#╙🖇mods-making-discussion

1 messages · Page 79 of 1

random fulcrum
#

does that mean that ascendantcrosshairs is finally getting revived

simple scaffold
#

if i rember this convernsation and actualy make the acruracy thing work properly. and work stops making me come home angry

pale field
#

how do i add the photo of loveds one to loadout

lethal garden
#

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.

celest forge
#

It's on in the OGF files, it's in the OMF files

#

Since those are the animations

fading bobcat
#

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.

rough lion
#

What file controls the psy double vision effect?

verbal siren
#

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?

ripe dune
#

who knows how to make a backpack mechanic (which increases the carried weight) in stalker shadow of chernobyl

ripe dune
#

blin..

ripe dune
naive snow
#

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

opal void
#

Funny question

#

Could it be possible to port FSR into anomaly?

naive snow
#

The AMD frame gen? Unlikely as it would require the Anomaly devs to do so

opal void
#

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

rough lion
#

I heard lossless scaling works well on Anomaly if you have GPU headroom to spare

hollow glacier
#

where can i find and download the a.d.e.g.a reshade

slow bolt
lean apex
lethal garden
#

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.

fair canopy
#

talk to @faint sable

faint sable
#

don't talk to me

fair canopy
faint sable
#

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

fair canopy
#

i wish we had better hands than thap

#

old dog is.. ok

faint sable
#

it's also just preference, I couldn't care how the animator holds the gun, so long as the gun plays how it should

fair canopy
#

idk why thap decided to use gorilla hands

faint sable
#

idk either

#

it's also not easy to make new models for hands

ripe ruin
#

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
...

▶ Play video
#

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 ❤️

haughty tide
#

anyone knows how can i make custom music play in radio

queen pineBOT
orchid plume
#

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?

celest forge
#

I dont think that exists, no?

quasi narwhal
#

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

naive snow
#

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.

orchid plume
#

That doesn't make it a smart move, even though of course we'd all try it.

naive snow
#

Then just imagine that the others are doing the same thing

orchid plume
#

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 😛

naive snow
#

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

quasi narwhal
#

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 Chadge

quasi narwhal
naive snow
#

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

bronze silo
#

I forgot i was making this back in the day for a DayZ stalker server.

naive snow
#

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

quasi narwhal
#

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

naive snow
#

Or firing warning shots even/screaming at you to back off

quasi narwhal
#

cause that would create the diversity of guerrilla warfare vs CQB with both sides shooting 7.62x39 or smth

quasi narwhal
naive snow
#

Good luck finding anyone willing to mess around in the ai logic tho. That's forgotten knowledge

quasi narwhal
#

oh yea no, you'd probably be better off learning sumerian with online material

#

probably has more content than Stalker's AI code KekSkew

#

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 KekSkew

#

idk if that'd be more funny or pathetic

quasi narwhal
orchid plume
#

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.

quasi narwhal
#

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

quasi narwhal
orchid plume
#

Yeah, if the fight is absolutely unwinnable, and you don't have your back to the wall, go get some backup.

quasi narwhal
#

the best you can do is learn Lua, reverse engineer a few mods/unpacked scripts that change AI behavior and go from there

orchid plume
#

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

remote venture
#

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.

naive snow
#

Well blender, pavelblend, basic scripting to plug in your anim and play them for in-engine testing. Ogf, Omf are the formats you need.

remote venture
#

@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?

naive snow
#

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

remote venture
#

I suppose it’s because it’s an old engine and people being more into unity engine

naive snow
#

It's so different from Unity or unreal that it's not even funny

remote venture
#

X-ray right? No problem, thanks for the assistance though

cerulean mantle
#

Where can I find this functor?

cerulean mantle
#

Someone out there understands me.

simple scaffold
# cerulean mantle Where can I find this functor?

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.

simple scaffold
cerulean mantle
#

Time to get to work :D thank you so much.

