#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 80 of 1

naive snow
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What would be the correct flag for multiple scopes?

fair inlet
fair canopy
fair inlet
celest forge
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I am yeah

celest forge
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It pools all attachments into the same class so i'm not sure if you can do JUST scopes and no suppressor or GL

fair inlet
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just scopes would be 0 flag
unless it's a gun that uses original scope system like raven said

naive snow
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Okay so it would be either 0 for scope only, 1 for scope and GL, 5 for scope, GL and silencer, 4 for scope + silencer ?

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I'm making an NPC_loadout generator file that would make it easier to handle what spawns at what rank and break all inheritance
Just need to know the proper flags for computing the rows

fair inlet
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4 for silencer, 2 for UBGL, 6 for both
scopes spawn randomly regardless of the flag

naive snow
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Sweet thanks!

cerulean mantle
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What is the slot of belt attachments?

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item_in_slot() I mean

slow bolt
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db.actor:iterate_belt()

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That is the one i know

cerulean mantle
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I'm adding a heater function to the Surge Protector when wearing a scientific suit.

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If this works, I'll add a battery function as well.

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Thank you

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Oh I made a mistake .

cerulean mantle
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It doesn't work because the function that updates the cold value of outfit (called outfit_mult) is executed before my function which takes into account the surge protector.

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And since the function that updates the outfit_mult is executed any time a change happens to slot{7], my changes are not taken into account.

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Because I can't have Surge Protector before changing outfit.

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And I can't execute them in one function, since the moment a change happens to outfit, all belt slots are unequipped.

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I have to a section to add the value of surge protection in the cold.val calculations.

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Too much work atm, next weekend.

stray trail
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How do I make guns not sellable to merchants ?

lilac idol
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delete the trader ltx in the configs folder

fair canopy
summer stream
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how do i make a bump out of these three

spark totem
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i can not wait for these's!

naive snow
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The O can be added as a layer to your base color texture, set to multiply and put to 75% opacity or something

summer stream
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ahh

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can you showcase me in vc? hmmtakenote

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since im kinda

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braindead peepostarechamp2

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i dont understand where do i put it

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my most is to make bumps out of ready assets

naive snow
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I'm going to rack some leaves at my grandma's in a few, I can make you a couple of quick screen shots at best

summer stream
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ahh

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okay then peepoGlad ๐Ÿ‘

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just give me a screenshots on it

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where do i put it and how

naive snow
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Send me all 3 files + your base color

summer stream
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done

naive snow
summer stream
naive snow
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Double click on the layers to assign which channels you want them on, exemple the gloss goes in your red channel

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The channels on your normal map represent directions

summer stream
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ooooh

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got it

naive snow
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So you CTRL + A to select All, with only a channel displayed, CTRL +C to copy, make a new layer, paste it

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Now you need to assign the right channel for each of these layers according to
R - spec/gloss
G - normal z
B - normal y
A - normal x

summer stream
naive snow
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For the alpha, just select your Normal X layer, CTRL +A to select all, CTRL+C to copy, go to your alpha channel, paste

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You should have something like this as a result

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Which is your bump

summer stream
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can you drop the finished result

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i'll try to do the rest

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also, question

naive snow
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You want both as psd?

summer stream
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yeah

summer stream
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like
ctrl+a on red then ctrl+v

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or just all of them

naive snow
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Do them one by one

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Just "extract" them all and rename them from what you just copied, it's easier to sort it out after

summer stream
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hmmm

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okay peepoGlad ๐Ÿ‘

naive snow
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You only need to really extract the Y and Z of the normal, the rest not so much

summer stream
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btw, extracting is just, copying them and pasting, right?

naive snow
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The order of operation doesn't matter much for which channels you extract first. Just make sure to hide any above layer of your normal map when you do the extraction

summer stream
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alrighty, let's try to not combust

naive snow
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Just do it one step at a time and you'll be fine, anyway it's non destructive work and you can always restart

summer stream
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wait

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how do i get the alpha channel

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since for me it's just

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white.

lilac idol
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the original blue channel is supposed to be white

naive snow
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You don't need to get the alpha channel. You just copy and paste the normal X into the alpha channel

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So when you have only the alpha channel selected and visible in your Channels window, just hit Ctrl+V to paste your Normal X layer into it

summer stream
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yeah no im very retarded

naive snow
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Alright so step by step

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Hide every layer except the normal map

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Go to your channels

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Select only the red channel

summer stream
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oh

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so the alpha is red

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i suppose

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i basically did that

naive snow
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Yeah its your Normal X

summer stream
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damn

naive snow
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Once you're on your red channel, still viewing only the normal map layer, select all ctrl + a, ctrl + c to copy, next go to your alpha channel, hide the other channels, ctrl+V into it

summer stream
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now

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where do i put the gloss

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in the y, or z

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or the red

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since for some reason my gloss is this ohno

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and my entire result is

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cyan mess

quasi narwhal
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this is how I make mine in GIMP

summer stream
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never used gimp before

quasi narwhal
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so it'll go
red - the smoothness/specular map
green - blue
blue - green
alpha - red

quasi narwhal
naive snow
naive snow
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Don't forget to hide ANY layers above your normal map layer when "extracting" your channels

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Otherwise you're just copy/pasting your top layer

summer stream
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z LOOKS right

naive snow
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Good

summer stream
naive snow
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Hide your X layer

summer stream
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i think im missing something

naive snow
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Now just check that you have the proper channels assigned to spec, normal Y and normal Z

summer stream
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I FIGURED IT OUT

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IT WAS THE WRONG ONES

naive snow
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There we go

summer stream
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i can finally do bumps for the stuff i wanted

naive snow
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Congrats you did the thing

summer stream
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peepoGlad ๐Ÿ‘

quasi narwhal
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i'm so glad once i figured out the chaiNNer flow to make bump maps i never had to mess around with channels anymore

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cause this gave me ptsd just of looking at KekSkew

summer stream
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i had ptsd by just

celest forge
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I just have a custom action in PS that makes it for me when i feed it the specular

summer stream
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looking at it

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i need to do an operation that does it AUTOMATICALLY

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so i dont fucking die

celest forge
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Yeah, that

summer stream
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now

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how do i save it

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nvm

naive snow
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I haven't gotten around to trying out chainner

summer stream
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funny enough how i just randomly looked at the assets and thought it was the cod ones clueless

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now i need to suffer

naive snow
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I'm too used to doing it in photoshop PepeHands

quasi narwhal
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it's just install chainner, load the file & use

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I've left the option to load the roughness map and invert its color cause I think it could be helpful (if gonna use just link the Invert Color image to the Spec RGB. To Gray node)

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you can preview how it looks like through the View Image there and just right click on the Save Image step to Enable it once done (and ofc select the output Directory)

quasi narwhal
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btw, if you want you can setup the load images to be in batches and do for a batch of files instead of 1 at a time
or message me if you don't know how to do that, I can make a flow no problemo

supple glade
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Can anyone gelp me make audio play for modded grenade toss

cerulean mantle
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Just add or string.find( actor_weapon_name, "grenade_section")

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@supple glade

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Find these for your modded grenades.

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Then on that wall of text script, add or string.find(actor_weapon_name, "the section")

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Why?

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That paragraph is designed to read your weapon. If your weapon matches any of these weapons (=grenades) it will execute the rest.

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So by adding the or string.find (etc.), you are adding your modded grenades to the list.

supple glade
supple glade
cerulean mantle
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Do you have companions?

supple glade
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the gamma vanilla grenades work fine, its just the modded ones

lethal garden
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Alright. Well, quick question, what entry in a LTX enables ADS for a weapon?

balmy grotto
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@lethal garden The setting you're looking for is this.

