#โ๐mods-making-discussion
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Use !scrambled in #๐คbot-commands and use the proper support channels next time
thank you and sorry... I just posted in #๐จmodded-gamma-support asking this question... somehow skipped over that channel and assumed this would be the closest thing to ask in, then seeing the support channels and realizing I was a dipshit and somehow skipped over a very key channel
since i dont know how to properly use substance painter,
what do i set here
A specular glossiness or something
PBR
It will never really display correctly because there's no one who ever ported the stalker shader
doesnt matter

at least i need to bake it properly
now
main thing
what the hell do i do here
It's the export that's the most important really
Oh
yeah
Reset to a new project then, these maps need to be inserted
GF birthday this morning, you're on your own for the rest of the day 
(good luck with birthday tho)

Does anyone know how the k_hit is calculated into the stopping power shown on ammo description?
9x39 shows 43 dmg
But the stats for the ammo
Don't have anything that would be around said value
So there must be some formula that does calculate it
k_hit is basically multiplier of the ammo, as i understand
Unless I'm about to learn that the ammo description is just a scam
enjoy dltx
What even is dltx?
basically ltx files
Oh
they are not so hard to understand but
Well I'm in them right now
you will just rip your ass off sometimes to make it work
Made FMJ AP change, now I made slugs work against anything below exo armor
Exo's take 2/3 shots point blank, 3/4 from 15-25 meters will make them drop on the floor in bleed out animation, and further distance is like 5 shots which makes it not a good decision but a viable one
Do you want to explain to me how exactly K-hit works?
from my knowledge, it just uses stats of the GUN
it then multiplies it with the use of k_hit
basically 1 is 100%
which is default dmg
1.02 is 102%
1.5 is 150%
It multiplies what by said amount?
Oh the base gun damage?
yes
That makes no sense
i think this
Does the bullet speed actually affect it?
no idea at all
๐
dont forget
Gamba
I saw the scripts in there
Yeah some bullets just do more or less damage due to GBOOBS
But thanks to you I know to not look at the gun's damage
I actually thought it'd be accurate
My fucking bad
Back to shit power in grok_bo script
To look at which guns have a random modifier
For no reason
welcome back to lobotomy

no, it does not. damage and bullet velocity are two different stats which in no way have anything to do with each other
So the speed (kinetic power) which tosses the bullet out of the gun
Only affects it's travel speed?
in this game, yes
no, but if you are modding stuff, would make sense to increase the damage a tiny bit if the bullet flies faster
I'll put all the k_hit multiplier in the ammo nominal damage section to start with
Yea, but I never made anything for stalker so I'll stick to editing existing stuff
Since that's harder to fuck up
Tell me, is the damage on the gun stats in the game at least tied to the actual damage of the gun in the stats?
you and i are in the same bucket. its just i have edited a lot before in the original games. i have no coding knowlage myself. its just gamma is a absolute mess
Because if it is then I merely have to edit all the bullet types to show the multiplier of their damage and then in my head just do the calc of 0.63 ^ gun damage
I still can't wrap my head around the game showing you stats of the bullets which are just wrong
i would reccomend only editing gun files themselves regarding damage. the bullet damage multiplier will do its thing in the background. unless you want to change all the guns withing that caliber, then i guess its just easier editing the ammo
Oh I just want to change the bullet description mod
To show me the k_hit multiplier instead of the nominal power which isn't true
The Text Overhaul Project is responsible for the ammo description
So I'll edit the text in there
alright...well...thats gona be tough. because on the gun it displays the gun damage value from the gun ltx. it has nothing to do with bullet ltx. i at least assume the idea you got would require some coding as those two things are not interlinked. then again, i might be wrong
You think too highly of me
I don't want them to be tied together
I will only change the descriptions of ammo types
Because this nominal power ( to my knowledge )
Is a fake stat
This is the ammo type stats
I want to change the nominal stopping power to display the actual k_hit
So 1.05 instead of the 35
what is the files name?
So now that I in the game know that this ammo type deals 105% dmg of the gun
weapon_ammo.ltx
The Close Quarter Combat one
Since it overwrites GBOOBS
And I know editing stuff in this file changes the actual bullets
Since that's what I did to buff AP slugs
And it worked
so, changing stuff there doesnt change the description?
The question was if the gun stats in the game
Are actually the real stats of the guns
So that when I change the items_ammo.xml to k_hit from the weapon_ammo
I will be able to in my head have an accurate representation
So I'll see a gun that does 50 dmg
See that the ammo type has a 1.05 k_hit
So it would on average deal 105% of that 50dmg
Does what I say make sense?
so you just want to edit the description to make it say it does....uhh...in this situation 52.5 damage?
No
The ak-74
In it's description deals 37dmg
Is that an actual statistic of the weapon in the files
Or is it fake news?
let me....check something out
i think its something in the weapon files.....im checking out the ak74 desciption file/text and it has nothing of that in there
Which file even has the gun stats?
the ingame ak 74 is....w_ak74_n.ltx
adjusting the recoil is pointless there as there is a whole another file for that lol
make sure it has the _n behind it
as there is another file named ak74.ltx ....or ak74m_n.ltx
There are so many weapons all over the different folders
And almost all of their descriptions shown in here seems to be wrong
Unless I'm missing some formula that calculates the weapon's statistic as dmg
it barely make sense, i know. oh, let me tell you if you scroll down in nearly any of the weapon ltx files, there are more guns stored in it
and majority of the weapon ltx's aint used ingame. just removed from npc's and stashes
like....removed from the game by just making them not spawn. all the files and everything still being there lol
Ha, ha ha
So I gotta play tag and try to find which file overwrites which weapon
Who duct taped together this piece of shit system
im basically having fun trying to create my own little thing here and trying to "reverse engineer" how this all works and the more i work with it, the less i understand lol
I hope there was a good reason for it
Seems like I'm following in your footsteps
The in game weapon edit tool works though
And this one accurately shows a 1 point of damage difference
With the ak12 mono being 38 dmg
why the fuck i didnt know of that?!
Instead of the ak74 being 37
Uuuuh
I also learned that you can go into the debug mode
there was a gun editing tool ingame this whole time?
Press 0 and then F5
To reload the game files
So I didn't have to close the game each time I edited something in the files
For the changes to take effect
It's just that I don't know how the fuck does the game the damage
If it's wrong
Since even the gamma spreadsheets show ak's dealing 50 dmg
Which checks out with the in game edit tool
0.50 hit power of the ak74
could it be hidden in the armor rework mod n shit which adds all this br class rating, could it be tied to that?

