#βπmods-making-discussion
1 messages Β· Page 83 of 1
Actually, i'm thinking if S2 modding would get into the same amount of content & data as GAMMA has in the next years
so u dont need to literally suffer trying to make it work
I was very surprised with the stability of Anomaly / GAMMA
the stability is
both teams did an amazing job here. GAMMA looks like 'THAT' one stalker after all.
constant 1087 (being fixed)
and with that it's one-threaded
if you want to make it non one-threaded, re-write the WHOLE fucking engine
I've felt slowdowns only in Warfare mode
of course you would
A-Life spawns in lots of npcs
forces your one thread to slightly uhh
suffer
If i had some free $$$ i would port gamma to Metro Engine π
and i bet it would be a better game than S2
i really wonder how it would look like
with that how do you port stalker to metro
I just need extra 100-150k usd
just a bit 
in gamma modding, i mean
mostly related to these
[project manager activation keyphrase detected] 
models + proper textures
BizDev trigger
Well, beautiful. Much better than UE5, i suppose
ok this turned out to be a lot harder than I thought it would be, guess i'll shelve it until i finish this run and can read all the modding guides.
But 4A engine requires large backend support
funnily enough x-ray engine is very good at modding
Unlike UE which eh, can be built from scratch by a team of moddders
you can just back track everything
I'm old Paradox modder, and i was like: 'really'? Is thats it?
yeah x-ray seems very powerful for modding, but hard. UE5 is easy to mod, but limited.
limited for now
x-ray uses lua
and it HAS some limitations
With current shaders and some geometry updates, like hd models i must same the game looks amazing
i find it difficult to backtrack things without an xEdit equivalent. like just adding this stupid part to a repair list is not obvious at all.
what do you mean hd models
Like new geometry for trees , cars, etc
get a simple mod to modify weather, then you can adjust everything in SSS settings
there will be SSS 22 with much better look, sooo 
it could be anything
I wonder if some fanbase would return to Modded stalker versions now after empty vanilla stalker 2
newbie channel is full of people like this already.
I mean, the question is, if it's still makes sence to invest into modding a very old game after second part is released
"what do you mean stalker 2 doesn't have 500 mods?? i'm going back to morrowind gamma."
imagine they will invest in remaking x-ray engine so it can use whole cpu
Yeah, i'm also this kind of person. Well we're cooking some VO generated talks with my US coleague
technically it was very easy to localize EN - RU - UA lines with chatgpt, with this whole XML structure
But now i wonder if we could combine radio chat to VO
anomaly is pretty unique in both that x-ray is a very powerful game engine for modding purposes, and the source code being released. S2 will not reach the same heights if you give it 10 years.
I totally agree
can't wait to figure out how it works so I can change all the little things that annoy me, like these GOD DAMN exoskeleton frames
Yesterday he have tried generation new VO for custom quests
Actually it was fairly quick
I wonder if it would be possible to make a server -build communication with LLM generation
Like some games / mods already have
Imagine the whole radio chat be situationally-generated by AI, not having pre-scripted repeating lines
Eh, i guess some programmers can make this without too much pain
IDK if they can make Xray load custom data on-the-fly
I saw that it compiles client before start
it probably will require some adjustments to engine
Someone made that already for Anomaly
npcs would talk via LLM over messages
Maybe you could remember the modname?
you can read from the file on the fly
It was never relased nor finished
Hmm, curious who was the modder
That's cool actually, need to ask around about this feature from coders
Is this from stalker aomaly discord?
I cant enter that channel by the link provided
ChatGPT is surprisingly good at imitating and understanding stalker lore
Yes
Seems like it has stalker books loaded in the model
Can you share the link pls? The Moddb link is broken
You sure? That is exactly the link to their discord
Nope, i would need an invite link to get there first
That's the screenshot of the invite xD
just pointin to where to click
if you lclick on the server icon and choose 'invite people' it will give u a link
The whole reason for this is you cant invite like that
Who could that be 
Some stranger.
Hello guys, I needed help and could find any straight answer in other channels or sites. Is there a way to access to STALKER 2's subtitles files. I want to make some changes for my taste. I didn't like the translation of my language
Stalker 2 modding goes to Stalker 2 bin
iirc it was provided with context for the zone, and then for characters separately when required
I still dont'have access to anomaly channels, maybe its a timeout block
Pick a role. That's probably why
Thanks mate, sorry i've missed that
Ah, shit sorry, for some reason those channels was untracked for me. I didn't realize there was those channels
@simple scaffold i tried using sorting plus's ltx file but none of the settings apply. i even tried the premade one but still nothing. it always uses the default sorting when i enable it. not sure what's going on.
there is a check box in the sorttingplus MCM setting to enable using the ltx.
well technicly it disables using the MCM, but that seemed more consfusing.
here's the ltx file i'm using and what i have for the mcm settings. it's really weird. i have ammo and ammo parts separate on the ltx file and pelts and frames in the same row as artifacts. with the ltx on, nothing is applied. with it off, the ammo and ammo parts are split correctly but the pelts and frames are still at the bottom with mutant parts.
with the ltx option on, ammo should be between the mags and guns. but instead it's down here mixed with the ammo parts.
pelts and frames are correctly with artifacts.
with it off, ammo is correctly placed and split from parts. but pelts are back down with mutant parts.
i don't get why it's taking specific bits from the ltx file and applying them when it's off and not applying them when it's on. it's really weird.
@simple scaffold this is what i mean.
first kind override always works so your new catagoreis like faction_patch have no where to go when the it is using the mcm settings so they should go to the bottom, except:
you found a bug that has gone unoticed for years. if you uncheck the use ltx box, the whole thing gets corrupted until you reload a save.
right at this line: https://github.com/RAX-Anomaly/SortingPlus/blob/main/gamedata/scripts/zzz_rax_sortingplus_mcm.script#L152
add item_order = {}
that should make the check box play nicely when unchecked
i add this to line 152 or right below it?
also interesting that i found a bug by trying to figure out what was going wrong lol.
@simple scaffold should it look like this or should it go below it?
thats fine, line 152 is just a comment so it doesnt matter if its next to it or below it
k
@simple scaffold yeah it's just not using the ltx file. it's using the default sorting. reloading doesn't help. not sure what's going on.
i also decided to add new categories to see if any changes actually take place. i added the proper strings for the eng and rus text files but they don't appear in the mcm menu.
mo2, search for the sortingplus ltx
detailed item sorting is overriding it.
what does detailed item sorting do?
same idea probably. just edit thier version of the file. instead of the one in SP.
ok there we go. text is a bit wonky but that's fine. the important thing is that it works.
lol nah. i spent all this time getting sp to work so i'm gonna use sp.
i do not understand why your translation string changes didn't stick. unless someone is also overriding that file
well now you should be able to set it to use_ltx and just make the ordering in there.
it is being overwritten. not sure if i should disable this one though.
also, if make changes to the ltx i just need to reload my save to see them active right?
this part of the mcm menu is made from the ltx, so as soon as you edited that part of the ltx is was obvius the ltx couldn't be active.
yes. SP only loads the ltx from disk once per saveload, but it does it fresh every save load.
new translation strings can just go in a new xml file in that folder, they don't need to be in the one i made, just make sure you get the <string_table> and </string_table> tags as well.
but that's only if you want to do all the work of setting up the MCM menu's instead of just doing all the work in the top part of the ltx
i don't mind leaving it as is, i mostly did that to see if it was being used at all. i can just edit the gamma mtop version of the sorting plus so they're the same.
there we go. all nice looking now. 