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zoom_enabled

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You'll want to switch it from "False" to "True"

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For instance the default CoP and CS RP-74(PKM) has zoom_enabled = false by default. It sounds similar to the issue you're having. There's a good chance though that you will have to set up the aim offsets. Once you confirm that the zoom_enabled setting works, if the aim offset is off, I would recommend basing it off the other AUGs.

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The Aim Offsets you're looking for are "aim_hud_offset_pos_16x9", "aim_hud_offset_rot_16x9", "aim_hud_offset_pos", and "aim_hud_offset_rot". If it's misaligned, the values from the other, working AUGs, should be your base.

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You will need to manually adjust the values so use Iron Sights as your base to work from.

young gate
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hey is there any way to put the ghillie suit into the artifact slot? I'm using the ghilie suit overhaul and I was hoping there was a way to put it into the atrifact slot

sturdy plaza
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is there a way how to change which guns require which repair kit to be fixed? basically, i want to move couple of guns to d tier and bring the old rpk down to c tier

simple scaffold
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yes. the entier repair system is ltx and lua script. probably just need to change either a line in the item itself or a list somewhere.

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maybe repair_type

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that looks right

sturdy plaza
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Sounds fun, but can you guide me where i can find that?

strong prairie
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Was there a mod for less mutant hides fetch quests?

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Or more hides dropping

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Fkng tired of "2 flesh hides" when I got none in 20 hours of gameplay

naive snow
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But you'd probably be better off instead changing those fetch quests to require 1 or two hides max and increase the money reward so as not to blow up the game progression curve

naive snow
sturdy plaza
naive snow
sturdy plaza
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i cant seem to find much at all, perhaps im doing it wrong. im checking simply in the file explorer, but theres just too much of any results and most only have texture files there

lilac idol
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search in mo2 inside configs/items/something something for w_yourweapon

naive snow
queen pineBOT
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@sturdy plaza Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

sturdy plaza
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i found it and did a little test. made makarov d tier lol. thank you guys. i truly dont think anybody cares what i want to do with this, but for those who might be intirgued is i really want to change ak12 and other fancy tactical ak's to d tier , bring old rpk's down to c tier because overall they are absolutely useless.

naive snow
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Whatever suits your tastes

regal bolt
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Anyone knows what could this be?

!WARNING : level.object_by_id(nil) called!

Found it in the log and started wondering

fair inlet
regal bolt
fair inlet
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shrug
ignore

regal bolt
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Okay. Fair enough'

balmy meteor
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Where can I find "Sky Dome" exoskeleton configs?

naive snow
cerulean mantle
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I've been looking for this for months.

cerulean mantle
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Still doesn't consume.

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Actually wait

naive snow
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That seems like a horrible thing

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You'll be running through so much repair kits it's not even funny. Plus why would drag and dropping not consume charges but swapping a on workbench instead cost uses

random fulcrum
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ye it's a terrible idea considering that using the kit to swap parts only makes you not lose a bit of condition on the gun

cerulean mantle
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But I didn't do this solely for the weapons. I did this ONLY for the armors.

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Weapons were just a byproduct.

cerulean mantle
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Next playthrough is going to be so much more fun.

lethal garden
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Heres my retexture and reposition of the EFT RFB compared to the original (gross)

fossil stirrup
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anyone knows of a mod where you dont instantly travel upon walking in a travel point but instead its shows a popup?

naive snow
fossil stirrup
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may i know whats the difference beforehand?

naive snow
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It will do exactly what you asked

fossil stirrup
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ah allright thank you

lethal garden
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Guys, Im trying to find the hands model for this outfit so I can assign it to another, but looking in the THAP configs and everything else, I cant find a single entry for this outfit. Any advice?

naive snow
wary scroll
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Hey everyone, so I have a question
You see in thm files we have resolution for things
Now the question is, what if we get an uncorrected number as the main texture res, like our texture uses 1024 Res now set the number 256/4096, what will happen?

naive snow
wary scroll
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I see, thanks peepopray

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so it can be ignored```
He said
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Then why do we have ithuh

naive snow
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Good to know that there's no need to fix mismatch of those

wary scroll
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Yea probably something from past
This makes life easier tookeksweat

naive snow
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Doing downscalling work?

wary scroll
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Nah, just wanted to know if that can cause something or not
Let's say someone does downscale and then set thm value more than the main Res like 2048 to 4096

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I left them all empty, even the mode filter

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Just bump, and use method

lethal garden
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Also guys, my outfit attachments and Artefact conditions are degrading/decreasing. The "artefact conditon" MCM is enabled. Any idea?

lethal garden
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When attempting to transition to Jupiter, my loading screen 99% of the time becomes frozen/stuck, the other 1% will crash to desktop without a CTD error. I've noticed that when I remove squads or common squads, the transition will then work.
Ill provide my log!

rough lion
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Is it possible to enable crosshair when using alt aiming?

naive snow
near dirge
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Maybe also check the files inside of Draggable HUD Editor/HUD Offsets Editor mods? There is a toggle crosshair button so maybe that can show how it did it.. And then apply it to alt aims? Idk

cerulean mantle
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If you say No, you will be teleported a little back.

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I don't know about GAMMA, but in Anomaly, there was this issue if you said "No" to the Army Warehouse to Truck Cemetery transition, you would be teleported inside the Army Warehouse Freedom base instead. I haven't seen this in GAMMA yet, but in my own modpack it was like that. Maybe I had fucked something up.

fossil stirrup
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I'll check it out as that's where I'm at rn

sturdy plaza
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is there a way to make traders not sell weapon attatchments?

fair inlet
naive snow
sturdy plaza
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destockifier? whats that exactly? sounds something i would love to play around with. is it automatically installed just needs to be checked or a seperate mod?

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nvm, found it myself

cerulean mantle
full stratus
naive snow
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@celest forge Here emerald man, rewrote it for you.
Right now it only checks if the image that is loaded with the model has a _diff at the end it will replace that with _bump and try to load the image otherwise it will add a _bump before the file extension and try to load that one.
It automatically connects everything to the proper channels.
This will only work if you have your Blender properly setup through MO2 and have your texture paths set to your anomaly folder

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Also as an added bonus, it unplugs the fucking alpha channel automatically to avoid the wack ass models with transparency

celest forge
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This will only work if you have your Blender properly setup through MO2 and have your texture paths set to your anomaly folder

fair canopy
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Modeled gas tube for simulated gas pepew

naive snow
celest forge
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And I just load it as any blender plugin, ye?

naive snow
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Nah, open a new window or go to the scripting tab, just load it in the text editor and hit play

celest forge
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Oh alr

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Lemme try then

naive snow
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Tell me if you find weird edge cases and I'll modify the logic for fetching the bump. (Things like _albedo or whatever)

celest forge
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That did not work jokerge

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Does every texture has to have the _diff at the end?

naive snow
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Try this one, I added a fallback that checks if the texture is named not with _diff, but something like _albedo, the script will remove whatever is after the last "__" and before the extension.

celest forge
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I gotta go so i'll try when I get home

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The problem I think is that I don't main my main textures anything

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Like they don't have any _diff or _albedo at the end or anything

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They're just tex_gun_main or whatever

naive snow
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So in order, it looks if it's a _diff.
If it is, strip _diff, add _bump and try to load.
If that doesn't work try adding _bump and load directly.
If that still doesn't work, strip whatever is after that last underscore and add _bump, try to load

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if your bump is named tex_gun_main_bump that should still work

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As long as they have the same general name

