a question in the appropriate place to ask that question though?
What message does that send?
Was it a dumb question or something?
π
New modders touching a-life would elicit this reaction.
"Touching"
I want to read the code. π
That wrong?
idk why you care so much about reactions though to ping
It's toxic, is why
Discourages people from asking questions and learning
I could've come away from that thinking "huh, dumb question + users are hostile to it... guess I'll do something else"
Isn't this the "mods making discussion" channel
Where people ask questions about modding
π
That is one person out of, what was the pop again?, 600K.
Btw you got a good answer already
Anomaly discord is where you go for the hard stuff
I think you know what I'm saying is common sense lol
You easily could've just told me that like a normal adult
π
You put too much weight into reactions and words. Dont
π€·ββοΈ I react appropriately to the way people treat me. Not my fault IRL wimps get power trips off acting funny online.
You do you
Too much to ask I guess 
search for terms used either in ltx or at the script layer over the files in the source code
that's an easy way to start digging
Wow, incredible. A normal adult.
Thanks dude.
and i'd rather take the questios to the anomaly discord rather than here
because as they told you in general you're in a discord about a modpack for anomaly and not for anomaly itself
so very few people here will actually help you with the source code
They never told me that in general; you may be mistaking me for someone else.
Thanks, I understand now that this is more for building on top of GAMMA. My mistake. Thanks for the info π
well you said it yourself but anyways
After reading his messages
I see why he's most likely going to be a vasyan
Testing da sound environments in IWP
Le vidΓ©o is scuffed due to AMD π
The reverb being too high is set for a reason, to see if this shit works at all, and it does.
This is fascinating. How are you getting these to work? I think about the lack of reverb in interior environments and lack of low-pass filtering when sounds are heard at a distance quite often
What's your part of this? Are you somehow modernizing or porting AEX? (Not familiar with AEX)
And even if it worked, you have to place these sound environments in a level using the Level Editor from gsc
IWP uses OpenAL, which has EFX support, EAX but works on windows 10 and higher
So you're achieving this with OpenAL?
No, I only placed these sound environments in the sdk as a test
Is the reverb algorithm already there with what you're working with or- oh cool
IWP already uses openal
Anomaly as well
Yeah
Cool man. Keep working on it. I think what you're doing is pretty cool. Little things like this mean a lot.
And even if it did work, someone would have to add these sound environment probes to anomaly levels
Which is what you are doing, or?
IWP is not anomaly
Forgive, I'm a noob to STALKER modding.
It's a mod for CoC
Noted
Hey @undone lily I just made a PR on git to fix the formatting/indents of item_device.script, since apparently if a local is indented improperly it can't be unlocalized. Just wanted to let u know
Thanks !
Hey guys, just had a quick question
I'm making a reanimation for the AK74u, and I was just wondering; which anms are linked to which animations?
Does the 50 bmg round in the game files have damage values assigned to it
I'm thinking of making one of the modded guns in my game actually use the 50 bmg round thats present in the files/debug menu
yeah
check weapon_ammo.ltx for more info on the round
iirc it has like 3.0 k_hit
so how do I change the caliber tqhat a weapon uses
and an unadjusted for gamma 1.98ish k_ap which would translate nowadays to almost 2k ap
change it in the gun's .ltx file
ammo_class i think was the field you want to change
either ammo_class or ammo_type
Wdym
the anm parameters in the weapon's ltx file
I'm wondering what each of them mean
like bore_idle for example
reload and reload_empty are self-explanatory
so is reload_misfire
that's unjam right?
what is hit_impulse
SET IT TO 1000
i think i shld crank it up considering im using a gun w 50 bmg :D
true
tbh it would just blow whatever limb it hits clean off
the bullet hits too hard to throw the character back
instead it just takes whatever it hits with it
and our joints aren't strong enough to withstand that kind of force
so they just break
anyway anyone know what the anm lines mean?
