#╙🖇mods-making-discussion

1 messages · Page 75 of 1

slow bolt
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GBO top mod

random fulcrum
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but gbo doesn't do it

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it's the actor damage balancer

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and the actor damage balancer is one of gamma's unironical greatest highlights

slow bolt
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ngl i consider ADB a part of GBO package

random fulcrum
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nah they couldn't be more distinct

boreal mural
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Ight i got a new thing annoying me rn but id rather ask if its been done already

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Is there a mod that makes stealth kills not lower rep n goodwill

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Along with that one that makes the AI not agro you from a ied

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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

celest forge
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Anyone knows what are the xml sections for Eidolon and Chernobog in the spawn lists

misty mulch
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idk cherno id tho

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eidolon is easy

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ah chern is kat_greh_sabaoth

shell mortar
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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

surreal gust
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burner analmaly test

lilac idol
slow bolt
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This is decent

lilac idol
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but it feels a bit weird, and all my attempts to make it better have resulted in a worse b2i

slow bolt
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Its fine

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it feels just slightly weird

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it looks normal

lilac idol
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mmh you might be right tbh

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ill just move on to the unjam animation ig

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because the one i have rn is horrible lmao

old berry
lilac idol
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yeah idk why it lags like that

old berry
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do you use graph editor?

lilac idol
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maybe it-s the render idk, but the scene says it's running at 25fps

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and i animated at 30 so idk

lilac idol
old berry
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maybe its your render settings

lilac idol
lilac idol
old berry
lilac idol
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what should i look for in there thoughPepeKMS

old berry
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maybe framerate and video format idk

lilac idol
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bruh what is that quality

old berry
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oh you mean that, no that doesnt matter

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just switch to solid material in the camera tab to get consistent 30 frames

lilac idol
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then i guess it's the game bar recorder then

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it might be fucking with the overall quality

old berry
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wait you record the animation?

lilac idol
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yeah

old berry
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you can just render them bruh

lilac idol
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i just edit to cut off the edges

lilac idol
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well actually, is this what you mean?

old berry
lilac idol
lilac idol
old berry
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idk i dont have that issue

slow bolt
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what video type are you rendering as

lilac idol
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the file is a .mp4

slow bolt
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well idk then

compact cloud
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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

lilac idol
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but is it supposed to be so dark?

old berry
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way better

lilac idol
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yeah i guess that recording it like that was messing the quality

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nah fuck it i'm just going to do a full provisional showcase of what i have for now

wanton copper
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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.

wanton copper
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they sent me here :))

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lovely

slow bolt
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dont let them tell you any different

lilac idol
naive plaza
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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?

grizzled light
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Check out my graph, XYZ rotation
(for the unjam though, but pretty similar to empty reload's)

lilac idol
grizzled light
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yeah

grizzled light
lilac idol
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ermm

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idkKekSkew

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ill check it later

lilac idol
# grizzled light yeah

i do my graph editor sessions with that thing off, so the comparison isn't really accurate

grizzled light
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whaaaa

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I thought no one uses the graph editor with normalize off

lilac idol
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i find it confusing

grizzled light
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I thought it's the opposite

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i don't wanna work with something this steep

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i can just scale them down, but i gotta readjust it for other transformations

opal void
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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?

ModDB

Overhauls shaders for a more modern and customizable appearance without the need for ReShade. DX10+

compact cloud
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press this key ^

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how can i remove a weapon from a repsotion mod because the glock 19 isnt probelry displayed?

regal bolt
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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?

random fulcrum
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brotherman that scope already has 25 zoom factor

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it's already 4.2x at 80 fov

fair canopy
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Scope zoom is a fucking mess

random fulcrum
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not really

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why do you think that

fair canopy
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I'm talking in terms of what the zoom is actually set at

random fulcrum
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it sets your fov to that value * 0.75

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sure it could have been done better

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maybe as a scale on the player's fov setting

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but as it stands it works fine

fair canopy
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Oh I mean just in terms of it can be set at whatever the modder wants. An acog can be 4x or 12x

random fulcrum
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could just dltx and remove the line