Who knows
I'll just edit the ammo descriptions in bas xml
So it stops lying to me about "nominal damage"
I'll see if I can feed the data to AI and have it manually replace it
weeeee
12.7 fmj does 73 nominal damage in description in the ammo ltx it has a k_hit of 1.2 : 1.5
5.45 fmj does 38 nominal damage and has a k_hit of 1.14 ; 1.1
so. 5.45 realistically does 42 damage
Why aren't you simply reverse engineering the actual accurate stats mod? It already handles all the damage calculations for displays and the rest of the stats
and you most likely just ended the whole conversation about this
because that makes perfect sense
For one I didn't knew it exists
Two, I wanted to scrounge a bit in gamma files to learn how it lies to me so I can rant about it
Three, didnt your gf have a birthday?
Someone already made a whole ass mod about display the proper stats and not the gmtop inaccurate thing
Why the fuck is gmtop even in here
She's off to get a massage, so I have a bit of time while I clean up. How's that even relevant
If it's just BS half of the time
It's not relevant to the case, it's relevant to me since I'm a curious person
Because it's the master project that reworks all texts and descriptions.
What is the mod's name?
Actual Accurate Stats
Every stats in game, food, armor, meds, guns, ammo
Thanks a lot!
Okay, to follow that up. Do any of you based people know how I could pacify the insufferable amount of spawns in the north zone?
Not a fan of 4-6 chimeras/controllers in one place
If you could point me to the direction of the files which affect it, or chooses groups from or an already existing mod
i want to make backup of files i can only see within virtual file explorer. how do i do that?
You could search in the #๐ขdevelopment channel for anything about outskirt, chimera, etc. The commit will point you to the right file
What do you only see in virtual explorer, what's even the point?
i have edited npc loadouts , i want to create a backup of them now as i want to update the game itself lol. i know, i know my fault for doing it on a outdated version....i think
I believe I found it in
The GAMMA NPC Spawns that overwrites these locations pulls the spawns from squad description
So by lowering the npc in squad numbers
That would reduce the amount of chimeras
Especially with certain places
Having up to 3 squads

that goes hard
3 squads of 2 to 3 controllers
Yea, no. Changed to 3 squads of 1 controller
I can't even find what this refers to
As there are no monolith squads in this same mod
Alright, went one by one and checked the squads and which spots they can spawn in
Should be good to play now
GAMBA is saved
Just find the last mod that writes to the file you want to modify and right click on it, backup
@naive snow question, how to make bump if i dont have gloss? do i use curvature that was created in substance painter or what? 
Anyone know how to download RWAPS weapon paack i need help
ask in
#โ๐ฐโขnewbies-chat
You'll need to grab something like your roughness map, invert it and then remap it to values you find interesting for the specular.
Thing to understand here: Roughness; how rough a surface representation should be, the rougher the more "mate" look the surface. It's the inverse of Glossiness (which is how glossy/shiny/polished a surface would be)
Specular; it's how much light the surface should reflect. The darker the value, the less light and the more "absorbant" a surface will be. So black values on matte parts. The more white the value the more shiny the part, so white-ish on shiny plastics and metals.
So you can kinda use the information of your roughness, if you flip it so it's like a glossiness.
Glossy black: rough and mate
Specular black: rough and mate
But since they are not one to one in the information they represent, you have to adjust the specular map a bit lower in values (white values are reallllllly fucking shiny)
so
i did it unexpectedly
by using ID
it looks good
basically i took red channel from the ID
and shoved it down in the normal as gloss
Dunno what you had in your ID but sure. You're losing on some detail like scratches and wear vs using something like roughness/gloss
you know what's funny?
ID is the
lemme show
this one
red channel is this
Wut
Ah it's probably for metalness or something
I'm used to ID being flat xolor
or this
ah the id is just
black thing

as you say
but yeah
that is counted as ID?
no idea im dumb

Doesn't matter if it works 
true
that's the point
now i can finally do my stuff
without doing anything wrong
these three are already textures folders
so for now i'll be adding some cool stuff to the game
basically how i feel after finding that shit out :
fuck that scene with ryder digging his whole backyard trying to find the weed is priceless
what a classic 
true.. 
Has there been a good mod made before that anyone knows of that fixes the AI shooting through trees / butches or ridiculous aimbot when they clearly should not see you? Basically a semi AI overhaul? 
There is a mod that changes the material of the plants to not be listed as transparent to the AI.
IDK what it is called tho, I would half expect it to be in gamma already but IDK I don't play gamma
There's one called "NPC cannot see through foliages"
tosox mini mod repo is the one Raven mentioned
Actual combat AI changes exist but aren't going to address this issue. The tools modders have to figure out LOS of an NPC are the same as the ones the engine AI has, if not worse.
does anyone know if the suppressor stats affect weapons that have an integral suppressor or is it only for those that can attach it?
They do
got it ty
for weapon making purposes, no, because of the inflexibility of gbo
it'd work against mutants if you have correctly set up the silencer section in the gun's ltx
gbo strikes again
it won't work against humans because of gbo
is there anything specific there
I thought GBO had a private list of the internal suppressors?
a table with integrated suppressor weapons
yeah like imagine
instead of using vanilla methods to see if the gun is suppressed
the literal only gun that wouldn't be caught by doing so is the saboteur but you blame bas for that
for not making silencer_status = 1
this is the only thing in the ltx that says something about the suppressor and i don't even know what it means
not a single other gun with that
status = 2 means it's removable
yeah ik
then what's the issue
this isn't for that gun
it's the only ltx i had in hand
so just making it = 1 will make it work but only on muties? how does that even work
mutant damage goes to the engine
that's why integrated silencers work
damage to human mobs doesn't go to the engine
thus you need to manually set it up
because gbo doesn't account for it
is there an easy way to do it or is it just not worth bothering
don't bother
aight thanks
gbo is comically inflexible by design
I wish we could just use enhanced recoil gold and arti-grok instead 
arti grok is absolutely goated ngl
btw now that we're talking about that
@fair canopy how did you make the bullet icons?
stole borrowed the icons from tarkov and scaled them in ps then applied a few funny filters and some png effects off Google
Yeah
great, now i have to find out where i can get the pngs
Checkout all information for items, crafts, barters, maps, loot tiers, hideout profits, trader details, a free API, and more with tarkov.dev! A free, community made, and open source ecosystem of Escape from Tarkov tools and guides.

