#╙🖇mods-making-discussion
1 messages · Page 79 of 1
if i rember this convernsation and actualy make the acruracy thing work properly. and work stops making me come home angry
how do i add the photo of loveds one to loadout
Disclaimer: I'm not attempting to slander anyone else's hard work, this is just my opinion, which I feel that I must vent about. I get so excited over Weapon Packs when I see that they've been released, and once I finally stumbled upon them in-game, I find myself sorely dissapointed or disgusted, dont get me wrong, in the photos I've provided, these are mostly BEAUTIFUL weapons that I can tell hard work went into, only to be rendered (i.m.o) an eyesore, by either: absolutely horrible hand positioning, or an overly odd or unsaturated color/texture map (i.e the 'SA58 new' or the 'g36ka4_rwap)
The others, like the EFT vsk94 and sg553_rwap, plagued by whatever hand model was implemented into the ogf (dont get me started on the LEWD FAE set)
Is there nothing that I can change within the LTX to change the hand-positioning? Or do I have to edit the OGF myself?
In my mind, its hard for me to see how a creator decided some of this was satifactory, but to each their own, they did a wonderful job, I can love these rifles, but its hard.
Are you aware if this includes ALT position aiming? I assume it does from you saying above "ADS is ADS" but just want to confirm.
What file controls the psy double vision effect?
If I wanted to change some weapon stats using DLTX do I just make a new file with sections starting with ![wpn_gun-name-here] and specific settings below that? Is the filename important? I've seen a lot of zzzzz's in other mods' ltxs. What about descriptions in xml, same rules apply?
who knows how to make a backpack mechanic (which increases the carried weight) in stalker shadow of chernobyl
blin..
guys! watch pls
Anyone with knowledge of the SDK knows if it would be possible to recompile only the way.part for NPC's waypoints?
The actual file is basically a text file so it's possible to manually modify entries and add stuff there, but if possible I'd like to use the SDK
The AMD frame gen? Unlikely as it would require the Anomaly devs to do so
I've heard its possible to add the early fsr
Not 3, but fsr 1
I know its available through reshade
I wonder if it could stabilize my fps further on harsh modpacks like custom
It would be funny if it worked on fsr 3 though
I heard lossless scaling works well on Anomaly if you have GPU headroom to spare
yep
where can i find and download the a.d.e.g.a reshade
as i know .part is a source file for SDK only. idk where waypoints will be stores when compiled but maybe in .spawn or .graph file. U can use universal compiler to compile .spawn or .graph
I dont understand how you can make a beautiful rifle like this and go so low-effort on the hand animation\positioning.
took me 5 minutes to re-configure it into this, which I find more suitable.
Thank god for Draggable Hud editor.
I still appreciate the work of Mod creators, dont get me wrong.
talk to @faint sable
don't talk to me


it depends on what hand mod the user uses, I used that one hand mod that isn't thap
also every hand model is different, one model can fit it while another won't
it's also just preference, I couldn't care how the animator holds the gun, so long as the gun plays how it should
idk why thap decided to use gorilla hands
I was inspired by those Stalker radio playlists in youtube and I was wondering if I can create a separate radio channel mod not a playlist, Filled with news from the outside of the zone, podcasts and other music
Kinda like those old school vietnam era radio stations that also gave advice to new soldiers.
This radio station I envision it to have podcasts like this:
https://youtu.be/WvCyqtf2ljo?si=X4i8cVUSmCjbn08R
The Tao of Soldiering is:
#1. Release your attachments
#2. Learn to suffer
#3. You are not special
Connect with me on Twitter:
@ryanmcbeth
Watch my long form videos:
https://youtube.com/playlist?list=PLt670_P7pOGmLWZG78JlM-rG2ZrpPziOy
Join the conversation:
https://discord.gg/pKuGDHZHrz
Want to send me something?
Ryan McBeth Productions LLC
...
I dont plan on doing anything crazy this is more like a fun passion project that I might be able to do and share with the community ❤️
anyone knows how can i make custom music play in radio
!radio
@haughty tide Follow this: #╭📖faq message
Is anyone aware of an existing mod that would make it so that woefully underpowered stalkers wouldn't initiate conflict with the player character?
My thinking comes from a UNISG run I'm currently wrapping up, in a full Nosorog, covered in mutant pelts, toting crazy weaponry, stalking through Cordon to have a peaceful conversation with someone, and lone bandit rookies take pot shots at me with broken TOZs from fifty meters away, with literally zero chance of killing me, in a fight they initiated. It's suicide.
So maybe a mod where this lone bandit wouldn't off himself, but maybe run back to another camp to get a ton of help, or ensure that they are hunkered down and ready, etc. Or at least not initiate the fight, and stay peaceful if it seems that I am.
Does this sound like a mod anyone is aware of?
I dont think that exists, no?
I don't think something like that exists currently, not that I'm aware of no
It's a cool idea, you could define what makes an NPC "powerful" enough by many factors I believe
It wouldn't stop you from doing doing the inverse if you were broke and starting out and saw a crazy equipped unsig, you'd try everything to kill him for that juicy loot.
That doesn't make it a smart move, even though of course we'd all try it.
Then just imagine that the others are doing the same thing
I don't think I'd try it on an Ironman run.
And if we imagine for the sake of immersion, NPCs are all playing ironman 😛
You're fighting bandits that have nothing to lose, nowhere to return and dangling a golden carrot in front of them
Considering you can murder exo's with buckshots to the head, why wouldn't they try the same, a lucky shot in the chink of the armor
what Burn is trying to say is that if he was in the zone himself IRL, he'd shoot a bandit in a exo no remorse whatsoever 
that's like those tales of full armored knights that'd get fucked by an arrow on the weak spot of the armor

A fucking freak accident of an arrow going through a visor slit
Imagine looting a full armor plate as a peasant, the cash you'd make off selling that thing. You'd be living worry free for a long ass time
It's pretty much the same thing with those dumb bandits. They kill one another over an artifact and some loot all of the time. Wild to imagine they wouldn't try to fuck up some exo looking guy by whatever means they can. Also they don't know that the exo guy isn't a blood thirsty maniac that shoots first and asks questions later. I'd much rather take the first shot in a land where everyone and everything is out to get you
I agree with that, especially considering we're talking about bandits right
As you've said, hobos that've got nothing but a broken old ahh weapon and a dream of becoming wealthy by finding an artifact and/or some expensive gear
Even if that'll take their life
now, one thing a mod could do is make weaker squads be more prone to stealth ambushes rather than going all guns blazing
Or firing warning shots even/screaming at you to back off
cause that would create the diversity of guerrilla warfare vs CQB with both sides shooting 7.62x39 or smth
ooh yea that'd be cool too
Good luck finding anyone willing to mess around in the ai logic tho. That's forgotten knowledge
oh yea no, you'd probably be better off learning sumerian with online material
probably has more content than Stalker's AI code 
I think one thing that should be taken into consideration too is companions/squads, in the sense of like
Even IRL, no matter how geared the guy could be, if he's by himself and there's a squad of 4-5 bandits, u know for sure they think they're in an advantage
purely because of the outnumber
imagine if you rolled up with 2 more companions, all fully geared , and that caused groups of weak bandits to run away in fear 
idk if that'd be more funny or pathetic
I just realized, thats what Mount&Blade does right
Agreed, completely. My thinking was even if he were to attack me, at least get backup. Something in ALife and all the Warfare must have the ability for squads to call for actual backup that other squads will actually move to intercept in good time. I'm just spitballing, I'm no coder or modder, so I have no idea what kind of mess that would be.
since the very first game, if your group outnumbers the other, the other will always run in fear
unless you have 15 peasants and the other group has 5 elite knights for example
unfortunately like Burn pointed out, changing AI behavior in this game is always a nightmare
Yeah, if the fight is absolutely unwinnable, and you don't have your back to the wall, go get some backup.
the best you can do is learn Lua, reverse engineer a few mods/unpacked scripts that change AI behavior and go from there
I'm wondering if it could be simplified to something like stalker rank, with a huge difference between parties (Rookie sees a hostile Veteran squad) they automatically treat them as something like disguised?
Whenever I'm disguised, pulling a gun out by accident is almost always going to be a break, that triggers aggression, and obviously any actual hostile behavior towards them would break the "disguise" instantly, and they wouldn't be left helpless like an allied stalker.
Again, spitballing. Just wondering if that may bypass messing with AI settings at all, and jank your way around it
If someone has models that are rigged what does the person creating the in game animations for anomaly need to be proficient in terms of software to use, possible files needed from anomaly, and format does it all need to be in?
I guess what I’m trying to ask is what are all the things that need to be accounted for in order for it to only need audio sounds plugged in before being coded into a mod.
Well blender, pavelblend, basic scripting to plug in your anim and play them for in-engine testing. Ogf, Omf are the formats you need.
@naive snow Thanks so basically they can see a video sample of current animations in game and just be made aware of the programs that need to be used. An installed anomaly for testing, and the files be in Ogf/Omf format. This about right?
Well you still need the hand rig and be aware of the particularities of animating for xray
If you're trying to get someone from fiver or whatever to animate some models for you, best of fucking luck with that
I suppose it’s because it’s an old engine and people being more into unity engine
It's so different from Unity or unreal that it's not even funny
X-ray right? No problem, thanks for the assistance though
Where can I find this functor?
Someone out there understands me.
that changes a value in the game_dificulties script. that value is then read by some script i don't rember but you can search for. finding every script with "radiation_day" in it would probably work.
level_enviroment.script
Is there a MP7 mod thats actually decent? That accepts most BAS scopes is what im looking for.
why would you ask that here though
maybe he has a discord plugin that censors "making"
so it becomes mods-discussion

