#╙🖇mods-making-discussion

1 messages · Page 77 of 1

untold grail
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Aight

quasi narwhal
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classic

old field
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hello, what's the best way to weightpaint character models? I'm currently using blender, but motions never look right, is there a tool specifically for xray that works better?

untold grail
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It shouldnt be this annoying to find literally just a fucking simple file for me to change.

quasi narwhal
untold grail
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Where. Do. I. Find. The. Fucking. ltx. File.

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It's literally all i've been asking, where can I find the file so I can change the file out with the legit one script I have to make the min/max % repair to 0% so I can repair everything when I want too.

random fulcrum
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have you tried opening the mod's folder

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like seriously

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has this ever crossed your mind

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i'd be shocked if it hasn't been the case

untold grail
quasi narwhal
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I mean, if you downloaded a mod that already worked before

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you could reverse engineer the mod and update it/make it work right stare

random fulcrum
untold grail
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This is the mod i'm trying to get into my game, i've put it into mod organizer, that didn't work (kinda) (it's allowing me to repair weapon parts whenever I want too, but not cloth or the actual weapon without a cleaning kit)

untold grail
random fulcrum
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??????????????

untold grail
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?

quasi narwhal
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brother in christ OMEGALUL

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why wont u guys shitpost in this level on a friday

untold grail
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This isn't shitpost.

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I genuinely do not know how to mod anything or how to put a file into a mod.

quasi narwhal
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but as the mom asked you

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have you tried actually opening the files

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as in unzipping the damn mod and actually browsing the files

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staring at their content pepostare

untold grail
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Yes.

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I even put it into mod organizer and it didn't work, it only works for gun parts, I also want it to work for sewing threads, glue, and some other stuff aswell.

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This is even the file bro.

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Unless the file doesn't even add the fucking sewing kit, threads etc etc and just only has gun parts.

quasi narwhal
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well thats probably what is it then lol

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the mod didn't add that feature in, simple as that

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if you want it, you'll have to tweak the mod and add it yourself

untold grail
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Sigh.

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That idk how to do.

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It even has the basic sewing kit.

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So idk why it's not working.

quasi narwhal
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you just need to think on how you need to find stuff
first, go into debug mode, and find in the item spawner an item that you know for sure the mod is changing to the way you want it to be
then grab the item ID and search it in the mod file

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then you apply the same logic the mod is applying to the items you want

untold grail
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It even has sewing thread, so I don't understand the fucking issue.

untold grail
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Okay see, now this is working. But the sewing thread won't work.

stiff forge
quasi narwhal
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if you want all items this would probably be easier if done via script or DLTX, but eh

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who cares shrug

untold grail
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I care XD

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I wanna be able to use everything I can get no matter the durability.

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Everything is fixable if you use enough flexseal on it

untold grail
stiff forge
untold grail
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So right click the armors repair like WPO?

stiff forge
untold grail
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Now how tf do i save it

stiff forge
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Like a text file.

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Regarding WPO, maybe check the OG WPO mod, unless you see something else patching "items_repair.ltx".

untold grail
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@stiff forge thank you.

stiff forge
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Let's go, actually helpful.

untold grail
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Now for this.

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I want this to be at 0 aswell (ik ik broken watever idgaf)

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same with this aswell

stiff forge
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Well, regarding that, I don't really have idea.

But, you should be able to create a DLTX file in configs that has the same format as the WPO one.

The "!" symbol that you saw behind the names in the file that you just opened is an "overwrite only this", followed by the attributes of the "definition" (an object with values and shit) that you want to overwrite.

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Basically, you have to look at the config files of WPO and the config files that overwrite certain files of WPO.

untold grail
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So now as someone who has no expierence in the modding industry XD

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I lifted this off of ModDB

stiff forge
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I also have 0 experience. Don't worry.
The only thing I have done is read shit.

untold grail
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Yeah i'm not good at reading esp when no one fluently types what i'm supposed to do and goes

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"Figure it out" shrug

stiff forge
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"Uh, yeah, you are stupid. Solve it".

Anyways, you have to create a folder in the "mods" directory of Mod Organizer that follows the estructure as the other mod you opened.

The file that must be inside the innermost folder in the directory must be called "mod_system_[yourmodnam].ltx", with the parentheses part being the name you want to call it.

untold grail
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Meh, tbh i'm happy where i'm at I think

stiff forge
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Oh, come on.

untold grail
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XD

stiff forge
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Don't give up just yet.

untold grail
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So, create a folder within the mods directory of mod organizer that allows me to estructure the other mod.

stiff forge
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Should be gamedata/configs

untold grail
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.xd

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Honestly, I think I got what I needed ngl.

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I can deal with the glues having a % restriction.

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Because now I can properly make guns good at any given time and have anything I want at any given time.

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Ty for real.

stiff forge
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Fine. What is the file/mod that manages the requirements of the workshop? Is it a script file or a DLTX file?

untold grail
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I just wanted to be able to repair everything at 0% with the base kits, Which I am now able to do. The glues can stay where they're at, I won't bother.

untold grail
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I think DLTX?

stiff forge
stiff forge
untold grail
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O I gotchu lol nvm then.

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Ty fr bro.

stiff forge
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Now it won't probably be read because it's more than 3 messages up.

untold grail
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Do you think that the glues would be on the same part as the sewing thread? Just different?

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Like with armor but with weapons?

forest sedge
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where do i find the locations of armor/item stats?

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and how would one disable the huge radiation decay on exoskeletons?

untold grail
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Actually I’ll find that out on my own Ty Caesar

stiff forge
untold grail
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Idk either.

stiff forge
untold grail
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Is there anyway in M02 that I can change the outcome of that without using a mod? Like for me making the tools be able to repair anything even at 0% or is that mod only?

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Context*

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The reason im asking is because the mod that I have running for the 0% min repair thing, it doesn't allow me to use the multitool.

lethal dirge
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Alright, at the risk of sounding really stupid:
In the anomaly modding book it says that tasks are defined inside task_manager.ltx in configs\misc\task\

In that folder in gamma there's a shitton of files ranging from collections of tasks for one region to other stuff.
In iTheon's new tasks mod, his \task\ just contains a file called tm_new_tasks_addon.ltx

So, is task_manager something that exists in anomaly only that gets overwritten by gamma, or is it just a "placeholder" name and you can name the .ltx file basically anything you want as long as it's formatted correctly and contains good information?

untold grail
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Was that in response of what I said?

lethal dirge
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No, sorry, seperate question

untold grail
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I see

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I wish I could filter what I need from this part of the server

lethal dirge
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Okay, could you condense down what you're trying to do and ask it again? I can't gleam exactly what you want from the above stuff

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Might just be cause i literally just woke up

visual urchin
untold grail
lethal dirge
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Broken your multitool as in, you can't right click use it?

untold grail
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P much im saying is, how can I get all of the items/tools usuable with 0% damaged items without having to use mods, considering the multitool doesnt have a use option

untold grail
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Heres the items repair thing

lethal dirge
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And this isn't intended behavior from the mod itself + you have it at the very bottom of your load order?

untold grail
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Its at the very bottom of the priority list.

visual urchin
untold grail
visual urchin
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i mean in mo2, are there any conflicts ?

untold grail
# untold grail

I also went through this and saw that there was no multitool in the coding in here at all.

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So that could be why?

lethal dirge
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Right click it in mo2 -> Details -> Conflicts

untold grail
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Well theres always conflicts

untold grail
lethal dirge
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It is here

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right click -> information, sorry

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not details

untold grail
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Looks a lot cleaner than the one im using

visual urchin
untold grail
untold grail
visual urchin
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replied to the wrong message

lethal dirge
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Yeah I have notepad++ but have it on dark mode

untold grail
lethal dirge
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And yeah that's what I was asking about

untold grail
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How tf you turn ++ to darkmode?

lethal dirge
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Also I think I'm using some custom script from a while ago

untold grail
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NVM

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It's on true

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It's been on true.

lethal dirge
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Yup

untold grail
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So I guess this fucks with my multitool?

lethal dirge
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It should only overwrite the minimum condition needed to repair

untold grail
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Because theres no use button (also yeah I didn't figure out the hud leave me alone XD)

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@lethal dirge I also did this,.

lethal dirge
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Ah I see what it is

untold grail
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Would that have any interest in it or no

untold grail
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wat

lethal dirge
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Try something out for me if you will

untold grail
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Okay.