Any recommendations for a big modpack like GAMMA EXP Edition Redux? I can't seem to get that one installed and I'd love something large and comprehensive like it.
Or is this the right place to ask?
Plain GAMMA is already a large comprehensive mod pack.
I promise you that anything claiming to build off of gamma will be shit soup
Another way to look at it is: Any mod pack that doesn't have a discord full of helpers is not worth trying to install.
Anyone know how to download the RWAPS weapon pack
got to question. editing npc_loadout_whatever. i know adding a gun to the list will make equal chances between all of them to spawn. is there a way to make lets say only 2 guns spawn with chances of 80/20 and not the standart 50/50?
i press CTRL+M and selected the packed mod now im here what do i do
this is for making mods
You can't change the chances, it's between all items in the pool.
how would i go about changing the way character holds a weapon, i want it to be a more forward hold like the 2nd pic
you need to model that yourself and re-animate
99% you aint doing that - otherwise you'd know already
Oof
reanimate the weapon or give it the same animation set from another weapon
where did you find this file?
I figured, but maybe there is a way to "trick" the system? For example putting the same gun twice, but giving it a different ammo type? Would the game consider that as a different thing?
Example
wpn_ak74u :0:0
Wpn_ak74u:0:r
And if i add a third one, then its chances would be 33% ?
so u tell me
that is related to arm
same goes for bip01_r_finger3
what the fuck is that
and that is forearm
what on god's earth is that kind of assign
iirc you dont even need a different ammo type, just providing the entry multiple times is enough
Doesnt work, tested with just 2 gun options typing one of them down 4 times and the other just once. It was still 50/50
npc_loadouts.ltx also has this info:
; - weapon - default: / - [string] - section name of the weapon
; - attachment flag - default: 0 - [0 - (number of flags)] - ( 0 - no attachment, Scope +1 to flag, GL add +2 to flag, Silencer add + 4 to flag). (if it's set to "r", it will pick random attachement)
; - ammo type - default: 0 - [0 - (number of ammo - 1)] - (if it's set to "r", it will pick random ammo type)
; - chance to spawn - default: 50 - [0 - 100]```
I havent tested the chance value in npc_loadouts, but it does provide a value for it
xrs_rnd_npc_loadout.script should be the one handling the random loadouts and it seems to try using the chance atleast:
local pick
shuffle_table(loadouts[slot])
for i=1,#loadouts[slot] do
if (math.random(100) < loadouts[slot][i].chance) then
pick = i
break
end
end
if (not pick) then
if (#loadouts[slot] > 1) then
pick = math.random(#loadouts[slot])
elseif (#loadouts[slot] == 1) then
pick = 1
end
end```
It defaults to 50% chance of a weapon being picked, if nothing gets picked it takes one randomly from all options. And writing multiple values should still work, but then it depends on the random shuffling of all values which are gone through 1 by 1 until one of them hits the 50% selection
so adding 4 of one weapon and 1 of another doesnt really change it to 80/20, but it should still increase the chance of the 4 weapons being looked at before the other and hitting the 50% chance. I dont see anything in the script that would only read unique entries
I see, but i assume it works for all faction loadouts and cant be simply made yo work for just one faction of how it picks weapons from the list.
true the code doesn't suggest duplicates are ignored
i fell for the scare
have you tried printing out the table?
nothing i was speaking my mind out
You could edit just one faction and introduce the chance values to it only, but yes all factions seem to work the same
The logic for the chance based selection is a bit weird
Yea... i dont think i can or even should change the code of how weapons get picked from the list. I much rather find a workaround as changing the ammo type for each entry of the same thing would suffice i think.
Like even if you put chance to 100% on 3 different weapons they would still have the same chance to be picked, it just depends on the shuffling which gets looked at first
you can do it just by changing the ltx
just add :20 or :80 to the end at it will decrease/increase the chance that entry does get picked
the number being the percentage chance
For that i would need a example at minimum as sadly i know nothing about coding
wpn_ak74u:0:0:80
and then add another gun with 20 in the end
it should be close to 80/20 split then
And i dont need to change anything else...anywhere?
exactly yes
this functionality already exists
its just a bit scuffed
or rather not that easy to make accurate distribution, since the script goes through the entries one-by-one and rolling a dice if that one gets selected or not
Ok... this is big news to me. This will be very helpful. Got to test it out, but this gives me ideas
Thank you. Once im off work ill give you results of my finding if you care
good luck 
You can read more in the anomaly npc_loadouts.ltx file, it explains it a bit
Multiple entries do not add more chance for a weapon to spawn. We've already confirmed this with Demonized.
LTX entries doesn't handle multiple entries multiple keys. The engine reads it as the same one.
Like a
wpn_ak47:0:0
wpn_ak47:0:0
Is only read as one, because they are the same key
that shit is weird
This already has been debunked FYI. The engine crunches down the actual table with multiple entries
time to just redo the chance-based random distribution to just be weighted 
It's already planned. The loadout math is just wack tho
does it do it to any table? or just one read from an ltx, since the weight value could just duplicate entries into the loadouts table maybe
Any table in an LTX
So inside the random loadout script it should work
if you duplicate by weight in the script
default weight is 1, can add a weight value in ltx (replacing current chance option) for more chance to get picked, and then just do one roll over all found entries
Well the chances values just lowers the overall chance a weapon gets picked
Like a
wpn_ak47:0:0:20
wpn_ak47:0:0:80
At the readout time is just
wpn_ak47:0:0:80
yeah i get that
The last weight value always crucnhes whatever else
I mean the script should be redone to not have chance but just be a weight
so the chance comes from weight/weight-of-all-entries

