#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 74 of 1

bronze thistle
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are all these all executed on zone load and if so, is there a particular order in which it's done?

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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.

neat zenith
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is there a ak 12 animation?

trim leaf
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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)

cunning sparrow
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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?

cunning spire
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Any way to change the default difficulty and progression slider range?

misty mulch
misty mulch
bronze thistle
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I ctrl+f the entire folder and I see no entry point or any loadini that points to these files

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I just want to know the rule for reading the file, is it at zone entry?

fair canopy
bronze thistle
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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?

misty mulch
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you would need to find the actual script file that reads the aforementioned ltx

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Which is in all probability not in that folder

bronze thistle
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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?

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my editor shows 0 referenced instances of either of the ltx files in question in the entire GAMMA folder

misty mulch
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well the mod_bun_*.ltx files are DLTX files overwriting some other ltx config, so they wouldn't be loaded directly

misty mulch
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Which would tell you how the configs are being read even if the script isn't changed

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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]

misty mulch
bronze thistle
crystal obsidian
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is there a mod for manual bolting/pumping for guns. like they have in Dayz/Squad44

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i use mags redux but hate auto bolting.

lilac idol
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i imagine it might be possible using UAS, but you would need an animation for it

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hold on this is actually interesting, let me ask to the people that know

lament garnet
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is it possible to bundle dltx edits so that i dont have to write out every item?

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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

misty mulch
queen pineBOT
#

@lament garnet You can format code in Discord by doing this.
Β 
LINES
​​`<Your code here>​`
BLOCKS

`​`​`lua
<Your code here>
`​`​`
simple scaffold
tawny stream
cunning sparrow
misty mulch
#

although for the most part, having made a damage simulator, NPC humans are shockingly fragile if you nail headshots

cunning sparrow
misty mulch
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there's like one or two but it's a complicated thing

cunning sparrow
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I have added 20 or so mods ontop of gamma with no issue. but Regarding BR yeah cant find anything.

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Gamma has a bullet damage slider in mcm..

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but not one for Armor penetration

misty mulch
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because "br" is not called BR in the code, it's ap_res

misty mulch
cunning sparrow
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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.

misty mulch
misty mulch
cunning sparrow
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7.62x54 AP rounds

cunning sparrow
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for me in gamma are a 2 shot headshot to NON exosuits and like 4-6 shots in the budy

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its terrible

misty mulch
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oh, that's why

cunning sparrow
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hm?

misty mulch
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what gun btw

cunning sparrow
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SVDS PMC

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its got 80 BR and very high stopping power of 63

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soem of the highest AP in the game

misty mulch
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yeah all of those stats are made up

cunning sparrow
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yet enemies are bullet sponges

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I meant the ammo

misty mulch
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the stat card doesn't correspond with the values

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yes that's what i mean

cunning sparrow
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ahh

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Well yeah I am not wholly sure. Gamma never used to feel this bad damage wise

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Its very unrealistic/immersion breaking

misty mulch
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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

cunning sparrow
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gameplay wise it sucks also, the ammo is so Expensive and rare.

misty mulch
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also 7.62x54 has the worst bullet damage multiplier in its class (large rifle calibre)

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x0.85

cunning sparrow
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so I go shoot someone

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then how do i get the log?

misty mulch
queen pineBOT
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@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 _ _||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1206834462411722782/log.png

misty mulch
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also obligatory "do you play with KVMAS" question

cunning sparrow
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What is KVMAS

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So ill Shoot someone once, then escape quit to desktop, and then post this

misty mulch
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yep

misty mulch
# cunning sparrow What is KVMAS

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

quasi narwhal
cunning sparrow
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I dont use that

misty mulch
cunning sparrow
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@misty mulch Thats the right one I think ^

misty mulch
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yes

misty mulch
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custom mods, enabling/disabling stuff, changing settings, etc

cunning sparrow
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yeah

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Like mags redux

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mag check

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as far as enabling disabling

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then I have added a bunch of other mods

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ontop

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Those are the new mods I have slapped ontop of gamma

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Idk if glass windows and adega work but the rest do

misty mulch
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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

cunning sparrow
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Im ok with it being a 2 shot to the head of an exo

misty mulch
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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).

cunning sparrow
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but not anyone else

misty mulch
cunning sparrow
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Are you talking about my shot in my text fire?

misty mulch
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yes?

