#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 82 of 1

fair canopy
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Yeah it's pretty simple

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Ar15 freedom is in the re enabled gamma weapons pack

summer stream
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i just didnt know it but eh

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some funny experience

fair canopy
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It's one of the 3dss addons

summer stream
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ah, didn't saw

fair canopy
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Unfortunately since it adds a bunch of guns I can't name it anything specific. I should add a gun list to it though

summer stream
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btw question about the 3dss

fair canopy
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?

summer stream
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the thermal scope, it doesn't uhh

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kinda set on the guns

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sincs i tried it for ak5

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didnt work

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it could probably the name or its just

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not supposed to be on ig?

fair canopy
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What do you mean?

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Like is it supposed to always be on?

summer stream
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is it even supposed to be in

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default 3dss

fair canopy
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Oh yeah

summer stream
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uh-huh

fair canopy
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The gauss scope is thermal as is the 1pn93n2

lethal garden
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My sleepiness is also increasing drastically when Im around campfires. Is there a script or LTX i can edit to change this?

gentle stag
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can anyone guide on how to get started in modding

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plzzzzzzzzzzzzzzzzzzzzzzzzzzz

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like a tutorial or smthg

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like a i wanna make a few weapon mods

lilac idol
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check the anomaly modding book in the pins ig

opaque warren
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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.

opaque warren
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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

simple scaffold
restive plover
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Hi. Is there a mod to stop npc weapon jamming? They do some shoots and stay reload without cover, this makes fights easiest

rough lion
rough lion
# restive plover Hi. Is there a mod to stop npc weapon jamming? They do some shoots and stay relo...

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

ModDB

Lost.Stalker.Zone The basis of this mod changes the layout of the maps to be closer to reality In addition to that there is a set of addons and patches to complete the mod by trying to make things realistic You can use the main mod alone or put any addons/patches...

restive plover
lethal garden
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Is grok already modding Stalker2?

lilac idol
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@naive snow hey sorry to bother but do you know if HQ export might fuck up the shading or something?

outer mason
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Hi, I was wondering if anyone is working on tooltip display on weapon parts, that show what guns they go into?

fading bobcat
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Does anyone have experience editing the m_stalker.ltx to increase overall headshot damage?

zinc flower
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Brand new to modding. Looking for whatever code is called to show item overlays when "use" is held down. Any help would be appreciated.

simple scaffold
zinc flower
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Oh, that makes me sad

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Thanks for the info though

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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?

random fulcrum
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iirc bodycam mod relied on engine edits to do its thing

outer mason
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@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.

steady apex
outer mason
naive snow
near dirge
# outer mason Thank you for reply. I think I will still pursue it but I won't bother you with ...

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

outer mason
zinc flower
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You could also change icons to instead be text, that would make it much shorter

outer mason
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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.

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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.

zinc flower
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I mean, I'd probably install it and use it. I'm not that bothered either way, but more info is always good.

lilac idol
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thanksπŸ‘

outer mason
# zinc flower I mean, I'd probably install it and use it. I'm not that bothered either way, b...

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).

naive snow
naive snow
zinc flower
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Yeah, that and with time you start to learn what goes where. Again, I'd probably use the mod, but there are other ways

naive snow
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It's that simple really. Also hovering over a gun highlights in blue the parts that go in

outer mason
naive snow
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With the amount of guns in game, you'd just end up with a wall of text. Using Favorite is the way to go

outer mason
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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.

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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.

random fulcrum
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not as much as you might think
insanity

outer mason
random fulcrum
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do i look like i would know them by name

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let alone by their section

outer mason
random fulcrum
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why the fuck is bro throwing demonic curses at me

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but anyways i assume you want it to look like utjan's crafting recipes in the tooltip thing

random fulcrum
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because if so then i don't know what to tell you other than that you have a very poor imagination

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extremely poor

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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

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which would make it useless

simple scaffold
# outer mason Because as many guns you have, you also have a lot of parts. Not all guns have a...

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.

outer mason
simple scaffold
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oh i aint touching the the details window.

simple scaffold
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you have to bug dem for that

outer mason
simple scaffold
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the middel of what i posted is relivant to any dispaly method.

outer mason
random fulcrum
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bug as in pester as in ask
dem as in demonized

simple scaffold
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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.

outer mason
simple scaffold
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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

outer mason
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@simple scaffold do you know per chance where is "details" view in terms of files that regard to it?

outer mason
naive snow
outer mason
naive snow
outer mason
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And I do?

naive snow
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But why?

outer mason
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And that was the intuitive way for me?

random fulcrum
outer mason
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Not sure what to tell you. I just do. Maybe I work differently then you and I just like the stats windows?

