#╙🖇mods-making-discussion
1 messages · Page 76 of 1
but why replace a nice dialog to introduce the main questline with a sauceless summary of shadow of chernobyl
one sounds like dialogue, the other sounds like the tvtropes recap ngl
like why would sid spill the exact plot of soc to a random no-name stalker, that he's probably trying to scam for more money
the shorter version gives your character 0 reason to care, you'd only care if the player cares about strelok. whereas the original one makes it super clear, even if your character doesn't care about the legend of this strelok guy there's money in it
and the player can go play SOC/read wikipedia/watch a lore vid
sid's introduction to mortal sin being "back during the development of stalker: shadow of chernobyl there was a faction that eventually got cut from the final game"

Finally fixed this shit
The base has a mechanic, a barman, a medic, and a quest npc
Gotta reduce the npc spawn count and add more mutant spawns
There are shit tons of npc's not gonna lie
So, I customized my own reticles for the scopes provided in the RWAP Main Pack, but in-game they suddenly started appearing like this. I double checked the dds crosshair texture files, and theyre normal.
Any idea what may be the culprit?
Its only the RWAP crosshairs, all else if fine.
whats wrong exactly
that grey line?
Heres the weapon crosshair, refer to how it appears in-game. The whole texture in-game is shaded, fairly dark, contrary to how the texture file appears
No no, sorry
I added that myself
can you post the dds so i can take a look at it
Heres how a scope should appear, outside of the scope is shaded, the inside of the scope is clear, aside from the reticle.
Here is the DDS file.
In game, the whole screen is shaded, refer to the two photos i posted first.
Thank you for your patience Bert.
Whole screen is shaded with grey.
Just suddenly started occurring. Playing with DX9.
might be a dx issue
HL 1 looking ass
Its been working absolutely fine on DX8/9
christ how trash is your pc lol
Integrated GPU lol
I mean its a 2D shader scope, I dont believe the DirectX version would affect it.
Maybe something with the XML file?
i dont think its the issue with the texture itself since you can see the contrast between the scope and outside
Right.
might be 2dss related
Okay, well, thanks for the assistance!
did you set the scope shadow ?
Not sure. I usually just open the DDS files for crosshairs and edit them to my liking.
Right now, im messing with the XML files trying to work something out
you have to add an entry for your scope in scope radii script
and then set the scope radius there
that might be your issue but idk
Oh I see! Okay thanks man!
Does anyone know if there's a way to troubleshoot what files are loaded in what order? I'm trying to get a mod_npc_loadouts_....ltx file to work, but whatever I do it's not working.
Also tried a mod_system_zzzzzzzzzzz... way of doing it, but it simply won't spawn NPC's with the newly added weapons (I checked by using the debug menu to constantly spawn NPC's).
Example of how I added the guns:
![army_experienced_primary]
wpn_ak104_pmc:r:r
wpn_ak104_pmc2:r:r
NPC loadout DLTX files will only interfere with one another if one of the DLTX files specifically excludes the line you are trying to add and it loaded before yours, or if they are named the same (for obvious reasons). Since you are adding a new weapon to a loadout, I am pretty sure there isn't a file trying to remove it.
Have you checked that you put the file in the correct directory?
mod_npc_loadouts_*.ltx DLTX files get loaded in alphabetical order.
Also, yes, check file path/directory and the file name first before resorting to z-stacking
How do I determine what value I should enter for the scope radius?
Is there a specific file that determines which repair kit is needed to fix specific weapons? (i.e. A,B,C,D)
Each weapon's LTX file
I'm assuming the "repair_type" is what determines it? and pistol is A, shotgun is B, then rifle_5 and rifle_7 are C and D respectively
yeah you guessed everything right
nice, yep, editing that did in fact change it.
now, would it be possible (and this question is from someone unfamiliar with scripting in general, mostly just file editing in the past) to allow an MCM option to change these files and have it take effect in-game?
i.e. I would have a setting for let's say the PM, and a drop down listing A,B,C, and D, and could edit which repair kit the PM used based on what the option is set it to?
obviously, pretty far out of my reach since i'm a scrub, but before i start learning how to script stuff for MCM, I would like to know if it was a wild goose chase to begin with.
I would guess that at the bare minimum, you would have to edit the settings in question before you'd load into the game, and otherwise, it just not work at all.
nah there's no setter for that
oh well, i at least figured out how to change the repair kit requirements in general, thanks for the info.
Im trying to add smoke particles to the AK12 Monolith, and remove the flame particles. Although I'm seeing no change whatsoever as I remove/alter the particle entries in the LTX.
What changes do I need to make? For there to be ONLY smoke particles when firing.
Thanks for any help. 🙂
Is there a way to change the order of these preset inventory tabs? I'd like to have devices & tools on 2 instead of 6.
Shouldn't the file loaded last take effect over others that change the same thing? Copying the ltx files for w_akm_bas, w_m249, w_rpd, w_rpk, w_sks_molot, and w_sks_tac to a new folder and editing those to what I desire does not change anything in the game. Also, I can't find the ltx file that the wpn_akms_alt uses, and I'm assuming that's the one that spawns in-game, going by the guide made by oflin.
(edit, i copied other weapon ltx files and they did work, like the VSS Vintorez, so that WAS overwritten I guess?)
dltx
took a long time but i finally found it.
The "alphabetical" seems to fix it. Renaming it to mod_npc_loadouts_zzzz.ltx and putting all factions in there works. Now the next part is, how do I remove guns from the existing one.
For instance, you have 3 adar's:
![army_veteran_primary]
!wpn_adar2_15:0:0
!wpn_adar2_15:0:0
!wpn_adar2_15:r:0
Or will doing this:
![army_veteran_primary]
!wpn_adar2_15
Be sufficient to remove all adar's from the loadouts? Sorry for the many questions 😐
use first method
fml I was hoping the 2nd would work xD the first is a lot more work.
Fml is the essence of Anomaly modding
i apologize if this is a dumb question, just started my first mags redux playthrough, but is there a mod that animates checking how much ammo is in a mag?
Ammo check already does that.
Wrong pace for the question
doesn't show me the animation for some reason 
Not all weapons have it. Only if the creator of the weapon added those
i don't use modded weapons
mod config menu -> ammo check -> disable "busyhands fix"
Only like 5 guns have ammo check anims
Is the weather editor not setting the game time when changing the weather time intentional?
correct
I think I just figured out why lol
I changed the script to set the level time, and got instakilled by a blowout 
how would i go about adding artifact detector sounds unique to each detector?
i see that gamma's grizzly is seperate from the rest and manages its own sounds, but the others in item_devices - they're only split between the different ranks. and devices with bear and beyond only show for rank 2, and veles for rank 3.
would I just need to add the additional previous rank entries into bear and veles? such as rank0 /junk / rank1 / special and then assign different af_sounds for them?
figured it out. method seems to work. still dumbfounded as how to add sounds to veles and svarog since they don't have them by default. dug around in scripts and configs but I couldn't find anything that assigns them.
Hey guys, where can I find the LTX files for armors/outfits?
Getting a CTD because of a missing ogf for the actor visual entry.
Gotta change it.
did you find anything by now?
Is there any mod that's manage the drop chances of better condition gears based on rank?
Already in gamma. Mod config menu -> drop configuration
...why, when the issue is almost certainly a mod you added, and more to the point, almost certainly a result of a bad hands mod/Body Awareness install?
anyone knows where is the BR_class files regarding to helms?
i know mod_system_items_armors_br_class_rework.ltx is for outfits br class but i cant find the one for helmets
because "br class" isn't a real stat and is merely given that name when calculated and presented
you're actually looking for ap_res
so do you know where is the files that let you modify ap_res/br_class on helmets?
wait gimme a sec
this is the channel for making mods, not for mod support, go to #🔨modded-gamma-support
in order to look at the vanilla game reference, you want to unpack the base game files and look at configs/items/outfits/o_helmets.ltx
DO NOT EDIT THIS FILE DIRECTLY.