which mod handles the headshot wound sounds? I wish to remove the tinnitus sound but i can't find it
IDK if gamma has a mod that does but this mod does so you can see the files
https://www.moddb.com/mods/stalker-anomaly/addons/tinnitus-and-controller-attack-replacer
what bullet hit power factor do yall use? and if the answers are different, what bullet hit power is recommended for realism?
If anyone has advice on what values to put in either with files or settings for realism, I would appreciate it.
the setting doesn't do anything
and more importantly how does this correlate to mods making
ask @restive forge they told me to ask here.
where would one search to modify damage received and damage given to save as a dltx since bullet factor does nothing
no idea if GBO has some influence over that
yeah sent him here to have somewhere to start looking as I'm unsure how much does GBO overwrite
I think we do need a "mods-discussion" channel after all 
cause nowadays it's either a support channel or this one right
I mean where else could I have sent him
other than giving no for an answer and tell him to keep playing on Hard 
Send him to the ACtual Accurate Stats thread to get GTA slapped
where can I find it
Thank you!
Sending a man to his death without blinking, what a trooper
Footage stolen from That Trav Guy's video.
https://www.youtube.com/watch?v=zlO6OFWIFDg
does enemy dispersion base/factor do anything?
yes
also, on this
open grok_bo.script and add
local hit_power = game_difficulties.get_game_factor("hit_power") or 1
shit.power = shit.power * hit_power
at line 830
at line 830 makes way more sense than on 876
Ah yes, the shit power must be multiplied by the hit power, how did I not think of this
🍷
can name the variable anything you want
you just need to read the option from the menu
Shit is the variables type. Script hit. Abbreviated to shit by GSC not us
hey guys i wanna make a gun addon for the game how do i do it
guys can you help me? how can I edit the modded exes text in botton left? I know it's possible since in GAMMA it's modified
thanks from now, hugs!🤗
Clone the modded exes repo. Ctrl+f the string, change it, build.
you mean in the main menu?
-- Find string element with "id=ui_st_game_version" text inside it
local res = xml_obj:query("string[id=ui_st_game_version] > text")
if res[1] then
local el = res[1]
local el_text = xml_obj:getText(el)
if el_text then
-- Set new text
local ver_to_string = tostring(MODDED_EXES_VERSION):insert(".", 4):insert(".", 7)
xml_obj:setText(el, el_text .. ". Modified exes, " .. ver_to_string)
end
end
This the part that adds it, you'll have to remove it via script I guess
Yes in the main menu
yea so this i sent above then
Pretty sure that's at least the third time they've heard that.
So gun loadouts for NPCs are defined in the NPC_Loadouts_"faction".ltx but how would you go about balancing items found on bodies too? Like more chances for Ecolos to have anti rad or artifact stuff, bandits having more booze and porn mags, generally cranking up the number of vinca since it's the basis of so much fucking stuff
Would that be done in the ZCP stuff?
Ah is it all done in death_items ?
where can i find the run/sprint speed configs? I used a mod that gave me infinite sprint somehow i don't know what these values are from the config of the mod it persists even after removing.
or does anyone know the default values of actor/actor condition?
Check how Grok's Gotta Go Fast does it I guess
Ok cheers bro i'll take a look
So if I'm reading death_items.ltx right and understanding it with death_generic.ltx, things like antibio_sulfad right now can only drop from mutants in pact of 2 with a 2 percent chance, no stalkers drop them in any amount, otherwise it's from the treasure manager for stashes and traders. Yet it's a Tier 1 drug for crafting a bunch of the higher drugs. Also Vinca with a base drop chance of 0.00001 as base and a 1% chance for most of the factions is silly.
Would anyone know how the progression difficulty affects the drop chances too?
i checked gotta go fast, both that and gotta go also slow have been made redundant in MO2 by agressor reshade?
Why would a speed script be affected by a reshade preset?
Also Agressor Reshade is in the Disabled section for a reason
I moved them below aggressor and they wasn’t redundant no more so I thought that was the issue.
I don’t know what to do? Is there a way I can update the mod pack and keep my custom mods/settings but get my default sprint back?
Removing does nothing and I don’t know how to change the values for stamina I know the speed but I still don’t know the defaults I tried groks and it made me slower so idk
Use the !backup command in #🤖bot-commands
i still have it
☠️
who made this evil mod 😭
someone got to know how to edit the stamina and sprint/run vaules even if its through this mod config lol
@random harbor
Remove zoom on right-click (ADS):
Mod Config Menu -> Free Zoom -> set ADS multiplier to 1
Remove FOV change on equipping pistols:
Mod Config Menu -> Free Zoom -> set pistol multiplier to 1
Sidenote: Check your HUD and HUD FOV sliders in Settings>Visual>Basic and set them back to default if Free Zoom messed them up.
Default values are as follows:
FOV: 80
HUD FOV: 0.65
Older version worked for me. FOV problems are solved after doing the !nozoom thing.
Haha, "this doesn't work; write a new mod for my specific issue"
does anyone know if Anomaly sound mod files can be used for SoC? I want to take some bullet cracks from like JSRS or something and use it in OGSR
the ogsr engine doesn't support sound sections
or at least didn't by the end of last year iirc when i did my last playthrough
Is there already something in place to drive ammunition choice for NPC by rank & faction?
I know there's already something that gives preferences per faction but I'm wondering if we're also driving things by rank
Honestly just trying to figure out why fucking rookie renegades are shooting at me with slugs
second number parameter in npc weapon loadouts is ammo class
and I assume buck is useless against player in gbo
I'd expect the rookie day 1 mobs to shoot at me with buck, not slugs and 9x39 
Hello, is there a way to make mutants go outside their smarts to follow player like in Last Day? Which file does effect dthis behaviour?
Is it possible to make an item craftable without a toolkit? Even T0 recipies seem to ask for a basic toolkit at the minimum
I guess that would require monkey patching the workshop script?
Does an object, if not drop-able, need a world model?
Hey @celest forge, how do you usually render your stuff for icons?
Does anyone know what controls what in this dialog window file, mainly the scrollbar positions? Modding Lsz Dialog window here
In blender
Using an HDRI for lighting
What are ya makin
I'm making a "tier 0" toolkit, a basic ass screwdriver to be able to craft certain basic items without the basic toolkit
Very cool
Just gotta learn how to monkey patch the workshop script and inject the item as a non-dropable and starter item injected
Otherwise I gotta fuck around with making a world model and everything...
It's not hard to make a world model
I just ripped this model off sketchfab, it doesn't have UVs or textures, I'm lazy
If the idea works, I'll probably do it for a V2 or something
would love to have that as a mod, very cool idea indeed
I just felt like certain items should craftable without basic tools, because half the time, lets say you start without a flashlight/head lamp, by the time you get basic tools, you have enough money to outright buy them at your trader. There's no incentive to craft them basically ever. Or things like the emergency repair kits, you either buy them or you're fucked until you get tools.
Is there a minimum file size for icons? I'm getting double green bugs
Nevermind I'm an idiot and was changing the upgrade icon insted of the icon_texture
Well buck are extremely random and hard to balance
2 pellet to the head : instant death. Not really fun
Yeah I just annoyed by losing 45% of my health from what seemed a rookie in one shot. I'll just git gud
You’ll encounter an issue with the UI to display the available toolkits
Yeah I'm not planning on doing the state screen
Just adding some new recipes, like the ![recipe_basic_1]
I'm guessing the # represents the booklet the recipe comes from
There we go!
Just gotta figure out how to monkey script this all in instead of changing the main workshop script
Is it possible with monkey patching to add to a function, instead of rewriting it completely?
What I mean is I'm trying to patch the function tool_workshop(obj) to an additional ``` if (obj:section(itm_nokit)) then
return game.translate_string("st_item_use_craft")
end
Do I need to rewrite in my monkey patch all of the previous content of the function?
I've always wondered the same thing, what I usually do is just monkey patch the entire function with its old contents + my changes
it's better than changing the original script I guess?
unless you wanna introduce macros 
could someone tell me how an effect like this is applied to an object? is it a shader? https://youtu.be/dWR4-_TO3Rs?si=SgpGfQSE4vw0cn8K&t=271
This mod adds the Chilean submachine gun SAF (Subametralladora Famae) to Stalker Anomaly.
Credits:
Model: base model Frezzy, alterations by me
Lasersight model: ValterJH (go check out his profile on Artstation, it's super cool: https://www.artstation.com/valterjherson)
Textures: Me with help and advice from ValterJH
Animations/retarget: Me, ba...
You can add that at the end of the function yes
old_func = blabla.func
blabla.func(foo)
old_func(foo)
custom shit
end
This should work
Adding stuff in the middle is not possible
Or well, you just need to copy the entire function but it might need dependencies… so it depends on the function
Can you modify things are are self. ?
The function function UIWorkshopCraft:__init(xml, owner, x, y) super(xml, owner, x, y) has a self.recipes_items = {] that needs to be modified
I'm guessing the reason why my monkey patch is not working is because it's part of a class?
class "UIWorkshopCraft" (CUIScriptWnd)
I got some help on the anomaly server and ended up with this:
base_constructor = ui_workshop.UIWorkshopCraft.__init
function ui_workshop.UIWorkshopCraft:__init(xml, owner, x, y) super(xml, owner, x, y)
base_constructor(self, xml, owner, x, y)
self.recipes_items = {
["recipe_basic_0"] = true,
["recipe_advanced_0"] = true,
["recipe_expert_0"] = true,
["recipe_drug_0"] = true,
["recipe_ammo_0"] = true,
["recipe_artefacts_0"] = true,
["recipe_rudimentary_0"] =true,
}
end
Which made it work by reordering some zzz

