#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 81 of 1

fleet walrus
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So... I accidentally was playing around with some things and fucked up my mods loading list. I can't seem to get all the 444 correctly enabled. Is there a list or way where I can fix this, manually, like going down a list, one at a time, or otherwise?

naive snow
fleet walrus
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thank you and sorry... I just posted in #๐Ÿ”จmodded-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

summer stream
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since i dont know how to properly use substance painter,
what do i set here

naive snow
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A specular glossiness or something

summer stream
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which one of those

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pbr or maxwell

naive snow
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PBR

summer stream
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non-pbr with it too

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okay

naive snow
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It will never really display correctly because there's no one who ever ported the stalker shader

summer stream
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doesnt matter

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at least i need to bake it properly

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now

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main thing

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what the hell do i do here

naive snow
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It's the export that's the most important really

summer stream
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i have only normal, metallic, roughness and base color

naive snow
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Oh

summer stream
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yeah

naive snow
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Reset to a new project then, these maps need to be inserted

summer stream
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where

naive snow
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Pic the metallic roughness PBR

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File or the project window

summer stream
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okay i got them

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i think

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now continuing my journey, what do i do

naive snow
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GF birthday this morning, you're on your own for the rest of the day KekSkew

summer stream
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time to get fucked by not understanding what the hell that means on their site

summer stream
plucky path
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Does anyone know how the k_hit is calculated into the stopping power shown on ammo description?

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9x39 shows 43 dmg

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But the stats for the ammo

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Don't have anything that would be around said value

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So there must be some formula that does calculate it

summer stream
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k_hit is basically multiplier of the ammo, as i understand

plucky path
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Unless I'm about to learn that the ammo description is just a scam

summer stream
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so the description is basically lying to you

plucky path
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๐Ÿ™‚

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I merely dipped my toes into the code

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And I already hate it

summer stream
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enjoy dltx

plucky path
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What even is dltx?

summer stream
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basically ltx files

plucky path
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Oh

summer stream
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they are not so hard to understand but

plucky path
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Well I'm in them right now

summer stream
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you will just rip your ass off sometimes to make it work

plucky path
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Made FMJ AP change, now I made slugs work against anything below exo armor

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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

plucky path
summer stream
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from my knowledge, it just uses stats of the GUN

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it then multiplies it with the use of k_hit

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basically 1 is 100%

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which is default dmg

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1.02 is 102%

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1.5 is 150%

plucky path
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It multiplies what by said amount?

summer stream
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that is set in the gun

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let me just get a ltx of gun

plucky path
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Oh the base gun damage?

summer stream
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yes

plucky path
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That makes no sense

summer stream
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i think this

plucky path
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Does the bullet speed actually affect it?

summer stream
plucky path
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๐Ÿ™‚

summer stream
plucky path
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Gamba

summer stream
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it goes also through GBOOBS

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so it's random

plucky path
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I saw the scripts in there

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Yeah some bullets just do more or less damage due to GBOOBS

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But thanks to you I know to not look at the gun's damage

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I actually thought it'd be accurate

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My fucking bad

summer stream
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u good mate

plucky path
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Back to shit power in grok_bo script

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To look at which guns have a random modifier

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For no reason

summer stream
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welcome back to lobotomy

plucky path
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12x70 buck getting 140% dmg

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23x75 shrapnel getting 220% dmg

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๐Ÿ™‚

summer stream
plucky path
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Time to add my own code and test it on mutants I guess

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Back to the AP slug lab

sturdy plaza
plucky path
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So the speed (kinetic power) which tosses the bullet out of the gun

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Only affects it's travel speed?

sturdy plaza
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in this game, yes

plucky path
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Me thinking better velocity more dmg

sturdy plaza
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no, but if you are modding stuff, would make sense to increase the damage a tiny bit if the bullet flies faster

plucky path
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I'll put all the k_hit multiplier in the ammo nominal damage section to start with

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Yea, but I never made anything for stalker so I'll stick to editing existing stuff

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Since that's harder to fuck up

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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?

sturdy plaza
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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

plucky path
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I still can't wrap my head around the game showing you stats of the bullets which are just wrong

sturdy plaza
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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

plucky path
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To show me the k_hit multiplier instead of the nominal power which isn't true

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The Text Overhaul Project is responsible for the ammo description

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So I'll edit the text in there

sturdy plaza
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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

plucky path
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You think too highly of me