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it falls through and uses the one set in the actual scope's section

fair canopy
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We've actually got a proper calculation script in 3dss that fixes the fov thing

random fulcrum
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it's bad modding practices that got normalized

celest forge
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ur are a bad modding practice

fair canopy
celest forge
fair canopy
regal bolt
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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?

undone ingot
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yo any idea where i fucked up

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i was making some icons for myself as usual

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in gimp

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and i never had this problem

regal bolt
undone ingot
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how can i check that

regal bolt
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In items .ltx file, there should be dedicated parameter which points to the grid, in which the icons are stored (.dds file)

undone ingot
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im not sure how do i check that parameter

regal bolt
random fulcrum
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the grid cell is 50x50 pixels

regal bolt
random fulcrum
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bro preferred to reinstall the entire thing before learning how to do the simplest possible patch ever

regal bolt
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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

undone ingot
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could u help me

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i still have the problem bro

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i have no idea what you guys are talking about

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basically what i did

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is

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i reinstalled KVMAS

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and it fixed the problem

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but

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when i edited it

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and saved it

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it got messed up the same way

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as if the grid was displaced

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is there a way to fix it

random fulcrum
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and should i help you because?

undone ingot
celest forge
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Anyone know how to export levels on blender? All the stuff I try just pushes error logs

gaunt seal
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d

slow bolt
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e

opal gulch
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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?

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It has anomalies and a very few mutants and one stash but is otherwise empty

bronze harness
surreal gust
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Found a hack through this retarded shit

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Spent hours torturing myself but I found a workaround

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I tested it and the linked waypoints work as they should

grizzled light
shell mortar
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what code to detect and track mouse cursor?

misty mulch
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so, no

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i mean i guess technically It Could Be You

fair canopy
bronze harness
fair canopy
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looks really good. i havent had a chance to even touch the anomaly version

simple scaffold
shell mortar
simple scaffold
short flicker
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Is there a way to change a weapon's caliber? I want to make one of the R700 variants .338 Federal.

random fulcrum
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change its ammo_class

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that's it

short flicker
random fulcrum
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ye

lethal garden
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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.

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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.

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But now that I've done so, the game crashes upon startup without a CTD error. Any advice?

celest forge
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Why not just delete the files of the MP9 that doesn't take the scopes and use the one that does

simple scaffold
lethal garden
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For some reason now Im having trouble

celest forge
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Did you check the log to see what it says

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Sometimes there's no error message but there is something in the log

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It's probably a DLTX override issue

lethal garden
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Let me check.

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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"

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Jesus im such an idiot

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Sorry guys, thank you, I can handle this!

celest forge
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Yup

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Classic DLTX override lol

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Funny how now you can technically have 4 different MP9 mods if you know how to solve there kinds of errors

simple scaffold
celest forge
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My scope tutorial is not pinned yet

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smh

lethal garden
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I have the ultimate STALKER tourist experience. 750 mods.

turbid lily
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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.

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I'm running tests if you want to help with the latest version

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not sure if you've figured this out yet but i have a func that can help

thick loom
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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)

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ALthough, it doesnt happens with all weapons

boreal mural
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i visited it for the first time 2 weeks ago

random fulcrum
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the warlab isn't unused

boreal mural
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no

random fulcrum
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there's a whole interior inside

boreal mural
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the abandoned lab

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not the war lab

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on the west side of the generators

random fulcrum
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but he said "gated off"

boreal mural
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yeah it is

random fulcrum
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the miracle machine clone isn't gated off

boreal mural
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There is a fence that badly blocks the ladder

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is what im guessing he meant

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like it "gates" it off but you have a human sized gap in it

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unless hes talking about the c-con room lol

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in which case my point is invalid

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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

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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

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so have cardan and nimble replaced with limpid, and have nimbles logic moved onto limpid, keep owl, replace beard with olivius

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you know fun stuff like that

random fulcrum
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quest creation is voodoo practice currently

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there are a few people that actually understand it

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like, the entire process of it

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i can think of xcvb and itheon

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igigog

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nobody else

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nltp ashes, i forgot

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(if he was the one that made the western goods quests)

boreal mural
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im using that mod to figure out how to add my own tasks

random fulcrum
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could ask those people

boreal mural
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im still pretty new to modding anomaly

slow bolt
boreal mural
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xD

boreal mural
boreal mural
random fulcrum
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why would i even know

boreal mural
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fair point

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thanks for the names, helps out knowing who exactly to ask

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Mainly my entire goal rn is to add main story questlines to all the "enemy" factions

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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

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rip igigog quit modding in 2022

near dirge
# boreal mural Mainly my entire goal rn is to add main story questlines to all the "enemy" fact...