So... you saying
By adding any amount of "weight" will make it rarer in general?
So if everything has them it will work as intended?
I hope somebody will make a mod to change S2 inventory to the OG one 
See it like this, if you have 4 different weapons in your table, they each have a 25%.
If you add a 50% chance to one of the weapons, that weapon now has a 12.5% roughly of spawning
Or rather 15.625% but whatever
the table gets shuffled
then the chance gets rolled
a 100000 weight gun won't be guaranteed to spawn
I got the idea. That is very useful info. If i give weight to 3 weapons of 30 and 4th has weight of 10. Will that work as intended as all of them have it or the calculations will happen differently?
The chances values are simple random (0-100) < chance_value when the system lands on that particular gun. It's not really a weight
ye
No.
Lets say your table is something like
Gun_1:0:0:30
Gun_2:0:0:30
Gun_3:0:0:30
Gun_4:0:0:10
The game looks at the table, picks one randomly, lets say gun_3
It rolls a dice, from 0 to 100, lets say 55.
55 being more than the 30% chance, it skips the gun.
Goes to the next one. If all rolls fail, it picks one random weapon from the table
Oh, so to dumb it down. The game picks a gun as it normally does, but if you add this weight or whatever it is and based and calculates the chance of it actually spawning? If it doesnt meet the chance it goes again from start picking a gun
A, so it only repeats the cycle once?
A weapon from the table of 4 choices has 25% of being picked for that first roll, it then has to roll again on that chance.
That second roll only lowers the odds of that gun being picked.
If all the rolls fail, the guns all have the same 100/NumberOfGuns chances
I see, it cycles through them and if it fails all of them, it just goes back to even odds between all of them
The chance value isn't a weight. It doesn't make a weapon, if you set it to 200, twice as likely to appear.
In the previous example, the weapon would still only have a 1/4 chance of being picked, the 200 only automatically succeeds on the next dice roll. So the weapon is still 1/4 chances
If the system was to be remade into a pure script table, you could make it so that if the chance is more than a 100, act as two entries on the table, effectively double the chance of a weapon appearing. The issue is that you start fighting all of the other weights if they're not normalized.
If a modder makes the weight of his weapon 99, but another moder makes another weapon at 9999, your whole table becomes abysmally small numbers
The main idea is to make one or two weapons to appear rarely out of all the table what is there. Adding a dice roll to them will male them rarer than the chance it normally has. So by adding like 50 to those specific guns will make the game roll a dice and if it fails it will pick something else. So in thoery i will achieve exactly what i want. Its just a hassle of accidentally making something stupidly impossible to get
Just make the dice roll chance 10% or something.
So if there's 10 weapons on your table, you get 10%*0.1 chances which is a little more than 1.1%
Understood. Thank you!
Honestly thanks to everyone bothering to explain this to me. This surely wont be the last question i got
Anyone plan on making mods for stalker 2?
it is not settled down yet
we dont know if people WILL make those
time will tell
don't ask such thing here
The game JUST unlocked and we haven't even had a look at the modding tools or even if they're included in the initial build of the game

I'd rather play the shit out of the game for the next couple of days to a week and then ponder on if it is worth modding and what would be an interesting addition IF it is even possible at that point in time
50% is default value, provided by the script if it doesnt exist in the ltx. so if you put :50, nothing will change
loadouts[section][cnt].chance = tonumber(tmp[4]) or 50
Yeah I forgot the existing default
It skews down the overall chance a bit
it balances out i guess, since if all have default then all of them skew down and if nothing gets chosen it runs a random roll over all of them
But yeah at 4 weapons on the table with no specified chances still have a 25% chance overall.
So you can ever so slightly increase the chance of a weapon, but to something like 35% or something with 4 weapons. The moment you add more guns all the chances just become abysmally small (considering the current state of loadouts since the sections inherit from the previous)
I do need to finish the excel table I was working on that printed the overall chance of a weapon appearing at a given tier
Oh, everything has a default value of 50 per weapon? It just aint shown?
yeah if undefined in the ltx it's defaulted to 50
amazing texture, marvelous 
What's all that black, use your uv space properly 
@naive snow also question, do you know how to PROPERLY bake bump maps?
since i'm braindead 
Ay, what do you need?
basically i want to bake the bump so i can make the blade shiny
and i need to use substance painter for it buuut
you know me, i'm using it for doing other stuff
Hold on I'll show you the export preset, if my licence for painter still holds up
okay then
main question is
Then you'd just do the same channel order as before
where
do i find it
Find what?
where do i set it
the EXPORT
File\ Export Textures
uh huh
But like you don't even have your textures plugged in, what are you even trying to export?
so
idk the person who said me to "bake" the texture so it can be like that

Change the formats to TGA, PNG is ass
Hold on are you just trying to bake a normal map from a hirez?
A high resolution mesh. You'd typically bake the sculpted details of that high resolution mesh unto the low resolution mesh you'd use in game
ahh
If you just have the low resolution mesh for in-game and the normal maps already baked from the high resolution mesh, there's no need to really go in substance
Send it my way and I'll have a look
Yeah it's fucked
Someone put a channel in there that doesn't belong
That blue channel isn't the normal Y it's like a glossiness or something
No
There's no channel that is the glossiness
The blue channel is supposed to be the normal Y channel
That's a metallic map
This is a gloss
but you could add the smudges for some interesting details
smudges? 
Send me that map + the normal and I'll show you
okay
ahhh
got it
it's basically putting METALLIC on the GLOSS
by that you mean like multiplying?
Here, I wrote on the layers the blend mode I set them as
that looks so smooth
A trick to identify the normal directions if you're working off scrambled textures. Normal map channels look as if you lit the model from the sides or from the top:
How's it looking in game?
You might have to tweak the specular channel a bit, I went off pure mental gymnastics for it
marvelous
yeah i'm gonna slightly reduce brightness on it
just to look how is it gonna work
i would also need to do "operations" for me to not fuck it up
next times
since i'm an idiot 
Identifying the channels of ripped models is a pain unless you're used to working with materials and game engines
i'm becoming a modder, so it will be deadly
Like half of the channels you sent over are a form of ID
Like one defines, the blade, so I'm thinking it's something that tells the engine, hey this bit is a material different and a metal
I've never looked at their models or their asset 
same for me, but i was forced since they have lots of cool skins for knifes
looks better
rn i gotta to work with thm file

how do i make it shiny...
Either metals
ill try phong metal
also just a quick question, do i change something here or nah