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If you name your main texture something like dfjdifjdijf and the bump is adakoakpawd it won't find it for sure

unkempt trail
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guys anyone know a mod that expand the fast keys to have more? the f1 f2 f3 and so i didnt know where to ask here seems apropiate

naive snow
naive snow
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Here I made the code cleaner, made sure to attempt all 3 solutions, put in some debug prints, avoided infinite search loops.
Here's the result on some of the parts
@celest forge

naive snow
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Fun little try, it actually works for the levels too, tho it takes a toll on your machine KekSkew

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Pretty decent to preview textures too

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@quasi narwhal @wary scroll @weary root and I guess whomever else that does texture work, here's a blender python script that will load the bump map (if it's in the same folder as the base texture) for the models in blender. This should help with tweaking specular values and normal maps intensities

weary root
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i think you can share it to pavel on his git

quasi narwhal
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catyipee more automation catyipee

wary scroll
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I mean, this is so coooool POGGIES1 POGGIES1

naive snow
quasi narwhal
weary root
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yeah button option would be great since you don't need to load these always

naive snow
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It's not a 100% fool proof tho, because it doesn't read off the THM for figuring out why bump is being used tho

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It just assumes that the bump is in the same folder with a decent naming like _bump at the end

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To make this proper we'd have to check and load the .thm and that's a whole can of worm

weary root
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i believe only flora textures have different bump names paths since 3 or more textures use one normal

wary scroll
naive snow
wary scroll
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That will be the last thing we need to make progress even easier POGGIES1

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I mean loading all maps and changing the value immediately for the results I'm looking for ?
Super coolChadge

naive snow
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Or I guess you could use the texture paint thing with the blender .dds to resave it

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But you'd be a fucking mad man to try and texture paint normal information

wary scroll
wary scroll
naive snow
lethal garden
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When attempting to transition to Jupiter, my loading screen 99% of the time becomes frozen/stuck, the other 1% will crash to desktop without a CTD error. I've noticed that when I remove squads or common squads, the transition will then work.
Ill provide my log!

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When I "delete all squads" I can then load into jupiter, but "delete common squads" doesnt do the trick

lost berry
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if anyone wants to make a silly little mod to realign the sights on the aps stechkin, that would be great (i do understand its more effort than its worth, so i dont really mind if you decline, but you get my appreciation, (worth literally nothing) and i love the stechkin and i dont like the front sight being off)

lethal garden
lost berry
celest forge
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I'll try that another time

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I just don't have time rn to swap my blender launch to MO2

naive snow
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What's your blender console window looking like?

celest forge
naive snow
celest forge
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Oh, aight

naive snow
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Like it should have something similar:

celest forge
naive snow
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Mind you this is on the tomato conserve can

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Well it did work for your bullets

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Ohhh are the textures on another drive than the one where your scene is?

celest forge
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Uhhhhh

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Yeah I think so

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I have blender installed on my main c drive

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the textures are on the E drive

naive snow
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And your stuff is on the E drive?

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Alright good to know, I'll fix it, the file path thing blender uses doesn't really like different drives

celest forge
#

๐Ÿค”

naive snow
#

Can you copy paste me this bit?

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You should be able to select and ctrl c/v

celest forge
#

Error: Python: Traceback (most recent call last):
File "\AutoloadBumpMap_V3.py", line 141, in <module>
File "\AutoloadBumpMap_V3.py", line 137, in process_scene
File "\AutoloadBumpMap_V3.py", line 95, in process_material_nodes
File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\python\lib\ntpath.py", line 747, in relpath
raise ValueError("path is on mount %r, start on mount %r" % (
ValueError: path is on mount 'E:', start on mount 'C:'

naive snow
celest forge
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No rush

#

Thanks for taking your time to help me out

naive snow
#

My pleasure, it's a fun challenge and I'd rather do this than finish fixing the canned food models KekSkew

naive snow
celest forge
#

Without bump

#

with bump

#

Thanks man

#

Now I just gotta figure out how to make it not look all washed out

naive snow
#

Adjust the intensity of your HDRI lighting

#

Otherwise, I'll send you a version tomorrow where the spec map also influences the roughness of the surface (gives a nice mate finish on some pieces and shiny metal pieces)

#

It's not accurate to the shader math of the engine but whatever it makes for nice screenshots and icons

naive snow
#

If you want to try out the result for yourself right now, in the shading mode of blender, just organize the nodes a bit (creating them via script stacks them all together) and use the same thing that is plugged in the specular channel. Should be the X output of the Separate XYZ node. Plug that X into an invert color node and plug that node into the roughness input of the main shader. You can play with the invert slider to see the result. 1 would make the bright spots of the spec map shiny and the black spots of the spec map look mate and rough.

celest forge
#

Yeah you can get it pretty roughed up lol

high radish
#

hey

#

Why do modder prefer moddb than nexus ?

#

stalker modder*

summer stream
#

question, if i want to add a new suppressor, do i write this down so it can be counted as one?

naive snow
#

Plus if you want the silencer to actually give you the bonuses imparted by the silencers I think it needs to also be added to a table somewhere

summer stream
naive snow
#

How's your ltx for the weapon setup for the silencer section?

#

Finally some good fucking tomatoes

#

Now just need to finish making the rest of the bump maps PepeHands

summer stream
#

it says that I CAN put it on

#

but it just refuses to

naive snow
#
silencer_status                          = 2
silencer_x                               = 176
silencer_y                               = 8
silencer_light_color                     = 0.6, 0.5, 0.3
silencer_light_range                     = 0.01
silencer_light_time                      = 0.2
silencer_light_var_color                 = 0.05
silencer_light_var_range                 = 0.5
;silencer_smoke_particles                 = weapons\generic_shoot_00

A silencer still needs to have every thing added like this

summer stream
#

and that's right but

#

nothing happens

naive snow
#

Is your silencer rigged to the right bone?

#

and you did put the silencer_status = 2 (2 means removeable)

summer stream
#

it's a different bone

naive snow
#

Afaik for the silencer to be "hideable" the engine checks this bone:

summer stream
#

YES

#

it's all the SAME

#

it just doesnt work

#

@naive snow basically it's the same glock that had problem with bullet bumps

naive snow
naive snow
#

Is the Fischer an existing scope ? or is that something you made?

summer stream
#

silencer

#

not a SCOPE

naive snow
#

oups

summer stream
#

this one

#

to be specific

naive snow
#

wtf is that monstrosity

summer stream
#

yeah

naive snow
#

Hold on so the item file for the fisher is in your glock 1 and the silencer model is in your glock folder

#

How the heck are you organising this stuff kekl

#

And that crashes because the path to your silencer ogf isn't the right one

#

Oh its because I need to be runnning both the glock and glock 1 mods seperate and together

summer stream
#

im gonna sort it out

#

LATER

#

not now tho

naive snow
#

You're dltx'ing your own dltx?
What in tarnation are you doing

summer stream
#

Also not really

#

if you saw anything down the items folder, i forgot about it

naive snow
#

There we go,
so the issue is you were creating your [fischer]: as an addon, where as silencers are meant to inherrit from wpn_addon_silencer

So just change your mod_system_sup_fischer.ltx to have
[fischer]:wpn_addon_silencer

summer stream
#

aaah

#

thank you very much peepoGlad

fair canopy
#

Gluck'd

verbal siren
#

Hey, some of the guns have this shiny texture that makes them look like they're covered in oil. Does this have to do with textures that have bump or bump# in their filenames? If I wanted to change the weapon to not be so shiny, is there a simple edit I can make or does it require editing stuff in blender?

glad girder
#

Is there a way to make the debug menu outfit editor work and if not is there a different way to change armor stats?

slow bolt
#

like any modder

winter karma
#

where can i find the file for this? 0 weight on mats sounds interesting

celest forge
#

That's the "metallic" shader

#

Since X-Ray doesn't have an actual metallic shader, best you can do is, like you described, oil covered of high gloss plastic

lament garnet
verbal siren
celest forge
#

Sure thing

#

Are those EFPWP SCARs?

naive snow
#

The age old copy/pasting of thm KekSkew

verbal siren
naive snow
#

The reflection code of SSS also has undergone quite some significant changes over the last few patches

faint sable
#

they are shiny like that by default, it is the EFPWP scars

#

at least on gamma, probably efp is fine since they use some old stuff

#

like 2 year old content

#

when sss did not have much crazy reflections

naive snow
#

Yeah Ascii did rework quite a bit the guns shader over the past years

native tapir
#

Random question, can you dltx scripts?

naive snow
#

No scripts are Lua. You monkey patch them

native tapir
#

):

#

Rog

summer stream
#

how do i bake textures or bump maps in substance painter? hmm

spring mango
regal bolt
#

Hey guys. How would one go about making a keybind toggle for an option in the game, that is not specified in the controls?