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I don't want them to be tied together

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I will only change the descriptions of ammo types

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Because this nominal power ( to my knowledge )

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Is a fake stat

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This is the ammo type stats

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I want to change the nominal stopping power to display the actual k_hit

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So 1.05 instead of the 35

sturdy plaza
plucky path
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So now that I in the game know that this ammo type deals 105% dmg of the gun

plucky path
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The Close Quarter Combat one

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Since it overwrites GBOOBS

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And I know editing stuff in this file changes the actual bullets

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Since that's what I did to buff AP slugs

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And it worked

sturdy plaza
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anomaly\gamedata\configs\text\eng\st_items_ammo.xml

plucky path
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I know

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I'm in here

sturdy plaza
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so, changing stuff there doesnt change the description?

plucky path
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The question was if the gun stats in the game

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Are actually the real stats of the guns

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So that when I change the items_ammo.xml to k_hit from the weapon_ammo

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I will be able to in my head have an accurate representation

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So I'll see a gun that does 50 dmg

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See that the ammo type has a 1.05 k_hit

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So it would on average deal 105% of that 50dmg

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Does what I say make sense?

sturdy plaza
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so you just want to edit the description to make it say it does....uhh...in this situation 52.5 damage?

plucky path
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No

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The ak-74

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In it's description deals 37dmg

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Is that an actual statistic of the weapon in the files

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Or is it fake news?

sturdy plaza
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let me....check something out

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i think its something in the weapon files.....im checking out the ak74 desciption file/text and it has nothing of that in there

plucky path
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Which file even has the gun stats?

sturdy plaza
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the ingame ak 74 is....w_ak74_n.ltx

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adjusting the recoil is pointless there as there is a whole another file for that lol

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make sure it has the _n behind it

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as there is another file named ak74.ltx ....or ak74m_n.ltx

plucky path
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There are so many weapons all over the different folders

plucky path
# plucky path

And almost all of their descriptions shown in here seems to be wrong

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Unless I'm missing some formula that calculates the weapon's statistic as dmg

sturdy plaza
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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

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and majority of the weapon ltx's aint used ingame. just removed from npc's and stashes

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like....removed from the game by just making them not spawn. all the files and everything still being there lol

plucky path
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Ha, ha ha

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So I gotta play tag and try to find which file overwrites which weapon

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Who duct taped together this piece of shit system

sturdy plaza
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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

plucky path
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I hope there was a good reason for it

plucky path
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The in game weapon edit tool works though

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And this one accurately shows a 1 point of damage difference

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With the ak12 mono being 38 dmg

sturdy plaza
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why the fuck i didnt know of that?!

plucky path
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Instead of the ak74 being 37

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Uuuuh

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I also learned that you can go into the debug mode

sturdy plaza
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there was a gun editing tool ingame this whole time?

plucky path
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Press 0 and then F5

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To reload the game files

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So I didn't have to close the game each time I edited something in the files

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For the changes to take effect

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It's just that I don't know how the fuck does the game the damage

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If it's wrong

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Since even the gamma spreadsheets show ak's dealing 50 dmg

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Which checks out with the in game edit tool

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0.50 hit power of the ak74

sturdy plaza
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could it be hidden in the armor rework mod n shit which adds all this br class rating, could it be tied to that?

plucky path
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Who knows

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I'll just edit the ammo descriptions in bas xml

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So it stops lying to me about "nominal damage"

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I'll see if I can feed the data to AI and have it manually replace it

sturdy plaza
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weeeee

plucky path
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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

sturdy plaza
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so. 5.45 realistically does 42 damage

naive snow
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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

sturdy plaza
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and you most likely just ended the whole conversation about this

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because that makes perfect sense

plucky path
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Two, I wanted to scrounge a bit in gamma files to learn how it lies to me so I can rant about it

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Three, didnt your gf have a birthday?

naive snow
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Someone already made a whole ass mod about display the proper stats and not the gmtop inaccurate thing

plucky path
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Why the fuck is gmtop even in here

naive snow
plucky path
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If it's just BS half of the time

plucky path
naive snow
plucky path
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What is the mod's name?

naive snow
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Actual Accurate Stats

plucky path
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Does it work for both guns and ammo?

naive snow
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Every stats in game, food, armor, meds, guns, ammo

plucky path
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Thanks a lot!

summer stream
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yeah

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forgot to say that

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accurate stats is useful here

plucky path
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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?

