#βπmods-making-discussion
1 messages Β· Page 82 of 1
in the 3dss pack?
i just didnt know it but eh
some funny experience
It's one of the 3dss addons
ah, didn't saw
Unfortunately since it adds a bunch of guns I can't name it anything specific. I should add a gun list to it though
btw question about the 3dss
?
the thermal scope, it doesn't uhh
kinda set on the guns
sincs i tried it for ak5
didnt work
it could probably the name or its just
not supposed to be on ig?
Oh yeah
uh-huh
The gauss scope is thermal as is the 1pn93n2
My sleepiness is also increasing drastically when Im around campfires. Is there a script or LTX i can edit to change this?
can anyone guide on how to get started in modding
plzzzzzzzzzzzzzzzzzzzzzzzzzzz
like a tutorial or smthg
like a i wanna make a few weapon mods
check the anomaly modding book in the pins ig
Anyone familiar with hud modding able to help me figure out how to move some icons around? i cant seem to find anything online about how to do so.
Which icons?
just the food sleep bleed rad icons. i thought they would be adjusted by the maingame.xmls as but i havent done any hud stuff before so im unsure
The ones at the bottom?
The alt icons script has a line that nudges them slightly up. You can use that as an example.
Hi. Is there a mod to stop npc weapon jamming? They do some shoots and stay reload without cover, this makes fights easiest
There's one for companions https://www.moddb.com/mods/stalker-anomaly/addons/companions-wont-jam
Or take the "Lsz AI Tweaks" in the addons folder from this mod and edit the "xr_weapon_jam.ltx" if you want all NPC to be affected https://www.moddb.com/addons/loststalkerzone
Thank you, i will do my best β€οΈ
Is grok already modding Stalker2?
@naive snow hey sorry to bother but do you know if HQ export might fuck up the shading or something?
Hi, I was wondering if anyone is working on tooltip display on weapon parts, that show what guns they go into?
Does anyone have experience editing the m_stalker.ltx to increase overall headshot damage?
Brand new to modding. Looking for whatever code is called to show item overlays when "use" is held down. Any help would be appreciated.
that is 100% a hard coded engine thing and not really subject to modding.
i could do the same thing with a lua script if i wanted. but there aren't any good examples. closest i can think of is the body cam mod drawing boxes around NPCs. that code could be extended to do icons and text.
Oh, that makes me sad
Thanks for the info though
To be clear - sorry, your explanation was excellent, but just so I'm on the same page - I'm not interested in the code for the overlays to do my own, but rather to force it to be "always on" without having to hold the button down. I'm not sure if that makes a difference, but maybe there would be a way to do that in a mod? Like using lua to call the function without the button requirement?
iirc bodycam mod relied on engine edits to do its thing
@steady apex Hi there! Sorry to @ you, but I have this idea, and my rank is to low to post in suggestions. For your tooltip mod, would it be a lot of bother for you to add option to display in parts tooltip which guns they go into? For example when viewing a barrel it would display all guns that it is compatible with it in the tooltip? Or "details"?
@simple scaffold sorry, didn't mean to respond to you as well, though I saw that you are also an author of few tooltip related mods, so if you can weigh in on this as well, that would be greate.
Hello. Unfortunately I won't do that for 2 reasons:
- I quit making mods
- The amount of guns will be ridiculous to display, and tooltip space is limited, it doesn't make much sense to do it.
Thank you for reply. I think I will still pursue it but I won't bother you with it. Thank you for your contributions so far!
Not to my knowledge no, it just avoids a bunch of vertex optimization stuff. What's your issue?
What you can do is try and look at Hideout Furniture or Even More Hideout Furniture.. The fasteners and other materials show every furniture item in the tooltip.. As demonized said, it's a bit wild because it gets clipped and all over the place.. But if you want to make it yourself, that might be a good place to start in order to cross reference.. I don't know anything about modding so I'm just spitballing ideas
I think what demonize refered to is the quicktooltip that shows on hover, but when you have a details tooltip on right click that can be scrolled... there is no reason no to scroll indefinietly
You could also change icons to instead be text, that would make it much shorter
That was also something I initially thought when he said it would take a lot of space, but that would not be as easy reference.
But what you guys think of an idea to see that? Because I must admit I struggle to know which parts go into which gun, and it takes a lot of time to figure out if the parts traders have are for the guns I want to fix.
I am thinking for now I will just start a notepad, writing down parts name, but again... it is time consuming busy work, that I believe can be an ingame information.
I mean, I'd probably install it and use it. I'm not that bothered either way, but more info is always good.
none really, I just wanted to make sure that I wasn't gonna mess up the model
thanksπ
And you don't ever have a feeling that after you strip all the guns and put all the parts in the stash, you don't really know what you have and what you can fix with it? Then you fiddle with the workbench menu that closes on each repair (though I can swear I saw option to disbale that?). And if you have a bunch of broken guns and bunch of so so parts, it takes time, to figure out if you actually have the parts you need.
On top of that I have to bring broken guns with me to every trader to see if the parts they have will highlight or not... but again, I will start a notepad (but that is hardly optimal solution).
Nah it won't. If anything, not using it is more likely to fuck up the models
Just right click on the gun, Favorite parts, all parts under 60%. It puts them at the top of stashes, inventories and traders
Yeah, that and with time you start to learn what goes where. Again, I'd probably use the mod, but there are other ways
It's that simple really. Also hovering over a gun highlights in blue the parts that go in
Huh, simple solution. I like it. Still, I like my info everywhere xD, but that might calm down my itching brain. Thank you
With the amount of guns in game, you'd just end up with a wall of text. Using Favorite is the way to go
About that I am not so sure. Not every part is in every gun. That is the point. But for now I will use your suggestion.
I mean for barrels AK would be probably the most busy one, but not necessarly. Maybe smaller parts would have more, like those two barrel shotguns? But even then they do not repeat in so many guns.
Because as many guns you have, you also have a lot of parts. Not all guns have all parts, and not all parts are in all guns. Some do overlap, sure, but not as much as you might think. Or they might... until I figure that out, I will still hold onto that idea.
not as much as you might think
insanity
Not really. Name one part that would be in more than 5-7 guns
Quod erat demonstrandum
why the fuck is bro throwing demonic curses at me
but anyways i assume you want it to look like utjan's crafting recipes in the tooltip thing
Thank you π
because if so then i don't know what to tell you other than that you have a very poor imagination
extremely poor
to not picture in your mind that you'll hover over one item and suddenly the entire screen will be filled with lines upon lines of guns that overflow the boundaries
which would make it useless
lazy way, text list
look at cost in tool tip for how to add text to the tool tip. except where it adds it to the begining of the string, you should add it to the end.
this bit here you have to do no matter how you want to display things. you need to take the list of items that have parts and revers it into a list of parts that come from items
in the game start callback you make two tables: local parts1 = utils_data.collect_section(itms_manager.ini_parts,"con_parts_list") and local parts2 = utils_data.collect_section(itms_manager.ini_parts,"nor_parts_list")
make a third table parts_uses = {}
you then loop thru both tables. each key is an itme with parts and each value is a coma seperated list of parts from that item.
for key, value in pairs(parts1 ) do
local temp = str_explode(value, ",")
for i, v in ipairs(temp) do
if not parts_uses[v] then parts_uses[v] = {} end
parts_uses[v][#parts_uses[v]] = key
end
end
do this for parts2 as well.
now back to the code you steal from cost in tool tip.
check and see if the item section is in your parts_uses table.
if its loop thru it and add each weapon to the tool tip text on its own line. use ui_item.get_sec_name(sec) to get the dispaly name of the part.
Details not hover. You did not read all of it. And please, refrain from ad hominem
oh i aint touching the the details window.
Thank you!!!
you have to bug dem for that
Cheers. Finaly somone who is constructive π
the middel of what i posted is relivant to any dispaly method.
Silly question: what is bug dem? Is that some kind of a method, file, person or something else?
bug as in pester as in ask
dem as in demonized
i wouldn't actualy. i would go look at what they did to add parts to the deatils window and see if there is an obvius place to add a list of text. there proably is.
@simple scaffold Yeah, I already promised demonized I won't. I think I can figure it out.
i'm out. if something doesn't work its proably a typo. the core concept is sound: reverse the parts tables by looping thru them
@simple scaffold do you know per chance where is "details" view in terms of files that regard to it?
Yeah, loop is what I had in mind. I am just not advanced programmer (just learning atm) and not at all familiar with the lenguage used in .script files. I mean I can see paterns and can infer a lot, just... I should actually work on my project and not get distracted by modding xD But I feel like I will anyway.
Double action triggers or single action triggers 
well, again ... if it's in details you have all the real eastate you want ... right?
But why would you ever go in details of a part, scan a WALL of text to find the gun? EVERY time? That's insanity
Cuz I might be insane?
And I do?
But why?
And that was the intuitive way for me?
you're not being constructive wingardium leviosa
Not sure what to tell you. I just do. Maybe I work differently then you and I just like the stats windows?
Also, are you saying that Details view is usless? Then why is it there at all?
Okay so picture this:
The trigger component, the 2 action one is in 139 guns
If not to provide DETAILED information?
You're going to be scanning a wall of 139 gun entries on parts?
There's also guns that are present in the game files that are not available in-game normally:
#βπ°β’newbies-chat message
Weird... because according to wiki there is not 139 guns in the whole game.
Then those can be excluded ... easily
You are aware that the wiki isn't being kept up to date?
the link i posted is also probably not up to date
but it shows like more than half of assault rifles are not available
I will cross that bridge when I get there. You see a problem, I see a challenge.
It's not a challenge, it's stupid useless feature
If you can make it dynamic, based on actually available guns, exclude variants etc then it might be useful - I have thought about the same feature before
For you. Not for me.
Crosscompiling guns that are in the loadouts + scripted and feeding that list to parts is the easy one.
Not using the favorite system for what is was intended is mad
I told you I will use it. Not the point at all.