I'm talking about these ones:
anm_show
anm_hide
anm_idle
anm_idle_sprint
anm_idle_moving
anm_shots
anm_reload
anm_reload_empty
anm_idle_moving_crouch
anm_idle_aim
anm_bore
anm_reload_misfire
anm_show is draw
anm_hide is holster
anm_shots is shooting
anm_reload and anm_reload_empty is reload and empty reload respectively
what are the rest tho?
weapon select
weapon deselect
idle
sprinting
walking/jogging
firing
reloading
reloading from an empty mag
walking while crouched
idle aiming down sights
idle "waiting" anim (also inspect in most cases)
unjam
what is hit_power
alr thx
you can also just set one number and it works
also which one is mag check
imma just check the ammo check configs
oh it doesn't
huh
well i think i found the file with what I need so imma use that
rq tho what are the 2 inputs for anm_ammo_check
@random fulcrum
why should i know
idk i just thought you might
keep reading the mod
alr thx for the help then
man this stuff takes a while XD
also for the shooting do I need to animate the recoil too or just the backwards gun kick?
that's completely up to you
if i were animating i'd do just the bare minimum when it comes to gun movement
but that's because of the recoil mod
doing some stuff with 3dss
Dat's cool stuff
holy shit that looks uncomfortable to use
exactly
How exactly would I go about making campfires louder?
I installed RE:TUNE sound pack which required me to disable Dark Signal and Soundscape.. RE:TUNE does not have fire1.ogg and fire2.ogg in the spots where they are usually located.. I downloaded a mod for louder campfires but there's no info regarding potential compatibility issues and the OP has not responded to my comment yet..
So I tried 2 things:
- Place fire1.ogg and fire2.ogg in RE:TUNE's ambient folder
- Made "my own" mod on MO2 and placed those sound files in gamedata/sounds/ambient and placed it under everything
Both methods did not work.. It's not as loud as the video description and basically sounds the same it usually does (which I think is base Anomaly at this point since I disabled those other two above)
need some help
as soon as I port a new set of animation to the weapon in the config the weapon doesn't work
can't shoot, can't ads
I also ported the hud_pos but still didn't help, it still looks like this
You can't just move the anims from one weapon to another. The bones have to be compatible or the same.
I installed the "blindside knife animations" mod, but in game my hands are smaller and the animation is seen very low. Do you know how I can fix this please?
do you mean like "wpn_body"
No I mean like all the bones of the gun
You look familiar to me
Are you that guy who made fake true stalker videos?
exactly
@random fulcrum hey momo do you know how to make a gun have like no recoil at all with grok's enhanced recoil? i followed your guide on recoil but i'm not sure what i've done wrong here
what you see in the video is cam_dispersion
that's the "proper camera climb recoil"
the enhanced recoil plugin handles the camera shake animation
oooh i see, is that parameter somewhere in the ltx?
yeah in the gun's
cool
alright thank youπ
IWP, transitioning between sound environments
That's cool stuff
too bad EFX is broken in anomaly
chat is this an upgrade or nah (left is the old one)
imo yes, right one looks more vivid (?)
Alright, no idea if this is the place to post but Iβm curious if it would be in the realm of possibility (or maybe someone knows of a mod that exists) of having the ability to weapon cant and active aim with a laser. Something like this pic.
Would make clearing underground areas or just night time play under nods a lot better imo.
Iβm not a mod creator though so idk how difficult it would be to change how the weapon is held and what not.
I figured the laser could be on weapons without a canted sight and it could be activated by the V key to lower/cant the weapon. Or maybe even use the βlower weaponβ key
That's already in GAMMA isn't it? It's a feature of BaS if I'm not mistaken
Works with lasers too
Only certain guns will alow you to cant like that though.. And some of them have a built in red dot but some others (like a certain vss) looks identical to that screen
I knew if you had a canted red dot you can rotate the weapon when you aim, but it would not lower the weapon to free up more of your screen.
#stalkeranomaly #mods #moddb
BaS has released a new update for their weapons pack featuring some tarkov inspired weapons and much much more. Some of the weapons take your breath away as you can't stop looking at the details they have.
Hope you guys enjoy this show case that I made!!!
You Play War Thunder and you want to find some friends to p...
It starts at 2:45
Is that what you mean?
One sec lemme look
In terms of lowering the weapon to free up more space, that sounds to me like a repositioning mod.. Some mods completely change where you hold the gun.. I saw a gun pack that has a single gun that does exactly that but can't remember which
How much do I have to pay one of you to swap out what gun a weapon mod replaces?
Theres this really nice Vintorez mod on modb but it replaces the base vintorez and not the vintorez_n1. I tried changing it but couldnt get it to work so kinda gave up.
Yea this looks pretty damn close to what I was looking for actually
Yeah that's BaS.. Comes with GAMMA and there's a few gun packs that adds even more guns that can do that
Iβm assuming when the laser is on does it convert to that aiming style or would it be a βvβ key thing
its v key
You'll have to press a button
I disabled the mod that allows higher tier toolkits to contain lower tier ones as well. Now there's an issue that I have a T1 and T2 toolkits, but only T2 is read.