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Not a fan of 4-6 chimeras/controllers in one place

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If you could point me to the direction of the files which affect it, or chooses groups from or an already existing mod

sturdy plaza
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i want to make backup of files i can only see within virtual file explorer. how do i do that?

naive snow
naive snow
sturdy plaza
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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

plucky path
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I believe I found it in

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The GAMMA NPC Spawns that overwrites these locations pulls the spawns from squad description

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So by lowering the npc in squad numbers

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That would reduce the amount of chimeras

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Especially with certain places

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Having up to 3 squads

random fulcrum
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that goes hard

plucky path
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3 squads of 2 to 3 controllers

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Yea, no. Changed to 3 squads of 1 controller

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I can't even find what this refers to

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As there are no monolith squads in this same mod

plucky path
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Alright, went one by one and checked the squads and which spots they can spawn in

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Should be good to play now

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GAMBA is saved

naive snow
summer stream
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@naive snow question, how to make bump if i dont have gloss? do i use curvature that was created in substance painter or what? pepestare

errant shale
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Anyone know how to download RWAPS weapon paack i need help

naive snow
# summer stream <@185568916364328961> question, how to make bump if i dont have gloss? do i use ...

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)

summer stream
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i did it unexpectedly

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by using ID

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basically i took red channel from the ID

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and shoved it down in the normal as gloss

naive snow
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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

summer stream
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ID is the

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lemme show

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this one

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red channel is this

naive snow
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Wut

summer stream
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so i basically added it to the normal

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it shows off the scratches too

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so idk shrug

naive snow
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Ah it's probably for metalness or something

summer stream
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yeah

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oh wait

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in substance painter it's

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world space normal

naive snow
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I'm used to ID being flat xolor

summer stream
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or this

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ah the id is just

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black thing

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as you say

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but yeah

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that is counted as ID?

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no idea im dumb

naive snow
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Doesn't matter if it works KekSkew

summer stream
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true

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that's the point

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now i can finally do my stuff

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without doing anything wrong

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these three are already textures folders

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so for now i'll be adding some cool stuff to the game

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basically how i feel after finding that shit out :

quasi narwhal
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what a classic feels_bad_stalk

summer stream
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true.. true

calm marsh
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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? KekSkew

simple scaffold
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IDK what it is called tho, I would half expect it to be in gamma already but IDK I don't play gamma

rough lion
fair inlet
simple scaffold
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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.

lilac idol
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does anyone know if the suppressor stats affect weapons that have an integral suppressor or is it only for those that can attach it?

fair canopy
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They do

lilac idol
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got it ty

random fulcrum
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it'd work against mutants if you have correctly set up the silencer section in the gun's ltx

lilac idol
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gbo strikes againoldge

random fulcrum
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it won't work against humans because of gbo

naive snow
random fulcrum
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a table with integrated suppressor weapons

random fulcrum
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instead of using vanilla methods to see if the gun is suppressed

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the literal only gun that wouldn't be caught by doing so is the saboteur but you blame bas for that

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for not making silencer_status = 1

lilac idol
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this is the only thing in the ltx that says something about the suppressor and i don't even know what it meanspepew

random fulcrum
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not a single other gun with that

random fulcrum
lilac idol
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yeah ik

random fulcrum
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then what's the issue

lilac idol
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this isn't for that gun

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it's the only ltx i had in hand

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so just making it = 1 will make it work but only on muties? how does that even work

random fulcrum
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mutant damage goes to the engine

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that's why integrated silencers work

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damage to human mobs doesn't go to the engine

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thus you need to manually set it up

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because gbo doesn't account for it

lilac idol
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is there an easy way to do it or is it just not worth bothering

random fulcrum
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don't bother

lilac idol
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aight thanks

random fulcrum
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gbo is comically inflexible by design

fair canopy
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I wish we could just use enhanced recoil gold and arti-grok instead PepeHands

lilac idol
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arti grok is absolutely goated ngl

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btw now that we're talking about that

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@fair canopy how did you make the bullet icons?tomfoolery

fair canopy
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stole borrowed the icons from tarkov and scaled them in ps then applied a few funny filters and some png effects off Google

lilac idol
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hmm

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does tarkov have .300 blk?

fair canopy
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Yeah

lilac idol
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great, now i have to find out where i can get the pngsclueless

fair canopy
lilac idol
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that will come in handy lol

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thankspeepoLove

fair canopy
dense lichen
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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.