you could always just stealborrow the screwdriver model from tarkov
I wouldn't know where to begin to get it/rip it. I just took something from sketchfab, doing the UV right now. I'll throw some dirty textures on it and call it a day
Alright world model is done, ugly as sin, but it will do the job since you're not really meant to pick these up willy nilly everywhere or even in the over world
and added to the default starter loadout, nice
Auto injector and translation to russian is done.
https://discord.com/channels/912320241713958912/1301398455947624488
Depends on the change. This looks like you could just do this check and the in the else return a call to the original function
I spent an entire afternoon writing the monkey patching guide and a you took away from it was a silly name for code injection. SMH
Ah grok already answered. Stupid discord not scrolling
Yeah I ended bouncing ideas with Thial in the anomaly discord, still don't fully understand some things, but hey it works
My first real code injection, auto injection for the trader table too, full modeling/texturing/rigging from A to Z with thm creation and proper material setup. Happy with myself 
hey what should i do, call it guerrilla patching 
You soldering capacitors with a fookin screwdriver? :D
Smack them together with the blunt end
I might rework the recipe for fasteners, copper wire, batteries and broken flashlight
Yeah it makes more sense. No idea why a flashlight would require capacitors in the first place.
I just copied what was used for the head lamp 😔
Headlamp is still a flashlight. NVGs make sense, because there's image processing going on.
Also why don't we have Inductors while we're at it?
Because adding, as I found out, a whole new item is a fucking pain in the ass
And there's a limit of 4 items for a recipe
There's a craft modder's resource mod that allows any amount of items in the crafting recipe. I wonder if Grok can try his hand at it.
that is actually how it got its name. from Guerrilla Patching (because it was used by third parties to modify software in ways the designers didn't provide an API for, fighting back against the lack of the API) to Gorilla patching to monkey patching.
what you can do is try and remember what the guide teaches, the section on Patching Functions has an example of how to patch a function to do new thing A under one condition and the old thing unde all others.
All code snippets used in the guide are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License This guide is specifically written for modding Anomaly. Much of it will apply with minor changes to any STALKER modding. The concept is not limited to STALKER or e...
It's one of the most complicated subjects I've come to know.
Monkey patching
yea I know that, what I meant on my original message was that I always tried to find a way to monkey patch a function that had for example 50 LoC, when I wanted to add 2 early return conditions in the middle of it
like, if I want to early return before running the function thats easy
but I mean, break its flow midway through
or just add an effect after it w/e
yeah, simple replacement is easy, but is barely better than just editing the script because only one patch can replace a function. daisy chain patches dont' alwasy work but there is a wide area between obviusly works and imposible where creativity can make it work. those are the hard ones.
I resorted to editing the scripts directly, unfortunately.
an effect after is just as easy as doing something before the orginal runs.
changing something in the middel is where three are sometimes but not always creative soultions.
how to draw something on screen using script?
for gameplay purposes :3
Oh... like Borderlands-esque floating numbers?
I think that falls into Shader area.
xcvb is i think the most knowledgeable ui guy in the english speaking scene
he's in the anomaly discord
could try asking him about it
Did he get banned again for posting kpop?
Isnt he here too
he left
Just summon with korean girl gifs
nah i want to create esp boxes on entities aksually :3
Gone too soon
totally
seems like he came back for ideas and some help with his achievements mod
wtf is an esp box?
esp like in hacks
a wallhack
you see the hitbox through walls
yep
Everytime I play GAMMA nowadays.
function draw_esp_box(obj)
local pos = obj:position()
local screen_pos = world_to_screen(pos)
if screen_pos then
draw_box(screen_pos.x - 10, screen_pos.y - 10, 20, 20, {1, 0, 0, 1}) -- Red box
end
end
draw_box(screen_pos.x - 10, screen_pos.y - 10, 20, 20, {1, 0, 0, 1}) -- Red box definetly a wrong code and idk what the callback is
i helped someone do that. ofcourse they did check for walls and not draw thier box. but you can probaly clear that.
https://www.moddb.com/mods/stalker-anomaly/addons/shader-based-bodycam-like-effect-mod
it's not part of the shader. it's a script in the mod
ight ill check it out
where you guys get api callbacks for stalker anomaly scripting
I had to read the scripts and the engine source. now days we have this wich while not compleate, for instance it is missing anything detailed about UI, is a good starting point.
ok thxx
raven kill ur ADHD pls
give us ur brain light coz my 2 brain cells dying when i try read engine
@cold eagle it's not related to 3dSS, so I'll continue here if you don't mind. This is how it looks like.
TDisabling the PDA thingy didn't help.
I suppose it's the reflection and refraction mod
It's the exact area.
Maybe the shade gets confused as to what the hell it's supposed to reflect.
It only happened in my modpack when I aimed. Maybe INVERNO is messing things up? Lemme ask there,
What's the use1_allow_db for?
Whats the exact problem? Nvg not bright enough? Its on the left and not centered?
Also this isnt where i linked the help thread
Slot 12 is helmet, right?
how would one reanimate a gun with existing animations ?

@stray trail although it's worth mentioning that the video only shows how to make a simple edit so if you want to completely change an animation set it will be a brutally annoying pain in the ass
Ah
im back, but i dont have time to read and im here for other help xd
how do i write to stalker chat now, i forgot
actually whatever, do we have any texturers who wana help with this shit? xd
this is server side display for testing, real viewport will be 7x7 with bigger cells obviously, want to have kewl textures ;[
dynamic message script
oh. i only ever talk in modding channels i have no idea what any of the others do or work. even on my own discord.

What do you need?
not sure xd
terrain texture for tile, player and mutants (4 for each with directions, or maybe 4 for player and just 2 for mutants left and right)
Every mutant? Top down?
use doom sprites
or from Metal Slug 
me
that's what happens when the only coding you ever do these days is stalker lua and xml and forget everything else
Unless it's doom 
This but with mutants?
for the start i think i'll need only a few mutants, 3 mutants maybe with only 1 texture that looks to the side (will have left/right sprites only)
and 1 for player for 4 directions
tiles i think i'll find somewhere
doom textures
But do you want actual 2D 16 bit sprites or?
surely you could grab a free to use tiles pack from game making blogs
just google for "RPG Maker sprites" and have fun 
full of fantasy stuff, almost nothing that fit stalker
and if theres one that says with caps "FREE PACK" its definitely will ask to register account, then login then pay 2 euro
i dont have time to register 50 accounts on different shitsites and hope its actually free
not even something like this?
https://jarppix.itch.io/post-nuclear-tileset-2
really?
well something like this can work yeah, but good luck finding one for free ;]
i wouldnt ask here if i was able to do more than paint.net ;]
ok then theres miner coz its free
i created innovative method to stop npcs from wandering randomly across all grid
im gonna call it smart terrain
bro should sue gsc
ok time to sleep, combat pathfinding tomorrow ;[
Does anyone know how/where can i edit rank point gain rate? I did not see it
runs out of mod ideas
makes new game inside game for more mods
10/10 can’t wait
tbh this would be cool with a pda 4.0 or artifact or hackable PDA action that overlays mutants / stalkers on pda map in real time
I hate doing MCM
script: works.
rename script _mcm.script: stops working
You really have to have 2 scripts, one mcm, the other not, annoying.

