#╙🖇mods-making-discussion
1 messages · Page 75 of 1
but gbo doesn't do it
it's the actor damage balancer
and the actor damage balancer is one of gamma's unironical greatest highlights
ngl i consider ADB a part of GBO package
nah they couldn't be more distinct
Ight i got a new thing annoying me rn but id rather ask if its been done already
Is there a mod that makes stealth kills not lower rep n goodwill
Along with that one that makes the AI not agro you from a ied
I lost a life in my run cuz i set up an idea proxy fuse for a target on top of the train hanger and when he blew up 2 mins later i got obliterated by the loners while I was shopping with butcher lol
Anyone knows what are the xml sections for Eidolon and Chernobog in the spawn lists
run a find-in-file for eidolon in character_desc_*.xml?
idk cherno id tho
eidolon is easy
ah chern is kat_greh_sabaoth
Hello guys i need a favor to modify a mod already compiled idk how to make a mod i just ask for favor to edit this and increase the carry weight +50, +100, +200 instead of +10
burner analmaly test
i need some opinions on the b2i
Actually not bad
This is decent
but it feels a bit weird, and all my attempts to make it better have resulted in a worse b2i
mmh you might be right tbh
ill just move on to the unjam animation ig
because the one i have rn is horrible lmao
feels kinda laggy and the first motion kinda looks like an ar mag dump other than that i have no problems with it
yeah idk why it lags like that
do you use graph editor?
maybe it-s the render idk, but the scene says it's running at 25fps
and i animated at 30 so idk
yeah
maybe its your render settings
these are the rotations i did
where can i tweak that?
what should i look for in there though
maybe framerate and video format idk
so it isn't normal that it runs at about 26 fps right? (top left of the right scene)
bruh what is that quality
oh you mean that, no that doesnt matter
just switch to solid material in the camera tab to get consistent 30 frames
then i guess it's the game bar recorder then
it might be fucking with the overall quality
wait you record the animation?
yeah
you can just render them bruh
i just edit to cut off the edges
lmao i did not know that
well actually, is this what you mean?
https://www.youtube.com/watch?v=IV6XP-EDzw8& skip to the render section if you want
Need help with something? Check out the help section of my server.
https://discord.gg/R7u88AUQQX
Gamebanana Rigs: https://gamebanana.com/models/cats/19
Gamebanana Weapons: https://gamebanana.com/models/cats/259
----------------------------------------------------...

@old berry hey whenever i try to send it somewhere it will just send a downloadable file, how can i make it so that it gets sent like this?
idk i dont have that issue
It needs to be .mp4 and like that
what video type are you rendering as
the file is a .mp4
well idk then
i have the weapon repsotion mod instlled but the glock 19 is broken and doesnt work is there a way to remove the repostion for this gun or is there a fix for it? it looks like this when i aim down sight the alt aiming postion is cpmletly off screen
i managed to fix it
but is it supposed to be so dark?
way better
yeah i guess that recording it like that was messing the quality
nah fuck it i'm just going to do a full provisional showcase of what i have for now
Is there a way/mod that makes people not recognize you while you are disguised, meaning that the game will not take into account goodwill values while you are disguised? For example, If I disguise myself as a bandit, but I have 2000 goodwill with scientists, they will not attack me, and they appear green on my crosshair. BUUUT, I can go kill them one by one and they just don't mind or care, which is stupid, and I want to fix that.
try post this in #╟🔰☢newbies-chat
they might help
asking for mod suggestions is #╟🔰☢newbies-chat or #╓☢stalker-chat
dont let them tell you any different
https://youtu.be/RXZm99rKdwY?si=uCBphIYvXKy5PToI quick showcase of what ive done already, please consider checking it out and providing some feedback
so i wanted to share this hoping that someone might be able to give me some feedback. the model is from CW
How would one go about adding a caliber change to a weapon? I know that there are "upgrade paths" that can be assigned to a weapon, but if i just want to add a single caliber upgrade option, how do I do that?

Check out my graph, XYZ rotation
(for the unjam though, but pretty similar to empty reload's)
is that with this thing enabled?? just for a proper comparison
yeah
why are some of them not at frame 0?
i do my graph editor sessions with that thing off, so the comparison isn't really accurate
i find it confusing
I thought it's the opposite
i don't wanna work with something this steep
i can just scale them down, but i gotta readjust it for other transformations
https://www.moddb.com/mods/stalker-anomaly/addons/enhanced-shaders-and-color-grading-for-151
Hey mates, I wanted to try and configure this mod into my Stalker Anomaly. Thing is, I don't know where am I supposed to use the commands in the Enhanced Color Grading/Optional parts. Is there some debug menu to use these on or am I just clueless?
press this key ^
how can i remove a weapon from a repsotion mod because the glock 19 isnt probelry displayed?
Hi I have a issue with scopes in my playthrough. Some weapons have 1,0x magnification instead of 3.5x or 4.0x, for instance using ACOG 3.5 via triji kit on weapon called AMB-17 shows magnification of 1.0. I wish to repair it. Now, I was told that "it is matter of changing one value", so I wish to ask which value should I change - I found a file called AMB17.ltx and I guess it is something here. Could someone tell me if I am right, if so what should be changed here? Or maybe there is another way of dealing with this issue?
Scope zoom is a fucking mess
I'm talking in terms of what the zoom is actually set at
it sets your fov to that value * 0.75
sure it could have been done better
maybe as a scale on the player's fov setting
but as it stands it works fine
Oh I mean just in terms of it can be set at whatever the modder wants. An acog can be 4x or 12x
could just dltx and remove the line
it falls through and uses the one set in the actual scope's section
We've actually got a proper calculation script in 3dss that fixes the fov thing
it's bad modding practices that got normalized
ur are a bad modding practice
AMB-17 with triji kit (ACOG 3.5) (left) vs AKMS with 1P29 tulip (right image). Maybe it works correctly, but I do not understand something?
yo any idea where i fucked up
i was making some icons for myself as usual
in gimp
and i never had this problem
Check if ui in items section are bound to the correct file
how can i check that
In items .ltx file, there should be dedicated parameter which points to the grid, in which the icons are stored (.dds file)
alr
when i find it, do i open it in gimp?
im not sure how do i check that parameter
It should be in item definitons (file .ltx)
the grid cell is 50x50 pixels
Update: I reinstalled the GAMMA and it works fine. Do not know what caused this bug, but now works fine
bro preferred to reinstall the entire thing before learning how to do the simplest possible patch ever
Yep, the simplest well working solution is always the best one imho. I am not a modder, do not even pretend to be one, and probably never will. If reinstalling helped then it's great and I am happy I did it. I do not wish to engage in modding activities unless it is necessary. The only mistake I made is that I should reinstall then ask for help, not in reverse but well what i've written I had written
you
could u help me
i still have the problem bro
i have no idea what you guys are talking about
basically what i did
is
i reinstalled KVMAS
and it fixed the problem
but
when i edited it
and saved it
it got messed up the same way
as if the grid was displaced
is there a way to fix it
and should i help you because?
because im asking nicely
Anyone know how to export levels on blender? All the stuff I try just pushes error logs
d
e
Anyone make a mod that adds stuff to the secret abandoned lab in generators that seems to be unused in the game and gated off?
It has anomalies and a very few mutants and one stash but is otherwise empty
Found a hack through this retarded shit
Spent hours torturing myself but I found a workaround
I tested it and the linked waypoints work as they should
might as well drop something here
what code to detect and track mouse cursor?
map editing is supremely difficult
so, no
i mean i guess technically It Could Be You
I saw your Carmel gun got ported to spt
Yeah released a few days ago
looks really good. i havent had a chance to even touch the anomaly version
local pos = GetCursorPosition()
local pos = GetCursorPosition()
pos.y pos.x ?
Yes vector2
Is there a way to change a weapon's caliber? I want to make one of the R700 variants .338 Federal.
