#╙🖇mods-making-discussion
1 messages · Page 77 of 1
classic
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?
It shouldnt be this annoying to find literally just a fucking simple file for me to change.
it is if you don't know how to search 
Wow, it's almost like i've been asking that. For the last 12 fucking hours.
Where. Do. I. Find. The. Fucking. ltx. File.
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.
have you tried opening the mod's folder
like seriously
has this ever crossed your mind
i'd be shocked if it hasn't been the case
Yes.
I mean, if you downloaded a mod that already worked before
you could reverse engineer the mod and update it/make it work right 
nah you're lying
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)
To anomaly or gamma, i've done both.
??????????????
?
This isn't shitpost.
I genuinely do not know how to mod anything or how to put a file into a mod.
but as the mom asked you
have you tried actually opening the files
as in unzipping the damn mod and actually browsing the files
staring at their content 
Yes.
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.
This is even the file bro.
Unless the file doesn't even add the fucking sewing kit, threads etc etc and just only has gun parts.
well thats probably what is it then lol
the mod didn't add that feature in, simple as that
if you want it, you'll have to tweak the mod and add it yourself
Sigh.
That idk how to do.
It even has the basic sewing kit.
So idk why it's not working.
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
then you apply the same logic the mod is applying to the items you want
It even has sewing thread, so I don't understand the fucking issue.
Well I want all of the items that can be repairable go to 0% ( so basically I can repair weapons,armor,comps ) whenever.
Okay see, now this is working. But the sewing thread won't work.
Is this in GAMMA or Anomaly?
Because regarding GAMMA, if this is for personal use, "Armors repair like WPO" has a LTX file which states the minimum threshold for all toolkit repairs. Just change whatever numbers you like to 0, the first two are the ones that let you tinker with armor parts.
Regarding WPO, maybe it is possible doing a patch similar to the mod I am talking about using DLTX.
if you want all items this would probably be easier if done via script or DLTX, but eh
who cares 
I care XD
I wanna be able to use everything I can get no matter the durability.
Everything is fixable if you use enough flexseal on it
Looking for the armors repair like wpo rn, would this be in the gamma mods folder?
Filter for the mod's name in MO2 and check in the folder "config" for the file that inside it.
Make sure to keep the format (puntuaction, buzzword, buzzword) in the file.
Shit.
Not ModDB, MO2.
So right click the armors repair like WPO?
Right click it and "open in explorer".
You just... Save it.
Like a text file.
Regarding WPO, maybe check the OG WPO mod, unless you see something else patching "items_repair.ltx".
@stiff forge thank you.
Let's go, actually helpful.
Now for this.
I want this to be at 0 aswell (ik ik broken watever idgaf)
same with this aswell
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.
Basically, you have to look at the config files of WPO and the config files that overwrite certain files of WPO.
So now as someone who has no expierence in the modding industry XD
I lifted this off of ModDB
I also have 0 experience. Don't worry.
The only thing I have done is read shit.
Yeah i'm not good at reading esp when no one fluently types what i'm supposed to do and goes
"Figure it out" 
"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.
Meh, tbh i'm happy where i'm at I think
Oh, come on.
XD
Don't give up just yet.
So, create a folder within the mods directory of mod organizer that allows me to estructure the other mod.
No. Create a folder inside the mods folder of MO2 that FOLLOWS the same file structure as the other mod.
Should be gamedata/configs
.xd
Honestly, I think I got what I needed ngl.
I can deal with the glues having a % restriction.
Because now I can properly make guns good at any given time and have anything I want at any given time.
Ty for real.
Fine. What is the file/mod that manages the requirements of the workshop? Is it a script file or a DLTX file?
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.
I actually don't know.
I think DLTX?
Well, can't judge you. It was just going to get harder from here.
It's actually a question for other guys.
Now it won't probably be read because it's more than 3 messages up.
Do you think that the glues would be on the same part as the sewing thread? Just different?
Like with armor but with weapons?
where do i find the locations of armor/item stats?
and how would one disable the huge radiation decay on exoskeletons?
Actually I’ll find that out on my own Ty Caesar
Probably. IDK which file defines it.
Idk either.
Maybe a way to trick the workshop system into thinking the player always has the toolkits?
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?
Context*
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.
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?
Was that in response of what I said?
No, sorry, seperate question
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
Might just be cause i literally just woke up
don't worry, reading is good for the brain 
I have a mod installed that allows me to repair things at 0% lets say like barrels or even better yet, cloth. At 0-1% so I can make it into something, the mod that i'm running has broken my multitool so I can't use my multitool.