But it is also not an intuitive feature.
Not for me anyway.
How is telling the game, keep a lookout and sort by parts I need, not an intuitive feature?
Instead of scanning through a list of 130 something guns
Only time I thought about this feature is if I find just a gun part world spawn or in stash or something and want to know what gun it matches to see if I care about it. It's a small thing, but its atleast one application Ive wanted info on while playing
You think from the developer perspective. From a player perspective when I see "Details" I expect to see all the relevant info. And that is relevant info to me.
But that can also be solved by probably like just description that would say what type of weapon it would fit into
Knock yourself out then
Thank you for your graciouse permission. I couldn't push forward without it.

RavenAscendent was. You were just bashing the idea. You might not like it, you might not need it, it might not be your cup of tea. So, how about not giving your input on it then next time? Unless you have something that contribute to it? And giving some other mod suggestion and calling me unimaginative in the same sentence is not really a contribution.
you seem a little upset
Oh... I blocked you, so don't bother. All I see is blocked message.
you're right 
I am back in the game and two drawbacks on "mark favorite" immediately popped up:
- When you mark more than one gun, you still might not be sure which parts are for which, when you want to decide priority (sure you can also mark one at the time, but it takes away from flexibility), while having extra info in details would actually solve that.
- Marking them like that also messes with "move all" when you want to quickly stash them.
btw, would u know if distance_to is faster than distance_to_sqr? or if there's any diff at all lol
besides comparing larger numbers that is
i'm doing a call per actor update and i feel like _to_sqr is faster for some damn reason lol
yeah i had the same feeling
but maybe i broke something else and i just haven't noticed it yet 
The second point is the option to lock Favorite to your inventory on Moveall, which is a mcm option
huh
Very intuitive.
But you do have a point. I will look into that.
It's to avoid just moving all of your meds and things you use often
At which point you can just Shift + hover the mouse over the items to quick drop everything
Take all or the autolooter will also just pick up everything
No. So, I don't waste my breath on someone whos trolling me.
Pick up yes. But not unload.
I was the one who said my ideas? They just shat all over it, without being constructive (like Burn tryes to do and Raven did)
What do you mean unload?
From inventory to stash. Move All
tries*
Yes. Thank you.
Ah then yeah just use the Move All lock option in your MCM in item sorting I think and it will move everything, including favorites
Sorting mod options in MCM?
Tho I'd hate having to recreate a loadout every time you use that option
It's Sorting Plus I think
Again, I am loving that you pointed me to favorite parts option. But doesn't that admit that it is not perfect option?
How so?
It points out to the parts that I need for whatever gun I'm trying to repair
Automatically without hassle
I use Move All a lot. It is the quickest way. And I horde a lot of parts even if they are below 60% (for swaping parts to fix them and swap them back in) and to sell some when I have a lot.
So, if they are marked as fav even though I want to quickly unload them to stash... I can't
You can, just use the option that removes the move all lock
But then It moves the stuff I don't want it to move
and that is the "not perfect" part.
Create a new favorite category, change the script to favorite gun parts to that new category
Again.. you calimed it is the most intuitive solution. And now you suggest making script changes.
I might. But that is not intuitive desing.
Like it's really a moot point when you can just shift + drag your mouse over it to move all
With a lot of parts... it lags. First of all.
Second it is slower.
Not the end of the world, but you make excuess when you think you give solutions.
But your issue with highlighting parts you want is fixed with that solution. Which is what you wanted. The issue with move all is a workflow issue you have for yourself
Both are solved if there is part info in details. Because I do not have to use favorite, and I can move stuff they way I want.
I can shop easier with traders
It works for 99% of people but because it doesn't suit your workflow it's not a good advice. Sure.
That suits 99% of people? I didn't know scripting was so easy.
No. The part favorite thing
That works for the majority of people, highlights in traders and everywhere
I think you overestimate how liked the option is. It is more of - I work around it then with it.
Okay buddy, do your thing. I'm talking to a wall
Feels the same.
Also, I did not expect an answer from you. Just pointing it out, that you decided to insert yourself into this conversation.

and you just realized it?
If you want to keep yapping, go ahead
You are very helpful helper π
But I'm not wasting more time on this
Nope. I think we said all there was.
And not about me either π
What the on earth are you talking about 
Nothing
We don't understand at all what you want
Maka did you fix your hands?
If you want to do it the way you want, then go on
still not, i decided to work on guns rq
there is gotta be also platinum TT and VSSM
Did you try posing and moving the mesh pre-skinning?
all i need is weights
since they are FUCKED
also with that i slightly adjusted them
texture this to black ops 2's diamond camo
Transfering weights by proximity didn't work?
i didnt try it
because i'm kinda lazy 
If you grab hands that are already skinned to the same bone structure you should be able to just transfer weights by vertex proximity
i can use weights from skat 9
Yeah
since i basically adapted the hands to them
Just move your mesh before you skin it so it's roughly in the same spot as the skat 9 hands and transfer away
That's a google it thing
Should be a select the hands you want to skin, select the hands you want to transfer from, hit the option in the skinning menu
that
that worked absolutely fine
huh
nvm i did it wrong 
man
and im dumb
it did not work
Hello I desperatly need a simple mod to bypass sleeping requirements in the game, i can paypal if thats necessary
"a safer place is needed" when trying to sleep in my hideout in pripyat outskirts top floor apartment
Like if that was more dangerous place than place full of outlaws and perverts. I tried multiple mods and tips, nothing works, not even a tent
@naive snow and done, it should be good now
try this
I wasnt really sure how's best to make it easy to make something directly rarer, so I made the default weight 10 if value is not provided
Not working π
not gonna ask how
Safer place needed
i even tried to disable immersive sleep
even the TENT doesnt work
Id say the mod you posted is either outdated or interfering with other mods that I dont know of
Hey that's pretty cool! Well done!
gotta fix one thing because i forgot lua loop ends are inclusive 
It will help out quite a bit for loadout distributions. Now just gotta rework every darn table in existence 
No tables I found really used the chance value at all, so atleast thats not an issue. just gotta find dupes and #*10 the weight value
there theoretically isnt an upper bound, atleast I didnt set one, except just performance of looping it
It's more so the whole inheritance thing between ranks that needs to be redone
ATM, upper ranks don't remove low rank weapons, they straight up inherrit the previous section
So your master ranked stalker might end up with a toz106 or something
zzzzzz_Mod_system_FixJuanStupidWeights.ltx
im too dumb to transfer weights 
wrong z placement, idiot
Currently 0 weight does work, I could probably change it so you can also keep inheritance, but just make it so the weight of the last entry is what counts so you can 0 some guns out from higher tiers
I like my orange name, it fits my pfp
I mean getting rid of the inheritance is easy, just remove the [Bandit_master]:Bandit_veteran
Not hard when the comparison is a rock 

i'd wish i could cook 
Fix that normal map

which gun is this
Adapting them to X-Ray
What's this gun from?
MKGS Banshee
in Cristiano pls

Built with a 5β nitride-finished barrel this BANSHEEβ’ chambered in 9mm is among the shortest, most compact ARs CMMGοΏ½
hold on isn't this gun the exact same as the UDP 
i think it would be the sketchfab 
CGTrader
yeah that's what I'm saying
Taking a break from S2 modding
crazy how in 5 years of anomaly modding no one had done a single PCC and now suddenly 2 of them appear and with different anims

Hivemind
I put up a list of models that if people bought I'd do them
and a guy picked two
One of those two was the Banshee
this is the one I did https://www.artstation.com/shepard/albums/10406020
Yeah I saw
I mean I have 0 clue of what other modders are doing or not at any time
I work as solo as I possibly can
yeah I get that

Hey did I ever end up fixing the bump map auto script to include the roughness tweak thing?
Dunno if I dreamt that or not
I mean the one you sent me works absolute wonders
Yeah that was the version that only plugs specular and normal right?
That's why the model looks great in blender
Did you just fix your HDRI intensity?
For the glossy thing
Yeah, I'm just thinking if there might be some other useful feature I could see about adding. Right now you can't really create "empty" values to not get anything at all. Like in the example npc_loadouts Tronex had grenades at 20% chance, but nothing in the script allowed to leave the choice empty - there was always a pick necessary, so that 20% was really just 100%
The rig I use comes with a HDRI from the get go that looks very good imo
But if you mean for the icon render rig I have
Yeah I got the icons looking absolute sex
Hmmm alright I might still do the tweak for shits and giggles 
Your smoothing groups are hurting me
So that it doesn't look so smooth?
So it doesn't have messy fucked up edges that create black outlines from bad normals
uhh can you fix my icons too pls
But yeah I can fix the smoothness via the bump script too
Is this better
No idea, it's a combination of the normals + normal map so hard to say without checking the data
Might be blender being weird idk
It's usually because the smoothing group of the object doesn't match the baked tangent of the normal map
It creates this messed up edge
Sometimes exported models just lose their smoothing group information when you're not working from the source file
distance_to the result is the actual distance. distance_to_sqr gives you the distance to the object squared. because distance on a cordinate plane is (distance)^2 = (x1-x2)^2 + (y1-y2)^2 aka A^2+B^2 = C^2 so to get the distance, C, you have to take the square root of(A^2+B^2) and square roots are expensive. the version distance_to_sqr doesn't take that square root. it does less math. because if you want to know if the actor is 10 meters away the you can just compare (10^2) aka 100 to distance_to_sqr. if you want to compare two distances you can compare the distance_to_sqr for both and the results will be correct.
only time you should use distance_to is when you need to print the results. or compare a sum of distances. to a sum of distances.
tldr distance_to_sqr is always faster. and 90% of the time will do what you need.
distance_to_sqr doesn't take the square root. so it is faster.
that explains a lot, thanks raven
!!!!!!!!!!!!
square root is usually sqrt
they are named for what they give. distance_to gives you the distance to the object.
distance_to_sqr gives you the distance to the object squared. obj:distance_to(x) * obj:distance_to{x) = obj:distance_to_sqr(x)
name works fine
oh i didn't read the explanation above the reply
apologies
it makes perfect sense now
i should have just replied with an β¬οΈ
try adding more zs
also check where you put the file
many such cases where they slap it into gamedata\configs\items[...]
yeah that's where system dltx files go
You might need to put the those sections in a file next to where devices.ltx actually is, because devices.ltx is only loaded directly into a script. Its not included into something like system.ltx which would be why gamedata/configs works for gun_oil stuff
So try putting your devices.ltx sections changing dltx file into gamedata/configs/items/settings/
Only mention of devices.ltx I found was in the item_device.script:
local ini_device = ini_file("items\\settings\\devices.ltx")
devices.ltx isn't part of system.ltx so mod_system is not the right prefix.
mod_devices_xxxxxx.ltx in the same folder as devices.ltx
Does no one learn what the body file names actually mean?