IS that located in the .itx file?
ye
So. Im using these 2 mods. Which both provide a MP9 model. One of which does accept many scopes while the other does. So, I'm trying to make one model accept and use the scopes that the other does.
So, I went into the LTX of the one that accepts the scopes that I wanted to add to the other. Now that I've took the entries from one LTX and added it into the other MP9's LTX, so that it will accept the same scopes and use the same model when equipped with said scopes.
But now that I've done so, the game crashes upon startup without a CTD error. Any advice?
Why not just delete the files of the MP9 that doesn't take the scopes and use the one that does
All scopes are part of the model. You have to start in blender
Now, Ive had positive results in the past doing this, adding the scope entries from another ltx into another LTX, without changing the mesh paths, and only renaming the HUD entries
For some reason now Im having trouble
Did you check the log to see what it says
Sometimes there's no error message but there is something in the log
It's probably a DLTX override issue
Let me check.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_b21972fd654150f2564380962c2860ba>::()::<lambda_eda6dbb4f550d9cbcae19308e6dd43d8>::operator ()
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 371
[error]Description : fatal error
[error]Arguments : Duplicate section 'wpn_mp9_compm4s' wasn't marked as an override.
Override section by prefixing it with '!' (![wpn_mp9_compm4s]) or give it a unique name.
Check this file and its DLTX mods:
"c:/anomaly-1.5.1.2/bin/..\gamedata\configs\system.ltx",
file with section "w_mp9.ltx",
file with duplicate "w_mp9n.ltx"
Jesus im such an idiot
Sorry guys, thank you, I can handle this!
Yup
Classic DLTX override lol
Funny how now you can technically have 4 different MP9 mods if you know how to solve there kinds of errors
Well I guess if you don't care if the model looks right it could work. A bunch of different scope properties but the gun looks the same.
Although you aren't giving a model an acog/kobra this way if it doesn't have one.
Thank you!
Once again. Thank you.
I have the ultimate STALKER tourist experience. 750 mods.
Before i got a working version, i manually translated what ambient sounds that are present but others are machine translated. I have managed to catch more ways of detecting sound. It's not perfect but it's alot more often.
I'm running tests if you want to help with the latest version
not sure if you've figured this out yet but i have a func that can help
Have someone here seen/experienced something like this? Its like a "ghost" weapon that follows the main HUD (i think its the .ogf file).
Related to the new SSS version (SSR module specifically)
ALthough, it doesnt happens with all weapons
its an add it yourself type thing
i visited it for the first time 2 weeks ago
the warlab isn't unused
no
there's a whole interior inside
but he said "gated off"
yeah it is
the miracle machine clone isn't gated off
There is a fence that badly blocks the ladder
is what im guessing he meant
like it "gates" it off but you have a human sized gap in it
unless hes talking about the c-con room lol
in which case my point is invalid
anyway for the question I came here to ask, im currently trying to reverse engineer the new addons mod, does anyone know of a way i can replace npcs in a location using a task
i cant find an example of it in a mod but basically i want to add a quest line where the bandits in dark valley replace the loners at the skadavosk
so have cardan and nimble replaced with limpid, and have nimbles logic moved onto limpid, keep owl, replace beard with olivius
you know fun stuff like that
New levels maybe you mean?
quest creation is voodoo practice currently
there are a few people that actually understand it
like, the entire process of it
i can think of xcvb and itheon
igigog
nobody else
nltp ashes, i forgot
(if he was the one that made the western goods quests)
iTheons new tasks addon
im using that mod to figure out how to add my own tasks
could ask those people
im still pretty new to modding anomaly
ah. Clarified since what you said makes no sense
oh yeah lol i realized wait a min yeah
xD
fortunate sucks that not many people know how it works
people like that normally ok with dms you know?
why would i even know
fair point
thanks for the names, helps out knowing who exactly to ask
Mainly my entire goal rn is to add main story questlines to all the "enemy" factions
itll probably take me forever since i just learned how dxml worked last week and my only real experience is in C# when it comes to any amount of programming
rip igigog quit modding in 2022
Let me know once you figure this one out.. I so badly wanted to play as a Foundation member, you know, SCP?
There is a guy that added them as a faction.. NPCs can be added through debug (they also roam around randomly with a main base in Meadows for non Gamma players, Gamma touches spawns and such so they don't freely roam in Gamma).. They have 2 sets of armors, faction patches, a special medication, models, the works.. But, it's just a barebones faction.. They can't accept any main/side quests from any NPC.. Only tiny fetch tasks..
I tried duplicating Loner and just changing the lines from Loner to Foundation but I sat with crashes upon crashes.. I never bothered asking the quest makers because every modder I've tried talking to had this "I'm too busy for you" attitude.. Not all modders are like this, but the ones I've tried talking to are.. So I gave up on trying that.. What you want to do with "enemy" factions, I want to do with SCP.. The Foundation currently acts as an "enemy" faction.. They don't have any bad relations, but they have literally nothing to do.. The only MCM option for that mod is making them Monolith (unfriendly with everyone in existence)
For the most part what i want is a questline that gives the renegades a base, one that gives unsig a base, a way for sultan to take the skadavosk back, a main storyline for the mercs, and a storyline for monolith that i havnt figured out yet what ill do for that
in general thats one of those things i realized is a just learn to do it yourself kinda thing because its more work than its worth from what i understand lol
what im gonna try is basically copy what happens in the last dawn questline
in last dawn it spawns striders group and scar
since its already a base game thing that sorta does what i want im hoping i can figure that out
Well good luck with that.. Maybe it's easier since the factions already exist.. I couldn't get it right to add story to a new faction.. But others might be doable
ye if i get it working with an existing faction ill send it on making that foundation one work
Appreciate it..
The issue that I have is that I have no idea what I'm doing.. And I tried back in the day to go through many different guides and "handbooks" on modding.. But the questing part is a bit of a grey area.. And by duplicating Loner and changing the name, I think the game tried to add spawns and a number of texts and other things.. So things would overlap each other and it was just a complete mess..
When I did finally find what I thought was the questing part of the text files, everything loaded fine but nothing worked in the end.. Then I managed to add them manually through console but completing it won't give the next one.. It was just a total mess really.. The creators of New Levels, Western Goods, and Duty Expansion would be your best bet.. Especially Duty Expansion since a whole new base gets made in Red Forest for Duty..
So in terms of having a base for Mercs, one in Limansk would be possible using Duty Expansion's methods..
aim-assist triggered on aim
it worked but no prediction on moving target im trying to develop
good news for you
according to itheon
its doable
bad news
i am way in over my depth lol
Yeah I knew it was doable in a sense but going to be a massive undertaking
This is a snippet of what the New Levels mod creator told me a long time ago
part of the problem im having is that the tutorials i was provided I do not have the same directory
the tutorial says look for \gamedata\config\gameplay\dialogs_escape.xml
but this is how my directory looks lol
Yup.. The tutorials are not the best and this was the first response I got.. The "I'm too busy for you" type of response.. So if you can't get it right via a modding manual, then good luck honestly..
You might be able to find dialogs_escape.xml if you unpack the entire Stalker database.. Unless you already did that
There are more than 50k entries for Loner alone.. And I can't just find/replace each entry because it has to do with crucial spawns and characters.. So you'll have to look at each entry and duplicate it when required.. This is just for creating a new faction with story quests btw..
To create your own unique story with a base location and dialogue seems easier because the factions already exist but also much harder since the rest doesn't exist.. Like spawn points and pathing..
You'll have to delete any spawns that GAMMA already places in your base.. For example: Duty Expansion adds a Duty base in Red Forest by the Limansk Bridge.. Every time you load into that map there's a HUGE firefight because the creator of Duty Expansion never deleted the random Monolith/Sin that can spawn there on loading in as well.. So it's a mess every time..
here im trying to find how to unpack the database
cuz frankly i wanna start with that
It's here in the tools folder
Make a new copy of Anomaly just to be safe
Unless you're fine with potentially breaking stuff while modding
just unpacking it shouldnt break it no?