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)

boreal mural
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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

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what im gonna try is basically copy what happens in the last dawn questline

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in last dawn it spawns striders group and scar

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since its already a base game thing that sorta does what i want im hoping i can figure that out

near dirge
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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

boreal mural
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ye if i get it working with an existing faction ill send it on making that foundation one work

near dirge
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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..

shell mortar
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guys can you help me develop aim-assist with prediction system on moving target?

shell mortar
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it worked but no prediction on moving target im trying to develop

boreal mural
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according to itheon

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its doable

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bad news

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i am way in over my depth lol

near dirge
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Yeah I knew it was doable in a sense but going to be a massive undertaking

near dirge
boreal mural
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part of the problem im having is that the tutorials i was provided I do not have the same directory

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the tutorial says look for \gamedata\config\gameplay\dialogs_escape.xml

but this is how my directory looks lol

near dirge
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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..

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You might be able to find dialogs_escape.xml if you unpack the entire Stalker database.. Unless you already did that

boreal mural
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nope

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i honestly should

near dirge
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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..

boreal mural
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here im trying to find how to unpack the database

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cuz frankly i wanna start with that

near dirge
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It's here in the tools folder

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Make a new copy of Anomaly just to be safe

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Unless you're fine with potentially breaking stuff while modding

boreal mural
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just unpacking it shouldnt break it no?

near dirge
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Do the db_unpacker_all.bat to get literally every single file inside of Anomaly

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No it won't

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But you want to make changes and stuff

boreal mural
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oh yeah

near dirge
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So I would keep a backup just in case

boreal mural
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ill make a backup ye

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im doing unpack all rn

near dirge
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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

boreal mural
# near dirge There are more than 50k entries for Loner alone.. And I can't just find/replace ...
ModDB

Betrayed by one of their own, losing territory, suffering casualties. Duty was once the most feared and respected clan of stalkers in the Zone, but now licking their wound in the shadow. Recovered from the downfall, battle-hardened and well equipped...

near dirge
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The rest is a shot in the dark since not many people help others with these things specifically..

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Yeah it's that one

boreal mural
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we ball

near dirge
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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..

boreal mural
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the more shit i have to be able to reverse engineer the better

near dirge
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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

boreal mural
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also

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wait

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like

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i thought it wasnt possible to add new maps to anomaly

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how tf did this dude add 3

near dirge
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I have no idea xD

boreal mural
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also wtf his the all.spawn file

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and how do i open it

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cuz id gues the spawns folder with the all.spawns is what has most of the configs related to spawning

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opening it up in notepad its actually partially human readable with a bunch of whacky shit

near dirge
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Yeah I'm lost with that too don't worry xD

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I gave up on trying to figure anything out

boreal mural
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eh wouldnt be the first time

slow bolt
slow bolt
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you have to decompile to open

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its a very not good way of making maps connect with entities

boreal mural
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splains it, ill probably figure it out after bashing my head against the wall for a while

slow bolt
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editing all spawn means incompatibility with any other mod that edits it

boreal mural
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ah shit i was not thinking of compatibility

boreal mural
slow bolt
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Hs is like the only one making them

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he knows all about it

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lmao he changed his name:
mfb_real

boreal mural
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o lmao

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ooo interesting hes using the cop level editor for it

slow bolt
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the SDK

boreal mural
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Ight thats pretty neat

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Basically it looks like i need to learn C/C++

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itll be useful to know it anyway

surreal gust
surreal gust
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It's all just about knowing the SDK and custom logic (in .ltx)

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It's possible to replace anomaly maps, those who say it isn't are talking out of their ass

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And anomaly SDK doesn't exist

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It's all bullshit

surreal gust
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And graph points, as well.

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Waypoints too, all of that shit

boreal mural
surreal gust
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Are you talking about the bin files?

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They only contain discord rpc shit

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And the game scripts are in Lua.