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you didn't hit the head

cunning sparrow
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ahh yeah I wasnt aiming for the head

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was I supposed too my bad

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I was aiming for upper chest

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So was he an exo armor?

misty mulch
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your gun is not behaving abnormally and this is extremely normal ballistics in gamma

cunning sparrow
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I couldnt really tell he was ages away

misty mulch
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yes, stalker_bandit_exolight_battle_helm_3

cunning sparrow
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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

misty mulch
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honestly at that point play on easy

cunning sparrow
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from Ap bullets

misty mulch
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AP does less damage overall

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in fact even medium would do it

cunning sparrow
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That effects Armor?

misty mulch
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it affects how much outgoing damage and AP damage you deal, yes.

cunning sparrow
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yuck

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that's balls

misty mulch
cunning sparrow
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Can I change this without starting again?

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Lmao

random fulcrum
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no

cunning sparrow
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I do have my bullet damage value

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set to 2.0

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in gamma

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btw

misty mulch
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yeah doesn't do anything against humans, as we said

random fulcrum
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it doesn't affect human mobs

cunning sparrow
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I swear I have tested it

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and it did

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:S

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I dont kjnow

misty mulch
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it literally does not, i can point to the lines in the code

cunning sparrow
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maybe im wrong

random fulcrum
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yeah it doesn't

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you are wrong

cunning sparrow
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so thats for mutants only

misty mulch
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yup.

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because of the (over) complicated damage mod.

cunning sparrow
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they should add one for humans

misty mulch
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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

cunning sparrow
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I dont want to start again though

random fulcrum
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tough shit

balmy quiver
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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.

simple scaffold
earnest furnace
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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:)

cunning sparrow
random fulcrum
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gameplay

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easy is 1.3x outgoing damage/ap

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normal is 1.05x

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hard is 0.9x

cunning sparrow
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It says in new game, that these can be changed on the fly?

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so could I change this in my existing run

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and have the dmg and AP respectively

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for the change

misty mulch
cunning sparrow
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Thanks for the info, what a chame

lilac idol
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hi, how do i make a plugin for enhanced recoil?

glad mirage
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Make a plugin file in your config folder

lilac idol
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yeah but like, how do i actually make the plugin?

glad mirage
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Make a mod_system_bo_grok_enhanced_recoil_[name].ltx

fair inlet
glad mirage
#

God i hate discord

lilac idol
glad mirage
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Yeah but i think he want to make a patch for anomaly users

lilac idol
fair inlet
lilac idol
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and if i wanted to make one for vanilla, what do i have to modify?

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or do i have to make it from scratch

glad mirage
glad mirage
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Oh and theres mod__system_actor_effects_[name].ltx

lilac idol
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alright, thank you guysπŸ‘

random fulcrum
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but it doesn't have system in the filename

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because you're overriding the plugin file

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not the system ltx

glad mirage
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Yeah i might have forgot about that

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You can prob reverse engineer from gun mods that has a patch for enhanced recoil

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Mac10 has that

lilac idol
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yeah i guess i'll just do that

glad mirage
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But you can only find it in the zip file

wintry rampart
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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 πŸ˜› πŸ˜›

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.

dusk yarrow
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Hi guys where can I get help with launching errors?

simple scaffold
final valley
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guys sorry to interupt can i get some help installing the clasic texture pack cause my 1% lows are alover the place

wintry rampart
simple scaffold
# wintry rampart Mr. Raven, you're like that chimera who I keep running into at the truck cemetar...

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.

simple scaffold
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Western goods does this for some loot boxes it has.

wintry rampart
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Heck, someone posted a 'collector' mod, which pays you a certain amount of money for every Item you hoard into a stash.

simple scaffold
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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

wintry rampart
simple scaffold
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_ALIFE_CNT is unlikely to ever be off by a significant amount. its just not necisarily going to be exact

cunning sparrow
random fulcrum
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that's just flat out sad what can i say

dry maple
#

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.