Broken your multitool as in, you can't right click use it?
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
Yea p much, it's only the multitool. Nothing else
Heres the items repair thing
And this isn't intended behavior from the mod itself + you have it at the very bottom of your load order?
Its at the very bottom of the priority list.
does your mod conflict with anything ?
Nope, just allows the items/tools be able to repair 0% items
i mean in mo2, are there any conflicts ?
I also went through this and saw that there was no multitool in the coding in here at all.
So that could be why?
Right click it in mo2 -> Details -> Conflicts
Well theres always conflicts
Wait details?
What note pad you using btw
Looks a lot cleaner than the one im using
pretty sure thats ++
Im using ++
replied to the wrong message
Yeah I have notepad++ but have it on dark mode
Is this what you needed?
And yeah that's what I was asking about
How tf you turn ++ to darkmode?
Also I think I'm using some custom script from a while ago
Yup
So I guess this fucks with my multitool?
It should only overwrite the minimum condition needed to repair
Because theres no use button (also yeah I didn't figure out the hud leave me alone XD)
@lethal dirge I also did this,.
Ah I see what it is
Would that have any interest in it or no
Try something out for me if you will
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
Then restart game and all that and try again
Lowkey you’re gonna have to give me a minute and then might have you join a vc so ion fuck it up
LMAO
Yup
Am I retarded?
there's also this
I'd prefer not to answer
should probably change the condition to 0 as well
Ah fuck
That looks like you're looking at the default ltx and not the modded ltx
Hold on I can change that through MO2
Pretty sure that's not the modded ltx cause the modded ltx has all cond min condition set to 0
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
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
i did accidentaly look into the wrong file, i'm sleep deprived 
In the gamma folder?
got it
And change use1_action_functor from = item_repair.use_tool to item_repair.func_tool
in MO2, in the right hand side menu
im doing what you suggested first then i'll do this
That is what I suggested


im new to modding
Me too dw
You wanna get into a private call real quick just to make sure?
I don't want you to feel overwhelmed or unsure of what you're doing
(I mean I am too, but I've at least modified a few ltxs in my time)
btw is this supposed to be item_repair or itms_repair ?
Managed to add a line to an old vanilla mod and fixed it. It was literally just adding the Artifact Melter to an array.
I guess it is true that there's always an easier way.
yes
What's the file that determines artifact condition at spawn?
Alright, solved
Custom mod was using the wrong functors for the leatherman
Shot in the dark but I believe it might be:
if drx_da_main then
arti_min_eff = 20
arti_max_eff = 30
else
arti_min_eff = 20
arti_max_eff = 40
end
inside
zz_item_artefact.script
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)
If anything breaks, no guarantees
It's used here with some randomness to create artefacts, so seems about right
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
@stiff forge did it work?
Also, gonna repost my question since we talked a lot inbetween
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?
Will test it later, thanks.
Although I don't even know how to speed the testing up using debug mode.
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
Yah, that should do.
can somebody help me how to solve the weird encoding issue with bullet points in tooltips?
sorted
Hello guys do we have a mod to make nighttime last the entire day?
Also maybe turn quests and mutants to the night ones as well, not just make everything dark alone.
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
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.
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
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
Yup, had a little talk with another modder in DMs and had a lot of my questions answered, but thank you anyways!
I had no idea I had to unpack the base anomaly files to see all this stuff 
Even ppl that have been modding for a while miss the fact that the task manager ltx explains how to add tasks to an NPC.
Yup 
What is the common resolution for default Stalker Anomaly texture?
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
As I'm currently working with em, I can tell you that at least the select few i've looked at for stalkers are 1024 x 1024
This one being an example
This is a "4k" render of the model, you can see the resolution isn't exactly the most HD
Is it possible to DLTX scripts?
Or is it possible to have a script that edits part of a script?
I think you are searching for "monkey-patching"
Because DLTXing a script is not possible
Yeah I want no part with this lol
That looks complicated as fuck. I am looking for monkey patching functions.
Maybe looks like it, but it isn't
But it can be annoying depending on what function you want to patch
It has a bunch of ifs
the docs. add too much unnecessary information on the code examples, it's much easier than it looks
I just want to edit a single line
Which line in which script?
zzz_player_injuries
which part you wanna change?
thats weird, my BHS version already has that in
I'd say just edit the script itself then
It's from Medication Balance which edits out the m_
just add the m_ to the file itself
ah fuck that, add to the script itself then
Alrighty then
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
but eh, editing the original files is always better 
Kinda wanted to release it for LASS
Trying to be as modular as possible.