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Also, are you saying that Details view is usless? Then why is it there at all?

naive snow
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Okay so picture this:
The trigger component, the 2 action one is in 139 guns

outer mason
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If not to provide DETAILED information?

naive snow
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You're going to be scanning a wall of 139 gun entries on parts?

covert pivot
outer mason
outer mason
naive snow
covert pivot
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the link i posted is also probably not up to date shrug but it shows like more than half of assault rifles are not available

outer mason
naive snow
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It's not a challenge, it's stupid useless feature

covert pivot
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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

outer mason
naive snow
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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

outer mason
outer mason
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Not for me anyway.

naive snow
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How is telling the game, keep a lookout and sort by parts I need, not an intuitive feature?

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Instead of scanning through a list of 130 something guns

covert pivot
outer mason
covert pivot
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But that can also be solved by probably like just description that would say what type of weapon it would fit into

naive snow
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Knock yourself out then

outer mason
naive snow
outer mason
# random fulcrum you're not being constructive wingardium leviosa

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.

random fulcrum
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you seem a little upset

outer mason
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Oh... I blocked you, so don't bother. All I see is blocked message.

quasi narwhal
summer stream
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damn, these newbies are something else

outer mason
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I am back in the game and two drawbacks on "mark favorite" immediately popped up:

  1. 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.
  2. Marking them like that also messes with "move all" when you want to quickly stash them.
quasi narwhal
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btw, would u know if distance_to is faster than distance_to_sqr? or if there's any diff at all lol

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besides comparing larger numbers that is

random fulcrum
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idk really

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the sole inclusion of the square root makes me feel it's slower

quasi narwhal
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i'm doing a call per actor update and i feel like _to_sqr is faster for some damn reason lol

quasi narwhal
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but maybe i broke something else and i just haven't noticed it yet KekSkew

naive snow
random fulcrum
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huh

outer mason
naive snow
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It's to avoid just moving all of your meds and things you use often

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At which point you can just Shift + hover the mouse over the items to quick drop everything

naive snow
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Take all or the autolooter will also just pick up everything

outer mason
outer mason
celest forge
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Not sure how saying one of your ideas is useless is "trolling you"

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but aight

outer mason
naive snow
outer mason
celest forge
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tries*

outer mason
naive snow
outer mason
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Sorting mod options in MCM?

naive snow
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Tho I'd hate having to recreate a loadout every time you use that option

naive snow
outer mason
naive snow
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How so?

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It points out to the parts that I need for whatever gun I'm trying to repair

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Automatically without hassle

outer mason
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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.

naive snow
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So what's the issue?

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Favorite works regardless of part %

outer mason
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So, if they are marked as fav even though I want to quickly unload them to stash... I can't

naive snow
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You can, just use the option that removes the move all lock

outer mason
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But then It moves the stuff I don't want it to move

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and that is the "not perfect" part.

naive snow
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Create a new favorite category, change the script to favorite gun parts to that new category

outer mason
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I might. But that is not intuitive desing.

naive snow
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Like it's really a moot point when you can just shift + drag your mouse over it to move all

outer mason
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Second it is slower.

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Not the end of the world, but you make excuess when you think you give solutions.

naive snow
outer mason
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I can shop easier with traders

naive snow
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It works for 99% of people but because it doesn't suit your workflow it's not a good advice. Sure.

outer mason
naive snow
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No. The part favorite thing

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That works for the majority of people, highlights in traders and everywhere

outer mason
naive snow
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Okay buddy, do your thing. I'm talking to a wall

outer mason
outer mason
summer stream
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and you just realized it?

naive snow
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If you want to keep yapping, go ahead

outer mason
naive snow
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But I'm not wasting more time on this

summer stream
outer mason
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Nope. I think we said all there was.

outer mason
summer stream
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What the on earth are you talking about KekStressed

summer stream
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We don't understand at all what you want

celest forge
naive snow
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Maka did you fix your hands?

summer stream
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If you want to do it the way you want, then go on

summer stream
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there is gotta be also platinum TT and VSSM

naive snow
summer stream
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since they are FUCKED

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also with that i slightly adjusted them

random fulcrum
naive snow
summer stream
summer stream
naive snow
# summer stream i didnt try it