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Or is this the right place to ask?

simple scaffold
simple scaffold
errant shale
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Anyone know how to download the RWAPS weapon pack

sturdy plaza
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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?

errant shale
naive snow
alpine wraith
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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

slow bolt
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you need to model that yourself and re-animate

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99% you aint doing that - otherwise you'd know already

rotund lotus
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Oof

lilac idol
rocky plover
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where did you find this file?

sturdy plaza
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And if i add a third one, then its chances would be 33% ?

summer stream
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so u tell me
that is related to arm

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same goes for bip01_r_finger3

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what the fuck is that

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and that is forearm

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what on god's earth is that kind of assign

covert pivot
sturdy plaza
covert pivot
# sturdy plaza Doesnt work, tested with just 2 gun options typing one of them down 4 times and ...

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]```
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I havent tested the chance value in npc_loadouts, but it does provide a value for it

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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```
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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

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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

sturdy plaza
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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.

random fulcrum
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true the code doesn't suggest duplicates are ignored

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i fell for the scare

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have you tried printing out the table?

sturdy plaza
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Do what?

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What do you mean printing it out?

random fulcrum
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nothing i was speaking my mind out

covert pivot
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The logic for the chance based selection is a bit weird

sturdy plaza
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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.

covert pivot
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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

covert pivot
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just add :20 or :80 to the end at it will decrease/increase the chance that entry does get picked

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the number being the percentage chance

sturdy plaza
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For that i would need a example at minimum as sadly i know nothing about coding

covert pivot
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wpn_ak74u:0:0:80

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and then add another gun with 20 in the end

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it should be close to 80/20 split then

sturdy plaza
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And i dont need to change anything else...anywhere?

covert pivot
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exactly yes

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this functionality already exists

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its just a bit scuffed

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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

sturdy plaza
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Ok... this is big news to me. This will be very helpful. Got to test it out, but this gives me ideas

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Thank you. Once im off work ill give you results of my finding if you care

covert pivot
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good luck thumb

covert pivot
naive snow
#

Multiple entries do not add more chance for a weapon to spawn. We've already confirmed this with Demonized.

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LTX entries doesn't handle multiple entries multiple keys. The engine reads it as the same one.

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Like a

wpn_ak47:0:0
wpn_ak47:0:0

Is only read as one, because they are the same key

random fulcrum
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that shit is weird

naive snow
covert pivot
#

time to just redo the chance-based random distribution to just be weighted peepobigsmile

naive snow
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It's already planned. The loadout math is just wack tho

covert pivot
covert pivot
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So inside the random loadout script it should work

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if you duplicate by weight in the script

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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

naive snow
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Well the chances values just lowers the overall chance a weapon gets picked

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Like a

wpn_ak47:0:0:20
wpn_ak47:0:0:80

At the readout time is just
wpn_ak47:0:0:80

covert pivot
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yeah i get that

naive snow
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The last weight value always crucnhes whatever else

covert pivot
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I mean the script should be redone to not have chance but just be a weight

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so the chance comes from weight/weight-of-all-entries

naive snow
covert pivot
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im busy peepobigsmile

naive snow
sturdy plaza
gleaming tide
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I hope somebody will make a mod to change S2 inventory to the OG one Chadge

naive snow
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Or rather 15.625% but whatever

random fulcrum
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the table gets shuffled

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then the chance gets rolled

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a 100000 weight gun won't be guaranteed to spawn

sturdy plaza
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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?

naive snow
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The chances values are simple random (0-100) < chance_value when the system lands on that particular gun. It's not really a weight

random fulcrum
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ye

naive snow
sturdy plaza
#

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

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A, so it only repeats the cycle once?

naive snow
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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

sturdy plaza
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I see, it cycles through them and if it fails all of them, it just goes back to even odds between all of them

naive snow
#

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

sturdy plaza
#

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

naive snow
#

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%

sturdy plaza
#

Understood. Thank you!

#

Honestly thanks to everyone bothering to explain this to me. This surely wont be the last question i got

true lance
#

Anyone plan on making mods for stalker 2?

summer stream
#

it is not settled down yet

#

we dont know if people WILL make those

#

time will tell

#

don't ask such thing here

naive snow
#

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

summer stream
naive snow
#

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

covert pivot
naive snow
#

It skews down the overall chance a bit

covert pivot
#

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

naive snow
#

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

sturdy plaza
#

Oh, everything has a default value of 50 per weapon? It just aint shown?

random fulcrum
#

yeah if undefined in the ltx it's defaulted to 50

summer stream
#

amazing texture, marvelous KekSkew

naive snow
summer stream
#

@naive snow also question, do you know how to PROPERLY bake bump maps?