ModDB

Replace main fonts alls guis, work all renderers.

random fulcrum
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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

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@cunning sparrow

cunning sparrow
fathom wagon
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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.

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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

simple scaffold
cunning sparrow
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Where do I find that script directorywise?

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I am not sure where to find this file, sorry.

fathom wagon
cunning sparrow
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Thanks, What is this?

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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?

misty mulch
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Assuming there's no overrides

misty mulch
balmy quiver
simple scaffold
simple scaffold
spring comet
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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?

wintry rampart
#

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 ?

wintry rampart
simple scaffold
near dirge
#

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..

slow bolt
#

what gun is that btw?

lilac idol
near dirge
#

Iron sights work fine.. Every other scope available for it does that

fair canopy
near dirge
fair canopy
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It's in anomaly custom?

random fulcrum
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what a terrible name for a modpack to be dead honest

near dirge
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Yeah that's how I found the name for it again..

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It used to be in either old UGP or Juan's Weapon Pack but got removed some time ago

random fulcrum
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couldn't have been juan since for starters that guy doesn't offer his guns in a pack

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and hasn't deleted stuff

near dirge
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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

fair canopy
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again, it wasnt from ugp. i made the gun

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frosty put it in ugp

near dirge
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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..

fair canopy
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im really not sure why it does that but you should probably use the base file and start from there

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idk what modification ugp did to it

near dirge
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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..

fair canopy
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if you want the 3dss version, its linked via the 3dss guide

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idk how it works with fwp

near dirge
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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..

tawny stream
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But I hope it does

near dirge
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I'm testing it as soon as the download finishes.. Will let you know kek

fair heath
#

Anyone know how to make toolsets and tool kits more rare????

pseudo seal
#

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?

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launching again and again is a pain

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For example if i'm editing a texture, can i reload in the game the asset? or i should close and relaunch the game?

near dirge
lilac idol
#

does anyone know if there's a list for the wpo names?

obsidian void
lilac idol
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no, I mean the names of all the wpo parts and which item they represent in-game

obsidian void
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There's a utility you can use to show the engine names

obsidian void
#

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

soft burrow
#

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

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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

near dirge
#

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

cunning sparrow
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Is this what I am supposed to find? @misty mulch

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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?

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Even what the ; stands for between the Ap and such 0.027 ; 0.33 etc

hybrid pollen
celest forge
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Only one of yours I can see is the Saiga

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They have like a few dozen of mine in

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A lot Frosty's mods too

near dirge
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I can open the game right now and send screenshots of all the guns in debug menu if you want lol

fair pollen
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Author doesn't care, but regardless of that, Frosty included that mod with 0 permission clueless

celest forge
#

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

fair pollen
#

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 KekSkew

celest forge
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Ah yes, "this bad because the law of my country says so"

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the pinnacle of morality

fair pollen
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It's not a first russian server where I see that they are banning according to their country's law.

celest forge
#

Either abide by their country's laws or Discord's ToS

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Discord is a private company which afaik is not owned by the russian state so they can totally delete their server for discrimination

final valley
celest forge
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No

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I'd prefer not being associated with the developer team nor the modpack as a whole

neat zenith
#

if you post a file it's yoinked

gloomy bloom
#

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.

cunning sparrow
#

this channel isnt for politics lads.

near dirge
final valley
#

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

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but i dont know where the slugs at ant what to touch here

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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

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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)

fair pollen
#

Stealing from other mods non related to anomaly as well...

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And guess what? They don't ask for any permissions ohno

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Doube standards for fucking real omegakekw

cunning sparrow
final valley
balmy quiver
# simple scaffold let me know if that works for things like gunshots.