Poor guys playing LASS have unmuffled BHS injury sounds when wearing a gasmask
does LASS include its own script for zzz_player_injuries? 
No I don't think it does. It just adds sounds that BHS is supposed to play.
But BHS ignores all the m_ files because of this line edit.
Meanwhile all the sounds added by LASS itself are muffled, like speech, etc.
It honestly was on my nerves for so long until I decided to look into it for like 3 hours or more.
I mean, you can always include an optional patch for this adding the script you've edited as an optional on fomod
like "Can't hear muffled sounds? Add this"
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
No, it's from G.A.M.M.A. Medication Balance
I'm running base Anomaly too, I think LASS doesn't require GAMMA does it
is Medication Balance enabled by default on GAMMA?
so you could add the Medication Balance zzz script with this patch in as an optional on fomod for specifically GAMMA players
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
I will do that tbh :D
well that doesnt surprise me, the m_ if condition is only applied for the bhs files
Yeah... it was kinda embarassing. I was like a a happy little puppy pointing out a script bug.
Which had taken me lots of hours to find.
But hey, my sounds are fixed haha
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_.
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
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
that would make both BHS and voice actor have the muffled variation
Yeah just put everything in a folder with and without m_, makes the code a lot readable too, and easier to execute.
You want no muffled sounds? Add a mod right after that replaces the m_ files with unmuffled versions.
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
Yep, this is like the thing LASS uses for speeches.
if he meant that only the BHS sounds were being muffled and not the others that is
How to use code to check if a character is aiming at the beveled sight in the bass?
anyone make a mod yet that fixes quests auto completing themselves and breaking the balance
No, but there is a mod that makes you having to witness the objective sight for the objective to be completed.
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.
Only then will the mission proceed to the next stage, which is the return stage.
I set the minimum to 30 in both cases and the max to 70 in the first and 80 in the other.
I got a 62 efficiency artifact in a new save in Yantar; but in older saves in Cordon I still found a 22% artifacts and such.
Besides, it would make sense that the norther you go, the better the artifacts are; so I could be simply getting proportionate artifacts.
Thank you, and what about environmental texture? I know i can extract texture from the game but im kind of ran out of storage rn
Well, in Cordon I have been only getting perk artifacts. That's odd.
If this is true, then changing those values may be making Cordon anomaly zones not be able to spawn artifacts.
Whatever, it works. Got a Jellyfish at 52%.
For environments I honestly have no idea, sorry
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?
Not and have that a valid stating location .
But if you are playing other factions it should be ok
Can you give me any clue of how it could be done? What files should I mess with?
Best guess remove lines 8 and 9.
marsh = swamps yes
Alright, thanks man
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
I don't see anything that would disallow that
someone needs to search
thanks as always ;]
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
Not exactly what I was hoping for but not a bad bandaid temporarily either, any idea what the name of that mod is?
I renamed it in my mod list. Lemme see
@abstract schooner And who to shoot
I think it has the john Teravolta handling his jacket looking for something meme as preview
@abstract schooner https://www.moddb.com/mods/stalker-anomaly/addons/and-who-to-shoot
It works on cleaning sites for researchers as well.
Anything that targets an area rather than an object.
(object as in Stalkers, etc.)
So you can still have your eliminate target for Patchenko missions completed.
Thanks a bunch.
Can tasks be DLTXed like this?
I am trying to edit the psy helmet task so it takes 30 days to be ready.
But it hands it to me immediately.
Is 2592000 such a large number to handle?
Maximum 32 bit number is 2,147,483,647/
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 !!! 🙂
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
Yup, I'm doing some homework
math somebody?
Bruh, 30 days is a long ass time in stalker
this guy's shtick is making the game fucking unbearable to play
in his mind it reminds him of misery
when misery was anything but that
hes playing it the right way, i also have 1-2 weeks cooldown on fetch tasks
coz i dont have infinite gamma sprint ;[
no that isn't even half of it
that's lightning fast compared to what he's going for
things like a full minute to reload a 30rnd mag
or making you wait fifteen (15) IRL minutes to skin a mutant
he just changed it for storyline task to wait for helmet, i have it for ALL tasks
mine is much worse
30 full minutes for the duration of a medkit
and moving way slower obv but that's frankly besides the point
yes all of these are must have
healing for a week after a scratch aswell
100% realism, every papercut takes a full 72h to heal
someday i'll release xcvbpack, if misery was hard then there will be no word for my modpack xd
anyway, math someone?
replace divisions by x*(y^-1) to maximize performance as divisions are slow
that'd be 100 euro
It refuses to work. No matter what number I put in there, original file even, the helmet is given to me immediately.