If you grab hands that are already skinned to the same bone structure you should be able to just transfer weights by vertex proximity

summer stream
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i can use weights from skat 9

naive snow
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Yeah

summer stream
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since i basically adapted the hands to them

naive snow
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Just move your mesh before you skin it so it's roughly in the same spot as the skat 9 hands and transfer away

summer stream
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i just need to remember how to transfer it

naive snow
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That's a google it thing

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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

summer stream
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that worked absolutely fine

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huh

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nvm i did it wrong clueless

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man

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and im dumb

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it did not work

whole gazelle
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Hello I desperatly need a simple mod to bypass sleeping requirements in the game, i can paypal if thats necessary

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"a safer place is needed" when trying to sleep in my hideout in pripyat outskirts top floor apartment

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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

summer stream
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@naive snow and done, it should be good now

summer stream
# whole gazelle Like if that was more dangerous place than place full of outlaws and perverts. I...
ModDB

This mod is quite simple, it allows you to sleep without any shelter requirements involved in the process. I made it because I was unable to sleep in a hideout I had set up using the Hideout Furniture mod, and didn't have enough space to shove a tent...

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try this

covert pivot
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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

summer stream
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yeah that's it

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now i need to adjust it

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hold on

whole gazelle
summer stream
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not gonna ask how

whole gazelle
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Safer place needed

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i even tried to disable immersive sleep

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even the TENT doesnt work

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Id say the mod you posted is either outdated or interfering with other mods that I dont know of

naive snow
covert pivot
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gotta fix one thing because i forgot lua loop ends are inclusive kek1

naive snow
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It will help out quite a bit for loadout distributions. Now just gotta rework every darn table in existence pepew

covert pivot
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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

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there theoretically isnt an upper bound, atleast I didnt set one, except just performance of looping it

naive snow
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It's more so the whole inheritance thing between ranks that needs to be redone

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ATM, upper ranks don't remove low rank weapons, they straight up inherrit the previous section

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So your master ranked stalker might end up with a toz106 or something

celest forge
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Me about to put all my guns at 100% chance from now on so people only use mine

naive snow
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zzzzzz_Mod_system_FixJuanStupidWeights.ltx

summer stream
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im too dumb to transfer weights pepew

celest forge
naive snow
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I'll poke the mods to get stripped of my modder role, I'm a disgrace

summer stream
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i can do that

covert pivot
naive snow
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I like my orange name, it fits my pfp

celest forge
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Strip his smart person privilege

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(Bro's smarter than I could ever aspire to be)

naive snow
naive snow
celest forge
naive snow
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What you cooking next emerald man?

celest forge
summer stream
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i'd wish i could cook pepew

celest forge
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Bro's shit is vegan raw

naive snow
summer stream
celest forge
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I have exactly 0 clue how to do anything related to textures

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Except, yknow

lilac idol
celest forge
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Adapting them to X-Ray

naive snow
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What's this gun from?

celest forge
lilac idol
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in Cristiano pls

celest forge
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That's the name

lilac idol
celest forge
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lilac idol
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hold on isn't this gun the exact same as the UDP KekSkew

summer stream
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it's a

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M4 chambered in 9mm

naive snow
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Where'd you get the model?

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I can fix your normal map issues if you want

summer stream
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i think it would be the sketchfab clueless

celest forge
lilac idol
naive snow
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Taking a break from S2 modding

celest forge
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It's an AR15 chambered in 9mm yeah

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But like, extremely small and compact

lilac idol
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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 animsomegakekw

celest forge
naive snow
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Hivemind

celest forge
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I put up a list of models that if people bought I'd do them

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and a guy picked two

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One of those two was the Banshee

lilac idol
celest forge
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Yeah I saw

lilac idol
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I could have given it to you

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instead of that poor dude paying for itpepew

celest forge
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I mean I have 0 clue of what other modders are doing or not at any time

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I work as solo as I possibly can

lilac idol
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yeah I get that

summer stream
naive snow
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Hey did I ever end up fixing the bump map auto script to include the roughness tweak thing?

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Dunno if I dreamt that or not

celest forge
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I mean the one you sent me works absolute wonders

naive snow
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Yeah that was the version that only plugs specular and normal right?

celest forge
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That's why the model looks great in blender

naive snow
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For the glossy thing

covert pivot
celest forge
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The rig I use comes with a HDRI from the get go that looks very good imo

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But if you mean for the icon render rig I have

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Yeah I got the icons looking absolute sex

naive snow
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Hmmm alright I might still do the tweak for shits and giggles KekSkew

naive snow
celest forge
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your

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I didn't make the model lil bro

naive snow
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Semantics, it's still your gun mod

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Want me to fix it?

celest forge
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So that it doesn't look so smooth?

naive snow
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So it doesn't have messy fucked up edges that create black outlines from bad normals

lilac idol
naive snow
naive snow
celest forge
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Is this better

naive snow
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No idea, it's a combination of the normals + normal map so hard to say without checking the data

celest forge
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Might be blender being weird idk

naive snow
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It creates this messed up edge

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Sometimes exported models just lose their smoothing group information when you're not working from the source file

simple scaffold
# quasi narwhal btw, would u know if `distance_to` is faster than `distance_to_sqr`? or if there...