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.

cunning sparrow
simple scaffold
final valley
cunning sparrow
cunning sparrow
final valley
#

you can still check tho its not game breaking so it should be fine if you dont go crazy

cunning sparrow
#

Alrighty Ill give it a go, Any idea what K_ Hit, Impulse and disp are?

wintry rampart
#

@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

simple scaffold
random fulcrum
#

simple as

#

if you want 50ap you make the bullet have 0.05 k_ap

wintry rampart
#

Say Mr @simple scaffold, could I open another support ticket with ya ?? πŸ˜›

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 ?

leaden latch
#

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?

simple scaffold
wintry rampart
#

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.

simple scaffold
#

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

rigid sail
#

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.

cunning sparrow
# random fulcrum k_ap is 1000:1 in gamma

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.

near dirge
#

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..

wintry rampart
# simple scaffold That is the code that plays particles in the location of a hidden artifact when ...

Quick update - - I lost all hope (as you do when you embrace the zone for all her beauty, and her wickedness 😜), 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! πŸ˜‡

silver rover
#

πŸ‘‹ 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.

simple scaffold
cunning sparrow
cunning sparrow
final valley
cunning sparrow
#

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?

final valley
# cunning sparrow 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

cunning sparrow
final valley
#

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?

cunning sparrow
#

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?

silver rover
# simple scaffold Imo opinion the tool tips are basically worthless

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 πŸ€”

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

misty mulch
misty mulch
cunning sparrow
cunning sparrow
#

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?

misty mulch
cunning sparrow
#

Gotcha, What about Stopping power?

#

I wish people just named stuff properly

misty mulch
#

i would suggest you completely ignore whatever the fuck the stat cards say because the names are made up

cunning sparrow
#

No need for this kind of confusion

#

mm

misty mulch
#

k_hit = bullet damage multiplier. per shot damage = gun's hit_power * bullet k_hit

cunning sparrow
#

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?

misty mulch
random fulcrum
#

not a stat

surreal gust
idle oasis
#

can someone port oxr to anomaly, pls? thx 🀝

green night
#

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?

fathom wagon
random fulcrum
#

no shit?

#

that's some obscure tech

#

but it will also enable idiots to start z stacking in scripts now too

green night
#

black magic you shouldnt touch

#

thanks for the info @fathom wagon

fathom wagon
# random fulcrum 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.

random fulcrum
#

you also add z's if you absolutely need to in dltx

regal bolt
#

hi you modding geniuses

#

I really need some help here

#

want to increase rain sound, but I can't for the life of me

green night
#

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 
slow bolt
green night
#

I see, thx for the explanation

simple scaffold
cunning sparrow
misty mulch
cunning sparrow
misty mulch
#

*config not script

#

but yes it should

#

provided you installed that mod properly

cunning sparrow
misty mulch
cunning sparrow
#

Ahh alright.

hallow garnet
#

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

cunning sparrow
celest forge
#

@random fulcrum is it possible to add a button and a function to one of the cleaning kit's interface?

random fulcrum
#

idk maybe

#

lua is slowly fading away from my mind i haven't modded in so long

celest forge
random fulcrum
#

i'm a gimmick code monkey anyways i can't do qol unless i do it out of spite

#

an artiste, even

prime pecan
#

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

spring mango
dusky pilot
#

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?

thorn stratus
#

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
opal void
#

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 kekl how do I reset it?

lilac idol
#

what did you download?

opal void
#

I had a bit QoL mods but they are irrelevant I think

lilac idol
#

did you use draggable hud editor?

opal void
#

In F7.

lilac idol
#

what values did you change? hands position?

opal void
#

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.

lilac idol
#

you have to disable HUD editor

opal void
dreamy aurora
#

Can somebody make a Walther MP mod?

lilac idol
#

as long as you're willing to pay for it

cunning sparrow
#

Can people pay to haveguns made?

slow bolt
#

yes

gloomy bloom
#

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.

patent dune
#

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

celest forge
prime pecan
fair canopy
#

you can

#

you need to load the anims onto arm bones, not a rig

prime pecan
prime pecan
celest forge
#

Yeah you cant do that on a rig

prime pecan
#

Sorry for dumb questions, but i hadnt found any info about this unfortunately

surreal gust
#

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

rigid sail
prime pecan
rigid sail
#

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.

prime pecan
civic viper
#

anyone know where to download Efp mags redux sounds

cunning sparrow
# slow bolt yes

And how does anyone ensure they arent scammed? How much do people charge

fair canopy
#

You ask someone reputable

cunning sparrow
#

WHats the $ ballpark

fair canopy
#

No idea. You've gotta ask the modder

cunning sparrow
#

Who is reputable?

fair canopy
#

Well I mean the only one thst I know doing commissions right mow is Juan

worn ice
#

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.

cunning sparrow
fair canopy
quasi narwhal
#

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

dull dust
#

Where are the sourcefiles for A-Life?