@simple scaffold Hey, I love your tooltip in the corner mod, and if you allow a slight suggestion (I did it for myself anyway): to change the shift key (for side swaping) to either alt or ctrl? Then it does not conflict with shift pickup stuff. Just something to consider.
Or (which would be more hassle) give an option for MCM to set up that key?
Unless it's there under something else then tooltip in the corner.
help
It would be easy. I just haven't done it. I have 40 add-ons. 30 of them need some sort of update.
Ctrl also works nice with armor compering from the stashes.
Oh I know. Just if it's something that you would think of. It elevates your mod from 9/10 to 10/10. And it's just a tiny edit to your script. Ctrl is perfect as it will like I said also work with max stats check for stuff. Armors or weapons. But I get it if it's minor thing that you won't bother with. Maybe if I didn't do clean installs of GAMMA every time I update I wouldn't notice it as much. But appriciate you work either way.
Okay no one is really interested in helping me, who wants 50 euro for writing a simple mod to bypass sleeping restrictions
https://www.justfuckinggoogleit.com/
https://www.moddb.com/mods/stalker-anomaly/addons/sleepwithoutshelter
Just Fucking Google It! Home Page -- politely* tell people to Google things first
then fix it
XDDD
thats why i offer money
obviously the addon is either outdated or interfiering with other mods
remove imersive sleep.
Its like my third approach this year to ask someone for help with this one, apparently everyone hates money or dont see that its stupid that you can sleep in your own hideout, where you literally put a tent in.
Already done that...
Tried removing every mod that has sleep in the name
tried editing configs and stuff
arzi radiation over haul?
no radiation would mean no problem, havent looked this one but would it be it?
are you using gamma, and when you loaded the mod did you make it load last?
Okay so I set up the organiser automaticly like its said in the tutorial, and then I just uncheck all sleep mods, and then i check the sleep without shelter mod
it is listed on the mod page as conflicting
comments
okay lemme just open the thing up
i have no arzi radiation over haul mod in the list
perhaps i havent updated in a while
I will try updating and veryfing if everything is up to date, redo everything and report what happened
question,
how do i make bump# 
in mo2, you can go find on right side data section: gamedata -> scripts -> ui_sleep_dialog.script. It should have mod "gamma sleep balance" mentioned next to it. Just double click that and try deleting lines 131 to 135
I will try this
(you should still be able to sleep with tent nearby tho at all times)
but I think i can recall editing something like that
its the only place that seems to write "safer place needed" anywhere
if that doesnt work your best bet is to properly reinstall gamma
what's that npp theme
colors look nice
that should be default lua highlighting
if you select language lua for them
i set up that up too many years ago i dont remember anymore 
i didn't even know it was there
maybe
holy christ your vision
Looks fine
hello kitty is the real way to code
No fucking shot this matches my discord theme
I have found god
hmm, might be something else actually... What if there is like a parent command that says "everything beside safezones (faction camps) =/= safe place to sleep"
or just checking IF its a safezone, IF not = no sleep
it shouldnt matter because we are removing the call for stopping the sleep dialog thing by removing those lines
do you use soulslike mode?
@whole gazelle because soulslike mode has its own sleep script, you can try finding soulslike_sleep_dialog.script and removing these lines
I havent, but there might be a bug that its being read anyway, ill try it
im reinstalling everything to have clean base just to be sure
<yourinstallfolder>/db/Textures <-- does anyone know if this folder holds all textures or at least specifically the ones for uniforms and outfits?
Anyone know if there is a api call to pull the dev2 modlist?
Like https://stalker-gamma.com/api/list?version=dev
Or something?
There is the modpack_maker_list.txt in the git repo but that doesn't contain hash or filename info
Dev2 is for testers
Yeah I was trying to pull everything down to try it out got the installer to always pull down the dev2 branch but now I was trying to get it to pull down the correct mods list.
I noticed some query params in the requests so I thought maybe the dev list was hosted somewhere.
Might just have to make a work around for that lol
I thought doing it myself would be easier that asking someone for the tester role which probably comes with some responsibilities
no, those lines are just clean up. removing the sleep_active infoportion and telling you that you can't sleep. removing them won't let you sleep, that ship has sailed by that point in the function.
it will how ever break timed events as tehy do not process while the player has the sleep_active infoportion.
If you want to get your IP and hardware ID banned from the back end server for trying to access Dev2, that's an idea
How so? The condition testing is done just before that, which gives the value to actor_hide. Only if actor_hide is false it will trigger that section and return out of the function and not run the bottom part of it.
i miss rembered the funtion. sorry.
just add force = true to the line above the first if. then sleep always works.
in my defence that function has changed in 1.5.1, 1.5.2 and in gamma. XD
anyone know what files to edit so storms dont happen every fucking day lol
You can edit weather frequency in game settings 
shit wrong channel
Storms are also iirc disabled in gamma, so you had to use that menu at some point
ye mb. thought this was stalker 2 channel
Hi! Does anybody knows what font is being used for PDA?
letterica16 i think
I meant this one from PDA. Sorry for misunderstanding
<caption x="290" y="25" width="260" height="27">
<text font="letterica18" align="c" x="5" y="5" r="170" g="170" b="170">pda_relations_header</text>
</caption>
i think it is that one
as far as i can see all the PDA fonts are letterica18 or letterica16
obvs if lang is set to rus it auto selects the rus version of the fonts.
i guess there is a chance that gamma changed it. xray sucks with fonts, you can't add more so maybe someone changed the letterica font to actually be another font. would need to check the mod changing the font files then.
Thanks!
How does CTime.diffSec works? From engine code it should be pure seconds but everywhere in code it counts in a weird way. For example shouldn't be here 10800 (3 * 60 * 60)?
if ( time_last_checked and game.get_game_time( ):diffSec( time_last_checked ) < 5400 ) then
Hey gang, do any of you know the inventory slot id for detectors? Editing a radial menu mod to include it, but can't seem to get that ID correct.
or someone decided it should time out in 1.5 hours and didn't bother to update the comment.
note that ingame time runs 6x faster than real time.
Tried looking through the debug menu, but don't see slot ids there, either.
Beautiful, thanks a bunch! π
Does it mean CTime also is 6 times faster? Like, if I want to wait 1 real second I should specify 6 instead?
Oh, I got it. For 1 irl minute there are 6 minutes in-game
if the ctime is from get_game_time() then it is reporting ingame seconds. ingame seconds stop when the game is paused, whooshby when sleeping and by default run at 6 per irl second. based on the time factor. during an emission they run at 10x for reasons.
Got it, thanks for the explanation! They actually use this function so I understand now
looking closer i think ctime is always used for ingame time.
the real world time functions all return msecs.
Hi guys, I wanted to know if you can help me modify the heal pool of the bloodsucker from 60 to 80 from grok balance mod. Can anyone help me?
#ββstalker2β’-mods-making-discussion this room is for anomaly
local override_utils_item1 = {}
setmetatable(override_utils_item1, {__index = _G.utils_item})
function override_utils_item1.degrade() end
item_parts.utils_item = override_utils_item1
local override_utils_item2 = {}
setmetatable(override_utils_item2, {__index = _G.utils_item})
function override_utils_item2.degrade() end
function override_utils_item2.discharge() end
item_repair.utils_item = override_utils_item2
ui_workshop.utils_item = override_utils_item2
i think this bit of blackmagic in a script by itself will do what you want without breaking anything else.
this gloably makes repair tools not take durablity or uses reductions.
no, the script is in a finished state. it uses lua meta table manipulation to redirect the calls to utils_item.discharge and utils_item.degrade to funcitons that do nothing. but only for three specific scripts.
hence black magic.
if you want it to work only for particular items that is posible as well.
make this function override_utils_item1.degrade() end
into
function override_utils_item1.degrade(item)
if not (item and item:section() == "gun_oil_section_here") then
utils_item.degrade(item)
end
end
need to make similar changes to these lines function override_utils_item2.degrade() end and
function override_utils_item2.discharge() end
note that the one that has dischage needs to call utils_item.discharge while the two degrades call degrade
it would mess with the swiss tool and things as orginaly written, if you make it the changes so it only affects gun oil then it won't.
there really isn't a good way to do what you want with out a script edit. to do it without several complex and invasive monkey patches requires meta table magic.
local target_items = {gun_oil_section_here = true, another_section_here = true}
local override_utils_item1 = {}
setmetatable(override_utils_item1, {__index = _G.utils_item})
function override_utils_item1.degrade(item)
if not (item and target_items[item:section()] ) then
utils_item.degrade(item)
end
end
item_parts.utils_item = override_utils_item1
local override_utils_item2 = {}
setmetatable(override_utils_item2, {__index = _G.utils_item})
function override_utils_item2.degrade(item)
if not (item and target_items[item:section()] ) then
utils_item.degrade(item)
end
end
function override_utils_item2.discharge(item)
if not (item and target_items[item:section()] ) then
utils_item.discharge(item)
end
end
item_repair.utils_item = override_utils_item2
ui_workshop.utils_item = override_utils_item2
there fix the gun oil section being wrong and it should now only make items in the list at the top ever lasting.