#

Okay, I made the game unplayable rofl

lethal garden
#

Is there a MP7 mod thats actually decent? That accepts most BAS scopes is what im looking for.

random fulcrum
#

maybe he has a discord plugin that censors "making"

#

so it becomes mods-discussion

lilac idol
patent coral
#

which mod handles the headshot wound sounds? I wish to remove the tinnitus sound but i can't find it

simple scaffold
full acorn
#

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.

random fulcrum
#

the setting doesn't do anything

#

and more importantly how does this correlate to mods making

full acorn
restive forge
#

no idea if GBO has some influence over that

quasi narwhal
#

I think GBO overwrites all that via script no

#

or am i tripping

restive forge
#

yeah sent him here to have somewhere to start looking as I'm unsure how much does GBO overwrite

quasi narwhal
#

I think we do need a "mods-discussion" channel after all KekSkew
cause nowadays it's either a support channel or this one right

restive forge
#

I mean where else could I have sent him hmmtodayiwill other than giving no for an answer and tell him to keep playing on Hard kekl

naive snow
full acorn
naive snow
full acorn
#

does enemy dispersion base/factor do anything?

random fulcrum
#

yes

random fulcrum
#

at line 830 makes way more sense than on 876

full acorn
#

Ah yes, the shit power must be multiplied by the hit power, how did I not think of this 5head 🍷

random fulcrum
#

can name the variable anything you want

#

you just need to read the option from the menu

simple scaffold
gentle stag
#

hey guys i wanna make a gun addon for the game how do i do it

thorny wigeon
#

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!🤗

unreal leaf
#

Clone the modded exes repo. Ctrl+f the string, change it, build.

quasi narwhal
#
-- 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

thorny wigeon
quasi narwhal
thorny wigeon
#

alright! thanks guys @unreal leaf, @quasi narwhal

gentle stag
#

is there a mod to add IWI Tar 21

#

in the game

lilac idol
#

no

#

you gotta pay for it if you want itwhatever

tawny stream
naive snow
#

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 ?

empty hatch
#

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?

naive snow
#

Check how Grok's Gotta Go Fast does it I guess

empty hatch
#

Ok cheers bro i'll take a look

naive snow
#

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?

empty hatch
#

i checked gotta go fast, both that and gotta go also slow have been made redundant in MO2 by agressor reshade?

naive snow
#

Why would a speed script be affected by a reshade preset?

#

Also Agressor Reshade is in the Disabled section for a reason

empty hatch
#

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

naive snow
empty hatch
#

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

slow bolt
#

It resets to fov that was before the zoom, not some value

#

!nozoom

queen pineBOT
#

@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

slow bolt
#

Older version worked for me. FOV problems are solved after doing the !nozoom thing.

tawny stream
#

Haha, "this doesn't work; write a new mod for my specific issue"

sharp acorn
#

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

random fulcrum
#

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

naive snow
#

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

fair inlet
#

and I assume buck is useless against player in gbo

naive snow
#

I'd expect the rookie day 1 mobs to shoot at me with buck, not slugs and 9x39 UltraCryLaugh

boreal bobcat
#

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?

naive snow
#

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?

naive snow
#

Does an object, if not drop-able, need a world model?

#

Hey @celest forge, how do you usually render your stuff for icons?

rough lion
#

Does anyone know what controls what in this dialog window file, mainly the scrollbar positions? Modding Lsz Dialog window here

celest forge
#

Using an HDRI for lighting

#

What are ya makin

naive snow
#

I'm making a "tier 0" toolkit, a basic ass screwdriver to be able to craft certain basic items without the basic toolkit

celest forge
#

Very cool

naive snow
#

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...

celest forge
#

It's not hard to make a world model

naive snow
#

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

quasi narwhal
naive snow
#

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.

naive snow
#

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

undone lily
#

2 pellet to the head : instant death. Not really fun

naive snow
#

Yeah I just annoyed by losing 45% of my health from what seemed a rookie in one shot. I'll just git gud

undone lily
naive snow
#

Just adding some new recipes, like the ![recipe_basic_1]

#

I'm guessing the # represents the booklet the recipe comes from

naive snow
#

Just gotta figure out why it's not displaying that 4th component

naive snow
#

There we go!

#

Just gotta figure out how to monkey script this all in instead of changing the main workshop script

naive snow
#

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?
quasi narwhal
#

it's better than changing the original script I guess?