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The engine is written in C++

boreal mural
boreal mural
surreal gust
boreal mural
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Here you good for me to dm you for a bit when i wake up im passin out

surreal gust
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The only thing that xcvb edited there are level transitions

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From other levels, not his

surreal gust
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I don't mind dms

clever sun
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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

clever sun
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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

fair canopy
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Deep cringe

slow bolt
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it allows to configure speed

wintry rampart
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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 ?

ModDB

Adds random encounters, where a squad will try to mug the player and even more

remote venture
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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?

slow bolt
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So you can animate it, or model it

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To make a texture you can use Gimp, or Paint. Net for simpler edits

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There is also a standard kit of "tools" i can link but you wont need it i think

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Notepad++ to edit .ltx files. That is it

bronze harness
remote venture
celest forge
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You have to do animations with vanilla arms because those are the better rigged ones

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Although animation rigs come with those

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Ideally you could get assets with all the textures and needed files

remote venture
celest forge
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If you are going to commission animations then that personally probably has a working rig

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So you don't need to provide the arms, unless you want a new armor or suit

remote venture
celest forge
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What do you want to commission specifically if you don't mind me askin

simple scaffold
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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.

random fulcrum
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the outfit affects movespeed addon, included in gamma by default, already does this very thing

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the variance in the speed modifier is super small

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but it does just that

simple scaffold
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Then dude needs to poke that then

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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.

remote venture
slow bolt
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That is a thing In western goods

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Smoking anim already uses a lighter iirc

remote venture
remote venture
celest forge
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Can't be done sadly, except not in a good way

remote venture
remote venture
celest forge
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Most weapon animators do their animations with a rig

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arms work with a skeleton, each part is connected but moves independently from each other

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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

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and you can't import existing animations to a rig

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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

remote venture
# celest forge Most weapon animators do their animations with a rig

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?

celest forge
#

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

#

and as you can see the elbows and forearms sometimes look weird and the motions aren't all that amazing for some of them

remote venture
# celest forge Pretty much, yeah

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

steady apex
#

the squads will start to talk 15 meters away

clever sun
# slow bolt Bcause of gotta go fast

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.

fathom wagon
#

He was talking going in that mod's setting inside MCM and adjusting them to your preference. Not disabling the mod.

clever sun
lilac idol
#

well in any case both are possible anyways

remote venture
# lilac idol 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

lilac idol
#

have you ever animated before?

near dirge
#

Is this because of a bone that's not connecting to something in Blender?

near dirge
near dirge
#

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

remote venture
# lilac idol have you ever animated before?

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.

lilac idol
#

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

near dirge
slow bolt
#

what

near dirge
#

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"

quasi narwhal
near dirge
quasi narwhal
#

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

near dirge
#

So I tried copying those entries from other guns that use the exact same scope.. But the iron sights are still the result

quasi narwhal
#

isn't it just the positioning then?

near dirge
#

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

remote venture
lilac idol
remote venture
# lilac idol who are you making the commission to if I may ask<:kek1:1206172080169820190>

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.

empty swift
#

just wanted to ask but how is the nominal stopping power for bullets calculated?

misty mulch
empty swift
misty mulch
#

that shit isn't calculated at all lmao

#

it's just typed in and has 0 relationship to the real bullet stats

empty swift
empty swift
#

anyways thank you for the help salute

misty mulch
#

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

misty mulch
empty swift
#

thanks again at the very least i understand how the ap value is calculated

misty mulch
#

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

empty swift
#

no im pretty sure the k_ap is the value time 1k i think

#

yeah

misty mulch
#

which would be roughly correct, yeah

empty swift
pine hatch
#

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?

midnight panther
midnight panther
#

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

pine hatch
#

thanks man

midnight panther
#

im no modder though its just first that comes to mind

#

remember to backup

pine hatch
tawny stream
kindred radish
#

hey
guys any good weapon reposition mod ??

old berry
#

its unfinished tho

dry maple
#

when the game spends 40% of cpu time waiting for the gpu to return results to occlusion queries

#

yeah context switch out of the main render thread that will work or sleep lmfao

celest forge
#

multithread = true

#

It's that easy folks

dry maple
clever sun
#

How to change walk(shift) speed?

near dirge
#

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..