How can I fix this?
Ofc, except re-enabling the mod.
no need to pay, but can you link it so i can take a look and see if i can help?
but most guns dont have lasers, they arent an attachement
Awesome, well Iβm glad you guys knew about this, tried googling it and found nothing on the subject lol.
I have it bound on a mouse button so that I can use it with my hand while aiming to make it easier.. To cant you use the Underbarrel grenade launcher keybind
https://www.moddb.com/mods/stalker-anomaly/addons/iwp-vintorez-reanimation
It has some other issues. The Muzzle flash is in the wrong location, and the gun uses a 20 round mag model but only has 10 rounds in the config, but those are easy fixes I can do myself.
Just be aware for when you actually add a grenade launcher attachment.. It will go from scope > cant > launcher > scope.. In a tense fight it can take time animation wise.. Which is sometimes annoying
Yea I guess that would be the big pain in this, maybe in the future we can have lasers and fire grips as customizable too lol. Donβt need it as in depth as tarkov but just some of the major aesthetic things
i'll take a look now, im guessing that they have a different upgrade tree and that's why you can't
Iβm not a big launcher guy so that wonβt be an issue for me. Thanks thought!
its too much work for "tacticool" The attachement system in stalker is horrible, maybe if we get a proper dynamic attachemnt system one day it will be doable, but thats long ways from now
I dunno. I just got crashes because I am stoopid. Ive never modded guns before. Also the Vintorez Tactical from that mod looks absolutely nuts, I love it, and I tihnk it has loudout definition so it can drop, and is a standalone so that should all work fine.
Iβll probably end up doing this too, will be useful for changing from scope to red dot too if need be. Still working my way up to some Gucci kit though so I havenβt had the chance to play around with scopes and optic switching yet
i'll take a look at the ltx now and see if i can make it work
Yeah some people have done outfit and helmet attachments recently.. But just as stat values so it's not a physical thing.. There used to be quite a few guns with lasers.. Not sure if all of them could cant.. But some people don't enjoy the "tacticool" aspect in Stalker.. The lore junkies would say that it doesn't belong here
will also look into it and see if I can make it work
thank you <3
both of you :D
Yea I figured it would be available in stalker 2 since the engine is a lot easier to work with.
Modding guns is such a bloated clusterfuck, I feel like the whole weapon system in stalker needs a hard rework and a reset. because its so confusing lol
indeed
it's the sole reason i am dreading doing my gamma weapon rebalance
yyeah but stalker 2 isnt gamma, its not going to play anyything like gamma, its not going to be a survival game like gamma. And its likely going to take a few years before modding gets to a point where you can make something similar to gamma in S2
to spell it out: every version of "gun A + attachment 1" is treated as a completely different item by the game, needing different hud repositions, world models, unique item ID + section name, and so on and so forth. You can't just tell the game "hey this scope should work on these 20 guns, for each one attach the scope model and offset it", nooo, you have to MAKE all 20 of those and assign them all individually
Yea thatβs what Iβll be primarily waiting on is βgamma 2β if we can get something similar. Will love to see what modders can pull off with that engine though. But for the time being we have gamma to enjoy and vanilla stalker 2 when it comes out lol
now if you wanted to make a second attachment, you would have to do every permutation of gun + your first attachment + your second attachment
anything that will be possible in S2 is already possible in S1, stalkers source code is open. You can do literally anything you want with it, S2 wont be like that.
I wouldnt get your hopes up about someone remaking Anomaly in S2 anytime soon, let alone gamma. Theres decades worth of modding history behind Anomaly.
and obv no real dynamic way to go "also please retroactively apply my new gun attachment to the other 400 guns in gamma" aside from doing each overwrite line/the models one by one
and that is why no one makes gun attachment mods, the end
You could have all attachements in a single model and just hide what you dont have equipped with a bone. But this still requires you to have the attachement as a unique model on every single gun so it a half assed solution.
yeah i don't think that's meaningfully less work
not to mention it would require processing the geometry of every attachment of that gun at all times lol,
ever heard of desolation?
this is the stalker gamma server, where usually people are talkign about making mods for the modpack
desolation doesn't really factor into this convo
yes i know im just saying that it technically is possible and is what your talking about. just not for gamma
ask wuut to make desolation open source then player
anyone knows which file is the cause the stamina reduction while radiation goes up?
like when your rad goes max you cant move at all, i wanna know which ltx/script does that
Can the tarkov bullets be removed from frost weapon pack???