You will want to learn to make your own DLTX file override, similar to the ones provided in gamma for the outfits, to change the hit_fraction_actor value
"BR Class" = (1 - hit_fraction_actor) * 100
for helmets anyway
ok thx for info
so the value regarding BR class that it shows on helmets are just text? for example exo helm shows 50 br class
I mean better ranked stalkers drop gear or better maintained gear!
that is how you would do it. go change the settings in that.
Testing barman logic
iirc by default the stats aren't dynamically generated, but i've also used a stat display mod for so long, i don't remember
Jesus, that was a douche move, but thanks ig.
Maybe I want to change the 3rd person visual
Or stats.
But big help bro. 99% of problems are caused by mods people add.
So good point.
if it's crashing because of a missing ogf file, first go-to move would be to make sure that the ogf file being added by the mod is present
because unless you can guarantee the issue is that specific file, and isolate it down to that, you are just setting yourself up to get a whole chain of those issues
if you actually just want to change the visual mapping, that is a different question, and one that would also require you to change the config files presented by the mod. if you wanted to change outfit stats, that is yet another goal that should be tackled with a different method to either of those two things
so in summary
- crashing due to missing .ogf: make sure the ogf is present -> reinstall the mod that is meant to provide it.
- want to change visual mapping: modify/DLTX the visual mapping configs provided by whatever visual mod is relevant (this will be different depending on whether you want to change hands or legs)
- want to change outfit stats: make your own DLTX override entirely
different questions. different answers. because coming in with "i'm crashing because of a missing mod file, how do i change the config to fix it" is like saying you had issues installing an aftermarket radio in your car and your solution is to rewire the entire infotainment system
reload empty variant first version test. and yes, i know it's the exact same animation as the normal reload, i barely have time to do animation and i only feel like doing them once every 2 or 3 days so i ain't doing a completely separate reload for now
btw i need a little help with the release movement and allat, i can't really figure it out
Nice
oh right also there is no single ltx file that covers all outfits, there's like five or six different dltx files modifying different things about outfit stats/values at any given time.
I would add some reaction to the tug backwards, seems like it only reacts to the slide going forwards
what do you mean with "tug backwards"?
When they pull the slide backwards to release it, unless I've misunderstood what's going on here 🤔
alright ill try that
seems right to me
as you need to barely pull it
Doesn't have to be a huge reaction, it still has some force behind it tho, so even just a little rotation would be enough
Tone down the movement a bit and maybe add a tiny rotation and I think it'll be good
👍
so more like this?
btw when you ask me to modify something i would appreciate if you could refer to the keyframes on the bottom left
my bad, will try to remember in the future 😅
I don't usually see people with frame counters so I've kind of just learned to describe the animation instead lol
but yes, I think this is looking pretty good
if you wanted to you might exaggerate the rotation some more but that's probably just personal preference
thank you! and I will keep that in mind too
I was looking, but maybe not hard enough, but is there a mod to replace the minimap with a simple compass with no waypoints? and maybe have it a bit more "on the screen?" I sorta like raven800's, but its clipping off the screen and a bit large for my taste.
cough wrong channel but https://discord.com/channels/912320241713958912/1288202821925212201 note that it's got some bugs
ah, was more looking for a flat compass but thats an interesting idea.
I guess I could play around with the code for the raven800 one to see if I can move and resize it
guys im new to modding, does anyone know which parameter sets min and max possible goodwill from actor to communities?
without guessing please, only if u know 100%
its not even a joke 😕
realized i can check how trade profiles check it ;] wait no, thats not max, thats just some number
its totally not what i asked xd
ik, but it might help u idk
did a hack edit of raven800's and got this as a result.
I just want to change it to an OGF that I know exists. Apologies for the attitude earlier, I woke up instantly and seen your message, I dont know why I got so ill.
Still no luck, the OGF that is "missing" is actors\stalker_dolg\stalker_dolg_beril_8.ogf'
Its provided by DICKs, and is present, and I see nothing conflicting that's relevant.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\ModelPool.cpp
[error]Line : 120
[error]Description : fatal error
[error]Arguments : Can't find model file 'actors\stalker_dolg\stalker_dolg_beril_8.ogf'.
Tronex has an essay at the bottom of the relation script.
I suspect it is this line:
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata%2Fconfigs%2Fcreatures%2Fgame_relations.ltx#L180
This repository contains the unpacked gamedata files of the version 1.5.2 of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
mm i was asking for parameter that sets the limits ;p
oh, yeah its the one, but i found it already, tnx anyway ;p
It was due to a mispell, the path the game is looking for is "beril", the OGF is spelled as "berill"
Is there any mod that continues the arena fights/challenges after you’ve completed all the base ones??
Hey. Has anyone noticed that when firing full-auto with most 'AK-style' weapons, the rounds tend to impact way above the reticle/crosshair after the 1st and 2nd shot? How can I change this?
I never apologized for having an attitude earlier today, I had first woken up, and misinterpreted the context of your message, I am sorry.
Dont fire full auto except and close range. The recoil per shot increases exponentially while the trigger is held. You can't change that without tuning the recoil down to 0
the engine offsets the direction of the bullet's trajectory based on the direction the viewmodel is oriented
so if you start firing before the animation completes, the next shot will start when the weapon is resetting its firing animation
therefore the bullet has a skewed trajectory
this only happens when hipfiring tho
shooting while ads has the bullet always fly straight ahead with the weapon's fire_dispersion_base applied as spread and nothing else
Hello, if anyone can point me to the right direcrion id be very appreciative. I am using phantom's tactical endgame weapons and noticed that the aks are all floating below the hands. I'm willing to fix it myself if it's as simple as knowing what file to edit.
I don't even really care if it's the right model I just don't want them floating lol
I assume stalker doesn't use pbr textures so what does it use?
How to create a font for stalker anomaly or gamma? And what program do I need to use?
See: #╙🖇mods-making-discussion message
If you get it working and the fonts generated look too light/thin, lmk I added a weight argument but haven't bothered to release it
hey guys, if I wanted to change hip's model do I replace the file in "safer hip model replacer"?
It's weird, it kinda does
It uses bump maps, which are a mix of the normal map and the specular in the same texture
And it only shows under light
That's why in engine it's called "Gloss factor"
sorry for the ping, but what's the requirement for posting in the #1092834455300866068 ?
Looks like this issue still hadn't been reported
???
I mean, I can't post in suggestions for some reason 😅
There's a pinned post with the requirements
Nvm, this is because of my novice rank, sorry
@lunar nimbus
I have a suggestion for your Fatigue mod. After playing half a thousand hours of Death Stranding, I got an idea. Fatigue becoming a two stage thing very much like your Cold System with Cold and Fever.
Fatigue and Exhaustion.
Fatigue working like normal, while Exhaustion happening when Fatigue is above a certain threshold (like 45%). Fatigue can be lowered by sleeping or resting at a bonfire, or even taking certain drugs like it does normally, meanwhile Exhaustion only lowering when you sleep.
Exhaustion caps the lowest level of Fatigue you can achieve. So if you're 45% exhausted, your Fatigue can't go lower than 45%. etc.