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Im listening

lethal dirge
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Go into the ltx of the mod, go to the leatherman and change:

use1_functor = itms_manager.menu_use
use1_action_functor = itms_manager.use_tool

to

use1_functor = item_repair.menu_tool
use1_action_functor = item_repair.func_tool

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Then restart game and all that and try again

untold grail
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Lowkey you’re gonna have to give me a minute and then might have you join a vc so ion fuck it up

lethal dirge
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LMAO

untold grail
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Wait im only chasing a line

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I’m literally only changing a word

lethal dirge
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Yup

untold grail
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Am I retarded?

visual urchin
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there's also this

lethal dirge
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I'd prefer not to answer

visual urchin
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should probably change the condition to 0 as well

untold grail
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Ah fuck

lethal dirge
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That looks like you're looking at the default ltx and not the modded ltx

untold grail
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Hold on I can change that through MO2

lethal dirge
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Go into this folder on the right, find this .ltx, but make sure it's the one from the mod, and not the one from gamma overhauls

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Double click it, open it up preferably in NP++, then ctrl + f search for "leatherman" and find use1_functor and change that from = item_repair.menu_use to = item_repair.menu_tool

visual urchin
lethal dirge
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And change use1_action_functor from = item_repair.use_tool to item_repair.func_tool

visual urchin
untold grail
lethal dirge
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That is what I suggested

visual urchin
untold grail
lethal dirge
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The three sleep deprived idjits in here

untold grail
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im new to modding

lethal dirge
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Me too dw

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You wanna get into a private call real quick just to make sure?

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I don't want you to feel overwhelmed or unsure of what you're doing

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(I mean I am too, but I've at least modified a few ltxs in my time)

untold grail
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Still no fix

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And yeah i'll hop in on

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One8]

visual urchin
stiff forge
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I guess it is true that there's always an easier way.

stiff forge
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What's the file that determines artifact condition at spawn?

lethal dirge
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Alright, solved

Custom mod was using the wrong functors for the leatherman

lethal dirge
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Looks like these values are used for randomizing spawn condition of artefacts inside here, and it also references drx_da_main which is the randomized anomalies script (afaik)

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If anything breaks, no guarantees

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It's used here with some randomness to create artefacts, so seems about right

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Let me know if it works btw, in case you're changing the conditions they spawn at, I wanna know for future reference for myself if I need to change it

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@stiff forge did it work?

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Also, gonna repost my question since we talked a lot inbetween

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Alright, at the risk of sounding really stupid:
In the anomaly modding book it says that tasks are defined inside task_manager.ltx in configs\misc\task\

In that folder in gamma there's a shitton of files ranging from collections of tasks for one region to other stuff.
In iTheon's new tasks mod, his \task\ just contains a file called tm_new_tasks_addon.ltx

So, is task_manager something that exists in anomaly only that gets overwritten by gamma, or is it just a "placeholder" name and you can name the .ltx file basically anything you want as long as it's formatted correctly and contains good information?

stiff forge
lethal dirge
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I'd say chug a few sleeping tablets, sleep a few days (after editing the file and restarting) and then go and hunt some artefacts in the next region over

stiff forge
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Yah, that should do.

thorn stratus
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can somebody help me how to solve the weird encoding issue with bullet points in tooltips?

thorn stratus
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sorted

brisk adder
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Hello guys do we have a mod to make nighttime last the entire day?

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Also maybe turn quests and mutants to the night ones as well, not just make everything dark alone.

sturdy pebble
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can someone help me get the x-ray sdk tool the only download link i have for it is mega and im not able to install it because of how shit mega is for downloading anything

simple scaffold
# brisk adder Also maybe turn quests and mutants to the night ones as well, not just make ever...

Not that I am aware of.

I think making it dark can be done with the weather's.

2 or three script changes for the mutants. Smart_terrain script and sim_squad_scripted

Quests might be a crap shoot. Some might show up simply because the night mutants have spawned.

Others might share a function for checking the time.

Others might do a one off check.

Worst case every tasks checks for night time differently, unlikely but possible, and keep in mind that even if two NPCs offer the same kill strong mutant task it is actually a different task for each NPC and might need to be edited individually.

simple scaffold
# lethal dirge Alright, at the risk of sounding really stupid: In the anomaly modding book it s...

I'm am sorry for making you feel real dumb. Don't stop asking questions.

The answer to your question is at the top of
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata%2Fconfigs%2Fmisc%2Ftask%2Ftask_manager.ltx

GitHub

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

lethal dirge
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I had no idea I had to unpack the base anomaly files to see all this stuff kekw

simple scaffold
lethal dirge
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Yup kekw

novel ruin
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What is the common resolution for default Stalker Anomaly texture?

cursive rose
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guys I installed this https://www.moddb.com/mods/stalker-anomaly/addons/pp-19-bizon-reanimation-and-remodel along Better Bizon Weapon, the animation its cool but when I aim the weapon its too close to the screen, even with the reposition patch from Better Bizon Weapon, disabling PP-19 Bizon Reanimation and Remodel make it look normal again, i tried to edit its file using the reposition as reference but i am probably too tired at this point to understand what I doing wrong

ModDB

This mod adds a new set of animations and new models for the PP-19 Bizon submachine gun.

lethal dirge
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This one being an example

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This is a "4k" render of the model, you can see the resolution isn't exactly the most HD

cerulean mantle
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Is it possible to DLTX scripts?

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Or is it possible to have a script that edits part of a script?

sacred token
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I think you are searching for "monkey-patching"

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Because DLTXing a script is not possible

cerulean mantle
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Yeah I want no part with this lol

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That looks complicated as fuck. I am looking for monkey patching functions.

sacred token
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Maybe looks like it, but it isn't

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But it can be annoying depending on what function you want to patch

cerulean mantle
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It has a bunch of ifs

quasi narwhal
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the docs. add too much unnecessary information on the code examples, it's much easier than it looks

cerulean mantle
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I just want to edit a single line

sacred token
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Which line in which script?

cerulean mantle
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zzz_player_injuries

quasi narwhal
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which part you wanna change?

cerulean mantle
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I want to replace this part

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With this:

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Just add in that tiny little "m_"

quasi narwhal
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thats weird, my BHS version already has that in

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I'd say just edit the script itself then

cerulean mantle
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It's from Medication Balance which edits out the m_

random fulcrum
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just add the m_ to the file itself

quasi narwhal
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ah fuck that, add to the script itself then

cerulean mantle
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Alrighty then

quasi narwhal
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I ask this cause if muffle was a function param. i'd be an easy monkey patch if you didn't want to touch the original script

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but eh, editing the original files is always better jokerge

cerulean mantle
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Kinda wanted to release it for LASS

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Trying to be as modular as possible.

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Poor guys playing LASS have unmuffled BHS injury sounds when wearing a gasmask

quasi narwhal
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does LASS include its own script for zzz_player_injuries? gtr_pepe_think

cerulean mantle
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No I don't think it does. It just adds sounds that BHS is supposed to play.

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But BHS ignores all the m_ files because of this line edit.

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Meanwhile all the sounds added by LASS itself are muffled, like speech, etc.

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It honestly was on my nerves for so long until I decided to look into it for like 3 hours or more.

quasi narwhal
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I mean, you can always include an optional patch for this adding the script you've edited as an optional on fomod

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like "Can't hear muffled sounds? Add this"

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cause I mean, as I've said my BHS already has that in there, so if I installed LASS i'd probably get the muffled variations

cerulean mantle
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No, it's from G.A.M.M.A. Medication Balance

quasi narwhal
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I'm running base Anomaly too, I think LASS doesn't require GAMMA does it

cerulean mantle
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Which overwrites the BHS zzz_etc.

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This fucker took me 1 hour to find.

quasi narwhal
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is Medication Balance enabled by default on GAMMA?

cerulean mantle
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Yep

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Reply from Grok:

quasi narwhal
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so you could add the Medication Balance zzz script with this patch in as an optional on fomod for specifically GAMMA players

cerulean mantle
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Actually I won't post his reply without consent, but he said that he removed the m_ because it was only making BHS sounds muffled and nothing else. However, when you install LASS, the situation becomes reversed :D

quasi narwhal
cerulean mantle
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Yeah... it was kinda embarassing. I was like a a happy little puppy pointing out a script bug.

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Which had taken me lots of hours to find.

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But hey, my sounds are fixed haha

sacred token
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Well, I'd say just do the personal direct edit of the file. I have another idea, but I am unsure if that works. I tried something similar but it wasn't with engine exported functions. Maybe it's possible to monkey-patch the sound_object constructor or play function. Then you could intercept the function parameter if zzz.player_injuries.actor_on_footstep is called and change it to include the m_.