near dirge
lilac idol
#

now that the main poses are basically done, i would hit the graph editor but i gotta studywhatever

lilac idol
near dirge
lilac idol
#

if i remember correctly you had to press resume

near dirge
#

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..

quasi narwhal
#

search for mod_system_ in this channel and you'll get it

near dirge
#

Yeah I did do that.. It's way at the end of my ltx

lilac idol
slow bolt
lilac idol
#

are you pointing out the fact that i forgot the bullets textures or the finger clippingpepew

slow bolt
#

This is when mag is already inserted

#

you have a second mag or smth

#

I dont understand what is happening there

lilac idol
#

secret reloads incomingkek1

quasi narwhal
lilac idol
#

nah that's the normal reload

#

i wanna make a mag dump for the empty variant

slow bolt
#

It looks very odd

#

normally you pull out the mag and then put the new one in

#

okay now i see it

lilac idol
#

dual reload with retentionwhatever

slow bolt
#

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

lilac idol
#

that's because the scene is pretty dark

#

idk how to adjust that

slow bolt
#

Yeah its miles better now that i undesrtand

slow bolt
#

it looks like he ejects

#

and without the sound it was hard to tell tf is going on

lilac idol
#

yeah i have to find fitting soundspepew

#

the g18 is basically done, but i still have to do the entire roni versionWahh

lilac idol
#

i literally did this in 2 hours lmao

slow bolt
#

you cant pull a mag out like that with 2 fingers

#

It looks goofy

#

like nobody does this

lilac idol
#

but it looks cool + no one will notice unless they open the omf

slow bolt
#

But you do notice in the first person view

fair canopy
slow bolt
#

In first person it looks even more goofy

lilac idol
#

but i aint doing allat tbh

slow bolt
#

I thought it was a bug

#

so it doesnt look good

lilac idol
#

ill try to adjust that a bit once im done with homework

lilac idol
fair inlet
lilac idol
#

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?

fair inlet
lilac idol
fair inlet
#

tbh I don't know how that frame works so not sure how it supposed to sound

lilac idol
#

erm hold on let me try to find a video

#

because i haven't really seen this gun in a videogame yet

lilac idol
# fair inlet tbh I don't know how that frame works so not sure how it supposed to sound

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...

▶ Play video
fair inlet
lilac idol
#

yeah i thought that the polymer would at least make it sound a bit different

fair canopy
#

That seems like a worse mp9

#

Also don't think I've ever seen anyone concentre so hard while shooting a glock

lilac idol
#

but cooler imo

lilac idol
#

I feel like there's no way I'm saving that oneWahh

naive plaza
#

Anyone know of a mod that lets you improve/repair hides?

pearl vessel
#

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?

pure surge
#

Some weapons like m82 barrett are not avaliable (only debug) Can I somehow make them appear in game?

slow bolt
#

well yeah you obviously can by adding them to loadouts, traders

pure surge
#

But how?

cerulean mantle
#

How can I force a weapon to use a locked HUD_FOV?

#

Independent rather

summer stream
#

only one specific gun? hmm

cerulean mantle
#

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?

cerulean mantle
#

Fixed it!

lilac idol
slow bolt
lilac idol
slow bolt
#

Not sure what you mean

#

In general it's good

lilac idol
#

i haven't timed the transition between mag in and mag out

slow bolt
#

But it looks like you insert the same mag back

lilac idol
slow bolt
#

Have a delay of a second maybe and it will be good

lilac idol
#

doesn't hurt to trywhatever

random fulcrum
#

ye it needs a slight delay when the mag goes off screen

lilac idol
cerulean mantle
#

Why is the weapon having two mags?

lilac idol
lilac idol
cerulean mantle
#

Oh

#

Imagine if the engine allowed to actually use and change the reserved mag

lilac idol
#

i was actually going to ask some experienced modders about that

random fulcrum
#

especially for an smg looking thing

lilac idol
#

thank youpeepoLove

celest forge
#

compared to your Vector

#

You're making huge steps

lilac idol
#

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

cerulean mantle
#

We need a hell lot more SMGs tbh.

celest forge
#

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

lilac idol
#

hmmtakenote although i haven't even touched the graph editor yet, these are all poses

celest forge
#

I always have the graph editor open

#

ngl

lilac idol
#

ill try that and send the results

cerulean mantle
#

@celest forge Are you jmerc?