For this specific thing I'd like to set up a keybind (Let's say shift) that would basically hold breath for a few seconds (Either only when clicked, or toggle for a set time) just to listen in to enemies footsteps or mutant howls and growls so I can sneak around better without taking off the helmet each time

#

Or to know what to expect (in the case of mutants right behind the corner lol)

naive snow
naive snow
cerulean mantle
#

Could someone please send me the artefact reinvention?

#

Nvm, I was writing something, instead put a 01 in front of owner.

cerulean mantle
#

Next step is to bring back the repair kit usage for upgrades.

regal bolt
cerulean mantle
naive snow
cerulean mantle
#

@naive snow ...

#

I have to see this.

naive snow
#

I mean just install and try it whatever

cerulean mantle
#

I have installed it, but removed the sound effect because it wasn't making the gasmask to go away.

#

Where did I fuck up again? ooof

somber herald
#

in grok_treasure_manager.ltx, how is an item's "tier" defined? trying to determine how the game figures out the chance a stash will have a particular item. (hope this is the right channel)

dense hill
#

what would replace UGP since its outdated?

slow bolt
slow bolt
queen pineBOT
#

@dense hill
UGP is no longer available in Gamma as it has been superseded by FWP from the same creator.
UGP(FWP) Discord invite link: Accept
Latest FWP thread in this server: #1277740537344168016 message
Frosty Weapon Pack install video:
_ _||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹|| _ _ _ _ _
https://www.youtube.com/watch?v=0mAgUuvs1FY

Fresh take on UGP, now is FWP and a lot simpler.

Frosty Weapon Pack : Adds Escape From Tarkov Weapons, BAS 2022, Gunslinger, Retrogue, And Frosty's Weapons. Adds 145 fresh and reanimated guns to give a new flare to your gunplay!

FWP IS :
19.4GB UNPACKED
5.72GB PACKED

DOWNLOAD LINKS

UPDATED 10/8/2024
FROSTY WEAPON PACK (GOOGLE DRIVE LINK)...

โ–ถ Play video
sturdy plaza
#

i got a question. so i expressed a dumb idea about making copies of ak's to make versions of those where some spawn in with the dovotail mount and some which come without it and wont take any scopes. using the debug menu i found out how all of them already exist.

how do i find the list of items you can get in stashes and what kind of gear npc's spawn with?

sturdy plaza
#

alright, better question now

#

why are some weapons listed multiple times and what do those numbers after it mean in npc_loadouts_faction.ltx ?

fair canopy
#

They were listed because they were thought to increase drop rate ratios for certain weapons. They don't

sturdy plaza
#

and if i add a different gun in the list, it will appear in the game on random?

fair canopy
#

Under whatever rank and faction you added it under

sturdy plaza
#

yea...yea...so it will work.

sturdy plaza
#

so, simply checking it out. so using the ak74 which is normally ingame and its recoil control is 58. switched to a weapon which doesnt normally appear in gamma which in theory is the same exact gun, another ak74, but its recoil control is 78. i checked the ltx files of each gun individually and they are identical. how so?

#

and ingame the recoil is different from to another, but ltx files are the same

celest forge
#

Are you sure every single recoil parameter in the LTX files are the same

sturdy plaza
#

yes, i checked, identical

slow owl
#

is there some mod that kind of saves npcs weapon parts statistics ?

#

like every time i load i get diffrent parts %, and want to know is there a mod witch blocks that

celest forge
#

I think that's hard coded as random but I'm not sure

sturdy plaza
# sturdy plaza

nvm, found the issue. there is a override of exactly only the recoil values in a file named grok's enchanced recoil.ltx

naive snow
hallow jacinth
#

Is there an easy but somewhat good way to only recolor the camo part of texture? wanna make it for clear sky, mercs and others factions

sturdy plaza
#

Photoshop

hallow jacinth
wary scroll
somber herald
#

does anyone know which file(s) handle the barrier defense event? i want to make it happen more often because it is very fun, but searching/greping for "barrier" in the anomaly and gamma ltx files didn't yield anything that looked right.

naive snow
wispy ferry
somber herald
#

thank you both, i will check out both ways ๐Ÿ™

balmy meteor
#

Hello, I've tried to mod an nbc suit. With Original outfit, you can also equip headgear. But when I created mine it says "headgear included" How can I fix this?

naive snow
balmy meteor
#

Thank you I'll check it out

sturdy plaza
naive snow
sturdy plaza
#

how to say this. can you dumb it down for me and with a imagine or two please?

naive snow
#

Google it

#

It's honestly as simple as using the drop down where you pick the anomaly launcher or your dx version, scroll to edit, click new or duplicate an entry and pick your program

sturdy plaza
#

just no matter how i add it, it says something doesnt exist, the paths aint correct and now i have fucked it where i cant open the virtual explorer itself

#

i goggled as you said and, maybe i dont know how to word it correctly, but couldnt find much of anything

sturdy plaza
#

so i did it correctly....but why does it look like this when i open it, wtf

naive snow
#

Why are you opening explorer++.exe?

#

What even is that file?

#

Oh it's the virtual file explorer thing

sturdy plaza
#

yeah, i dont understand why it opens that

naive snow
#

Probably because you didn't change the start in section

#

Just close that tab, you should be able to open whatever else with it

sturdy plaza
#

ok, so....wait.i just opened whatever and basically i see everything more or less the same as i would using simply notepad

naive snow
#

Yeah, but now your Notepad++ sees everything as if you were running the game. Like all of the files assembled in your Anomaly folder. So you can reference search through your Anomaly folder and see exactly what the game sees

#

Example, if you hit the Open and navigate to your Anomaly folder, you should be seeing everything inside of your Gamedata folder and whatever else

#

If you open notepad++ normally, this is what you'd see instead

sturdy plaza
#

alright, i understood that far

sinful imp
#

lol kek cheburek

naive snow
#

Another example of searching:
vs same search but launched through MO2
26 files vs 6757

#

Much easier to filter files like DLTX that write to sections and also to find where the original section is

sturdy plaza
#

im truly sorry you are working with such a moron like me regarding this, but i try to search for something fairly basic, but i get 0 results , but it also says it didnt search anything

naive snow
#

What are you even searching for and how are you searching for it?

sturdy plaza
#

a line which i believe should appear a lot

naive snow
#

you forgot spaces in your FIlter section

#

*.ltx *.config *.script *.lua *.xml

#

There needs to be a space between the end of the extension and the next *

sturdy plaza
#

you have no idea how much i just facepalmed. alright, i assume that is all. thank you very much for explaining how this works

cerulean mantle
#

@naive snow

naive snow
#

Not surprising considering the parent section they inherit from

cerulean mantle
#

tch_repair? What is that?