Gamma is a soup. Makes things like this hard.
That bug with undoing the check boxes is still real I need to add it to my tracker
It's not a soup, it's a bortch π
cool have fun making you inventory taller an narrower π
lol thanks. thanks for the help as well. 
lmao that mod. yeah. if you ever start tinkering with shit and especially MCM menus, just turn off the entirety of that mod. it just does copyedits.

someone get annoyed by my american grammar?
Nope, if we would, we'll just circle the wagons and bite the bullet
Guys. im trying to reduce the speed of the SG553 Tac Rwap's moving animation, but reduce the values hasnt worked yet, what am i doing wrong?
bad part rolls on WPO is handled separately from the good parts... right?
Does anyone knows how can i add my own portraits to the game?
Take a look at existing mod https://discord.com/channels/912320241713958912/1309295776664387694
Well, i wanted to add my own custom portrait
Do you mean portrait + 3d model or just a portrait? From the first glance it only adds new portraits
Just the portrait
I want to edit this mod or anomaly to allow the Skorpion 68 to go in the melee/vision slots
Do I have to change code in the mod, or the weapon's classification
i think it's
inside of the guns config
it's mostly related to slot
you can just write the pistol slot into it
Thanks for this instruction! Unfortunately all of this was too complicated for now.
Starting with something simple, I wanted to execute some code when actor walks near any npc. Apparently, I should have used a callback/issue_event for xr_meet but didn't find any.
Would you be able to direct me in a right way?
Hello,
I would love to completely turn off weapon and outfit degradation so i dont need to repair it as soon as i scratch it etc. Is there a way how to do it? π₯Ί
In vanilla Anomaly you can just repack and edit gamedata but in gamma there are a lot of folders and i dont know where to look and which of the possible .ltx is the main one that the game check. I would love if there is a easier way like to turn it off in console or edit one global script min<>max value so i can then change it in game options.
Using LASS; how would I fix the ["Nomad" Stalker Suit] having this blue face?
you mean "grok_actor_damage_balancer.script" in C:\games\Gamma\mods\G.A.M.M.A. Actor Damage Balancer?
and that will basically disable armor and weapon degrade on actor? will try it
Could try G.A.M.M.A. Guns Have No Condition:
I would assume it doesn't affect gun parts though
Is there a way how to change Weapon / Armor Parts condition (so they always drop at 100%, even in guns)?
which mod has the reanimation of folding stock aks ?
been tryna find em all day
found 2 on moddb but one of em for 1.5.1 and other for 1.5.2
SD (.sd.sd) helped me find out the blue face issue, see above, is from a missing texture:
act_f_stalker_head_1.dds
Anyone know what mod it's from? It's not present in the LASS download
Is it possible to set a keybind for more than one console command to execute both at once on the keypress?
nah. the author made the mod by simply making a copy of every single .xml file that comes with GAMMA, and making edits to those copies. unfortunately this means even files that contain no changes at all get overwritten, which is the root of a lot of issues with that mod
!mo2search // use the file searcher filter, can't guarantee it doesn't come from one of your custom mods
@hazy tundra Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
Serching in gamma / mods / helps as well.
The file is referenced inside a model in LASS, but doesnt pack that texture or have any information where the mesh is from that uses the texture 
Was about to say the same thing; We don't know what mod LASS could have gotten this file from, or if it's a custom texture that Paint forgot to pack with the mod
Was hoping someone else might have the errant mod installed and could say: "Oh yeah, that file's from X. I have that installed!"
I know that's a long shot, but I've gone through about 10 mods from moddb with custom models and I've had no luck either 
and this is the kind of thing that is trying my patience with this modpack.
yes. it is also possible to make a console command that runs multiple console comands.
How does an example of it look like?
RIP, best off asking the ostensible "author" of the mod (I understand it's a bit of a group effort at this point?)
the worst part from my POV is that it does make extensive copy edits to the text added by grok. it's just that the effort and work was applied to what might be the most incompatible method for doing so
at least it is not strictly necessary to the pack and can be disabled/overwritten itself with no ill effects
sometimes i think about redoing chunks of it with DXML and i look at it and go π too much work
change the text and names. and change the last function to be one that calls
exec_console_cmd("flush") with each command you want to run.
Will have to take a look
Have you guys tried to make an NPC trigger conversation itself, or maybe you know an example of this?
I can remember only 100 Rentgen bar guard and Sydorovich react to player entering a trigger zone
I was thinking about improving the NPC Claim Loot mechanics further on, this thing is great, but missing certain features
Sorry for writing one sentence at a time xD
Which options do yall use on this to make the game more beautiful?
you probably wanna ask #βπreshades
Oh
there is a callback for entering a space restrictore and then there is run_talk_dialog idk if it is actor:run_talk_dialog(npc) or npc:run_talk_dialog(actor) or if that makes a differance.
Yes, he just talks without triggering a UI convesation window with you
I'm wondering if NPC can ever trigger a normal dialogue with player char
so it is actor:run_talk_dialog(npc) and as far as i can tell it starts the talk UI. maybe you need actor:run_talk_dialog(npc,true) if the actor is a bit far from the npc
Hm, i wonder would it work the same way as you initiating a dialogue by pressing E (F) with an NPC, but reverse
look into how the meet logic works for hostage. i think xr_meet might be what you want.
or you can just code something yourself with space restrictors as the trigger. like i said at first
The idea is to make NPC which doesn't want you to look a corpse it claims to come closer to player in alert (aiming) mode, and trigger the dialogue with option choices, aand some outcomes
So if you touch the corpse which it claims 'his loot' he will advance to player in alert mode, and tell you to fuck off
Then, if you ignore and try this again it will open fire
That's the idea
actor:run_talk_dialog(npc) this should do it. you can change the NPC's default start dialogue again look at how hostage do it, or companions
well you can set up logic to trigger in range of a targert. i think axr_beh has something for that
I don't think i've tried hostages yet so i havent encountered reverse dialogue triggering
@simple scaffold Yeah, Maka suggested: "just change the model of head"
I have no clue how to do that
What do you use to unpack all.spawn?