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Did it here for example:

bind_monster_generic_object_binder_death_callback = bind_monster.generic_object_binder.death_callback
bind_monster.generic_object_binder.death_callback = function(self, victim, who)
    local safe_release_manager_release = safe_release_manager.release
    safe_release_manager.release = function(se_obj) end

    bind_monster_generic_object_binder_death_callback(self, victim, who)

    safe_release_manager.release = safe_release_manager_release
end
#

Very crazy workaround

quasi narwhal
# cerulean mantle Actually I won't post his reply without consent, but he said that he removed the...
if zzz_player_injuries_mcm.get_config("new_voice_sounds") then
    local helmet = (db.actor:item_in_slot(12) or db.actor:get_current_outfit())
    if helmet then
        muffle = "m_"
    else
        muffle = ""
    end
    file = "bhs\\" .. muffle .. "pain_" .. sound_play
else
    file = "actor\\pain_" .. sound_play
end

he should've used the characters_voice\\player path instead of the actor, and also applied the m_ prefix to the characters voice itself

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that would make both BHS and voice actor have the muffled variation

cerulean mantle
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Yeah just put everything in a folder with and without m_, makes the code a lot readable too, and easier to execute.

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You want no muffled sounds? Add a mod right after that replaces the m_ files with unmuffled versions.

quasi narwhal
#
local helmet = (db.actor:item_in_slot(12) or db.actor:get_current_outfit())
if helmet then
    muffle = "m_"
else
    muffle = ""
end
if zzz_player_injuries_mcm.get_config("new_voice_sounds") then
    file = "bhs\\" .. muffle .. "pain_" .. sound_play
else
    file = "characters_voice\\player\\" .. muffle .. "pain_" .. sound_play
end
#

I think this was the intended idea for that snippet there

cerulean mantle
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Yep, this is like the thing LASS uses for speeches.

quasi narwhal
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if he meant that only the BHS sounds were being muffled and not the others that is

analog jungle
#

How to use code to check if a character is aiming at the beveled sight in the bass?

abstract schooner
#

anyone make a mod yet that fixes quests auto completing themselves and breaking the balance

cerulean mantle
#

For example, if you have a mission to kill mutants, and some random stalkers end up killing them, you have to get the confirmation by going and check the area.

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Only then will the mission proceed to the next stage, which is the return stage.

stiff forge
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Besides, it would make sense that the norther you go, the better the artifacts are; so I could be simply getting proportionate artifacts.

novel ruin
stiff forge
stiff forge
stiff forge
#

Whatever, it works. Got a Jellyfish at 52%.

lethal dirge
slim sorrel
#

Is there a way to fully remove NPC spawn in a certain area of the map? For exemple, is it possible to remove the Renegade base in north of swamps?

simple scaffold
slim sorrel
#

Can you give me any clue of how it could be done? What files should I mess with?

simple scaffold
slim sorrel
#

thank you!

#

marsh is for swamps?

quasi narwhal
novel ruin
#

Alright, thanks man

lunar nimbus
#

seems to be more people here than in amomale for quick basic questions ;]
so, are numbered parents allowed in ltx?