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.

simple scaffold
quasi narwhal
random fulcrum
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then why the name

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are they stupid

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what were they thinking

covert pivot
random fulcrum
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!!!!!!!!!!!!

covert pivot
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square root is usually sqrt

simple scaffold
# random fulcrum then why the name

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

random fulcrum
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oh i didn't read the explanation above the reply

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apologies

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it makes perfect sense now

simple scaffold
random fulcrum
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try adding more zs

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also check where you put the file

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many such cases where they slap it into gamedata\configs\items[...]

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yeah that's where system dltx files go

covert pivot
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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

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So try putting your devices.ltx sections changing dltx file into gamedata/configs/items/settings/

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Only mention of devices.ltx I found was in the item_device.script:
local ini_device = ini_file("items\\settings\\devices.ltx")

simple scaffold
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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?

outer mason
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@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.

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Or (which would be more hassle) give an option for MCM to set up that key?

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Unless it's there under something else then tooltip in the corner.

formal plover
simple scaffold
outer mason
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Ctrl also works nice with armor compering from the stashes.

outer mason
# simple scaffold It would be easy. I just haven't done it. I have 40 add-ons. 30 of them need som...

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.

whole gazelle
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Okay no one is really interested in helping me, who wants 50 euro for writing a simple mod to bypass sleeping restrictions

simple scaffold
# whole gazelle Okay no one is really interested in helping me, who wants 50 euro for writing a ...
ModDB

This mod is quite simple, it allows you to sleep without any shelter requirements involved in the process. I made it because I was unable to sleep in a hideout I had set up using the Hideout Furniture mod, and didn't have enough space to shove a tent...

whole gazelle
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omfg

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another high iq buddy

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it doesnt work

simple scaffold
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then fix it

whole gazelle
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XDDD

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thats why i offer money

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obviously the addon is either outdated or interfiering with other mods

simple scaffold
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remove imersive sleep.

whole gazelle
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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.

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Already done that...

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Tried removing every mod that has sleep in the name

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tried editing configs and stuff

simple scaffold
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arzi radiation over haul?

whole gazelle
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no radiation would mean no problem, havent looked this one but would it be it?

covert pivot
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are you using gamma, and when you loaded the mod did you make it load last?

whole gazelle
#

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

simple scaffold
#

comments

whole gazelle
#

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

summer stream
#

question,
how do i make bump# kek1

covert pivot
#

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

whole gazelle
#

I will try this

covert pivot
#

(you should still be able to sleep with tent nearby tho at all times)

whole gazelle
#

but I think i can recall editing something like that

covert pivot
#

its the only place that seems to write "safer place needed" anywhere

#

if that doesnt work your best bet is to properly reinstall gamma

random fulcrum
#

colors look nice

covert pivot
#

uhhh

#

default? kek1

covert pivot
random fulcrum
#

thank you kind sir

#

now i'm interested in the text highlighting

covert pivot
#

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 kek1

random fulcrum
#

i didn't even know it was there

celest forge
#

npp has themes?

#

I've always used white

covert pivot
random fulcrum
#

holy christ your vision

celest forge
#

Looks fine

covert pivot
#

hello kitty is the real way to code

celest forge
#

No fucking shot this matches my discord theme

celest forge
#

I have found god

whole gazelle
#

or just checking IF its a safezone, IF not = no sleep

covert pivot
#

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

whole gazelle
#

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

flint crag
#

<yourinstallfolder>/db/Textures <-- does anyone know if this folder holds all textures or at least specifically the ones for uniforms and outfits?

onyx nimbus
#

There is the modpack_maker_list.txt in the git repo but that doesn't contain hash or filename info

fair canopy
#

Dev2 is for testers

onyx nimbus
#

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

simple scaffold
naive snow
covert pivot
simple scaffold
#

in my defence that function has changed in 1.5.1, 1.5.2 and in gamma. XD

drowsy sail
#

anyone know what files to edit so storms dont happen every fucking day lol

slow bolt
#

You can edit weather frequency in game settings skull

drowsy sail
#

shit wrong channel

slow bolt
#

Storms are also iirc disabled in gamma, so you had to use that menu at some point

drowsy sail
#

ye mb. thought this was stalker 2 channel

maiden ridge
#

Hi! Does anybody knows what font is being used for PDA?