#

unless you wanna introduce macros jokerge

flat phoenix
#

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...

▶ Play video
undone lily
#

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

naive snow
#

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)

empty wyvern
#

Try inheriting the base class and adding a function to set recipe items

naive snow
#

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    
fair canopy
#

you could always just stealborrow the screwdriver model from tarkov

naive snow
#

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

naive snow
#

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

naive snow
simple scaffold
simple scaffold
#

Ah grok already answered. Stupid discord not scrolling

naive snow
#

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 PepeHappy

quasi narwhal
cerulean mantle
naive snow
#

Smack them together with the blunt end

#

I might rework the recipe for fasteners, copper wire, batteries and broken flashlight

cerulean mantle
#

Yeah it makes more sense. No idea why a flashlight would require capacitors in the first place.

naive snow
#

I just copied what was used for the head lamp 😔

cerulean mantle
#

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?

naive snow
#

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

cerulean mantle
#

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.

simple scaffold
# quasi narwhal hey what should i do, call it guerrilla patching <:shrugEg:1133689988148645888>

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.

cerulean mantle
#

Monkey patching

quasi narwhal
#

like, if I want to early return before running the function thats easy

#

but I mean, break its flow midway through

quasi narwhal
simple scaffold
cerulean mantle
#

I resorted to editing the scripts directly, unfortunately.

simple scaffold
shell mortar
#

how to draw something on screen using script?

cerulean mantle
#

For UI purposes?

#

(I don't know just asking)

shell mortar
cerulean mantle
#

Oh... like Borderlands-esque floating numbers?

#

I think that falls into Shader area.

random fulcrum
#

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

naive snow
#

Did he get banned again for posting kpop?

celest forge
#

Isnt he here too

random fulcrum
#

he left

celest forge
#

Just summon with korean girl gifs

shell mortar
celest forge
random fulcrum
#

totally

#

seems like he came back for ideas and some help with his achievements mod

naive snow
#

What's next for the GOAT mod author?

#

Toxic air was fun as fuck to play

simple scaffold
random fulcrum
#

esp like in hacks

shell mortar
random fulcrum
#

you see the hitbox through walls

shell mortar
cerulean mantle
#

Everytime I play GAMMA nowadays.

shell mortar
#

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

simple scaffold
#

it's not part of the shader. it's a script in the mod

shell mortar
#

where you guys get api callbacks for stalker anomaly scripting

simple scaffold
#

i wish it was that easy to draw scripts on the screen.

#

boxes

simple scaffold
fair pollen
#

@xcvb

#

smh....

lean apex
#

give us ur brain light coz my 2 brain cells dying when i try read engine

cerulean mantle
#

@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,

naive snow
#

What's the use1_allow_db for?

cold eagle
#

Also this isnt where i linked the help thread

cerulean mantle
#

I have INVERNO so I don't think it's under base GAMMA anymore.

cerulean mantle
#

Slot 12 is helmet, right?

stray trail
#

how would one reanimate a gun with existing animations ?

fair canopy
lilac idol
stray trail
#

Ah

lunar nimbus
#

how do i write to stalker chat now, i forgot

#

this is server side display for testing, real viewport will be 7x7 with bigger cells obviously, want to have kewl textures ;[

simple scaffold
lunar nimbus
#

every 2nd person there is texturer

simple scaffold
lunar nimbus
#

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)

lunar nimbus
#

nah just a few

#

something like this maybe

random fulcrum
quasi narwhal
#

or from Metal Slug jokerge

slow bolt
#

Just make your own game

#

you are doing it inside stalker. Who does that

lunar nimbus
#

me

soft burrow
#

that's what happens when the only coding you ever do these days is stalker lua and xml and forget everything else

slow bolt
#

This is like actual bdsm wtf

#

making games inside games

fair pollen
#

Unless it's doom jokerge

celest forge
lunar nimbus
#

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

random fulcrum
#

doom textures

celest forge
#

But do you want actual 2D 16 bit sprites or?