Do the db_unpacker_all.bat to get literally every single file inside of Anomaly
No it won't
But you want to make changes and stuff
oh yeah
So I would keep a backup just in case
This is the only info I got regarding removing spawns.. For if you find a base and need to remove spawns in that area.. That's literally all I have
The rest is a shot in the dark since not many people help others with these things specifically..
Yeah it's that one
https://www.moddb.com/mods/stalker-anomaly/addons/western-goods
https://www.moddb.com/mods/stalker-anomaly/addons/promzone-level
These two also add new custom stories if you want to look at these too.. The more examples the better..
we ball
I'm actually busy with a custom quest in-game rn lol.. No idea how they did it though.. At one point I even wanted to contact base Anomaly devs to see how they added Sin and UNISG but contacting anyone higher up then a newbie is impossible.. Unless you work your way up socially or something..
the more shit i have to be able to reverse engineer the better
Here's the mod for the 3 stories in GAMMA that you can also look at in-depth (no need to look for them in MO2)
https://www.moddb.com/members/doctorx01/addons
Can also find more here.. Apparently DoctorX passed away which is very unfortunate.. So you'll have to pick someone else's brain if they are willing
Browse DoctorX01 addons to download customizations including maps, skins, sounds, sprays and models.
also
wait
like
i thought it wasnt possible to add new maps to anomaly
how tf did this dude add 3
I have no idea xD
also wtf his the all.spawn file
and how do i open it
cuz id gues the spawns folder with the all.spawns is what has most of the configs related to spawning
opening it up in notepad its actually partially human readable with a bunch of whacky shit
Yeah I'm lost with that too don't worry xD
I gave up on trying to figure anything out
eh wouldnt be the first time
very possible
its a compiled file
you have to decompile to open
its a very not good way of making maps connect with entities
splains it, ill probably figure it out after bashing my head against the wall for a while
editing all spawn means incompatibility with any other mod that edits it
ah shit i was not thinking of compatibility
im mainly looking at the new levels mod rn and im trying to figure out how he did it, know anyone else that added maps or is this it
Justsilverguy
Hs is like the only one making them
he knows all about it
lmao he changed his name:
mfb_real
I dont see him in the discord and looking up that name on moddb gets nothing
o lmao
ooo interesting hes using the cop level editor for it
the SDK
Ight thats pretty neat
Basically it looks like i need to learn C/C++
itll be useful to know it anyway
i had to add the real part because discord didn't let me change it just to mfb
You don't need to learn that for adding new maps or replacing existing ones
It's all just about knowing the SDK and custom logic (in .ltx)
It's possible to replace anomaly maps, those who say it isn't are talking out of their ass
And anomaly SDK doesn't exist
It's all bullshit
All.spawn file contains information (their spawn id's, position, rotation, and more) about the spawn elements (weapons, items, physics props, and more) in every single level
And graph points, as well.
Waypoints too, all of that shit
Baller ight, COP SDK yeah? I was looking at filex in the new maps 0.5.2 n the scripts were in C so i thought i needed it
Are you talking about the bin files?
They only contain discord rpc shit
And the game scripts are in Lua.
The engine is written in C++
Oh so the spawn file is basically a manifest
Ight makes sense basically the stuff that actually matters is lua
Yes
Here you good for me to dm you for a bit when i wake up im passin out
The only thing that xcvb edited there are level transitions
From other levels, not his
Not a problem.
I don't mind dms
How to change walk (shift button) speed? I'm always changing crouch_coef in actor.ltx from 0.4 to 0.55 to be faster in crouching and walking. But in some case speed is changing only for crouch in this mod pack. pls help
Maybe somebody know how to make different walk speed with weapon and without weapon? It will fit with bodycam mod because its cringy when actor with weapon walks like micael jackson
Deep cringe
Bcause of gotta go fast
it allows to configure speed
Anyone tried using the 'Mugging Squads' addon ? --- https://www.moddb.com/mods/stalker-anomaly/addons/modded-exes-mugging-squads
I was wondering, are all dialogues initiated within a really close distance of the player ? I have noticed when talking to the bartender in Rostok or the scientist in the bunker, that you have to move completely towards the window/bar before the option to talk appears.
Is there a way this can be tweaked for the mugging squads who approach us ? Say around 15-20 metres ?
It would give the player a fighting chance and get rid of the one thing that I believe makes it extremely unfair.
Anyone ?
I tried checking pins but was overwhelmed largely. If you wanted to add a new item, and animation into the game that you use. Like cigarettes for example. What are the programs you would need for that?
The confusion came for me when questions like….
Do your arms matter?
Where do you get the texture for said new item?
Do you need to be experienced with the x-ray engine or just the programs needed to do edits?
You'd need blender for starters
So you can animate it, or model it
To make a texture you can use Gimp, or Paint. Net for simpler edits
There is also a standard kit of "tools" i can link but you wont need it i think
Notepad++ to edit .ltx files. That is it
Thanks, I’m actually going to commission it. But I needed to know what the creator would need to work with so I can include it in the job
You have to do animations with vanilla arms because those are the better rigged ones
Although animation rigs come with those
Ideally you could get assets with all the textures and needed files
Appreciate it but are those standard in the programs mentioned? Or do you need to download them? I’m trying to gather all the tools they would need before commissioning it
If you are going to commission animations then that personally probably has a working rig
So you don't need to provide the arms, unless you want a new armor or suit
Cool thanks. I’ll just mention what was told to me a few messages up and should be good to go then.
What do you want to commission specifically if you don't mind me askin
Like everything else: you can do it with a script.
There is even a library type script by artifaxs that makes it fairly simple to change player speed.
Well in gamma it might be easier to mess with gotta go fast directly.
Still script can detect when gun out and change speed.
Could even offer a lesser penalty for lowered rifles and hand guns.
the outfit affects movespeed addon, included in gamma by default, already does this very thing
the variance in the speed modifier is super small
but it does just that
Then dude needs to poke that then
Since I don't have it installed i forget what mods gamma has. And the list on the gethub isnt the easiest thing to read.
I want to commission a zippo lighter animation for smoke/lighting camp fires. Also have a capacity that matches a full stack of matches refillable with kerosene. Wouldn’t hurt to add a few zippo tricks when lighting it. I was thinking the same time frame it takes to smoke a cig
Oh…bummer. Guess I’ll stick to my original idea. Creating different weapon jam animations for pistols.
True, but you don’t see it and it’s not in your inventory. Unless they address that in the western goods addon which I’ve never used
Just the jam? Like adding one to the existing set?
Can't be done sadly, except not in a good way
Well for example a brass casing getting caught in the ejection port called a stove pipe. Can usually knife hand clear it with a chop
Any simple way for your sake you could explain why?
Most weapon animators do their animations with a rig
arms work with a skeleton, each part is connected but moves independently from each other
What a rig does is connect all of those bones in a way that when you move the hand, for example, the elbow and forearm move with it, same with all the fingers
and you can't import existing animations to a rig
Which makes adding animations to a set impossible, as you need the base animation(idle, most of the time) to use that as a first key for your unjam
There are people that make animations without a rig but it takes way longer and the results aren't as good
So if I want to make an unjam animation replacer that is feasible but adding it to the current unjam animations is impossible unless you go the way of not using the rig. Which generally looks tacky OR the creator is exceptionally skilled, patient, and has a lot of time on their hands to fine line each movement and animation. This accurate understanding?