simple scaffold
maiden ridge
simple scaffold
#

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.

sudden inlet
#

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
vernal field
#

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.

simple scaffold
vernal field
#

Tried looking through the debug menu, but don't see slot ids there, either.

vernal field
sudden inlet
#

Oh, I got it. For 1 irl minute there are 6 minutes in-game

simple scaffold
sudden inlet
simple scaffold
#

looking closer i think ctime is always used for ingame time.

the real world time functions all return msecs.

vivid helm
#

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?

simple scaffold
#
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

quasi narwhal
#

never thought of monkey patching the _G namespace like that, thought that's pretty nice

simple scaffold
#

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.

simple scaffold
# quasi narwhal never thought of monkey patching the `_G` namespace like that, thought that's pr...

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.

quasi narwhal
#

just what i meant

simple scaffold
quasi narwhal
#

sorry not globally, but for item_repair.utils_item and ui_workshop.utils_item

simple scaffold
#

yeah. any call from within those scripts. will be redirected.

#

it is basicly a monkey patch that only affects individual scripts.

quasi narwhal
#

so it's like pointing just the item_repair.utils_item.discharge calls to another instance's

#

which is pretty neat

simple scaffold
#

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

simple scaffold
#

this kind of thing works very well in vanilla. but monkey patches can quickly cause problems. namespaces get harder to untangle

simple scaffold
#

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

quasi narwhal
# simple scaffold it's not the craziest name space weirdness i have done. but it is pretty cool t...

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)

simple scaffold
#

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.

simple scaffold
#

yeah. entier xray log file, just drop it here

quasi narwhal
#

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

simple scaffold
# quasi narwhal idk words are rough but i think you get my point like, does that mean when I hav...

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.

quasi narwhal
#

nice got it, thanks for the detailed explanation

simple scaffold
#

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?

simple scaffold
# quasi narwhal oooh i see, it's all under `_g` then

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?

simple scaffold
# quasi narwhal oooh i see, it's all under `_g` then

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

quasi narwhal
#

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

simple scaffold
#

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

simple scaffold
#

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

simple scaffold
#

those functions don't have any checks like that unfortunately.

simple scaffold
#

nice. glad to help.

plucky path
#

Raven and momo literally explaining the mechanics behind it

#

Just for this guy to block momo

simple scaffold
#

yeah, i checked out at that point

simple scaffold
#

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

random fulcrum
#

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

simple scaffold
#

i wouldn't risk it personaly.

random fulcrum
#

same

#

but could try for science's sake

quiet osprey
#

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!

quiet osprey
#

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?

covert pivot
# quiet osprey From what I see, my question is probably related to script file in GAMMA's radia...

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

quiet osprey
covert pivot
quiet osprey
#

Thanks!

simple scaffold
#

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. )

simple scaffold
#

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

random fulcrum
#

so setting it up should be easy

restive plover
#

Hello all
Who know any good addons to increase hardmode? Make money farm harder, more dangerous and other???

simple scaffold
regal bolt
#

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?

simple scaffold
# regal bolt Is it possible to add a small patch onto user.ltx in the appdata folder as a mod...

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.

regal bolt
#

Oh

eager spade
#

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.

misty mulch
# eager spade Im trying to understand the end values in NPC Loadouts. For example: wpn_g36v_rw...

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 ( pain). SD has made what seems like a vastly better system, here https://discord.com/channels/912320241713958912/1310295759114993674

covert pivot
#

weapon:attachment_flag:ammo_type:chance

#

This info is from npc_loadouts.ltx

eager spade
#

Well that saves me alot more time 😒 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.

covert pivot
#

If you have any other questions about it feel free to ask

misty mulch
#

ngl the weighted loadout method looks so much nicer

covert pivot
#

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

misty mulch
#

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"

covert pivot
misty mulch
#

entirely valid

eager spade
#

Snap. This was so much to catch up on so quick πŸ˜†

dire pelican
#

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

misty mulch
#

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

dire pelican
misty mulch
#

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

dire pelican
covert pivot
# misty mulch oh right also iirc scopes chance is overridden by a hidden progression difficult...