Not the place to ask this, but yes
Since I'm charitable, you just have to hide the bullet icons from the mod in MO2.
or you just turn off the mod it says that adds tarkov bullet icons
Hey guys can anybody tell me why that supposed multi-player mod and its devs have such a negative reputation in the community
I'm well aware of said reputation but I'm very new to stalker modding community and I'm simply not aware of what has happened in the past
I have communicated in their discord for a while and they are obviously quite protective of their supposed code
Search monokit in the search bar, click first link from oflin
Wow... This sounds pretty bad.
How is he getting donations?
Same way everyone else
Crazy
Has anyone found a way for weapons to accept multiple suppressors yet or is this hardcoded?
Like more than one suppressor model?
guys someone can help me how to export a dds file from PS, i have installed the plugin already [Im newbie]
No more than one suppressor
At one time???
Yes one at a time
Sorry man, I don't understand
Right now weapons can only attach one suppressor I want them to be able to attach multiple suppressors not just standard nato
not all at once though one at a time
I have already tried myself it seems to be hardcoded just thought I would ask here to see if anyone knows how
Can't be done afaik
the way suppressors work in anomaly is that they are put on all of the models (base model + all scope models) and are hidden via a bone, the suppressor mesh is linked to that bone which gets hidden depending on whether if the scripts detect it has the item attached to it or not
For what you want to be possible the model would need to have several suppressor bones and several suppressor meshes, then for the scripts to know which bone and mesh is attached to which item, etc
Or do it like scopes are done, if you have 3 suppresors and 13 scopes on a gun then you'd need 40 models for that gun lol
I've been told this is the place to ask this. . .
which one of the k_ap is the actual ap value?
Everything after ; is ignored
got it or still need some help?
Heyo i havnt done anything for gamma yet but i was wondering if someone has a link to how i can add a crafting recipe, I want to make a crafting recipe for the water purification tablets from the refillable canteens mod
So that way i can add it myself
Ight took me a bit but nvm i found the recipe overhaul mod and ill just edit that
so this is from weapons_ammo ltx so I change the AP value of this to decrease the in game ap value
For damage I'm guessing it is k_hit?
hey when it comes to adding items to the crafting menu how do you go about finding the internal IDs
just using what is in the debug menu didnt work
plus to me it seems looking at these recipes the names are different in the config compared to ingame
is it possible to change inherited sections using dltx?
i found that i can change inherited sections but can i change multiple at the same time?
do i just do ![some_section]:!parent_section,!parent_section2?
okey
![some_section]:parent_section,parent_section2
added a new weapon to the game, everything works except when I drop it to the ground the game crashes with this error
does someone know this problem and how to fix it?
https://i.imgur.com/Hp3QJAq.png
Dead air bathroom preset 2.0
to be clear, per shot damage is gun hit_power * bullet k_hit
read the section names from the configs that define the item
yee figured it out after a while
malak helped out
i got it working
Hey related to why i needed this craft
Does anyone know how i can disable the trade option all together like it was done with the technician repair option
Tldr im trying to do a GAMMA traderless run
N im thinking of making it a mod
just don't press 1 on traders
Oh for me ye but having it enforced like the technician one would be funni
Make them say some blurb on why they can't sell to you
Is mangun's sr-2m a BAS weapon? The sight on it with the IP76 don't really line up
do the in game stat menus that show damage show them accurately?;
edit the dialogue configs so the option is hidden, that's how mechanic repair was removed
i have been playing w/ accurate stats for long enough that i genuinely don't remember, but i am going to assume "no"
i think by default it only shows the gun's hit_power
Oh cool sounds simple enough thanks
i'd actually advise that you download the mod that returns the mechanic repair option, and compare its version of files against gamma's version, so you can see the exact changes made
no, ingame the stat shows (hit_power * k_hit [of the first ammo type listed for the weapon]) / 1.5
a utility for when sections don't work the way you think they should:
local n = ini_sys:section_exist(section) and ini_sys:line_count(section) or 0
if (n > 0) then
printf("Printing section: [%s]",section)
printf('printing %s lines in form "key =value" nil value will be empty string', n)
for i = 0,n-1 do
local res,id,val = ini_sys:r_line(section,i,"","")
local blame = ini_sys:dltx_get_filename_of_line(section, id)
printf('Line %s is "%s =%s" [from file %s]', i , id, val or "", blame or "none")
end
printf("-----")
printf("Finished printing section: [%s]",section)
end
for sections with lots of inheritance, like weapons, this can end up being very long, longer than you might expect.