ill try it with material weight 1 rn
if it doesnt be like that, then i'll try different shading model
Just be aware that it will make the WHOLE model shiny and metal
Nice well done
at least i didnt forget that one part
Ah right, don't forget the Game Flags
ok yeah it DEFINETELY looks more shiny
phong metal should be the shinier variant. OrenNayar is a more rough/dull material shader
Is that the the only flags?
You should have a Generate Mipmap, Has Alpha, etc
Are they in the SDK flag then?
So on the base color, you want Generate Mip Maps, Dither Color, the Format should be DXT1, mip filter Kaiser
For the bump you want Generate Mip Maps, Has Alpha. The format should be DXT5, mip filter Kaiser

that is done
now lemme brighten up the texture of blade + make the X channel less bright
Welp S2 is done downloading for me, my shit is updated and ready. I'm going in. See around the zone fellows
good luck 
@naive snow thank you burn, that made it look better
thank you very much for handling my stuff
Oh yeah that looks great! The grease smears on the blade look nice when they catch the light
now i can finally give it to the person that asked me for it
and thank you for explaining everything about the texture and how to make it like that, i'll now do that to rest of knifes (if i will able to)

i have a shirt with that cammo pattern in a box in my basement.
like this
i just don't understand why a us navy NWU-1 jacket would be in the zone.
TBH i don't know why that particular camo pattern ever got made in the first place.
i prefered it when they had me dressing like a mechanic. because that what i was.
don't need to blend in witht he walls in a submarine
mercenaries

Guys. What the fuck is up with the accuracy of the AK-style rifles? Look at this grouping, this from burst and automatic fire.
The first round impacts with the point of aim, but everything after that flies drastically upwards.
What can I change in the LTX to fix this?
that's you not pulling down
change the zoom_cam_dispersion values in the gun's ltx
Nothing short of making the gun laser accurate. Every shot after the first while the trigger is held has a compounding amount of inaccuracy. After more than about three rounds aim is shit and gets worse faster
Hello, so someone said that Atmos is already in the modpack but I followed this : https://www.youtube.com/watch?v=Z51uAKqoLQM
I did that for nothing? 
brother like
holy shit
what comes to the mind when you read "nah that mod is part of vanilla gamma"
I can just see differences in MO2.
and steps to do but ok, I mean, maybe I should have just download files from discord and it will be done in 5s than 30 mins ๐คฃ ๐
Also, it was 444 mods first but now I have 450 with Ayding grass, lod, sss, Arrival ..
That's why I'm asking.
1)This is for making mods
2) Aydins is in gamma. SSS is in gamma. Atmos is in gamma.
3) Stop following restarted youtube guides. You only make it worse
Understood, but compared to the m4, for example, the grouping is much different, and relatively stays within my point of aim.
With most AK style weapons, the impacts land many feet above the point of aim.
Compare the keys in the guns that have "disp" in them. They control how much the camera moves for recoil.
Probably need to reduce some of them
cam_dispersion_inc this one and there is one similar for ADS. is the base number that gets multiplied by the shot count and added to the camera displacement every shot.
i think it is the one you want to mess with. you can probably find a sweat spot between lazer acurate and what the guns have now. the 2nd world guns are pretty bad compared to the western ones.
anyone knows whats the software groks using to read files like that pls #๐ขannouncements message
i never asked for a mod? i asked for the software, ence it's a mod making discussion, i want to work on stalker 2 mods
if this sounds rude, my bad
Reply was to other person who deleted their message
Almost 3 hour time difference
ah sorry, i thought it was for me since you just tagged stalker 2 channel t_t
much love to you
Does anyone else use Fillable Canteens? I can't seem to be able to fill them with water in most water surfaces unless I'm 70% below the water surface
And looking in the files it uses some geometry rays to determine where you can fill it with water so I can't edit it so easily
im gonna go insane soon ๐ฅ
how do i make weights on hands faster
Assign them via a heat map or bone influence/bone capsules
burn there is one fact that will make you go insane
THEY ARE ALL FUCKING SEPARATED ๐ฅ
AND I DO NOT KNOW HOW TO ASSIGN THEM USING HEAT MAP
๐ฅ
Just hit merge 
they are all like that
Select all, merge, set the distance super low
It will merge vertices that are near one another based on the distance
Voila, a merged model you can work off
yeah that helps A LOT
now i can smooth it up
thanks burn
btw about the bone influence n bone capsules
i tried that before but it didnt really work
since nothing is assigned to vortex groups
vasyan
idi naxyi 
There's an automatic mapping function you can use, check most blender tutorial for weight painting
We need a weighted naked stalker body to transfer weights from 
with some simple ingame animation loop imported as well to test the weights in motion in blender 
you know what?
probably hands inspection
and my internet went off
amazing
now let me summarize it
wrist rotation and bend will likely be the most breaking spots, or any finger motions 
- it moves your hands around
- twists ur forearm
- rotation
- fingers bending
you just smooth it all up and u good
yeah that sounds a good range of different motions
if it can handle that well itll probably work 99% other cases

