#โ๐mods-making-discussion
1 messages ยท Page 80 of 1
doesn't matter, random scopes spawn regardless, chance depends on economy difficulty
Is there a way to stop certain scopes from spawning?
afaik no, you have to delete the section
I am yeah
r, for random i guess
It pools all attachments into the same class so i'm not sure if you can do JUST scopes and no suppressor or GL
just scopes would be 0 flag
unless it's a gun that uses original scope system like raven said
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 ?
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
4 for silencer, 2 for UBGL, 6 for both
scopes spawn randomly regardless of the flag
Sweet thanks!
I'm adding a heater function to the Surge Protector when wearing a scientific suit.
If this works, I'll add a battery function as well.
Thank you
Oh I made a mistake .
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.
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.
Because I can't have Surge Protector before changing outfit.
And I can't execute them in one function, since the moment a change happens to outfit, all belt slots are unequipped.
I have to a section to add the value of surge protection in the cold.val calculations.
Too much work atm, next weekend.
How do I make guns not sellable to merchants ?
delete the trader ltx in the configs folder

i can not wait for these's!
R - spec/gloss
G - normal z
B - normal y
A - normal x
The O can be added as a layer to your base color texture, set to multiply and put to 75% opacity or something
ahh
can you showcase me in vc? 
since im kinda
braindead 
i dont understand where do i put it
my most is to make bumps out of ready assets
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
Send me all 3 files + your base color
done
For base color

Double click on the layers to assign which channels you want them on, exemple the gloss goes in your red channel
The channels on your normal map represent directions
So you CTRL + A to select All, with only a channel displayed, CTRL +C to copy, make a new layer, paste it
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

For the alpha, just select your Normal X layer, CTRL +A to select all, CTRL+C to copy, go to your alpha channel, paste
You should have something like this as a result
Which is your bump
You want both as psd?
yeah
do i need to copy every channel
like
ctrl+a on red then ctrl+v
or just all of them
Do them one by one
Just "extract" them all and rename them from what you just copied, it's easier to sort it out after
You only need to really extract the Y and Z of the normal, the rest not so much
btw, extracting is just, copying them and pasting, right?
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
Just do it one step at a time and you'll be fine, anyway it's non destructive work and you can always restart
the original blue channel is supposed to be white
You don't need to get the alpha channel. You just copy and paste the normal X into the alpha channel
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
Alright so step by step
Hide every layer except the normal map
Go to your channels
Select only the red channel
Yeah its your Normal X
damn
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
now
where do i put the gloss
in the y, or z
or the red
since for some reason my gloss is this 
and my entire result is

cyan mess
never used gimp before
so it'll go
red - the smoothness/specular map
green - blue
blue - green
alpha - red
the original RGB being from the normal map decomposed
Hide you X layer
You messed up your Z too
Don't forget to hide ANY layers above your normal map layer when "extracting" your channels
Otherwise you're just copy/pasting your top layer
Good

Hide your X layer
Now just check that you have the proper channels assigned to spec, normal Y and normal Z
There we go
i can finally do bumps for the stuff i wanted
Congrats you did the thing
๐
i'm so glad once i figured out the chaiNNer flow to make bump maps i never had to mess around with channels anymore
cause this gave me ptsd just of looking at 
i had ptsd by just
I just have a custom action in PS that makes it for me when i feed it the specular
looking at it
i need to do an operation that does it AUTOMATICALLY
so i dont fucking die
Yeah, that
I haven't gotten around to trying out chainner
funny enough how i just randomly looked at the assets and thought it was the cod ones 
now i need to suffer
I'm too used to doing it in photoshop 
helping gf rn but i can send a flow for u to have a look at
it's just install chainner, load the file & use
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)
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)
I used the height file there just for an example cause I didn't have the spec. map for that bark 
Just download chaiNNer here: https://chainner.app/
Install it, Ctrl+O, open this file and have fun 
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
Can anyone gelp me make audio play for modded grenade toss
Just add or string.find( actor_weapon_name, "grenade_section")
@supple glade
Find these for your modded grenades.
Then on that wall of text script, add or string.find(actor_weapon_name, "the section")
Why?
That paragraph is designed to read your weapon. If your weapon matches any of these weapons (=grenades) it will execute the rest.
So by adding the or string.find (etc.), you are adding your modded grenades to the list.
I did that, but it still doesn't work
I found the mod file and got the section which is the same as in my screenshot.
Do you have companions?
yes
the gamma vanilla grenades work fine, its just the modded ones
Alright. Well, quick question, what entry in a LTX enables ADS for a weapon?
@lethal garden The setting you're looking for is this.
zoom_enabled
You'll want to switch it from "False" to "True"
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.
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.
You will need to manually adjust the values so use Iron Sights as your base to work from.
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
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
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.
maybe repair_type
that looks right
Sounds fun, but can you guide me where i can find that?
Was there a mod for less mutant hides fetch quests?
Or more hides dropping
Fkng tired of "2 flesh hides" when I got none in 20 hours of gameplay
You could tweak the drop rates yourself, but no the fetch quests haven't really been updated in forever
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
Change the line in the weapon's Ltx or find the dltx mod that already moves weapons tier. Could also just make a quick mod dltx to do your own balance patch
can you please guide me where i can find weapons ltx? i dont think i have the knowlage to create my own dltx mod
Just use the MO2 search bar with the debug name of the weapon. Example:wpn_blahblah
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
search in mo2 inside configs/items/something something for w_yourweapon
You need to search in MO2 to see the assembled file correctly
!mo2search
@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
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.
Whatever suits your tastes
Anyone knows what could this be?
!WARNING : level.object_by_id(nil) called!
Found it in the log and started wondering
first person body mod non fatal error
That means?