And it has a lower reduction rate per hour of sleep.
i like the idea ;] but dont really wana overhaul any old addons atm
coming up with balanced values is hard, need to sit and think ;[
also the fatigue is one of those mini addons i'd like to keep as simple as possible ;p
(im currently getting lost in my stalker with how many new mechanics addons brought, still cant remember all of them)
🤘
blinn-phong
just want die
gg ez
Da barman has been high af recently
doing a lttle testing while i try my hardest to get my ideas together
this is pretty meh ngl
agreed
im just gonna try to improve it a bit
if i don't like it enough ill just start all over again
when you move a gun from left to right try to make y go down a bit during movement to add a bit of weight and to make movement less linear
Also I wouldn't move the gun that much to the left during the initial movement
In an inspect you want the gun to be close the center

so something like this maybe?
the locked up elbow here is a bit uncomfortable
oh yeah i haven't touched that yet
kinda so it moves like this slightly
im worrying about the gun motions first
oh, i gotcha
like this or should i exxagerate it a bit more?
nah its fine just remember the weight of the gun
as far as gun motions go, the big thing that's standing out to me right now is the big upwards rotation around frame ~60 definitely could be toned down, it feels a little floaty/pivoty
yeah you're right i missed that
maybe you should just add idle movements instead
do you have any examples of that rn?
you know like gun moves up and down when breathing or some twitches
yeah maybe also make the gun move away from the mag to the right after pulling it out
last try for today, im kinda hungry
maybe the graph editor will save my ass this time
you dont use it? lol
although as always, thank you for your help
just for the last tweaks
but in this specific action i haven't touched it
i mean i've seen some people that do vm animations that way
im just used to do it like that
Remington 700 MRAA for GAMMA
What values/files affect finding rounds loaded in enemy weapons? In the trilogy games, for example, if you kill an enemy before he fires, you can unload a full mag.
Also it seems GAMMA removes grenades from bodies looted via script, how can I modify this?
Hi, guys, since I don't have exp yet to post in #1092834455300866068 , can I ask someone to post this there?
https://github.com/Grokitach/gamma_large_files_v2/issues/7
Steps to reproduce: Get Desert Deagle and 50k Trade it with Zaton Nimble Attach pn23 scope on it Attach different scope on it Now you have 2 Deagles Video proof: https://www.twitch.tv/oopssi/clip/G...
that one's already been reported, and that specific gun iirc is buggy as hell
Oh, okay, cool, I just suppose there should be many broken guns
Should I close the issue then?
yes. its being replaced by a better deagle in the next update
Got it. Let me finish my script to check all other guns and I will close the issue if that was the only one.
Can anyone tell me why some weapons, notably some vanilla weapons, zoom when ADS? I've edited 'adjustable scope view' and such to my liking (which is no zoom at all)
Is it something in the LTX of the weapons that I may be missing? I've looked but found nothing there.
i dont know if this is the correct place to ask this but is it possible to change the penetration values of certain ammo without alot of modding knowledge? wanting to change a few penetration values on certain ammos across all weapons that fire it.
i think it got better
can anyone tell me how to increase repair kit usage no?
Guys would anyone be interested in a x offset slider for the mags redux hud positioning? Cause in my case it was right on top of minimap (in mcm settings i mean)
Слишком много жестикуляци
nope, modding book on github only which covers small part of modding
db.actor.radiation = 0.99
Do db.actor:change_radiation(0.99) would do the same? i found it in this post
So everyone just figured all the properties and structure by themselves?
kinda xd we just search scripts or addons that do this or that and see how its done
could work yeah, that will change its value by argument tho not set to certain value
so for example actor has 0.5 radiation, we do db.actor:change_radiation(-0.1) and it will become 0.4
i suppose it also automatically clamps from 0 to 1
@lunar nimbus Hey, is it possible to write a script that increases your rate of fire with a certain weapon while ADSing?
idk
i dont mod guns
Guys I need a help for finding a mod. What are the mod that allows, for example, increasing extra aim if I press macro on my mouse?
Cant find it
how hard would it be to make a ammo rebalance mod?
is there somewhere I can look to start working on something like that
do u know something about my questiom dude?
((
This is pretty simple ltx stuff.
Check this out as an example:
https://discord.com/channels/912320241713958912/1065168136577482753
This is not the place you go to ask if a mod exists. This is for making mods.
But no, I have no idea
Sorry I know, but I dont know where to ask
Ty man
@surreal gust @clever sandal sorry fi I ping wrong person, but was told that ya all are experts in stalker models, more precise .obj files?
would very much appreciate a bit of help with one thing I got big trouble with
- Open
Free_ZoomV2_mcm.script - Replace line 99 with the following:
sec = ini_sys:r_string_ex(wpn:section(),"parent_section") or wpn:section()```
thanks it worked
sounds aren't my strenght at all lmao, does anyone know if i can tweak how loud sounds are in blender? or do i have to do it in audacity? because these are pretty loud
alright i have another question, how do you guys work with rattle or cloth sounds for when nothings really happening? because im left with this for example
good
thanks but i just feel like it's missing some sounds during transition and all of that
what do you think about these
A bit too crazy of a bolt sound for this small gun
Sounds like a actual heavy bolt for a gun
yeah i have to lower it a bit
i just use legally acquired vegas pro for sounds
hey guys, how can I enable alternative sight on a gun?
I made a hud edit to a weapon, in the hud editor I can view the grenade launcher view and set it but in the game since there is no gl attachment for the gun I cannot use the canted view I made
You're gonna have to play around with these values because it will look really weird when aiming
If there are no alt values the gun won't really do anything when you alt aim.. So you have to manually move it around with hud editor
I already changed those I just need to enable alt aim
Yeah that use alt aim hud should work then
do I add the initial line you mentioned to the weapon ltx or the hud file?
use_alt_aim_hud one
its not in the default config of the weapon
I added mine to the default ltx
thank you
If it doesn't work/crashes then you'll have to DLTX it
Good stuff
ok lowkey about to go insane
the ks23 I did everything, hand position, aim position, alt aim etc, works flawlessly
then I got the fucking shak12
the aim and alt aim settings just don't work
aim_hud_offset_alt_pos = -0.080304, 0.003814, -0.067044
aim_hud_offset_alt_pos_16x9 = -0.080304, 0.003814, -0.067044
aim_hud_offset_alt_rot = 0.000156, 0.008283, -0.001275
aim_hud_offset_alt_rot_16x9 = 0.000156, 0.008283, -0.001275
aim_hud_offset_pos = -0.080163, 0.038135, -0.150101
aim_hud_offset_pos_16x9 = -0.080163, 0.038135, -0.150101
aim_hud_offset_rot = 0.003502, 0.00565, 0.001073
aim_hud_offset_rot_16x9 = 0.003502, 0.00565, 0.001073
hands_position = -0.059829, -0.221948, 0.122375
hands_position_16x9 = -0.059829, -0.221948, 0.122375```
its all in the file too
the game treats the lines like they exist apart from hands position
despite being at the bottom of the load order
yeah the settings are literally not being applied
nvm it was 3dss apparently
it doesnt matter
if you want to make sure your stuff is loaded last - Z stack in front of the name
Yeah I had this happen too and tbh I have no idea how I fixed it.. I eventually just made a dltx of the positioning and z stacked it.. Not sure if this is what fixed it but it worked eventually.. I sat with that positioning not applying issue for so damn long it was hurting my brain
That repos ltx is literally just this and nothing else..
apparently it was caused by 3d shader scopes
I made it work with 3dss.. I mean, that's what I wanted in the first place.. To add a 3dss scope to the gun..
This gun had no 3dss supported scopes and no canted sight either.. The ADS was a complete mess in terms of positioning and so was the canted sight.. Both started working after doing the above
thank you
It was a lot worse than this but it gives an idea.. With that hud offset editor mod I just enabled Toggle Aim Mode to get the ADS editing done.. Since you don't stay aimed if you open debug..
don't worry I don't have any issues with making repos
I just have to stack a fuck ton of Zs apparently
Mods Making Discussion
would you rather I plague newbies chat with it
Kinda is mod making since we are making a mod to edit an original
z stacking means you are using dltx which means it's a separate "new" mod that will be loaded ontop of the original.. So you are making a mod tbf
officially eligible for the modders role
Yup.. It's a pain and I only did 1
I'm just trying to do 1 gun
but it has the sup attachment thing on it
ok i did it
the secret was adding 5 more Zs
2 hours of my life I'll never take back
also hold the fuck up
anomaly 1.5.3 got released?