[1]
s = 0.01

[2]:1
a = 0.01
``` like this? i have some doubts if all parents converted to strings ;p
simple scaffold
terse breach
#

Someone needs to make a Carcano mod

#

It would be fire

random fulcrum
#

someone needs to search

lunar nimbus
lethal dirge
#

Not only is making tasks already a bitch, but holy shit trying to figure out how to make a custom delivery task is gonna kill me

abstract schooner
cerulean mantle
#

I renamed it in my mod list. Lemme see

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@abstract schooner And who to shoot

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I think it has the john Teravolta handling his jacket looking for something meme as preview

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It works on cleaning sites for researchers as well.

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Anything that targets an area rather than an object.

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(object as in Stalkers, etc.)

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So you can still have your eliminate target for Patchenko missions completed.

abstract schooner
cerulean mantle
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Can tasks be DLTXed like this?

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I am trying to edit the psy helmet task so it takes 30 days to be ready.

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But it hands it to me immediately.

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Is 2592000 such a large number to handle?

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Maximum 32 bit number is 2,147,483,647/

wintry rampart
#

Hello everybodies !!

So, I've made a medicine mod for my GAMMA playthroughs, seeing where I and my buddy struggle a lot with is gunfights and recuperating effectively from them. Either pop a million pills which takes time and makes you DOOZY like hell, or DIE TO BOOLET !!

So, i ended up creating this mod just to test if it works, and lo and behold, it actually does !!

My question is -- How can I create newer meds that use the other animations like the adrenaline injections, medkit animations, and taking other types of pills!? Currently this mod uses the 'sleeping pills' item and animation.

Any help would be appreciated, S.T.A.L.K.E.R.S.

Cheers !!! 🙂

misty mulch
# cerulean mantle Can tasks be DLTXed like this?

your filename is fucked. hint: using MO2 file browser, look in gamedata/configs/misc/tasks for GAMMA, there's at least TWO DLTX files that modify tasks in there.

sincerely please figure out naming conventions for DLTX, it is critical to understand how they work, and just feeding you a list of magic words to plug into the filename ain't it

cerulean mantle
#

Yup, I'm doing some homework

lunar nimbus
#

math somebody?

sacred token
random fulcrum
#

in his mind it reminds him of misery

#

when misery was anything but that

lunar nimbus
#

hes playing it the right way, i also have 1-2 weeks cooldown on fetch tasks
coz i dont have infinite gamma sprint ;[

misty mulch
#

no that isn't even half of it

random fulcrum
#

that's lightning fast compared to what he's going for

misty mulch
#

things like a full minute to reload a 30rnd mag

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or making you wait fifteen (15) IRL minutes to skin a mutant

lunar nimbus
random fulcrum
#

30 full minutes for the duration of a medkit

misty mulch
#

and moving way slower obv but that's frankly besides the point

lunar nimbus
#

healing for a week after a scratch aswell

misty mulch
#

100% realism, every papercut takes a full 72h to heal

lunar nimbus
#

someday i'll release xcvbpack, if misery was hard then there will be no word for my modpack xd

#

anyway, math someone?

random fulcrum
#

that'd be 100 euro

lunar nimbus
#

i already maximize performance by making exponential algorithms only

#

maximize to 0

cerulean mantle
#

I don't have much time left tbhh. Gonna take it as it is.

lunar nimbus
#

dont know how to change this ;p

#

if this file is included to something else u need to dltx main file, the one with includes

quasi narwhal
cerulean mantle
#

The whole structure is like vanilla files, but half of the dialogs aren't available in game. I have to find what's causing them not to appear. And I am pretty sure I will find what's causing the game to not read my numbers.

cerulean mantle
#

But

lunar nimbus
quasi narwhal
#

the only quest with the status_functor = check_if_enough_time_passed seems to be this one, maybe that functor is broken Shrujj

#

I think you'd have to change the upgrade_player_bad_psi_helmet logic to consider the X days before the task_manager.get_task_manager():give_task("yan_stalker_sakharov_psi_helmet_upgrade") part

cerulean mantle
#

It reads this part correctly

#

function take_money_good_psi_helmet(a,b)
if not (db.actor:has_info("yan_stalker_sakharov_offer_free_upgrade")) then
dialogs.relocate_money_from_actor(a,b,500000)
end
task_manager.get_task_manager():give_task("yan_stalker_sakharov_psi_helmet_upgrade")
save_ctime(db.actor,"yan_stalker_sakharov_psi_helmet_upgrade",game.get_game_time())
end
<

#

And when I commented this whole function

#

function give_player_good_psi_helmet( a, b )

alife_create_item("good_psy_helmet", db.actor)
news_manager.relocate_item( db.actor, "in", "good_psy_helmet" )
local tm = task_manager.get_task_manager( )
local task_info = tm.task_info
if ( task_info and task_info["yan_stalker_sakharov_psi_helmet_upgrade"] ) then
    task_manager.get_task_manager( ):set_task_completed( "yan_stalker_sakharov_psi_helmet_upgrade" )
end
task_manager.get_task_manager():give_task("turn_off_brain_machine")
task_manager.get_task_manager():give_task("turn_off_brain_scorcher")

end<

#

You know what happened?

#

The time passed function started working.

#

I set it to 10 seconds. And when 10 seconds had passed, I could proceed to the next stage of dialogue.

#

"Is it ready yet?"

#

The game then would show me the completed dialogue, but it would be a loop.

#

Is it ready yet?
Yes!
Is it ready yet?
Yes!
Is it ready yet?
Yes!

#

Compared the script's structure to the vanilla unpacked, and they are the same.

#

I can do something.

#

Comment the script, go regular, after 30 in game days has passed, disable the mod that comments the script, and then finish it.

#

Or just save myself all this hassle and start counting days after I hit 500k

quasi narwhal
#

do this, comment the content inside the function

#

and put this

printf("dialog")
#

then check in your console if this is being fired on every interaction

cerulean mantle
#

@quasi narwhal

#

The moment I hit 4, dialog appears.

#

But you see the problem? The "it is" part should appear after 2592000 in game seconds have passed.

#

Basically, the dialog should appear after 30 in game days,

quasi narwhal
#

yeah, so i think you'll have to make a check inside that function to early return if the days didn't pass yet

#

cause it seems that function is running on every dialog instance, and since it doesnt make the days check there it just finishes the quest

#

yo actually, try this

#
task_status_functor.check_if_enough_time_passed = function(tsk, task_id)
    if not (db.actor) then
      return
    end
    local p = parse_list(task_manager.task_ini,task_id,"status_functor_params")
    if not (p[1]) then
        ("task_status_function not set up properly! check_if_killed_enough needs an extra param for squad story id! task_id=%s",task_id)
    return
    end

    local gt = load_ctime(db.actor,task_id)
    if (gt == nil or game.get_game_time():diffSec(gt) >= tonumber(p[1])) then
        tsk.stage = 2
        return "complete"
    end
end
#

try monkey patching the functor to this @cerulean mantle

#

cause i think it will fix it

#

you might need to DLTX the yan_stalker_sakharov_psi_helmet_upgrade section to add this too:

stage_complete         = 2
cerulean mantle
#

Hey, is it possible to compare game time and the save_ctime(db.actor,"yan_stalker_sakharov_psi_helmet_upgrade",game.get_game_time()), and if game time was save_ctime(db.actor,"yan_stalker_sakharov_psi_helmet_upgrade",game.get_game_time()) + 2592000 and above, it proceeds to next?

quasi narwhal
#

I think so yea

lunar nimbus
#

i dont think u can do arithmetic on save_ctime ;]

#

u need to do it on game.get_game_time() which is u cant do arithmetic because its not number

cerulean mantle
#

f = save_ctime then

#

would it work?

quasi narwhal
#

no no, the return type isnt the time

cerulean mantle
#

Another big question of mine is... how is it working in vanilla Anomaly?

quasi narwhal
#

I think you need load_ctime instead

#

pretty sure GAMMA touches all these main storyline quests

lunar nimbus
#

u cant do any arithmetics on either save_ctime or load_ctime, its not number

quasi narwhal
#

ok so game.get_game_time():diffSec(load_ctime(db.actor, "name")) then

lunar nimbus
#

this will return difference as number, im lost what actually needed ;p
if this then yes

cerulean mantle
#

YES!

quasi narwhal
#

yeah thats what he needs

cerulean mantle
#

Now if this difference is more than 2592000, then it proceeds to next.

lunar nimbus
#

just find where this comparison is in vanilla game and add +2592000 to it

#

if (gt == nil or game.get_game_time():diffSec(gt) >= tonumber(p[1])) then here, didnt see its already found above ;p

#

make it
if (gt == nil or game.get_game_time():diffSec(gt) >= tonumber(p[1]) + 2592000) then

cerulean mantle
#

What does gt==nil mean?

quasi narwhal
#

if no ctime was previously loaded to that name

#

probably a safety check for the diffSec call

lunar nimbus
#

or even easier change where p[1] is set, i was a bit busy but have 5 mins now, give me a sec

#

yes changing status_functor_params = 172800 ; 2 days should do it
u are just probably dltxing wrong file

#

as i said earlier u need to dltx the one that includes this file, which is task_manager.ltx

#

make a mod_task_manager_something.ltx
and add

![yan_stalker_sakharov_psi_helmet_upgrade]
status_functor_params = 2592000
cerulean mantle
lunar nimbus
#

did u load after taking quest or whenever it starts?

#

try on new game

quasi narwhal
#

I'm pretty sure the functor is fucked

cerulean mantle
#

Yeah... that's exactly what I'm fearing: needing a new game.

#

I've edited the script for 100 seconds.

#

To see if it works

lunar nimbus
#

well if something is already set and u change after obviously changes are not gonna be applied already ;p

lunar nimbus
cerulean mantle
#

I think something in GAMMA makes it to skip lots of quests and jump directly to good psi helmet ready.

lunar nimbus
#

could be 🤷‍♂️

cerulean mantle
#

There's no bad psi helmet. No bad to good psi helmet, no good psi helmet upgrade free, no nothing.

lunar nimbus
#

its why we mod without addons ;]

ashen totem
#

Hello I have a question. Does anybody know which mod adds these type of repair kits? I have been rebalancing the repair items for my liking but i couldnt find the values pertaining to these items. I have looked at the obvious .ltx files but i couldnt find them.

cerulean mantle
#

I spent the 3 previous hours inspecting GAMMA modlist for something that might check it. To no avail.

lunar nimbus
#

u can find it in debug and see green name, then ctrl+f in all ltxs

#

or just try to find its name (the one on ur screenshot) find it in xml, see the xml node "id" and then find this "id" in ltxs ;p

ashen totem
#

ok thanks will try that

#

thanks for the quick response

cerulean mantle
ashen totem
#

both

#

and the price aswell

cerulean mantle
#

lemme

quasi narwhal
lunar nimbus
#

is "yan_stalker_sakharov_psi_helmet_upgrade" already exist at this point?

quasi narwhal
#

it should unless GAMMA doesnt fire the other callbacks lmao

lunar nimbus
#

dialogue will be there but wont do anything, also this function will return but the rest from this dialogue will still be executed (which will break everything xd)

cerulean mantle
lunar nimbus
#

or maybe not, the only extra is helmet dialogue will do nothing (but will still exist which will look weird) and will open route for free ;p
action with route is not a big deal tho

cerulean mantle
#

I got a CTD

quasi narwhal
#

fml i've put () wait a sec

cerulean mantle
#

Oh silly me, forgot to add ) at the very end to close

ashen totem
lunar nimbus
cerulean mantle
cerulean mantle
#

The ltx number doesn't do shit.

cerulean mantle
#

Lemme try again :D

quasi narwhal
#

so you either find where that was changed or workaround it

cerulean mantle
#

Why the fuck does windows open a new text document in a new tab?

lunar nimbus
#

i dont have gamma to help with that ;[

cerulean mantle
#

Okay, fogot to put a then in there

quasi narwhal
#

I use VSCode with a Lua LS, its already syntax checked lol

cerulean mantle
#

🙏

lunar nimbus
#

if difference from start time and current time more than 2592000 it means that 2592000 time has passed and function should execute

quasi narwhal
#

oh yeah, its < cause its an early return ResidentSleeper

#

either way, if my guess is right the void return will just do nothing but at least should work

#

so you can code whatever u want before that return i guess

lunar nimbus
#

final dialogue will still be there and will do nothing (before time diff) without telling player what he did wrong

#

it will look like a bug ;p

#

but if its for personal use its ok

cerulean mantle
#

I think it just worked.

quasi narwhal
cerulean mantle
#

I'm sending the result as a vid

#

if (quest_gt and gt:diffSec(quest_gt) > 2592000) then I write this but with a < rather

#

@quasi narwhal @lunar nimbus

#

This was with a difference of 25 rather than 2592000

#

So the shorter wait time is normal

quasi narwhal
#

yeah, the only problem is the dialog

#

cause it will still give u the success one

#

what if you instead put that whole if in the actor_has_good_psi_helmet_task_completed function?

#
function actor_has_good_psi_helmet_task_completed(a,b)
    local gt = game.get_game_time()
    local quest_gt = load_ctime(db.actor, "yan_stalker_sakharov_psi_helmet_upgrade")
    if (quest_gt and gt:diffSec(quest_gt) < 2592000) then
        return false
    end
    local tsk = task_manager.get_task_manager().task_info["yan_stalker_sakharov_psi_helmet_upgrade"]
    return tsk and tsk.stage >= 2
end
lunar nimbus
#

yeah this should make dialogue not appear until time is up

quasi narwhal
#

better than have him spamming the successful one i guess shrugEg

#

you could change the text on the XML
instead of "Is it ready?" to something like "Are you done with this shit you old lazy fuck?"

lunar nimbus
#

can keep first function u posted and change

<text>yan_stalker_sakharov_npc_psi_helmet_2_3</text>

to script text, whereas if time is up he tells u "yan_stalker_sakharov_npc_psi_helmet_2_3" and if not then some ur string ;p

cerulean mantle
#

And 200k for the missing equipment compensation.

lunar nimbus
#
<script_text>some_script.some_func</script_text>

and then in some_script.script

function some_func()
    local gt = game.translate_string

    local quest_gt = load_ctime(db.actor, "yan_stalker_sakharov_psi_helmet_upgrade")
    if not quest_gt then return end

    return game.get_game_time():diffSec(quest_gt) < 2592000 and gt("yan_stalker_sakharov_npc_psi_helmet_2_3") or gt("something_something_else")
end
``` will look like this, can even put how many days left in string xd
quasi narwhal
#

who the fuck would come back constantly bothering the dude KekSkew

cerulean mantle
#

True

#

I think I can make a new quest that goes in one stage to remind you that the helmet is ready.

ashen totem
#

Ok, So I'm writing this if anybody comes searching with the find bar for the same thing I'm searching for. The files pertaining to the values of "Type X Weapon Repair Kit" items are added with G.A.M.M.A Economy. Unlike other repair related items they are NOT under items_repair.ltx. Instead they are seperate under configs file named as mod_system_GAMMA_xxxxx.

cerulean mantle
#

Yep, it's DLTXified!