lunar nimbus
#

are there other options

#

atm i'll be glad to have any ;]

random fulcrum
#

surely you could grab a free to use tiles pack from game making blogs

quasi narwhal
#

just google for "RPG Maker sprites" and have fun KekSkew

lunar nimbus
#

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

celest forge
#

You could do renders of the actual models

#

Or use zero sievert sprites

lunar nimbus
#

well something like this can work yeah, but good luck finding one for free ;]

lunar nimbus
quasi narwhal
slow bolt
#

or that

lunar nimbus
#

ok then theres miner coz its free

slow bolt
#

whats the harm

lunar nimbus
#

im gonna call it smart terrain

random fulcrum
#

bro should sue gsc

lunar nimbus
#

ok time to sleep, combat pathfinding tomorrow ;[

patent coral
#

Does anyone know how/where can i edit rank point gain rate? I did not see it

empty wyvern
#

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

undone lily
#

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.

sacred token
lunar nimbus
#

no doom

sacred token
#

You need to

#

Its destined to happen at some point

lunar nimbus
#

no, i need to make rogue like

simple scaffold
#

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.

tranquil coral
#

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

cerulean mantle
#

What are you doing with a gasmask?

tranquil coral
#

I think I misunderstand

cerulean mantle
cerulean mantle
#

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?)

stray trail
#

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

naive snow
#

DLTX it

#

check the starter loadout file to see the categories and what the parameters mean

pale field
#

does anyone have a custom mod that has the photo in the loadout

lethal garden
#

Spiced up the rear sight

worldly glacier
#

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

slow bolt
#

you cant just make one weapon use anims of the other when it wasnt made to

worldly glacier
#

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

slow bolt
#

can work for some

#

wont work for most

worldly glacier
#

im assuming to actually make it work would require completely reanimating the gun myself in most cases?

slow bolt
#

basically

worldly glacier
#

welp, time for copium

celest forge
#

What gun is it

cunning wigeon
#

How do I edit bas/wpo to remove inspection?

static nebula
#

hmm today i will start an animation set and then lose motivation and scrap it glueless

cunning wigeon
#

I hope I get some help

lilac idol
#

i hate those saiga animations from bas

#

hopefully you'll finish it thoKekSkew

static nebula
#

maybe hmm

static nebula
# cunning wigeon I hope I get some help

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

celest forge
#

Or just comment out the anm_bore animation

celest forge
static nebula
#

oh can you do that? i wasn't sure if the game would lose its mind over missing an animation in the config

celest forge
#

Its not missing if its commented out

static nebula
#

it's still there in our hearts

cunning wigeon
#

so how do i change the keybind for bas inside of the mod folder

naive snow
#

Edit the script that has it

cunning wigeon
#

i looked inside of bas and wpo and none of it has it

#

like which script is suppose to have it?

naive snow
#

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

cerulean mantle
cunning wigeon
naive snow
# cunning wigeon 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

cunning wigeon
#

sorry again for the missunderstandings

cunning wigeon
naive snow
#

Whatever just find any script that writes a keybind and use that to search through your own mods, doesn't matter

slow bolt
cunning wigeon
slow bolt
#

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

cunning wigeon
cunning wigeon
celest forge
#

You have inspect binded to r?

cunning wigeon
#

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?

naive snow
#

We've already told you what to do, have you tried?

cunning wigeon
#

well i am looking for any line that references inspect_weapon

#

wait whats nil

naive snow
#

just something to initialize the variable

cunning wigeon
naive snow
#

Sounds like it

cunning wigeon
#

if so then sorry

#

ill try again

naive snow
#

Where did you even get inspect_weapon?

cunning wigeon
naive snow
#

Is that the mod you're running?

cunning wigeon
#

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

naive snow
#

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

cunning wigeon
#

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?

naive snow
#

No clue

cunning wigeon
#

ohhh okay

#

im sorry if i interriate you

naive snow
#

You didn't. Like I said, we can't help you if you don't provide enough information

cunning wigeon
#

i think i found it

#

wait

#

maybe

#

no i didnt

cunning wigeon
#

does this help?

naive snow
#

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

cunning wigeon
#

wait how do i launch notepad++ in mo2

naive snow
#

You add it as a program with the Edit from the drop down

cunning wigeon
cunning wigeon
shell mortar
#

Hello! can you guys write a script to check if monster, stalkers are behind obstacles/wall

quasi narwhal
shell mortar
#

please help me!!!!!!!

naive snow
#

No

placid moon
#

Boys we are so close to S2 , mayby better start think how start modding in UE5 ? KekSkew

north coral
#

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

placid moon
lilac idol
#

try to disable it

flint salmon
#

Sup

celest forge
#

Gamma uses a custom one so it might be part of the large files

flint salmon
#

anyone have a sheet with all medicine sprites?