#

since i'm braindead KekSkew

summer stream
#

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

naive snow
#

Hold on I'll show you the export preset, if my licence for painter still holds up

summer stream
#

okay then

naive snow
summer stream
#

main question is

naive snow
#

Then you'd just do the same channel order as before

summer stream
#

where
do i find it

naive snow
#

Find what?

summer stream
#

where do i set it

naive snow
#

Set what?

#

You can't use a bump map in Substance

#

if that's what you're asking

summer stream
#

the EXPORT

naive snow
#

File\ Export Textures

summer stream
#

uh huh

naive snow
#

But like you don't even have your textures plugged in, what are you even trying to export?

summer stream
summer stream
naive snow
#

Hold on are you just trying to bake a normal map from a hirez?

summer stream
#

what the fuck is hirez

naive snow
#

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

summer stream
#

ahh

naive snow
#

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

summer stream
#

honestly i think it's because of the bump i have which is

#

kinda uhh
strange

naive snow
#

Send it my way and I'll have a look

#

Yeah it's fucked

#

Someone put a channel in there that doesn't belong

summer stream
#

ah fuck's sake

#

do i need to re-do it now

naive snow
#

That blue channel isn't the normal Y it's like a glossiness or something

summer stream
#

oh wait

#

the BLUE one is the supposed to be gloss?

naive snow
#

There's no channel that is the glossiness

summer stream
#

tbh that seems like gloss

#

so ig blue should've been green

naive snow
#

The blue channel is supposed to be the normal Y channel

summer stream
#

yeah i fucked up

#

a bit

naive snow
#

This is a gloss
but you could add the smudges for some interesting details

summer stream
#

smudges? clueless

naive snow
#

Send me that map + the normal and I'll show you

summer stream
#

okay

naive snow
#

Like the smears that are on the blade

summer stream
#

ahhh

#

got it

#

it's basically putting METALLIC on the GLOSS

#

by that you mean like multiplying?

naive snow
#

Here, I wrote on the layers the blend mode I set them as

summer stream
#

yeah looks like i'm retarded, sorry KekSkew

#

can you give it to me

naive snow
#

Sent it, try that on

#

This is the end result of the specular map

summer stream
#

that looks so smooth

naive snow
#

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:

summer stream
#

got it

naive snow
#

How's it looking in game?

summer stream
#

lemme load in first

#

i'll look at that

naive snow
#

You might have to tweak the specular channel a bit, I went off pure mental gymnastics for it

summer stream
#

marvelous

summer stream
#

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 ohno

naive snow
#

Identifying the channels of ripped models is a pain unless you're used to working with materials and game engines

summer stream
#

i'm becoming a modder, so it will be deadly

naive snow
#

Like half of the channels you sent over are a form of ID

summer stream
#

yep

#

id kek1

naive snow
#

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

summer stream
#

burn

#

that's mw19 assets

#

of course it will be like that

naive snow
#

I've never looked at their models or their asset whatever

summer stream
#

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...

naive snow
#

Either metals

summer stream
#

ill try phong metal

#

also just a quick question, do i change something here or nah

naive snow
#

Material weight to One whatever

#

Maybe chaneg the shading model

summer stream
#

ill try it with material weight 1 rn

#

if it doesnt be like that, then i'll try different shading model

naive snow
#

Just be aware that it will make the WHOLE model shiny and metal

summer stream
#

nope

#

it's separated in case u didnt know

#

i thought of that

naive snow
#

Nice well done

summer stream
#

at least i didnt forget that one part

naive snow
#

Ah right, don't forget the Game Flags

summer stream
#

ok yeah it DEFINETELY looks more shiny

covert pivot
summer stream
#

or diffuse? clueless

naive snow
#

You should have a Generate Mipmap, Has Alpha, etc

summer stream
#

yeah

#

i have a different version of thm editor

naive snow
#

Are they in the SDK flag then?