Welcome to the club.. Took me 2 days just to add a 3dss scope.. And another day to fix the repos
Yeah
Some time ago actually
what is new
Wow.
3d pda, now that's groundbreaking
apart from the a-life changes and maybe the new storyline, the user side of things look really lame
thats already in vanilla anomaly
so is the alife and story
thats just anomaly the only new stuff is in the highlights in version 1.5.3 section
alife got changes
supposedly
wait no its just the old alife update
what is this changelog man
Engine stability is all I care about
This is the only changelog.. The rest of the link is everything Anomaly.. Including old stuff
hum why
NPC Trading
Not the best idea to announce it out of the blue.
You probably just made yourself several enemies.
Son of a bitch.
hi 🙂 do you know the name of the mod that changes the hands in the gamma?
Thap
I just spawned shit tons of artefacts to see if I fucked up something
Looks like everything's working correctly
Took me a couple of hours to do this
i use it , these hands are not nice, I would like to exchange them for others.
M.H.P. (basically better thap)
i try it , still this hands
this is freedom warrior and hero of freedom armor
Stalker anomaly 1.5.3 I am translating into Turkish, is there a change in the texts?
Look at the changesfrom152to153.txt file
Because you're using an incompatible blender version and didn't bother checking which version work with PavelBlend
Pavel don't care about Blender revisions

Yeah, what's the current version again? (Spoiler:it isn't those.) 4.2 is LTS as well.
Not to say someone should be compelled to support something forever. More that it would be cool if someone took the reins, since most people aren't going to check version requirements and just hit the download button
read the docs 

least clueless gamma player
It only works up to version 4
3.6 LTS if that screenshot up there is still current. Since 4.2 is the current version, I'm struggling to see where I was incorrect or misinformed.
You said it didnt care. But it does - only supports up to 4.0
Current version that you download is 4.2
Well yes, but no. I meant Pavel himself doesn't care because he stopped updating the plugin.
But I see where it wasn't clear
Hi, when 🙂
any reason why the debug map sometimes teleports me to the swamp?
It has an invisible teleporter behind one of the pillars
Also Sunn amps sound like shit and no one likes doom

now that busyhands killed blood pools i kind of missed them. i added a script that adds a random blood wallmark under an npc with the on hit callback. that should drastically lower chances of busyhands since its not an actor update right?
Jesus Christ. Can some post the english xml from GAMMA Medications balance for me? I deleted mine accidentally.

When it's done
This feature already exists in anomaly
It's just very rare to witness it
goldeneye shit
i already fixed it, apparently blender doesn't handle well BC7 textures for some reason. it should look better in-game
@narrow coyote
modxml_mcm_rus_fix.script
function on_xml_read()
RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
if xml_file_name:find([[text\rus]])
then
local res = xml_obj:query("string")
for _, el in ipairs(res) do
local elAttr = xml_obj:getElementAttr(el)
if elAttr.id and elAttr.id:find("ui_mcm_menu") then
xml_obj:removeElement(el)
end
end
end
end)
end
see if this works. it should change just the addon list (and sub menus) but leave the actual settings pages alone.
file name was wrong. i edited it.
I launch vanilla gamma + this script
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 262
Description : fatal error
Arguments :
1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\dxml_core.script(623) : getRoot
LUA error: c:/anomaly/bin/..\gamedata\scripts\dxml_core.script:623: attempt to index a nil value
Check log for details
stack trace:
what mod does MO2 say dxml_core.script is from?
IDK how to do that in mo2 
under the launch button. there is a tab called data. click that and there is a search box at the bottom of it. enter the script name there.
ty. it is from modded exes
should be able to right click on the file and have it show it to you in windows. do that with the top one in this picture and drop it on this chat. for the life of me i cannot find a version of that script that has a call to getRoot on line 623 so i am courious
if self.xml_table.kids[root_pos].el then
if self.xml_table.kids[root_pos + 1] then
return self.xml_table
end
return self.xml_table.kids[root_pos]
end
return self.xml_table
it is from vanila anomaly? i have 1.5.2
function on_xml_read()
RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj)
if xml_file_name:find([[text\rus]]) and xml_file_name ~= [[text\rus\_color_code.xml]] and xml_file_name ~= [[text\rus\st_items_fieldcraft.xml]]
then
local res = xml_obj:query("string")
for _, el in ipairs(res) do
local elAttr = xml_obj:getElementAttr(el)
if elAttr.id and elAttr.id:find("ui_mcm_menu") then
xml_obj:removeElement(el)
end
end
end
end)
end
try this hack
that xml is bad, i'll handle this better in next update
it is ok?
well i feel a little better about my intuition that this wasn't going to be as simple as it looked.
yeah it is an inline function. the open is RegisterScriptCallback(
basically dumping an entire function definition into the call to RegisterScriptCallback( rather than defining it first and giving RegisterScriptCallback( the name. the end) is the end of the function definition and the close paren for the call to RegisterScriptCallback(.
but you are right it does always look odd.
@simple scaffold still the same error
@steady apex is this a dead end until you update?
i can keep going on the changing the entire game language thing.
yeah probably
Where do they offer an addon to add to an update? I forgot already
i edited the script above
if it sitll doesnt work then yea wait for update
in vanilla only two xmls are bad
how do you guys do proper icons?? this is the render i took and then how it looks like after the scaling, literal pixel art
think about that you're seeing it with a lot of zoom
in game it's a small portion of the screen
I like using leveling to tone it up a bit and doing some small lighting settings via photoshop for it before I send it through
but most I see use HDRI in blender first for the image
i don't own photoshop
anomaly support bc7?

for bump maps apparently yeah, but it's only for dx11. i do plan on doing dx8 patch and allat
ill try that out
i use photoshop to scale icons. seems to have the best scaling algorithms
I will probably add that next update as a check box in MCM's own settings when modded exes are detected since i can see the value in the idea.
BC7? You know that anomaly doesn't support that, right?
it does support bc7 bump maps
the diffuse textures are dxt1
Make em BC3/DXT5 at least
Anyone got the adega link?
why ask here when #╟🔰☢newbies-chat #╓☢stalker-chat exist
or just search in #1035807043933720576 
How can I change the statistics of armor and weapons? Change the number of places for artifacts or the magazine capacity of a given weapon? Because my favorite armor and weapons have flaws :/
learn to make a DLTX override, make a DLTX for all of it
anomaly modding guide up top has pins
look at a mod that already uses DLTX to modify stats to find an example
here's an example: mod_system_items_helmets_psy_boost.ltx (use the file filter bar in MO2 to find it, bottom right of the interface)
What would I need to do to add items into the game for an enhanced crafting system? Stuff like an angle grinder and dremel, that require electrical components to craft and build into advanced tools.
soon.
||(with a bit of vasyan into it, it's not chambered in .44 amp yet
)||
Aww sheet is that the automag?
jadey's automag
btw how do you guys set up textures for guns?
Hi i'm using anomaly devices redone for my gamma playthrough and was wondering if anyone here maybe made a patch that animates the grizzly detector too?
Thanks a lot
mayhaps
Hi everyone, how can I change my armor values and where do I need to go?
it doesn't work through the editor in the game itself, so I decided to do it manually, but I still couldn't find the necessary folders
Would someone help guide me in the right direction on how to edit the arena? More specifically adding in more rounds if possible. Any help is appreciated thank you!
you need to find the dialoge files that have the same info portions as checked with has_info in this function.
i think the dialogs spawn the NPCs.
the npc logic files are here: https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata/configs/scripts/bar
Find the in-game ID name of the armor you want to edit via the debug item spawner menu. Then try to find the possible DLTX that might affect the armor ID you're attempting to change values of. Modify in the base LTX if the DLTX don't touch your armor values or even create a new dltx to modify all of the values and make sure it loads last by adding a bunch of zzzzz to the name (and to piss off everyone)
Thank you! I’ve only taken a quick glance but I assume i would add onto the script past “bar_arena_fight_8” and create the required logic files in the bar folder for those additional arena fights?