celest forge
#

That's me yeah

cerulean mantle
#

Jesus was scrolling through all the members for you rofl

celest forge
cerulean mantle
#

You recommended me your MP40. Came to say it rocks :D

lilac idol
#

yeah it kinda looks better

cerulean mantle
#
  • your ACR
celest forge
#

thx

#

Animations could be better ngl

cerulean mantle
#

And the M16A2 ofc

slow bolt
#

Good job

lilac idol
#

thank you guys🫂

#

is this the moment where i start to enjoy my own animations

static nebula
lilac idol
static nebula
#

I was talking about the graph editor addiction but yeah that too lol

celest forge
tawny stream
# lilac idol

Quality. Looks good and not a lot of wasted motion, but definitely not boring.

lilac idol
#

thank yall guys for the kind words, i really appreciate itpeepoLove

slow bolt
#

dont be Lizzardman

lilac idol
summer stream
#

question, how to fix this problem with scope?

fair canopy
#

What scope is that?

somber pawn
#

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

slow bolt
#

you dont use that editor

#

you make a dltx mod yourself with edits you want

lilac idol
near dirge
#

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

lilac idol
#

it will be probably difficult but I like the idea so I'll try to do it at least

thick loom
#

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

jovial burrow
#

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?

simple scaffold
# jovial burrow Hey legends, i have no knowedge on how to make mods but was wondering how diffic...

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

jovial burrow
#

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

simple scaffold
# jovial burrow Thanks for reply man, im totally happy with the icon work, could you remind me w...

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.

simple scaffold
# jovial burrow also the lag is a good point didnt consider that

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

jovial burrow
#

Oh cool, any idea where these dds files would be located?

#

oh nvm ive gottem

drowsy scarab
naive snow
faint sable
#

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

simple scaffold
faint sable
#

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

simple scaffold
# naive snow A guy had started working on exactly this several months back. He gave up becaus...

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.

simple scaffold
# faint sable still would be tedious to do everything just for the empty mag to be shown thoug...

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)

celest forge
#

He got it working iirc but never finished it

#

Don't even remember who it was tho

cerulean mantle
#

Hand animations are correct, but the weapon doesn't go according to hand animations. What would be the cause? weapon_hud.ogf?

jovial burrow
warped trail
#

hi ,is there a way to get textures id in game ? like a console command or a mod ?

surreal gust
#

map screenshot test

quiet charm
#

Hmm icon tedium claimed another soul

cerulean mantle
#

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.

fair canopy
#

just use the scope zoom button

surreal gust
#

le map screenshot itself

#

auto generated by demo_record 1 + F11

mystic sage
slow bolt
surreal gust
#

da story npc's

slow bolt
surreal gust
#

i'm testing da spawns

#

here are the smart terrains in the level atm

#

there's still a lot more to be added

near dirge
surreal gust
#

It took me some time

#

The map dragger tool was saving my ass

#

even though it wasn't intended for anomaly

near dirge
#

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

surreal gust
#

I'd have to do terrain mask edits to align the roads

#

but I'll think about it.

#

It shouldn't be difficult

near dirge
#

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

surreal gust
#

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

near dirge
#

Oh it's a port? From where if you don't mind me asking? I don't remember seeing anything like that before

surreal gust
#

I don't know

#

I was looking for some SDK packs

#

The codename for this level is "sov"

near dirge
#

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

random fulcrum
#

now remake gta san andreas' ganton in stalker anomaly

#

place it inside a space bubble anomaly level transition

surreal gust
#

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

clever sun
#

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.