#

please

north coral
#

So I'm slowly going mad now trying to remove it as well but I havent been able to

lilac idol
#

go to a support channel or something they'll probably know more than me

north coral
#

Yeah Grok directed me here xD

#

ty nonetheless

placid moon
#

Is simple solution

north coral
placid moon
quasi narwhal
#

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

north coral
#

is it ui_mm_main_16.xml

quasi narwhal
#

there's probably a "ui_background_new" being referenced in that file

north coral
#

yeah yeah I see it, any new main menu replacer mod I install crashes me to desktop maybe because of that

quasi narwhal
#

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

north coral
#

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

naive snow
#

Here's a tip, never delete files, use the Hide option of MO2 instead

simple scaffold
naive snow
#

It's non-destructive

north coral
#

Thanks for the tips!

north coral
#

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

simple scaffold
#

Is gamma on 1.5.3 now?

flint salmon
#

Guys? anyone have a sheet with medicine sprites, please?

#

i want to draw pixel sprites of it

modern tendon
#

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?

cerulean mantle
#

@lunar nimbus I want to dm you don't be alarmed lol

slow bolt
lunar nimbus
#

or ask here

thin cedar
#

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.

slow bolt
#

you do that

#

also dont ask here. ask in anomaly discord

quasi narwhal
#

or contact moddb about that? since it's their platform

thin cedar
# slow bolt you do that

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.

thin cedar
slow bolt
#

you are there, as i check mutual servers

thin cedar
#

Can't post there at all for some reason.

slow bolt
#

get a role there

#

idk

#

that is where anomaly devs hang out

regal bolt
#

!inverno

slow bolt
lethal garden
#

Edited the Krepin MP7 rear sight to have a visible rear aperture

#

Yall like?

slow bolt
#

ew

lethal garden
#

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?

celest forge
#

Your normal FOV is too high

#

Its creating a fish eye lens effect when an object gets to the edge of the screen

fair canopy
#

this guy plays at like 100 fov iirc

naive snow
cunning wigeon
#

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

naive snow
cunning wigeon
#

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

cerulean mantle
#

How can I comment a whole ass section in LUA?

random fulcrum
naive snow
#

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```
cerulean mantle
random fulcrum
#

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

naive snow
#

Can bandits shoot double barrels?

random fulcrum
#

yah

#

and dbs have 1000rpm

#

that explains why you got hit for full damage

naive snow
#

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

fair canopy
#

head_eye'd by a scav from 150 meters away pepew

cerulean mantle
#

Like man, I just want to play some GAMMA, I've been dwelling into scripts it's crazy.

random fulcrum
naive snow
#

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

cerulean mantle
#

If you're willing to listen to my story, I'll explain how I fucked things up somehow lol

slow bolt
#

except they do

#

@cunning wigeon

cerulean mantle
#

The fact that I now understand what a_b.c_d means in scripts makes me happy.

north coral
#

Hey guys, how do I rebind this from USE key to R key?
if bind == key_bindings.kUSE then

cunning wigeon
north coral
#

tried it 😦

cerulean mantle
#

Where is this from?

#

Unjam?

#

Ah, it's reading key_bindings.

#

Sohlud be something like kRELOAD

north coral
#

oohhhh let me try that thanks!

cerulean mantle
#

Wait

#

wpn_reload

#

You can see the bindings in user.ltx

north coral
#

I dont have my reload key on R, I use one of my mouse buttons for that, I have ammo check on R key

cerulean mantle
#

if you use kwpn_reload there, it will be bound to whatever key you use for reloading.

north coral
#

So I just want R key to do what I want

north coral
cerulean mantle
#

Most probably. I defaulted to unjam.