#

I'm new to the codebase and don't know much about the architecture of the engine... 😐

#

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?

celest forge
#

No he's just special like that

dull dust
#

Not very encouraging for new modders rofl...

#

But I guess you probably know that

celest forge
#

But you'd have better luck asking for base source files in the Anomaly server

dull dust
#

And discourages participation

#
  • it's unnecessary
slow bolt
#

2 reactions

#

bruh

dull dust
# slow bolt 2 reactions

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?

#

😐

slow bolt
dull dust
#

I want to read the code. 😐

#

That wrong?

slow bolt
#

idk why you care so much about reactions though to ping

dull dust
#

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

#

😭

slow bolt
#

Anomaly discord is where you go for the hard stuff

dull dust
dull dust
#

😭

slow bolt
dull dust
#

You do you

celest forge
#

A helper helping?

#

Pfffffffffffff

dull dust
random fulcrum
#

that's an easy way to start digging

dull dust
#

Thanks dude.

random fulcrum
#

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

dull dust
#

Thanks, I understand now that this is more for building on top of GAMMA. My mistake. Thanks for the info πŸ‘

random fulcrum
#

well you said it yourself but anyways

dull dust
#

?

#

What did I say myself?

#

And when 😐

surreal gust
#

I see why he's most likely going to be a vasyan

#

Le vidéo is scuffed due to AMD 😭

#

The reverb being too high is set for a reason, to see if this shit works at all, and it does.

dull dust
surreal gust
#

X-Ray supports EAX

#

The problem is that it doesn't work on windows vista and higher

dull dust
#

What's your part of this? Are you somehow modernizing or porting AEX? (Not familiar with AEX)

surreal gust
#

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

dull dust
#

So you're achieving this with OpenAL?

surreal gust
dull dust
#

Is the reverb algorithm already there with what you're working with or- oh cool

surreal gust
#

Anomaly as well

dull dust
#

Yeah

surreal gust
#

But eax (EFX) is broken

#

It doesn't work

dull dust
#

Cool man. Keep working on it. I think what you're doing is pretty cool. Little things like this mean a lot.

surreal gust
#

And even if it did work, someone would have to add these sound environment probes to anomaly levels

dull dust
#

Which is what you are doing, or?

surreal gust
#

IWP is not anomaly

dull dust
#

Forgive, I'm a noob to STALKER modding.

surreal gust
#

It's a mod for CoC

dull dust
gaunt pawn
#

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

undone lily
#

Thanks !

pulsar flame
#

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?

copper lichen
#

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

random fulcrum
#

yeah

#

check weapon_ammo.ltx for more info on the round

#

iirc it has like 3.0 k_hit

copper lichen
#

so how do I change the caliber tqhat a weapon uses

random fulcrum
#

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

pulsar flame
#

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?

copper lichen
#

what is hit_impulse

random fulcrum
#

force to be applied to physics objects

#

like ragdolls

pulsar flame
#

SET IT TO 1000

copper lichen
#

i think i shld crank it up considering im using a gun w 50 bmg :D

pulsar flame
#

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?

random fulcrum
#

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

copper lichen
#

what is hit_power

random fulcrum
#

damage

#

each value is for each difficulty

random fulcrum
#

you can also just set one number and it works

pulsar flame
#

also which one is mag check

random fulcrum
#

idk

#

check a mod with mag check

pulsar flame
#

imma just check the ammo check configs

random fulcrum
#

but uhh

#

ammo check doesn't add the animations

pulsar flame
#

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

random fulcrum
#

why should i know

pulsar flame
#

idk i just thought you might

random fulcrum
#

keep reading the mod

pulsar flame
#

alr thx for the help then

pulsar flame
#

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?