#

@quasi narwhal

#

I don't know how to thank you

quasi narwhal
#

glad it worked bro

cerulean mantle
misty mulch
#

this is how you modify config files without doing a complete file replace, which is much better. that way multiple mods can modify the same config without forcing you to manually patch/pick one version over the other

cerulean mantle
#

DLTX is a godsend.

surreal gust
#

yeah

ashen totem
#

yeah it truly is a godsend but i have a question about that. im not very caught up with the current modding scene of anomaly but from what i've seen dltx is still not as popular with the modders as it should've been. Is there a reason for that?

surreal gust
#

the same way the crash logs give you so much valuable info

#

that you 100% know what's the problem

#

and totally not have any issues at all

random fulcrum
#

not as popular?

#

is bro coming from bizarro earth?

surreal gust
#

i wanted to kms because the crash logs didn't give me any valuable info

#

other x-ray forks did

#

dltx is ok

surreal gust
#

just because the mod title doesn't include "dltx" in it, that doesn't mean it doesn't use dltx

random fulcrum
#

besides there's people that like to maintain a level of compatibility with the vanilla engine

#

workaround for some things dltx have been developed with scripts in the past

#

think trader/workshop/loadout autoinject

#

the disconnect between current anomaly (even vanilla) and desolation is so big that i honestly think modded exes should be enforced

surreal gust
#

i also like the fact that some people think if a big mod for stalker doesn't use modded exes or isn't open-source, it's garbage

#

yeah, but does modded exes have 969595+ optimizations, new features and qol stuff for mod-makers, and more?

random fulcrum
#

lots of shit

#

i've also yet to see someone that isn't subhuman throw shade at desolation just because it's closed source

surreal gust
#

and it doesn't really matter if it's closed source

#

most mod developers are fine with giving up their source code or assets if you ask them nicely

lethal dirge
#

Isn't desolation closed source because in the past the dev's had bad experiences with people making pull requests?

#

Don't remember if it was that or something else, but, good enough reason as any

random fulcrum
#

idk really

#

still would want to close source a project that huge to not have shitty people stealing it

#

mainly vasyans

lethal dirge
#

Yeah, but most people see not just letting your entire code hang out as a dick move, for some reason

#

But also to be fair, feels like 90% of all the shit I've ever done has been stackoverflow copy and paste with some flavor added kekw

#

So I get it

lethal garden
#

Guys, Im trying to edit the stats of some helmets, adding a DLTX entry doesnt seem to be having any effect, advice?

random fulcrum
#

another dltx edit of the same sections is mogging your priority

#

check for files

#

dltx is loaded alphabetically after the name of the file you're overriding

lethal garden
#

Can anyone tell me how i can configure Soulslike to where i keep magazines upon death?

stiff forge
#

I am trying to add alt aim to the mp5, yet upon loading the game it is impossible to change to the alt view by pressing "V"; here's the code:

![wpn_mp5sd]
use_alt_aim_hud = true

![wpn_mp5sd_hud]
        aim_hud_offset_alt_pos           = -0.0088, -0.030707, 0.066706
        aim_hud_offset_alt_pos_16x9      = -0.0088, -0.030707, 0.066706
        aim_hud_offset_alt_rot           = 0.022133, 0.06486, 0.501051
        aim_hud_offset_alt_rot_16x9      = 0.022133, 0.06486, 0.501051
#

The DLTX file has like 5 "Z" in it.

#

In the hud editor, the alt position values are set to 0 at the start of the game.

stiff forge
#

Name of the file is: mod_system_zzzzzzzz_altaim.ltx

stiff forge
#

I am genuinely a fucking dumbass.

#

The file wasn't in "configs".

analog jungle
#

What type_zoom = is used ? ak monolit 2.0. UBGL

lethal garden
solemn marlin
#

Do you guys know which file that handle crafting recipes? I want to try add my own

surreal gust
#

I'll release the sources of my map when it's done.

cerulean mantle
#

Guys, I made this, it works but it keeps working until eternity, showing me I have a new mission every 2 seconds.

#

How can I make it to run only once?\

#

Can I make a public thing, like public a = 0, then do
function actor_dont_has_psi_helmet(a,b)
if (a = 0) then
task_manager.get_task_manager():give_task("yan_stalker_sakharov_money_for_psi_helmet_good")
return end
return not actor_has_psi_helmet(a,b) and a = 1
end?

#

Nah, CTD

lethal dirge
#

Do you get a new task every 2 seconds or does it just say "mission updated"?

cerulean mantle
#

Nah, new task. New mission: Fund the psi helmet project, it fades out but fades in right back, again and again and again. And log says the task exists

lethal dirge
#

Where are you defining the function? Cause it sounds like you're running it in the normal game loop (the way that tasks check if you've reached an area or something) rather than just checking it once on game start

cerulean mantle
#

The function is a vanilla function, I just added the task_manager bit. dialog_yantar.script

#

Now I'm making it this way

lethal dirge
#

Fairly certain that function checks every so often and is used to see if you take psy dablage at MM/BS or not

#

Correct me on that if I'm wrong, I haven't actually looked at it

cerulean mantle
#

fml

lethal dirge
#

Would it be possible to just implement a
if tsk.stage = 0
return

That way every time it checks and sees that the stage for the task is 0 it just returns rather than readding it?

#

Tossing out ideas here, haven't actually done enough with the tasks to give you "proper" advice, sorry

#

Another idea could be checking for completion of the psy helmet task, rather than checking if the psy helmet exists at all

#

this could be useful, possibly?

#

Could do something like this ->
Task gets given automatically at some breakpoint

Checks every so often with a function wether the task for psy helmet is completed or not
if completed, move to stage 2/3/4/whatever, if not return

cerulean mantle
#

Imma try that :D

#

I'm reading the anomaly modding book also

lethal dirge
#

ditto

cerulean mantle
#

GRRRRRRRRRRRROKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK!!!!!!!!!!!!!!!!!!!!!!!!

#

lol

cerulean mantle
#

FUCK YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

lethal dirge
#

Very good

empty wyvern
#

grok_bo took a day off of my life peepoComfy

cerulean mantle
#

Same :D

empty wyvern
slow bolt
#

just overwrite the entire script like a chad

empty wyvern
#

i mean either overwriting it or recalculating shit.power seems like the only consistent way to get it right now

slow bolt
#

just remove the zeroing

#

that requires overwriting basically the entire script

#

fun

empty wyvern
#

yep 😄

lethal dirge
#

lmao grok defuckulator

#

Everywhere you look in this entire thing there's some sign of grok losing his mind

cunning wigeon
#

Is there a way to add custom recoil stats for RPM_mode_2?

fathom wagon
#

I'd have to spend some time when I wake later to make sure I add the fixes I found to the old post. Mainly crash fixes with some of the main quests and how they "apply" damage.

empty wyvern
fathom wagon
#

ArtiBalls essentially does all the damage math, then pass that in via a "SendScriptCallback" to the on_hit callbacks so that it gets modifed by all other functions tied to those callbacks. After that, you get your final damage.

#

So, I just made GBO do the same thing.

empty wyvern
#

yeah that would be much cleaner. i didnt want to rework anything massive i just wanted a short term fix to avoid having to maintain a fork of grok_bo logic. hopefully my pr will work as a stopgap

fathom wagon
#

Yeah, I'll take a look at it when I wake up to see about adding in the fixes, putting the file in that old #1092834455300866068 post (total necro lmao) and send it to you.

empty wyvern
#

ok thanks a ton

#

except for the bone grouping logic this would at least be better than what we have

        -- base anomaly
        hit_power = s_hit.power

        -- current required cloning of grok_bo logic in the defuckulator
        if grok_bo ~= nil then 
            hit_power = lookup:grokDefuckulator(s_hit, target, bone_id) or hit_power
        end

        -- suggested temporary quickfix
        if grok_bo ~= nil then
            hit_power = grok_bo.custom_bone_power[target:id() .. "_" .. bone_id]
        end
lunar nimbus
#

long time ago i also tried to help couple of people who were having problems with some guns and models and grok ballistic, printing everything there is painful

fathom wagon
#

I made a monkeypatch workaround for my RPG mod to have damage increases work by patching within GBO's manual call of PBA's hit functions. Would have it run the PBA functionsn for the new hit power, then have it run the logic for the RPG mod's damage increases. It would make it work w/ GBO.

near dirge
stiff forge
fathom wagon
#

You have to use the actual section name I'm pretty sure.