i just use other people devkits in blender, too much dumb juice drinking to do it myself 
I found a 480p video on youtube that shows .omf file importing for character models using pavels xray addon for blender, probably something like would work for hand animations as well
Videoguide on how to setup a Player/NPC Model in Blender, for STALKER Anomaly.
The bottom-left has keys pressed indicator.
You must use PavelBlend/Blender X-Ray, get it here: https://github.com/PavelBlend/blender-xray
Hey! Can anyone redirect me to any tutorials or links that can help me learn modding for S2? I want to reduce the health of enemies, or maybe change the damage values of guns. I've never modded in my life but I'm very eager to learn.
The game's been up for little more than a day and you're expecting tutorials already?
If you want the mutant health reduction mode, check the mod nexus
No I'm not expecting tutorials, I just wondered if all ue5 games have the same kind of modding style. Grok already made a comment on how to start out so I'll just start there
"Can anyone redirect me to any tutorials" bruv 
No not all UE5 games use the same structure. You'll need a cracked AES key, use fmodel, figure out how to pack files using unrealpak.
Yeah tutorials was the wrong word lol. Just meant like any tips
Most modders are still figuring out how to even pry open the game to look inside. Wait a month of two and it will be public knowledge by that point.
Wow that's already a thing huh
Didn't grok release one already? Specifically reducing some monsters hp?
Bloodsucker are tanks
So he reduced their hp
And can confirm. I've hit one with 10 buckshot to the chest and still had to load it up with a full mag of 9x19 before it died
Granted I haven't found any 45 weapons yet so idk how well those do against mutants, and I'm not wasting precious 545 ammo to find out how that does
i'm playing on Veteran and I ran into one with a squad right next to me, we were like 3-4 shooting at it and that thing wouldn't go down
they tank so much
Just curious, is it even possible to change a faction completely at the base in XRay? That Garbage story handled this feature quite well
"at the base" like low level changes to the faction. or does base mean the map location?
oh, like, Rostok is a Duty base now, right, then let's say Freedom push it and now it's Freedom base
i think for that you should change fully the structure of spawns on that specific map 
sure. what NPCs spawn at a location is 100% in the smart logic. could put in flag check and have it swap over to an alternitive logic with freedom NPCs.
you would need to make the traders and mechanics generic or have a way for them to retreate and come back as control changes back and forth
warfare has generic traders to let them be killed and replaced
Unless you come up with a working checkpoint like if you kill the duty general
Duty stops spawning etc
There already are conditions that if full filled will spawn specified groups
In the mod set
The most common one is if the legend of the north brain scorcher is disabled I believe
It causes sin to spawn in northern locations
Alongside more powerful mutants
Smart logic was always the thing I tried to avoid (as well as doing quests), guess it's time to suffer again
Sadly smart terrain seems to be the easiest solution here AFAIK
anything else has you fighting the smart system. better to just work inside of it. the modding book has a guide on condlists that is the system that handles core logic. it can be extended with script functions, to the point where much of the logic happens in script if you want. or you could probably do a large portion of this just in condlists and dialogue/task logic.
many of the jobs in a location are tied to patrol paths built into the map. just populating the smart with stalkers should have them fill out the guard and idel jobs. it's the special charecters, merchants and stuff that will need a bit of work. although if made generic even those roles could fill automaticly as well.
or you can manualy fill them with the logic with exclusive jobs. you will really need to pick apart the existing smart logics to get a solid understanding. (heck i would too, been a long time since i did more than poke at smart logic)
Warfare does handle the whole base capture and stuff, you could probably poke and prod in there quite a bit. iirc it even has some randomizer for base locations at start of game
Does anyone know if its possible to port models from Stalker 2 to anomaly? (also if this illegal dont ban me im just not aware)
it is against the stalker EULA.

Like that stopped anomaly community from porting weapons from tarkov, ready or not, etc
Also I'm more than sure that they will be ported. And probably to such sites where GSC has no authority over administrators of the sites to make them delete it.
I've already seen people that have pirated s2 and now are checking files and all.
GSC can DCMA all of Anomaly and GAMMA in one request to ModDB. unlike the other companies that would need to go after individual addons.
i assume the stance of @undone lily and the anomaly devs will be "lets not poke that bear"
not not 
? We are in contact with GSC dw
We agreed on the we had to do to meet the guidelines
p sure that is in response to hypothetically, people mass porting S2 models into GAMMA
which i agree, would be stupid
from a risk perspective
so no stalker 2 assests in gamma. would be your offical policy then
and ppl prbably shouldn't distribute them in this discord?
No one even said anything about gamma. Just porting s2 models to anomaly.
Ah, thatโs another story: imho, anomaly and gamma remain under GSC control. S2 is GSC. Porting S2 in anomaly is GSC property within GSC property so I fail what they would DMCA
talking about that here amounts to talkign about piracy which is against the gamma discord rules last i checked
Thereโs a difference between piracy and assets porting imo
true
Well some people just pirate it, and then steal assets 
Having some S2 models in anomaly wonโt turn anomaly to S2
kinda pointless argument pain, y'know
I'm just saying that.
Anomaly and GAMMA are in a gray zone of โeverything is under GSC umbrellaโ
GSC might have a problem with distributing s2 models for free to anomaly users though right
No one is stopping you from buying the game and then taking a look into s2 files and all.
You just need a tool to data-mine the stuff and that's it.
yeah like official stalker 2 modding tools soon
modding - of most sorts - exists in a legally grey area and a lot of it is sustained off everyone with the IP rights, acknowledging it does them more good than harm. generally speaking, it is smart not to antagonize. otherwise, see what the fuck happened to emulators.
like this is not a just a question of "what are we allowed to do", it's a question of "what can modders do up until the point where it starts making people take notice with a much more unfriendly attitude than before, and what's the risk (to the modding scene) of them coming in MUCH angrier than they have previously"
step one of tjat process is basicly what is described here tho:
"You are prohibited to [...] reverse engineer [...]" mfs 1h into the launch unpacking shit already 
honestly I don't see the point of porting high poly models for weapons and NPCs when the rest of the scenario is not 
looks at how popular hd models was 
A lot of people like using hd models, though.
yes. of course. that doesn't change the possibility that back porting would be considered piracy. I know that Bethesda specifically forbids it actually.
there is an argument that takeing things from stalker 2 into mods like anomaly could hurt the stalker 2 sales, and that would bad.
yeah but there's a good 10 year gap between those and S2 models + I've never used them because it's a bunch of assets from other games stitched together
the entier semi blessed status that anomaly and gamma have was just an effort to avoid bad press and hurt the stalker 2 launch.
I think they wouldn't mind much people reverse engineering/unpacking stuff to make Stalker 2 mods, but for other Stalker games is a bit much no
it doesn't matter if it's from the same company or not, it's still another title/game
i would avoid it until someone gets around to specificly asking GSC and getting an answer.
that's for stalker 2 ?
the EULA link
easier for you than me ;P
can we get a mod that gets rid of that dumbass death screen ๐ฅบ
i just want text that says "lost to the zone" tbh. death counter is a cool idea tho
you mean the S2 one with the bloodsucker?
wrong channel #โโstalker2โข-mods-making-discussion
damn so does this kill "emulating" mechanics from the game back in anomaly
I think Iโd like to get into stalker 2 modding/modding in general, Iโve got a decent amount of experience in coding languages but not c#. any advice on where to start?
UE is c++, though 
ideas should be fine, you won't actualy need the code to do that any way. assets are what i would stay away from for now. don't back port models, textures, voice files, things like that
Fug
Any advice on what I need to start snooping around
so is xray.
but the game logic and items are not implemented in C++
stalker 2 could use lua even. probaly uses UE's scripting thing instead. don't know yet
Yeah it is blueprint logic mostly
hey, does anybody have the link or file to gammas footstep sounds? found them, they are dark signals
cool, i was worried cause i've seen "reverse engineer" be used as a scapegoat for emulating ideas before
the term scares me
maybe one of you knows that. Is there a mod that changes the HUD effects? What I mean exactly:
Old screen bleeding effect. where the whole screen sometimes turns completely red and lasts for a few seconds.
I would like to have newer ones that aren't so pixelated and stretch across the screen for seconds.
that effect is in the main menu settings
it's inside the first submenus
can't remember which one exactly
it's called bleeding effect
yes i know. i like to have an effect on the screen but not this old shitty one ๐
nah idk what you mean then really
maybe read up on how to make post process effects
in the modding book
Tried shaving down my mod count of 700+ by disabling some mods I decided I could do without, but upon start-up, games crashing without a CTD error.
Any idea? Thank you
Look, I love the EFT weapon pack and the work that mod creators put in. Im an absolute gun dork.
But jesus christ, in my opinion, sometimes I cant stand the hand positions/animations for some weapons, like this 9A91.
I dont know if others can agree with me on this.
Isnt this more acceptable? Thank God for Draggable hud editor.
And this SKS, when aiming with equipped optics, all you can see is this front hand hanging way off . Cant be remedied.
@wintry swan The mod u listed in #โ๐ฐโขnewbies-chat has this in that mods description:
Should be compatible with everything EXCEPT addons that replace vanilla damage system, such as GBO. Will try to add compatibility in the future.
Gamma uses its own damage system iirc, something ballistics
Ahhh good to know. Thank you!
Hello everyone, I wanted to change the frequency of the main character's phrases when killing, how can I do this? I was told to manually modify it and itโs obvious, but I didnโt figure out what needed to be changed
that is what GBO stands for lmao. Grok's Ballistic Overhaul
ah ty, new to gamma so i dont know all the abbreviations yet
you can always look through the full list of mods in gamma https://stalker-gamma.com/mods/list
sooo
what the fuck do i do in this situation where i literally have that shit
and i clearly can't do anything about it 
ok so it was fixed by importing as object
but 
now what the fuck broke rn
yeah no im gonna take a look into that later
in case someone wants to try it out, get the blend file
rn i'm just gonna take a break and
holy shit it's 44 mb