#

This is jam, right?

north coral
#

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

cerulean mantle
#

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.

north coral
#

Wow that sounds great, but it is archived 😦

#

Sorry, the download is right there smh

#

Do I just disable ammo check by ishmael now?

cerulean mantle
#

If you encounter any issues, I'll send you my file. I have done some edits here and there.

cerulean mantle
north coral
#

That's great! thanks for lending a hand!

cerulean mantle
#

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

cerulean mantle
north coral
#

Its working fine eureka moment! Thank you very much :))

#

Such a neat mod, this is exactly what I needed

idle agate
#

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

lethal garden
#

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?

random fulcrum
#

no

lethal garden
#

Bummed out. Hours of Draggable Hud editor

celest forge
#

Maybe notepad++ has a past versions thing

#

If youre using regular notepad then probably gg

fair canopy
#

why wouldnt you just dltx the configs as you go?

vast warren
#

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

shell mortar
#

guys is setmetatable valid?

simple scaffold
# shell mortar 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

simple scaffold
#

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

orchid parcel
#

hey does anyone have a minute for a really stupid question?

wintry rampart
#

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 😦

orchid parcel
# simple scaffold

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?

simple scaffold
orchid parcel
# simple scaffold you'd have to modify the crafting system in a way to add your extra info in a wa...

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

simple scaffold
orchid parcel
simple scaffold
# orchid parcel Got it, while im familiar with scripting in general, im not really sure how to b...

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

orchid parcel
simple scaffold
#

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.

orchid parcel
#

why would local count = 5 not work?

#

or rather, local count = replace_count?

simple scaffold
# orchid parcel I think im starting to understand. So in your example when you use ```replace_se...

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

orchid parcel
simple scaffold
orchid parcel
#

Whoops! I am daft! I see what you mean now

simple scaffold
#

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.

orchid parcel
#

I haven't slept in over 24 hours so my reading comprehension of your script was just very poor. I see what you did

wispy ferry
#

being able to read script at all while sleep deprived is pretty impressive

simple scaffold
#

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.

orchid parcel
simple scaffold
# orchid parcel I didn't put 2 and 2 together when you wrote ```local sec = obj:section()``` Cor...

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)

orchid parcel
simple scaffold
stark ether
#

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.

simple scaffold
orchid parcel
simple scaffold
# orchid parcel Raven I have a new ism. I've defined my dummy object ``tch_dummy_casing_p``, inh...

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?

orchid parcel
simple scaffold
#

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.

stark ether
simple scaffold
naive snow
stark ether
#

Alright, I'll give it a try, thanks

naive snow
#

You might also just want to tweak the fire camp regen instead

stark ether
naive snow
#

Embrace the cancer, take a smoke

simple scaffold
# orchid parcel thank you for the ``-dbg`` info. It turns out my file name for the items file wa...

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.

orchid parcel
orchid parcel
naive snow
#

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?

simple scaffold
#
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```
naive snow
#

Thanks I'll give it a try

simple scaffold
#

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.

naive snow
#

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

simple scaffold
# orchid parcel ah okay, ill have to poke around! thank you!

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

simple scaffold
naive snow
#

Could you make use of the upgrade icon section to display the number of items required with an image atlas for numbers?

simple scaffold
naive snow
#

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

simple scaffold
#

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.

naive snow
#

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

simple scaffold
naive snow
#

Oh yeah for the ugprade screen thing!

#

Okay yeah that makes sense. Thanks for the clarification

lilac ridge
#

Anyone by any chance know the mods the affect belt slots on the armors

cerulean mantle
#

What do I need for editing .omf files?

#

Weapon animations.