I don't have much time left tbhh. Gonna take it as it is.
👴
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
not sure but there's a dialogs_yantar.script that seems to mess around with that
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.
I'm exactly there. But no matter if I put 10 or 10000000, it's always immediately.
But
cant solve elements on x axis 
the only quest with the status_functor = check_if_enough_time_passed seems to be this one, maybe that functor is broken 
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
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
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
@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,
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
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?
I think so yea
thats what i meant with this
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
no no, the return type isnt the time
Another big question of mine is... how is it working in vanilla Anomaly?
I think you need load_ctime instead
pretty sure GAMMA touches all these main storyline quests
u cant do any arithmetics on either save_ctime or load_ctime, its not number
ok so game.get_game_time():diffSec(load_ctime(db.actor, "name")) then
this will return difference as number, im lost what actually needed ;p
if this then yes
YES!
yeah thats what he needs
Now if this difference is more than 2592000, then it proceeds to next.
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
What does gt==nil mean?
if no ctime was previously loaded to that name
probably a safety check for the diffSec call
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
I even changed the original file and loaded it at the bottom of the load order. It didn't work sadly. no matter what number I put in there.
I'm pretty sure the functor is fucked
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
well if something is already set and u change after obviously changes are not gonna be applied already ;p
looks fine
I think something in GAMMA makes it to skip lots of quests and jump directly to good psi helmet ready.
could be 🤷♂️
There's no bad psi helmet. No bad to good psi helmet, no good psi helmet upgrade free, no nothing.
its why we mod without addons ;]
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.
I spent the 3 previous hours inspecting GAMMA modlist for something that might check it. To no avail.
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
Which part you want to rebalance? The threshhold, or the amount?
lemme
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
end
what happens if you add something stupid like this on the very beginning of the give_player_good_psi_helmet function? not sure what a void return would do there
is "yan_stalker_sakharov_psi_helmet_upgrade" already exist at this point?
it should unless GAMMA doesnt fire the other callbacks lmao
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)
These are all the gun kits
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
fml i've put () wait a sec
Oh silly me, forgot to add ) at the very end to close
i think i already found and set those up but it doesnt have the other values so im still searching, but if i can just add the values to that file ill go ahead and do that
its really as simple as changing ltx number, if that doesnt work then gamma does something somewhere, no real point to keep guessing
Yep, there are DLTXs. If you know the parameter, you can just add in parameter then = number, and the game will read those instead.
It's exactly this.
The ltx number doesn't do shit.
ok thanks
Lemme try again :D
yeah but thats the point, its GAMMA
so you either find where that was changed or workaround it
Why the fuck does windows open a new text document in a new tab?
i dont have gamma to help with that ;[
Okay, fogot to put a then in there
just copy this brother man
I use VSCode with a Lua LS, its already syntax checked lol
🙏
u are returning when difference is more, u want to return when its less ;p
if difference from start time and current time more than 2592000 it means that 2592000 time has passed and function should execute
oh yeah, its < cause its an early return 
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
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
I think it just worked.
ayy what did it?
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
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
yeah this should make dialogue not appear until time is up
better than have him spamming the successful one i guess 
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?"
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
I made it so they actually have to pay an Electronics company 300k for a PCB to filter out a harmful frequency, but since the company is outside the zone, it will be ready in 1 month.
And 200k for the missing equipment compensation.
<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
it would make sense if he said "It will be ready in approximately 1 month." and you only had the dialog option back in 30 days
who the fuck would come back constantly bothering the dude 
True
I think I can make a new quest that goes in one stage to remind you that the helmet is ready.
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.
glad it worked bro
yeah, those are DLTX files
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
DLTX is a godsend.
yeah
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?
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
i wanted to kms because the crash logs didn't give me any valuable info
other x-ray forks did
dltx is ok
dltx is popular
just because the mod title doesn't include "dltx" in it, that doesn't mean it doesn't use dltx
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
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?
lots of shit
i've also yet to see someone that isn't subhuman throw shade at desolation just because it's closed source
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
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
idk really
still would want to close source a project that huge to not have shitty people stealing it
mainly vasyans
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 
So I get it
Guys, Im trying to edit the stats of some helmets, adding a DLTX entry doesnt seem to be having any effect, advice?