We already got Doom on a calculator, I think its time to get Doom on Anomaly PDA 
no doom
no, i need to make rogue like
almost there, already have aggro mechanic, combat and pathfinding xd
Lmao nice
That only happens if you have order sensitive monkey patches in the MCM script.
You only need to isolate one or the other idea. If you don't have both there should be no issue. With one script. I have several mods that are just one script.
Hmm
can anyone assist me in making a gas mask mod?
I have no clue on what to do
so don't expect john modder
What are you doing with a gasmask?
making a new one
I think I misunderstand
@tranquil coral This is all the base-Anomaly helmets.
hmm alright
You can reverse engineer a helmet from here based on the helmet you're creating. For example, if it's a gasmask, then [helm_respirator_gp5] is the section you might want to look at. Visual is for when the item is on the ground. Class is E_HLMET. inv_name and inv_name_short are for inventory name (no idea about short). You have to make an XML in text, and then address its section here. (make an xml file and have a section called st_helm_custom for example)
Description is the item description you'll see when you hover over it (tooltip)
kind is 0_helmet since it's a helmet. Cost and inv_weight are for cost and inventory weight. Protection are stats. Immunity, I don't know. (I guess damage reduction?)
how does one make new game loadouts with modded weapons, I want to add the AR-18 from juan's collection into the loadout menu
DLTX it
check the starter loadout file to see the categories and what the parameters mean
does anyone have a custom mod that has the photo in the loadout
is there a way to change a weapons reload animations to another weapon of the same type (making one m4 use the same animations as another m4) via the weapons .ltx file? or another simple way that doesnt involve completely tearing into the animation files
No. Unless they are made by the same modder and use the same animations already
you cant just make one weapon use anims of the other when it wasnt made to
gotcha, for some reason i feel like i remember doing this before through a .ltx change and it working. entirely possible im just crazy though
im assuming to actually make it work would require completely reanimating the gun myself in most cases?
basically
What gun is it
How do I edit bas/wpo to remove inspection?
hmm today i will start an animation set and then lose motivation and scrap it 
I hope I get some help
thank god🙏
i hate those saiga animations from bas
hopefully you'll finish it tho
maybe 
if you just want the weapon inspection animation gone then you could probably edit the config to replace the animation with the idle animation and remove the sound
Or just comment out the anm_bore animation
Go into the gun's ltx file, find anm_bore and make it so its ;anm_bore
oh can you do that? i wasn't sure if the game would lose its mind over missing an animation in the config
it's still there in our hearts
okay but how do i change the keybind linked to unjam that is inspection since i cant change inspection key in mcm for some reason with bas
so how do i change the keybind for bas inside of the mod folder
Edit the script that has it
idk which script has it
i looked inside of bas and wpo and none of it has it
like which script is suppose to have it?
Take a look at Unjam and Reload on the same key scripts, search in all files for similar functions or how the key is being set
Or check the Double tap F inspect disabler or whatever
It only crashes if the animation doesn't exist in the .omf files afaik. Right @celest forge ?
what? i am confused can you be a bit more clear (sorry if i didnt understand you)
There's a mod in Gamma called "G.A.M.M.A. Unjam Reload on the same key" open the mod, search in the script files to find where the same key is being set for the reload and unjam. That should give you an idea of how a "key press" is written in lua for the xray engine. You can then search through all files in your mod folder to find where the keypress for your Inspection or whatever is happening, that'll help you find the script
(umm sorry but i am using vanilla anomally but modded and i just want to remove inspect on bas and wpo)
sorry again for the missunderstandings
(but are you still willing to help me?)
Whatever just find any script that writes a keybind and use that to search through your own mods, doesn't matter
Its a terrible mod sadly that bugs out a lot
ohh uh okay
then what do you recommend?
Removing inspect is a very weird request, considering its a nice feature.
all you have to do is make inspect not trigger in the script
The reload/unjam on same key mod does that but also breaks both reload and unjam keybinds
well i kinda dont want it remove just rebinded to a different key since its literally binded to the same key that unjam is and i like using unjam with r since thats the same key to reload
yeah but i dont know which script has the inspect code in it
You have inspect binded to r?
no i have unjam binded to r and inspect is binded to what ever unjam is binded to
which in my case happens to be r
( thanks for helping me all of you)
umm are you guys still there?
We've already told you what to do, have you tried?
just something to initialize the variable
am i doing something wrong?
Sounds like it
Where did you even get inspect_weapon?
Is that the mod you're running?
no it was one of the mods i tried running trying to rebind the inspect to a different key it didnt work as inspect still was binded to unjam but also it worked on the new key that i binded that inspect to
I'll be frank at this point I have no idea what mods you're running or what your MO2 even looks like so any form of troubleshooting is hopeless
Inspect_weapon is most likely a function you'd only find in the this mod that you linked, searching for it won't actually help you
oh okay however i did find a file called axr.options (and the mod that is causing the problems with inspect is wpo and bas together)
soo am i on the right track?
No clue
You didn't. Like I said, we can't help you if you don't provide enough information
i hope this helps a bit
does this help?
Well it's definetly something in those last 4 mods
So your best bet is to launch something like Notepad++ through MO2, hit CTRL+Shift+F, search for something like this:
Change the path for wherever your anomaly is installed
wait how do i launch notepad++ in mo2
You add it as a program with the Edit from the drop down
thanks 🙂
this is going to be a lot quicker and smoother so thank you again for the help
Hello! can you guys write a script to check if monster, stalkers are behind obstacles/wall

please help me!!!!!!!
No
Boys we are so close to S2 , mayby better start think how start modding in UE5 ? 
Hey guys, sorry for double posting but is there a way to make the main menu screen that has all the start game options and such, stationary? Like no poison anomalies from agroprom underground, just an image
I remember once I managed it but now on a fresh install I forgot how to remove the main menu animation
I could even consider a main menu replacer at this point as long as it is stationary but the one I found on moddb crashes game on launch