#

To balance it, I made it so it only repair from 85% to 91%.

#

But now I might end up doing something like this for more items.

naive snow
#

Why do you even want to reduce the % at which it can be used?

cerulean mantle
#

I changed the recipe so it doesn't require a sewing kit...

#

Now I'm trying to offset this.

#

Also made it compatible with your Multitool mod.

naive snow
#

Just craft a singular kit instead of two as an alternative recipe

#

Simple as that

cerulean mantle
#

What do you mean? So it makes a single use em kit instead of two use like usual?

naive snow
#

Keep it a two use item, but just output a single use of it with an alternative recipe

cerulean mantle
#

Wait, I can do that?

slim sorrel
#

I wanna try to create my first simple mod in stalker anomaly. Is there a faster way to test the mod instead of oppening and closing the game everytime the code changes?

naive snow
#

Ah I think I'm thinking of the death_generic file

naive snow
slim sorrel
#

Thanks you!

simple scaffold
# slim sorrel Thanks you!

The above is just a quick save quick load that uses the auto save instead of a quicksave. You can load any save to reload the scripts, no debug mode required

#

Well the numpad zero part reloads system.ltx, that does require debug mode but also has nothing to do with scripts, just ltx edits, to system ltx or items, mutants and such.

slim sorrel
#

ok, got it. Thank you

naive snow
# cerulean mantle Wait, I can do that?

Okay having a look in the ui_workshop script file, you'd have to modify the function UIWorkshopCraft:Craft() to check for an additional parameter in the recipe to be the "amount" result

#

Like ammo already does it to an extent, if checks the box_size and craft an appropriate amount of single use items

#

Extending the recipes to include an amount to craft isn't the worst of ideas, but that means you have to rework every recipe string yourself and it probably won't be compatible with any new recipe schemes from other mods. Unless you make a fail safe to check if that last parameter is nil (check if the string break returns a number or a character string, continue evaluating as long as it's a character string, the moment it finds a number instead of a pair of "part, #" then assume that this is the number to craft to replace "amount"

#

I might actually tackle this as a challenge if I have some time

simple scaffold
#

I think this is easier than reworking the entire recipe system. Less likely to conflict as well.

naive snow
burnt canopy
rich vessel
#

For editing ammo parameters, k_disp, k_dist, etc. What are they coefficients of? As in what is the math behind the different between .75 and .9 values and where is that? I don't know if I am asking that correctly

#

Or where is their behavior at different values explained? If at all

celest forge
# burnt canopy https://www.artstation.com/marketplace/p/2dpd9/textron-ngsw-r-assault-rifle if ...

We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:

00:27 intro
01:36 tools of the trade
03:30 content overview

Part 1: having a plan
04:01 intro to planning

Part 2: editing textures
06:57 intro to textures
29:27 thm files

Part 3: working on mesh...

โ–ถ Play video
burnt canopy
#

Oh sick thanks

naive snow
#

@simple scaffold is the 1icon_layer just picking whatever the icon texture of an item with the given name is?

#

So if I want to make a small icon for an alt text, I need to create a dummy item to hold that texture to reference

simple scaffold
naive snow
simple scaffold
simple scaffold
naive snow
#

[tch_dummy_Alticon]
icons_texture = ui\ui_AltLayer
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0

#

Like so I guess

#

Can the licon_layer even be displayed in the recipes menu?

naive snow
#

basically trying to make an Alt icon layer for alternative recipes

#

Wondering if I need to make a change on the icon itself

naive snow
#

Ended up just making an alternative icon

simple scaffold
simple scaffold
naive snow
#

Tried setting it up in the basic 0,0, so a 50px x 50px, with just the alt text as the iconlayer but that didn't work

#

Whatever coords I put in, starting from the top left corner

simple scaffold
#

without seeing the ltx i can't offer much

naive snow
#

My alt icon section was setup:

[tch_dummy_Alticon]
icons_texture                                        = ui\ui_AltLayer
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0

On the [tch_dummy_armor_repair_fa_1x]:tch_repair
I had setup the icon layer like so:

1icon_layer                              = tch_dummy_Alticon
1icon_layer_x                            = 0
1icon_layer_y                            = 0
#

The icon layer should have been displayed on the top right most corner, like most gun scopes

simple scaffold
random fulcrum
#

script layer freaks out with capital letters in ltxs

#

found out when trying to read from a fracture's bones section

#

it just straight up ignores it

simple scaffold
#

always makes my skin itch to see them in ltx. or in MCM paths.

#

sometimes capitol letters work. most of the time they break.

naive snow
simple scaffold
naive snow
#

Tho now my issue is that the count is half right (showing 2 instead of 4) and crafting the object returns 4

#
replace_count = 1
script_binding = z_monkey_workshop_tool_Multitool.spawnx ```
#

Ah my dummy might have been wrong

#

Ah fuck replace is the wrong one

simple scaffold
#

i would expect a count of at least 2 as well.

#

what is that red 2. i swear the crafting system only makes one item at a time, excluding ammo

naive snow
#

Ah because the count is the count of object * max uses since it spawns them as full?

naive snow
simple scaffold
#

not perfict. but still easier, and more compatable, than reworking that UI.

naive snow
#

Ah according to the script 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, could not spawn a number of items") return end for i = 1, count do alife_create_item(spawn, db.actor) end alife_release(obj) end
The count 1 would spawn one copy of a the item, so 2 uses

simple scaffold
naive snow
#

That I know. The idea here is to output a half charged multi-use item, for an alternative cost

#

Like by default the emergency repair kit comes with two uses

#

I'm trying to make a recipe that would spawn a 1 use emergency repair kit

simple scaffold
random fulcrum
#

xcvb's achievements mod has code that catches a crafting success

#

oh but it's done through the stat increase

simple scaffold
naive snow
#

Tho I'm unsure how to set the spawnx function to setup the uses

simple scaffold
#
function spawnx(obj)
    local sec = obj:section()
    local spawn = SYS_GetParam(0, sec, "replace_section")
    local count = SYS_GetParam(2, sec, "replace_count")
    local uses = SYS_GetParam(2, sec, "replace_uses") or nil
    if not sec and spawn and count then printf("someting went wrong, could not spawn a number of items") return end
    for i = 1, count do
        alife_create_item(spawn, db.actor, uses and {["uses"] = uses})
    end
    alife_release(obj)
end

this version will spawn the items it makes with a uses count equal to what ever you put in a new key replace_uses

#

if the key is not there then it will just default. no idea what happens if you try and give it to an item that can't have multiple uses. i would avoid that.

#

you could make the script read max_uses instead of replace_uses but i decided to keep them separate to give as much control as possible.

#

i probaly shouldn't have used uses as a varible name, gets confusing.

#

ok. changed it to the braket quotes thing to make it clear that one of those is a table key.

simple scaffold
naive snow
lethal garden
#

What the hell is " strap_position = -0.16, -0.1, 0" for?

fair canopy
#

3rd person/world model position when stowed

simple scaffold
merry heath
#

Is this the best discord for modding anomaly or is the main anomaly discord better

merry heath
#

This one is certainly the biggest so I'll ask here: is it viable to tweak the FDDA backpack animation so that the inventory opens immediately instead of waiting for the backpack animation to finish?