summer stream
#

turns out yeah

#

what do i set here

naive snow
#

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

summer stream
#

that is done

#

now lemme brighten up the texture of blade + make the X channel less bright

naive snow
#

Welp S2 is done downloading for me, my shit is updated and ready. I'm going in. See around the zone fellows

summer stream
#

@naive snow thank you burn, that made it look better

#

thank you very much for handling my stuff

naive snow
summer stream
#

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)

simple scaffold
#

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

lethal garden
#

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?

random fulcrum
#

that's you not pulling down

#

change the zoom_cam_dispersion values in the gun's ltx

simple scaffold
wise wadi
random fulcrum
#

brother like

#

holy shit

#

what comes to the mind when you read "nah that mod is part of vanilla gamma"

wise wadi
#

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 ๐Ÿคฃ ๐Ÿ˜…

#

Also, it was 444 mods first but now I have 450 with Ayding grass, lod, sss, Arrival ..

#

That's why I'm asking.

slow bolt
#

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

lethal garden
#

With most AK style weapons, the impacts land many feet above the point of aim.

simple scaffold
simple scaffold
slow bolt
#

@sand whale

#

you need to upack your .db folders

fringe gazelle
slow bolt
#

This is for making mods not asking for them

fringe gazelle
#

if this sounds rude, my bad

slow bolt
#

Almost 3 hour time difference

fringe gazelle
#

ah sorry, i thought it was for me since you just tagged stalker 2 channel t_t

#

much love to you

plucky path
#

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

summer stream
#

im gonna go insane soon ๐Ÿ”ฅ
how do i make weights on hands faster

naive snow
#

Assign them via a heat map or bone influence/bone capsules

summer stream
#

THEY ARE ALL FUCKING SEPARATED ๐Ÿ”ฅ

#

AND I DO NOT KNOW HOW TO ASSIGN THEM USING HEAT MAP

#

๐Ÿ”ฅ

naive snow
#

Just hit merge pepew

summer stream
#

they are all like that

naive snow
#

Select all, merge, set the distance super low

#

It will merge vertices that are near one another based on the distance

summer stream
#

OOOOOOOH

naive snow
#

Voila, a merged model you can work off

summer stream
#

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

slow bolt
summer stream
naive snow
#

There's an automatic mapping function you can use, check most blender tutorial for weight painting

summer stream
#

thonk ๐Ÿ‘

#

okay

#

but rn i'll do it by hand

covert pivot
#

We need a weighted naked stalker body to transfer weights from kek1

summer stream
#

true tho

#

with not broken weights that doesn't break apart Chadge

covert pivot
#

with some simple ingame animation loop imported as well to test the weights in motion in blender NODDERS

summer stream
#

you know what?

#

probably hands inspection

#

and my internet went off

#

amazing

#

now let me summarize it

covert pivot
#

wrist rotation and bend will likely be the most breaking spots, or any finger motions kek1

summer stream
#
  1. it moves your hands around
  2. twists ur forearm
  3. rotation
  4. fingers bending
#

you just smooth it all up and u good

covert pivot
#

yeah that sounds a good range of different motions

#

if it can handle that well itll probably work 99% other cases

summer stream
#

if only someone could do that

#

๐Ÿ˜”

covert pivot
#

i just use other people devkits in blender, too much dumb juice drinking to do it myself Sadge

summer stream
#

smae

#

same

covert pivot
# summer stream if only someone could do that

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

https://youtu.be/7T6BUxazxbE?t=218

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

โ–ถ Play video
stoic geode
#

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.

naive snow
#

If you want the mutant health reduction mode, check the mod nexus

stoic geode
#

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

naive snow
stoic geode
#

Yeah tutorials was the wrong word lol. Just meant like any tips

naive snow
#

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.

misty mulch
naive snow
misty mulch
#

there's even a crude tutorial in there @stoic geode

#

oh they're in there

plucky path
#

Didn't grok release one already? Specifically reducing some monsters hp?

fair canopy
#

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

quasi narwhal
#

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

sudden inlet
#

Just curious, is it even possible to change a faction completely at the base in XRay? That Garbage story handled this feature quite well

simple scaffold
sudden inlet
summer stream
#

i think for that you should change fully the structure of spawns on that specific map clueless

simple scaffold
#

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

plucky path
#

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

sudden inlet
plucky path
#

Sadly smart terrain seems to be the easiest solution here AFAIK

simple scaffold
simple scaffold
#

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)

covert pivot
#

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

woeful halo
#

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)

simple scaffold
woeful halo
fair pollen
# simple scaffold it is against the stalker EULA.