ignore
Okay. Fair enough'
Where can I find "Sky Dome" exoskeleton configs?
Open debug, use the spawn item menu to locate the item debug name, Search in your files with that
I've been looking for this for months.
That seems like a horrible thing
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
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
Because now, in addition to barrel, trigger mechanism also cannot be swapped on the field :D
But I didn't do this solely for the weapons. I did this ONLY for the armors.
Weapons were just a byproduct.
Next playthrough is going to be so much more fun.
Heres my retexture and reposition of the EFT RFB compared to the original (gross)
anyone knows of a mod where you dont instantly travel upon walking in a travel point but instead its shows a popup?
Just disable the smooth transition mod
allright
may i know whats the difference beforehand?
It will do exactly what you asked
ah allright thank you
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?
What's the debug name of the outfit?
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?
That's a though question, maybe Lutvner or Demonized would know? Ask in the Anomaly discord
Probably a legacy tech from the first engine builds
Good to know that there's no need to fix mismatch of those
Yea probably something from past
This makes life easier too
Doing downscalling work?
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
I left them all empty, even the mode filter
Just bump, and use method
"Military_bandit_outfit" I have a mod that displays section names in item descriptions, it's very neat!
Also guys, my outfit attachments and Artefact conditions are degrading/decreasing. The "artefact conditon" MCM is enabled. Any idea?
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!
Is it possible to enable crosshair when using alt aiming?
Hmmm crosshair is an option that is saved in your user.ltx, so in theory it's a console command, you should be able to hook in the ADS function, check if you're alt aiming and turn it on/off
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
It will ask if you want to transition. You can say Yes or No. Enter acts as Yes also.
If you say No, you will be teleported a little back.
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.
Thank you for the info
I'll check it out as that's where I'm at rn
is there a way to make traders not sell weapon attatchments?
demonized's trader destockifier
Add them to the trader black list or use the destockifier
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?
nvm, found it myself
It's something beautiful.
@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
Also as an added bonus, it unplugs the fucking alpha channel automatically to avoid the wack ass models with transparency
This will only work if you have your Blender properly setup through MO2 and have your texture paths set to your anomaly folder

Modeled gas tube for simulated gas 
I mean you can try it too without. It uses the image node that is already connected in there to check for the path, so whatever is in there should work
And I just load it as any blender plugin, ye?
Nah, open a new window or go to the scripting tab, just load it in the text editor and hit play
Tell me if you find weird edge cases and I'll modify the logic for fetching the bump. (Things like _albedo or whatever)
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.
I gotta go so i'll try when I get home
The problem I think is that I don't main my main textures anything
Like they don't have any _diff or _albedo at the end or anything
They're just tex_gun_main or whatever
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
if your bump is named tex_gun_main_bump that should still work
As long as they have the same general name
If you name your main texture something like dfjdifjdijf and the bump is adakoakpawd it won't find it for sure
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
Best ask in #โ๐ฐโขnewbies-chat or #โโขstalker-chat
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
Fun little try, it actually works for the levels too, tho it takes a toll on your machine 
Pretty decent to preview textures too
@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
i think you can share it to pavel on his git
more automation 
I mean, this is so coooool