missclick sorry
I'll have a look sure. How does this shit always happen to you 
i exported it
mmm
finger :)
And thats why for animation rigs you're only recommended to use vanilla hands 
yeah i know
but LORD I want to make them better
idk how to do proper weight 
they look so good 
I like using MHP hands
they're good 
I stopped using thap because they just don't fit guns like that other pack does
but i just gotta know HOW to copy weight
HOW to properly position everything
and HOW to not fuck it all up 
Wha pack?
Cause tbh I'm not a fan of thaps monkey paws either
Ah I thought that was just reskinned thap
nah it doesn't need thap anymore
Oh nice
and the hands feel a lot better imo
ะฟะธะทะดะตั ััะบะฐะผ ะฟะปะพั ะพ
ะะณะฐ
ะฅะพัะตัั ะธั
ะฟะพััะพะณะฐัั? 
I agree, do you use the hud offsets addon for draggable hud editor?
i've been looking for a mod to show task rewards on the tasklist, but have come up empty. however, i did find a mod that shows targets in advance (https://www.moddb.com/mods/stalker-anomaly/addons/extended-task-info), so I surmise it must be possible. is there a good resource or tutorial on scripting for stalker?
very annoying when you accept a fetch task of some type and the reward is not at all worth it (looking at you, Lukash asking for guns)
pak
pak?
i think the issue is that the rewards are rolled when you turn in the quest, not when you accept it
uhh yeah that's a good point. but i guess tasks must have a rewards range at least? hmm ..
how would you account for stuff like the "give me a weapon" tasks where the reward is tied to the condition of the quest item?
i assume tasks have either a min/max reward range or a base reward with variance, and then modifiers on that. then you could show that. but i've only taken a few looks at it for the barrier defense thing from a few days ago, so i'm just assuming.
i guess i could start by looking at something like the barrier defense reward and then something with a little more variability, maybe aslan's lottery
the amass supplies tasks could also be good since they have explicit modifiers (just thinking out loud here)
Does anyone know what mod that changes the hunger, thirst, sleep, and resistance UI in the inventory to number percentages? I believe Grok just implemented it into GAMMA, but Im not looking to update quite yet.
like this
G.A.M.M.A. Accurate Defense Values
it's on dev only though
Im sorry, what do you mean by dev only? Cant be accessed?
not via launcher if you're not a tester
Ah shit I see! Thanks.
Hi, i have a question: ยฟIs possible to change the name of the .omf and the location (like dynamics\weapons\wpn_name\wpn_name_hud_animation to newfolder\newfolder\wpn_name_hud_animation) to be more organize and matching the weapon and not getting the " Can't find motion file '.omf' "?
What have you tried so far? One idea that could work is taking an existing well weighted hands (ill call them base hands) that are relatively simple and not with much details to muddy the datatransfer, (youve probably already done this since you have it pretty good in game) match your hands as well as possible to the default position then edit the base hands mesh to basically cover your hands completely.
Then you want to use a data transfer modifier, have the base hands as source and copy over weight data - it should be vertex data -> vertex groups and you can try different mapping types. I havent done this in a bit and not with stalker so im not 100% if it actually will work like this. It would probably be a decent base to adjust from. Always have backups tho 
ive done glove weight painting only once and for that i atleast had an already weighted hand underneath, but the idea is roughly the same. Biggest issue with any finger weight data transfer will be between fingers that will need manual cleaning up or you transfer the weights finger by finger by limiting the process to specific vertex groups and hiding unaffected parts of the mesh
you could also try to scale the base hands down to be the inside part instead, will probably have less weird weight transfering since there'd be less mesh clipping probably
And after transferring you can try the .omf import into blender with pavels xray addon and have an unchanged version of base hands and your weighted hands just run the animations, which you can then weight paint mid animation as well to iron out wonky stuff
local distance = vector():set(obj_pos):sub(actor_pos):length()
attempt to call method 'length' its nil are there method to calculate length distance?
How do I remove the rattle/clicking sound when running with the G36k?
disable in mcm
don't remember if it's available in your gamma version though
I have no idea what to disable, I was thinking I would just find the sound file and swap it for a silent one.
weapon sounds > sprint rattle
as for sound it's uhh, sprint_rifle?
That's the one!
noice, and it's as easy as a quick edit in Audacity, I'll keep a backup of the file just in case.