I've tried to use some version of ACDC for CoP 1.6
But looks like it's perl decompiler cannot handle unknown new items from anomaly or something
https://igigog.github.io/anomaly-modding-book/modding-tools/modding-tools.html?highlight=all.spawn#decompilerscompilers have you tried this one from the anomaly book, links some universal acdc
No i did not
I have so many questions that i would either spam modding chat or search for stuff myself with weird results π
Ty
the book is atleast a place to start, it has search functionality and everything
not 100% ofcourse but theres atleast pointers to start with or links to tools for many things
How do you make gun mods? Ping if you have an answer
the sdk, the book should cover that
modding book. link above
Well, unfortunately some of the documentation is outdated and some editors are not there any longer :/
For example i tried several ACDC converters and stkutils with no result
Because they fire some errors and dont decompile, obviously itβs not a case which would be covered in the tech documentation books
I need to check whatβs inside the all.spawn
To see if i could integrate a new faction in New Levels mod (make them spawn at certain bases)
Today i had my brain melted trying to
make New Levels work with GAMMA and Warfare at the same time
But it works like a slavic charm now
But making Perl decompiler work is totally out of my area of knowledge in coding :/
XCVB and that MDF guy both muck with all spawn
Yeah i will ask them both, ty
well it seems that the "grok_actor_damage_balancer.script" in "C:\games\Gamma\mods\G.A.M.M.A. Actor Damage Balancer"
doesnt affect *certain artefacts which still can damage outfits. Is there a different file that is addressing that?
there's no such thing like what you described
artefacts can't damage outfits
that's not how it works
I am sorry i was mistaken. It seems from observation that it is caused by radiation

Stalker 2 fn fal mod would be awesome
Does anyone know of any of the weather/season addons that work for the New Levels?. So far I can get Inverno to work on the new levels and Late Fall says it's compatible and it does overwrite terrain files for the New Levels but sadly I still see all the default greenery even with Late Fall on.
this is for making mods, not asking for them
Does anybody know how to turn off certain level of radiation that can damage outfits? Cant find anything related and editing immunities doesnt seem to work.
Anyone planning to create a mod that adds the 5.56 MDRs to loadouts?
I'm having CTDs with this script, unfortunately
what script?
Damage Balancer
Havent' investigated it, just have turned it off
Didn't feel much of difference tbh
huh?
that mod is default gamma
or you mean his edited one? didnt see one posted though
Depends on what submods
its very easy to make it compatible
I know, i'm working on some mod now, and will investigate it futher on, probably it was related to new armor , idk, havent' been checking
Right now i have a bigger pain to make New Lewels work stable in Warfare Gamma with new factions i made
well i personaly only changed line 703, 710 to turn off outfit damage from weapons or elemental sources.
--printf('Helmet condition dmg = %s', damage * 0.00)
This doesnt give me CTD but i cant find a radiation source or something that can also damage outfits. βΉοΈ
Anyone know how to turn off suit damage from radiation (or Psy?) Please?
Why does this shiny metal texture happen sometimes, when I swap models from another mod; is there any way to fix it?
Lads, what's the best approach to making going prone into a toggle a la tarkov style?
Do I just make ahk script or do I need to create a dedicated mod for it?
Isnt this option just in basic gamma game setting?
I was not able to find it and the chat was not helpful
Ctrl + Alt. I'm seriously.
Something in 0.93 is not sending out on_hit callbacks from explosive damage and from fall damage. Why tf would that be only for those 2 types
Worse thing is: its not ADB's fault. And i cant think of a reason to cancel out these callbacks
unless they want other mods to not work
radiation doesn't damage outfits under any circumstance, even in vanilla anomaly
that's why you can't find anything about it

i use X and ctrl for crouch and walk. it works very nice for a prone toggle.
Womp womp.
then I don't understand why my outfit is damaged by the thunderclap anomaly northeast of old church in swamp. No other place does that (so far)
electras deal damage to you by standing near them
The issue is that it doesn't toggle for me.
I also have put slow walk to X, so its x + Ctrl for me, but no toggle
do you have both of these enabled to toggle?
weird when i trigger anomaly manualy it will hurt me, but not the outfit (with the change in damage_balancer.script), but standing near will damage both me and the outfit.
they're in your control > general settings.
Well, I did a whole ahk script anyway 
Yep, thanks
prone is the walking state combined with the crouch state. it isn't its own thing.
Once my solution starts to inevitably backfire, I'll do that
π
Yeah
because it isn't its own thing a dedicated key (toggle or not) is very hard to script.
Yeah. I just did alternate keys, put some random characters I don't use and made ahk that checks if the process is running or not. If so and "x" is pressed it toggles those 2 random keys, "x" again to stop
is there a file for editing anomalies?
I have a question involving editing/changing/creating a mod. I am looking to copy/paste a non-english description from one file to another for continuity. When I open the OG file, these are the characters I have. This is likely because I am missing something on my American PC. Can I still copy these characters, and expect the output to be correct on a PC that does have the correct language pack installed?
Looks like notepad
Its shit
Use Notepad++. It should automatically detect the correct encoding (Windows-1251) and display the text correctly
I didn't know about this, and have been using notepad & wordpad for everything since windows (pre-3.1) - Thank you for the pointer. This is my first time in trying something that doesn't use English.
Guys, can you send me sound effect of using cocaine, please? Or tell me how to locate it
Which LTX settings control weapon recoil, cam_dispersion?
Is it in actor_effects.ltx?
`;-- Weapons shoot effects
;-- s: effect power [1-5]
;-- r,e: anim effects
;-- p: ppe effects`
looking to edit Armor BR values, what would I be looking for?
its not just that it doesn't use english. it is that it is ancient and doesn't use english. text encoding hasn't been something ppl need to worry about since 2010.
you need to make a dltx overwrite for this because multiple dltx overwrites affect armor stats
anyone know what rifle this is/
Oh?
kinda looks kit-bashy
looks like this maybe
Check ammo mod when?
Does anyone have a AR15/M4/M16 weapon pack they recomend?
is anyone able to do me a solid and tell me which script I can pull the new accurate resistance values from? I am specifcally looking for the rad resist% displayed here:
Aren't thosein gamma already?
@strong sun
what does that have to do with modding
ok i remove
how dare you call my AR15 an M4
seems like best bet for this is ui_inventory.sript from GAMMA accurate defense values, but there isn't a clean variable to pull so you have to set one up yourself
^ for anyone looking for answers to this question via search
2nd follow up for this, it's easier to just calculate the accurate values yourself than it is to pull it from any existing script. ui_inventory.script only updates when the actor updates their inventory:
local actor = db.actor
local outfit_resist = 10*(utils_item.get_outfit_protection( actor:item_in_slot(7) , nil, "Radiation")) -- outfit rad resist
local helmet_resist = 10*(utils_item.get_outfit_protection( actor:item_in_slot(12) , nil, "Radiation")) -- helmet rad resist
local booster_resist = 0
local attachment_resist = 0
local temp = 0
actor:cast_Actor():conditions():BoosterForEach(function(booster_type, booster_time, booster_value)
--printf("%s, %s, %s", booster_type, booster_time, booster_value)
if booster_type == BoosterID["RadiationProtection"] then
booster_resist = booster_resist + (booster_value*100) -- booster rad resist (ie. drugs and medical items)
end
end)
actor:iterate_belt(function(owner, obj)
local sec = obj:section()
local cond = obj:condition()
local immunities_sec = SYS_GetParam(0, sec, "hit_absorbation_sect", sec)
local prot = SYS_GetParam(2, immunities_sec, "radiation_immunity", 0) * cond
attachment_resist = attachment_resist + (prot*100) -- outfit attachments rad resist (ie. artefacts, pelts, and manufactured modules)
end)
-- Compile all resistances together to get final overall rad resistance (actor_resist)
local actor_resist = trunc(1 - (helmet_resist + outfit_resist + booster_resist + attachment_resist))
remember that rads isn't percentual
Could someone explain to me how is non-companion NPC carry weight calculated? Is there a default value?