Pretty much, yeah
Animations made outside of rigs can look fine
but they take a lot of time to make and they aren't as polished as ones made with rigs
https://www.moddb.com/addons/anomaly-weapon-animation-overhaul-release There is a mod someone made that is pretty much what you want, but for all vanilla Anomaly guns
and as you can see the elbows and forearms sometimes look weird and the motions aren't all that amazing for some of them
Thanks for that explanation. So to mess with anything in gamma it’s a matter of using the rig and just building around that but as a replacer for a certain gun, for a starter attempt anyway
open demonized_mugging_squads.script file, on line 497 there is a condition parameters string, on that line replace dist_to_actor_le(3) to dist_to_actor_le(15)
the squads will start to talk 15 meters away
I disabled the mod, no effect on WALKING speed. But all of the effects taken on run and sprint speed dissapeared. I think this is stealth mod, there is also a speed settings but it have no effect after change.
The "Speed" parameters in the Stealth mod are modifiers on enemy sight based on your specific movement. They affect your actual movement speed.
He was talking going in that mod's setting inside MCM and adjusting them to your preference. Not disabling the mod.
Changing it in MCM have no effect on walking speed(i want to change "shift" speed). Check what i wrote up.
are you guys talking about adding a brand new animation as a variant for unjamming the gun (via UAS) or just adding an unjam animation to a gun that doesn't have it?
well in any case both are possible anyways
My understanding of the process is rather non existent but yes. From what I’m told using a rib but only as a replacer is best and the most smooth. But as you said it’s possible not to use a rib but then you come out with an animation prone to human error so it doesn’t come out as best it could. I initially wanted to make an unjam animation for pistols as an example that has a chance to play alongside what we have now but that would require not using the rib. However I don’t mind making a replacer. It just has to be good…and cool lol
have you ever animated before?
Is this because of a bone that's not connecting to something in Blender?
If so, I did spam click assign on wpn_body.. Not sure what that error means
I'm trying to add a custom scope to an existing gun and I followed the video guide exactly but I'm only guessing that the scope is not properly attached to the body of the gun or something
Never, but I simply don’t have the time. I want to manifest my ideas, but don’t want to lose the little play time I get with my job. So I commission. Some of the work I’m able to do, like sound related mods. But animation I have zero ability nor the time to learn. Only reason I had the time to learn about audio was because I was out of work for 4 months.
well you can just edit the omf in blender to add another action, then use the universal animation script to add that new unjam animation variant
there's a video about that somewhere in the pins here
I fixed this.. But I have another question if anyone knows..
What causes a gun to treat a red dot like iron sights? I tried zooming in but it was very far away and I couldn't see through it
what
I added the thermal scope to a gun that does not traditionally support it.. But when I try and zoom in-game it acts like iron sights (does not zoom into the scope), and the scope does not "turn on"
did you tell the game you've put a scope on it?
Probably not.. The video didn't really cover that part so not sure how to tell it
you need to think that every weapon with a scope/red dot turns into a "new weapon" in the game config. files
you'll have to change the ltx files to add this new scope to the weapon, point to its correct model and animations set etc
otherwise the gun will be treated as it is bare raw, with the iron sights that is
you can check how other weapons are done, like the M4 with ACOG etc. and just DLTX the new section you want
So I tried copying those entries from other guns that use the exact same scope.. But the iron sights are still the result
isn't it just the positioning then?
Nah the whole scope doesn't work
Example.. I can change the positioning that's not an issue.. The physical scope doesn't scope lol
Thanks, I screen clipped that for later reference. I’ll also check on that pin. Hope it’s easy to spot
who are you making the commission to if I may ask
Whoever is able and willing. Was gonna check Fiverr. I wouldn’t mind making a replacer if the end result is the best quality. Just felt a simple racking of the slide to clear a jam was getting kinda dull. Maybe pull the mag out, hold the slide back and see two rounds fall outta the mag port for example. Sped up to match the time it takes to unjam a weapon currently.
just wanted to ask but how is the nominal stopping power for bullets calculated?
for the bullet only? it's whatever its k_hit value is. if you're talking about the default stat card, i believe it's gun hit_power * first listed ammo type's k_hit
yes for the bullet only, like it says in the text that the nominal stopping power for lets say 7.62x54r is "74" im just curious how that 74 came to be
oh in the item description?
that shit isn't calculated at all lmao
it's just typed in and has 0 relationship to the real bullet stats
oh for real? god damn i've been on this damn calculator of mine for 30mins trying to figure out how the nominal stopping power was calculated 
yup. it's just text
anyways thank you for the help 
for example, 7.62x54 7N1 in the files has k_hit = 0.85, the "description" says "nominal stopping power 62", which is uh. not real
if you want actual accurate stat displays, get this mod #1161433800803360808 message
thanks again at the very least i understand how the ap value is calculated
oh. uh... the AP value is also lies, that's just dictated by the bullet k_ap
best to ignore the entirety of the description
oh wait huh it might actually have some vague basis in truth this time
which is to say, it's displaying "armor penetration power" as k_ap * 1000
which would be roughly correct, yeah

Hello, gentlemen. I am not very good at writing my own scripts and configs, so I would like to ask your advice. I have 2 addons for the voice of npcs - Dux Inumerable Character Kit Voice pack and Ukranian Voicelines. I want to combine these two addons, that is to make it so that each type of model npc randomly appeared one of the two types of voice (except for important and plot npc). How can I do this and what will I need for this?
my best guess would be to combine the voicelines into one mod, copy the part of the code that dictates what voiceline the npc uses and make it so that it includes the voicelines form the other mod
two mod files
probably folder named "voicelines" with all voicelines
combine folder
go into script that calls for said voicelines and make sure it is able to call all of said voicelines
well, I'm gonna try this
thanks man

ahahahaha man, I had to look for better, so I still found such an addon on moddb...... the funniest thing is that all day looking for something similar, but found only addon that completely replaces the voiceover
Well, I found a DXML version of this addon

Neither am I, but your logic is sound.
hey
guys any good weapon reposition mod ??
#1118909693813862492 this one
its unfinished tho
when the game spends 40% of cpu time waiting for the gpu to return results to occlusion queries
epic
yeah context switch out of the main render thread that will work or sleep lmfao
oh nice, I had all threads selected, it's actually ~50% of cpu time when you just look at the render thread
How to change walk(shift) speed?
All my homies hate .cpp
Anyone know how to fix repositioning? I use the draggable HUD editor and copy the settings directly to my ltx but every time I restart the game it goes back to this.. It's a lot better than it was, it just refuses to be normal..
And then it does this to all other guns :/
i finally started animating something that isn't the fucking vector
now that the main poses are basically done, i would hit the graph editor but i gotta study
have you disabled the hud editor?
Nope.. Only have these two enabled.. Does the hud editor force a reset in some way?
im asking if you have disabled the hud editor in debug mode
if i remember correctly you had to press resume
Oh yeah yeah I did that.. I had to click Apply for it to save the values in a text file for me to copy over to my modded ltx.. Then resume after that..
you need to make sure the reposition is being loaded last if you did with the hud editor
search for mod_system_ in this channel and you'll get it
Yeah I did do that.. It's way at the end of my ltx
uhh
fixed
are you pointing out the fact that i forgot the bullets textures or the finger clipping
This is when mag is already inserted
you have a second mag or smth
I dont understand what is happening there
I think what he's trying to do is make the character hold the empty mag while attaching the new one, though the "empty" one is currently not empty
It looks very odd
normally you pull out the mag and then put the new one in
okay now i see it
dual reload with retention
yeah nevermind
It just looks like he ejects the mag to the ground and inserts a new one
so it looked like a 3rd mag magically appeared
Yeah its miles better now that i undesrtand
Nah its because of the movement
it looks like he ejects
and without the sound it was hard to tell tf is going on
yeah i have to find fitting sounds
the g18 is basically done, but i still have to do the entire roni version
this is what it looks like from a 3rd person viewpoint
i literally did this in 2 hours lmao
i mean its not fixed
you cant pull a mag out like that with 2 fingers
It looks goofy
like nobody does this
but it looks cool + no one will notice unless they open the omf
It's like that over under slide cock frosty likes to use for pistols
In first person it looks even more goofy
yeah the point is to see that, in a perfect world i would have pulled out the mag normally and then rotate it so it can perform the animation
but i aint doing allat tbh
ill try to adjust that a bit once im done with homework
wait what does this mean
I used MW and RoN for gunslinger glock
yeah but i have to find sounds for the glock with the polymer body
im also gonna be using firebreath's animations for the normal pistol, i don't like gunslinger anims at all. did you do any patch for prp?