man
unless you have matching topology, doing some sort of nearest-part-of-mesh weight transfer is pretty much the only way I know of

https://youtu.be/IPQ2QVVIxLU is a short video example of the same idea, they use just the transfer window instead of modifiers, both work, but modifiers are kinda safer since you can edit and see the results before actually applying them
Made for modding DAI but can be used for anything for transferring weights
but you just want to do it the other way, instead of editing shape of your hands, you want to edit the shape of the base hands that youll copy weights off of
an idea i would like to see:
rejiggering the anomaly maps to more closly match the layout in 2 and add in some of the new areas
Hello everyone. I tried to install that mod before and it gave me an error
TLDR is you need to read the error and fix the dltx conflict. Then do it over again until none are left
What is TDLR?
"In short"
This mod
In the short term you mean?
As in the short explanation
So this:
(Arguments: Duplicate section 'antibio_chlor' wasn't marked as an override.
Override section by prefixing it with '!' (![antibio_chlor]) or give it a unique name.
Check this file and its DLTX mods:
"c:/stalker anomaly\gamedata\configs\items\items\animations_settings.ltx",
file with section "anims_list.ltx",
file with duplicate "mod_animations_settings_eftmpefp.ltx")
I'm talking about the same mod.
means you find mod_animations_settings_eftmpefp.ltx and add ! to [antibio_chlor] inside it so it becomes ![antibio_chlor]
mmm
I am not sure what you are doing now
its a screenshot of an installer from a different mod
My initial idea was always to have the same Tarkov mod that uses EFP for Gamma. Now if I can have one that has the EFT meds I'm fine.
the mod that you talked about in the discussion
Its just the same BHS system but with some meds icons and effects swapped for EFT meds. There is no practical difference
The other mod is made to work with any modpack. It certainly works with gamma
Well, then I install that one but it doesn't work for me. Look, this is the error I get
Should I install all that? Or it is not necessary
Same mod
Some options say (GAMMA)
tick those that say gamma and have correct version
I thank you in advance for your kindness.
Oh man i think i love you
Take a look
Ohh my godness
Thank you so much really
thank's a lot!
can someone point me to where the rd74 anim files im gonna try and swap them with the ak12 monolith ones
i checked in the bas mod file but didnt see it
is there a mod that allows us to just change the companion weight limit?
Unless weapons have exactly the same bones - you wont be able to do this
#โ๐ฐโขnewbies-chat #โโขstalker-chat this is for making mods, not asking for mods
oh mb then
I hope this isn't the wrong place to ask this, but I want to teak some of modifiers for the skills mod. Specifically make leveling those skills more rewarding, IE increasing run speed and carry weight. I found the .ltx file that holds all of the values and I was curious if anyone has messed with them
cant you change those multipliers from the mcm menu?
Gotcha im trying to start somewhere with modding Iโve done some for mgsv but donโt really know where to start for anomaly
you can try doing ltx files
they are simply to understand
rest requires some specialized stuff
textures?
paint or Photoshop, GIMP too
models?
Blender (there is also other stuff, but i forgot their name)
and also scripts which needs knowledge of lua
are people gonna replicate the controllers effects and stuff from stalker 2 into gamma
Probably. No amount of evil looks has stopped ppl from trying to make it like EFT, I don't see how stalker2 would be different
I have been toying with how to make the shards of glass anomaly.
Under the skills tab I can only adjust the exp multiplier, I was more or less wanting to increase how fast my character ran by adjusting the spped_modifier_increment.
Hi all. Is there a reference document? I am looking to modify auto-loot to include upgraded weapons and guns into the auto-disassemble. For example, here's current function to check if armor should be disassembled
function cond_armor_disassemble(obj)
if config.disassemble_armor == disassemble_armor_options.all then
return true
end
if config.disassemble_armor == disassemble_armor_options.with_usable_parts then
local parts = item_parts.get_parts_con(obj, nil, true)
for k, v in pairs(parts) do
local is_recipe_material = zzz_craft_use_in_tooltip_mcm and is_not_empty(zzz_craft_use_in_tooltip_mcm.getCraftableItems(k))
if (config.always_treat_recipe_part_as_usable and is_recipe_material)
or (v >= config.usable_armor_part_condition_treshold and IsItem("part", k)) then
return true
end
end
end
return false
end
Now if I'd have a list of item properties and methods that'd be easy to achieve however I can't find anything in the pins about that. Where can I look those up?
Alternatively can someone jsut tell me if there's a method something like IsUpgraded(item) 
Considering IsWeapon, IsStalker, IsOutfit and IsAmmo exists, I'd assume something like that should exist 
Not really feeling like guessing name of a method 
obj:iterate_installed_upgrades(function)
your only choice
I assume returns 0 or null if none?
you could do
has_upgrades = obj:iterate_installed_upgrades(
function(upgr_sec)
local section = SYS_GetParam(0, upgr_sec, "section")
if section then return true
return false
end)
question related to animations, if i move a singular bone in the animation that is related to wpn_silencer, can it break the animation? or not?
ty for solution/pointers
as a general rule of thumb
always check inside _g.script, axr_main.script, and lua_help.script
in anomaly's files
lua_help has almost all of the methods exported from the engine
It won't break the animation but your mesh will act funny
If the bone doesn't animate it's best to just move the mesh
Yeah
Where do I find these? I can only find lua_help_ex.script in gamedata/scripts and it doesn't have much
Cuz it crashes so wanted to look more into it xd
alright great
btw thanks for the 3dss, i ported the specter to the ar15 freedom and now it's playable
Np but that was already in a pack, 
anomaly\tools\db_unpacker.bat
it gets you all the vanilla .ltx and .script files included with anomaly
ty
not really, looked into it, nothing about it
took model from m4 butcher, assigned it
and done
didn't know it was that simple