I'll check with him if it's something that could be added as a button in his plugin, why not
was gonna say, this could probably be added to the addon itself
yeah button option would be great since you don't need to load these always
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
It just assumes that the bump is in the same folder with a decent naming like _bump at the end
To make this proper we'd have to check and load the .thm and that's a whole can of worm
i believe only flora textures have different bump names paths since 3 or more textures use one normal
Quick slots Plus
Dude this is just so fucking cool, you have no idea how much this will help any person who's working on textures

Thanks man for this amazing gift

Would loading the _bump# for the height be something that could also interest you?
That will be the last thing we need to make progress even easier 
I mean loading all maps and changing the value immediately for the results I'm looking for ?
Super cool
It only loads your bump, so if you need to edit it, you still have to do so through photoshop/gimp, save it, and reload it in Blender
Or I guess you could use the texture paint thing with the blender .dds to resave it
But you'd be a fucking mad man to try and texture paint normal information
Nah I mean seeing something live and changing it the way needed is making life easier except opening the game and checking the results
Oh, I already edited normal maps with ps 
Here's the issue tracker for those interested in the development
https://github.com/PavelBlend/blender-xray/issues/822
upvoted 
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!
When I "delete all squads" I can then load into jupiter, but "delete common squads" doesnt do the trick
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)
try using Draggable Hud Editor on Moddb!
oh. ok that might work, but im not sure, i can give it a try, im sure my monkey brain can figure it out
Yeah this seems to only work with the way you load textures via MO2
I'll try that another time
I just don't have time rn to swap my blender launch to MO2
Huh that's odd, I did fix it and try using some random ass folder
What's your blender console window looking like?
This?
Oh, aight
Like it should have something similar:
Mind you this is on the tomato conserve can
Well it did work for your bullets
Ohhh are the textures on another drive than the one where your scene is?
Uhhhhh
Yeah I think so
I have blender installed on my main c drive
the textures are on the E drive
And your stuff is on the E drive?
Alright good to know, I'll fix it, the file path thing blender uses doesn't really like different drives
๐ค
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:'
Thanks I think I know a solution, just gotta try it out.
My pleasure, it's a fun challenge and I'd rather do this than finish fixing the canned food models 
Here, try this on for size.
I tried loading stuff from my G drive instead of C and it worked
Without bump
with bump

Thanks man
Now I just gotta figure out how to make it not look all washed out
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
Nice to see the details on the grip really stand out with this
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.
Yeah you can get it pretty roughed up lol
question, if i want to add a new suppressor, do i write this down so it can be counted as one?
Depends what you mean by adding.
You still need to make the ltx to create the item section.
The gun model needs to have it modeled in for every scope combination and no scope model.
You need an autoinject for traders and npc loadouts if you want to buy/trade said silencer.
You need to add the proper silencers lines to your gun ltx
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
just for it to work, since when i try to put it on a gun, it doesnt gets on it
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 
silencer_name = fischer(the suppressor i did)
it says that I CAN put it on
but it just refuses to

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
Is your silencer rigged to the right bone?
and you did put the silencer_status = 2 (2 means removeable)
yes
it's a different bone
Afaik for the silencer to be "hideable" the engine checks this bone:
YES
it's all the SAME
it just doesnt work

@naive snow basically it's the same glock that had problem with bullet bumps
Oh yeah that one. Package me your gamedata folder for it again and I'll have a look at it after the corn can
here
wait shit 
Is the Fischer an existing scope ? or is that something you made?
oups
wtf is that monstrosity
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 
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
yes
im gonna sort it out
LATER
not now tho
You're dltx'ing your own dltx?
What in tarnation are you doing
yes. 
Also not really
if you saw anything down the items folder, i forgot about it
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
Gluck'd
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?
Is there a way to make the debug menu outfit editor work and if not is there a different way to change armor stats?
You go to .ltx files and change that
like any modder
where can i find the file for this? 0 weight on mats sounds interesting
Could be both the bump itself and the THM
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
i made my own file but any mod_system ltx file could be used
I looked into the THM files and saw that the weapon modder was setting metallic shaders on matte polymer parts. I changed it to OrenNayar Blin and it looks right now. Thanks for the tip.
The age old copy/pasting of thm 
It's this mod: https://www.moddb.com/mods/stalker-anomaly/addons/scar-pack-animation
But now, when I look at his video, the guns are not that shiny. Is it possible that modded exes at some point changed something in how the textures look? Come to think of it, I noticed the shininess on a lot of guns not so long ago.
The moded exe don't really touch that. Maybe you cranked the DONT TOUCH specular setting or otherwise something to do with your Enhanced Shader. Weather configs could also be playing an impact on how much reflection everything receives
The reflection code of SSS also has undergone quite some significant changes over the last few patches
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
Yeah Ascii did rework quite a bit the guns shader over the past years
Random question, can you dltx scripts?
No scripts are Lua. You monkey patch them
how do i bake textures or bump maps in substance painter? 