I mean they sound polymer enough
no I did gunslinger only
do you have any polymer charging handle sounds that i can mix somehow with the metallic slide?
tbh I don't know how that frame works so not sure how it supposed to sound
erm hold on let me try to find a video
because i haven't really seen this gun in a videogame yet
https://youtu.be/dzHZPGoT3UY?si=g85USJM9EtqRx1BF this is the best i could find on youtube
This conversion (https://usa.caagearup.com/roni-civilian-pistol-carbine-conversion-c-g2) as configured weighs 5.7lbs with MRO sight and a full 33rd magazine. 16" barrel makes semi-auto versions into non-NFA carbines. Felt recoil is minimal. Vertical foregrip (included with the conversion kit but not used in this video) makes the gun even more co...
eh it sounds same as regular glock
yeah i thought that the polymer would at least make it sound a bit different
That seems like a worse mp9
Also don't think I've ever seen anyone concentre so hard while shooting a glock
yeah you were right I'll just go back to blockout stage
I feel like there's no way I'm saving that one
Anyone know of a mod that lets you improve/repair hides?
Does anyone know of commands I could use to identify the name of the current consumable animation / player hands animation being played, or know of any ways to display or modify the offsets of these animations during runtime like you can with weapon HUD offsets?
I'm working on a mod thing that fixes all hand animations for people that play with high fov and hud_fov (lke myself at 110 fov and 1.0 hud_fov). So far I've had no trouble fixing weapons using the debug tools, since the weapon HUD offset screen gives you the exact filename and I can find the corresponding weapon in the configs folder and paste the values from the ingame editor to the config file.
I'm now trying to readjust the offsets of player hand animations for consumables, and so far I've managed force the correct hud_fov across all consumables by finding every consumables config\items* file such as items_anm_antirad.ltx and giving it a new hud_fov value if one wasn't specified, like so: ```
[item_ea_stimpack_army_hud]
hud_fov = 1.0
hands_position = -0.0055,-0.105, 0.532
hands_position_16x9 = -0.0055,-0.105, 0.532
That part works and now every consumable is using a forced 1.0 hud_fov as expected. But now when attempting to alter the positional offsets to account for the new fov, I've been having some trouble identifying the correct consumable in the configs. Stimpacks don't seem to change their offset in this file, but adding hud_fov worked despite offset changes being ignored - I suspect the offsets are being declared in multiple places with possibly mods overriding the animations from other mods.
Even when I can find the correct file and item entry to change the right consumable, I'm having to blindly change values and restart the game to inspect the changes, and repeat trial and error ad nauseum.
Please, any nugget of information that could make this even a little less tedious would be greatly appreciated 💛
Also, I'd love to be able to modify the orientation / rotation of the animations to fix some of the clipping, but I'm not able to see which axis I'm rotating on and the rotation amount seems far more sensitive (is it in degrees or radians or 'xray magic unit's?), with even small value changes going nuts (but anything less than 'small' is not noticeable enough to be able to tell what axis rotated - making me restart the game again to test another value). I've been sticking to just positional offsets for my sanity, but being able to alter rotation would be particularly useful for fixing the flask animation.
Is there a command similar to vid_restart but for reloading config files?
Some weapons like m82 barrett are not avaliable (only debug) Can I somehow make them appear in game?
But how?
only one specific gun? 
Yep. I added the HUD_FOV = number line and it's gucci
I've ran into an issue I can't fix.
See the snd_reload and snd_reload_empty?
Everything works just fine. These sounds are played where they should. Except snd_reload_empty.
Where can I find this damnable wpn_m16_sounds?
Fixed it!
alright i had some free time and i decided to start all over again, do you think this is a better approach at all? keep in mind that these are just poses so transitions might be a bit shitty
It's looks like you take the mag out and insert it back
i haven't done any timing yet
i haven't timed the transition between mag in and mag out
But it looks like you insert the same mag back
yeah i know ill have to look into that because im not too sure about how to do that
Have a delay of a second maybe and it will be good
doesn't hurt to try
ye it needs a slight delay when the mag goes off screen

And some bag/sliding on textile soundeffect :D
Why is the weapon having two mags?
you just reminded me that i have to make the sound work
it's meant to be a reserve mag
i was actually going to ask some experienced modders about that
that delay looks perfect imo
especially for an smg looking thing
thank you
Damn this looks great
compared to your Vector
You're making huge steps
thank you! the vector is a really tricky gun to operate in a lot of ways, that made the animations quite difficult to do tbh
We need a hell lot more SMGs tbh.
One tip I have to make the anims look a bit less robotic is taking the X axis rotation keyframes and offsetting them by 2 frames
so select all the keyframs of the X rotation except the first and last and move them two frames forward
and then take the Z or Y movement frames and offset them one frame back
although i haven't even touched the graph editor yet, these are all poses
ill try that and send the results
@celest forge Are you jmerc?
That's me yeah
Jesus was scrolling through all the members for you rofl
Looks a bit better dont it
You recommended me your MP40. Came to say it rocks :D
yeah it kinda looks better
- your ACR
And the M16A2 ofc
its an addiction, once you start you cant stop 🥲
ill probably get burned out in a month
I was talking about the graph editor addiction but yeah that too lol
fr
Quality. Looks good and not a lot of wasted motion, but definitely not boring.
thank yall guys for the kind words, i really appreciate it

question, how to fix this problem with scope?
What scope is that?
Hey, I was told to ask my question here so hoping I am in the right place lmao
Anyone here know hot to get the outfit stats editor to work? I managed to get a duty battlesuit which I want to have for the stats and I am willing to take the movespeed penalty, but it looks ugly as hell and I prefer the look of my old outfit. I was wondering if I can take my old outfit and apply the stats of the new one to keep the look of the old with the stats of the new.
But I don't know how to work the outfit stats editor, tried just straight copying from one to the other but getting no result after pressing apply, even tried putting on the battlesuit first, pressing copy, equipping my old suit, pressing paste then apply. The stats dont stick, still keeps the old values
I asked this in Newbie chat, they told me to ask in Invictus, I asked in Invictus, they told me to ask here
mf you just gave an idea, a great idea even
Not as long as that obviously.. But a slight 1 second flip between 2 fingers sounds sick xD
Don't know the process or how long/diifficult it will be though
it will be probably difficult but I like the idea so I'll try to do it at least
Hello everyone! Let em ask, someone knows if its possible to create a DLTX version of "actor_hud_hand_animations"? The thing is, i want to create a outfit mod, since they are additional, i don't want to use a hand pack as a base to these outfits
Hey legends, i have no knowedge on how to make mods but was wondering how difficult would it be to make a mod that shows the gun in your inventory without a mag when the mag is taken out?