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
Thank you
Can anyone tell me how i can configure Soulslike to where i keep magazines upon death?
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.
Name of the file is: mod_system_zzzzzzzz_altaim.ltx
What type_zoom = is used ? ak monolit 2.0. UBGL
Is this Weapon default in gamma? I love that red dot for the GL aperture.
Yep
Do you guys know which file that handle crafting recipes? I want to try add my own
like monoshket
I'll release the sources of my map when it's done.
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
Do you get a new task every 2 seconds or does it just say "mission updated"?
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
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
The function is a vanilla function, I just added the task_manager bit. dialog_yantar.script
Now I'm making it this way
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
fml
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
ditto
GRRRRRRRRRRRROKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK!!!!!!!!!!!!!!!!!!!!!!!!
lol
Very good
grok_bo took a day off of my life 
Same :D
hopefully this makes it in soon so we won't have to think about it anymore https://github.com/Grokitach/Stalker_GAMMA/pull/290
just overwrite the entire script like a chad
i mean either overwriting it or recalculating shit.power seems like the only consistent way to get it right now
yep 😄
lmao grok defuckulator
Everywhere you look in this entire thing there's some sign of grok losing his mind
Is there a way to add custom recoil stats for RPM_mode_2?
I did that months ago. Basically made GBO work with all mods that touch s_hit.power. Although it needs a few fixes since. And to see if Grok even puts thinks about putting it in. It has been in #1092834455300866068 limbo since 
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.
did you open a PR? the last one i opened got merged pretty quick. can you send me what you did? im curious to see the other solution
Check in #1092834455300866068 for "Re-coded GBO". Since I did the ArtiBalls and GBO merge (AtriGrok). I took a crack at taking the good parts of modifying damage from ArtiBalls and made GBO follow similar logic, while keeping all of GBO's calciulations in tact.
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.
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
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.
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
lol i feel u
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
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.
How would I go about adding https://discord.com/channels/912320241713958912/1065168136577482753 to https://discord.com/channels/912320241713958912/1102675687917223946 ?
I saw Raven mentioned adding an extra line of text in line 171, but it does nothing my side.. The ammo does not currently use "old" values in their text anymore.. So simply adding these lines to ammo.ltx does nothing.. It goes from HP/AP/FMJ to blank..
Either a ltx file in "Arti Recipes Overhaul" or "Craft and Repair Overhaul".
Pretty sure those aren't the names of the ammo.
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
Ah okay makes sense.. So you mean that one in brackets?
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
Did you disable "No old ammo in wheel" like I said in the sintructions?
Yeah did that
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
The FMJ version shows up so "old" ammo does show in the wheel.. I never had old ammo show up before
I strongly suspected this too actually.. Thought about it the whole day
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
Which HUD is that btw?
EXT EGUI
Messaged you with the update. OR you could look for my post in the #1092834455300866068 tab like I said
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
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
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
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
Thanks, I could just modify whatever on the bottom list.
Any way to check what animation a weapon is currently playing in game?
Hey guys. How can I decrease the size of the font and indicators on the magazines in the inventory UI?
anyone make custom portraits here got a png filter to make it more in line with the vanilla ones
Probably via the xml that describes it wherever that is
Is it possible to see item IDs while in-game, i.e. wpn_beretta?
item spawner shows them in tooltips
also debug hud has options for equipped weapons and inventory hover
Alas, I was trying to find the name of bullets and other items which don't show up in the worn-items debug hud. Yes, the item spawner shows them, but I have to manually search through a large list to match and find the ID of whatever is in my inventory.
inventory hover works for all items iirc
it's in second hud part btw
actually idk maybe it's in first
I've never seen any IDs on item hover or detail menu in GAMMA. What do you mean "second hud part"?
you need to turn on debug
in the launcher
It is on.