Was asking if someone is planning to create one, not asking if someone can 
"yo wouldn't it be cool if someone happened to make this specific mod? it would be cool right?"
Is there any mod that Random Spawn some mutants and stalkers kinda βbossβ ones with 3x HP bigger size. So on. ?
blender with the x-ray plugin, again modding book
Fat stalkerss?
π
This is for making mods, not wishing for them
Dang, maximum thread participants reached for Inverno
has anyone actually looked at gamma under a profiler to see why it runs so badly?
like i feel like xray isnt responsible for some of the frame drops in towns like rostok etc
and yeah i know its alot of mods running but it always seems to center around npc's
Hey all, I like modifying to give myself a bit of extra carry weight, but don't like just doing it with the slider in the options, I'd rather modify how much weight each backpack past the basic one gives so there's still progression, but I can't seem to find which file in the virtual explorer has the backpack data in it? Can anyone point me to where it is/what it's called?
Gents, is there a database of all guns and ammo (or items in general) found in gamma?
I wanna make my own thematic custom starter loadout/point selection
Nothing really up to date afaik since 0.9.3 changed plenty as well, but https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/good_weapons.txt + new gamma npc_loadouts too see what guns are used by what factions
Awesome, thanks a bunch
you can probably also use ingame debug for items, but it probably has plenty of junk/unused stuff as well
I'll probably have to, can't find precise names of ammo
if you look up the weapon section from good_weapons and find its ltx you should find ammo, but checking in game might be easier considering any dltx shenanigans with caliber switches
if you open up notepad++ or something through MO2 you can use its search function over the VFS content
I just booted into debug, will figure out the rest. Thanks a bunch
good luck 
Anyone knows where can i find a file to edit weapon/outfit parts and its drop condition?
ingame debug is approximately 3/4ths unused fyi
and it will not say whether or not a gun is a normal drop in gamma, in the debug menu
I just needed some starter fmj ammo, mission accomplished
but yeah checking the weapon's .ltx will tell you all the ammos it can take
you can also just read weapon_ammo.ltx for the section names of all ammos in the game
(excepting the bas ones, i think)
You can edit drop conditions via MCM. Loadouts can be found in my screenshot
awesome, thanks!
that's not for parts though
i tried to change it in MCM (in main menu) but i would love if ALL parts were always on 100% condition. π«€
Oh, I misread
hello, im trying to add a weapon to the loadout preset but I cant get it to spawn
wpn_mk47
I have debug mode up, i made sure its 1 to one spelled correctly
which file are you editing
in gamma starting loadouts, new_game_loadouts, I did back up the original
I got everything else to spawn correctly, just not the mk_47
could I use its item number or something instead?
do you put it in specific faction loadout you want?
Isnt it restricted by dificulty?
I would add it in [shared]:custom
wpn_mk47 =true,1,250
have you tried this?
ill do that, yeah
ah no, it is in custom
and I looked at all difficulties, it wasnt appearing
bah, well anyways I'll probably figure it out later
Hi, is there a way to edit all armors without having to individually type each armor's ID in a ltx mod_system file? For example giving all armors something like 20 artefact slots without having to go
artefact_count = 20
![outfit2]
artefact_count = 20
![outfit3]
artefact_count = 20```
Are we done with UI updates for the current version? Is it safe for me to go back and update this UI?
nope!
Or is it as simple as disabling something to restore the OG status area?

if editing each .ltx outfit works in gamma for this task, you can just open all .ltx files in notepad++ and just "replace artefact_count = 0" with artefact_count = 20
...
it will check for all outfits with default artefact count 0 and replace it to 20.
then repeat
artefact_count = 1 with
artefact_count = 20
and so on.
probably this
no, bad idea, and this doesn't work with DLTX
do NOT do a direct file replacement
that is the entire point of making a DLTX (mod_system_*.ltx) override
I'm having a hard time actually finding the outfit files, I relied on another mod to fiddle with artifact count but when it stopped working for 9.3 I was left in the dark
OHHHH! Thanks for that tip. I'll give this a whirl and see what it does. Thank you so much for all of your help...both here and in the help sections.
If I knew the name of the relevant files at least I'd be able to just search for it in MO2 and then mass replace in notepad++ but even with that I'm stumped
sorry i did not know that. That method is from legacy modding back in 2010 (plain gamedata)
either reference the tooltips in the debug menu, or unpack the game files (Anomaly/tools/db_unpacker.bat) and look through the different outfit ltx files, o_*.ltx
Nailed it! TY
I still may update this, but for the time being I can update the ModDB listing with this info. It's not going to take long, but the way I OCD about pixels it'll take longer than I care for today.
Oh I think I figured out what caused the other mod to crap out, mod_system_zzzzzz_gamma_armor_protections.ltx is probably overwriting it due to the load order since it also changes the same things
then make sure your dltx file would be alphabetically listed AFTER mod_system_zzzzzz_gamma_armor_protections.ltx
Yep, gotta add more z's
It was named "normally" so it was inevitably getting read first and then overwritten
Alternatively add another z 
There we go now it works
cheers
Hey all, I like modifying to give myself a bit of extra carry weight, but don't like just doing it with the slider in the options, I'd rather modify how much weight each backpack past the basic one gives so there's still progression, but I can't seem to find which file in the virtual explorer has the backpack data in it? Can anyone point me to where it is/what it's called?
Some one can help me find a mod? I remember a mod where allow you to create preset using the uniform, automatically attaching / removing artifact only equpping an uniform
They're part of the anomaly archives, the DB archives. You'll have to extract them, you'll find the o_backpack.ltx in there
Ah yes, o_backpack.ltx was the file I was looking for, I didn't realized it was still using the original packaged file, I just assumed they would of been modified somehow! Okay, thanks!
That file would be in the configs db, correct?
you'll want to make a dltx override - make your own mod, make a file called mod_system_my_first_backpack_dltx.ltx, then follow DLTX syntax (guide is in the mission making book) to make your overrides
don't edit the ltx files directly
they're actively going to get overwritten by other mods' dltx overrides
is there a tool for visualising xml ui elements for easy positioning and editing or does everyone literally just raw dog it in notepad++
theres no way you all raw dog it in the ide
Anyone knows where can i find a file for editing weapon and outfit parts and its drop condition?
Sorry about the ping, I thought it wasn't working at first but it was becuase my dumb butt forgot to enable it in MO, thanks for the help!
ui? raw dog those coordinates. i know there's a GUI for icon editing, check pins
that's why everyone fucking hates ui editing
does anyone know which file controls what parts are repairable? it's really bothering me i can't repair exoskeleton frames. >:|
tried adding the itemid a few places to no avail
Gents, what files do I copy onto my mate's PC if I want to skip the download phase of gamma install? (Tried asking in general, as useful as ever).