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)
You make a custom preset export, the shader template you pick when starting a new project needs to be the specular workflow
Just grab the Weapon Sway mod and check how the hold breath is done
Could someone please send me the artefact reinvention?
Nvm, I was writing something, instead put a 01 in front of owner.
Next step is to bring back the repair kit usage for upgrades.
Completely forgot about that. Good idea! Thanks Burn ^^
Hold breath sadly doesn't mute the breathing sound
But it does, I'm playing with it. Your character goes "Ompf.......... Breathe out when released"
I mean just install and try it 
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
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)
what would replace UGP since its outdated?
Wrong channel
!ugp
@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)...
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?
alright, better question now
why are some weapons listed multiple times and what do those numbers after it mean in npc_loadouts_faction.ltx ?
They were listed because they were thought to increase drop rate ratios for certain weapons. They don't
and if i add a different gun in the list, it will appear in the game on random?
Under whatever rank and faction you added it under
yea...yea...so it will work.
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
Are you sure every single recoil parameter in the LTX files are the same
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
I think that's hard coded as random but I'm not sure
nvm, found the issue. there is a override of exactly only the recoil values in a file named grok's enchanced recoil.ltx
Welcome to DLTX. If you really want to find and edit guns properly. You're better off launching something like Notepad++ through MO2 and then just searching through everything in your Anomaly/gamedata
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
Photoshop