I think it doesnt work with normal items in inventory, it only shows on the item spawner
could be wrong though 
does, like, somebody made a patch for their or other's 1.5.2 ui mod to 1.5.3
oh and wanna ask about how to make universal hud fov
so random mods don't change it periodically
like, when you equip different pistols the hud fov can go crazy for some reason
that's probably the weapon reposition that's fucked, if all other weapons look fine that is
not much you can do besides fixing the repos. for that specific weapon (or download a mod that does that)
also, if a mod changes the FOV values through a script, you'll have to find the script that does that
and/or turn off the mod ofc
i mean i got some weapon pack that fixed it(at least it supposed to) but this shi still jumping from my 63 to crazy 85
my god dude that's so fucked up
probably a script thats doing that, iirc Blindsides had a really stupid script that'd cache your initial FOV and re-apply it everytime, even if you changed
imagine going through tons of mods to find that one line
it's one of the worst decisions i've seen in a while tbh lmao
wanna cry
easiest way is searching like this i guess
exec_console_cmd("hud_fov X") is probably what you're looking for
and what bout the ui mods?
like i saw the egui got patch to 1.5.3
but i can't figure out what that patch did
hmmm not sure, would have to check their changelog
I didn't upgrade to 1.5.3 so I'm not sure what has been changed
i accidently did it tbh
if there is the way to downgrade back i'll do it with pleasure but i guess there no way to do it
like why they even dropped update with 2 lines of patch note instead of include all of this in future huge update
like i understand if you wanna make small patch that just adds link to orig stalker games and all this policy stuff
but why change something that completely ruins all ui mods
didn't knew that adding 1 button can fuck your mod completely
and funny stuff about egui
they don't have any patchnotes about 1.5.3 patch
Maybe a port of radiophobia's artefacts? Just as a mod suggestion.
1.5.3 changed basically nothing in that regard, so their 1.5.3 update was probably just a version bump
cause they most likely didn't change anything
actually they did
in gamedata there some thing that 1.5.3 broke in other ui mods too
they changed offsets in menu and bunch of text
and i mean, i tried so-called "reverse engineer" their patch to other ui mod
but it's just got all text missing
@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
I am still waiting for Depleted Uranium .45 rounds.
.45 DU was the most fucked up shit in MISERY and I loved it.
Expensive af, powerful af.
Fully functioning Remington 700 Sniper Rifle from MRAA.
Are you making the video that dark for purpose?
he is in the shadow realm
Good song
It's brighter when I play idk
I can't see shit either

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.
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.
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
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
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?
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.
Ok that makes sense.. The only question is, how would I go about editing the script for Ammo Type HUD to allow thing1-4?
I did try that screenshot thinking I was smart but that just made everything blank lol.. Adding the 2nd line like you suggested a year ago only allows HP and HP+ but nothing more
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.
I understand, thank you very much for the insight! I take it the _g._NO_DAMAGED_AMMO = false is somewhere else? I can't find it anywhere in the Ammo Type HUD script..
I'll test it by just changing that line from true to false.. If that doesn't work then it's best to just leave it as is honestly.. Patching it with that mod will be a pain
that is in item_weapon.script with the original ammo wheel code. everything i was saying was about that one. IDK what changes may have been made by the script you have....
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
oh that thing. i forgot about that thing. should just be a matter of adding entries to the INI. IDK send script an ini
That's all it has.. The only other files is a list of ammo and an xml for location
the list of ammo is what i ment by ini. it should be a ,ltx file
This is what comes with Ammo Type HUD
The ArtiGrok one is a bit different
Because it has many
My original plan was to add each one to the ammo.ltx of Ammo Type HUD
I've already added these but only Monolithic and HP shows on the HUD
this line should look like text = self.ini:r_value("ammo", ammo_sec,0 ) or self.ini:r_value("ammo", base_sec,0 ) or error_text
then what you are doing should work.
It shows exactly that based on what you said here #1102675687917223946 message but it does not fully work.. Only 2 types show.. The rest will go blank
Wait I'm stupid
ammo_sec,0
Both of mine say base_sec
yeah. having them both say base_sec removes the ablity to callout specail names for the bad and very bad
probably have been fighting with that one typo the entier time
98% likely.. I just copy and pasted the original line.. I didn't see that 1 change
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
Handload is Suckershot apparently.. Gotta make a new list now
question, how to do separate descriptions for ammo and how to make it read one? 
because i have eng and rus, i have separate xml's for it but
it doesnt read one
idk what to write down here 
can someone explain this to me or im just braindead 
it just doesnt read one in-game
xmls are wrong some how.
ah fuck
i write down the fucking MAG in it
instead of just ap
it was ammo_357_ap_MAG
not ammo_357_ap like in script
my fault 
i removed it and i'll look into it rq
so it can work properly
alright it works now
it was my fault
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
Can someone help me with a script
Maybe you want this?