random fulcrum
#

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

fair canopy
#

doing some stuff with 3dss

tawny stream
random fulcrum
#

holy shit that looks uncomfortable to use

fair canopy
#

exactly

near dirge
#

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:

  1. Place fire1.ogg and fire2.ogg in RE:TUNE's ambient folder
  2. 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)

wild whale
#

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

fair canopy
#

You can't just move the anims from one weapon to another. The bones have to be compatible or the same.

wispy void
#

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?

fair canopy
#

No I mean like all the bones of the gun

surreal gust
#

Are you that guy who made fake true stalker videos?

wild whale
lilac idol
#

@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

random fulcrum
#

that's the "proper camera climb recoil"

#

the enhanced recoil plugin handles the camera shake animation

lilac idol
#

oooh i see, is that parameter somewhere in the ltx?

random fulcrum
#

yeah in the gun's

surreal gust
lilac idol
#

alright thank youπŸ‘

surreal gust
tawny stream
surreal gust
#

too bad EFX is broken in anomaly

lilac idol
random fulcrum
#

imo yes, right one looks more vivid (?)

coral walrus
#

Alright, no idea if this is the place to post but I’m 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.

I’m 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 β€œlower weapon” key

near dirge
#

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

coral walrus
#

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.

near dirge
#

It starts at 2:45

#

Is that what you mean?

coral walrus
#

One sec lemme look

near dirge
#

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

unreal leaf
#

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.

coral walrus
#

Yea this looks pretty damn close to what I was looking for actually

near dirge
#

Yeah that's BaS.. Comes with GAMMA and there's a few gun packs that adds even more guns that can do that

coral walrus
#

I’m assuming when the laser is on does it convert to that aiming style or would it be a β€œv” key thing

unreal leaf
#

its v key

near dirge
#

You'll have to press a button

cerulean mantle
#

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.

lilac idol
unreal leaf
#

but most guns dont have lasers, they arent an attachement

coral walrus
#

Awesome, well I’m glad you guys knew about this, tried googling it and found nothing on the subject lol.

near dirge
#

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

unreal leaf
# lilac idol no need to pay, but can you link it so i can take a look and see if i can help?

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.

ModDB

Brings The I.W.P. VSS And VSSM To Anomaly With Reanimations From SeDzhiMol's AS VAL!

near dirge
#

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

coral walrus
lilac idol
coral walrus
unreal leaf
unreal leaf
coral walrus
lilac idol
near dirge
#

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

timber cedar
unreal leaf
#

both of you :D

coral walrus
unreal leaf
#

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

timber cedar
#

it's the sole reason i am dreading doing my gamma weapon rebalance

unreal leaf
misty mulch
#

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

coral walrus
misty mulch
#

now if you wanted to make a second attachment, you would have to do every permutation of gun + your first attachment + your second attachment

unreal leaf
misty mulch
#

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

unreal leaf
misty mulch
#

yeah i don't think that's meaningfully less work

unreal leaf
#

not to mention it would require processing the geometry of every attachment of that gun at all times lol,

misty mulch
#

desolation doesn't really factor into this convo

mystic sage
random fulcrum
#

ask wuut to make desolation open source then player

tawny yoke
#

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

fair heath
#

Can the tarkov bullets be removed from frost weapon pack???

tawny stream
#

Since I'm charitable, you just have to hide the bullet icons from the mod in MO2.

faint sable
#

or you just turn off the mod it says that adds tarkov bullet icons

dull dust
#

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

slow bolt
dull dust
#

How is he getting donations?

slow bolt
#

Same way everyone else

dull dust
#

Crazy

lilac compass
#

Has anyone found a way for weapons to accept multiple suppressors yet or is this hardcoded?

dull dust
warm tulip
#

guys someone can help me how to export a dds file from PS, i have installed the plugin already [Im newbie]

lilac compass
dull dust
lilac compass
dull dust
#

Sorry man, I don't understand

lilac compass
dull dust
#

Oh

#

Yeah not sure man

lilac compass
#

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

celest forge
#

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

fair heath
copper lichen
#

which one of the k_ap is the actual ap value?