I'm pretty sure that there should be a mod in mo2 that takes care of the main menu screen
try to disable it
Sup
Gamma uses a custom one so it might be part of the large files
I have been really struggling with this problem for an hour now... I found the file responsible for it, its on gamedata/textures/UI, its a video file called ui_background_new - it is added by GAMMA UI mod. But after deleting it, I was greeted with a NEW video on main menu, a stalker resting by campfire with SEVA suit on... God knows from which mod that comes from.
So I'm slowly going mad now trying to remove it as well but I havent been able to
go to a support channel or something they'll probably know more than me
Try add another Main menu mod from #1035807043933720576 there is couple
Is simple solution
Thank you, I never thought of checking that
No problem brother, good luck
there's an xml file that imports that video
search for it in the GAMMA UI mod
then just change the path to an image
searching for the file name in the GAMMA UI folder (or *.xml files in it) should lead you to it
mainmenu xml some shit
is it ui_mm_main_16.xml
yea i think that one
there's probably a "ui_background_new" being referenced in that file
yeah yeah I see it, any new main menu replacer mod I install crashes me to desktop maybe because of that
just throw another dds file (like the original one) in the same textures ui folder (same directory where the _new file is) and change the path on the xml file to the new one
but I see now that specific file is already overwritten by the new replacer mods I tried installing and I always get an error like this
Yeah the thing is I deleted that _new file so everything goes down the gutter I think, so I will just default my modlist and try those replacer mods after
Here's a tip, never delete files, use the Hide option of MO2 instead
You have anomaly 1.5.2 xml and anomaly 1.5.3 script. Get a replacer that is up to date
It's non-destructive
Thanks for the tips!
How can I do that?
Oh I see it now, thanks
its a simple right click lol, sorry
been modding skyrim on mo2 for 5 years and I was oblivious to this lol
Is gamma on 1.5.3 now?
Guys? anyone have a sheet with medicine sprites, please?
i want to draw pixel sprites of it
Curious about one thing - spawning currently feels fairly static - especially in the south - the locations where you find enemies seems fairly constant.
Is rewriting that to be a little more dynamic a huge or an impossible undertaking?
@lunar nimbus I want to dm you don't be alarmed lol
yes
or ask here
Hello, does anybody know how to get in contact with Anomaly devs / ModDB Page administrators? It seems that ModDB admins moved one of my addons to the Anomaly "Files" page instead of the addons and I'd like to correct that.
they dont do that
you do that
also dont ask here. ask in anomaly discord
or contact moddb about that? since it's their platform
As you can see, they're website is not working. GAMMA is an Anomaly modpack, they're related and people might know the devs here.
Yeah, well, they didn't do it right the first time around.
Go to anomaly server
you are there, as i check mutual servers
Can't post there at all for some reason.
!inverno
#🤖bot-commands
ew
So, with most weapons, when going ADS, the model seems to stretch as it transitions. Can this be remedied? Something to do with the "hud_fov" in the LTX?
Your normal FOV is too high
Its creating a fish eye lens effect when an object gets to the edge of the screen
this guy plays at like 100 fov iirc
Use the appropriate channel for support #🔨modded-gamma-support
oh sorry
but its vanilla anomaly so i tought it be best to bring it up in here
but okay ill go and ask in there
If you're playing vanilla anomaly, the best place to ask would be in the Anomaly discord server instead
yeah but they dont have a support channel with mods in mind you can ask in modding general but response rate is pretty low compared to this chat but again sorry for the inconvenience i got it working now
How can I comment a whole ass section in LUA?
--[[
code
--]]
What are the odds of a slug hitting you twice? Did the multi-hit fix fail?
/// Actor got hit - Grok damage balancer
0 + 0.03679998495906 + 0 + 0
ammo pen = 0.24
armor class = 0.13529406487942
plates armor class = 0
total armor class = 0.13529406487942
Hit by 0.64369964599609 FireWound damages
part hit = rightarm
total protection = 0.03679998495906
damage to actor = 0.52700978239949
! actor got hit in rightarm, id 35
Armor condition dmg = 0.036890684767964
current hitter sim_default_bandit_0
not valid field sim_default_bandit_0
/// Reducing Slugs damage
/// Actor got hit - Grok damage balancer
0 + 0.035294845016426 + 0 + 0
ammo pen = 0.24
armor class = 0.12976046204567
plates armor class = 0
total armor class = 0.12976046204567
Hit by 0.64348274469376 FireWound damages
part hit = rightarm
total protection = 0.035294845016426
damage to actor = 0.52765545280669
! actor got hit in rightarm, id 35
Armor condition dmg = 0.036935881696468
#actor dropped wpn_winchester1873_side
Time continual is:890628```
Thank you very very much.
yeah it's not airtight due to tech limitations at the time i added it to gamma
but what's weird is that you got hit for full damage
since the adb works with shit straight from the engine
you should have been hit by the ricochet damage on the second instance
Can bandits shoot double barrels?
Just loaded back in to check it is indeed a double barrel
That is nasty
One shot in the arm too
Well, two shot in the arm really
head_eye'd by a scav from 150 meters away 
Successfully commented out PBA from actor damage balancer.
Like man, I just want to play some GAMMA, I've been dwelling into scripts it's crazy.
why not just crash the game and diagnose the error from the log
So from checking the npc_loadouts_bandit, any rookie bandits will shoot at you with slugs, that feels silly and pretty overkill
Especially on double barrels where any hit almost is a death sentence
What do you mean|?
If you're willing to listen to my story, I'll explain how I fucked things up somehow lol
The fact that I now understand what a_b.c_d means in scripts makes me happy.
Hey guys, how do I rebind this from USE key to R key?
if bind == key_bindings.kUSE then
Oh shit well yeah I am an idiot sorry
kR?
tried it 😦
Where is this from?
Unjam?
Ah, it's reading key_bindings.
Sohlud be something like kRELOAD
oohhhh let me try that thanks!
I dont have my reload key on R, I use one of my mouse buttons for that, I have ammo check on R key
if you use kwpn_reload there, it will be bound to whatever key you use for reloading.
So I just want R key to do what I want
But then I wouldn't be able to reload my gun?
What I'm trying to do really is;
I want the R key I use for ammo check to inspect the weapon, while the script is running on the background to check ammo. I'm using mag redux and use M5 to reload. On MCM menu ammo check has an option "busyhands fix" and unchecking it used to play inspect animation some time ago. Now what it does is it just holsters the gun for a second and then shows the ammo left on the mag. I'm just trying to brute force my way into having inspect weapon key be on the same key ,"R" in this instance, while the ammo check checks my rounds xD
Lot of words, sorry
Download the mod One Key Weapon Control.
It does a half-reload for ammo check.
And if weapon has ammo check animations, it does that.
Wow that sounds great, but it is archived 😦
Sorry, the download is right there smh
Do I just disable ammo check by ishmael now?
If you encounter any issues, I'll send you my file. I have done some edits here and there.
Nah
That's great! thanks for lending a hand!
If you encounter a crash,
Enter the mod folder through Mod Manager
(Right click -> Open in Explore)
And delete everything in Script but these two
To answer this question, it would be:
if bind == DIK_keys.DIK_R
Its working fine eureka moment! Thank you very much :))
Such a neat mod, this is exactly what I needed
Would anyone be willing to help me editing a dynamic/combat music mod so it plays specific tracks depending on what faction I am fighting? I've edited mods before but never done something that requires coding in itself and my coding knowledge is still basic
FATAL ERROR
[error]Expression : Size
[error]Function : CVirtualFileReader::CVirtualFileReader
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\FS.cpp
[error]Line : 592
[error]Description : c:/anomaly-1.5.1.2/bin/..\gamedata\configs\cache_dbg.ltx
[error]Arguments : The operation completed successfully.
I just accidentally cleared hours of custom hud positioning by pressing the 0 on the numpad on accident, cleared Cache_dbg
Anyway to recover it?
no
I fucked myself so hard
Bummed out. Hours of Draggable Hud editor
Maybe notepad++ has a past versions thing
If youre using regular notepad then probably gg
why wouldnt you just dltx the configs as you go?
Good day. Please tell me where in the gamedata are the configs for the "details" item (I'm talking about the item that is in the action menu for each item if you right-click on the item).
like this
guys is setmetatable valid?
Valid? It is a core part of LUA. If it was invalid then the language wouldn't be LUA.
It is convention to use luabind classes for OOP. But you can do it the traditional Lua way if you want.
Be careful scripts already have had their meta tables messed with by the script loader.
Also game objects and other userdata (objects created in C++) do not work with setmetatable
So if you use meta tables in pure Lua tables that you created you will be fine. The MCM log script uses meta tables and conventional Lua OOP. (I was bored and wanted to try out the methodology)
Don't mess with script meta tables unless you know exactly how they are setup and what that means.
Messing with the meta table of luabind classes is probably a bad idea, particularly if it is a class that is meant to be passed back to the engone. Pick an OOP system and stick with it.
Userdata doesn't have meta tables to mess with, no matter how much the user data might look like a table it is not.
Tldr you don't see much use of setmetatable because luabind classes let ppl do OOP without it so they don't need to learn it. There are also a few xray specific things to watch out for if you already know Lua meta tables.
If you want to learn them I would advise staying in your own code and not messing with the meta tables of other scripts until you have a very good understanding
hey does anyone have a minute for a really stupid question?
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ....k.e.r. -- anomaly/bin/..\gamedata\scripts\xr_box.script(31) :
LUA error: ....k.e.r. -- anomaly/bin/..\gamedata\scripts\xr_box.script:31: attempt to perform arithmetic on a nil value
Check log for details
stack trace:
! [LUA] 0 : [C ] __mul
! [LUA] 1 : [Lua] ....k.e.r. -- anomaly/bin/..\gamedata\scripts\xr_box.script(31) :
! [LUA] 2 : [C ] ph_item_box
! [LUA] 3 : [Lua] ....k.e.r. -- anomaly/bin/..\gamedata\scripts\xr_box.script(9) : get_box_manager
! [LUA] 4 : [Lua] ...nomaly/bin/..\gamedata\scripts\bind_physic_object.script(171) :
HALP PLIZZ !!
I installed the Xtreme Graphics Overhaul mod last, and have roamed around for 7/8 hours all through Cordon, Agroprom, Garbage, and Rostok. Now when I return to Agroprom, this error is keeping me from moving forward 😦
wrong place to ask
https://discord.com/channels/912320241713958912/928715640968212582
Fair enough, how do I modify output quantities in DLTX crafting recipes? is this even possible? Ideally, id like to adjust output on a recipe by recipe basis, and not blanket change output for something as a whole.
Originally, I thought that was controlled by the first number after declaring the item to be made, ex x_item_blahblah = 3, recipe_basic_0, itemx,1,itemy,1 in this instance, i thought it was 3. After reading prior messages, it appears this actually controls the tools used to craft the item. (as an aside, and im aware this is beyond anyone's responsibility here, but why isn't this documented in the anomaly craft.ltx?) Is there a way to specify output quantity without changing quantites for all recipes?
you'd have to modify the crafting system in a way to add your extra info in a way that doesn't require all the other recipes to changed. not impossible, but not simple.
personally i'd code a dummy item with a script binder setup such that when the dummy item is created is immediately spawns X number of some other item and deletes itself. and then make a recipe for my dummy item.
Got it, while im familiar with scripting in general, im not really sure how to bind a script to a dummy item like that. Upon further review, it looks like something like Banjajis crafting system improvements (I can't post links, otherwise I would link it) would be up my alley. Do you know if this would destructively conflict with Gamma's existing crafting if this is installed? I only ask because this seems to be mentioned a lot here in passing