Like that stopped anomaly community from porting weapons from tarkov, ready or not, etc omegakekw 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.

simple scaffold
#

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"

woeful halo
#

not not cowboyeyes

undone lily
#

We agreed on the we had to do to meet the guidelines

misty mulch
#

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

simple scaffold
#

and ppl prbably shouldn't distribute them in this discord?

fair pollen
#

No one even said anything about gamma. Just porting s2 models to anomaly.

undone lily
#

Ah, thatโ€™s 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

simple scaffold
#

talking about that here amounts to talkign about piracy which is against the gamma discord rules last i checked

undone lily
#

Thereโ€™s a difference between piracy and assets porting imo

summer stream
#

true

fair pollen
#

Well some people just pirate it, and then steal assets shrug

undone lily
#

Having some S2 models in anomaly wonโ€™t turn anomaly to S2

summer stream
#

kinda pointless argument pain, y'know

fair pollen
#

I'm just saying that.

undone lily
#

Anomaly and GAMMA are in a gray zone of โ€œeverything is under GSC umbrellaโ€

woeful halo
#

GSC might have a problem with distributing s2 models for free to anomaly users though right

fair pollen
#

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.

woeful halo
#

yeah like official stalker 2 modding tools soon

fair pollen
#

Or use fmodel kek1

#

Ain't talking more or I might get an actual mute or even ban KekSkew

misty mulch
#

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"

simple scaffold
quasi narwhal
#

honestly I don't see the point of porting high poly models for weapons and NPCs when the rest of the scenario is not shrug

covert pivot
fair pollen
simple scaffold
#

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.

quasi narwhal
#

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

simple scaffold
#

the entier semi blessed status that anomaly and gamma have was just an effort to avoid bad press and hurt the stalker 2 launch.

quasi narwhal
#

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

simple scaffold
#

i would avoid it until someone gets around to specificly asking GSC and getting an answer.

undone lily
simple scaffold
undone lily
#

thanks

#

I think it's worth contacting GSC for sure

simple scaffold
#

easier for you than me ;P

radiant nimbus
#

can we get a mod that gets rid of that dumbass death screen ๐Ÿฅบ

#

i just want text that says "lost to the zone" tbh. death counter is a cool idea tho

quasi narwhal
radiant nimbus
#

yeah that one

#

i kinda dont like it

#

feels a bit goofy

quasi narwhal
#

yeah it's so cringe

#

it is goofy as hell

radiant nimbus
#

ah.

#

i shall take my complaints there

random fulcrum
late topaz
#

I think Iโ€™d like to get into stalker 2 modding/modding in general, Iโ€™ve got a decent amount of experience in coding languages but not c#. any advice on where to start?

simple scaffold
late topaz
#

Any advice on what I need to start snooping around

simple scaffold
#

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

naive snow
supple ravine
#

hey, does anybody have the link or file to gammas footstep sounds? found them, they are dark signals

random fulcrum
#

the term scares me

vast plaza
#

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.

velvet jay
random fulcrum
#

it's inside the first submenus

#

can't remember which one exactly

#

it's called bleeding effect

vast plaza
random fulcrum
#

nah idk what you mean then really

#

maybe read up on how to make post process effects

#

in the modding book

lethal garden
#

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

fair canopy
lethal garden
#

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.

elder cargo
#

@wintry swan The mod u listed in #โ•Ÿ๐Ÿ”ฐโ˜ขnewbies-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

wintry swan
karmic cape
#

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 itโ€™s obvious, but I didnโ€™t figure out what needed to be changed

summer stream
#

find this script

#

and it should be about this

misty mulch
elder cargo
misty mulch
summer stream
#

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 clueless

#

ok so it was fixed by importing as object

#

but pepestare

#

now what the fuck broke rn

#

yeah no im gonna take a look into that later

#

rn i'm just gonna take a break and

#

holy shit it's 44 mb

covert pivot
full stratus
naive snow
naive snow
#

Oh boy, that twisted knuckle pepew

#

Sweet glove model tho

celest forge
#

And thats why for animation rigs you're only recommended to use vanilla hands Clueless