#

Thats what i wrote

surreal gust
#

he's in the anomaly discord

#

and his username is xcvb

clever sun
#

thx very much!

lethal garden
#

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.

slow bolt
#

most of the time its enough

lethal garden
slow bolt
#

simpler to just send it than make you look

lethal garden
#

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!

lethal garden
lethal garden
#

Yeah bro thats crazy wtf just happened

slow bolt
#

amazing

#

thank you, discord

lethal garden
#

I watched it happen in real time. It revoked the file you sent, then edited your message

slow bolt
#

fucking idiots

lethal garden
#

I got it though. Dont worry

slow bolt
lethal garden
#

Gotcha thank you

misty mulch
lethal garden
# slow bolt

Finally, i found the diff, SR2 Reworked overwrites UGPs handguard textmap

gilded torrent
#

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 ?

sudden inlet
#

I was stupid, it was in the first message people

dry maple
#

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.

lethal garden
#

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

simple scaffold
# lethal garden

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.
surreal gust
#

da map after 20 mins of conflict

clever sun
novel ruin
#

how do I get adjust settings to all weapon?

west sandal
#

someone give me the link to HD models guide for gamma

misty mulch
novel ruin
#

But you can write a script everytime a weapon is fired right?

#

My goal is to disable smokes for all weapon for performance reason

misty mulch
#

smokes for weapons? you mean the firing visual effects?

naive snow
#

Tho it's written in a weird ass font for

#

@open oasis whatever happened with your mag-less icon override or whatever

slow bolt
naive snow
#

Ah close enough, thanks

jovial burrow
#

thankyou

open oasis
#

i have been summoned

open oasis
slow bolt
#

ye

naive snow
#

That's the one

open oasis
#

@jovial burrow

jovial burrow
#

oh thanks man

#

if you needa any help let me know

open oasis
#

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 😌

heady yoke
#

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?

granite lagoon
#

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

lethal garden
#

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.

celest forge
#

Sure

#

Make the mod again

random fulcrum
#

what's the point of a foregrip if operatorismo says that you shouldn't grip it

celest forge
#

I didn't make the anim set I used for the ACR

#

I used BaS' grip SCAR set

lethal garden
#

So..

#

Should I replace the hud_hands animation of the type89 with the ACR?

random fulcrum
#

not at all

#

you have to adjust everything around it

#

which is why juan said make the mod again

celest forge
#

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

random fulcrum
#

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

celest forge
#

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

lethal garden
#

Okay. Thanks guys!

lethal garden
#

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?

random fulcrum
#

holy z stacking jesus fucking christ

#

also would have more luck asking in the mod's thread

lethal garden
#

Yeah did that just in case something was overwriting it, no conflicts appeared.

#

okay thanks, sorry for the bother!

lethal garden
#

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?

fair canopy
lethal garden
#

Any input? Sorry for the bother

#

fuckkk me

sudden inlet
#

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

random fulcrum
sudden inlet
#

👉 👈

celest forge
#

There are none

#

Quest making along with map making are the two hardest things to make for Anomaly

random fulcrum
#

hard and undocumented

#

which is the bad part

celest forge
#

Only a handful of people know how to do those

random fulcrum
#

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

sudden inlet
#

Got it, thanks

fathom wagon
lethal garden
lilac idol
#

i wish i had some more time to animateWahh

random fulcrum
#

it just needs the mw2019 tremors at the end and i'd call it top shelf quality

lilac idol
#

what's that?

spring mango
old berry
#

i think the tremors got worse in mw2 tbh

static nebula
surreal gust
#

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

scarlet sinew
#

how can i rename this thing

#

where i should find this one

#

or how to mark this as an override

surreal gust
#

It literally tells you how

scarlet sinew
#

im not good at modding any type of mods

#

where is this ammo name located

surreal gust
scarlet sinew
#

lol ok nvm

fathom wagon
# scarlet sinew how can i rename this thing

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.

lilac idol
#

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 leftclueless

lilac idol
#

shoutout to mirrowel for making me realize that the previous animation was ass🗣️

slow bolt
#

tbf only the first one was

#

previous post was also good

#

but this one is better

lilac idol
#

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

tawny stream
#

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.

lilac idol
#

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

lilac idol
#

search it up if you want to

opal gulch
#

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?

timber cedar
# opal gulch Question: What files determine what spawns around?