this should identify what dltx file is mesing up your section.
or alteast help
Any chance someone can direct me to where the icon position in the ammo wheel is decided? 9x21 expansion has it ordered as ap/fmj/hp and it's bothering me.
it's from the order they're set up as in the gun's ltx
what
Hey out of curiosity is there a standard to pointing to mods yours is supposed to work with and crediting other mod creators
Im gonna sit down n read the pinned thing on starting modding n fuck around n actually learn this stuff
It's common courtesy, yeah
Ye figured its more i was wondering if yall had a standard for it like the FTL community did
Baller
Cuz basically like 4 goals i got for now with modding
1: Make a mod that removes traders and with it add crafting recipes to make it doable
2: Add story mode questlines for the factions that don't have the murky spirit questlines or hollow boundaries
3: Add a way/Questlines that result in UNISG and Renegades getting an actual base
4: Add my own artifacts
first one will be time consuming af probably, but doable through mainly config/xml files and just a bit of scripting i believe
2 and 3 you can reverse engineer iTheon's New Tasks Addon to understand the process of adding new quests and go from there
4 you can reverse engineer any mod that adds new artifacts (don't know one) and go from there as well
What mod adds that one artifact that gives pact with the zone
I forgot the name
Should be, atleast
totally
I basically plan on crediting ppl whos mods i reverse engineered to make mine n like malak who helped me figure out config editing
Dxml doesn't look too hard to learn
Don't remove traders. Remove the conversation topic that starts trading. That is much simpler since all, or nearly all, traders get that line from one file.
For ppl that helped you learn a line in the mod description is typically enough.
Most of my scripts have a cc licence that requires you to credit me and use the same licence in the script if you copy code from them.
Moddb has a credits line.
There isn't a formal convention.
Don't thank me just because your mod uses MCM.
how doable is making a region of arbitrary size in the inventory and limiting items to be in that region only π€
ponder as to why it hasn't ever been done in the 17 years the franchise has been around
but mayhaps doable in anomaly considering the amount of tech it has
Oh fire i got home a bit ago so ill look into it when i eat and get on
Ight that sounds simple enough also MCM is useful af lol
i guess not then
Does anyone know which file controls the type of loot you can select from at the beginning?
configs>items>settings>new_game_loadouts.ltx
what accurate stats
momopate's accurate stats, check #1035807043933720576
I found it. Thanks. I don't like the sort of loot the player is forced to/can start with. Also doesn't make sense that the Mosin is more expensive than the SKS.
I finally achieved something i've been trying for almost 2 years
making icons that ALMOST seemlessly blend with BaS icons (Best gun icons there are imo)
dam, good shit
when
Soon
β’
I think they blend well enough
True, but if I end up in credits I'd rather know I was for something I did more directly/recently. Being thanked for MCM starts to become meaning less.
Besides outside of gamma mod makers have to tell ppl to download MCM, that is enough of an endorsement.
The fact that no one in gamma knows who I am is actually hilarious to me. Considering how grok goes on about the gamma downloader meaning modders get credited somehow
shoutouts to ravenascendant for saving anomaly
Lol i only recognize your name from some mods in mo2
Sorry for the necro reply, but this issue is also THE main annoyance in the game for me. Unlike Grok I AM bothered by constantly 'tripping up', when trying to climb stairs. Quite emersion breaking too. I did try the MO3 Fixes Stairs V2 mod, but it didn't really improve the issue. I've read most of the above discussion on this, but maybe I missed something...has anyone taken up the challenge and is working on a solution to this? Thanks
Ight its time to start reverse engineering mods
Hey so one thing i just remembered
grok said something in an announcement a bit back about removing gun condition and only keeping parts durability?
Is that going to be implemented or should i just do it myself
found one that actually adds artefacts
wow this is the first time ive gotten a warning saying the mod is not set up correctly lmao
this is the only mod ive found that adds artifacts tho
unless anyone here knows one thats actually set up correctly
Thanks
Oh related
Is it Artifact
Or Artefact
I see it spelled both ways n it confuses my ESL ass
Still not solved. Basically you need to edit engine to measure collision with small objects and teleport the player above said obstacle
Basically a rewrite of actor movement code
@unreal leaf started looking into a bit but itβs a pain and there are other things he not to work on as well
Yeah unless youve done some reasearch on the issue, we are still kinda where we left off lol
when I get some free time I'll look into it
Only progress I made was asking @night topaz about it
.