I do not know. I don't actually play gamma and can't keep track of all the changes they have made. I know the core of the recipe system is vanilla anomaly enough to speak to how recipes work, but no idea about the changes on the edges that could cause you hangups when replacing it.
Ah, I appreciate the help. Do you have a good resource for anomaly modding in general you know of? I'd like to do some poking around.
script_binding = script_name.function_name
the function is passed the game object. so you don't actualy need to make a script binder proper, just a function.
function spawnx(obj)
local sec = obj:section()
local spawn = SYS_GetParam(0, sec, "replace_section")
local count = SYS_GetParam(2, sec, "replace_count")
if not sec and spawn and count then printf("someting went wrong, this message should be more descriptive") return end
for i = 1, count do
alife_create_item(spawn, db.actor)
end
alife_release(obj)
end
[tch_dummy_bread_5x]:tch_part ;the tch prefix blocks the item from the debug spawner; inheriting off of part because lazy
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 46
;take the item icons from the item you are making a bunch of or make new one, ma need to callout icon tecture file as well
; you could use icon layers to add a litel 5x icon look at artifact containors for syntax. like regular icons you can call out a specific text for an icon layer it is simply xicon_layer = texturepath where x is a number
replace_section = bread
replace_count = 5
script_binding = my_script_name.spawnx
wow i can't spell this moring
I appreciate the help, sincerely! All of this was very insightful, only thing confusing me, what does SYS_GetParam do?
reads a key out of an item section. well any section in system.ltx or one of the ltx it includes.
it is basicly the same as ini_sys:r_string(sec, key) ini_sys:r_bool(sec, key) and ini_sys:r_float(sec, key) but instead of calling a diff function name for each type you pass in 0, 1, 2 into the first parameter of this one function.
SYS_GetParam(type, section, key, default) default can be omitted. type : 0 string, 1 bool, 2 number
the inventory UI uses SYS_GetParam a lot so i use it by habit. also ini_file_ex which is the ini class mcm and mags redux uses has a similar ini:r_value(section, key, type, def) so i am used to calling one function and handing it a type number rather than calling r_string r_bool ect.
I think im starting to understand. So in your example when you use replace_section = bread that is referencing [bread] in configs/items/items/items_food.ltx? if that is the case, why do we use this for passing a count in SYS_GetParam(2, sec, "replace_count")? Shouldn't I just be able to pass a literal float? what is this referencing?
why would local count = 5 not work?
or rather, local count = replace_count?
you can use the same function for both of these:
[tch_dummy_bread_5x]:tch_part ;the tch prefix blocks the item from the debug spawner; inheriting off of part because lazy
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 46
;take the item icons from the item you are making a bunch of or make new one, ma need to callout icon tecture file as well
; you could use icon layers to add a litel 5x icon look at artifact containors for syntax. like regular icons you can call out a specific text for an icon layer it is simply xicon_layer = texturepath where x is a number
replace_section = bread
replace_count = 5
script_binding = my_script_name.spawnx
[tch_dummy_bread_10x]:tch_part ;the tch prefix blocks the item from the debug spawner; inheriting off of part because lazy
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 46
;take the item icons from the item you are making a bunch of or make new one, ma need to callout icon tecture file as well
; you could use icon layers to add a litel 5x icon look at artifact containors for syntax. like regular icons you can call out a specific text for an icon layer it is simply xicon_layer = texturepath where x is a number
replace_section = bread
replace_count = 10
script_binding = my_script_name.spawnx
also note that the number (and the bread) in the dummy section name is only there for our convienance, it is not read and could be omited. sotring data in section names is a very bad practice so i don't do it.
basicly: why hard code something in the fucntion that you can put in the ltx and alow more flexablity
right, but could i not use local count = replace_count in my script, and it should still function for both of these use cases?
not at the same time. what if you want to make 5x bread recipie but only 2x tuna recipie? you could i guess make a look up table in your script but then you need to update the script every time you add a new dummy item.
Whoops! I am daft! I see what you mean now
if all your recipies are going to be 5x then yes you could just make a hard coded number in your script.
this version gives more flexibility. since i don't know your use case i took the extra line in the ltx to give you freedom.
if you want to hard code it you can.
I haven't slept in over 24 hours so my reading comprehension of your script was just very poor. I see what you did
being able to read script at all while sleep deprived is pretty impressive
I appreciate it lol
using self replacing dumy items can allow you to get around a number of places where the existing code only allows for one item, or maybe only one type of item. or maybe you want to replace the picture of a girl with one of 10 pictures but don't want to edit all the spawn lists. you can make that picture replace itself with a random other picture by just adding a script binder.
well, script_binding function. this example isn't a full binder. you don't need a full binder if the only thing you are doing replacing on spawn.
I didn't put 2 and 2 together when you wrote local sec = obj:section() Correct me if im wrong, but this is grabbing the section that spawned this script, and then, in turn, is pulling data stored in variables from that item definition?
yes. the system that reads script_binding and calls the function you list there passes in the game object. that line pulls out the section name for that objects definition. then we use that to read the new keys we added to the section just for this script to read. wonderful thing about item definitions is that you can shove all kinds of extra data in there. just don't accidently overwrite something important. in my own code i'd probably add my prefix to CMA rax_replace_count but clutters up the example.(and ppl just copy my example verbatim and i don't want my prefix in other ppls code, that defeats the purpose)
right! makes sense! It's funny you should say that because I was jamming vul in front of everything to avoid conflicts lmao. thank you for all your help!
i'd do it with the item sections as well, but not at the front. that tch_ at the front of the name is important to keep these out of the debug spawner. no need to clutter that with fake items, bad enough as it is.
gotcha, much obliged!
Does anyone know how to re-enable radiation healing in Arszi's Radiation Overhaul? Currently any radiation taken stays permanently unless manually removed, I'd like this feature either removed or be able to tweak it to my preference.
mod_system_zz_arszis_radiation_overhaul_v2_1.ltx the very first value.
Raven I have a new ism. I've defined my dummy object tch_dummy_casing_p, inheriting from casing_p I've bound my script, function spawnQuantDummy. I have a DLTX craft file adding a recipe for my dummy, begins with x_tch_dummy_casing_p. Item does not show up in the crafting menu. Any ideas? also, is there a way to put the game into a debug mode so i can hot reload these files?
go into the MO2 exe list copy the one you use and in the copy add the command line option -dbg
once in game from that new launch ooption hit f7 there is an option there to reload the system ini. that will reload the item sections. reloading a save will reload the recipies file, don't actulay need to be in debug for that.
i assume the rest of it looks something like x_tch_dummy_casing_p = 1, recipe_basic_0, prt_i_scrap,10
and you are adding it to section [1] or [2] maybe 6?
thank you for the -dbg info. It turns out my file name for the items file was nasty and the game didnt like it. How do files adding items need to be named? I changed it to items_[modname].ltx and it worked
and yeah, mod name is good if it is unique enough. another place where i would do items_rax_recipie_dummys.ltx or something
if you have a need for it you can use that system yourself. this exists only to load this which loads all of mags redux magazine items. making easy for other modders to add more magazines to mags redux in a way that will result in the files only being loaded if mags redux is there to do it. other wise ltx in that folder get ignored.
You mean Radiation_v? What should the value be if I want to heal, say, 1 msv every 3 seconds?
idk this is the anomaly default
radiation_v = 0.00001
Find the file that mods the value and put it back to whatever it was
Alright, I'll give it a try, thanks
You might also just want to tweak the fire camp regen instead
I've done that too but I just want some of the rads i pick up in the field to go away so I don't have to listen to the dosimeter click when I've just picked up like 7 msvs
Embrace the cancer, take a smoke
i mis spoke about the icon layers. you can't specifiy a texture you specify a section.
so this section is used in the icon layer section below it.
that section is added to magazine icons like [mag_ash_12.7x55_extended]:tch_mag_base,tch_mag_upgr
if you load the anomaly textures/ui/ui_icon_equipment.dds file you will see that the icon at the 53,0 grid position is just a little gear. if you made something similar in your own dds that was a 5x 10x ect you could add those icons to your dummies. the same way. this is the syntax to make an item look somwhere else for its icon dds. i would recomend using the stalker icon editor.
Ah that makes sense! thanks again! I appreciate the extra info as well
ah okay, ill have to poke around! thank you!
Hey Raven since you're here, any idea why with the commented section, it would cause the functor of the basic toolkits not to work anymore? Any of the previous toolkit which reference a function in the workshop_tool.tool_workshop lose their functor
base_tool_workshop=workshop_tool.tool_workshop
base_tool_artefact=workshop_tool.tool_artefact_craft
--[[
function workshop_tool.tool_workshop(obj)
printf("WTF is obj:%s", obj)
base_tool_workshop(obj)
if (obj:section() == "leatherman_tool") then
return game.translate_string("st_item_use_craft")
end
end
function workshop_tool.tool_artefact_craft(obj)
base_tool_artefact(obj)
if (obj:section() == "leatherman_tool") then
return game.translate_string("st_item_use_fuse")
end
end
]]--
It should be running the old functions when workshop_tool.tool_workshop is being called right?
just like your function the base function is returning a string. you need to return the base function. also you need to do that after you do your thing. or it will never get to yours
function workshop_tool.tool_artefact_craft(obj)
if (obj:section() == "leatherman_tool") then
return game.translate_string("st_item_use_fuse")
end
return base_tool_artefact(obj)
end```
Thanks I'll give it a try
or you need to save the value. then return it.
function workshop_tool.tool_artefact_craft(obj)
local temp = base_tool_artefact(obj)
if (obj:section() == "leatherman_tool") then
return game.translate_string("st_item_use_fuse")
end
return temp
end
if you really need the base funciton to run every time. although i'm not sure why you would in this case.
The base function is just looking through multiple blocks of
if (obj:section() == "leatherman_tool") then
return game.translate_string("st_item_use_fuse")
end
But your initial fix did the trick
The original function is like this:
function tool_workshop(obj)
-- local p = obj:parent()
-- if not (p and p:id() == AC_ID) then return end
if (obj:section(itm_basickit)) then
return game.translate_string("st_item_use_craft")
end
if (obj:section(itm_advancedkit)) then
return game.translate_string("st_item_use_craft")
end
if (obj:section(itm_expertkit)) then
return game.translate_string("st_item_use_craft")
end
if (obj:section(itm_drugkit)) then
return game.translate_string("st_item_use_craft")
end
if (obj:section(itm_ammokit)) then
return game.translate_string("st_item_use_craft")
end
if (obj:section() == "itm_artefactskit") then
return game.translate_string("st_item_use_fuse")
end
end```
Putting it in the return line fixed the thing
i sugest icon layers because it is a very clean way to show the recipie is many items. bit of setup to make the quantiy indicator icons but once you have the dds setup and the icon layer sections adding them to the dummy items is very easy.
again if you are truly doing a one off you could just make a note in a readme somewhere. i am simply suggesting the polish to make this a system you and others could use for many things. maybe it is from maintianing MCM i just think in systems