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 kek1

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)```
misty mulch
#

you are more familiar with this script than me, i just know everything is cursed

covert pivot
#

its cursed for sure

dire pelican
#

So, just wondering, i can't just open the ITX and edit the value of the mod itself?

misty mulch
dire pelican
misty mulch
#

aight, you can always ask in here if you're having trouble understanding the modding book

vivid jackal
#

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

regal bolt
#

anybody got a mod that actually works for skipping shader loading?

regal bolt
#

oops sorry my bad wrong chat

simple scaffold
#

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

trail valley
#

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

simple scaffold
#

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.

blissful tartan
#

has anyone ever get their hands on gunslinger first aid kit anim for anomaly ?

simple scaffold
#

move the printf out of the line and to the empy line below. try again. need to figure out where this thing is failing.

simple scaffold
#

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 ⬆️

#

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

broken flint
#

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?

simple scaffold
#

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.

covert pivot
misty mulch
#

so functionally, it sounds like scope_chance is what matters barring weird modder choices

covert pivot
#

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

simple scaffold
#

there are a small handful

covert pivot
simple scaffold
#

but you are correct on how the two scope types interact with the loudouts. that tends to confuse ppl alot

covert pivot
#

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)```
simple scaffold
#

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.

covert pivot
#

actually, its likely ignoring, because the random attachment logic has generated invalid flags all this time kek1

#

So the current random attachment system already had a "built in" chance reduction of having attachments

fair canopy
covert pivot
#

As in by group?

fair canopy
#

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

covert pivot
#

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

covert pivot
fair canopy
#

I think just a blacklist would suffice

covert pivot
red sapphire
#

Is it possible to make new maps?

misty mulch
#

technically, yes. realistically it's tough enough that there's like. one person doing it

#

and it takes a while

#

(maybe two people?)

red sapphire
#

new maps would be great though

naive snow
broken flint
broken flint
lethal garden
#

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?

covert pivot
fair canopy
#

Ohh ill have to check that out

covert pivot
#

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

lethal garden
simple scaffold
#

Might be a wpo/opo interaction
They do weird things with parts to make you actually maintain the parts not the items themselves

covert pivot
lethal garden
simple scaffold
#

If it is opo/wpo it won't be as simple.

thin kernel
#

Does anyone know if there are weapon repositions in the works for 0.9.3?

simple scaffold
#

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

dusky moon
#

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 skull4k

#

Of couuurse "Verify Integrity of game files" won't redownload that shit.. for fuck sake..

naive snow
dusky moon
quartz root
#

backpacks

manic crest
#

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 πŸ˜‚

simple scaffold
#
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.

simple scaffold
manic crest
#

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

simple scaffold
#

i just don't play gamma. base anomaly parts system adds a bit of complexity without being punishing.

manic crest
#

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.

simple scaffold
#

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

simple scaffold
#

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.

quasi narwhal
#

you guys coding without syntax highlight are real heroes

simple scaffold
#

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.

simple scaffold
quasi narwhal
#

sometimes i'll see some people coding on windows notepad and i'm like "damn, that's a true chad"

quasi narwhal
simple scaffold
#

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

summer stream
quasi narwhal
#

github mobile does suck

simple scaffold
#

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.

quasi narwhal
#

knowing where and how to search/find things

#

you don't need to memorize it if you know where to find it jokerge

simple scaffold
#

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.

misty mulch
#

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

simple scaffold
#

You could always just uninstall wpo

simple scaffold
#

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

misty mulch
#

weapon parts overhaul in particular is required for a lot of the other gamma tweaks. can't disable it

delicate ridge
#

how do i enable myself to be able to edit armor and weapon stats in debug menu?

misty mulch
#

that won't let you edit armor or weapon stats though

random fulcrum
#

stat editor works when it feels like working

simple scaffold
delicate ridge
#

okay what about editing thru notepad is that possible? where would i need to search for that outfits stats

lethal garden
#

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.

simple scaffold
covert pivot
simple scaffold
#

could do an all objects scan and replace them with something else tho.

covert pivot
#

Would fix existing save yea

simple scaffold
#

you could just do that every 5 minutes XD

#

(that is the worst way )

summer stream
#

where did i fuck up

#

nvm i know

#

i added # there

dim night
#

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

summer stream
#

aaand now it's crashing out kekpat

#

cool stuff y'know

#

i forgot i also used hud model for it, not the world that is supposed to be used

covert pivot
#

<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

obsidian bane
#

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.

delicate ridge
#

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

simple scaffold
#

But what you want to do is about 4 lines of text in three files. TBH

delicate ridge
#

how do i get to the weapon files? is it in the dlls?