#

The variant of my .357 Monolithic (ammo_357_fmj_mono) has the section name ammo_357_fmj_mono_bad

near dirge
#

Makes perfect sense now.. Lemme test it.. Thanks!

#

Ok so far only the ones in the ammo wheel have a name.. The rest are still blank.. The way I "solved" this issue #1065168136577482753 message is if I have the anomalous bullets in my inventory I just need to double tap Y and it will load it.. I know it's anomalous because the bullets decrease and if I unload I get them back..

I might be completely wrong here but it seems to work only with ammo wheel bullets.. Monolithic never popped up until I made the change you suggested.. So that part is fixed at least.. I think the rest will show if I can get them in the ammo wheel but I have no idea how to do that

fathom wagon
near dirge
#

Yeah did that

fathom wagon
#

It could also be that that mod is doing the same thing that "No old ammo..." is doing as well.

#

Or it is whatever HUD mod you are using

near dirge
#

The FMJ version shows up so "old" ammo does show in the wheel.. I never had old ammo show up before

near dirge
#

But never got to testing it because I thought there might've been a quicker/easier fix.. So I patiently waited for a reply

#

I'll disable my HUD and test quick

fathom wagon
#

Which HUD is that btw?

near dirge
#

EXT EGUI

fathom wagon
near dirge
#

Since strangerism also made accurate stats I'm sure he will know what to edit in his EXT of EGUI to make it show up

fathom wagon
#

Well, momo made Accurate Stats. Other people have just been updating it alongside. But if it has to do with something strangerism did since he does a lot with UI, I'd see if he know how to fix it

near dirge
#

Ah yes you're right, apologies! I'm probably thinking of the extended one or something similar.. Just saw his name when I was downloading dependencies

#

Well shit it was that

#

Still doesn't show so I at least somewhat know what I'm working with now

#

Monolithic and HP are the only ones that show..

#

Which maybe has something to do with this

#

There are two entries for self.init before the error_text.. The original file only had one.. So I manually added the second but for some reason the UI mod still refuses to show _bad ammo

#

Unless.. Hold on going to test something

#

I'm thinking that the first "mono" counts as _bad.. So I added two more entries to the line so that it will maybe pick up the other two

#

Nah nvm that made all types disappear

#

I'll try and figure it out tomorrow.. I need sleep

winged sierra
#

Would porting over a mod like this to gamma be hard? I remember playing with this mod a long time ago and it hasn’t been updated since CoC as far as I know. Anomaly is basically CoC though so it would be possible at least right?

https://www.moddb.com/mods/call-of-chernobyl/addons/radios-galore-v3-8-for-coc-1-5-r6

ModDB

This is an updated version of Radios Galore for CoC 1.5 R6 Only. Please read the full description for more details. New game required.

solemn marlin
stiff forge
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Any way to check what animation a weapon is currently playing in game?

lethal garden
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Hey guys. How can I decrease the size of the font and indicators on the magazines in the inventory UI?

surreal gust
placid pecan
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anyone make custom portraits here got a png filter to make it more in line with the vanilla ones

naive snow
normal nova
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Is it possible to see item IDs while in-game, i.e. wpn_beretta?

fair inlet
normal nova
fair inlet
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inventory hover works for all items iirc

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it's in second hud part btw
actually idk maybe it's in first

normal nova
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I've never seen any IDs on item hover or detail menu in GAMMA. What do you mean "second hud part"?

quasi narwhal
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in the launcher

normal nova
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It is on.

quasi narwhal
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I think it doesnt work with normal items in inventory, it only shows on the item spawner

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could be wrong though shrug

flint zephyr
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does, like, somebody made a patch for their or other's 1.5.2 ui mod to 1.5.3

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oh and wanna ask about how to make universal hud fov

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so random mods don't change it periodically

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like, when you equip different pistols the hud fov can go crazy for some reason

quasi narwhal
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not much you can do besides fixing the repos. for that specific weapon (or download a mod that does that)

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also, if a mod changes the FOV values through a script, you'll have to find the script that does that

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and/or turn off the mod ofc

flint zephyr
flint zephyr
quasi narwhal
flint zephyr
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imagine going through tons of mods to find that one line

quasi narwhal
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it's one of the worst decisions i've seen in a while tbh lmao

quasi narwhal
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exec_console_cmd("hud_fov X") is probably what you're looking for

flint zephyr
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like i saw the egui got patch to 1.5.3

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but i can't figure out what that patch did

quasi narwhal
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hmmm not sure, would have to check their changelog

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I didn't upgrade to 1.5.3 so I'm not sure what has been changed

flint zephyr
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if there is the way to downgrade back i'll do it with pleasure but i guess there no way to do it

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like why they even dropped update with 2 lines of patch note instead of include all of this in future huge update

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like i understand if you wanna make small patch that just adds link to orig stalker games and all this policy stuff

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but why change something that completely ruins all ui mods

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didn't knew that adding 1 button can fuck your mod completely

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and funny stuff about egui

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they don't have any patchnotes about 1.5.3 patch

foggy fox
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Maybe a port of radiophobia's artefacts? Just as a mod suggestion.

quasi narwhal
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cause they most likely didn't change anything

flint zephyr
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in gamedata there some thing that 1.5.3 broke in other ui mods too

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they changed offsets in menu and bunch of text

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and i mean, i tried so-called "reverse engineer" their patch to other ui mod

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but it's just got all text missing

near dirge
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@simple scaffold Apologies for the ping.. I've been battling quite a bit and trying to "fix" a suggestion you have given someone in the Ammo Type on HUD thread.

#╙🖇mods-making-discussion message
Over here I'm trying to add _bad ammo to the HUD itself to make it work with https://discord.com/channels/912320241713958912/1065168136577482753

I did somewhat come right, but it only shows 2 types then goes blank.. I got Monolithic to show up alongside base HP here #╙🖇mods-making-discussion message

How would I go about adding more than 2 to Ammo Type on HUD? Your original suggestion mentioned adding another self.ini line before the "or error_text", is there a way to allow 4+ types to show?

For example:

  • Base (HP)
  • _bad (FMJ (Monolithic))
  • _verybad (HP+ (Headhunter))
  • _superbad? (AP+ (Handload))

I only get 2 of them to show up.. I can make any 2 show up, but not all 4

cerulean mantle
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I am still waiting for Depleted Uranium .45 rounds.

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.45 DU was the most fucked up shit in MISERY and I loved it.

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Expensive af, powerful af.

fair pollen
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Are you making the video that dark for purpose?

old berry
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he is in the shadow realm

cerulean mantle
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I can't see shit either

fair pollen
simple scaffold
# near dirge <@155830872027693057> Apologies for the ping.. I've been battling quite a bit an...

the orginal UI supports at most 3 variants of 4 ammo types.

who ever added that supper bad should have made it a 4th type not a 4th variant.

ui also needs to have a flag set to show more than just 2 variants. _g._NO_DAMAGED_AMMO = false i half assume that what ever is making use of the verybad ammo would be setting that.

also you are 100% sure the gun you are playing with has all of these ammo's in it's ammo list? adding a new ammo like that superbad requiers editing every single gun, which is why no one does that.

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it will not be happy with superbad no matter what. the ammo name parsing in the ammo wheel will have to be rewritten. which is again, why ppl don't do that.

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TLDR either have no more than 4 types and only _bad and _verybad variations or rewrite the ammo wheel UI mostly from scratch. I'd actually just recommend a simple vertical list not a wheel

near dirge
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The _superbad was just an example of having 4 variants.. I didn't know how else to word it lol..

But there are multiple and I can only manage to show 2.. Like this 9x18 has PST, +P, SP7, AP, and Grav

So if I add ammo_9x18_fmj and ammo_9x18_fmj_bad, only those 2 will show on the HUD regardless of the others.. AP and AP_bad

near dirge
# simple scaffold the orginal UI supports at most 3 variants of 4 ammo types. who ever added tha...

I see what you mean now.. Sorry was on the phone so my above response is kinda weird.. I don't think anything uses _bad or _verybad.. But I think it uses those "slots" for the new ammo.. Like _bad becomes AP+ and _verybad becomes HP+ or FMJ+.. But you have the extras ontop of that..