#

I like the animation for immersion but waiting for the backpack to open is tedious

#

I assume I mess with the backpack script

lunar nimbus
#

its just one Raven here and the rest are texturers
in main discord there are Raven and me (me asking Raven questions there)

lunar nimbus
merry heath
#

What I mean is I want to keep the animation playing but have the inventory open immediately instead of waiting for the animation

#

Is that viable

lunar nimbus
#

oh i think that will have so many possibilities to kill engine ;]
its possible yes and should be easy, but i dont recommend it

#

the amount of work u'll need to do afterwards is insane

merry heath
#

Really? I was thinking the same thing about food use animations, not closing the inventory but blocking item use while they play so you can still look in backpack while you're eating/drinking/healing

#

I guess there is a reason this stuff is like it is though

lunar nimbus
#

ah only to be able to look?

#

thats a bit easier, but well i still dont know if theres command to block mouse in gui xd

merry heath
lunar nimbus
#

check where mcm option for it leads to, im too tired for someone else's code ;[

merry heath
#

Seems like it's tied to the enhanced animations callback system and specifically calls the backpack ui open when the animation stops playing

merry heath
#

I just found the place in the script for this, haha... You are my savior bro

frozen flicker
#

loser question, has anyone got intellisense/autocomplete working in their IDE?
I'm using nvim

#

also I mean autocomplete for functions in the unpacked game folder

quasi narwhal
#

kinda like its done with the vim global for configs

#

and ofc use the .script ext. as a lua file too

frozen flicker
#

yee, I just added _g.script as a require at the top of the file and all the functions are showing up

quasi narwhal
#

idk if it's named the same on the nvim lua ls though

#

wait nvm this just auto requires if its in the complete PepeKMS

frozen flicker
#

I think you are onto something though there's probably a way to tell nvim to take files and consider them global

#

but a require() is a good temp fix for now

quasi narwhal
frozen flicker
#

I'm just trying to change the mouse pos on inventory open so I stop shift dropping my stupid bag

#

why change how me play when i can change da gaem to how me play

#

truly a wonderful idea

frozen flicker
#

modding is truly incestuous

#

I'm staring at some else's code that i am going to copy badly and then there's a chance someone will look at my code and copy it badly

random fulcrum
#

i mean imho the best way to learn is to study other people's work and dissect it to know how and why it works

#

stopping at just copying is a you issue

orchid parcel
naive snow
#

Oh wait that's my thing in the pins POGGIES1

quasi narwhal
merry heath
#

I also commented out the first 'key disable' so you can keep moving more when the backpack comes up instead of that microsecond stutter

#

this one

naive snow
#

Yeah I had fixed it so it stopped the other inputs, aside from the movement key (you want to stop certain keys in the inventory opening sequence)

#

Tho I have no idea where that version now isPepeHands

#

Oh yeah it was already part of the open_inventory_faster

#

You might want to also comment out the level.enable_input in that function too

frozen flicker
#

is there a dirty way to replace the mcm values on keypress, i am confuse
or are there any mods you know that do it

#

settings.x_pos = x ?

#

me dum i fink

#

brb

naive snow
#

Why not simply rebind the drop key instead of going about this roundabout way?

quasi narwhal
frozen flicker
#

also because i didnt think of that but we'll go with the first point pepestare

frozen flicker
#

first script ever, lettuce see if i am understanding the process

frozen flicker
#

I need to get better at splelling

#

my day is ruined

lethal garden
#

Anyone know where I can find the LTX that affects Mutant hide stats? They're a bit OP, making most outfit attachments (ballistic plates, etc) useless for the most part.

#

I've also noticed, that artefact and outfit attachment durability is no longer degrading for me

naive snow
naive snow
lethal garden
naive snow
vital tree
#

sigmas

naive snow
#

You can't

#

The source files of Anomaly have been lost to time, so we cant edit the maps anymore

#

Not really, we can't recompile either

#

You can attempt decompiling, but it breaks absolutely everything

#

New maps you can, but there's a reason why there's only 2 or 3 mappers ever, it's a dump of lost knowledge

#

It's overall all hidden in rusian forums and held by few individuals who aren't even interested in doing stuff anymore since they got burned out

#

You can attempt to reach a few in the Anomaly discord if you want

lethal garden
#

Just found this UI file in GAMMA Weapon Pack, labeled cwbonus

#

Are any of these weapons actually included in GAMMA?

naive snow
#

Nah they pretty much all left

naive snow
#

Different reasons, not getting into discord lore tbh

slow bolt
#

google it

naive snow
#

No. Just google it

celest forge
#

cw

#

that's cwwp

#

Those are not released

#

Why does gamma have unreleased CWWP assets in it

#

lmao

naive snow
#

The data mining is proceeding according to plan

celest forge
#

Or is that from that OLD ASS CW pack

#

From like 2019

fair canopy
#

I'm sure some of those were tarky assets

lilac idol
#

it's probably from the same source as the vector and ash12 in gamma

fair canopy
#

Mgrok gave me the assets for the mdr like a year ago lol

lilac idol
#

i thought it was a comission for bert

fair canopy
#

No. He wanted to redo the animations and I gave him the original files I had. And then we ended up just doing a thing together

lapis mountain
#

Is there a way to change the running animation of a pistol to be like the one of another pistol?

fair canopy
#

Not without a lot of work

finite musk
celest forge
#

Then probably the old ass cw thing yeah

lucid ginkgo
#

GIMP or Paint.Net? Which is more often (easier/recommended) used?

fair canopy
#

Depends on what you need to do. Both are free

slow bolt
lucid ginkgo
#

Guess I'll try both, thank you! peepohi

celest forge
#

Photoshop

slow bolt
lucid ginkgo
fair canopy
#

Who said anything about paying for it kekl

lucid ginkgo
#

I know what must be done, just can't say it cus of the TOS keksweat
That and I already have separate art programs installed trolltiny

last tree
#

Quick question:
I was lookin into trying to adjust the UMP45 to be single handed / fit in the melee slot. So far I figured that making a "mod" and editing the w_ump45.ltx file in /gamedata/configs/items/weapons/ will make it at least fit into the meelee slot, if I adjust the param slot = 2 to the value 1.

;0.6 BAS------------------------------------------------------------------------------------------------
[wpn_ump45]:identity_immunities,weapon_probability,default_weapon_params,wpn_ump45_sounds
GroupControlSection                      = spawn_group
$npc                                     = on
$prefetch                                = 8
$spawn                                   = "weapons\ump45"
scheduled                                = off
cform                                    = skeleton
parent_section                           = wpn_ump45

class                                    = WP_LR300
slot                                     = 1
animation_slot                           = 8
ef_main_weapon_type                      = 2
ef_weapon_type                           = 6
hand_dependence                          = 1
single_handed                            = 1

Yet my guess, that changing the value single_handed from 0 to 1, to be the trick to make it single handed as well seemed not to work ^^
Anyone able to help me out here?

random fulcrum
#

the file is most likely being overwritten

naive snow
#

Also you'd need to check if any dltx write or overwrite the weapon

last tree
#

did not check on that one lol, my bad, sry for that.
And as I changed the magsize as well further down the config I don't think that it gets overwritten, as the melee slot and magsize works perfectly fine.
(at least if partial overwriting is a thing... which I assume then welp, no clue how to check this)

naive snow
last tree
naive snow
#

Searching with notepad++ isn't the hard part (but it does help to see how to setup the filter for relevant files and the proper directory). The idea of launching it through MO2 is that is does the same file virtualization as when you launch the game. I.E assembling all mod files & conflict management to your Anomaly installation. So instead of searching through the mods folder and finding 15 times the same files that just gets all the time overwritten, you get only what the game would see when you do your search

last tree
quasi narwhal
#

enough said

lilac idol
#

wrong

#

true chads STAND using gimp

fair pollen
#

Substance painter snigsmile

summer stream
fair pollen
naive snow
#

I should share my substance painter export preset for bumps Chadge

summer stream
#

i dont understand shit on it

#

(and that would be VERY thankful)

naive snow
#

I'm out hunting this weekend, I'll try to send it on Monday

summer stream
#

ah, good luck

quiet sorrel
#

hey, anyone know what i should write in the ltx to make a specific item undroppable?