Itβs an issue plaguing most of the stalker mods tbh π¦
well, because it plagues the base games too haha
More tests on sound environments
@simple scaffold gotta simple question. How much of a pipe dream would it be to make an abilities mod like mutant uprising for call of chernobyl. I am specifically looking at having Psi Abilites for the player, like being able to throw object telekinetically like the burers? You seemed like a good person to ask that question lol. Thanks.
depends on the power list.
telekinetic is posible, probably has limits.
telportation, posible.
temp teleporter things that affect player and others, posible
portals you can see thru, not posible.
any power that is basicly a gun, posible.
several kinds of healing powers.
super mele strength: posible.
super speed, i think there are limits
avoid death in a number of ways is possible.
bag of holding/portable hole, posible but historicly buggy.
mindcontrol posible,
calling down a rain of artillery, a nuke or a laser from space, posible
manipulating time can break lots of things but isn't strictly imposible.
Demonized perk based artifacts have a number of cool powers already.
"
Artefact is the original British English spelling. Artifact is the American English spelling. Interestingly, unlike most American spellings, artifact is the accepted form in some British publications."
Holy hell. Thank you for the information!! I have always felt that the player should have some sort of psi abilities in anomaly since anomaly is basically a mutated and synthesized version of the previous games so why not give a boost in playability for the player. Lol
"artifact" makes me think of "jpeg artifacts", as in errors
both are right. i wouldn't be supriced if both get used in the game code somehwere. like luminosity and luminocity are bothe used and the second id definatly wrong
"artefact" makes me think of "a particular thingamagig"
psoible doesn't mean easy to do. but i atleast know where to start, and can't recall any reason why it can't be done.
it also doesn't mean I am volunterring to help. i have limited bandwidth these days.
but i can tell you where there is a base game script that applies kinetic force to a flare to make it act like it has a parachute. bind_signal_light
same idea should work with most objects. the math for the forces tho... have fun.
No no. I don't expect anything from you at all. I'm sure your hands are tied the way it is. Just wanted to know if it was possible. π
Considering I do not have the necessary skills in creating a mod like this. Would you happen to know any members of the discord or teams that accept commission for mod development?
why spend money when you can learn to mod by yourself
lua is extremely easy to learn and there's some nice resources that are specific to anomaly modding
Hi Guys, would appreciate some general advice (and I hope this is the right channel to ask)
If I wanted to add my own mod, or modify an existing mod that is part of the modlist
Is there a way to do that, in a way that will be kept even if I update GAMMA? or would I have to add my mod again each time I update?
Probably the latter
How reasonable do you think it would be to request Grok to add an ignored separator, that we could use for our own mods?
I think I've seen such things in Wabbajack modlists, so I assume it shouldn't be too hard to implement.......
You can just make one in mo2
you'd have to re enable it and also adjust its priority after each update, not re add it
I know I can add a new separator
But will it remain if I update GAMMA? and still contain all the mods I place in it?
Will it just disable the mods?
it shouldn't gamma installer shouldn't touch other mod folders. but it will probably mess with the enabled state and load order
okay, great! thank you
Nope. i hang out with the ppl trying to teach ppl to mod, not the ppl trying to scam
shoutouts to ravenascendant
So I just tested it, and it doesn't quite work like that
The new separator I created is still there, but the mods I added under it were found in G.A.M.M.A. Disabled separator
So the new separator idea isn't really relevant
But you are correct that it disables them and moves them around
Kinda wish I knew a way to work around that, but it isn't that bad
At least I know the mods aren't getting removed
a miss read the bit about the separator. i thought you were just asking if you added mods/separators if they would get deleted. i knew they wouldn't. (just make sure you rename any mods you modify)
You have to clone your mod list and rename it something else
Gamma will reset the gamma mod list on every install
Yeah, I just created a new mod with the updated file, and I can use the mod order of MO2 to overwrite it
You just make a new mod list and keep it up to ate
I could do that, assuming that no mods will be added \ removed from GAMMA
You should and just fix the mod list, or recreate it. I have a separate one thst I just fix when new stuff gets added
I'll consider that. Thank you very much for the help π
Ah so the tldr is both are right
lmao
in the code artefact is going to be right most of the time.
well then
The fact they use artifact then artefact later down kills me a little on the inside
the corect spelling of luminosity is used in one UI
everywhere else it is typoed as luminocity
How would I go about adding or creating maps for stalker? As far as my research has come, I've seen that anomaly is a pain in the ass to create maps for, as in like only 4 people know how or have added maps to anomaly. I'm also not necessarily wanting to add to the existing map, I more of want to replace it with a different location, and I don't know if that's possible in anomaly or any of the existing modpacks. If anyone's got any advice or could point me in tye right direction that would be sick.