I’m not very experienced with modding something myself outside of config files but I felt like it would be a nice mod I could share. Might encourage someone more experienced to expand on the idea if I released a working concept
And new dialogue. Probably new NPCs. You need to do key word searches for info portions and section names to find all the parts.
But yeah once you find everything a fight needs you just do it again with your logic, NPCs and gear.
It's surprising no one has ever done an edit to just loop the fights
That’s what I was wondering myself but if I can figure out how to do this once I’m home I will work on it
made a small edit of the 1p59 reticle but i don't know where to post it , its just a dds edit that make the reticle biger and non dynamic ( contour is still dynamic tho) .
its supposed to fix the 3x magnification of the scope in 3dss that is barely usable in mid range combat .
where should i post it ?
Click on New Post. Then you get a messae title and message body. In the title, add the title, in the message body add a quick explanation on what your mod does. Then upload the file and voila
You can also add screenshots/videos
@full vessel Are you the Drunk? I'd like to report a bug with your Enhanced Toxic Air.
Are there any mods (or files/options to edit) that don't have camera shake when shooting gun but the gun still has recoil? Kinda like the new road to vostok demo
Camera shake though is realistic
its nice
Yeah, just kinda wanna freshen things up a bit since its in every one of the games i play xD
How can I add a laser sight to a weapon?
Should I upload my beta build of the level in #1035807043933720576 ?
is there a mod that excludes the spy from bounty quests?
Is there a way to make a DLTX line ignore a line from the main ltx?
@ and !!
!! deletes
@ more or less replaces
what?
if you want to ignore the main ltx - just dont use it
you only put lines you want to change in dltx
For example I have a GAMMA weapon file with anm_idle in it. I want to make a DLTX from another mod (MRAA in this case) but it crashes because of anm_idle. So I want to keep the DLTX nature of it while also eliminating the anm_idle part.
just use ! no?
It seem if I do @[weapon name] and replace the whole section from the ltx to DLTX without the line I want eliminated, it'd be fiex.
post exactly what you are doing
anm_idle can be removed by adding !! in front iirc
but i never did that
!! is for sections
nah i saw parameters removed too
I mean it will work
I'm getting this crash after porting MRAA Skorpion from MRAA to GAMMA after either first equip (Doom weapon inspection) or when some times passes with weapon drawn.
FATAL ERROR
[error]Expression : M2.valid()
[error]Function : attachable_hud_item::anim_play
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\player_hud.cpp
[error]Line : 467
[error]Description : model has no motion [idle], section wpn_vz61_sk3_hud
[error]Arguments : anomaly_weapons\wpn_vz61\wpn_vz61_sk3_hud.ogf
you can't overwrite section completely
just do the same thing as PRP does
Lemme see if I bypassed it.
Okay I fixed it.
The ltx that was based on Blindside was calling up an animation that MRAA didn't have.
I simply added lines in the DLTX and replaced it with reload animations.
Now, when afk for some time, it's going to do a soundless non-empty reload.
Modding is beautiful rofl
can someone send me all.spawn from gamma
i need it rq
here's how to find it, open mo2, and in the search filter, type all.spawn and send me that file here
im trying to add shader based leds to the PDA leds texture
but it is being somewhat... Complicated
Hi guys, does anyone know what is causing this issue with lamps on foliage?
Textures become almost one colored.
hey we are getting there aren't we
i also have a test version if someone wants to try it out (dm me if you're interested)
Goddamn!
I used the pavel addon and tried to import an ogc but I got this error, does anyone know how to fix?
The process of linking a new stalker animation to an existing one. Such as lighting a match you can see and linking it to the cigarette animation. Is that an animator thing with bone placement and rigs or packaging and coding the mod?
Also, do you set the prices for each item at different rep ranges? Or does an automatic formula go into play to decrease the price by a % based on the factions rep?
fixed, made 2 blender instances. one is 3.3.21 and other is 4.2.2
most traders don't have discounts for rep ranges. you can set them up in the trade profiles discounts using a condlist just like how buy_supplies gets setup to change the stock list based on rep.
if you want item by item there is a callback
Thanks, I just wasn’t sure if I could set the base price and it changes automatically or not.
For example buying from rookie village is almost always more expensive than if I did it from pig farm. I just wasn’t sure if I had to set those prices or they are done automatically.
Any inside to the first part of the question? Thanks again
I was redundant as hell with my speaking, my bad lol
all vendors have assigned discounts in thier trade profile. all of them (i can rember looking at) are static, but like i said could be set up like the stock to change with rep.
I would be surprised if Sid wasn't set up to shaft you compared to other vendors.
most vendors pick from a small list of discounts. but each could have a different one.
also i forgot you can assign item by item price multipliers in the trade profile. that is how butcher is setup to pay more for mutant bits.
the smoking animaiton is played by a script in fdda. that script monitors the animation for being done in order to give you control back. you could change it to play another animaiton instead. IDK how easily, but it is posible.
Thanks, I’m creating a lighter. And it was basically gonna replace the no animation lighter sound with it before bringing the lighter to the cusp of the hand to play out as normal.
Still working on the models though
making the animation transition nicely might be easier if you simply replace the existing animation. IDK. I script, i don't animate. so i know how the fdda script works, but not the limits on the animaitons themselves.
Something to keep in mind for sure
Thanks again
NP. there are plenty of actual animators around here to ask about that end of it. or the dedicated mod art channel on the anomaly discord
Well I have someone currently, just waiting for the models. If linking, rearranging, or redesigning animations is strictly for animation aspects of mod making and not scripting then perhaps I need not tell them about the info you gave me.
But it’s good to know for future aspirations. It will save time explaining
heroin confirmed?
I researched it. Heroine is primarily taken by injection. But cocaine can be as well using the same method. It would also explain why you get the effects instantly more so than snorting.
Rofl my internalized mental state
How is the side sight specified in the scripts ?
Side sight?
alt_aim
How do I edit .xr files?
with the sdk
Which sdk?
my russian is not that good, but it seems like a modding team made a new level editor by porting some old code to a new programm
in the video you see some improvements in comparision to the SDK level editor but most impressive is the real time rendering
it seems like they do plan to release it as open source some time
https://www.youtube.com/watch?v=4r7coJNulaY
Многие любят играть в компьютерные игры, но мало кто любит их делать. А ведь это не менее увлекательный, творческий процесс. Команда STALKER New Project - это фанаты своего дела. Мы любим серию игр STALKER и любим делать для неё модификации. В этом деле важна не только цель, но и средства её достижения. Renteg-Luch Editor - это редактор, который...
Is there a way to add music into the PDA radio system?
Guys how do i disable the Unjam Animations? Gives me busy hands most of the time.
It's part of vanilla
please help
no
i want to remove slurs from voice lines
so i suppose ill have to remove file names from somewhere
or remove some files from somewhere
slurs?