simple scaffold
#

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.

hollow minnow
#

Anyone would like we change map layout to this? To be like S2

old berry
#

no

delicate ridge
#

hell naw to the naw naw naw

sudden inlet
#

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

rough lion
#

Does anyone know if "Snitch" at bar getting duplicated is a vanilla Anomaly issue?

ionic olive
#

is there any way to increase the rate at which dux's spawns female stalkers?

summer stream
#

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

  1. do different ways to them (like from ps5_4 to ps5_5, but you need to copy the same model and then rename it)
  2. modify the id's
ionic olive
ionic olive
summer stream
ionic olive
#

cool, easy enough

covert pivot
summer stream
#

ah, k

covert pivot
#

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

dire barn
#

was yold i can make this bigger by editing the xml of BHSRO. how do i do that?

covert pivot
dire barn
#

ok but how? and where?

simple scaffold
# sudden inlet Raven, would you be able how to research behaviour of npc in warfare mode? There...

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.

covert pivot
# dire barn ok but how? and where?

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 shrug )

simple scaffold
# delicate ridge so i want to add a new wpn to teh game it would be a copy of tt33 but i want it ...

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.

dire barn
#

@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.

simple scaffold
# dire barn <@155830872027693057> do you know how i can change the texture size for the BHSR...

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

dire barn
#

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.

simple scaffold
#

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

covert pivot
#

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)

simple scaffold
#

that could work. like i said graph maths.

dire barn
#

same goes for the core health bar. i can move it, but not resize it.

simple scaffold
#

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.

dire barn
#

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. girldmdead

simple scaffold
#

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

dire barn
#

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.

slow bolt
#

No need to edit the texture

dire barn
slow bolt
#

its all in the xml files

#

there is a reason i rather not mess with UI

#

You can ask in dart thread below

queen pineBOT
dire barn
#

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?

simple scaffold
#

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

dire barn
#

so i just make the dds texture bigger and that should work?

simple scaffold
#

yeah. if bar xml size and dds size match all is good always

dire barn
#

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?

simple scaffold
#

those bars nodes are in maingame.xml unless bhs is being trixy. xml should say where the texture comes from.

dire barn
#

where's the maingame xml file at?

simple scaffold
#

if bhs is messing with it probably in bhs.

#

that definatly isn't what the base game version looks like

dire barn
#

i think i found it. neither of these file names exist as textures in the bhs file.

simple scaffold
#

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

dire barn
#

am i able to use that? or would it not be compatible with the mod?

slow bolt
#

obviously not

simple scaffold
slow bolt
#

not a gamma mod

#

Xcvb's bhs is not compatible with gamma anyway

dire barn
#

damn

simple scaffold
#

technicly gamma isn't comptable with it since it works fine on base anomaly. it is stuff gamma adds that causes the problem

slow bolt
#

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

dire barn
#

it'd probably have to be completely remade huh?

silver night
#

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?

orchid agate
#

ok but why ping me

#

wtf

dire barn
#

lol

dire barn
orchid agate
#

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

simple scaffold
#

gamma already has more sorting tabs. that is the only mod other than sorting pluss that does item sorting.

silver night
#

I'll look into that ltx thing, sounds like that's what I'm looking for

dire barn
#

is more sorting tabs enabled by default? i don't think i've seen it yet.

simple scaffold
simple scaffold
#

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.

simple scaffold
#

that says enabled. you might just think that is the normal number tho if you have only ever played gamma

dire barn
#

ah ok. yeah it's enabled. yeah i haven't played the og soc or anomaly. i touched soc once and quickly dropped it.

little kraken
#

does anyone here compile their own monolith and could give me a hand with something?

simple scaffold
#

start with this repo, demonized modernized the build process. that alone might be enough to get you going.

little kraken
#

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

simple scaffold
#

well dem is in this server

little kraken
#

ok just a sec

#

the problem is it boots and I hear sounds and I see the UI but it's all black

simple scaffold
#

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

little kraken
#

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

simple scaffold
#

same here as github

little kraken
#

it's probably something stupid but I do all my development on Linux so I have no idea how to deal with visual studio

simple scaffold
#

@steady apex compiler question that goes over my head

little kraken
#

thanks a lot πŸ™‚

simple scaffold
#

last time i ran a C++ compiler it was metrowerks code warrior 4

little kraken
#

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.)