For example it would swap out the picture with a unloaded variant and swap back when loaded. Like the Mp5 shown in the pic?
easier would be to have the icon have no mag and add the mag in as an icon layer when needed. there is a script used by sortingplus that can add icon layers dynamicly.
that script can increase the lag when opening your inventory due to maniplating the icon layers as the UI draws.
it is a lot of icon work. and ltx work to make the new icons that are just a magazine and add a line to the gun ltx telling the script where to find that icon. (i'd make the mag icon the same size as the gun icon with the mag in the exact same place to make lining the layers up easier.)
the codeing isn't that bad since I did the hard work years ago when i wrote that script i mentioned.
basicly a function that the icon layers script calls that then goes "is this a gun? should it have a magazine? does it have a magazine icon line in its ltx? if all are yes give s the icon layer script back the icon. tiny bit of fluff to get that setup. proably ~20 lines
Thanks for reply man, im totally happy with the icon work, could you remind me what the ltx is?
also the lag is a good point didnt consider that
in the weapon ltx
in the section for each weapon add a line mag_icon = xxx where xxx is the section you make for the mag icon.
the mag icon section should look like
[wpnname_mag_icon]
icons_texture = name_of_dds_with_mag_icons
inv_grid_width = 1
inv_grid_height = 2
inv_grid_x = 22
inv_grid_y = 1
but the numbers correspond to the mag icon in the new icon dds
you can make these changes directly in the weapon ltx while doing proof of concept. but probably want to move them to a DLTX file before you start doing every weapon since gamma weapons are so spread out in somany files. or you could start in dltx.
someone around here should have a link to the stalker icon editor which will help with the gird numbers.
it may be easier to put both the guns and the magazine icons into one dds and also edit the weapon sections to have an icons_texture line pointing to your dds, that might require updating the grid numbers in the weapons. again to keep your work in one place instead of a half dozzen icon dds files.
fortunately the lag seems to depend on the number of icons the script is asked to work on, not the number of icons in your inventory. and you will probabaly have fewer guns on you at one time than the ppl reporting the lag in sortingplus had items markred as favorites/junk
the same problem with gauss, how you fix it ?
A guy had started working on exactly this several months back. He gave up because of the sheer absurdity in the number of icons to reposition and input in.
They also have to do it for each sight and scope so think if a gun used 30 sights and scopes combined, you have to do 30 new icons for just empty mag and also edit the original texture if unlucky and it becomes more of a hassle then anything
No. Scopes, GL and silencers are layers added to the base icon. You don't need to touch them if you aren't changing the icon enough to change their attachment point.
Ah gotcha
still would be tedious to do everything just for the empty mag to be shown though wouldn't it
more so it'd be just for vanilla I reckon unless the person did it for custom gun mods too
I knew I was echoing my self. Couldn't remember if that was here or efp tho.
That guy wanted diff icons for diff mags tho I think. If you limit yourself to one it is less work than an icon overhaul. And you can ignore pistols. Base game that is only a few dozen guns I would guess.
I don't do art. If someone has enough art and ltx changes done to test id probably just whip up the script real fast.
That's what I would do. And provide instructions on how to set it up for others to duplicate for custom guns.
The way I suggested doing it would ignore guns without support.
And if you are making a gun mod you would not need to make two icons and a mag icon. You could attach the mag icon as a static icon layer just like scopes are. A simple DLTX line could disable that layer.
Infact I could setup a DLTX file such that the DLTX to disable the the static icon layer would only be active if the mag icon mod were active.
This would mean that support could be passive, no need for a dedicated patch.
I have found with mags redux that if you make it easy for gun modders to support something like this they are willing to.
(Or a some third party will)
It was here, I remember that and i'm not in the EFP server
He got it working iirc but never finished it
Don't even remember who it was tho
Hand animations are correct, but the weapon doesn't go according to hand animations. What would be the cause? weapon_hud.ogf?
Do you know his name by any chance? Im pretty useless (willing to learn) on coding but the icon work im totally happy with working on
hi ,is there a way to get textures id in game ? like a console command or a mod ?
icon tedium claimed another soul
Is there a mod that allows a lot more zooming in than default?
Or a mod that allows you to hold the PDA closer to your face.
I always rely on getting something in my face so the character holds the PDA into his eye.
just use the scope zoom button
that might be cool for the other maps if they arent like that already

da story npc's
What do you mean?
too many freedomers
ik
i'm testing da spawns
here are the smart terrains in the level atm
there's still a lot more to be added
So this new map will be to the right of Rostok?
I placed it there as placeholder for now
It took me some time
The map dragger tool was saving my ass
even though it wasn't intended for anomaly
Ah okay.. Makes sense.. Will you be open to moving it? Up to you of course
Currently conflicts with New Levels mod.. I don't even know if they'll be compatible with each other ngl
I'd have to do terrain mask edits to align the roads
but I'll think about it.
It shouldn't be difficult
No worries :) I love new maps since I've been playing Stalker since release so anything new is very exciting to me
So if I can have what you have planned ontop of New Levels that would be sick but it's up to you
I really want to make this into a high quality level
No shortcuts.
This is a port, but the original level didn't have anything else other than its scene objects
I fixed the author's geometry errors and replaced almost all of the scene objects
Now I'm adding smart terrains and their waypoints
Oh it's a port? From where if you don't mind me asking? I don't remember seeing anything like that before
I don't know
I was looking for some SDK packs
I think I got this from ap-pro.ru, idk
The codename for this level is "sov"
Ah okay makes sense.. The only "custom" maps I know of are New Levels, the entire f.o.t.o.g.r.a.f. mod, and I think that's it really
I'm very excited to see where this goes
now remake gta san andreas' ganton in stalker anomaly
place it inside a space bubble anomaly level transition
I'm planning to use detailed assets for this level, but I don't have any at the moment
Gotta wait for stalker new project to release
can you help me guys?
I have a crash after picking RF package (caused by "QoL patch to Tweak_bBreeki's).
I have installed new levels(screenshot).
So i managed to add location id's in script. Game stopped crashing but the mod npt working now. Can you provide me? There is a code that transfers package spawn if the new location is in scripts queue but i dont think its right. Pls i need some help.
function tb_radio_thing() tb_making_package = true local surge_state = GetEvent("surge", "state") local psi_storm_state = GetEvent("psi_storm", "state") if (surge_state) or (psi_storm_state) then tb_making_package = false return false end if GetEvent("underground") then tb_making_pack...
Thats what i wrote
ask the addon creator for help
he's in the anomaly discord
and his username is xcvb
thx very much!
https://discord.com/channels/912320241713958912/1264735208356315166 someone already made the patch
So, does anyone know which DDS file corresponds to this bottom handguard of some of the Pieuvre Armement Weapon Pack?
Im not familiar with blender otherwise I'd use Blender to figure which texture map applies to this weapon part.
With it being darkest of blacks, its killing me.
you can actually use OGF tools for that
most of the time its enough
Oh wow okay! Is 'OGF Tools' the name of the application i should be looking for?
Hm, it looks like that file might've been a virus. Instead of cooking up trouble, try cooking up a Chocolate Avocado Protein Smoothie: https://spinach4breakfast.com/chocolate-avocado-protein-smoothie/
Thank you discord, very cool. I guess modding tools are a virus. You definitely fucking know better
What a fucking trainwreck
simpler to just send it than make you look
And is there any tutorial I can refer to? I found a version of "OGF-Tool" on githud, not quite sure how to use it.
I see, ill give that a shot!
The one you just sent isnt safe? I downloaded it. Whats up with the smoothie link bro? 
the fuck
what is this
Yeah bro thats crazy wtf just happened
I watched it happen in real time. It revoked the file you sent, then edited your message
fucking idiots
I got it though. Dont worry
Gotcha thank you
what in the actual fuck did i just witness
VirusTotal
good job, discord. even virustotal cant find anything
hey guys, anyone know the structure for using an item with %conditions for crafting recipe I'E
x_sewing_thread = 1, recipe_basic_0, prt_o_fabrics_1,1,swiss_knife,1
rather then comsuming the whole knife it would take a % from its condition?
x_sewing_thread = 1, recipe_basic_0, prt_o_fabrics_1,1,swiss_knife,0.05% I'E
(produce x_sewing_thread) (return swiss_knife_0.95)
or where to look ? possible examples ?
Hi, guys, may I ask any tip what do I have to understand to add furniture saving into this mod? https://discord.com/channels/912320241713958912/1226236913254531184
I was stupid, it was in the first message people
If you change combine_1.ps to set the output alpha to 0 instead of skyblend it fixes the weird distance effect where distant geometry looks transparent. Not sure what the intent of effect is but it doesn't look right to me.