probably gun_oil if ![gun_oil] works. section is the name in brackets for the item. i just didn;t want to look it up. i figured you would ahve
local target_items = {gun_oil = true, another_section_here = true} then. note there are no quotes with this table type.
just put it in someththingsomethig.script and put it in the scripts folder of your mod.
there are probably 5 ppl on this server that understand what this script is doing. most xray scripting never touches meta tables. but it is the best way to do this, trust me
never thought of monkey patching the _G namespace like that, thought that's pretty nice
mucking with meta tables is not a required skill for normal modding. it is something that Demonized and I use to make some modded exes changes work.
i'm not. nothing in _g is changed there. i am redirecting undefied indexes in those two tables to particualr sub sections of the _g name space. then i am adding a couple of indexes to them. then setting the utils_item name space in the target scripts to the tables i made. so that when they acess utils_item.discharge they get my new version, but when the call utils_item.in_actor_inv it goes to the normal place.
yeah i got that, but it's still overwriting the utils_items.discharge globally right
just what i meant
no, not at all. thats the entier point. it only affects the scripts in the all white lines.
any other script that calls utils_items.discharge will work like normal
sorry not globally, but for item_repair.utils_item and ui_workshop.utils_item
yeah. any call from within those scripts. will be redirected.
it is basicly a monkey patch that only affects individual scripts.
so it's like pointing just the item_repair.utils_item.discharge calls to another instance's
which is pretty neat
if gamma has monkey patches on parts of these scripts this won't work. and finding what monkey patch scripts need to be targed as well would be annoying. I hope this works, but i don't know evey patch in gamma
yes. but if you can't just do item_repair.utils_item.discharge = function(itm) end it will complain that utils_item is nil and if you just set item_repair.utils_item ={} first then any other calls fromt he script to utils_item will break.
hence the meta table magic to redirect all other indexes back at the normal script
this kind of thing works very well in vanilla. but monkey patches can quickly cause problems. namespaces get harder to untangle
it's not the craziest name space weirdness i have done. but it is pretty cool that things can be targeted like this.
is the game running in debug mode? if so quit and post log. it will tell me if there is a script error, like a typo
so this means essentially you can change calls from within other scripts by "monkey patching" their metatable?
I mean, at the end when the game has loaded all scripts, is it all mapped under metatables thus allowing us to setmetatable in order to overwrite stuff in their own namespaces? As in their own calls on other scripts (like if script_a calls script_b we can overwrite that specific "import" only on that particular script)
no. and you don't need the z's in this one. although putting 1-3 at the front will let ppl know it contains a monkey patch, which might be useful to know but isn't a functional requiernment.
there is a slightly more nuacned/acurate way to describe it, but you have the basic concept)
yeah. entier xray log file, just drop it here
idk words are rough but i think you get my point
like, does that mean when I have script_a.script, and in it I call something like some_other_script.some_fun
does that technically mean script_a creates an "import/require instance" of some_other_script that is mapped in its metatable?
so that we can forward the calls only from that instance to another's by not fucking the other calls from some_other_script.some_fun for example
no. when script_a tries to acess a table called script_b and that table doesn't exist in the script_a name space a line in the scripts meta table redirects that read to _g.script_b
there isn't a copy of script_b in script_a, just a redirect when it is missing and acess is atempted.
in fact this only works as long as script_a has no table called script_b in it. if it has a table script_b the read will go to that table instead.
which is what my method does it puts a utils_item table with my new functon into the target tables so they don't trigger the redirect in thier onw meta tables. then to handel the rest of the script i make my table have a redirecting meta table
ok. script is loading.
oooh i see, it's all under _g then
nice got it, thanks for the detailed explanation
local target_items = {gun_oil = true, another_section_here = true}
local override_utils_item1 = {}
setmetatable(override_utils_item1, {__index = _G.utils_item})
function override_utils_item1.degrade(item)
if not (item and target_items[item:section()] ) then
utils_item.degrade(item)
end
end
item_parts.utils_item = override_utils_item1
local override_utils_item2 = {}
setmetatable(override_utils_item2, {__index = _G.utils_item})
function override_utils_item2.degrade(item)
printf("RAX degrade patch 1")
if not (item and target_items[item:section()] ) then
utils_item.degrade(item)
printf("RAX degrade patch 2")
end
end
function override_utils_item2.discharge(item)
printf("RAX degrade patch 3")
if not (item and target_items[item:section()] ) then
printf("RAX degrade patch 4")
utils_item.discharge(item)
end
end
item_repair.utils_item = override_utils_item2
ui_workshop.utils_item = override_utils_item2
try this new script in both ways. then quit and give log.
then i need to figure out what is actualy happening when you use it.
maybe remove all your dltx and spawn new gun oil items that will have the normal uses numbers
so that you can run the uses down to zero easier
then we try and figure out where it works and where it doesn't.
once i know what to ask I will have to ask the GAMMA modder hive mide for help since i don't mod/play gamma and won't be able to figure out what monkey patch is in the way.
(well i could, but easier to ask first)
this script won't do that. so it is something on your end. maybe you missed a dltx or... idk. you fully quit and relaunched the game?
this is tacked to the front of your script.
local function script_name() \
return \"%s\" \
end \
local this = {} \
%s this %s \
setmetatable(this, {__index = _G}) \
setfenv(1, this) \
";
there is a bunch of formatting and logic inthe engine
which, for my_script.script looks like
local functon script_name()
return "my_script"
end
local this = {}
_g.my_script = this
setmetatable(this, {__index = _G})
setfenv(1, this)
those lines are added to the top of your script. then your entier script is executed as a function. and it's function environment is set to a table stored in _g as "my_script" that means that any thing defined not a local in the script gets stored in the my_script table instead of _g like would be normal for globals.
you can see the same meta table redirect is used to send calls to other scripts to thier namespaces in _g
is that drag and drop or using the item in the crafting window or the repair window?
bacily xray devs created a system for loading the scripts into tables that act sort of like C name spaces. it is nice. without the name space silos our scripts would be conflicting horibly. this works better for ppl used to C and for modular dev.
post log
ok thats really nice indeed
yeah i can see the similarity
it's like the implemented the access modifiers idea from C into the scripts
add this to the very end of the script and try again.:
local info = debug.getinfo(ui_workshop.UIWorkshopRepair.Repair) or {short_src = "raven messed up"}
printf("RAX: %s", info.short_src)
i have decided to find the monkey patch myself rather than ask the hive mind
this won't change how it works, but you need toload all the way into a save for it to print what i need to see.
it might be something silly like the keep crafting window open script.
i was looking for this line: RAX: ...nomaly\gamedata\scripts\zzzz_arti_jamming_repairs.script in the log. let me see what arti is doing. there
ok change those last two lines to these three. and do the full test again.
zzzz_arti_jamming_repairs.utils_item = override_utils_item2
local info = zzzz_arti_jamming_repairs and debug.getinfo(zzzz_arti_jamming_repairs.WorkshopRepair) or {short_src = "raven messed up"}
printf("RAX: %s", info.short_src)
i think i fixed it but just in case i'm going to check for another patch.
good news zz_ui_workshop_keep_crafting_window_open is a greedy patch so we don't need to go deeper.
replace the last two lines with zz_ui_workshop_keep_crafting_window_open.utils_item = override_utils_item2
leave the zzzz_arti_jamming_repairs.utils_item = override_utils_item2 line there tho. it will still be relevant.
edit for clarity
ok back to this:
local info = item_repair and debug.getinfo(item_repair.UIRepair.OnRepair) or {short_src = "raven messed up"}
printf("RAX: %s", info.short_src)
i think i was barking up the wrong UI.
not that any of that was a compleate waste if you decide to mess with items that are used by the other UI it will be useful
zz_item_repair_keep_crafting_window_open.utils_item = override_utils_item2
this is an amusing puzzel and nice distracton from what i am suposed to be doing. i assumed i would be able to identify monkey patches this way, it is intersting to test that theory
blame gamma for the extra steps. patches upon patches take time to untngle
you can remove the printf lines. or put -- infront of them
those functions don't have any checks like that unfortunately.
nice. glad to help.
This guy is properly autistic holy shit
Raven and momo literally explaining the mechanics behind it
Just for this guy to block momo
yeah, i checked out at that point
no idea. it sould be atleast 99.9
there is a tool in the modded exes called unlocalizer. you can have it make that variable not be local then add item_parts.max_con = 99.99 to that script.
unlocalizer is an ltx shoudl look like
[item_parts]
max_con
but i foget exactly where the ltx goes. check the modding book, ask here againif you can't figure it out.
"floating point inaccuracies" actual condition is 0.0-1.0 and the way floating point (numbers with decimal points) numbers work testing for exact equals tends to fail oftain. so anything above 0.999 or 0.9999 is considered 1
my guess is that maybe the engine would freak out if it saw a 1.001 or so condition item as lua is horribly inaccurate with numbers
i wouldn't risk it personaly.
Greetings. I'm not a modder, but I'd like to toggle a specific thing for my Soulslike runs. Would somebody point out how to toggle radiation draining stamina off entirely, and raise the base value from which radiation drains your HP from 100 to 500? It seems like a bit of trivialization, but in my opinion for a soulsike it is still quite fair - I just don't want to chainsmoke after a nanosecond in a field, and I'd like to have a chance to heal radiation poisoning instead of being stuck in a middle of an anomaly cause the game said "you can't move" after it raises the bar 0-2000 in a flash... Thanks in advance!
From what I see, my question is probably related to script file in GAMMA's radiation overhaul. May I ask somebody to help me with exact values to see the desired result?