i dont know why but the deagle keeps using the wrong jam sound despite me writing down a way to it
the gamma one has it, and the one that comes with mod has it too
i dont know what to do 
trying to add ! made it just die miserably
because it said "can_be_lowered" error all of the time
weapon sounds tweaks overwrite it
iwps is based on wstfg
im gonna kms
thanks for telling me
and i can't find it there
lord have mercy on my soul
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
ah

thank you very much for showing me the line that goes for it
now i should look in wstfg every time 
You guys know where I can download an addon that lets you salvage outfit upgrades like in the "Custom" modpack?
that's a vanilla feature
But that requires you to destroy your outfit and you don't get every upgrade kit back
The one in "Custom" lets you salvage every upgrade you did on the outfit without disassembling it
@fair inlet also question about snd_shoot, do i write down sound there too?
and the recoil, how do i tweak it? 
snd_shoot is inherited from wpn_desert_eagle_sounds
but you can dltx it in the gun section as well
idk much about recoil, I only edited enhanced recoil profiles via dltx
ah, got it 
thanks
but i'm kinda confused on
what does the "wpn_deagle_snd_shoot" file uses
it's a sound collection section defined in wpn_pistol_sounds
damn
no like my question is
how does it written down in the folders
like
"desert_shoot"
or something else?
you can see the filepaths in the config I mentioned
shooting sounds are in _gunfire directory
yes, but mono is used only for NPCs
yes
thank you 
so i tried it out
didnt change anything 
oh never fucking mind
im an absolute BAFOON

wrong folder name + wrong mod
fucking hell mate
Goober

too jiggly
yeah i want to tweak recoil for it 
looks goofy
get the recoil mod
looks like something from cod
tarkov model
animation from moddb
so i make a mod inside configs\plugins 
or do i do something else?
since i want to make a separate recoil for it
so it can actually look normal with that wobbly anim

I don't think changing the amount of recoil it has will make it any better tbh
might as well make it worse
How would that fix spaghetti arms
it wouldn't, but i dont care 
you are basically hitting yourself in the face with that slide
if you give me the omfs and the ogf I can tweak it a bit if you want
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?
yeah change slot to 1
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
They aren't aiming at you when they're shooting at you doing that. ~ immersion restored ~
I think its under m_stalker.ltx and search stalker_movement . i think this is what makes them zoom in and out of corner peaks
you can change the guns individualy to slot 2 (2 not 1, by default slot 1 weapons can't go in the two big slots). or you can change the binoc_pistol_knife.script
make the line for rifle have the same numbers in the { } as the line for pistol and then every gun can go in all 4 slots.
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.
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.
are you having issues with a widescreen that the minimap/clock is wrongly positioned? 
No, editing existing positioning in 16:9
ok so if my brain isn't fooling me
gamedata\configs\ui\zone_map_16.xml will have the clock position
for the minimap too iirc, just need to change the X and Y coords
yep got that, the bit I'm confused about is probably the easy bit. What's the min/max on the coords so I'm not placing it off screen?
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
ah ok I'll muddle through and see what the changes do. Thanks for the help mate!
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
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 
Thanks dood!
then it's changed
Anyone know where I would need to edit to change if a gun goes into the pistol slot?
I think I found it tbh... If it works that was pretty easy
Now just to find the UMP
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
That's because you have to make it slot 1
I did this to a Kriss Vector mod and I can equip it to all 4 slots
Perfect, will do that for the ump now and probably the kriss later
hey, I want to replace the music tracks in the bar. Can someone guide me to the file destination in question?
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
Eh, I can do what I need to do with my SR-25 and any shotgun
I just want some changes in guns I run
did you do this to my baby??
Yeah of course.. I get that.. That's why I did it
Yeah exactly
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 
It's just too good to not use xD I use your Kriss and Glock in my main loadout atm.. Still haven't found a Roni kit but working on it
wow it's always nice to hear that people use my animations 
or gamma doesn't use my script it has some other bastardized solution instead. probably part of some UI overhaul.
I could NOT turn in "use single handed" with the ump. Game was not happy 
Yeah I really love them especially with ArtiGrok.. That Glock with the .45 ones
it's an ui solution
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
if you want to not be able to use a detector but still be able to use the small slot then you can reference this #╙🖇mods-making-discussion message
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
Gotta make it single handed then
I can use that Kriss with a detector
I did that, it just got confused. Probably some animation stuff
Probably I guess.. The Kriss does clip through a bit because it's obviously not meant for that.. But we roll with it
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
^^^ 👀
What mod is that UMP in? Or can you show me the directory of the ltx?
I want to test it now lol
Oh shit.. Okay lemme see what I have then lol..