My assumption is that I should copy anomaly and gamma.zip, then make the initial setup, after that copy gamma\mods gamma\downloads before pressing update/install in the launcher, correct?
you can't skip it since even the downloads archive is only most of the mods, not all of them
Well, speed it up then
then that's more or less correct
also why are you posting in #βπmods-making-discussion
Because people here are knowledgeable madlads, global chat was not helpful and I have no clue where else to ask. (Read: Skill issue on my part)
Oh, awesome. Will keep in mind, thank you!
this channel is ONLY for talking about actually making mods for gamma/anomaly
guys i still cant locate where are weapons parts and their durability. Can anyone help me?
is there any addon that would "slow humans down" a little? i have a feeling like they re running waaay to fast π
There's no addon, but you could attempt at changing the NPCs Faster Reactions mod, which handles speeds at least for ISG if I recall
What would be part of WPO
i suspected that but i cant find related script 
Is there documentation for creating mods for anomaly?
Plenty, check the pins
Actually, no the parts are from base anomaly, so you'd have to check the unpacked scripts or configs folder probably
weapon part (barrel and trigger for instance) are in vanilla Anomaly?
I swear I checked the pins when I joined and they were empty. Now they're not. Thanks!
All parts are a base system of Anomaly, which WPO modifies for their own system
yeah i think i should make a tool for this
untextures your inventory https://mnml.jp.net/i/0xnv7.jpg
Also to be known, all parts roll on the same chance table, there's nothing that checks "Oh it's a barrel roll between X and Y for it"
so there is no way to make all weapon parts stuck at 100% for instance?
Sure you could change the min value to 0.998
do you know where? I only found
local max_con_obj = 0.999
local min_con_obj = 0.001
in item_parts.script
Have you tried that?
well i tried
local max_con_obj = 0.999
local min_con_obj = 0.999
without effect. Will try 0.998
You tested in a new game or the fake start?
always new game
with this i am not sure
If you really want to change this you'd be better off asking in the Anomaly discord, since that's where most Modding happens and things related to base systems are more likely to be answered
stalker 2's your menu https://mnml.jp.net/i/432vp.jpg
still trying to figure out how to add wpn_mk47 to the starting loadout, if anyone can assist plz lmk
its item id in the spawner is still just wpn_mk47, dunno if thats actually what it is
Is there a mod or setting to fix the volume of gunshots? They fall off far too much, gunshots from 100feet away sound like they are on the other side of the map
I added the UDP to the loadouts by default in my mod
UDP not mutant sadly
you can just use the Ltx from the udp add-on that refers to the starting loadouts and change the name
go to the UDP addon in mo2, gamedata/configs/items/and in one of the folders you should be able to find an ltx file with something that says loadouts
gotcha
change wpn_udp9 for whatever the name of the mk47 is and tweak the rest of the stuff to your preferences
gotcha so this
yeah
this gets overwritten by gamma starting loadouts though?
those 2 factions are mercs and isg
I'm not sure actually
im trying to add this to the loner one, would it work if I added ![stalker_loadout]
yeah where would I find the exact item name
debug mode
and hover over it
then that's it
wdym
like I do all this, and it still doesnt appear in the loadouts menu
can show in vc if needed
idk
what's it called and what does it look like
nah I'm in bed sorry
^
wpn_mk47
I put that, it doesnt spawn, I put any other item ID and it works
I mean your ltx
mod_new_game_loadouts_udp9.itx
huh
that's weird ngl
I guess, idk even where to begin from here
I guess I could just spawn it in every time, but thats annoying
fuck it man, I got another weapon to work, ima just find one by farming monolith
yeah what the fuck, I cant add that one too...im so confused
Anyone get KVMA Models to work in their game? I'm getting an error
Quick release system plays full backpack removal animation - new outfit animations
no, if it's a DLTX mod for new loadouts it needs a specific name structure
you are trying to DLTX the new game loadouts right
I have no clue man, Im editing this
so a couple things
- the FILE STRUCTURE must be identical - your new modded file, MUST be in the same file structure
gamedata\configs\items\settings - your DLTX FILE NAME must be in the structure
mod_new_game_loadouts_*.ltx, where*can be replaced by anything
you are trying to add the mk47 to a loadout, yes?
good thing I had a backup of the vanilla one
ima go replace this with that, and yeah
I wanted to make a custom loadout
I got everything, except the mutant.
so, where do I begin then?
gimme a sec i'm trying to make you an example mod
apprecaite it man
found it
well fun fact also couldn't make the loadout dltx work
but also i desperately need a break so i'm gonna take one. good luck
all good man ty anyways
I'm looking for the BHS mod that you gave me, I can't find it
is anyone else having sound issues with some guns being fired by npc's not even making noise?
After the translation the Body health system overhaul does not work correctly.
Is there a plan on making a GAMMA like mod pack for STALKER "2"?
In 5-10 years
Excluding anomaly itself no mod in gamma is more than 4 years old. Not without basically having been rewritten with that time
ahoy, if your around sometime, id love to get crackin at it
Do we know of any pending/future updates involving the GUI in relation to the GAMMA Accurate Defense values? I am just starting to restore an older GUI, and it just crossed my mind to ask here before I dump a few hours into this.
Yes, I do know that you can simply disable the Accurate Defense Values mod, but I am 99% certain that the old version works correctly now under that circumstance. I'd like to make an update for the new system.
The only area that seems affected is under the artifacts, so it's pretty straight forward, but even moving a few icons around later could be about the same amount of work that I am doing now.
On a side note:
It's amazing how absoulutely retarded I am when it comes to following simple instructions/installing a mod/mod organizer etc. But I have no problem taking apart something that is working and getting it back together.
Elaborate
I found some guys portait mod and changed the no data image to gosling, then re-saved it as a DDS. Do I need to edit the XML where the no_data was to something other than no_data for it to work properly
note: i have no idea what im doing
IF you are doing a 1:1 overlay of the existing images, it should "Just work" so long as you maintain the same image size, file structure & name. You may need to try different "compression" methods for the DDS, but try first without. If it works without, than you should be golden.
It gives me an error, it doesn't even start the game.
if you have an error with a mod - go to its thread and ask
hello i am wanting to create my first mod where we can organise the inv by price and weight is this possible?
i have no clue where to even start but if this sounds too intense for a newbie what should i start with
Progress is made. The "Hard" part is done here. There are some pixels that need moved around a bit and some "decorations", but otherwise I think I can go with this:
ooh that looks awesome
It's this, with changes made to the character HUD (ui_actor_menu.dds) to adapt for the new GAMMA accurate defense values mod
I don't know what else is possibly needing tweaked, and won't find out more until I get some more game time
I just wanted to test something regarding NPC/Mutant population but I need to do it in a more populated northern area. Even in debug it's not letting me travel to smart terrains due to the psy fields. Is there any addon I can disable to negate this problem for debug testing purposes?.
hey, what do you use for dds stuff?
or any other image editing software and then just convert to dds later
Is there a newbies "how2mod" guide anywhere?