Select the area you don't want with magic tool in PS then put them in a inverted mask layer for a hue sat adjustment layer, very fast and easy
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.
Search through the xml files to obtain the string id, do another search with that string Id and it should give you the event task generation
there is a mod for tweaking certain values of it, #1050738856569344010 message
thank you both, i will check out both ways ๐
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?
Change the LTX, refer to Grok's helmetless mod on how to
Thank you I'll check it out
sorry to bother you, but how did you mo2 have that notepad ++ option? i just installed it and stuff and i cant open the file explorer with it or....i have no idea what is going on
Use the drop down, use <edit> add whatever software you want like vs code or notepad++
how to say this. can you dumb it down for me and with a imagine or two please?
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
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
Why are you opening explorer++.exe?
What even is that file?
Oh it's the virtual file explorer thing
yeah, i dont understand why it opens that
Probably because you didn't change the start in section
Just close that tab, you should be able to open whatever else with it
ok, so....wait.i just opened whatever and basically i see everything more or less the same as i would using simply notepad
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
alright, i understood that far
lol kek cheburek
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
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
What are you even searching for and how are you searching for it?
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 *
you have no idea how much i just facepalmed. alright, i assume that is all. thank you very much for explaining how this works
Not surprising considering the parent section they inherit from
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.
Why do you even want to reduce the % at which it can be used?
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.
What do you mean? So it makes a single use em kit instead of two use like usual?
Keep it a two use item, but just output a single use of it with an alternative recipe
Wait, I can do that?
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?
Ah I think I'm thinking of the death_generic file
Just hit F7, numpad 0 and F5 for a script reload in game
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.
ok, got it. Thank you
I wanna try to create a simple quest. Is this the best place to understand how to do it?
https://igigog.github.io/anomaly-modding-book/quests/introduction.html
Or is there something more uptaded?
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
I think this is easier than reworking the entire recipe system. Less likely to conflict as well.
Ah yeah that could work too. Since the load recipe function was already splitting everything via "," I was simply going to check whether that first character of T[2], T[4], T[6], etc was a number and use that as a multiplier to the amount crafted.
I wasn't sure if you could make a "copy" of an item that would still be stackable if it had a different name to it
https://www.artstation.com/marketplace/p/2dpd9/textron-ngsw-r-assault-rifle
if I bought this model, is there any guides on how I could learn to rig it or bring it into the game
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
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...
Oh sick thanks
@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
Doesn't need to be a full item. Can be a section with just the icon lines.
Does the icon size and inv grid number need to be initialized?
All 5 lines if you are not using something from the default icon file like I am on that example.
The fifth line being the icon texture path
[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?
Or does the alternative icon have to be drawn on the actual item icon for it to work?
basically trying to make an Alt icon layer for alternative recipes
Wondering if I need to make a change on the icon itself
Ended up just making an alternative icon
no, there is no cord checking. they can be negitive, they can even go out of bounds and overlap the next item's icon, or overflow the UI. it is on you to keep #icon_layers (mostly) in bounds of your icon.
if you own the icons this is fine. not like you are doing thousands where the dds file will get huge or something.
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
without seeing the ltx i can't offer much
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
try without the capitol letters
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
always makes my skin itch to see them in ltx. or in MCM paths.
sometimes capitol letters work. most of the time they break.
Ay yeah that worked!
i wonder how many errors are due to capitol letters in sections embedded in model or level data
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
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
Ah because the count is the count of object * max uses since it spawns them as full?
For multiuses items it prints the max_uses
ahhh, ok. that makes my original suggestion of making a 2x, 5x or 10x icon work better than i thought. it will pretty clearly be read as 2x the number in red.
not perfict. but still easier, and more compatable, than reworking that UI.
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
yes but if you only want to spawn the item once...
you can make multiple recipies that output the same item, using different stuff just change that leading x_ to y_ or something like that.
you only need to go thru all this extra work to mess with quantity of the output.
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
ah I see. this method can still wotk for that too.
you need to change the spawnx function to change the uses. I forget if you can do that on spawn or if you need to make a timed event waiting for the new game object to come into existence.
xcvb's achievements mod has code that catches a crafting success
oh but it's done through the stat increase
hmmm. it must be reading that from the ltx then so you could make your dumy item have a different max uses value to reflect the actual number of the items being crafted. or in your case the actual uses.
Yeah setting max_uses = 1 in the dummy displays properly in the UI
Tho I'm unsure how to set the spawnx function to setup the uses
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.
my blurred memory of being able to set uses on spawn turned out to be correct. this is much simpler.
(of course this just uses a system that does something like the timed event just in another way. but it already exists so way easier to code)
Got busy with something else. This works great. I'll integrate it as part of my multi tool mod and rework some recipes with this
3rd person/world model position when stowed
@orchid parcel this may be useful
Is this the best discord for modding anomaly or is the main anomaly discord better
yes and no
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
?
its just one Raven here and the rest are texturers
in main discord there are Raven and me (me asking Raven questions there)
u can disable it in mcm
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
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
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
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
Where would I edit FDDA to allow this and open the inventory screen immediately instead of waiting
check where mcm option for it leads to, im too tired for someone else's code ;[
Seems like it's tied to the enhanced animations callback system and specifically calls the backpack ui open when the animation stops playing
This was done already
pins in #1150520636406513785
I just found the place in the script for this, haha... You are my savior bro
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
i'm not 100% sure for nvim but i think you'd have to add the unpacked scripts as globals in the lua-ls config
kinda like its done with the vim global for configs
and ofc use the .script ext. as a lua file too
yee, I just added _g.script as a require at the top of the file and all the functions are showing up
try the Lua.completion.autoRequire option
idk if it's named the same on the nvim lua ls though
wait nvm this just auto requires if its in the complete 
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
yea you can always require them on top and delete later etc
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
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
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
Thank you!
Oh it's doable, I did it on my version
Oh wait that's my thing in the pins 
holy based script yes plz
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
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 is
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
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
Why not simply rebind the drop key instead of going about this roundabout way?
there's a typo on the first if condition in the on_key_press callback
to become learned because anomaly modding confuses and scares me
also because i didnt think of that but we'll go with the first point 
first script ever, lettuce see if i am understanding the process
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
Just search for any string in the description, find any section using that top ID
Outfits attachments and artifacts, other than perkifacts never degraded
Okay! I've got Notepad + searching now
Alternatively, use this to look in-game for the section names in the tooltips, then just search with that [blahblah], you'll find every dltx and the base section
okay thank you!
sigmas
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
Just found this UI file in GAMMA Weapon Pack, labeled cwbonus
Are any of these weapons actually included in GAMMA?
Nah they pretty much all left
Reference check with the name
Different reasons, not getting into discord lore tbh
google it
No. Just google it
What the fuck
cw
that's cwwp
Those are not released
Why does gamma have unreleased CWWP assets in it
lmao
The data mining is proceeding according to plan
I'm sure some of those were tarky assets
it's probably from the same source as the vector and ash12 in gamma
Mgrok gave me the assets for the mdr like a year ago lol
i thought it was a comission for bert
Except the VHS, you can already get all those guns. They'd just be duplicates of something that exists
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
Is there a way to change the running animation of a pistol to be like the one of another pistol?
Not without a lot of work
None of these guns are part of cwwp, and I hope that cwwp's leaked G3 and MDR sets don't resurface anywhere including here.
Then probably the old ass cw thing yeah
Depends on what you need to do. Both are free
Guess I'll try both, thank you! 
Photoshop
ew+adobe
Can't afford it 
Who said anything about paying for it 
I know what must be done, just can't say it cus of the TOS 
That and I already have separate art programs installed 
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?
the file is most likely being overwritten
There's a myriad of mods that already add pretty much all smgs to the vision slot and even guides on how to do it. Heck it's even in the pins
#โ๐mods-making-discussion message
Also you'd need to check if any dltx write or overwrite the weapon
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)
You can search in this channel, I've already shown to a lot of people how to setup Notepad++ through MO2 and how to search properly
will do.
Though I'm definitly not a newbie with Notepad++ as I usually use VS Code for coding (not modding though ^^) quite a lot.
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
Okay x)
I guess I give up, I checked with notepad++, found that the only other mod writing to that file might be a "ump position" mod, and tried to change the priority of mods, but apparently it still tells me to fuck off -.-
I really appreciate your help here, got me pretty far ^^
And guess I am happy with the melee slot, fuck the single handed then...
Big thanks though!
true chads use GIMP
enough said
Substance painter 
Im going to fucking kill you