the leson is: if you monkey patch a function with a return you need to return the base function return when you run it.
Could you make use of the upgrade icon section to display the number of items required with an image atlas for numbers?
the crafting UI already shows the number of items required.
the icon_layer system is static and alawys part of the icon section.
It's pretty much an icon layer already setup on most things
I always wondered why the tools make use of upgr_icon_path vs icon_texture
all items can have an arbitrary number of icon_layers. just need to be an unbroken sequence of
1icon_layer
2icon_layer
3icon_layer
that is how the artifact containers get a littel artifact icon.
Right but I mean they don't even get an icon, the whole toolkit is a scaled up upgrade icon
Exemple
;;--==========================< Basic Tools >=============================
[itm_basickit]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "devices\repair_kit_10"
$prefetch = 16
class = II_ATTCH
kind = i_kit
cform = skeleton
inv_grid_x = 0
inv_grid_y = 54
inv_grid_width = 2
inv_grid_height = 1
upgr_icon_path = ui\items\ui_toolkits_big
upgr_icon_x = 0
upgr_icon_y = 0
upgr_icon_width = 186
upgr_icon_height = 157
inv_weight = 2.29
cost = 7000
visual = dynamics\equipments\quest\box_toolkit_1.ogf
The whole icon visual is done via the upgr_icon
that is an icon that is only used for the repair mode UI.it is higher rez. and like the ones for guns have the pretty isometric view. they could make the kit isometric if they wanted too. maybe show it open that would be neat.
Oh yeah for the ugprade screen thing!
Okay yeah that makes sense. Thanks for the clarification
Anyone by any chance know the mods the affect belt slots on the armors
What do I need for editing .omf files?
Weapon animations.
I want to get my hands dirty.
highly recommend the Blender X-Ray plugin from Pavel
Thank you <3
Hey yall, what does tier do in an item definition section? like when it says tier = 1?
as well, what does $spawn control? I presume its how they spawn, but looking at existing entries in other items.ltx, they seem to be referencing unrelated things ie box_matches has a spawn of $spawn = "devices\pda"
Spawn is ignored. I suspect it was used by an older debug spawner system.
As far as I can see tier is only used by the treasure manager to fill stashes treasure manager script explains it
but gamma uses a diferent treasure manager system so i have no idea if it cares about the items tier entry or not
An idea I've had for a while is adding real, live radio to the game by using the iHeartRadio API or SiriusXM API, but I have no idea whether that's even possible since GAMMA is an offline game
thats not really the limitaiton, someone already made IRC feed into the game. the limitation is that the engine isn't setup to play streaming audio, just ogf files.
ogg
Does anyone know where i could find cigarette files
The models are in the db archives, but their paths are meshes/dynamics/devices/dev_cigarettes_lucky or dev_cigarettes_russian
Newer models could be part of the 40- Food Drugs and Drinks Animation mod
Thanks bro
Guys, im trying to retool the 30rnd Kiparis Magazine to 9x19, all the other kiparis mags have retool groups : "baskip_20rnds" and "baskip_40rnds"
What do I have to do to create a retool group for the 30rnd Kiparis mag?
Resolved. Sorry.
Cant figure out how to send pda message
Like event trigger pda msg
Idk lua im learning its been like 10 minutes seems pretty straight forward
Is there like a form with functions
dynamic news manager or the news manager script handel most of the ones in game.
they use actor:give_game_news(news_caption, news_text, texture, timeout*1000, showtime, 0)
Sweet thanks
Anyone else notice How
mutant skin stats are pretty overpowered and make most artifacts useless.?
What's the LTX that has the mutant skin stats?
ok i understand very well explanation
What is Impact resistance?
resistance to the impact damage type
Hi all ! Is there any chance to open any config file to change some settings as the weapon durability loss or the hp regen of the campfires? Thanks !
You have to change the weapon durability loss per weapon. The regen is simpler and one file
And were is that file? And the one with the hp regenerated by the campfires?
Many thanks !
Find the campfire mod and check in the files
The mods should be on the Gamma folder or in anomaly?
Use your mo2 to find it
Hello, I have an idea for Brazilian players (like me)... I know that somehow we managed to dub the game in real time with AI, just like the Skyrim game that was dubbed in the same way in real time https://www.nexusmods.com/skyrimspecialedition/mods/1058610 it would be a very good proposal for Brazilian players, where it would bring more modders or people who like the genre. We already have the game subtitled in Portuguese, we just need the dubbing and some adjustments in the subtitles themselves.
shit links
"Dubbing done with good AI tools, maintaining the timbre and prosody of all the original lines.
The entire main game and DLCs have been translated."
Sorry, lot of ads
I only saw this now, thank you
hey everyone
i made a animated menu, vid
but i have no idea where should i include it
can someone help me?
There's an XML that references the main lab x16 video, you could change the path there
thank you so much
Is there any level editor for stalker anomaly? And any guides on how to start?
How can I have a script activate when I right click > use an item?
this is a custom item I've made so I have full liberty to edit how I wish
alright so
i changed things, but i have no idea how convert my audio and vid as ogm and ogg . . .
i can do the ogg but i didn't find ogm, i'm a dumb
There is an SDK (multiple versions even) but because the source files of anomaly have been lost to time, we can't decompile levels properly or rebuild them. So we can't really change the geometry of levels more than texture swaps
Where's the logic for armor stat degradation based on the condition % being handled?
Does anyone know what the "outfit restrictions" in the Itx file is for?
helmet,backpack,sprint, etc
Instead of setting it per outfit you set once in the restriction and make outfits inherit
@slow bolt Thank you kindly
im trying to make a custom object i can right click > use. I've written my object using the parent tch_part. the script that id like to execute on use is written already. From poking around, I've found use1_action_functor on other ltx files, but adding it (as well as its associated use1_functor) to my custom object does not make the use right click option appear in game. what am I doing wrong?
It's probably your function you're trying to reach
Is that key the only necessary thing in the section to make it usable?
Pretty much like
use1_functor = workshop_tool.tool_workshop
use1_action_functor = workshop_tool.start_workshop_rudimentary
So this would look to the class workshop_tool and attempt to launch the function tool_workshop with feeding itself as the value.
which is often used for translating strings at this bit
if (obj:section() == "leatherman_tool") then
return game.translate_string("st_item_use_craft")
end
end
```
The second bit will launch the actual action
function workshop_tool.start_workshop_rudimentary()
local hud = get_hud()
if hud then
hud:HideActorMenu()
end
--printe("attempting rudimentary")
workshop_ui_ref = ui_workshop.get_workshop_ui(_ui1, nil, {false,false,false,false,false}, false)
if (workshop_ui_ref) then
workshop_ui_ref:OnButton_craft()
--workshop_ui_ref:ShowDialog(true)
--workshop_ui_ref:Show(true)
end
end
So you need both functions
thanks, but there's a little problem, maybe i'm doing something wrong, somehow the file size go above 10gb+ when saving as AVI
not sure what is going on really
Avi is an uncompressed format if I recall so yeah this checks out. How long is your video?
4mins
Jeez yeah that explains
I mean I haven't checked what formats the ffmpeg2theora takes for inputs
I think .avi is the best option
otherwise it looks super weird after you convert it
Now you'll need to use ffmpeg2theora to convert your video file to X-Ray's format. fmpeg2theora can convert numerous different video input formats, but playback in STALKER can be questionable (loss of color, quality, etc.) - .avi is your best bet.
they said
so . . .
main menu cancelled
double check if you compressed the .avi correctly
I think the video is too long tbh
when I did my main menu video I took like a 15s shot and put in loop
maybe a 2min then ?
Yeah most background videos are looped
right now I've got this going on:
vul_extreload.script
local sec = obj:section()
local spawn = SYS_GetParam(0, sec, "spawn_item")
local minQuant = SYS_GetParam(2, sec, "min_amount")
local maxQuant = SYS_GetParam(2, sec, "max_amount")
if not sec and spawn and minQuant and maxQuant then printf("Huge fucking problem! Missing keys in object section definition!") return end
local spawnAmount = math.random(minQuant, maxQuant)
for i = 1, spawnAmount
alife_create_item(spawn, db.actor)
end
alife_release(obj)
end```
``items_extreloading.ltx``
```[tch_bulk_cases_generic]:tch_part
kind = i_misc
icons_texture = ui\cases_bulk
inv_grid_width = 2
inv_grid_height = 2
can_trade = true
;use_sound = interface\inv_matches
remove_after_use = false
tier = 2
use1_functor = vul_extreload.str_open
use1_action_functor = vul_extreload.openBulkCases```
Anything look off to you?
What's your str_open?
return game.translate_string("st_item_use")
end```
My best guess is that there's something wrong in your openBulkCases and the functor is failing. You could comment out everything in there and just print something to test it
If everything is in your vul_extreload.script, you should still see the Use option
well nvm then, i have a 512gb laptop, which is the issue
maybe later when i upgrade to 1.5tb i do a menu
I don't even have a use option on right click, if it was that function, shouldn't it fail after I was to press use?
Also what log does print output to? or is it the console?
yeah or depending on how you've set it up if you use the argument -dbg when launching
You are right. I checked the console when trying to interact with the object in game. First I see a message saying my script failed to load, and then I get another message saying the function could not be found, because my script is obviously not loaded
Now time to find my syntax error 😦
found it. missing do at the start of my for loop. thanks for your help
highly recommend using VSCode or another IDE that supports a Lua extension/language server
that way you won't have to save and run the script every time to see syntax errors
I'm using vscode, but I didn't have syntax highlighting on because the script extension does not imply lua lol. it has syntax highlighting on now, but I really need a lua language server
you have a recommendation?
add this to your settings.json file:
{
"files.associations": {
"*.script": "lua"
}
}
you are a dear ❤️
I figured there was a way to do it, I just couldn't be bothered to check lol
do you guys know what this means? i'm getting this whenever i try to export it as an ogf
the model doesn't even have that many vertices it has like 40k
did you subdivide it?
wdym?
what software are you using to make the model?
My modeling experience is limited, so someone else might better assist you. The only thing I could think of is that you have a subdivision surface modifier on, that may be inflating your vert count
Split normals and hard edges are counted as twice the vertices
40k is still fucking insane for a release lever
that's just the name for the whole mesh
so ignore that, i'll have to cut down the vertices amount then?
Or rework your UV island/mesh normals
You could also try the Object option of HQ export, dunno if that bypasses the vert limit
Any surface that doesn't share the same contiguous smoothing group will double vertexes on export
i wish i understood any of what youre saying
ill try to find my way around and see if i can get it to work
I thought the release lever is 40k
That's like BaS quality
now im curious, do you guys think it's possible to fit 40k verts in here lol
Just subdivide it for 1000 times, you should be good to go
maybe if there's a million and a half duplicate vertices lol
You could try to run a merge operation piece by piece to see if you have messed up duplicate vertices
What's even the stat count in your blender statistics?
I have turned off my pc already but it was something like 45k verts and 58k tris
is that what you're talking about?
Then yeah your smoothing groups are messing up your vertex count
I was using an AK74U model yesterday that i shaved almost 20k tris off by just deleting some screws
Did you try HQ export?
I don't really know what that means
I'll try that tomorrow
It's right under where you set the type of your object
You are setting the type right 
You enabled this one before for your other guns, right? 