#

I want to get my hands dirty.

quasi narwhal
cerulean mantle
#

Thank you <3

orchid parcel
#

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"

simple scaffold
#

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

simple scaffold
#

but gamma uses a diferent treasure manager system so i have no idea if it cares about the items tier entry or not

viral oak
#

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

simple scaffold
#

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

regal bolt
#

Does anyone know where i could find cigarette files

naive snow
#

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

regal bolt
#

Thanks bro

lethal garden
#

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.

regal bolt
#

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

simple scaffold
# regal bolt Like event trigger pda msg

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)

regal bolt
#

Sweet thanks

lethal garden
#

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?

shell mortar
lethal garden
#

What is Impact resistance?

random fulcrum
#

resistance to the impact damage type

north mountain
#

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 !

naive snow
#

You have to change the weapon durability loss per weapon. The regen is simpler and one file

north mountain
#

And were is that file? And the one with the hp regenerated by the campfires?

#

Many thanks !

naive snow
#

Find the campfire mod and check in the files

north mountain
#

The mods should be on the Gamma folder or in anomaly?

naive snow
#

Use your mo2 to find it

strong arch
#

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.

Nexus Mods ::

This mod is not currently available

#

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

wary scroll
#

hey everyone
i made a animated menu, vid
but i have no idea where should i include it
can someone help me?

naive snow
#

There's an XML that references the main lab x16 video, you could change the path there

wary scroll
#

thank you so much

sly sun
#

Is there any level editor for stalker anomaly? And any guides on how to start?

orchid parcel
#

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

wary scroll
#

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 dumbKekSkew

naive snow
naive snow
#

Where's the logic for armor stat degradation based on the condition % being handled?

lilac ridge
#

Does anyone know what the "outfit restrictions" in the Itx file is for?

slow bolt
#

helmet,backpack,sprint, etc

#

Instead of setting it per outfit you set once in the restriction and make outfits inherit

lilac ridge
#

@slow bolt Thank you kindly

orchid parcel
#

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?

naive snow
orchid parcel
naive snow
#

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

wary scroll
naive snow
wary scroll
#

4mins

naive snow
#

Jeez yeah that explains

wary scroll
#

btw i lowered frame and quality too
am i cooked KekSkew ?

#

2min and 36sec
18gb kekl

naive snow
#

I mean I haven't checked what formats the ffmpeg2theora takes for inputs

quasi narwhal
#

I think .avi is the best option

#

otherwise it looks super weird after you convert it

wary scroll
#

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 cancelledkekl

quasi narwhal
#

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

wary scroll
#

maybe a 2min then ?

naive snow
#

Yeah most background videos are looped

orchid parcel
# naive snow Pretty much like ``` use1_functor = workshop_tool.t...

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?
naive snow
#

What's your str_open?

orchid parcel
naive snow
#

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

wary scroll
#

well nvm then, i have a 512gb laptop, which is the issue
maybe later when i upgrade to 1.5tb i do a menu

orchid parcel
#

Also what log does print output to? or is it the console?

naive snow
#

yeah or depending on how you've set it up if you use the argument -dbg when launching

orchid parcel
#

Now time to find my syntax error 😦

orchid parcel
quasi narwhal
#

that way you won't have to save and run the script every time to see syntax errors

orchid parcel
#

you have a recommendation?

quasi narwhal
orchid parcel
#

I figured there was a way to do it, I just couldn't be bothered to check lol

lilac idol
#

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

orchid parcel
#

did you subdivide it?

lilac idol
#

wdym?

orchid parcel
lilac idol
#

i'm exporting an already existing model from blender

#

using the xray plugin

orchid parcel
naive snow
#

40k is still fucking insane for a release lever

lilac idol
#

that's just the name for the whole mesh

#

so ignore that, i'll have to cut down the vertices amount then?

naive snow
#

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

lilac idol
#

i wish i understood any of what youre sayingKekSkew

#

ill try to find my way around and see if i can get it to work

grizzled light
#

That's like BaS quality

lilac idol
#

now im curious, do you guys think it's possible to fit 40k verts in here lol

grizzled light
#

Just subdivide it for 1000 times, you should be good to go

static nebula
#

maybe if there's a million and a half duplicate vertices lol

naive snow
#

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?

lilac idol
#

I have turned off my pc already but it was something like 45k verts and 58k tris

#

is that what you're talking about?