#

just like any quest item like the psy helmet

slow bolt
#

from death_generic.ltx and the like

quiet sorrel
#

maybe there's some kind of parameter or smt

opal void
#

Is this where the cool kids hang out?

plucky path
#

Alrighty, would anyone like to help me by telling me where the values for damage taken by bullets that didn't penetrate the armor are? (I mean enemy's armour, I wish to reduce the effectiveness of FMJ as I feel like AP ammo is way too weak in comparison, it's usually a singular shot more to the head)

#

As I feel it would be easier rather than lowering the AP damage of each FMJ bullet in the groks ballistic overhaul

opal void
#

I have no idea honestly

#

I see what you are trying to do

plucky path
#

I found the bone profiles and ap scales in there but I'm not sure if that's exactly what changes it

#

As it's just scaling ap damage based on the armor type

summer stream
#

im pretty sure that you need to find t his one

plucky path
#

That's the ammo property

summer stream
#

since k_hit multiplies the damage

plucky path
#

Isn't it?

#

Also it's a hybrid issue of the FMJ just breaking the armor after a few shots and dealing enough damage while trying to kill the target

#

That the result of the shooting with AP is for example 5 bullets to the head on a SIN with nosorog and heavy helmet

#

While FMJ does it with 6 bullets

summer stream
#

just decrease ap slightly with the k_hit

#

and you should be good

plucky path
#

Yea but that's what I'd need to do with EACH ammo type

#

So I was wondering if you guys know where the calc for damage taken without pen or at least the armor's condition damage formula is

#

And I'd just decrease the AP damage taken by rounds that don't pen

#

Hopefully alongside damage taken in general

summer stream
#

this one

#

i suppose

#

or 181

#

yeah it's 181

#

it's in scripts

plucky path
#

Thank you!

#

I must have missed it when I was looking at it, since I only found the ammo values

summer stream
#

yes, shit power

plucky path
#

By the power of shit and sniper leg meta combined

#

So I would need to reduce the multiplier of damage taken by the bone's armor

#

local armor_loss_increment = tonumber(k_ap * 0.60) -- reduce bone armor depending on k_ap

#

And that SHOULD make non penetrating rounds take longer to break the armor

#

So instead of changing the ap pen values of each ammo bullet, I can just make it a 0.50 or 0.45

#

Time to change it and launch the tests

plucky path
#

Nope, didn't seem to work

plucky path
#

Changed the k_ap on the 5.45 to almost non existent but it still dealt the same amount of damage and took the same amount of shots

#

So there must be something else overwriting this

summer stream
#

check the red boxes

plucky path
#

I did

summer stream
#

or just down the information and this

plucky path
#

It's ammo icons, CQB, Recoil, Large Files (has no edits to damage, it's just weapons themselves and animations for the most part), same with weapon pack, scope radius fixes, world models,

summer stream
#

cqb

#

MAY do something with it

#

but idk

plucky path
#

๐Ÿ™‚

#

I have haphazardly decided that CQB would only change melee weapons etc

#

IT HAS THE ENTIRE AMMO FILE IN THERE

#

Why is the ammo file in multiple places?

#

If all of the mods were made by grok and integrated into gamma

#

Redundancy?

summer stream
#

idk

plucky path
#

Thanks anyway

#

Okay so manually changing the ammo AP value worked

#

In the CQB

#

Changing this to 0.30 instead of 0.60 as it is by default, made it so that it now takes 3 shots of AP 5.45 and 6 shots of FMJ 5.45
It was 2 and 3 before the change

#

So now it is worth it to use the higher calibre as their higher damage will actually matter more

#

And using an ammo type that does not penetrate means it's way harder to kill an enemy

#

Instead of the 5AP to 6FMJ usual difference

#

0.40 still uses 2 AP shots and 5FMJ, so it doesn't make the enemies tankier if you are using the proper ammo which should be AP, I'll need to test if it doesn't change some other damage barriers like 7.62 etc but it looks promising

naive snow
#

Have you been testing all this on the hard difficulty multiplier?

#

By default the fake start scene if you've been testing in there is on the easy difficulty

steep saddle
#

Hi, had a thought but I don't really know how xray handles thing, so I have a question. Wouldn't putting a ramp on stairs would make it easier to walk up? Rn it's kinda choppy and running up stairs is almost useless bc of the clipping

naive snow
steep saddle
#

Ohh that explains all

naive snow
#

Otherwise it would have been fixed a long time ago

steep saddle
#

You would have to edit the engine even more ?

steep saddle
naive snow
#

No. The sdk, what allows us to compile the map into a playable versions, the source files for it have been lost to time

#

Well the source files for the map+edits made by the anomaly devs

steep saddle
#

That's a bummer

lament vapor
#

Guys i dont know shit about modding, how difficult would it be to add another piece of furniture to the hideout furniture mod?

lament vapor
naive snow
lament vapor
naive snow
#

What are you even trying to do in the first place?

steep saddle
lament vapor
#

Would add athomsphere and decoration

#

In my opinion

naive snow
#

It's a tad more complex than ripping a model online

lament vapor
naive snow
#

We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:

00:27 intro
01:36 tools of the trade
03:30 content overview

Part 1: having a plan
04:01 intro to planning

Part 2: editing textures
06:57 intro to textures
29:27 thm files

Part 3: working on mesh...

โ–ถ Play video
#

It's not for hideout furniture stuff but you'll at least have the info on setting up your blender, texturing and basic rigging. Just reverse engineer other furniture pieces

lament vapor
naive snow
lament vapor
naive snow
#

Yeah making a poster texture is way easier

lament vapor
naive snow
#

Save your textures in the proper .dds format and name it correctly and it should replace the one of the poster

naive snow
#

To the hideout furniture mod?

plucky path
#

Is there a way to just change the difficulty while in the debug area?

#

I've run a test on a different enemy so the stats might not be the same but using same gun ammo etc

#

It was a 3AP to the head compared to 5FMJ to the head on hard

#

I'll change the numbers around and compare

lament vapor
naive snow
plucky path
#

I've changed the numbers around and it was 4 FMJ with default setting instead of 5 with my seetings
And 2 AP to the head instead of 3AP on my settings, granted it was a different enemy

naive snow
naive snow
plucky path
#

Yup, just forgot about that amidst all the other things I was checking

#

So this change made the enemies tankier in this one situation, but also widened the AP and FMJ gap

#

So I've partially achieved what I wanted

naive snow
#

At the top of the gboob file there should be a table of the local difficulty modifier, take the third entry and copy that number to the other entries and everything will be always on "hard"

plucky path
#

I just loaded my save and used the duty nosorog guy at rostok as the test

#

My save is already on hard

naive snow
#

You're shooting at Gravilenko as a test?

plucky path
#

Yup, does he have his own modifiers?

naive snow
#

Doesn't that guy have some increased resistance?

plucky path
naive snow
#

You should test it out instead on the same default sim duty 5 or something, so you at least get an average

plucky path
#

He is not in the tough important NPCs

#

Yeah, back to the labs forgot the debug didn't account for the difficulty

naive snow
#

What's your shooting distance? Are you taking into account the Grok's cqb stuff?

plucky path
#

Grok CQB is completely overwriting the main ballistic in the grok bo script section at least

#

I'm shooting from 10 meters

naive snow
#

That's gonna harsh when shooting afar kekl

plucky path
#

Landing consecutive headshots isn't easy either

#

More reasons to pick up AP ammo

#

And learn to aim

naive snow
plucky path
#

Unless you have a good way to freeze an NPC

#

So they don't react to being shot

naive snow
#

Time_factor 0.1

plucky path
#

In the main debug console?

naive snow
#

Yeah the ~ key

plucky path
#

Do your companions take reduced damage?