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

surreal gust
#

Testing unique npc's, there are a lot of bugs to fix

opal gulch
#

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

brave tartan
#

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.

naive plaza
#

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.

thorn stratus
#

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

regal bolt
#

I wanted to get started modding clear sky

#

what do I need?

misty mulch
misty mulch
#

Can't answer your q without more info, basically

misty mulch
#

And no I don't remember the exact outfit drop script but iirc it's sensibly named

random fulcrum
#

death_manager

misty mulch
#

Oh right, that's the one

random fulcrum
#

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

misty mulch
#

Hard to say more without knowing how @naive plaza is trying to do it

dusky pilot
#

Hey, everybody. Is it possible to change the update frequency of quests?

surreal gust
#

fixed this shit

naive plaza
naive plaza
naive plaza
#

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

misty mulch
#

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

naive plaza
# misty mulch today is your lucky day

I'm smoothbraining hard rn.
This is the npc_id and the outfit + helmet they drop?

NPC Visual Model name, NOT npc id
Wat? clueless
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?

misty mulch
# naive plaza I'm smoothbraining hard rn. This is the npc_id and the outfit + helmet they drop...

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

naive plaza
#

Okay, interesting.

misty mulch
#

visual model is randomly chosen

#

you can check an npc's visual model by using debug menu -> Get Info

naive plaza
#

So it's based on visual model "class", not the npc_id "class"

#

ALright alright

misty mulch
#

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

naive plaza
#

True true

misty mulch
#

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)

brave tartan
#

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.

naive plaza
misty mulch
#

shrug idk, i don't use it, and it's abandoned anyway

naive plaza
#

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"?

misty mulch
#

nope.

misty mulch
naive plaza
#

Yes ofc.

misty mulch
#

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

naive plaza
#

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.

misty mulch
#

actually let me remove that csv and just give you a regular text document of just the outfit IDs

misty mulch
naive plaza
misty mulch
#

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

random fulcrum
#

god bless any and all hd models repack

#

truly my favorite genre

misty mulch
#

yup

naive plaza
#

I mean, the pack works. But...

misty mulch
#

i mean i would argue it doesn't, between all this and the need to be patched to not have ultra tanky bandit/mercs

naive plaza
#

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

thorn stratus
# misty mulch You're mixing new game loadouts with NPC loadout files, comparing apples to oran...

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

misty mulch
naive plaza
#

I guess

misty mulch
thorn stratus
#

I presume those that starts with mod_ are dltx files

misty mulch
#

again, not that it matters, since NPC gun loadout happens when the NPC is spawned

misty mulch
# thorn stratus sorry I just wanted to list the type of loadouts files I found so far, excluding...

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)
thorn stratus
#

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

slow bolt
#

Idk what exactly are you talking about but i am here to sell you some z's to stack for your DLTX files

thorn stratus
#

the only one I did not know was the npc outfit drop, but there is also special mods like lootboxes

misty mulch
slow bolt
#

Buy one z get 10 z's for free

misty mulch
#

i'm not going to be able to help for shit like lootbox

thorn stratus
#

no, I was just saying

misty mulch
#

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

thorn stratus
#

I totally forgot on the anomaly unpacked stuff lol

misty mulch
#

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

misty mulch
thorn stratus
#

definitely

misty mulch
#

looking at loadouts_injector.script the order for NPC weapons would be

  1. default/overriding LTX
  2. DLTXes in alphabetical order
  3. script-based injected configs
#

i mean that's generically true for most configs in this game afaik

thorn stratus
#

npc weapons, anyway the goal is to track all weapons that can spawn and the player can use

misty mulch
#

oh this is for the "marking which ones drop normally" idea, right?

thorn stratus
#

yes, but also to compile modlists metadata to guns that can be exposed in game in tooltips

misty mulch
#

really i'd tell you to read loadouts_injector.script

thorn stratus
#

ok I will do, thanks

misty mulch
#

np, ping if you have further qs about the weapon spawn system, not that i can promise to have all the answers

crisp cradle
#

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.

lilac idol
#

you have to scale all the meshes in the scope

crisp cradle
#

I'm an idiot

#

thanks

cerulean mantle
#

How can I decompress Anomaly files?\

#

I want to access the root files.

stray swallow
cerulean mantle
#

I had no idea this folder existed.

#

If I make a backup from Folder Anomaly and unpack, does it unpack the backup?

slow bolt
#

You dont need to back up anything

#

unpacker leaves OG files intact

cerulean mantle
#

Ah I see. Thank you!

cerulean mantle
#

Yeah I'm going to do this.

#

Finishing Shadow of Chernobyl just became high priority.