Yeah its probably the file gamedata/scripts/grok_progressive_rad_damages.script in gamma's radiation overhaul. You could try changing
for stamina
line 18: local power_dif = 1 - actor_rad * 0.4
change the 0.4 to something lower to lose less stamina, or just delete everything after 1 to remove stamina loss
for health loss
line 34:local base_damage_value = 0.0004
increase the 0.0004 to increase health loss.
line 45: db.actor:set_health_ex(actor_health - math.random(35,80)/1000)
increase the values inside math.random to increase the health loss when having more severe radiation
Thanks. Is there a way (or.. what are the best values in your eyes) to edit the health loss formula so it remains basically the same severity but starts being noticable around 500 rad rather than 100? I'm fine with the mpact on health, I just want to have a breathing space to chug something in case I start getting rads
Its probably the line 40: if actor_rad > 0.1 then You could try set it to 0.5? Im not exactly sure what the appropiate actor_rad values are, but actor_rad is found by in the end dividing by 1000, so it tracks with the 100 value you say that it starts at
Thanks!
custom script with what ever the on drag and drop callback is called. when spary is dragged on X if X is something youwant repaired set the condition to 1
(you can set conditon to 1, what you need to avoid is comparing it to 1, always compare >= 0.999 or similar. )
I do not know what would need to be changed for that to work.
Or why your idea doesn't work. Seems like it should. But I would have to take that script apart
iirc grok's rads script has actor_rads be the result of the formula the geiger counter uses to display rads
so setting it up should be easy
Hello all
Who know any good addons to increase hardmode? Make money farm harder, more dangerous and other???
a few, but gamma already has nearly all of them.
Is it possible to add a small patch onto user.ltx in the appdata folder as a mod, or does it have to be handled manually?
user.ltx is literally a set of console commands that get run when the game starts. it does get updated when you change key bindings and some other settings or run some console commands but in the end it is just a list of console comands to run.
you can actualy setup a similar list of console commands and run them from a script. that is what the forbidden default button in the anomaly settings does and why it breaks everything.
Oh
Im trying to understand the end values in NPC Loadouts. For example: wpn_g36v_rwrap:r:0:50
I understand the weapon, and the last value (if put in) is chance to use that weapon if picked from loadouts at generation. Which of the values dictate suppressors and ammo type, and what do the numbers mean? I assume the ones with 4 or 6 is ammo type. Also, what about sight attachments? Even just a link to this info would be greatly appreciated, as I cannot find any information on this specific part of how the loadout files work anywhere.
to catch you up to the current state of the convo in addition to the comments on npc_loadouts.ltx - turns out the chance calculation is fucked, for a long time people thought that stacking entries would make it more likely to spawn. Turns out that's not the case, last line overwrites all others (
). SD has made what seems like a vastly better system, here https://discord.com/channels/912320241713958912/1310295759114993674
; - 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)
weapon:attachment_flag:ammo_type:chance
This info is from npc_loadouts.ltx
Well that saves me alot more time π’ I assumed that is how it worked. Well sheoot. lol Thank you SD, I refound that info just now. I thought about just using a mod but with BaS and everything else in Gamma and stuff its a chore to manage with so much extra stuff to consider. Ill check out your work SD. Thank you both for the quick and helpful info, saved me a great deal of time forsure.
If you have any other questions about it feel free to ask
ngl the weighted loadout method looks so much nicer
I discussed another addition to the script with Grok since I saw he had added a % chance value to the "r" attachment selection ing GAMMA Economy mod, to reduce the chance for attachments when using "r". I was thinking to implement that and make it configurable in the ltx (so it can be overwritten with dltx) + make it possible to override those chances per weapon entry.
You could do it with the weighted system as well by having:
wpn_aek:0:0:8
wpn_aek:0:r:2
But its not very granual and becomes harder to manage if you say want to only increase scopes, or remove grenade launcher from experienced stalker but still keep randomness of scopes/silencers etc
oh right also iirc scopes chance is overridden by a hidden progression difficulty setting, scope_chance
or if not overwritten, at least "interact with this other thing in an opaque way"
I probably wont touch the scope_chance thing yet, just deal with the random attachment chances first
entirely valid
Snap. This was so much to catch up on so quick π
Hi, i was wondering how i can modify the penetration values of certain ammos and armor br and br level in the mod or game files
step one would be to learn how to make a dltx override
because for armors, you cannot directly edit the config files
also "br level" is not a real stat and is calculated via the gamma actor damage balance mod, i suggest you do not aim for a "br level" number at all, the actual stat in the configs is ap_res
ammos - same thing, learn to make a DLTX override, manually change k_ap for every ammo that you want to change
Awesome, cheers
check pins, there's a reference in the Anomaly modding book
the best way to find an example to follow is to look for a mod that does something very close to what you want to do, and see how they do it
oh cool, i was just going to bumble around on google lol
This is also more to do how I think most weapons in Anomaly are defined, since most guns scope_status = 0 so the scope adding part i think doesnt run at all right?
but I also just noticed that even if I would set scope and gl chance to 0, the flag is still rolled from 0 to number, which would include scopes and gls and their combo, because it would be 0 to 4 roll 
if (utils_data.read_from_ini(nil,section,"scope_status","float",nil)) then
flag = flag + 1
end
if (utils_data.read_from_ini(nil,section,"grenade_launcher_status","float",nil)) then
flag = flag + 2
end
if (utils_data.read_from_ini(nil,section,"silencer_status","float",nil)) then
flag = flag + 4
end
flag = math.random(0,flag)```
you are more familiar with this script than me, i just know everything is cursed
its cursed for sure
So, just wondering, i can't just open the ITX and edit the value of the mod itself?
no, because you don't know what other DLTX files are overwriting it, and also it's a very bad habit (hard to reverse, easy to overwrite by accident, every time GAMMA updates it will undo all of your edits)
Okay, thanks for clarifying, ill refer to the modding book then. cheers
aight, you can always ask in here if you're having trouble understanding the modding book
would anyone know how to get the Outfit Loot Factor option back into my Progession .diff tab? not related to GAMMA but I'm trying to do some loot modding/debugging for Old World and I would like to have this option on but its currently missing from the menu
I added it back into ui_options.script but it's not showing up, unsure what im missing
anybody got a mod that actually works for skipping shader loading?
oops sorry my bad wrong chat
it shows the total at the bottom corectly?
give me this script pls, i don't have easy acess to a copy. zz_item_repair_keep_crafting_window_open
what file should i look for if i want to change crafting recipes, or add my own
i have a very limited knowledge of modding but the code looks easy enough to fuck with
is this in the anomaly file or gamma file
i dont have the items file
so i add the unpacked folder to my anomaly folder
ok so is craft.ltx the file thats used for crafting, or is it just an example file, because really im just trying to make vodka and drug production cheaper
well let me try to make a mod file first because its probably not the smartest to change the raw file
make line 206: if not (obj_1 and self.con_val[4]) then printf("RAX o: %s, cv: %s", obj_1 and obj_1:section(), self.con_val[4] ) return end and see if it prints to console when you push repair.
has anyone ever get their hands on gunslinger first aid kit anim for anomaly ?
move the printf out of the line and to the empy line below. try again. need to figure out where this thing is failing.
just the printf(...) the return end should stay on the line above.
and when you close the UI the item is still damaged?
give me the item_artifact script from gamma pls
well geb that too.
make line 8
local art_dbg = true
see if it prints something when you reapir the hide or an artifact
you need to undo the change that lets you reapir them to 100%, or make it a bit further away.
i was thinking something else.
basicly repairing an arty to 100% makes the zz_item_artefact.script think the condition is bugged and it resets it to a stored value.
one solution. make yor spray only repair 5% and add to the gun oil section repair_max_condition = 0.95
or 10% and 0.90
or add this to your script
local orepair = item_repair.UIRepair.OnRepair
item_repair.UIRepair.OnRepair = function(self)
local obj_1 = self.CC[1]:GetCell_Selected(true)
if obj_1 and obj_1:is_artefact() and self.con_val[4] => 100 then
self.con_val[4] = 99.99
end
orepair(self)
end
a script patch like β¬οΈ
the one you have been using is fine. it's all part of the same change right?
it could be another script but i don't see a need to break them out.
it does need to be a script that name is alphabeticaly after zz_item_artefact but your script name works.
this script. as long as it has zzz or more z's at the front of the name.
can put many patches in one script.
that script is already patching 5 scripts. what is one more patch.
no you can skip that
local orepair = item_repair.UIRepair.OnRepair
item_repair.UIRepair.OnRepair = function(self)
local obj_1 = self.CC[1]:GetCell_Selected(true)
printf("RAX o: %s, art %s, cv %s", obj_1 and obj_1:section(), obj_1 and obj_1:is_artefact(), self.con_val[4])
if obj_1 and obj_1:is_artefact() and self.con_val[4] >= 100 then
self.con_val[4] = 99.99
end
orepair(self)
end
if it works you can mark out the print with -- again, if not give log.
paste the whole block in, i fixed small typos not just added print
There is an ambient sound I can't track down, this default dark wind droning sound.
It is different in GAMMA vs. vanilla Anomaly but I just can't find it and it isn't winds.ogg that vanilla uses. The sound is louder in storm_5, it loops seamlessly. I've checked backgrounds.ltx and it's none of them. Anyone know which one it is? Is it procedurally generated?
at the engine level anything you can put in an artifact slot is an artifact. there are distictions between artifacts, hides and attachemetns in the inventory code higher up. but that doesn't matter for this fix.
I did some prodding and it looks like the scope_chance setting affects only weapons that use the scopes array with different sections for each gun+scope combo, while the random attachment scope affects only weapons with the old scopes_sect with scope_status = 2 (no vanilla anomaly gun uses this and i only found the sks as an example in gamma).