nah I'll make it tomorrow 
I think the guns are "optimized" a bit if you have it disabled
I didnt know that was a thing either ngl
Actually yeah, idk if it affects people who export the guns using blender
I think it does something to the model if you're using something like some random .object editor
I mean if it's an option inside the plugin it probably does something idk

Compare the .ogf with and without them enabled
I hope you turn on High Quality Motions when you export the anims
nooo I won't listen to you mid ass animator!!
Why you gotta do me like that 
I won't once you make some good automag animations 
either way you should be banned from blender!!!
I will uhh
Uhh
Uhh
Your mother
The M. In Jadey M stands for Mid

Here's an example:
This cube exported with sharp edges is 8 vertices in Blender, but the OGF exported is 24

Whereas this cube with the UV all in one island has 14 vertices, the uvs are all together vs the previous one all split appart
So how you do UVs is important kinda, especially in big models
Hey yall, what is the formatting of the trade_generic_mechanic.ltx file?
Just out of curiousity, how hard is it to make playable guitar mod from scratch?
https://www.youtube.com/watch?v=vFkCfbTEAww
In this teaser, we will show you a new mechanic that will be introduced in xrMPE in future updates – playable guitar. Please note that what is being demonstrated is still in development and does not reflect the final look.
xrMPE on social media:
Discord: https://discord.gg/F4PQ3m2
Telegram: https://t.me/xr_mpe
VK: https://vk.com/xr_mpe
Mod DB: ...
Is there an instruction on how to add a battery function to something?
Put it in a slot, it begins to suck up battery percentage, you put a battery in it, and it goes back to 100%.
I want to add Battery usage to
So at 0%, it stops working.
I would suggest starting research from ltx parameters of any "electric" device
Look at some base items like flashlights or anything really with a battery draining feature, the LTX will have all the necessary stuff or you can look up their parents
I'm having trouble making my repos work, I have followed this guide to the letter and nothing is happening
Simple guide on how to use the new draggable hud editor with the hud offeset addon!
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
https://www.moddb.com/mods/stalker-anomaly/addons/hud-offsets-editor1
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/releases
Debug Spawn Attachments : https://drive.userconten...
Are you running 3dss?
yeah
fuck let me guess, doesn't work if i'm using 3dss ?
@fair canopy does that stop me from being able to use the draggable hud editor ?
You can't use hud offset with 3dsd because that will mess up scope positions. You can add more Zs to overwrite the position if you rwakky want but then you'll have to redo every score position for that gun.
Instead you have to use base offset editor
so the one that says base position ?
https://www.moddb.com/mods/stalker-anomaly/addons/hud-offsets-editor1
this is the mod I'm using, like said in the video and everything. I got it up and running then I tried to reposition the stuff, save it the the cache dbg file, then I copied it onto a Ltx file inside of a empty mod in the folder, I formatted the file correctly and also made sure the context of the LTX file was also formatted correctly ( I made sure to add the ! ) and it still doesn't work
Did you turn the mod on?
Is your file name correct?
let me check
mod_system_zzzzzzzzz_Repo_for_rifle is the file name
it's a Ltx file
but I don't know why it isn't using it
Do you have it in the right folder?
I put it in gamedata
of the mod folder
BRUH
I need a config folder
I'm so fucking dumb
thank you for pointing that out
Reboot the game
You're saving the configs under the hud section and not the weapon section right?
Tempted to try and create a mod to see if I can do it
No idea how to begin and have never coded anything (lol)
Idea is to create a unique "stealth kill" that happens after sneaking up undetected on someone and pressing a new input key
Sure, I could do that with a knife but the idea here is to 1. not have the knife animation play and 2. play a custom joke sound while the stalker I kill is just gone from existence
Any pointers on how to pull this off ?
That’s a lot. Look at bvcx stealth mod for detection ideas, demonized ledge grabbing for camera reanimating during “takedown”, and maybe the surrender one for simulating a hit on keypress. Idk but anything that touches AI detection can be risky and stealth is currently disabled in gamma
Damn, now that you mention it, stealth ISNT natively in the game and had to be tweaked by a mod. I guess that does make things more complicated.
Is there a way to achieve the same result without taking stealth into account ? Something as dumb and simple as "remove npc/enemy from game AND play funni sound" if you are within strike distance and press the specific button ?
You can look at the npc identification script to see how they're getting the enemy id. Use that to target and execute whatever you want
This one I presume ?
How do you know what function does what, and how do you find other functions to use to create a new command ?
I'm guessing I gotta find how this .script file targets people, and then add something along the lines of "if players presses [key] then despawn npc and play sound" as multiple functions after
I'm checking the documentation in the pinned messages, but I'm not finding a "general list of all functions". Does such a thing even exist ?
I need to find the mod most similar to what I hve in mind and modify its script huh..
hmm..
you didn’t check very well
https://igigog.github.io/anomaly-modding-book/scripting/callbacks.html
My bad, I must apologize. I am completely new to this. Thanks for the pointer. :>
Oooooh, so those are callbacks I can use to TRIGGER the function when a key is pressed ! Awesome !
Now I need to uh. Make the function that despawns the npc I'm looking at and plays a sound.
Can those functions be the same things as console commands you'd type in game ? I remember some of those being things you can do when looking at certain 'actors'. Maybe there's one for despawning an item/npc...
I need to sleep for now. Eager to see if I can succeed at this tricky puzzle.
Should I look into how to code/script in Lua for this ?
(I probably should shouldn't I)
learning how to code is pretty important for coding, yes
best of luck, all I know how to mod is with DLTX edits to existing values
I was able to figure out by myself how to add a weapon to the binoculars/knife slot without any guide, simply by snooping around in the files, finding the right one and figuring out the hand/slot value I needed to edit
But creating a whole new function...
Wait maybe I can find the script from the game files themselves that lets you initiate a conversation with an npc, but I could change the key and the result of pressing that key
inb4 you accidentally make it so that you just neck-snap everyone friendly you try to talk instead
is there a way to change the magazine type ? like large, medium and small in mag redux
I have a few sounds in mind for this mod but it's meant to be goofy, so I better be careful or every npc I talk to will indeed get fart with reverb sfx'd
peak modding right there
WAIT I COULD MAYBE ADD SCREEN SHAKE
Exactly
where is the config file for exo armor located? I was able to find weapons but cant seem to find any outfit config...
question to people who knows, how to make some parts of mechanical sights glowing?
Completely depends on whether or not the dots are a separate mesh
Add two small cylinders to the model, assign the right shader and bind them to the same bone as the current sight
Or just separate the current dots
you can also just take the tritium sights from any pistol like my glock or some of the ppp ones
And make those cylinder like 60k tris each

this right here
just to crash the person's game anytime the gun is pulled
question, what shader do i use for the glowy dots? 
Gotta make sure the circles are perfect
it was something like "selflight" or something
that's what i used for the g18 and it seemed fine
ight i'll look in it (blatantly steals ur glock)
if i made it public it's because i couldn't care less of what people do with it inside what cc allows ofc

models\lightplanes
Just separate the current dot faces if they're modeled on the gun, make sure they retain the armature modifier and then assign that shader to it
@celest forge Are you familiar with the attachment flags for the loadouts?
; - attachment flag - default: 0 - [0 - (number of flags)] - ( 0 - no attachment, Scope +1 to flag, GL add +2 to flag, Silencer add + 4 to flag). (if it's set to "r", it will pick random attachement)
Is it really just if I want a scope, no gl, but with silencer = 5 ?
that scope flag only applies to guns like the svt that use the old scope system not guns like the AN-94 that have multiple scopes