Swearing words
I know what a slur is
wait until he finds out about what the bandits say
Just didn't know there were any in the voicelines lmao
both eng and ru lines
But yeah tbf I don't speak russian
merc does say a lot of those
do they? dont remember any
but i also cant imagine anyone in the zone being polite realistically
I mean RU VA is pretty PC
It's not about realism
SOme people just don't feel comfortable with hearing/seeing slurs

thanks for sharing ur opinion
📠
but how to solve this problem
edit the mod files by removing sound files you dont like
you go one by one
then you edit the script to change the amount of files it looks for
i suppose ill have to remove file names from somewhere
or remove some files from somewhere
i suppose i had to repeat my question
or do i have to rephase it i suppose
i suppose i dont know how to get what files a mod does change
voiced actor
open the mod and you see all the sound files
open the mod
okay, so to very very basic basics
!mo2search
@vale canyon Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
i want to edit merc actually
That is for english VA
what about better merc voicelines
then you go to G.A.M.M.A. Voiced Actor\gamedata\scripts\AGDD_voiced_actor.script
and change math.random(number) for the type you edited to reflect the new amount of sounds
That is for your own voice
is there a need to change something from GAMMA Radiation Effects Overhaul?
it does also change the AGDD_voiced_actor.script
for merc voices that are not your own you go to these and remove the voicelines you dont want. They will revert to original lines that are not eng.
Easier approach is to find what voicelines you have an issue with and replacing them with another one
lowkey
Like the actual audio files themselves
its replaced by other voiced actor mod
Not the file that determines which lines are said
i suppose i would be better going off with this one
but will difference in duration or smt else break something ?
no i suppose
but not sure
Prolly not
no
tbf there is an easier way
instead of deleting just replace by other voiceline
i wonder who arr u talking to
by copying it and renaming to what you want
but u can see that orange guy already presented this replacing solution
and that i answered that im going with it
no offense
i am wondering why i am helping this person
ure not the hero that world wants
and ure not the hero that world needs
but u arr the hero that the world gets
thats quite sad
but i suppose my problem is already solved
so i suppose making end here is better i suppose
i am you, but cheese
textures might require some more tweaking
Hard to tell with resolution ngl
yeah you're probably right
I'm also gonna get rid of the front mag
oh and I'm aware that the bullets textures are all fucked up btw
i'm trying to find what files for camera anims enhanced recoil uses
it calls level.add_cam_effector and sends file path like shoot\s4_e6_1.anm
and i can't find that files is it in one of the anomaly DBs?
yeah its pixelated as fuck
I'm not sure why it looks so bad, probably because I uploaded it from mobile
does anyone know if there's a guide on how to add guns to the nimble upgrade profile? i can't really find anything about it in the modding book
I watched that video when it came out
What they did with the SDK was honestly insane.
it's all scripted, you better off just using a kit instead
a kit doesn't allow sights to be mounted
although i could make optional
mmmh yeah i think i'll do that
@fair canopy hey sorry to disturb ya but may i ask how you did the SUP stuff for the mdr? or was that done by bert?
is it just like adding a scope to the ltx?
@fair inlet what could be causing this? i'm trying to test the roni and it crashes with this dltx error, although the file it's refering to doesn't contain any wpn_glock parent section
dltx logs are often not true, I guess you can dm me your mod
What do you mean by that? Like the animations or setup?
the set up
like this is all i got for now, but the kit just won't attach at all (don't mind the weapon below)
There's a few different ways but the basis is you have to set the gun as a parent section and then either make the kit a scope or a drag and drop craft
You setup your new weapon as a separate section with whatever modification to the section you need
And then you make that new section it's own parent or not depend on if you want the kit to be detachable or permanent
soo
![wpn_glock]
scopes = roni_upkit
scope_status = 0
parent_section =wpn_glock
??
Looks right
it works perfectly fine, thank you!
Парни, всем привет!
Подскажите, пожалуйста.
Как можно изменить ассортимент торговцев? Хочу убрать полностью еду, по типу колбасы, тушенки и тд. Также вопрос по еде с трупов, как убрать её?
Какой файл за это отвечает? Как понимаю их несколько из-за модов
Guys, hello everyone!
Tell me, please.
How can I change the assortment of merchants? I want to completely remove the food, like sausages, stews, etc. Also a question about the food from the corpses, how to remove it?
Which file is responsible for this? As I understand it, there are several of them because of the mods
первое я тебе ответил уже в саппорте
про торговцев
Homie is on a strict diet
Да, да, спасибо, просто скопипастил
have you guys ever crashed whenever you click on apply in the hud editor? im trying to do some repositions and whenever i try to apply them it causes this ctd
tf
i remember that happening to me when i was doing the 416
that experience made me never click apply and manually copy the values to the ltx
yeah i literally just finished doing that lol
anyone knows how to fix freezoom on certain guns? like sig550(gunslinger) when i use free zoom the gun gets zoomed with the fov it self, its hard to explain, i hope my bad english could cover it
@random fulcrum
These are my skills, limited to 1 level per 4 Framework Experience level. So at level 100, I'll get 25 skill levels.
guys
what im doing wrong
i want to integrate the button from 1.5.3
into 1.5.2 (temporary)
the button appears but it doesnt work
oh i get it, ty
although I just realized that versions 1.5.1-2 will be removed in two weeks
so ill just skip this and migrate RAMP to 1.5.3😔
Guys, hello everyone!
Tell me, please.
How can I change the assortment of merchants? I want to completely remove the food, like sausages, stews, etc. Also a question about the food from the corpses, how to remove it?
Which file is responsible for this? As I understand it, there are several of them because of the mods
Sorry for the incorrect translation into English
I guess you could make a dltx file that excludes all the food sections from every single trader one by one and item by item
And which one exactly, please tell me, please, I want to make an assembly for the video
wdym which one?
Which file is responsible for this, please tell me (sorry for the translation), for the assortment, I understood that DLTX, well, I think there are a lot of them
idk which add-ons add food or which one modify the trader profiles
what I'm saying is that you can probably enter all the items id in an ltx file and use DLTX to delete those sections
you don't need to know which files modify any of that at all when making a dltx
specially for this matter
In the range, which files are responsible for limiting the range of weapons and armor? Maybe they have it? If there's c++, I think I'll figure it out
sorry but I don't understand what you mean by "in the range"
To be honest, I don't really care about modding, that's why I'm trying to find out a specific file
there's no specific files that you can delete to make everything disappear magically
I'm writing through a translator, maybe I meant the wrong thing
there's no specific files that you can delete to make everything disappear magically
you could however delete every trade profile and pray hard enough that it doesn't fuck up your game too badly
Delete? I don't need it, I just need to edit it so as not to violate it.
I was told that the Trader destockifier file is responsible for this, maybe I'll find the answer there, but which file is responsible for the loot from the corpses?
then make an ltx file for every trader that sells you any of the items you want to remove and include in it all the items id you want removed from that trader
you can just set all the supply = 0 if you want
but again you'd have to do it for every single trader and every item
that's probably defined somewhere in the GAMMA economy separator
but again you'd have to do it for every single trader and every item
And where?
I have no idea, there's no reason I would know that tbh
you could take a deep look at the files until you find something
Yes, that's the problem, I may understand the code, but GAMMA itself, where it's not very) to be honest, I'm too lazy to look)
maybe I'll take a look once I'm home if I feel like it
Okay, anyway, thank you very much)
Hi I need help
Hello! I have a problem with new scopes. I have found an SKS and in this new version of GAMMA i don't like the look of the scope. How can I change for the prev. version for the scope?
Is it the PU on the base sks?
The PU. One moment and I make a screenshot.
so this is the one i hate. Idk why I have this scope.... Yesterday I have updated my GAMMA. Maybe during the update some files corrupted? Or everybody have the same scope for SKS now?
So as far as I remember that's the base anomaly PU texture
I think yes. Why I have the base texture?
I don't turned off nothing in the mod organiser.
Gamma probably doesnt add a new one, and won't be adding one because 3DSS will replace flat textures in the next update
If you want to add a new one, it gonna be:
ohh so this is normal now? So this isn't a bug?
gamedata->textures->wpn_crosshair_pu.dds
If this isn't a bug it's no problem for me...
Then it's okay for me. I just thought my version of the game was buggy. But if the creators updated it like this in its current state, then this is how I play it. Thank you very much for your help so far. Ohh and one more question... Are the other scopes also reset to default in this update?