I should share my substance painter export preset for bumps 
yeah
i dont understand shit on it

(and that would be VERY thankful)
I'm out hunting this weekend, I'll try to send it on Monday
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
you remove it from the loot pool
from death_generic.ltx and the like
doesn't work for me because it's a new added item
maybe there's some kind of parameter or smt
Is this where the cool kids hang out?
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
Hmm
I have no idea honestly
I see what you are trying to do
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
im pretty sure that you need to find t his one
That's the ammo property
since k_hit multiplies the damage
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
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
Thank you!
I must have missed it when I was looking at it, since I only found the ammo values

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
Nope, didn't seem to work
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
I did
or just down the information and this
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,
๐
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?
idk
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
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
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
We can't edit or add geometry to maps
Ohh that explains all
Otherwise it would have been fixed a long time ago
You would have to edit the engine even more ?
That's what I thought but I asked non the less
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
That's a bummer
Guys i dont know shit about modding, how difficult would it be to add another piece of furniture to the hideout furniture mod?
Pretty simple
Oh dang simple enough to explain here?
Do you know how to 3D model or texture?
No but maybe there is something online about what i wanna do? Like a model?
What are you even trying to do in the first place?
What about boxes and breakable things ?
Some sort of orthodox Christian icon to place. It makes sense since stalker takes place in ukraine
Would add athomsphere and decoration
In my opinion
You'd still have to convert it and modify it for xray. Grab your model, add a bone to it, skin it, add your colliders, export, create the item section, add it to the furniture mod
It's a tad more complex than ripping a model online
Like i said i dont know shit about modding, is there maybe something online so i dont waste your time? A lot of those words i just dont know lol
You can check the pins of this channel, I think there's still the gun tutorial online on YouTube. A lot aspects are similar
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...
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
Before i waste my time, are all the programs you need free?
Yeah. Blender and whatever if you want paint.net or gimp for texturing if you don't want to pirate Photoshop
Okay. Also, i heard you can add your own pictures into posters from gamma, would that be a simpler solution? I asked why they were blank and someone told me
Yeah making a poster texture is way easier
Do you just add a picture to the files ooor?
Save your textures in the proper .dds format and name it correctly and it should replace the one of the poster
And add it where exactly?
To the hideout furniture mod?
Good point
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
In mo2?
You need to edit the difficulty modifiers in the actor damage balancer mod and Grok's boob. G_bo or something is the script file
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
Check the mod page, there's probably others that have asked the how to
Basically all the damage balance on Gamma is always done on hard (0.9 damage and AP modifier)
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
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"
I just loaded my save and used the duty nosorog guy at rostok as the test
My save is already on hard
You're shooting at Gravilenko as a test?
Yup, does he have his own modifiers?
Doesn't that guy have some increased resistance?