I'd like to have a go creating a custom HUD item for keeping track of the hours played for an individual run.
there's already a mod for that
Ah !
and the book is in the pins
Are there any chance of Living Zone appearing as mod location?
https://youtu.be/SOVx1593QlU
1080p, 60 FPS, max settings
Living Zone + STCoP 3.5
Time: Living Zone default preset (6x)
I'm thinking about trying by myself, but hasn't any modding experience at all
no
Why?
Do you mean no Ai functions like paths or spawns, etc?
Cause map is still in development
projects like this dont get simply added to others
I'm totally understand that isn't simple task
But is it impossible? I know SoC Update is working with this location to include it
#socupdate #stalker #gunslinger #remaster
ΠΡΠ΅ΠΌ ΠΏΡΠΈΠ²Π΅Ρ!
ΠΠΎΠ²ΠΎΡΡΠ½ΠΎΠΉ ΡΠΎΠ»ΠΈΠΊ Π·Π°Π΄Π΅ΡΠΆΠ°Π»ΡΡ ΠΏΠΎ Π½Π΅ΠΊΠΎΡΠΎΡΡΠΌ ΠΏΡΠΈΡΠΈΠ½Π°ΠΌ, Π½ΠΎ ΡΠ°ΠΌΠΎΠ΅ Π³Π»Π°Π²Π½ΠΎΠ΅ ΡΡΠΎ ΡΠ΅ΠΏΠ΅ΡΡ ΠΎΠ½ Π΄ΠΎΡΡΡΠΏΠ΅Π½ ΠΊ ΠΏΡΠΎΡΠΌΠΎΡΡΡ. Π ΡΡΠΎΠΌ ΡΠΎΠ»ΠΈΠΊΠ΅ Ρ ΡΠ°ΡΡΠΊΠ°ΠΆΡ ΠΎ Π½ΠΎΠ²ΠΎΠΌ ΠΏΠ°ΡΡΠ΅ Π΄Π»Ρ Π΄ΠΎΡΡΡΠΏΠ½ΠΎΠΉ Π²Π΅ΡΡΠΈΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠΈ ΠΈ ΠΎ Ρ
ΠΎΠ΄Π΅ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ Π²Π΅ΡΡΠΈΠΈ 2.0. ΠΠΎΠ³ΠΎΠ²ΠΎΡΠΈΠΌ ΠΏΡΠΎ Π»ΠΎΠΊΠ°ΡΠΈΠΈ, ΠΎΡΡΠΆΠΈΠ΅ ΠΈ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ.
Π’Π°ΠΉΠΌΠΊΠΎΠ΄Ρ:
00:14 - ΠΡΡΡΠΏΠ»Π΅Π½ΠΈΠ΅
00:38 - Π’ΠΈ...
Sorry for non-english links, developers are Russian speaking
(he doesnt know
)
Okay then π
chat, who can help a dumbass with animations. i will either learn or commission 
yeah sorry this is a grok question and also he might change his mind, modding for a modpack is kind of like tapdancing on quicksand
is it difficult to make a gun reanimation mod
iβve animated before but never with proper hand rigs or file directories
yes. kind of.
so its not that hard just finicky and specific?
excluding the animating part
like if i make a oopsie with a filename or a ID then the whole thing goes kaputt?
nope you just need to properly do the models + textures + omf file
https://igigog.github.io/anomaly-modding-book/blender/creating-hud-animation-in-blender.html can get some info from this book
gotcha
Yeah X-Ray is very sensitive with this
ty
Also Anomaly specifically it's a bit different because unlike most engines you have arms and gun as separate entities
oh thats kinda weird
So you need two omf files, one for the gun and one for the arms
does it cause any trouble when animating it or..?
Not if you set your parent constraints well
i tried making an animation from scratch. im going crazy
anyone else seen the absolute insane shit those boys over at imesense cooking up with there new i-xray fork
IX-Ray Platform - ΡΡΠΎ ΡΡΠ΄ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² ΠΏΠΎ ΡΠΎΡΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΡ Π½Π΅Π·Π°Π²ΠΈΡΠΈΠΌΠΎΠΉ ΠΏΠ»Π°ΡΡΠΎΡΠΌΡ: ΠΊΠ°ΠΊ Π΄Π»Ρ ΠΌΠΎΠ΄ΠΌΠ΅ΠΉΠΊΠ΅ΡΠΎΠ², ΡΠ°ΠΊ ΠΈ Π΄Π»Ρ ΠΎΠ±ΡΡΠ½ΡΡ ΠΈΠ³ΡΠΎΠΊΠΎΠ². ΠΠ½Π° ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠ°ΡΡΠΈΡΠ΅Π½Π½ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΡ ΠΈ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΡ Π½ΠΎΠ²ΡΡ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π΄Π»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠΉ Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ Π΄Π²ΠΈΠΆΠΊΠ° X-Ray. ΠΠ²ΠΈΠΆΠΎΠΊ Π²ΠΊΠ»ΡΡΠ°Π΅Ρ Π² ΡΠ΅Π±Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΡ TTF ΡΡΠΈΡΡΠΎΠ², ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ NVIDIA DLSS ΠΈ AMD FSR2, ΡΠ»ΡΡΡΠ΅Π½Π½ΡΡ ΠΎΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΡ...
yes
does anyone know which file controls what parts are repairable? it's really bothering me i can't repair exoskeleton frames. tried adding the itemid (prt_o_support_1) a few places like the ramrod parts in items_repair.ltx, and no dice.
chat, i give up 
#βπmods-making-discussion message you can check this and the discussions preceding it on how
thank you very much.
Why did you go out of your way to make fun of him, though? He was politely asking others, while in the correct channel, specifically because he doesn't know.
i meant that the HELPER
knows russian
not making fun of him

It's just in regard to maintaining the GUI I customized. With things going as they are right now, I almost don't want to alter it for fear of more changes. Thanks again!
I see, thanks for clarifying and sorry for accusing.
imagine
does anyone know how i can change the main menu (music) of this menu screen i go into the files where sound is and remove the music they use and add a different one but the music does play?
How do I change my starting points?
I just want enough to get what I need to start the game a bit easier.
I figured it out.
had to edit a line in the INI
not INI
a file.
so is anyone gonna mod anomaly to make use of all cpu cores ?
idk if its possible with xray engine
maybe it is but who knows if it will actually work
imagine getting 4090 for anomaly
i bet grok can do it but he is just lazy 
what ? im sure its possible

if you lack the skills to do it doesn't mean others cant
mirrowel if he was a good modder
@undone lily hey lazy, make all cores work plz
If an object has a dark blue colour instead of a texture, does that mean a missing DDS file, THM or something else?
missing texture
just use lossless scaling
so dds
500% cheaper + better performance lmao
also check the console to check which texture is missing
OpenXray already reworks quite a bit of the code to use some form of multithreading but to make it use all cores you'd need to essentially rebuild the full game from scratch.
Anomaly uses a custom old branch of OpenXray, called Monolith, it is not being developped anymore and can't be flipped back to OpenXray anymore
How many of the cores are supposed to be working ?
For Anomaly, 1.
For OpenXray, only certain functions and parts work in multithread
Ok so gamma uses some version of openxray correct ?