I want to utilize the gameplay mechanics and atmosphere the game can bring, and bring the mechanics and atmosphere to a new location. Not a location in Eastern Europe.
Just a point in the right direction is enough. Not asking someone to teach me or anything.
that's exactly why it's a good idea to redo custom modlists if GAMMA has a major update that changes the default mod load order, yes
AFAIK the biggest challenge of making maps for Anomaly specifically is compiling all the AI smart terrains and all that stuff, since you'd have to compile all the maps everytime you change them
That's what i've heard anyways, i'm far from an expert in the matter, but it is pretty indicative that only a handful of people even know how to do it
XCVB has a way around that. or it isn't as big an issue as we were led to belive.
Yeah, I'm thinking of maybe trying to contact who made the new levels mod and get some info. I would assume modb would be the best way to reach out.
anomaly discord.
Sick. Thank you
Does anyone know which value inside weapon sections contain the weapon slot? I want to make some smgs compatiable in pistol/binoc slot
Hey quick question, if its not possible to restrict items to spawn in only one map is it possible to do so for stashs?
So I'm using Black Market, along with the Mags patch. But still there's only 2 magazines that are stocked each time. Anyway I can incorporate more magazines into traders inventories? With a random chance of appearance of course.
Question unclear.
related to this question @simple scaffold
Is it possible to only make an item spawn in the world on a specific map
Everything is spawned via a script. World items. NPCs, stash contents.
All of those scripts (or thier config ltx) could be changed to restrict items to a particular level.
Not exactly easy.
Might be easier just to swoop in after the fact and add/remove stuff.
NPC move around, but it isn't impossible to change their weapons when they change maps.
Ah so basically doable but waste of time category i take
Passion project level. You got to care a lot. Have a strong vision.
Anyone knows where the HUD binoculars mesh is located in the files
Main reason why is im doing an Invictus run rn and i found an exo in truck cemetery yellow stash
nvm found it
So runs basically solved
N i hate shit like that where itz just will i fix this and the run is done
Or the inverse
Call d repair kit guns before the radar
is there a way to move the popup messages on the left?
like I just want to move them a bit higher up than where they are now
any ideas on why the animations is slower than before after you disabled FDDA restictions? 
So, this weapon is from the Pievur or whatever weapon pack.
The bottom handguard of this rifle and many others included in the mod is pitch black.
If anything can figure out or knows what DDS texture file correspons to this part of the gun please let me know! (Im not too familiar with Blender yet srry)
Outfits protections in ltx are can be modified through some script multiplier? Have some modpack where protection on ltx 0.66 for example are not 66%
what's the difference between the weapon_hud ogf and the world model ogf
I only see that the world model doesn't have any motion refs attached to it but is that it?
Hey, don't know if this is the right channel to ask this in, but is there any info on when an update for c - con grass ovehaul mod is coming?
world model is used in 3rd person, hud model is used in 1st person
so when you see an npc holding a gun, thats the world model
yeah I do know that, but I'm curious about the technical differences because if I copy my wpn_hud.ogf and try to use it as the world model the game just crashes
sweet summer child
oh, gotcha
I'll be honest I don't know enough to help out, but I'm sure someone with more weapon modding experience would know 
alright, but still thanks appreciate it
sWeAT SuMmer cHild
Values displayed as x500 from vanilla and it's amp varies for each resist
momo is, in his own way, warning you about the fact that outfits in gamma have 6+ DLTX files modifying them at any given time, and that is before we get into "how are stats displayed" fuckery
wrong channel
oh fuck, yeah my bad
Is there any knife animation like the classic SoC if there is not then Blindsides knife animation is not bad but the left hand looks so cringe how can i remove the left hand from the animation and make a new mod
Hello i would like to know wich setting in outfits that make the outfits wear off more or less quickly?
The higher the immunity to the specific damage - the less damage it takes from that source(to condition)
How would I go about changing the type of ammo a gun uses? Found something really fun but it's weak af.. I want to give it .357 as a meme but simply changing the ltx in configs crashes the game.. Not sure where else to change it
Or does editing existing mods count as #π¨modded-gamma-support?
weapon config files, ammo_class, be sure to list all versions (including the _bad and _verybad variants) of an ammo. look at a mod that adds guns if you want an example
Yeah I did that earlier but got an assertion failed error when loading up.. I made sure the gun had no ammo in the mag as well just to be safe..