#

From your shots?

naive snow
#

I think so yeah

plucky path
#

๐Ÿ™‚

naive snow
#

Not specifically from your shots

#

Just all around

plucky path
#

Cringe, I wanted to have a good measuring tool

#

Duty doesn't have a default 5

naive snow
#

Use whatever group 5 you want whatever

#

You can also do a save state in the fake start map to ensure consistency

plucky path
#

Hard difficulty, Master Duty in full exo, headshots

  • 0.60
    AK74 20 meters
    FMJ 4
    AP 2

  • 0.40
    AK74 20 meters
    FMJ 5
    AP 2

random fulcrum
#

are you sure you're on hard

plucky path
#

Yes

random fulcrum
#

because the f2 map is locked to easy

plucky path
#

Burn told me that

#

Now I'm in rostok

#

Shooting at a spawned NPC

#

Not a companion

random fulcrum
#

yeah if you started from the f2 map

#

and warped elsewhere

plucky path
#

No

random fulcrum
#

your game is still on easy

plucky path
#

It's on my save file

random fulcrum
#

just making that clear

plucky path
#

Used it against another enemy and it did increase the amount of FMJ shots

#

While keeping the same amount of AP shots

#

It might work different in edge cases

#

But since I'm just editing the formula for damage taken by the armor from ammunition that didn't penetrate it

#

They are consistent

#

Looks like I did what I wanted, thanks for help Burn and Maka

#

๐Ÿซก

wide cedar
#

is there a mod for loot claimed bodies to be actually looted by the claimer? or rather some fix for loot claim to drop claim regardless of what is the source of death (right now it seems to do so only if the player is the killer)

slow bolt
wide cedar
late flare
#

Does anybody know of a way to make it so that all weapons with the picatinny rail can support all weapon sights? Instead of some having a much reduced selection

slow bolt
late flare
late flare
celest forge
#

They found partially eaten human remains in the house of the guy who made that tutorial tho

lilac idol
#

it's obvious

summer stream
#

im just waiting for the substance painter thing so i can do my own stuff

rare sage
#

is it possible to get the display name of an item in a script?

naive snow
fair pollen
summer stream
merry coral
#

Anyone know how I can edit the outfit outfit properties for Gamma?

I'm just trying to add 1 arte slot to the starter jackets, (mainly Redline Jacket)

But I can't figure out where these files would be for Gamma...

wispy ferry
merry coral
wispy ferry
#

any text editor will do, I prefer Notepad++ because it's a lot nicer than basic Notepad

merry coral
#

Oh one more thing, how do I find an outfits ID name?

wispy ferry
#

the easiest way is to use the in-game debug item spawn menu; when hovering over an item it will show the ID

#

if you just want to change the artefact slots of outfits, then your DLTX mod will look something like this:

![leather_jacket_ID_1]
artefact_count = 1
![leather_jacket_ID_2]
artefact_count = 1
![leather_jacket_ID_3]
artefact_count = 1

merry coral
wispy ferry
#

nope! only the stats you want to change need to be written into the file

merry coral
#

Okay! that seems doable. Thank you ๐Ÿ˜„

#

You've been a tremendous help! โค๏ธ

wispy ferry
#

happy to help
the only difficult part of a DLTX mod like this is to do the file structure properly and to get MO2 to properly recognize it
and even that gets easy after doing it a couple times

merry coral
wispy ferry
#

oh no, sorry that's a leftover from when I wrote that as just a long-ass message on Discord, it's just to bold and make it easier to see
**mod_system_whatever_name_here.ltx** becomes mod_system_whatever_name_here.ltx

merry coral
#

Gotcha, and by system name I have to put my PC name in it? or it can just be anything?

wispy ferry
#

you need mod_system_ at the start of the filename, but other than that it can be anything

merry coral
#

Sorry if these are stupid questions, I've never messed with modding for Stalker (Never made any mods for anything tbh lol)

wispy ferry
#

it can be just like that, yes
not sure if it can have no spaces, but it's just like that so it looks more neat and tidy

merry coral
#

Okay cool! ๐Ÿ˜„

wispy ferry
#

and no worries, I could maybe rewrite the guide at some point
if you're having a hard time, you can use this as a base
it's some random changes I'd done for experimenting with DLTX changes

merry coral
#

and I make the extension.ltx right?

#

as opposed to "dltx"

wispy ferry
#

oh yeah right, DLTX is just the uuhhh engine thing that loads .ltx files
so yes, keep the file type as .ltx

merry coral
#

Okay! ๐Ÿ™‚

#

This is exciting! I really do seriously appreciate your help! You're amazing!

wispy ferry
merry coral
#

can I use 7zip or does it have be a windows zip?

wispy ferry
#

it can be, 7zip is just recommended because it's a better program

merry coral
#

Gotcha

wispy ferry
#

MO2 recognizes .zip, .7z, .rar and a couple others
I just use 7zip to make regular .zip files

merry coral
#

Aight, I just finished it and installed it! Lets hope it works lol

wispy ferry
#

do prod me if it doesn't, and do send the file

merry coral
#

it works! HELL YEAH!

wispy ferry
#

hells yeah bud
you're a modder now!

merry coral
#

Thank you so much bro!

#

You're literally amazing

#

Thank you so so so much for helping me! ๐Ÿ˜„

wispy ferry
#

just doing my part, figuring out the magics of properly using DLTX took me a bit but it's pretty intuitive after a bit
since most properties you want to change are just as written in the debug menu (the outfit editor in debug menu shows the correct names and values even if it doesn't properly stick the changes)

#

some others I found by looking at other mods
like the tweaks mod I sent earlier has copies of a couple items with changed stats
outfit legs changed too

#

like a copy of the GSH-18 but using the 9x21mm cartridge
it's as simple as this code if all you want is to be able to spawn it from the debug menu

ammo_class                  = ammo_9x21_sp10, ammo_9x21_sp10_bad, ammo_9x21_sp10_verybad, ammo_9x21_sp11, ammo_9x21_sp11_bad, ammo_9x21_sp11_verybad, ammo_9x21_sp12, ammo_9x21_sp12_bad, ammo_9x21_sp12_verybad```
merry coral
#

True enough! Thats cool as hell

plucky path
#

The actual good chat in gamba

plucky path
#

Plenty of overwriting upon overwriting

wispy ferry
#

and I choose to add to that pile
oh, and that might have been written to work with a mod that adds variants to 9x21 rounds, a cheapo FMJ and a somewhat overpowered HP variant

plucky path
#

Some of the redundancy is needed as some mods don't belong to grok, but there are specific gamma grok mods that overwrite each other multiple times

wispy ferry
#

DLTX does make it easier, for better and for worse, to adjust a thing several times
haven't checked too closely as to what files have a hard overwrite going on, but I would not be surprised if some mod has an overwrite of an overwrite of an overwrite

plucky path
#

And that would made it more difficult to edit for the average player that wants to "tick off" an addon or later deployements for when you want to get rid of a feature

wispy ferry
#

could see at least a double-overwrite for a few
base mod, mod that adds onto that but requires base mod for assets, gamma balance addon that requires both previous mods

plucky path
#

Yup, they'd need to merged. Assuming grok has the right to do it, which in a good part of gamma mods he has

summer stream
#

@naive snow just a quick reminder about substance painter jokerge