π
well thank you for investigating it
so functionally, it sounds like scope_chance is what matters barring weird modder choices
yes, and it comes from progression difficulty, which makes my idea of having a per-weapon override in npc_loadouts kinda not work, unless I change scope_chance to be like a modifier of the actual chance
svt40 in base anomaly is a scope_status =2 gun
there are a small handful
yeah, I see them now, I must've ran my search on a wrong folder, thanks 
but you are correct on how the two scope types interact with the loudouts. that tends to confuse ppl alot
How does the weapon data change using this in the script? Like what if the flag doesnt match actual valid properties to be changed (scope_status = 0 or 1 with flag 0 (no attachments) or 1 (only scope)) - is it just ignored in that case?
data.ammo_type = ammo_type
utils_stpk.set_weapon_data(data,se_wpn)```
IDK. utils_stpk is pretty low level. it might make a crash.
but maybe not, there may be sanity checks when the object comes online.
actually, its likely ignoring, because the random attachment logic has generated invalid flags all this time 
So the current random attachment system already had a "built in" chance reduction of having attachments
Being able to exclude certain attachments would be huge
As in by group?
By section
For example, 3dss has thermal scopes that shouldn't drop for balance reasons but with the current system it's a chance to drop all scopes that can come on a gun or none at all
Could probably add like a blacklist into the settings
but it would probably be unconditional
Right now I'm implementing something like this:
; - 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)
; - weight - default: 10 - [0 - 100] - any number should be able to work over 0, but it will spend more time creating duplicate entries
; - scope_chance - default: 0.15 - [0 - 1] - chance for scope to spawn on npc (if it's set to "d", it will use default value)
; - gl_chance - default: 1 - [0 - 1] - chance for grenade launcher to spawn on npc (if it's set to "d", it will use default value)
; - sil_chance - default: 1 - [0 - 1] - chance for silencer to spawn on npc (if it's set to "d", it will use default value)```
the difficulty scope_chance will become a multiplicative modifier for the scope_chance defined here
Do you think just a unconditional blacklist would be fine? Or adding conditions to it (like spawn it over rank > x or something) would also be useful?
I think just a blacklist would suffice
I'll see after I figure the current thing out. It shouldnt be too complicated to just remove all entries in the blacklist from the scopes before picking one
Is it possible to make new maps?
technically, yes. realistically it's tough enough that there's like. one person doing it
and it takes a while
(maybe two people?)
new maps would be great though
Can someone please point me in the right direction? Is there a default ambient sound the engine plays for specific weathers? I just can't for the life of me find this particular sound file
Found it myself, it actually is procedurally generated from Perlin noise. The sound also gets louder with wind velocity. Weird thing to have in the engine when there's already a pretty advanced weather/ambient sound system
Hey guys, Im trying to have the base model of the XM8 use an integrated scope, while still being able to accept Red-Dots, but when equipped with Red-Dots, it still uses the 2D Scope Texture of the integrated sight.
Is this possible? What should I change?
Added the blacklist, seems to work alright. Can dltx stuff into npc_loadouts.ltx [scope_blacklist] section.
Ohh ill have to check that out
I basically removed the old "add random scope to any gun" as well, it felt like a feature that's just didnt match with the loadout definitions, where even if you defined attachment_flag = 0 you could still get scopes
Ive tried adding "scope_status = 1" to each scope entry for the rifle, but the 2D scope texture persist for the red dots. This hasnt helped either.
Might be a wpo/opo interaction
They do weird things with parts to make you actually maintain the parts not the items themselves
Try adding
scope_texture =
to the section with attached scopes. If its a 2d scope it probably use the scope_texture value to overlay it
Brilliant! I just though of that too. Nice dude thanks Ill give it a shot
If it is opo/wpo it won't be as simple.
Does anyone know if there are weapon repositions in the works for 0.9.3?
There is none
Yeah, opo limits how much repair can happen to parts from the repair of the outfit.
I don't think that will be as easy to work around as the artifacts were. Maybe I look tomorrow
would someone be able to check their S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Binaries\Win64 and see if there is a D3D12.dll in there? I think I may have accidentally removed mine trying to get rid of fucking reshade 
Of couuurse "Verify Integrity of game files" won't redownload that shit.. for fuck sake..
Wrong channel, use the proper modding channel
Whoopsie, didn't see I was in the wrong channel, thanks boss ππ»
backpacks
The way I got around this was to do a quick hacky dltx mod that sets a specific armors immunities to 0 then sets that immunity id to all armors π
local repair_parts = zzzzz_arti_outfit_repair.repair_parts
zzzzz_arti_outfit_repair.repair_parts = function(outfit, repair_item, support_part)
local prts = repair_parts(outfit, repair_item, support_part)
if target_items[repair_item] then
for k, v in pairs(prts) do
parts[k] = 100
end
end
end
ok the word repair is starting to look like a made up word i've typed it so much.
edit to use the target items table just like the other code.
at this point his magic repair spray repairs outfits, weapons, artifacts, and mutant hides.
yeah I might switch over to that than just outright removing degradation
either that or I'll just tweak the numbers until I find degradation of equipment that doesn't feel too annoying
i just don't play gamma. base anomaly parts system adds a bit of complexity without being punishing.
I like most of what's in gamma, just that part of it is a bit too much for me to want to engage with, at least with vanilla degradation values.
same file, it actualy won't work in a diffn't script without some changes
it is part of outfit part overhaul. which i think is in gamma.
then what is messing with outfit condition
this is in the workshop repair not the repair item ui tho
ok skip that patch.
you need to make gamedata/configs/repair/mod_importer_something.ltx
init you need to change the repair_threshold of the [gun_oil] to be 1.0
you might want to tweak all of these:
[gun_oil] ;1830
repair_min_condition = 0.25
repair_add_condition = 0.12
repair_threshold = 0.5
that is my best guess as to what is going on.
after that i'm out of ideas
if i read it right it it is an upper limit on the tool. you would need ![gun_oil] just like any dltx change.
the discharge(kit) is handled by the first patch.
has_suitable_kit is only used to decide if to show the wpo right click menue in the inventory.
get_suitable is only used by that menu when it is selected.
meaning you don't need to do anything unless you want to change the wpo right click maintaince menu behavior.
you guys coding without syntax highlight are real heroes
it's not actualy a patch if you don't put zzzz_arti_jamming_repairs. infront of the function names.
like:
function zzzz_arti_jamming_repairs.has_suitable_kit(obj)
you could try:
local has_s = zzzz_arti_jamming_repairs.has_suitable_kit
function zzzz_arti_jamming_repairs.has_suitable_kit(obj)
return db.actor:object("gun_oil") and true or has_s(obj)
end
local get_sut = zzzz_arti_jamming_repairs.get_suitable_kit
function zzzz_arti_jamming_repairs.get_suitable_kit(obj, clean)
return db.actor:object("gun_oil") or get_sut(obj, clean)
end
the discharge kit should already be covered by the patch from the first day.
i have them at home, i'm literaly writing code in discord right now.
oh yea, i'm just saying from the ss shared above
sometimes i'll see some people coding on windows notepad and i'm like "damn, that's a true chad"
you're not coding on mobile though right π
i really try to avoid that
mostly because github mobile sucks and without a good way to look up the relevant code i get dumb real fast

github mobile does suck
contrarary to the roumers i do not have the entier anomaly engine code and sripts memorized
i am very good at searching for things and rembering generaly where i saw something after i read it that makes my looking things up very fast.
that's one of the most valuable skills a programmer can have though
knowing where and how to search/find things
you don't need to memorize it if you know where to find it 
well you can read the monkey patching guide, it has some advice. or you can go the inelegant route.
i obviously don't understand the interactions well enough here to be of much help.
All code snippets used in the guide are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License This guide is specifically written for modding Anomaly. Much of it will apply with minor changes to any STALKER modding. The concept is not limited to STALKER or e...
ngl i respect the hustle of doing all of this instead of attempting to learn how repair works or, like, save scumming pelts
especially considering that pelts in gamma never wear out
nor do artefacts that aren't the perk artis
You could always just uninstall wpo
i don't think gama has opo.
wpo is what lets you strip parts and is where that zzzz_arti_jamming_repairs script comes from.
it makes maintaining weapons "more realistic" since you aren't about that all it is doingis getting in your way
ahhh, yeah gamma isn't that modular anymore, too many mods tie into too many others. it would take a while to unravel that then
weapon parts overhaul in particular is required for a lot of the other gamma tweaks. can't disable it
how do i enable myself to be able to edit armor and weapon stats in debug menu?
that won't let you edit armor or weapon stats though
stat editor works when it feels like working
learn how to code stalker UI. Create a UI from scratch for editing weapon and armor stats and set it up to be launched from the debug menu. also make the entier back end for editing the ltx files. which will NOT play nice with all the DLTX based mods in gamma
okay what about editing thru notepad is that possible? where would i need to search for that outfits stats
Does anyone know about this version of the sig550? The "wpn_sig550_luckygun", its a vanilla gun thats absolutely awful imo, I tried hiding all the sig550 LTXs but they still keep appearing on NPCs.
the apearing on NPCs is gamma. in vanila is it only from the specil gun traders
Look at GAMMA NPC Loadouts and remove all instances of them from the npc_loadouts files. It wont remove them from already spawned NPCs, but any new npcs spawning or when starting a new game they wont spawn more
could do an all objects scan and replace them with something else tho.
Would fix existing save yea
Hey guys, Rookie modder here, I am looking into porting a mod from Call of Pripyat to Anomaly/my gamma install for personal use, its this one https://www.moddb.com/games/stalker-call-of-pripyat/addons/stalker-2-2011-character-models, anyone have any recommendations on where to start that process?
for anyone that may not want to click through, its a character model mod using some cut content from the original attempt at developing stalker 2
aaand now it's crashing out 
cool stuff y'know
i forgot i also used hud model for it, not the world that is supposed to be used
If you have it working in cop already then just basically drop the meshes/textures in and look into the configs/gameplay/character_desc_* files. If you want to add it to the random pool of spawns look to the general ones, if you want to replace unique npcs look into all the other files
<visual>actors\...</visual> is what you want to swap out to replace the character model
For the random spawn pool one just find the factions and tiers you want them to spawn at, copy an entry nearby and increase the id or just add something to it so its unique
Hey all, I'm a newbie modder working on tweaking the new XRMPE CoP coop mod.