The 5.56 ammo for example.. It's named something fancy like Headhunter but it shows this in brackets:
FMJ (called FMJ)
FMJ+ (called Shocktrooper [just an example])
HP (called HP)
HP+ (called Headhunter [just an example])
AP (called AP)
AP+ (called Varmageddon [just an example])

These aren't the real names, I just forgot what it was called

So some ammo can have 6 types/variants (sorry, I'm medicated and don't know the difference.. Is FMJ/AP type and FMJ+/AP+ variant?).. So if I understand you correctly, I can only have up to 4 and the rest will be blank? So I need to choose which ones I want to show?

simple scaffold
# near dirge I see what you mean now.. Sorry was on the phone so my above response is kinda w...

the section names.
ammo_9x19_fmj and ammo_9x19_ap are types (and technically the first variant of those types). while ammo_9x19_fmj_bad and ammo_9x19_fmj_verybad are the 2nd and 3rd variants of ammo_9x19_fmj

you can have at most

thing1, thing1_bad, thing1_verybad, thing2, thing2_bad, thing2_verybad, thing3, thing3_bad, thing3_verybad, thing4, thing4_bad, thing4_verybad

without having to drastically alter the UI.

near dirge
simple scaffold
# near dirge Ok that makes sense.. The only question is, how would I go about editing the scr...

that is an answer to a slightly different question. however maybe you just nee to change _g._NO_DAMAGED_AMMO = false and that will work the way you want. IDK. ihonestly can't remember what that change was trying to do.

if you have 12 or less ammos for your gun. and you name them to fall into the above pattern all you need to do is make sure that line in the script: _g._NO_DAMAGED_AMMO = true is changed to _g._NO_DAMAGED_AMMO = false and they will all show up.

if you want an ammo list with random other names. you have to change the script more than I feel like doing right now.

again all of this requiers that the gun have the proper ammo list. if you gun only lists two ammo's nothing will get more than that to show up.

near dirge
simple scaffold
near dirge
# simple scaffold that is in item_weapon.script with the original ammo wheel code. everything i wa...

Oh wait I think we misunderstood each other then lol.. What I'm trying to do is to add the special ammo types from ArtiGrok into that Ammo Type HUD mod.. The ammo wheel itself is working perfectly fine now.. EGUI didn't show everything so I hid the ammo_wheel from EGUI and I can see all special ammo types and their variants..

I just want to see on the HUD which one I'm using.. This essentially has nothing to do with the ammo wheel.. ArtiGrok went through that effort already

simple scaffold
near dirge
simple scaffold
near dirge
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Because it has many

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My original plan was to add each one to the ammo.ltx of Ammo Type HUD

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I've already added these but only Monolithic and HP shows on the HUD

simple scaffold
near dirge
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Wait I'm stupid

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ammo_sec,0

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Both of mine say base_sec

simple scaffold
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yeah. having them both say base_sec removes the ablity to callout specail names for the bad and very bad

near dirge
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Such a tiny piece of text missed

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Testing now

simple scaffold
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probably have been fighting with that one typo the entier time

near dirge
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98% likely.. I just copy and pasted the original line.. I didn't see that 1 change

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Yeah I'm retarded.. Thanks a lot for the help Raven and apologies for the confusion earlier.. I also noticed that I named them incorrectly.. This merge is going to take a loooong time

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Handload is Suckershot apparently.. Gotta make a new list now

summer stream
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question, how to do separate descriptions for ammo and how to make it read one? hmm

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because i have eng and rus, i have separate xml's for it but

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it doesnt read one

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idk what to write down here shrudge

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can someone explain this to me or im just braindead clueless

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it just doesnt read one in-game

simple scaffold
summer stream
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ah fuck

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i write down the fucking MAG in it

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instead of just ap

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it was ammo_357_ap_MAG

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not ammo_357_ap like in script

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my fault shrudge

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i removed it and i'll look into it rq

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so it can work properly

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alright it works now

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it was my fault

trim blaze
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Can anyone tell what’s the name of the script to change a repair item. I want to change how much it can repair like an emergency repair item is 85%. Maybe change to what ever I want to 90 or 80 or even 70

trim blaze
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Can someone help me with a script

simple scaffold
summer stream
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i dont know why but the deagle keeps using the wrong jam sound despite me writing down a way to it

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the gamma one has it, and the one that comes with mod has it too

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i dont know what to do oldge

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trying to add ! made it just die miserably

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because it said "can_be_lowered" error all of the time

fair inlet
summer stream
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i have it disabled oleh

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i have iwp oldge

fair inlet
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iwps is based on wstfg

summer stream
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im gonna kms

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thanks for telling me

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and i can't find it there

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lord have mercy on my soul

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do i just write down misfire there

fair inlet
# summer stream do i just write down misfire there
![wpn_desert_eagle]
!snd_shoot
!snd_silncer_shot
snd_reload_misfire          = weapons\generic\pistolguns_revival4
!snd_empty
snd_draw                    = weapons\generic\pistolguns_draw
snd_holster                 = weapons\generic\pistolguns_holster
summer stream
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ah

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thank you very much for showing me the line that goes for it

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now i should look in wstfg every time ohno

rough lion
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You guys know where I can download an addon that lets you salvage outfit upgrades like in the "Custom" modpack?

random fulcrum
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that's a vanilla feature

rough lion
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But that requires you to destroy your outfit and you don't get every upgrade kit back

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The one in "Custom" lets you salvage every upgrade you did on the outfit without disassembling it

summer stream
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@fair inlet also question about snd_shoot, do i write down sound there too?
and the recoil, how do i tweak it? thonk

fair inlet
summer stream
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ah, got it clueless

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thanks

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but i'm kinda confused on

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what does the "wpn_deagle_snd_shoot" file uses

fair inlet
summer stream
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damn

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no like my question is
how does it written down in the folders

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like
"desert_shoot"
or something else?

fair inlet
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you can see the filepaths in the config I mentioned

summer stream
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so it's the weapons\generic

fair inlet
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shooting sounds are in _gunfire directory

summer stream
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so

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i need to drop the sound into _gunfire\mono\desert

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right?

fair inlet
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yes, but mono is used only for NPCs

summer stream
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ah fuck

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got it

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and i rename it into close_1 and etc?

fair inlet
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yes

summer stream
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thank you peepoGlad

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so i tried it out

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didnt change anything shrudge

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oh never fucking mind

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im an absolute BAFOON

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wrong folder name + wrong mod

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fucking hell mate

slow bolt
summer stream
slow bolt
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That recoil animation looks so stupid

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strength: 1

random fulcrum
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too jiggly

summer stream
random fulcrum
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looks goofy

summer stream
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so it will fit

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but idk what to look into shrudge

random fulcrum
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get the recoil mod

old berry
#

looks like something from cod

summer stream
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tarkov model
animation from moddb

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so i make a mod inside configs\plugins hmm

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or do i do something else?

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since i want to make a separate recoil for it

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so it can actually look normal with that wobbly anim

slow bolt
lilac idol
#

might as well make it worse

slow bolt
summer stream
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it wouldn't, but i dont care shrudge

slow bolt
#

you are basically hitting yourself in the face with that slide

summer stream
#

im not gonna get some another anim for it

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and im too dumb to reanimate it ohno

lilac idol
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if you give me the omfs and the ogf I can tweak it a bit if you want

summer stream
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you can try shrudge

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just show me the finished result later, k?

wheat sable
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Is there any way to add weapons to the list that can go in the knife/vision slot? Can I just go in and edit the text files?

random fulcrum
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yeah change slot to 1

regal bolt
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how to change NPC movement speed? I dislike how i aim and auto slow walk, but they sprint sideways and still shoot. kills immersion for me

tawny stream
lunar rover
simple scaffold
simple scaffold
# random fulcrum yeah change slot to 1

unless someone changed my script in gamma, slot 1 weapons can only go in knife and binoc slots. not the big gun slots. you want slot 2 that is the one that can go in all 4. or make the above edit to my script.

onyx fulcrum
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Is there a guide somewhere explaining how to move around UI elements? I didn't see anything obvious from the pins. Specifically looking at minimap/clock positioning on screen.

quasi narwhal
onyx fulcrum
quasi narwhal
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gamedata\configs\ui\zone_map_16.xml will have the clock position

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for the minimap too iirc, just need to change the X and Y coords

onyx fulcrum
quasi narwhal
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I'm not entirely sure because the minimap is sorta weird when it comes to coords., I remember when I manually adjusted mine every 0.01 I increased already made a difference

onyx fulcrum
quasi narwhal
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so I'd say if you want to push it to the right, and the X is like "0.093", try something like "0.096" first and see how that goes etc

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I'm sure there's an easier way to adjust this, but I did it by hand and took me like 5 mins. max, so KekSkew

surreal gust
cunning wraith
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Anyone know where I would need to edit to change if a gun goes into the pistol slot?