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erhm... ok, I found the log

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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?

orchid agate
#

πŸ€“

little kraken
#

ahhh got it!! damn I forgot to delete the shader cache, so stupid

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@steady apex you're a literal god

simple scaffold
# slow bolt no

technically you won't get a better sorting plus answer there since i only hang out here. πŸ˜›

slow bolt
#

He didnt know it existed

solemn ingot
#

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.

slow bolt
#

No need to edit it at all. It already works by itself with mcm

simple scaffold
#

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.

slow bolt
#

Lags the inventory sadly. Inventory script in stalker is already ass and take longer to open it each time you do

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If only someone solved the intentory lag problem

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since save/load fixes it for a bit

simple scaffold
#

stray item cells maybe? should be able to count them.

slow bolt
#

It gets really bad if you loot a lot of stuff

#

3s of delay when opening

simple scaffold
#

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.

sudden inlet
simple scaffold
sudden inlet
simple scaffold
# sudden inlet Honestly there are nothing related to npcs But I found some commands to get thei...

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.

sudden inlet
#

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?

simple scaffold
# sudden inlet I probably lied about hiding because sometimes they walk and just sit at one pla...

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.

simple scaffold
sudden inlet
#

I just glad it's not even more complicated

simple scaffold
#

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...

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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.

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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.

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some of the states are actualy condlists that get evaluated. which can make things really complex.

it is both genius and crazy

tired estuary
#

Is there a way to get the voiceline from the game ?

heady grotto
#

any info on progress? Im experiencing the same issue and cannot fix it

main dove
#

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.

covert pivot
#

Just spam copy those entries but make sure you give them unique ID's, everything else can be the same

main dove
#

i do not do coding for a living or even as a hobby so forgive me but what am i looking at

covert pivot
#

You can also do the reverse and delete the men kek1

#

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>```
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The files will be in dux's mod, if you open up it from MO2 and traverse to gamedata/configs/gameplay

warm dirge
#

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

covert pivot
main dove
covert pivot
#

thats the mod that adds female stalkers currently into gamma

#

all of these faction specific general spawn files have female stalkers in them

main dove
lethal garden
#

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.

covert pivot
main dove
main dove
lethal garden
fair canopy
#

Oleh told you early grok changed that...

covert pivot
# main dove good sleep friend, im sorry im not good at coding lmao

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 kek1 (because current project of spending like 10-15 hours per faction taking portraits is mindnumbing)

main dove
covert pivot
#

Its a decent amount of manual work to do that because the a-life pools are those character_desc_general files

main dove
#

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

covert pivot
#

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 kek1

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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

delicate ridge
#

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?

naive snow
sudden inlet
#

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

swift gull
#

Is anyone aware of any addon that adds a suppression mechanic for when the player takes incoming fire?.

oak anvil
#

Hello, How can i help to finish the French Translation, somebody are working on it ?

oak anvil
#

@fervent fiber : I summon you! If you need help with French translation, just mp me ! πŸ™‚

glass mauve
#

Hi guys

#

Is it general modding discussion or more gamma-related?

summer stream
#

general whatever

somber herald
#

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?

glass mauve
#

I'm looking for some advice for map modding / level art for Anomaly/gamma, where to start?

summer stream
#

oooh lord mighty.

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you can try asking raven about that stuff

glass mauve
#

The old guides lead to maya map editing

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The Wise Raven? πŸ™‚

summer stream
#

this one

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(just please dont spam pings and wait when he answers)

glass mauve
#

Also, maybe you know who works with UI / UX editing here

summer stream
#

(anyone can answer o nit tho)

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UX? thonk

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also you mean by UI the inventory and other stuff?

somber herald
#

user experience

summer stream
#

its related mostly related to XML

somber herald
#

stalker needs xedit :|

glass mauve
#

Or the tools like PDX has

summer stream
somber herald
#

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

glass mauve
summer stream
#

ehhh
nope

glass mauve
#

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

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I wonder if they ever published an SDK like 4A Engine did

summer stream
#

i think they have one

glass mauve
#

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

summer stream
#

they do

glass mauve
#

The question is how it's working with Anomaly

summer stream
#

it's an X-RAY

summer stream
#

anomaly is RELATED forward to COP

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basically anomaly is mod to mod

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or wait

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it's COC

glass mauve
#

ang Gamma is a mod to mod to mod

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so now i'm making a mod to mod to mod to mod to mod

#

sounds perfect.

summer stream
#

yep

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enjoy the mess KekSkew

glass mauve
#

Mess is my life since i went into big post-soviet gamedev

summer stream
#

also just a question out of this whole context, ur polish?