Using the FN2000 Tac from RWAP, when you aim, it automatically zooms in. Looking in the LTX I cant spot anything that may be causing this. A bit confused, any ideas?
Here is the LTX
like the base gun? i am going to guess this: ```
scope_status = 1
scope_zoom_factor = 0
it has no scope texture so nothing is drawn on the screen but it is treating it like it is a gun with a perm scope attached.
change `scope_status = 0` and see if it stops acting this way as a test.
da map after 20 mins of conflict
what a good news, lets check if it works
how do I get adjust settings to all weapon?
someone give me the link to HD models guide for gamma
That's the fun part, you can't, you have to do an override for every gun via DLTX
you really have to?
There is no like script to adjust it?
But you can write a script everytime a weapon is fired right?
My goal is to disable smokes for all weapon for performance reason
smokes for weapons? you mean the firing visual effects?
_Klip or something
Tho it's written in a weird ass font for
@open oasis whatever happened with your mag-less icon override or whatever
Ah close enough, thanks
thankyou
i have been summoned
do you mean the modification to mags redux that displays weapon icons without their mags until they're inserted
ye
That's the one
you can find my latest progress on it here: #╙🖇mods-making-discussion message
@jovial burrow
i think you will be the one needing help lol
that latest progress message is the last i've worked on it
i don't intend to continue making the modification as i don't play GAMMA anymore so i have uploaded all my files that way someone else can continue work on it if they so desire
i had no issue finding and modifying the main gun atlas but i quickly gave up when i realized i'd have to find all the individual gun icons not in said atlas by myself
also congrats on helper mirrowel i always knew you had it in you 😌
Been playing GAMMA EXP Edition Redux for a while, just got KS-23 and noticed that, unlike other pump-action shotguns, you can't skip reload animation while quickscoping. If you try to do that, the gun refuses to fire for several seconds. If you continuously aim down sights, the gun fires normally though. Digging through the files, I found out that BaS22 KS-23 has been remade based off Winchester, while 2021 version is based on old MP-133 animations. Replacing 22 file with 21 fixes the quickscope problem, but screws up the gun hud positioning. Simply copying the values of 22 hud to 21 did not help. It seems the new MP-133 is also based off Winchester and has the same issue.
When I was using key word search function in this server, I haven't found anyone asking about it. It was recommended to me in Redux thread to ask about it here. Has anyone using BaS22 or Expedition Redux pack had this issue?
Guys you should make a ping mod, that simulates ping in gamma or make a invalid hit mod. To make people really wanna smash there pc

Still no luck. Thank you though! Ill figure it out
Is it possible that I could somehow use the ACR hand animation with the type89 (second photo)? Im not a fan of gripping the foregrip like-so.
what's the point of a foregrip if operatorismo says that you shouldn't grip it
not at all
you have to adjust everything around it
which is why juan said make the mod again
Yeah that's not how it works, unfortunately
You'd have to take the base hud ogf and all the scope hud ogfs and put it on the armature of the Type 89
Then edit the animation path files in the gun's ltx
then reposition the gun + all the scopes
all of that skipping over the animation maybe not matching how the other gun is supposed to be operated
wouldn't know really but it can happen
I mean yeah
All that is assuming the animation is compatible
Which I have no clue, never used the type
Neither do I know how it works
Okay. Thanks guys!
So, Im using Artigroks Specialty Ammo, but the 9x21 Variants it adds aren't present in the game, only the original SP10 ammo, which has unlimited penetration for some reason (3rd photo)
Any idea what may be causing this?
holy z stacking jesus fucking christ
also would have more luck asking in the mod's thread
Yeah did that just in case something was overwriting it, no conflicts appeared.
okay thanks, sorry for the bother!
Alright, Ive got ammo variants for the SR2, but the SR2 magazines wont accept the ammo variants. What LTX do i need to alter for the mags to accept the ammo?
Do i need to add the new ammo sections to this?

Cmon bro dont bully me
Any input? Sorry for the bother
fuckkk me
Hi, guys! I was curious is there any GUI tool that helps to create questline?
It's too hard to keep track of all ltxs and scripts, lol

👉 👈
There are none
Quest making along with map making are the two hardest things to make for Anomaly
Only a handful of people know how to do those
ye
task creation has some documentation easily accesible but still nothing compared to literally any other field of modding in anomaly
except of course mapping
and mapping has zero documentation that's accessible without doing some archaeology
Got it, thanks
What file is that from? That is definitely not from ArtiGrok
I got it resolved. Sorry for the bother!
i did some small adjustments to pacing and position, i also tried to make it less smooth and wobbly
i wish i had some more time to animate
it just needs the mw2019 tremors at the end and i'd call it top shelf quality
what's that?


i think the tremors got worse in mw2 tbh
You might could speed up the mag toss a bit, it kinda just floats upwards awkwardly lol
Testing dat unique npc
There are some bugs to fix, but there's a mechanic, medic, barman, and a quest npc in the screenshots
Can't upload shit due to discord
how can i rename this thing
where i should find this one
or how to mark this as an override
It literally tells you how
Bro, it tells you which file is the problem
lol ok nvm
You are using ArtiGrok and Frosty's Weapon Pack, right?
Find the "SIG Fury" ammo ltx file in Frosty's Pack and hide it in MO2. He made the same SIG ammo from ATHI but named it differently despite the ammo being the exact same.
Also make sure you don't install the ammo icons from Frosty's pack or else it will completely overwrite the custom icons made for ArtiGrok.
hopefully this is the last version of this anim. i just did some overall improvements and redid the whole b2i transition
now it's time to do the 10+ anims that i have left
Good stuff
shoutout to mirrowel for making me realize that the previous animation was ass🗣️
yeah i mean the other animation
but yeah i do agree that i fuck with this one way more than with the other one
although something tells me that the only reason the animation looks good is because of the mag grab
I like this one too. Thank you for not making the mag have a kiloton mass.
Too many animations have a small earthquake when ejecting or inserting a new magazine.
a lot of the times that's done like that to have a better timing and rythm
and if you're a good animator, it makes it look really good
Oh god thanks
W-why does it have two mags
it's a Roni carbine conversion kit
search it up if you want to
Question:
What files determine what spawns around?
For example, swapping the MP7 to use 4.6 ammo is easy, just edits to the gun and mags, but how do I make it spawn around like other ammo types?
Depends on what you mean
If you mean items spawning in world, you could likely look for dynamic spawns in various mod
If you mean stuff being for sale in vendors, you'd wanna look around at the trader inventories specifically. Something like BHSRO or GAMMA Economy would be a good start for that as a DLTX mod.
If you mean stuff being in NPC Loadout, you'd wanna look through the npc_loadout .ltx's and their death drops to add it there
Testing unique npc's, there are a lot of bugs to fix
What file determines gun part condition loss?
I figured out it's seperate from regular condition by setting condition loss of the gun to zero and firing a lot, and the parts still degrade, so I'm wondering how to change that up and down
might someone out here be using substance painter. and know hwo to properly export stalker stuff (especially over lapping UV maps) into substance. like lets say cars or smth.
Does someone know how to increase armor dropchance in code?
I need to check if I'm just unlucky or if something is wrong with my mod setup
No, MCM menu wont work. I need to do it in code/config.
giving an example of loadout files, in which order are they loaded in game?
mod_npc_loadouts_xm4.ltx
new_game_loadouts.ltx
npc_loadouts_zombied.ltx
npc_mag_loadouts.ltx
wep_loadouts_ace52.ltx
@misty mulch
You're mixing new game loadouts with NPC loadout files, comparing apples to oranges
Additionally, both npc_mag_loadouts and wep_loadouts_ace52 have nonstandard, non DLTX names, so you'd have to additionally look at those mod's scripts to understand how their loadout injector works
Can't answer your q without more info, basically
It's complicated. There's not only an outfit drop chance which is... somewhere... Each NPC model file is also associated with up to two possible outfit items that they could drop. Not every NPC visual model has drops set up either. And Dux's has 3800+ models.