steady apex
#

Everything after ; is ignored

wild whale
boreal mural
#

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

copper lichen
#

For damage I'm guessing it is k_hit?

boreal mural
#

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

lament garnet
#

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?

lament garnet
#

okey

slow bolt
wild whale
#

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

warm tulip
#

Got it now lol

#

Tjanks

surreal gust
misty mulch
misty mulch
boreal mural
#

malak helped out

#

i got it working

boreal mural
#

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

random fulcrum
#

just don't press 1 on traders

boreal mural
#

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

uncut plaza
#

Is mangun's sr-2m a BAS weapon? The sight on it with the IP76 don't really line up

copper lichen
misty mulch
misty mulch
#

i think by default it only shows the gun's hit_power

boreal mural
misty mulch
boreal mural
#

Ye thats what i was thinking

#

Its im assuming an lbx like the rest of the configs

misty mulch
#

xmls for dialogue actually

#

both the config and the actual text strings

random fulcrum
simple scaffold
#

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

surreal gust
#

Dynamic puddles from IX-Ray test

slim moon
#

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.

random fulcrum
#

it's from the order they're set up as in the gun's ltx

slow bolt
#

what

boreal mural
#

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

celest forge
#

It's common courtesy, yeah

boreal mural
#

Ye figured its more i was wondering if yall had a standard for it like the FTL community did

random fulcrum
#

i wouldn't call it exactly "common" per se tomfoolery

#

but it's a great practice

boreal mural
#

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

quasi narwhal
boreal mural
#

I forgot the name

random fulcrum
#

totally

boreal mural
#

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

simple scaffold
simple scaffold
fickle fulcrum
#

how doable is making a region of arbitrary size in the inventory and limiting items to be in that region only πŸ€”

random fulcrum
#

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

boreal mural
boreal mural
fickle fulcrum
#

i guess not then

undone stag
#

Does anyone know which file controls the type of loot you can select from at the beginning?

celest forge
#

configs>items>settings>new_game_loadouts.ltx

misty mulch
undone stag
celest forge
#

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)

timber cedar
#

firEyes dam, good shit

old berry
#

when

celest forge
#

Soon

old berry
#

β„’

celest forge
#

I think they blend well enough

simple scaffold
# boreal mural Ight that sounds simple enough also MCM is useful af lol

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

random fulcrum
#

shoutouts to ravenascendant for saving anomaly

boreal mural
#

Lol i only recognize your name from some mods in mo2

alpine nacelle
#

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

random fulcrum
#

nobody

#

work on it yourself, the game is open source

boreal mural
#

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

boreal mural
# quasi narwhal first one will be time consuming af probably, but doable through mainly config/x...
ModDB

A massive vanilla+ artifact and attachment overhaul that rebalances everything, adds new features like custom artifacts, consumable artifacts, artifact that changes properties depending on container, custom stash loot. Trader Overhaul support built in.

#

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

fair pollen
boreal mural
#

Thanks

boreal mural
#

Oh related

#

Is it Artifact

#

Or Artefact

#

I see it spelled both ways n it confuses my ESL ass

undone lily
#

Basically a rewrite of actor movement code

#

@unreal leaf started looking into a bit but it’s a pain and there are other things he not to work on as well

unreal leaf
#

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

undone lily
#

It’s an issue plaguing most of the stalker mods tbh 😦

unreal leaf
#

well, because it plagues the base games too haha

surreal gust
hidden badge
#

@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.

simple scaffold
# hidden badge <@155830872027693057> gotta simple question. How much of a pipe dream would it b...

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.

simple scaffold
hidden badge
#

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

random fulcrum
#

"artifact" makes me think of "jpeg artifacts", as in errors

simple scaffold
#

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

random fulcrum
#

"artefact" makes me think of "a particular thingamagig"

simple scaffold
#

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.

hidden badge
#

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. πŸ™‚

hidden badge
random fulcrum
#

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

rancid prairie
#

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?

celest forge
#

Probably the latter

rancid prairie
#

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.......

fair canopy
#

You can just make one in mo2

random fulcrum
rancid prairie
simple scaffold
#

it shouldn't gamma installer shouldn't touch other mod folders. but it will probably mess with the enabled state and load order

rancid prairie
#

okay, great! thank you

simple scaffold
random fulcrum
#

shoutouts to ravenascendant

rancid prairie
# simple scaffold it shouldn't gamma installer shouldn't touch other mod folders. but it will prob...