Is there anyone here with pre-existing knowledge of how the NPC combat binder/planner system works in vanilla CoP? I've spent nearly a week reverse engineering it using all the online resources I can muster, AI codebase management to reverse engineer scripts, general testing, Anomaly modding book, Misery config files... I've been really trying my best to figure it out on my own.
I can't get enemies to shoot at me past 30m and it's driving me wonky. Already changed elements of the combat_ignore and conditions scripts that I was almost certain were the root of the problem.
If anyone can help, let me know. I won't waste your time, but I do need some extra insight.
so i want to add a new wpn to teh game it would be a copy of tt33 but i want it in no level lists (i will only spawn it thru debug) and to change its characteristics to be that of sr-25 so it is shooting 7.62x51 instead of 7.62x25mm and call it like anomalous tokarev how do i do it
I posted a link to the modding book earlier.
I would read that and also go find a one or two gun weapon mod to see all the parts in isolation
But what you want to do is about 4 lines of text in three files. TBH
how do i get to the weapon files? is it in the dlls?
No. Base game anomaly comes with a.n unpacker in the tools folder.
You don't actually need them except to study.
The item format is designed to make copying an item with small changes easy, and anomaly is designed to make adding a new file easy
This covers the basics.
Anyone would like we change map layout to this? To be like S2
no
hell naw to the naw naw naw
Raven, would you be able how to research behaviour of npc in warfare mode?
There is such thing as invasion when one faction creates several squads and sends them to a different smart to fight with its owner.
But currently when these squads arrive on the smart they do not fight "defenders", they only look at each other and hide in covers.
I would love to debug it, but don't even have an idea where to start
Does anyone know if "Snitch" at bar getting duplicated is a vanilla Anomaly issue?
Bruuuuuhπ
is there any way to increase the rate at which dux's spawns female stalkers?
modify xml files related to dux's models
@ionic olive find one of these inside the specific xml's
character_desc_general_freedom_dux.xml
character_desc_general_ecolog_dux.xml
character_desc_general_dolg_dux.xml
character_desc_general_killer_dux.xml
character_desc_general_stalker_dux.xml
and copy them
BUT
you will encounter problem related to copied strings
so you need to either
- do different ways to them (like from ps5_4 to ps5_5, but you need to copy the same model and then rename it)
- modify the id's
you're amazing, awesome, thank you. ig i'll try to figure out one of those
would modifying the IDs just require changing them to any number that isn't used or would there be more to it than that? ty again for the help
to number that isnt used or just making it 105, 106, etc
cool, easy enough
You can use the same model as many times as you want, only requirement is to have unique id's (thats why entries we added for duxs models have a prefix)
ah, k
Since there so many models in duxs mod we did it as varied as possible (no dupes)
But if you look at vanilla character_desc_general files they use same models all over the place
was yold i can make this bigger by editing the xml of BHSRO. how do i do that?
by changing the pixel values in files in configs/ui probably
ok but how? and where?
once they are there they should be on the regular combat AI.
in debug mode go up to the NPCs that are just staying bhind cover and use the debug menu to print out what logic they are on.
as for starting points:
sim_squad_warfare.script
smart_terrain_warfare.script
and to a lesser extent all the scripts that have names starting with warfare, but i would start with the first two.
however it is likely some gamma something that is causing the problem.
The hud is defined by different small elements, most of the logic about where an item is on the actual hud should be I think ui_custom_msgs.xml. Changing the x/y for location and width/height to make them larger
(i have no experience with HUD modding myself so my guess is as good as yours
)
gamedata/configs/items/weapons/w_xtt33_anomalous.ltx the x is important, don't get rid of that
[w_tt33_anomalous]:w_tt33
inv_name = st_wpn_tt33_anomalous
inv_name_short = st_wpn_tt33_anomalous
description = st_wpn_tt33_anomalous_descr ; delete this line to use orginal guns weapon description
ammo_class = ammo_7.62x51_fmj, ammo_7.62x51_fmj_bad, ammo_7.62x51_fmj_verybad, ammo_7.62x51_ap, ammo_7.62x51_ap_bad, ammo_7.62x51_ap_verybad
gamedata/configs/text/eng/tt33_anomalous.xml
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_wpn_tt33_anomalous">
<text>Anomalous Tokarev</text>
</string>
<string id="st_wpn_tt33_anomalous_descr">
<text>Insert description here</text>
</string>
</string_table>
should probably make a text/rus/ xml as well but modded exes will default to using the english if the rus is missing.
new gun that is only a small change from old gun is very easy if you don't want it showing up anywhere.
every thing else you want to change, like fire rate or clip size, you just add that line to the ltx, if a line is not in this ltx it uses the base game tt33 lines instead.
@simple scaffold do you know how i can change the texture size for the BHSRO hud? was told i have to edit an xml file but idk which one or what parts of it i have to edit.
what SD said was right. it's just going to suck because every piece of the UI needs to me both scaled and moved individually. and there is no WYSISWYG editor so unless you are very good at graphing math it will take a bunch of trial and error.
the fact that gamma uses a BHS with hacky UI code doesn't help anything. really should update to xcvb's version with properly done UI code, that would make what you are doing slightly easier.
or way easier if xcvb implemented scaling in his UI code. IDK
damn. yeah was messing around to see what effects what and it's a mess. if there was a way to see the changes in real time instead of constantly booting up the game and loading my save it'd save a lot of time.
do you know where the anchor point for the x/y coords are at? ie, center screen, top right, top left, ect.
Top left
And no matter what your screen is set to the UI is always 1024x768
That gets stretched out to fit your screen. So any cord higher than those goes off screen
Wouldnt just multiplying all x/y/width/heigh values by the size increase work and then removing a constant value from all y and x values to move the elements back into 1024x768 view. Might be a bit wonky but in idea it shouldnt be too bad (just a lot of values to edit)
that could work. like i said graph maths.
ah ok.
i'm trying to have the stamina bar match the background image but no matter what it won't let me change the height and width of it.
same goes for the core health bar. i can move it, but not resize it.
yeah, those are the reagular engine drawn bars for those stats. there is something weird about those status bars. eventualy i just decided to shove them off screen and draw my own for hud work.
shit. so i either have to have the background template match the bar or make my own. i have no idea how to do that. 
progress bars have to be configured very carefully to be resizable and the engine ones never are, the texture has to match the bar size, so if you can find the texture you might be able to scale it up then the bar will scale properly. no promises, like i said weird. but easier than the other options so maybe worth trying
yeah i have the texture for it. idk where the texture for the body parts are though unless they all use the same file.
i can scale it up very crudely, but i have no idea where the bounds are for the textures or how smart the engine is when grabbing them.
No need to edit the texture
it grabs by pixels iirc
ok. how would i go about resizing it then? so far i can only move parts but not resize them.
its all in the xml files
there is a reason i rather not mess with UI
You can ask in dart thread below
@slow bolt
Complete UI overhaul for ultrawide (that also fixes the minimap): https://discord.com/channels/912320241713958912/1169311822139105380
i've found where the parts i need are but i can't resize them. no matter what value i put for height and width they don't change. am i missing something?
they are not set up properly to recale in software. you literaly have to scale the .dds
i can't remember the exact thing you need to do the the bar xml node to let it scale textures. and Haru isn't here to ask.
but scalling up the .dds will work
so i just make the dds texture bigger and that should work?
yeah. if bar xml size and dds size match all is good always
k i'll give it a shot. i hope this works.
not quite lol. also, the psy meter didn't change at all. where's that at?
those bars nodes are in maingame.xml unless bhs is being trixy. xml should say where the texture comes from.
where's the maingame xml file at?
if bhs is messing with it probably in bhs.
that definatly isn't what the base game version looks like
i think i found it. neither of these file names exist as textures in the bhs file.
the right one is the default texture and that isn't what is on the UI in your screen shots.
idk what is going on there. i hate the BHS UI, it was coded by an enthusiastic ameture. and has sooooo manhy issues
xcvb version is much better
am i able to use that? or would it not be compatible with the mod?
obviously not
can xcvb's be swapped in? i forget what secondary bhs mods gamma has
damn
technicly gamma isn't comptable with it since it works fine on base anomaly. it is stuff gamma adds that causes the problem
it requires a small bit of tinkering to make it work.
But its not possible to go this route anyway as the mod requires base BHS, not xcvb's version
it'd probably have to be completely remade huh?
Hey, @orchid agate pointed me to this channel to ask the following question, even though I don't think it has to do with making mods.
Does anyone have a mod they could recommend that would help me sort my inventory better than I can with just the "Favorite" function?
lol
in the MCM menu there's the sorting plus mod options. you can reorder the inventory categories from there.
Oh awesome, thank you
I pointed you to here , because in stalker chat Most people will play default gamma or maybe with like a few additional mods
its legit the better place to ask
even if its not about making mods
silly goose
from the sortingplus ltx you can even add more categories, change what category an item goes into
gamma already has more sorting tabs. that is the only mod other than sorting pluss that does item sorting.
I'll look into that ltx thing, sounds like that's what I'm looking for
is more sorting tabs enabled by default? i don't think i've seen it yet.
you have to check a box in the SP MCM settings to have it use the ltx categories instead of simple ones in MCM. the ltx actually already has more categories than the MCM setting do.
this guy made a bunch of changes. might save you time. also read the discussion about it before that, might save some questions.
basicly i put a power user mode in SP and didn't document it. most ppl are fine with just changing the order of the categories i put in the MCM settings.