So the chain is more like
Check if NPC model *can* drop items -> roll % chance to see which, if any, of those items get dropped
And no I don't remember the exact outfit drop script but iirc it's sensibly named
death_manager
Oh right, that's the one
idr any chance numbers being there in the death_outfits.ltx that gamma uses
so i'd assume the only "roll chance" comes from scavenging
and of course the progressive armor loot
Hard to say more without knowing how @naive plaza is trying to do it
Hey, everybody. Is it possible to change the update frequency of quests?
fixed this shit
I understand, What I'm looking for specifically is what config file has the percentage drop chance for the armor.
Say for example, ISG with nosorog in it's drop table.
look at death_manager
For the test I want to do, I just want to set the value to 1 (100%)
Will do! 👍
Regarding the name of nosorog-equipped npcs, what is the name? I found something called stalker_isg_nosorog but that seems to be an internal name in a mod by dux
today is your lucky day
combines both dux's default drops + the gamma dltx affecting it
model name is the NPC Visual Model name, NOT npc id
depending on the npc id/npc rank + faction, they can select from a pool of possible NPC models
I'm smoothbraining hard rn.
This is the npc_id and the outfit + helmet they drop?
NPC Visual Model name, NOT npc id
Wat?
depending on the npc id/npc rank + faction, they can select from a pool of possible NPC models
I'm not following? It's a dynamic spawn pool of sorts?
game spawns an NPC -> game knows what rank/faction that NPC is supposed to be -> based on this rank/faction, game picks from a pool of possible NPC Visual Models (aka the literal character models that look different to each other) -> based on this NPC Visual Model, each NPC can have a different outfit drop pool
you can have 5 NPCs that look the same (same NPC visual model) but they must all have unique npc IDs.
you can have a Duty npc id e.g. dolg_123456 with the visual model stalker_dolg_ps5m_gasmask_1
Okay, interesting.
visual model is randomly chosen
you can check an npc's visual model by using debug menu -> Get Info
fun fact npc visual model also dictates the npc's armor profile
which makes sense, you don't want an npc that looks unarmored to be treated as heavily armored by the ballistics system
True true
but it's why e.g. npc model mods can fuck up armor definitions and make certain npcs too tanky (i.e. kvmas without the patch)
might someone out here be using substance painter. and know hwo to properly export stalker stuff (especially over lapping UV maps) into substance. like lets say cars or smth.
Speaking of KVMAS, I've read things that it messes with certain armor spawns, is this true? (it was 1-2 year old posts about this though)
idk, i don't use it, and it's abandoned anyway
Okay. I'm running the KVMAS x Azterix merge (also seems abandoned) which is the whole reason I got into this anyway. (Certain armors not spawning potentially)
Do you know of any "HD model pack" that is "current"?
nope.
when i say "kvmas" that is the mod i refer to
Yes ofc.
i mean you don't need to get to % drop chances to "fix" or even check this
find kvmas's version of death_outfits.ltx, scrape + deduplicate all the outfits in there, here's my WIP outfit stats sheet, check which IDs are missing
all you'd have to do to make sure certain armors spawn, is to use DLTX to override death_outfits.ltx, since that's the config that tells the game which NPC visual models should drop which outfits
the tricky part is that i think you have to use dltx csv syntax instead of regular "just overwrite the section", since i tried that and the only way i could make it work was to completely delete the section then redefine it in the same file
Thanks you for all your help.
I'll dive into this and see if I can find anything out or at least gain some insight.
actually let me remove that csv and just give you a regular text document of just the outfit IDs
also while i'm not going to download all of kvmas+azetrix just to get my hands on two text files, if you just send me the death_outfits.ltx and any file in that mod that begins with mod_death_*.ltx from the kvmas mod, i will do the comparison for you
Wtf, there is none in the KVMAS+azterix I have

then you'll just be using the anomaly defaults ig
unless it uses some bespoke death_outfits injection system
and if you're using anomaly defaults - obv, every possible outfit will be covered, BUT any models that have unique names coming from the mod, will not drop anything
yup
I mean, the pack works. But...
i mean i would argue it doesn't, between all this and the need to be patched to not have ultra tanky bandit/mercs
Anyway, I did a brute force test and just spawned in a shit ton of isg npcs and checked their drops
Seemed to be alright, got several exos and nosorogs.
So the version I have seems to be fine and not mess with anything
But that makes sense since there is no code messing with drops as far as I can tell
sorry I just wanted to list the type of loadouts files I found so far, excluding trader's files which is something I have yet to look into. My question was more meant to understand the mechanism behind the loading order, as some of these files contains dltx overrides that remove weapons instead of adding them. To understand the order is also to understand the net positive of a gun added or removed from the pool
it's just halfassed lmao
I guess
order doesn't really matter though? they're all different loadout spawning mechanisms so the answer is, "it depends, depending on which system you're looking at"
I presume those that starts with mod_ are dltx files
yes. so that's just the usual dltx loading system - alphabetical
again, not that it matters, since NPC gun loadout happens when the NPC is spawned
anyway as my convo above shows... there's at least four "loadout" systems i can think of off the top of my head:
- new player starting loadout
- NPC weapon loadout (happens at NPC spawn)
- NPC outfit drop loadout (happens on NPC death as death_manager.script determines what should be in the dead guy's inventory)
- trader profile "loadout" (i wouldn't call this a loadout, refreshes with every vendor restock)
dltx is alphabetical while for the normal configs order does not matter. The point is that some files seems to add to same tables, so maybe they simply add
this helps thanks
Idk what exactly are you talking about but i am here to sell you some z's to stack for your DLTX files
the only one I did not know was the npc outfit drop, but there is also special mods like lootboxes
again, you'd have to look at the specific injector scripts for what I presume is the Mags mod (for npc_mags_loadout) and the ACE 52 mod (for wep_loadouts_ace52.ltx, but having gone through it for the ace + tommy gun, i can tell you it just injects the lines into the npc_loadouts_[faction].ltx files
Buy one z get 10 z's for free
i'm not going to be able to help for shit like lootbox
no, I was just saying
but the vanilla npc weapon loadout is pretty well explained by the comment in the vanilla version of npc_loadouts.ltx, so just check your unpacked files
I totally forgot on the anomaly unpacked stuff lol
starting loadouts are probably the most straightforward of all, the ltx defines sections of possible items + their starting points cost, game reads from it when you make a new game, done and dusted
anyway i'm gonna guess the mods that use bespoke script injectors, are doing this precisely to avoid any DLTX order conflicts, since those would work after the vanilla LTX + DLTXes have been loaded
definitely
looking at loadouts_injector.script the order for NPC weapons would be
- default/overriding LTX
- DLTXes in alphabetical order
- script-based injected configs
i mean that's generically true for most configs in this game afaik
npc weapons, anyway the goal is to track all weapons that can spawn and the player can use
oh this is for the "marking which ones drop normally" idea, right?
yes, but also to compile modlists metadata to guns that can be exposed in game in tooltips
really i'd tell you to read loadouts_injector.script
ok I will do, thanks
np, ping if you have further qs about the weapon spawn system, not that i can promise to have all the answers
Hi, I'm a bit stuck, I managed to add the scope via blender, though I had to scale it up a little bit to make it fit properly, model looks fine in blender and ingame as long as I don't ADS, though when ADSing I'm left with that. Is there any way to fix that or am I best of undoing the scaling on the scope.
you have to scale all the meshes in the scope
Just use unpacker from tools folder
I had no idea this folder existed.
If I make a backup from Folder Anomaly and unpack, does it unpack the backup?
Ah I see. Thank you!