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

simple scaffold
fair canopy
#

You have to clone your mod list and rename it something else

#

Gamma will reset the gamma mod list on every install

rancid prairie
#

Yeah, I just created a new mod with the updated file, and I can use the mod order of MO2 to overwrite it

fair canopy
#

You just make a new mod list and keep it up to ate

rancid prairie
fair canopy
#

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

rancid prairie
boreal mural
#

lmao

simple scaffold
simple scaffold
boreal mural
#

well then

#

The fact they use artifact then artefact later down kills me a little on the inside

simple scaffold
#

the corect spelling of luminosity is used in one UI

everywhere else it is typoed as luminocity

muted garnet
#

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.

misty mulch
celest forge
#

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

simple scaffold
#

XCVB has a way around that. or it isn't as big an issue as we were led to belive.

muted garnet
muted garnet
#

Sick. Thank you

broken abyss
#

Does anyone know which value inside weapon sections contain the weapon slot? I want to make some smgs compatiable in pistol/binoc slot

celest forge
#

slot

broken abyss
#

its literally just slot 😭

#

thanks juanπŸ‘

boreal mural
#

Hey quick question, if its not possible to restrict items to spawn in only one map is it possible to do so for stashs?

lethal garden
#

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.

boreal mural
#

Is it possible to only make an item spawn in the world on a specific map

simple scaffold
boreal mural
#

Ah so basically doable but waste of time category i take

simple scaffold
celest forge
#

Anyone knows where the HUD binoculars mesh is located in the files

boreal mural
#

Main reason why is im doing an Invictus run rn and i found an exo in truck cemetery yellow stash

celest forge
#

nvm found it

boreal mural
#

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

turbid pecan
#

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

summer stream
#

any ideas on why the animations is slower than before after you disabled FDDA restictions? hmmtakenote

lethal garden
#

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)

full cradle
#

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%

wild whale
#

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?

cunning prism
#

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?

static nebula
#

so when you see an npc holding a gun, thats the world model

wild whale
static nebula
wild whale
full cradle
random fulcrum
#

i know

#

i am fully aware of it

#

you don't know what you're getting into

regal bolt
#

chat where can i find a list of artifacts

#

tiered btw

misty mulch
misty mulch
regal bolt
#

oh fuck, yeah my bad

severe plover
#

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

sly bone
#

Hello i would like to know wich setting in outfits that make the outfits wear off more or less quickly?

slow bolt
near dirge
#

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

misty mulch
near dirge
#

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

misty mulch
#

can you send the whole file you're working on

#

also ideally the crash log

near dirge
#

Lemme replicate the crash quick

misty mulch
near dirge
#

Oh shit that might just be it.. lemme try it out quick

misty mulch
#

i can shoot, reload, etc

#

dltx is better practice anyway

near dirge
#

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

misty mulch
#

that's why e.g. my dltx for what you want to do, is only two lines long

near dirge
#

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

misty mulch
#

well, you can start by looking at the one I just made for you, it's under my screenshot

near dirge
#

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

misty mulch
#

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

near dirge
#

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

misty mulch
#

yeah that's not dltx, that'll be some other shit

near dirge
#

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

misty mulch
near dirge
#

Just answered my own question lmao

misty mulch
#

if the thing you're trying to edit isn't already an LTX config file, you can't use DLTX for it

near dirge
#

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

misty mulch
#

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

near dirge
#

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

misty mulch
#

that's not how that works

near dirge
#

Something like this for example

slow bolt
near dirge
#

I think I need to use a database extractor on Anomaly to find out how the hell it's generating these sounds..

candid vectorBOT
#

kekpoint @barren flicker (667782539187978240) has been banned for reason: spammed PMC Wagner insignia everywhere in the server

misty mulch
#

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

near dirge
#

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

random fulcrum
random fulcrum
slow bolt
#

GBO looks like makes it simpler