naive snow
#

Then yeah your smoothing groups are messing up your vertex count

lilac idol
#

damn

#

but I've seen Tarkov models with 120k verts and they were exportable

celest forge
#

I was using an AK74U model yesterday that i shaved almost 20k tris off by just deleting some screws

naive snow
#

Did you try HQ export?

lilac idol
naive snow
lilac idol
#

ok I'll try that as well

naive snow
#

You are setting the type right kek1

grizzled light
lilac idol
#

nope

#

I didn't even know that was a thing

grizzled light
lilac idol
grizzled light
#

I think the guns are "optimized" a bit if you have it disabled

celest forge
#

I didnt know that was a thing either ngl

grizzled light
#

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

lilac idol
#

I mean if it's an option inside the plugin it probably does something idk

grizzled light
#

Compare the .ogf with and without them enabled

#

I hope you turn on High Quality Motions when you export the anims

lilac idol
#

nooo I won't listen to you mid ass animator!!

grizzled light
lilac idol
#

I won't once you make some good automag animations tomfoolery

#

either way you should be banned from blender!!!

grizzled light
#

Your mother

celest forge
#

The M. In Jadey M stands for Mid

lilac idol
grizzled light
#

Wahh 🤔

#

Even carlbot agrees (for some reason)

naive snow
#

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

lilac idol
naive snow
#

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

orchid parcel
#

Hey yall, what is the formatting of the trade_generic_mechanic.ltx file?

sudden inlet
#

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: ...

▶ Play video
cerulean mantle
#

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.

sudden inlet
#

I would suggest starting research from ltx parameters of any "electric" device

naive snow
stray trail
#

I'm having trouble making my repos work, I have followed this guide to the letter and nothing is happening

https://www.youtube.com/watch?v=5Y3-zw818hI

fair canopy
#

Are you running 3dss?

stray trail
#

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 ?

fair canopy
#

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

stray trail
#

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

ModDB

Ever wanted to make a weapon reposition addon like many before? Were you also offput by the idea of adjusting every single sight the gun has available? Well, not anymore.

fair canopy
#

Did you turn the mod on?

stray trail
#

I did

#

the crap ain't crapping so I'm stumped

fair canopy
#

Is your file name correct?

stray trail
#

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

fair canopy
#

Do you have it in the right folder?

stray trail
#

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

stray trail
#

Okay even after that it's not saving

#

@fair canopy I'm still stumped

fair canopy
#

Reboot the game

stray trail
#

bet

#

shit still not working

fair canopy
#

You're saving the configs under the hud section and not the weapon section right?

stray trail
#

yes

#

yeah I got it working now

drifting coral
#

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 ?

empty wyvern
drifting coral
#

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 ?

naive snow
#

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

drifting coral
#

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..

drifting coral
#

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.

drifting coral
#

Should I look into how to code/script in Lua for this ?

#

(I probably should shouldn't I)

wispy ferry
#

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

drifting coral
#

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...

drifting coral
#

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

wispy ferry
#

inb4 you accidentally make it so that you just neck-snap everyone friendly you try to talk instead

woven obsidian
#

is there a way to change the magazine type ? like large, medium and small in mag redux

drifting coral
wispy ferry
#

peak modding right there

drifting coral
#

WAIT I COULD MAYBE ADD SCREEN SHAKE

drifting coral
south jolt
#

where is the config file for exo armor located? I was able to find weapons but cant seem to find any outfit config...

summer stream
#

question to people who knows, how to make some parts of mechanical sights glowing?

celest forge
#

Completely depends on whether or not the dots are a separate mesh

naive snow
#

Or just separate the current dots

lilac idol
celest forge
summer stream
lilac idol
celest forge
#

just to crash the person's game anytime the gun is pulled

summer stream
#

question, what shader do i use for the glowy dots? hmm

naive snow
#

Gotta make sure the circles are perfect

lilac idol
#

that's what i used for the g18 and it seemed fine

summer stream
#

ight i'll look in it (blatantly steals ur glock)

lilac idol
summer stream
summer stream
#

yeah i already found it

#

thanks peepoGlad

naive snow
#

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

summer stream
#

yeah they are modeled on the gun

#

i'll just do what you said

naive snow
#

@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 ?

simple scaffold
#

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