GAMMA UMP Position looks like the main one so it overwrites everything anyway
aaaah I learned something new with MO2 now, thanks
Loading in now
So it looks a bit wonky because like I said it shouldn't be in that slot but the transitions work fine at least
ok seems like the files in question are inside anomaly's own .db0's, any general guide on how to crack them open and make a mod for mod organizer based on changes?
What the heck did I do wrong then.... Hmmm
I just went into the w_ump45.ltx and changed slot to 1 and single_handed to 1
Uhm, now it works?
after I turned "single_handed" to 0
Maybe it's my UI addon..
I'm using Enhanced GUI as well
gg then xD this is too advanced for me I just know it works
tools folder has an unpacker bat file. you want the all version to get sounds.
there is an odity with db packed files. a mod can't remove them except by replacing them with something with the same name.
Same here, it works that's the important bit for me 
I just realized that bar music is indeed replaced by one of the Gamma submods, namely 5- Anomaly Radio Extended - DesmanMetzger
although the barman music sounds unfamiliar...
out of 33 files (!) it feels like it ever plays 3 different ones total..
no wonder its such a headache to listen to - something isnt working as intended (?)
Btw, have you been able to remove the old ammo from the ammo selector wheel with EGUI?
This mod did it for me.. But I completely hid EGUI ammo wheel.. I use ArtiGrok's ammo so I need it to show the old ones on the old wheel too
I still use the textures but the wheel itself is base GAMMA
Hmm I haven't dabbled into that ARtiGrok ammo yet. But I'll try that addon
Up to you yeah.. Adds a whole bunch of new and unique ammo that's quite fun for a "new" touch to the game
I'll try it eventually. Have really only been playing this for like a week lol
If you do plan on using it then you need to Right Click > Hide those files in EGUI otherwise you won't see any new ammo on the wheel even if you disabled Slugler's & Andtheherois's No old ammo in wheel
Tbh i might just disable EGUIs whole ammo wheel and call it a day
Now that you showed me how to do it
Yeah sure go for it.. You'll still have the looks (textures)
#╙🖇mods-making-discussion message
Like here.. Still looks like EGUI.. But the scripts for EGUI's ammo wheel is hidden
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
Works perfectly. You've sorted out some issues for me today, appriciate it a lot!
No worries!
Guys, I'm confused, where is the latest version of Retrogue Additional Weapons-Ammo?
on the moddb
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?
disable weapon roll when moving in defines.ltx
you mean "strafe_enabled" or...?
that would get rid of the entire thing
remove the direction values
or whatever it was called
the weapon's orientation with those values affect the bullet's trajectory when hipfiring
even those from the hud section itself
Stand still?
Don't expect accuracy when moving, you are not The One.
It consistently deviates to the upper left even if i'm low crouching
That's not normal
get a dynamic crosshair with tracer bullets and shoot any automatic weapon while standing and walking
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?
Okay, thank you
Curious, anyone know of a solid mod that can bring views of the galaxy and northern lights at night?
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?
I'm interested in learning some anomaly modding basics but first I'd like to make sure that idea isn't taken
Ping me if you know! I'm off to learn Lua
Is it possible to use callbacks or write animation checks?
Is it possible to increase the size of a weapons laser? When using Alt-aim with some weapons theyre barely visible.
The dot or ray
scale the meshes
what the weapons mod?
That's the RAPTR shotgun that's in base gamma afaik
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
like I just want to copy-paste UNISG and change some of their stuff like name and faction logo patch and hostility
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..
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.
and here I was expecting something super simple with console tweaking lmao
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
Light? What would that even have
Warfare only, NPC only, additional faction is a lighter lift. But still a bunch of work. A large amount of stuff has hard coded faction lists, some owhich doesn't fail nicely when unknown faction encountered .
And the faction relation table is unable to be edited with DLTX so compatibility with other faction or even mutant adding add-ons is a nightmare.
sad face
go play BASE Profile of Dark Signal you'll know but its core Anomaly version is 1.5.1
I aint gonna play old ass modpack
Just tell me what do you mean by light gamma
It's already light
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.
yep sucks that it's complicated
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.)
your loss
Seriously, magazines are so pointless, what is the point in "realism" in a game about magic rocks
Mags don't come default.
What you described isn't even gamma but free anomaly mods
Gamma is about the crafting and the hobo survival
So light gamma would be the opposite - all the crafting and economy without any graphics
isn't light gamma just gamma in easy/tourist 