How can I add this to my game?
uh try adding this to mo2 like you would any other mod, no idea if it works its ancient
otherwise check out https://discord.com/channels/912320241713958912/1219433143069708299 which will be in gamma after its tested and finished
sadly it didnt, looks like the shader radius is too high 😅 def look into 3DSS lmao
trader configs work lesss goo
If you sharpen the icon it'll match the rest better
yeah i did the icon a few days ago already, i was gonna redo that one anyways
Hey guys!
In the ZCP mod, there’s a function to make the PDA broken.
As I understand it, one of the codes in the picture is responsible for this.
I want to make it so that with the broken PDA function enabled, the task selection works with or without the map.
But I can't figure out how to do this, changing the check from == to ~= didn't work.
Парни привет!
В моде ZCP есть функция; Сделать КПК сломаным
За это как я понял отвечает какой-то из кодов на картинке.
Хочу сделать так чтобы при включенной функции сломанный КПК, работал выбор заданий с картой или без.
Но не могу понять как это сделать, меня проверку с == на ~=, не сработало.
чуть выше есть проверка, если включена функция сломанный кпк, то возвращает на экран сообщение о сломанном КПК
За это ответственный файл глитчед.
Но в нем я не нашел чтобы при выборе определённого меню, он возвращал ошибку. Он возвращает ко всем сразу. Возможно я ошибаюсь
Just above, there's a check: if the broken PDA function is enabled, it returns a message about the broken PDA on the screen.
The file responsible for this is 'glitched'.
But I couldn't find anything in it that would return an error when selecting a specific menu. It returns the error to all menus at once. Maybe I'm mistaken.
I was modding some trader inventories and doing some in-game testing. In debug mode I can "refresh trader inventory" on every trader so far, except for Sidorovich. He seems to be unique?
no
You misunderstand--I can modify his inventory just fine, but I cannot use the in-game debug menu to refresh it.
It seems to be trying to execute the command on the wrong target in this case, or Sidorovich is unique in some way.
Regardless, I can use the button to refresh the inventories of the other merchants in the game just fine.
Is there a manual command I can enter to refresh his?
Here is what's supposed to happen; this is me refreshing Spore's inventory in the Clear Sky base. The console seems to target Spore properly (mar_base_owl_stalker_trader_19543), while for Sidorovich it's just trying to run on esc_m_trader, which seems incorrect.
Hey All
I'm new to lua, so I need an advice on monkey patching
I want to monkey patch Grok's ballistics script (grok_bo.script) in the following way:
if weapon is any of SKS present in vanilla GAMMA (wpn_sks_b, wpn_sks_molot, wpn_sks_tac) and it has caliber conversion upgrade installed (up_firstf_sks ==true) then I want to forcefully change wpn_hit_power value to 1.1
Its pretty easy to do inside the script, like this:
wpn_hit_power = 1.1
end```
But I don't get how to monkey patch it. I came up with a following solution:
```local original_npc_on_before_hit = grok_bo.npc_on_before_hit
function grok_bo.npc_on_before_hit(npc, shit, bone_id, flags)
original_npc_on_before_hit(npc, shit, bone_id, flags)
local wpn = level.object_by_id(shit.weapon_id)
if wpn and wpn:section() then
local sec = wpn:section()
if string.find(sec, "wpn_sks.*") and utils_item.has_this_upgrade(wpn, sec, "up_firstf_sks") then
local wpn_hit_power = ui_wpn_params.read_float(sec, "", "hit_power")
wpn_hit_power = 1.1
printf('SKS upgrade detected: Hit power set to %s', wpn_hit_power)
end
end
end```
But in my in-game testing it doesnt work (I mean, wpn_hit_power for an upgraded SKS doesnt change). What am I doing wrong?
bad configuration to the tacticool scopes installation instructions
my point being, it's not you, it's everyone
passed the fix to grok already
zcp squad size variance in default gamma looks neutered
anyone know why?
it's missing local varf = math.random(-variance, variance) which actually would make squad sizes variate
Whats the name of the Mod that includes that gun next to the sledgehammer? :0
the one I'm making rn
oh damn! good luck with the progress. looking forward to the finished mod
it's basically finished
ill post a test version in mods posting today or maybe tomorrow
#📢development message well there's your answer lol

Not sure if this is the right channel, but i'm assembling a modpack that builds upon "Old World Addon" and my logs keeps getting spammed with this one error message(?) which makes it really hard to open when a crash occurs. I'm not really sure what addon I have that does this.
~ [18:07:38.596] STACK TRACEBACK:
[18:07:38.596]
[18:07:38.596] f:/s.t.a.l.k.e.r. anomaly\gamedata\scripts\axr_main.script (line: 278) in function 'base_make_callback'
[18:07:38.596] f:/s.t.a.l.k.e.r. anomaly\gamedata\scripts\a_rax_wd.script (line: 50) in function 'make_callback'
[18:07:38.596] f:/s.t.a.l.k.e.r. anomaly\gamedata\scripts_g.script (line: 118) in function 'SendScriptCallback'
[18:07:38.596] ... level_input.script (line: 30) in function <... level_input.script:26>
~ [18:07:38.596] ------------------------------------------------------------------------
! [18:07:38.604] [axr_main make_callback] can't make callback to non existing intercept on_before_key_release!
~ [18:07:38.604] ------------------------------------------------------------------------
Ask chocohex in the C-Con server. He might know
Sid and Forester are not Stalkers like other NPCs. They are talking chairs. Many debug functions that work on NPCs don't work on them.
Hah, that explains it. Thank you kindly.
guys what could lead to a memory error when pulling out an specific gun? is it some kind of script looping or something?
afaik it's an issue with gun model, ask frosty, he should know more

what do you guys think of this portrait for the addon
Add a cinematic background
Like a badass hitman style briefcase. Extra points for black leather.
Something like this.
Adding outline shadows with photoshop
@lilac idol
Though just a suggestion.
Is this an upgrade kit for Glock?
yeah
i don't own photoshop
https://discord.com/channels/912320241713958912/1292601378564472894 @cerulean mantle i posted the test version here if you wanna try it
sure! ill give you my paypal so you can give me uhhhh 100 euros for example and ill make one
woah i have to pay so i get a mod?
you have to pay so someone makes a mod for you
most people ain't gonna waste their time for free
obviously all the mods out there are free to download
the ak and the m70 have very little diferenxe
but they require time, which usually costs money
can i make my own mod?
for sure, it's easy
https://igigog.github.io/anomaly-modding-book/ here are the basics
Can you re-route the 100 euros to my bank account?

sure but you'll have to give 100€ first so I know you aren't lying
I'll do it in ummmm, 1 week maybe 
It pretty much is
Usually it'd cost like 10-20 eur on average
better get a happy ending with the 100
100 EUR range is usually for the animations, but it could go down to 80 EUR
This mostly applies to medium skill animators (Me, SeDziMol, Nikolas [But his M60 anim is so damn good])
Animation sets for 20 EUR is too low, 35-40 EUR for an entry-level animator should be the lowest pay
For 20 EUR, the most you'd possibly get out of it are retargets
Sadly, nah
I don't think so
You either have to pay someone to port the model or do it yourself
is it hard to do jt ur self
Setting up bump maps for STALKER are different than other games, I think
It's the hardest part out of porting
I remember a guide for doing that, but it's probably hard to find
(You can search up Lunatic's tutorial, or the .pdf I sent you)
nah 100€ would be if it included new animations, but usually it ain't that high
but you can port it yourself pretty easily
check the pins if you want to learn how to do it
https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-custom-ragdolls-for-modders
Has anyone used this to make new death animations or ragdolls yet?.
BODIES PDA
So i've been scamming myself is what you're saying
Perhaps, depends on the skill set
it's an all too common thing for artists to undercut themselves until someone else points it out
Hey guys!