summer stream
#

but LORD I want to make them better

#

idk how to do proper weight pepew

#

they look so good peepostarechamp2

faint sable
#

I like using MHP hands

summer stream
faint sable
#

I stopped using thap because they just don't fit guns like that other pack does

summer stream
#

but i just gotta know HOW to copy weight

#

HOW to properly position everything

#

and HOW to not fuck it all up KekSkew

fair canopy
#

Cause tbh I'm not a fan of thaps monkey paws either

summer stream
#

this

fair canopy
#

Ah I thought that was just reskinned thap

faint sable
#

nah it doesn't need thap anymore

fair canopy
#

Oh nice

faint sable
#

and the hands feel a lot better imo

spring mango
# summer stream ** **

ะฟะธะทะดะตั† ั€ัƒะบะฐะผ ะฟะปะพั…ะพ

summer stream
#

ะฅะพั‡ะตัˆัŒ ะธั… ะฟะพั‚ั€ะพะณะฐั‚ัŒ? jokerge

spring mango
#

ะฝะตั‚

summer stream
#

ะ—ะฝะฐั‡ะธั‚ ะดะฐ

#

ะ”ะพัั‚ะฐะฒะฐะน ัะฒะพะน ะฑะปะตะฝะดะตั€ ัั‹ะฝะพะบ

woeful halo
somber herald
#

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)

deft agate
#

pak

somber herald
#

pak?

misty mulch
somber herald
#

uhh yeah that's a good point. but i guess tasks must have a rewards range at least? hmm ..

misty mulch
#

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?

somber herald
#

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)

lethal garden
#

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

fair inlet
lethal garden
fair inlet
lethal garden
spring comet
#

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' "?

covert pivot
# summer stream but i just gotta know HOW to copy weight

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 kek1

#

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

shell mortar
#

local distance = vector():set(obj_pos):sub(actor_pos):length()

attempt to call method 'length' its nil are there method to calculate length distance?

random fulcrum
#

distance_to

#

not with vectors

#

obj_pos:distance_to(actor_pos)

marsh bough
fair inlet
marsh bough
fair inlet
#

weapon sounds > sprint rattle
as for sound it's uhh, sprint_rifle?

marsh bough
#

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.

covert pivot
summer stream
#

man

covert pivot
#

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

summer stream
#

sir

#

there is over 70k+ polygons

covert pivot
summer stream
#

it's a cod hands

#

what do you expect

covert pivot
#

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

simple scaffold
formal plover
#

Hello everyone. I tried to install that mod before and it gave me an error

slow bolt
#

TLDR is you need to read the error and fix the dltx conflict. Then do it over again until none are left

slow bolt
#

"In short"

formal plover
#

This mod

formal plover
slow bolt
#

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")

formal plover
#

I'm talking about the same mod.

slow bolt
#

means you find mod_animations_settings_eftmpefp.ltx and add ! to [antibio_chlor] inside it so it becomes ![antibio_chlor]

formal plover
slow bolt
#

its a screenshot of an installer from a different mod

formal plover
#

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.

formal plover
slow bolt
formal plover
#

The point is that neither of them works.

#

In GAMMA

slow bolt
formal plover
#

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

formal plover
slow bolt
#

tick those that say gamma and have correct version

formal plover
#

I thank you in advance for your kindness.

formal plover
#

Take a look

#

Ohh my godness

#

Thank you so much really

#

thank's a lot!

alpine wraith
#

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

tall ibex
#

is there a mod that allows us to just change the companion weight limit?

slow bolt
analog birch
#

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

fair canopy
#

cant you change those multipliers from the mcm menu?

alpine wraith
summer stream
#

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

pulsar lagoon
#

are people gonna replicate the controllers effects and stuff from stalker 2 into gamma

simple scaffold
#

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.

analog birch
peak vessel
#

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) KekW
Considering IsWeapon, IsStalker, IsOutfit and IsAmmo exists, I'd assume something like that should exist PepeThink

#

Not really feeling like guessing name of a method PepeLaugh

random fulcrum
#

your only choice

peak vessel
#

I assume returns 0 or null if none?

random fulcrum
#

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)
summer stream
#

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?

random fulcrum
#

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

fair canopy
#

If the bone doesn't animate it's best to just move the mesh

summer stream
#

its not animated

#

sooo i can just move it

#

right?

fair canopy
#

Yeah

peak vessel
summer stream
#

btw thanks for the 3dss, i ported the specter to the ar15 freedom and now it's playable

fair canopy
#

Np but that was already in a pack, kekl

random fulcrum
#

it gets you all the vanilla .ltx and .script files included with anomaly

peak vessel
#

ty

summer stream
#

took model from m4 butcher, assigned it

#

and done

#

didn't know it was that simple