+166- New sorting tabs - Bartoche
that says enabled. you might just think that is the normal number tho if you have only ever played gamma
ah ok. yeah it's enabled. yeah i haven't played the og soc or anomaly. i touched soc once and quickly dropped it.
does anyone here compile their own monolith and could give me a hand with something?
start with this repo, demonized modernized the build process. that alone might be enough to get you going.
yeah
I did and it magically compiled without a single error the first time
it's almost unbelievable
like it literally never happened to me in like 25 years as a programmer
well dem is in this server
ok just a sec
the problem is it boots and I hear sounds and I see the UI but it's all black
i personaly havn't complied it. i tend to sneak my small changes in by asking other ppl nicely. so other than pointing you at dem's repo i can't help too much. althoug i am familiar whith how much of the engge code works
I think I'm building a debug released
I am not used to visual studio so I wanted to check how to build a normal release (non-debug)
any chance you could mention him here so maybe he answers me at some point later?
or let me know his username
same here as github
it's probably something stupid but I do all my development on Linux so I have no idea how to deal with visual studio
@steady apex compiler question that goes over my head
thanks a lot π
last time i ran a C++ compiler it was metrowerks code warrior 4
there is actually a config called "Release" but it only builds DX9 and this one specifically throws an error when I try to run it
but anyway let's see what happens
ok just to keep it documented here, I actually figured out how to change the "Release" to DX11 and it runs, but again all is black (I see the UI, inventory, etc. and I can hear the steps, shots, etc.)
erhm... ok, I found the log
actually, I was trying to run it with base anomaly before I tested gamma... now I see the executable is looking for shaders
is this not the right repo for base anomaly, then?
no
that goes to #ββ’stalker-chat #βπ°β’newbies-chat
ahhh got it!! damn I forgot to delete the shader cache, so stupid
@steady apex you're a literal god
technically you won't get a better sorting plus answer there since i only hang out here. π
He didnt know it existed
you should come hang out in the warfare alife overhaul thread. because we're all very super cool. not because we're idiots and need help or anything.
No need to edit it at all. It already works by itself with mcm
the ltx is super user level of control. you could spit outfit parts and weapon parts on to seperate groups, or med categories. i've seen ppl make 20+ lines of items.
Lags the inventory sadly. Inventory script in stalker is already ass and take longer to open it each time you do
If only someone solved the intentory lag problem
since save/load fixes it for a bit
really? i do not know what could cause that behavior.
stray item cells maybe? should be able to count them.
the lot of stuff thing i actualy might have a partial solution for: asycronous processing of the inventory. it won't make it faster, but it at least won't look the game up.
but yes, the more rows you give SP to put things in the longer it takes to put them there.
Um, is there a place where I can find these commands for getting npc logic info?
they are buttons in the debug menu. i don't use them myself oftain and can't rember what they are exactly (i am not at my gaming pc) but the debug is fairly well laid out. they will run on the npc under your chrosshair
Honestly there are nothing related to npcs
But I found some commands to get their scheme and section and scheme=walker and section=walker@<smart>_walker_5_walk
it's been a while, sorry. get info and the debug hud are probably the two things. and the section and scheame was what i was courious about. the debughud might have more on them.
that is a default smart job, the kind of thing they would fall into if they just walked into an empty smart.
walker should not have them hiding behind cover
if there are enemies near by they shouldn't stay in walker either.
I probably lied about hiding because sometimes they walk and just sit at one place for some time, lol.
From where can I start to understand how npc do select their next scheme?
scheames are listed at the top of this script the link goes to a comment that can help explain some of it.
what i call the default smart jobs are setup by gulag_general.script it reads patrol paths baked into the map and creates job logic from them. so if you can't find an ltx with the NPC'S current logic section then it was probably one made by this script. (if you don't know that it can be very confusing, trust me)
xr_logic.script decides what section an NPC should move to next based on the contents of it's curent section, could be anything. it can also move the NPC to a different logic file.
generic stalkers get handed jobs by the smart, either from the gualg job list or special logic built into the smarts own logic or called out there. such as rookie village has a line in it's logic to capture hip and put her into her custom logic script.
each sheam attached to the NPC has an evaluator and action. if the evaluator is true the npc runs the action code.
with few exceptions NPCs always have the generic schemes attached to them. although the way the evaluators on generic schemes are setup they can almost all be set to skip themselves based on flags set by other logic or game settings. such as xr_combat_ignore evaluates the comabat_igore line in the npcs active section to decide if it should capture the NPC.
combat ignore is the next to last generic scheme if it catchse the NPC it sends it back to the top.
xr_combat is the last and when the NPC should be in combat catches the NPC and can rarely put them into custom combat AI, genraly in anomaly this doesn't happen. and the the script ai evaluators are done and the NPC falls into the engine based AI evaluators, this should only happen when the NPC is in combat resulting in the engine running it's combat AI.
further reading. logic sections have macros based on a format called condlists. (condition lists)
I just glad it's not even more complicated
the AI logic is the most complex thing in the scripts to understand in its entierty. however you can use arx_beh for simple behaviors for quests without understanding how all of it works. just like making a simple fetch quest doesn't require understanding the entier task system.
figuring out why it's broken on the other hand...
i end up trying to trace my way thru the logic (both condlists and script evaluators) by hand because i simply don't remember all of it. i sometimes take notes.
it's basicly a giant state machine. the evaluators attached to the NPC run in order and the first one to trip decides what the NPC will do.
the NPCs state is stored in db.script in a table called storage. there is soooooooo many states tracked in in there it's nuts. i couldn't imagine trying to list them all.
some of the states are actualy condlists that get evaluated. which can make things really complex.
it is both genius and crazy
Is there a way to get the voiceline from the game ?
any info on progress? Im experiencing the same issue and cannot fix it
hey smart people i was directed to ask this here, is there any way to turn the number of women up percentage wise in the a-life spawns? serious answers only please, i do not care about gatekeeping, its a video game.
Just spam copy those entries but make sure you give them unique ID's, everything else can be the same
i do not do coding for a living or even as a hobby so forgive me but what am i looking at
You can also do the reverse and delete the men 
It's basically just a textfile of random NPCs to spawn in when the game needs them, you just want to copy-paste the whole:
....
</specific_character>```
The files will be in dux's mod, if you open up it from MO2 and traverse to gamedata/configs/gameplay
Has anyone looked to see how hard it would be to add weapons to stalker 2? I've been wanting to make a pass at some caliber changes and possibly add in more variety for 7.62x39 and 5.45
I also recommend making a new mod in MO2 and place the files in the short snippet I linked into there (having the same folder structure), so your changes wont get lost once gamma updates and stuff
i dont know what mod you are referring to sadly, i only learned of this dux persons existance about 2 minutes ago as well, is there any steps or install guide?
In your GAMMA folder install theres a mods folder and just find the nr 29 mod
thats the mod that adds female stalkers currently into gamma
all of these faction specific general spawn files have female stalkers in them
ill have to do it later, is it alright if i ping you again when i attempt it?
Hey, do you guys know what script or ltx affects Aslans patch exchange?
He suddenly no longer accepts 50 patches from me, only a max of 20 now.
sure Ill answer when I can, gotta 
i have had this issue my entire run this month so far as well
good sleep friend, im sorry im not good at coding lmao
He was accepting larger quantities of patches, but now suddenly only 20. No idea.
Oleh told you early grok changed that...
I might see about creating an addon for duxs character kit to add more women. Itll be just duplicated models at first, but i might look into making new models and maybe find an extra sound set to use
(because current project of spending like 10-15 hours per faction taking portraits is mindnumbing)
I just wanted to change the a-life spawns to 50% men 50% women
Its a decent amount of manual work to do that because the a-life pools are those character_desc_general files
as long as your cool guiding me, if thats okay, im down.
i just have no idea what im doing when it comes to anything more complex than opening a notepad and changing something or moving a mod into mo2 lmao
I have a program to generate those files (if i can find it again) so it would skip manually changing thousands of id entries and stuff 
But i think overall it would be nice to expand the number of available models aswell for more variety (and cover factions not yet covered possibly), but thats longer term effort
after i unpacked and edited whatever i need to do in the files, how do i repack it back up to see changes in game?
If you're talking Stalker 2 > #ββstalker2β’-mods-making-discussion
If you mean the anomaly unpacked files, those are just for your convenience and reference. The game will load the existing db archives. If you want to override a peculiar file of the unpacked folder, make a mod with the same file structure and replace the file there with your own
Looking for any tip how to enable xrs_debug_tools.script
Looks like it can do a lot but it's hard to figure out how turn on it instead of regular debug menu
Is anyone aware of any addon that adds a suppression mechanic for when the player takes incoming fire?.
Hello, How can i help to finish the French Translation, somebody are working on it ?
@fervent fiber : I summon you! If you need help with French translation, just mp me ! π
general 
I want to make a mod that allows exoskeleton frames to be repairable, which they inexplicably aren't. I found items_repair.ltx, but adding the item id prt_o_support_1 to say, for example, the ramrods repairable items' does not seem to work. what am I missing here?
I'm looking for some advice for map modding / level art for Anomaly/gamma, where to start?
Also, maybe you know who works with UI / UX editing here
(anyone can answer o nit tho)
UX? 
also you mean by UI the inventory and other stuff?
user experience
its related mostly related to XML
stalker needs xedit :|
Or the tools like PDX has

i think i need to add the frame itemid to some list and then add that list to the ramrod, but i have no idea how to find that list
Is he also russian?
ehhh
nope
i'm ex Metro Exodus and CP 2077 dev, but i never touched X-ray engine and specifically map modding, everything else looks pretty straightforward to me, except level editor
I wonder if they ever published an SDK like 4A Engine did
i think they have one
TBH i'm so much dissapointed with Stalker 2, that i came back to see what's been cooking in the Anomaly modding, i just heard rumors Anomaly devs had rewrittex Xray to x64
they do
You can check this too https://igigog.github.io/anomaly-modding-book/mapping/index.html
The question is how it's working with Anomaly
it's an X-RAY
O, thank you very much
anomaly is RELATED forward to COP
basically anomaly is mod to mod
or wait
it's COC
ang Gamma is a mod to mod to mod
so now i'm making a mod to mod to mod to mod to mod
sounds perfect.
Mess is my life since i went into big post-soviet gamedev
also just a question out of this whole context, ur polish?