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I think I found it tbh... If it works that was pretty easy

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Now just to find the UMP

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I see this was discussed earlier today, every place I find the slot data for the UMP its classified as a slot 2 gun but stil doesn't want to go in the pistol holder. Wonder what I'm doing wrong

near dirge
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That's because you have to make it slot 1

cunning wraith
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That's what I thought as well but then I read this:

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So it made me confused

near dirge
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I did this to a Kriss Vector mod and I can equip it to all 4 slots

cunning wraith
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Perfect, will do that for the ump now and probably the kriss later

shy karma
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hey, I want to replace the music tracks in the bar. Can someone guide me to the file destination in question?

cunning wraith
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just nice to be able to play with more guns

near dirge
# cunning wraith just nice to be able to play with more guns

Did the same with a broken shotgun.. Counts as cheating so I disabled it later on lol.. Because I want a shotgun for mutants, pistol for detectors and mutants, assault rifle, and sniper.. And I had to make the shotgun slot 1 for that loadout.. But it's too easy then

cunning wraith
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Eh, I can do what I need to do with my SR-25 and any shotgun

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I just want some changes in guns I run

lilac idol
near dirge
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Yeah of course.. I get that.. That's why I did it

cunning wraith
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Yeah exactly

cunning wraith
#

I have hardcore aim on and upped the pop for both mutants and stalkers, its pretty rough at times no matter what guns I have KekNervous

near dirge
lilac idol
simple scaffold
cunning wraith
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I could NOT turn in "use single handed" with the ump. Game was not happy Kek

near dirge
random fulcrum
#

it's an ui solution

cunning wraith
# random fulcrum change slot to 1

Already did, got the gun in the pistol slot now, just wanted to see if I could use the detector at the same time but no matter, isn't important

random fulcrum
near dirge
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Oh yeah I might have left that out.. I use EGUI.. The inventory module might change some things ngl.. Probably should've said it.. But yeah slot 1 works for me

near dirge
#

I can use that Kriss with a detector

cunning wraith
near dirge
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Probably I guess.. The Kriss does clip through a bit because it's obviously not meant for that.. But we roll with it

cunning wraith
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Yeah somethings funky, if I try to pull out the detector it does nothing. If I then change to a different gun it just cycles back to the ump after a second. I have to put the ump away manually and then the detector pops up which in turn lets me put it down and then everything is normal again. I guess I'll live with that until I get the vector lol

near dirge
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I want to test it now lol

cunning wraith
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Hang on

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I found 6 ltx files for it

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I edited all of them

near dirge
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Oh shit.. Okay lemme see what I have then lol..

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GAMMA UMP Position looks like the main one so it overwrites everything anyway

cunning wraith
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aaaah I learned something new with MO2 now, thanks

near dirge
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Loading in now

near dirge
shy karma
cunning wraith
near dirge
cunning wraith
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Uhm, now it works? KekNervous after I turned "single_handed" to 0

near dirge
#

Maybe it's my UI addon..

cunning wraith
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I'm using Enhanced GUI as well

near dirge
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gg then xD this is too advanced for me I just know it works

simple scaffold
cunning wraith
shy karma
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although the barman music sounds unfamiliar...

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out of 33 files (!) it feels like it ever plays 3 different ones total..

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no wonder its such a headache to listen to - something isnt working as intended (?)

cunning wraith
near dirge
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I still use the textures but the wheel itself is base GAMMA

cunning wraith
near dirge
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Up to you yeah.. Adds a whole bunch of new and unique ammo that's quite fun for a "new" touch to the game

cunning wraith
near dirge
cunning wraith
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Now that you showed me how to do it

near dirge
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Yeah sure go for it.. You'll still have the looks (textures)

cunning wraith
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I don't mind if its EGUI wheel or GAMMA wheel, both looks decent for me. Only really got EGUI for the different inventory layout

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Works perfectly. You've sorted out some issues for me today, appriciate it a lot!

near dirge
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No worries!

remote summit
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Guys, I'm confused, where is the latest version of Retrogue Additional Weapons-Ammo?

old berry
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on the moddb

rough lion
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Weird gunplay issue in base Anomaly. When I fire from the hip while moving, the entire bullet spread moves up and to the left of the crosshair. But when I stand still, the bullet spread goes back to the center of the screen. Any fix?

random fulcrum
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disable weapon roll when moving in defines.ltx

rough lion
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you mean "strafe_enabled" or...?

random fulcrum
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that would get rid of the entire thing

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remove the direction values

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or whatever it was called

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the weapon's orientation with those values affect the bullet's trajectory when hipfiring

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even those from the hud section itself

simple scaffold
rough lion
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It consistently deviates to the upper left even if i'm low crouching

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That's not normal

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get a dynamic crosshair with tracer bullets and shoot any automatic weapon while standing and walking

random fulcrum
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dude just do what i told you

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it's the direction

analog jungle
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The animations of ubgl cause incorrect display of the number of nvg beef's tubes. Any ideas on how to fix it in the code?

rough lion
quiet grotto
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Curious, anyone know of a solid mod that can bring views of the galaxy and northern lights at night?

modest siren
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Yo. Has anyone ever tried to make a mod where Clear Sky spawns in the zones you conquer after you finish Cold's Clear Sky story mission?

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I'm interested in learning some anomaly modding basics but first I'd like to make sure that idea isn't taken

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Ping me if you know! I'm off to learn Lua

analog jungle
lethal garden
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Is it possible to increase the size of a weapons laser? When using Alt-aim with some weapons theyre barely visible.

celest forge
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The dot or ray

remote summit
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what the weapons mod?

cunning wraith
remote summit
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okay sorry

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thanks

jade viper
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hi anyone experienced with creation of a Custom Faction either by duplicating files of existing one in game files OR through console with minimal work? didn't find a mod for something like this

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like I just want to copy-paste UNISG and change some of their stuff like name and faction logo patch and hostility

near dirge
# jade viper like I just want to copy-paste UNISG and change some of their stuff like name an...

So good fucking luck with that.. I have spoken with xcvb and a bunch of other modders.. This is technically not possible.. I mean, it is, but it's not viable doing it at all.. There is a mod on moddb that adds the SCP Foundation as a playable Faction to the game.. But they are empty (no story quests enabled, only side quests).. They have their own faction patch, trader, and armor (none of the NPCs spawn in base GAMMA so you'll need a mod other than ZCP)..

I have spent countless hours just trying to enable the 3 main storylines for them.. Where you can start in Cordon and start the questlines from Sid.. You can copy-paste UNISG, but you must have a clear 100% understanding of what each and every entry does.. Otherwise, you'll have your own custom faction spawning ontop of existing UNISG NPCs.. For example, let's say Sid is Loner.. You copy-paste Loner and change the entries from Loner to custom.. You'll then have a custom faction NPC sitting ontop of Sid..

So you can copy-paste UNISG, but you'll also have to fully remove certain ltx entries so that it doesn't clash with anything current.. And I'm not kidding, there are thousands of entries for each faction.. In multiple different files.. If you do it wrong you'll end up overlapping everything.. I gave up on the idea purely because of the amount of work that goes into it.. There's a reason why no one have made custom Factions yet, not to mention story lines for them..

If you search my name and SCP with it, you will find discussions about this in a lot of Stalker Discords.. I tried picking the brains of EFP, GAMMA, Anomaly, INC, and the author of the SCP mod..

My other suggestion, download the SCP mod and change literally everything (including textures and meshes) to your custom one.. It's the closest public mod of a new playable faction..

jade viper
# near dirge So good fucking luck with that.. I have spoken with xcvb and a bunch of other mo...

THX MAN! SUPER HELPFUL REPLY. Now I get it why it's so hard to make custom faction stuff cuz of thousands of lines of code... Well I guess I will have to stick to original factions, maybe when I have a load of time I will test SCP for the fun of it though. Yeah this shit ain't Skyrim ffs... Also I don't really play campaign, I'm more of a Warfare fan, so 98% of fixed stuff with custom NPCs, dialogues, questlines, etc. is something I simply never even come across.

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and here I was expecting something super simple with console tweaking lmao

jade viper
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also im curious if @undone lily ever wants to create a light version of GAMMA similar to the BASE Profile of Dark Signal because minimalism and sound work of that shit is just insanely good, 1.5.3 is out so changes be coming anyways I suppose

slow bolt
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Light? What would that even have

simple scaffold
jade viper
slow bolt
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I aint gonna play old ass modpack

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Just tell me what do you mean by light gamma

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It's already light

simple scaffold
# jade viper *sad face*

Its enough work that unless you are doing it as part of a big story expansion like sin or unsig, where the faction setup is just one part of many, it probably isn't worth it.

jade viper
# slow bolt Just tell me what do you mean by light gamma

light gamma = like base profile of dark signal but base profile of gamma in this case (top visuals, textures, sound, super important stuff like recoil but core minimalistic anomaly experience, so nothing like mags, crafting system, f*cking psy fields etc.)

jade viper
simple scaffold
slow bolt
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Gamma is about the crafting and the hobo survival

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So light gamma would be the opposite - all the crafting and economy without any graphics

quasi narwhal
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isn't light gamma just gamma in easy/tourist OMEGAKEK