If you think I'm lazy when checking the artefacts rework, I don't know what's needed to prove my determination lol
Gamma just works off of Anomaly, we're stuck with whatever anomaly devs decide
It's not up to Grok really
I was joking but seriously did you try looking at the multithreading thing ?
Ah shit
You can pray that 1.6 for Anomaly makes use of an updated OpenXray but it's been radio silence on that front for years now.
The "multithreading thing" it's an engine re-write pretty much iirc
It's not part of my skill set

You heard it here folks, gamma 1.5 is gonna be the multithread update
Didnβt dx 11 add some multithreading option ?
I don't think there's anything that you can't learn or do anyway, it's jsut a matter of time and dedication
Port Anomaly to OpenXray, easy (it's not)
If there was mutlithreading as an option it would be the first result if you Google anomaly stutters
chop chop green boy
What I donβt understand is ok letβs say itβs only using 1 core itβs clocked at 5.5 GHz in that time we didnβt have those kind of numbers so why is it still bottlenecking ?
Well thats kind of it, it wasn't designed to be used with the CPUs we have now
So all the gains we made are very inefficiently used
Also this is harder to run than OG games
lol and they said stalker was ahead of its time
It was, it was over 10 years ago
like 2007-2009 for the trilogy I believe and they were hard to run games
z
But you can't expect them to create the game for types of architecture that doesn't exist or isn't popular yet
The single core bottleneck is very tragic and limiting though i agree
They should have just predicted chip architecture 20 years out. Duh
They were lazy

They could have just locked in and prophesied it
Yeah, it's not that hard. My nephew could do it on his ipad
Crysis did it
Itβs multithreaded
I once converted Gamma into a combination of openXray and XRMPE but deleted it because it was that meaningless and easy for me
in fact it was also an MMO
And it supported VR

I mean they said stalker was ahead of its time 
Yes and?
What time were they referencing
Go back in time and tell them to fix it
When was crysis multi threaded
It is
not even the remaster was
Who said STALKER was ahead of it's time
probably the developers, before it released 
Read patch 1.2
My point is, you're comparing a game in 2007 to an update to a remastered game in 2020 or later?
If we had an entire company maybe we could also get an update going
No the original
I don't know what you're talking about and I need a link because all I see is that Crysis uses a single core and the remaster released with the same limitation, and if it received it, it was in a patch
Which is what I'm saying, that doesn't mean anything about stalker
One studio made the Crytek engine and the other the X-Ray engine
literally hydrogen bomb vs coughing baby scenario
Yeah except they're having a chess match
Neither of them can do what hes saying
My point is just that utilizing a single core in 2007 was not outdated by any means when even Crysis had that for ages
I'm not sure what the first game to support that even was or what the timeline looks like on CPU core counts
there a mod to add Fallout style weapons or power armor?
absolutely clueless
I had a little time to kill so I thought I would whip out a quick video. This is regarding a comment I have always seen quite a bit on the internet. It seems there is a rumor that crysis will only utilize a single core, so I decided to find out how many cores does it take to make crysis happy. Spoiler alert, more than 1. I used a Ryzen 2700, and...


so you tell me
people who made a CRYTEK engine, which ACTUALLY uses all of the cores
to the people who made XRAY engine, which ISNT supposed to run with ALL of the cores
bro
i asked if anyone gonna make anomaly use all cores
i said crysis is multithreaded
and it is
kek 
yeah but that doesn't mean anything
lots of games are multithreaded
it's very different implementing multithread since day 0 + on a new engine than adapting a 20 year old engine (not written by you originally) to support it
but ok do this then
learn C/C++, clone the Anomaly repo, try to implement it
you literally will need to forcefully re-write the ENTIRE fucking engine
fail miserably and come back to us 
you non-coders thinking implementing complex shit is just turning on a config or pushing a button 
true
just take an eye inside shaders n stuff
with that you need to know the entire script that goes in the engine
(it uses lua with xml)
not at all lmao
stop
talking
do not give them ideas
DO NOT make them suffer
pillii no
STOP
just make a dltx overwrite that says
max_cores = infinite
single_core = false
Multithread = true. How hard is that? 
easy
oh god what has he done 
i asked if someone gonna do it no need to cry about it lmfao

i mean bro everyone knows it's just a matter of prompting chatgpt
pointing out that no one's gonna do that for shit + telling you to do it yourself ain't crying son
literally, just copy paste all the data from the engine to chatgpt and tell him to make it multicore
just sayin'
idk what y'all are arguing about
i'm gonna use my company's chatgpt paid account to do that
gimme a sec lets see the results
who are u to tell me anything 
to much mobile games
who are you to tell modders what to implement 
i didn't say i asked big difference
can someone make Stalker Remake in UE 5 engine ?
ah ok sorry
can you please 50% Discount man learn the proper tools to implement multithreading to Anomaly
please daddy i'm begging you

hehe
sometimes i think u guys don't deserve the modders this shit has 
no begging
you can do it , you are on good way
just make new engine on xray bones
and all dreams will come to live
i can send u a link to download stalker with multithreading
thats all i can do for you
MO addon/plugin ?
ddoi repacks
but why you need multithreading ?
fps 
^
ahh
im at 200 fps rn

missing 80
hmm you need instal Linux
feels like i wasted money getting 280hz monitor
why
this aint cod diddy 
i dont know i you know , but some games just dont working good on that high fps, because AI dont working on that high speed
real thing
the only one i had issues with is cod 4 made me fly if i played at 300
but all that bs i hear about if u play at high fps never happened to me even sekiro elden ring when i uncapped the fps i had better gameplay only
yup but all depend on game fps cap
yea but ig they didnt expect anyone to reach 300 fps ?
try put all on epic , i mean all, 4k and try get 300 fps
its the most demanding game i had thats for sure
just like the original
man these adhd devs whats to hard on turning on the switch that says " HARDWARE LUMEN"
you cant play gamma with 300 fps because engine dont need that much to flow good vibe, AI just break at some points at that speed i think, some games have cap on animations because of this thing, you can play 300 fps but all animations will play at 60 fps max
if you break that you can have errors or ctd
thats actually something i want to test just to fire a gun at 60 fps and 300 fps and see how many shots i can do
because if you think about how animating works im sure if u pvp aginst someone who is on 60 and u on 300 u will have some sort of an advantage cause we dont know for sure if that game has animation cap
ok and ?
yes you have answer
all must by on same lvl in pvp, but in pvp games just connection is a thing
yea but thats not the reality right ?
how is this still going
@placid moon https://www.youtube.com/watch?v=qOw9jqa4yDY&t=142s
Increase fire rate with these settings and damage tick time as well. #thefirstdescendant
Join the discord https://discord.gg/uqMbFdCYeB
SUPPORT ME AT NEXON (FREE) - creators.nexon.com/s/Ryechew#2281?serviceId=74
timestamps
00:00 intro
00:14 Discord discoveries
1:26 Fire rate problem discovered
2:05 Training yard
2:45 Calculating fire rate
4...
he tested it
300 fps gives an advantage
even if u cap the animation it will play faster on ur end anyways
animations in stalker always play at 60fps
im just talking about animations in general
but yea lets go back to stalker @placid moon
reality is not what ppl what in this times, i mean if fps games have reality , no one what to play this because reality is too hard becacuse you will die from one shot without any outer help, if you want reality try play Arma Reforge, i em real with this
after finishing gamma and stalker 2 i will take a look at arma
shit game
or 24 but sped up
anyways can y'all stop yapping and go in #ββgeneral-offtopic
true sory
nah it's 60
60
i saw 24
that kinda why interpolation fucking sucks

hello i am looking to make a mod which we can sort our inventory by price and weight
would this be a welcome addition?
got tired of manually ticking / unticking mods after each minor update, wrote a very small script to do it for me. maybe it's helpful for you, either directly or as an idea.
if you're in here you probably know what you're doing but usual disclaimers apply; if this breaks your install in two, you get to keep both halves.
https://gist.github.com/abesto/0f7cab410f256de0327f000307cae03c
does anyone know how i can change the main menu (music) of this menu screen i go into the files where sound is and remove the music they use and add a different one but the music does play?