As an example.. Just changing this gave me a ctd
Lemme replicate the crash quick
ngl this mod does what you want https://discord.com/channels/912320241713958912/1233646399611207700
Oh shit that might just be it.. lemme try it out quick
also i turned your file into a DLTX instead of a direct config override, and it works for me...?
i can shoot, reload, etc
dltx is better practice anyway
That mod you linked works like a charm atm :D
Hmmm.. Not sure why it works.. Maybe because it's dltx.. I haven't looked into the dltx-ifying of mods yet.. I saw someone posted a way of doing it.. I'm not very good at this xD best I can do is add silencers and sounds to existing weapons
dltx is basically only overwriting the specific part of the config that you need to be changed, which allows multiple mods to all edit the same config without shit exploding. gamma runs very heavily on dltx
that's why e.g. my dltx for what you want to do, is only two lines long
Yeah I mainly focus on only downloading dltx mods if I do add custom mods to my load order.. I know more or less what it does I just don't know how to do it myself.. Like, I know how to play piano, the concept is simple.. Doing it is different xD weird analogy
well, you can start by looking at the one I just made for you, it's under my screenshot
Yeah I'm definitely going to use that as a base since it's only 2 lines.. Thanks a lot! This might just fix the campfire mod that doesn't work
what mod?
also DLTX syntax is explained in the Anomaly Modding Guide, link is in pins
i used a combo of that guide + looking at mods that also used DLTX to do what i wanted to do, to learn how to make my own
I'm using RE:TUNE sound pack.. There is currently no fire1 and fire2 .ogg files in \gamedata\sounds\ambient
I downloaded a mod called Louder Campfire.. But it doesn't do anything.. Soundscape Overhaul or Dark Signal (forgot which one it was), does have fire in that folder but only fire1.ogg, not 2..
I then simply just placed those .ogg files in RE:TUNE and as a seperate mod but neither makes a difference.. Sounds are still the same as usual
https://www.moddb.com/mods/stalker-anomaly/addons/trekt-louder-campfire
So I'll use what I'm seeing here to try and figure it out.. It was very helpful
yeah that's not dltx, that'll be some other shit
Ye but what if I use the louder campfire and turn that into a dltx?
I don't even think that will work tbh.. Since RE:TUNE doesn't have the originals so there's nothing that's going to happen regardless
you can't just turn sound files into an LTX lmao
Just answered my own question lmao
if the thing you're trying to edit isn't already an LTX config file, you can't use DLTX for it
Yeah I noticed it almost directly after I said it xD
It's not a major thing for me.. Just a very nice to have especially with RE:TUNE.. But doesn't work unfortunately and I gave up trying to figure it out.. And the OP on Moddb has been silent about it
iirc sound volume is controlled with audio comments. you need a different tool for that, SAVanT, search the internet for it + instructions for that are also in the anomaly modding guide
Well, first I need to find out what produces the sound.. RE:TUNE requires you to disable Soundscape Overhaul and Dark Signal.. So the fire must be coming from base Anomaly.. Or somewhere else but I can't find fire1.ogg anywhere in MO2.. So in theory, Louder Campfire mod should work fine if I can just find the config for it..
Wait I think I solved it while saying that
fire2.ogg is in 304- Dark Signal Weather and Ambiance Audio - Shrike
I can go to the config there and only extract the campfire sound, pop it in an ltx, dltx it, and I should be golden
Nevermind.. I just went through every config ltx for 304- Dark Signal Weather and Ambiance Audio - Shrike and Soundscape Overhaul.. Nothing regarding fires exist
you cannot "pop the sound" into an ltx
that's not how that works
This is what I mean.. Was going to try and find the command in the ltx that tells the game to play that sound.. And then turn it into a dltx.. Somehow..
Something like this for example
you... you can't

I think I need to use a database extractor on Anomaly to find out how the hell it's generating these sounds..
@barren flicker (667782539187978240) has been banned for reason: spammed PMC Wagner insignia everywhere in the server
Its in tools
also i'm like 90% sure base sound volume is stored as a comment to the .ogg file which you need SAVandT to edit
thanks, anomaly modding guide
Yeah at this exact point it's an overload of information for me so I'll get to it when I can.. Thanks for the help
Thank you for infosπ
you can't change this in gamma as outfits are damaged for 7% of the damage you take after mitigation, those immunity values mirrowel mentioned only take place if you damage the physical item as in dropped from your inventory
give this man unfit to help
That is how it is in vanilla
GBO looks like makes it simpler