You should test it out instead on the same default sim duty 5 or something, so you at least get an average
He is not in the tough important NPCs
Yeah, back to the labs forgot the debug didn't account for the difficulty
What's your shooting distance? Are you taking into account the Grok's cqb stuff?
Grok CQB is completely overwriting the main ballistic in the grok bo script section at least
I'm shooting from 10 meters
That's gonna harsh when shooting afar 
Landing consecutive headshots isn't easy either
More reasons to pick up AP ammo
And learn to aim

Time_factor 0.1
In the main debug console?
Yeah the ~ key
I think so yeah
๐
Use whatever group 5 you want 
You can also do a save state in the fake start map to ensure consistency
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
are you sure you're on hard
Yes
because the f2 map is locked to easy
No
your game is still on easy
It's on my save file
just making that clear
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
๐ซก
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)
This is for making mods - not asking for them. #โ๐ฐโขnewbies-chat
For your question: Say !claim in #๐คbot-commands
I would write this in suggestions/bugs but i don't have access.
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
not possible unless you model every gun with every sight
Do you know how i could go about doing this? Or is this quite a complex thing to do
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Oh thanks so much i was just looking at tutorials i didnt see this one
They found partially eaten human remains in the house of the guy who made that tutorial tho
that's literally in the guide
it's obvious
im just waiting for the substance painter thing so i can do my own stuff
is it possible to get the display name of an item in a script?
I need to drive back to the city tonight so try to remind me later or tomorrow and I'll send it
yeah ill try to
||VeNoMMaNs|| exists 
don't want to disturb him 
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...
here's a guide on how to do DLTX edits to outfits (and weapons, and any other item for that matter) that I wrote a while back
DLTX is the way to go, since when done properly it applies after any other changes and will work even if there's some weirdo change down the line
Do I need any specific programs to do DLTX stuff?
any text editor will do, I prefer Notepad++ because it's a lot nicer than basic Notepad
Awesome! Much appreciated! ๐
Oh one more thing, how do I find an outfits ID name?
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
So I don't need to add the whole lines of the other armor stats like resistances etc?
nope! only the stats you want to change need to be written into the file
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
So in the tutorial it says make folders with * in the name? but I can't make folders with that symbol in the name?
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
Gotcha, and by system name I have to put my PC name in it? or it can just be anything?
you need mod_system_ at the start of the filename, but other than that it can be anything
and for the artefact count does it need to have 10 spaces or could it just be like "artefact_count = 1" ?
Sorry if these are stupid questions, I've never messed with modding for Stalker (Never made any mods for anything tbh lol)
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
Okay cool! ๐
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
oh yeah right, DLTX is just the uuhhh engine thing that loads .ltx files
so yes, keep the file type as .ltx
Okay! ๐
This is exciting! I really do seriously appreciate your help! You're amazing!

can I use 7zip or does it have be a windows zip?
it can be, 7zip is just recommended because it's a better program
Gotcha
MO2 recognizes .zip, .7z, .rar and a couple others
I just use 7zip to make regular .zip files
Aight, I just finished it and installed it! Lets hope it works lol
do prod me if it doesn't, and do send the file
it works! HELL YEAH!
hells yeah bud
you're a modder now!
Thank you so much bro!
You're literally amazing
Thank you so so so much for helping me! ๐
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```
True enough! Thats cool as hell
The actual good chat in gamba
Gamba has a lot of redundant mods/files that are leftovers
Plenty of overwriting upon overwriting
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
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
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
I've seen at least one of such cases in the short time I spent in there, there is more for sure but my guess is that it would require to merge these mods as they propably need those overwritten files in the same directory
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
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
Yup, they'd need to merged. Assuming grok has the right to do it, which in a good part of gamma mods he has
@naive snow just a quick reminder about substance painter 