In the ZCP mod, there’s a function to make the PDA broken.
As I understand it, one of the codes in the picture is responsible for this.
I want to make it so that with the broken PDA function enabled, the task selection works with or without the map.
But I can't figure out how to do this, changing the check from == to ~= didn't work.
Парни привет!
В моде ZCP есть функция; Сделать КПК сломаным
За это как я понял отвечает какой-то из кодов на картинке.
Хочу сделать так чтобы при включенной функции сломанный КПК, работал выбор заданий с картой или без.
Но не могу понять как это сделать, меня проверку с == на ~=, не сработало
чуть выше есть проверка, если включена функция сломанный кпк, то возвращает на экран сообщение о сломанном КПК
За это ответственный файл глитчед.
Но в нем я не нашел чтобы при выборе определённого меню, он возвращал ошибку. Он возвращает ко всем сразу. Возможно я ошибаюсь
Just above, there's a check: if the broken PDA function is enabled, it returns a message about the broken PDA on the screen.
The file responsible for this is 'glitched'.
But I couldn't find anything in it that would return an error when selecting a specific menu. It returns the error to all menus at once. Maybe I'm mistaken.чуть выше есть проверка, если включена функция сломанный кпк, то возвращает на экран сообщение о сломанном КПК
За это ответственный файл глитчед.
Но в нем я не нашел чтобы при выборе определённого меню, он возвращал ошибку. Он возвращает ко всем сразу. Возможно я ошибаюсь
Just above, there's a check: if the broken PDA function is enabled, it returns a message about the broken PDA on the screen.
The file responsible for this is 'glitched'.
But I couldn't find anything in it that would return an error when selecting a specific menu. It returns the error to all menus at once. Maybe I'm mistaken.
@quiet charm probably more appropriate for here
Do you have the time/patience to go into why making questlines is so hard? Genuinely curious now what factors make it difficult
No because it would be irresponsible and Id be speaking from conjecture and a cursory look
Understood
people like itheon and ravenascendant, from the top of my head are very skilled and would be able to expound on it, if they had the time
I'll look at their work and see if I can gleam anything from it
Prechiate you
Time to get a headache trying to understand shit from people that actually know how to code
(my advice, start modding simple 😅 but do what pleases)
Yeah I'll likely see what kinda "simple" shit I can do (bah, xray and simple)
But this was one of the first ideas I had and I figured hell, won't be that hard, well, there goes that 
most frameworks are already in place to make simple edits easy (e.g., dltx) because the heavy lifting was already done by great people
Literally my extent of doing anything to gamma so far has been changing trader tables
So, is xray as an engine just there to run the game and the frameworks are all custom made by people, or does the engine itself already come included with things?
Like unity for example has fuckin thousands of frameworks that come with it for collission, bouding boxes, physics, sound, all that, im guessing xray is all DIY?
as an introductory experience your likelihood of interacting with engine level stuff is close to zero
Gotcha
just look at mods, and if something interests you look at what the author did and see if you can reverse engineer it
Sounds good
Gonna take a look at it once I get home today
Got some scrambled eggs to make first and an hour's drive though
Prechiate all the help
Lets see if Im even literate enough to figure any of this out, I'll report in if I have any non google-able questions
man i wish nextTick had been documented somewhere better its such a nice little guy
REAL
There is a Zastava M70 in Miscellanious Weapons Pack from TAZ/MISERY.
Misc Weapons Pack.
Brain's not braining atm
ah yes, TAZ, the best weapon pack known to mankind
It's actually Zestava M92
If only someone made a mod that adds an M92 and M70
ty
Парни есть ссылка на мод автокоплитера и кейсы?
does anyone know where i can find the color of in game text?
like the color of text in the descriptions of stuff and in the menus
I could be wrong but I think that's a per line basis inside all XML files for all lines
is there a way to give my mod_system file a high priority in the load?
Putting a metric shit ton of Zs after the system
so like mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzchanges
DLTX loads files in reverse alphabetical order
i was trying to modify the color of the modern ui font bc its black for some reason so its illegible but i found it and was able to open it with a dds plugin in photoshop
gonna be my first personal modification for a game
so if you want to override something in mod_system_mchanges you chould do it by adding mod_system_tchanges
Oh the fonts for the layer stuff, yeah that should be a dds file lol
what a chad, today I learned something new, thanks (im learning to modding anomaly)
noted
can someone help me add properties to an item? for example (this isnt what im planning) adding psi resistance to bread?
bread bread or anomaolus bread?
see this line: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/items/items_drugs.ltx#L61
and the one above it?
add them here https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/items/items_food.ltx#L26
obvs you can change the magnitude and experimanet with values. look at other drugs like https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/items/items_drugs.ltx#L159
to get a feel for ranges.
i am not going to do the whole dltx totorial thing at 330am. i think there is one earlier today in this channel anyway.
thanks man
im trying to add psy protection to the photo of a loved one mod bc i like the idea and i changed the photo to a picture of my girlfriend
where are the item ltx files kept i dont see them in the anomaly directory
nvm i got it working thanks for helping dude!
You're testing linked guard waypoints?
yes
Ok
guard and look
For that you need to make the photo a booster like the bread is. There is a flag to stop it from being consumed on use, I forget what it is tho
Oh yeah, I forgot to tell you that linked waypoints in anomaly don't work properly, refer to this bug report in anomaly discord: #490609782881779732 message
im baned oficial anomaly discord
what did you do?
I'll send the messages and the images here
actually, nvm, I posted that bug in this channel, too, lemme find the message links
let me upload the video here
i was using vanilla 1.5.3, no addons
1984d for politics
bruh
Man every time I have an idea for what I'd like to make I look at something, try to see if I can wrap my head around it, read that anomaly modding guide for 2 hours trying to figure it out and then just devolve back to looking for something easier
I'm now at a point where the most I think I'd actually be able to do is maybe change the image of an item
icons actually easy
only 1 addon for Photoshop and other program to set icons in texture file
Yeah, that's the joke
I'm too dumb to make a script or single line of code more a less an entire addon, but it would be really cool to have an expanded drug and addiction system. The cannabis and cocaine are cool, but it would be awesome to add amphetamines and other medical grade stimulants that work like caffeine pills except obviously better but with more debuffs. Maybe add acid tabs and magic mushrooms too, and they could offer moderate to heavy psy protection but distort your vision and hearing in some cool way. And the addiction system would be cool just to further discourage players from simply spamming the drugs.
Yup "D
From poop to Magpul MBUS (textures)
can someone help me create a fomod? i genuinely don't understand why the one i did won't work
what does this even mean
see console for details!!!
nah my dumbass wrote an underscore in one of the most random ass places i could think of
Is there any way to make it so reparing things does not require toolkits, but upgrading does?
Preferably without using the script system. It should be possible with DLTX, no?
Is there a way to add weapons to those that can be put in the knife/vision slot?
Can I just go in and edit the text files?
If so, what line do I need to edit?
Which reposition do y'all like better? The one that came originally with the EFT pack (1st Photo) or the one that I positioned to my liking (2nd Photo)?
Yo can anyone help me rq? I'm trying to make any item repairable at any % in the game. ( so like weapon parts, weapon barrels, cloth etc etc ) But I found a mod to do it but unfortunately it doesn't seem like it's up to date with the game, is there anyway that someone could configure the mod to be better? Or do I need to go through the game code and fix it myself.,
I really need someone to help me so I can get back to what I was doing.
Am I able to edit the file for the item repairable?
dltx
read the modding book in the pins on the subject
i think we told you this already when you asked in general chat
Yeah you guys did, but how the hell do you get there?
reread my second message
Okay, what modding book am I looking for?
oh.
Im retarded
@random fulcrum Do I need to follow these two at all? Or no. I'm just trying to edit one to two files.
i shouldn't have spoken