Guys i've never modded anything but the latest addition to brazilian portuguese translation is really really bad. Is there anyone to talk so i can try and improve it?
hello im making a modification of the lootbox mod
i noticed the lootboxes can give lead boxes
so i wanna remove them
would just removing it from the loot pool just fix the issue
right here
i mean there is no reason to remove it really since they are still in the game and its not a game breaking issue
Gamedata/configs/text/eng is the English text. The /text/rus is the Russian it is fairly compleat. Other translations will be in similar folders.
Starting from scratch you need to duplicate all the english files into the new language folder and translate them node by node.
Thank you
Base game English and Rus will be packed in the game files, here is a link
https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata%2Fconfigs%2Ftext%2Feng
Gamma files should mostly be in the various mods.
fellas, I'm trying to understand some conceptual-level stuff about how this game works. when I look at some mods, I'll sometimes see references to something like db.actor:set_health_ex(). I understand that db.actor refers to the actor object inside db.script, but where is this set_health_ex() function defined?
I have the the base game .dbs all open and I also have the base game .exes decompiled, but I'm not having any luck with actually locating where these types of functions come from. anyone have any hints?
it's an export from the source code
script_game_object4.cpp @ line 448
void CScriptGameObject::SetHealthEx(float hp)
{
CEntity* obj = smart_cast<CEntity*>(&object());
if (!obj) return;
clamp(hp, -0.01f, 1.0f);
obj->SetfHealth(hp);
}
oh that's weird, the source code doesn't have the underscores, i guess that's why I wasn't locating it
yeah that's cause in script_game_object3.cpp it's in the list for exports
word, that's what I was missing, thanks
at line 456
.def("set_health_ex", &CScriptGameObject::SetHealthEx)
bro have you heard of delta time
oh i should mention that i xray sdk is fire
I'm trying to add new helicopter audio to the game but for some reason my sounds aren't playing. I exported them as mono .ogg files at 44100kHZ. Do they need to be something different than that?
Also, does anyone know how to spawn a helicopter in debug?
have you edited attributes?
maybe it uses default distances and you're too far from source
I'm only plopping in 2 new .ogg files. I tried a couple of old helicopter sound replacement mods and they worked fine with the save I have.
Do you know if those sounds might have a max length or something? The 2 other mod files were different lengths so I didn't think it mattered but mines longer.
#βπmods-making-discussion message
try edit comments for your sounds
I'll mess with it. Thanks for the help!
Do you happen to know how to spawn a helicopter into the game? I can't find it in the F7 debug menu so I've just been testing things on a normal save I have next to a helicopter.
nope
this is a weird question but does anyone still run windows 7 in 2024
I was going to make a ui editor with UWP but the lowest it supports is windows 10
maybe i should just write it with javascript and call it a day
Stalker UI Creator ΠΠ΅ΡΡΠΈΡ: 3.0 ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅: Π‘ΡΠ°Π»ΠΊΠ΅Ρ Π’Π§/Π§Π/ΠΠ ΠΠ²ΡΠΎΡ: Stalk15 Π’Π΅ΡΡΠ΅Ρ: Comador , ViΠ½t@rΡ Π’ΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ: NET framework 3.5 ΠΡΠ°ΡΠΊΠΎΠ΅ ΠΎΠΏΠΈΡΠ°Π½ΠΈΠ΅: ΠΡΠΎΠ³ΡΠ°ΠΌΠΌΠ°, ΡΠΏΡΠΎΡΠ°ΡΡΠ°Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΠΊΡΠΈΠΏΡΠΎΠ²ΡΡ ΠΎΠΊΠΎΠ½. Π‘ Π΅Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΠΌΠΎΠΆΠ½ΠΎ Π±ΡΡΡΡΠΎ ΠΈ Π½Π°Π³Π»ΡΠ΄Π½ΠΎ ΡΠΎΠ·Π΄Π°Π²Π°ΡΡ ΡΠΊΡΠΈΠΏΡΠΎΠ²ΡΠ΅ ΠΎΠΊΠ½Π°...
The scripts it makes need a bit of porting, but not much.
damn thats wild
i just raw dog the xml
well it doesnt work for me
got it working but its not what im looking for
guys how difficult would it be to model new gloves from scratch?
Not on anything internet connected. I found it's best to keep a dual booting XP/W7 machine floating around just for emergencies. It's come in handy a few times in the last few years.
do you have any experience with blender?
nah, im willing to suffer through it, i just wanna know what apps im gonna need to model it and port it to the game
Blender and substance painter prolly
or armor paint is a free alternative to substance but you have to build it from git
and pavels xray plugin for blender but id suggest working in blender 4.0 and then using a portable instance of 3.6 with pavels plugin for engine import
not all the addon modules work in blender 4
if you import an existing hands model ogf as a base it shouldnt be too bad
learning blender will take a bit of time though
this would be ideal
armor paint is paid too im afraid
its free if you build it from github
I have a problem with saving .dds files.
I know that the UI files should be saved in the format: DXT5 (Interpolated Alpha). I use Gimp and paint.net.
It also works and the icons can be seen in the game. BUT:
When I save a file, I destroy small icons until at some point they are no longer HD and look like junk. see pictures. what is that about?
In the forums everyone says you can use Gimp and paint.net but somehow that's not entirely true.
as one of the developers from IWP said to me, you dont save it in
bc3 or anything like that
You don't save them as BC3 for UI. You save them as 8.8.8.8 or R8B8G8A8
Also no mipmaps since it's UI
maybe im blind but i see no 8.8.8.8 or R8B8G8A8 option. π
You have both right there depending on what you need
rgba8 too in gimp
and its no compression
ah, ok i will try it...
well its true there is no R8B8G8A8
since its R8G8B8A8
Phone posting typo 
My friends, I just tried it and I can tell you:
with paint.net
R8G8 B8A8 (sRGB, DX 10+) = DOES NOT work because the items in the game go dark.
R8G8 B8A8 (linear, A8B8G8B8) = works perfect!!!
Thank you for your help. Now i have no shitty items anymore π
Would it be possible to make a mod that makes the Veles Detector beep like all the other detectors when you're in proximity to an artefact?
anyone feel like the positional audio in xray is a bit cooked?
weapons sounding like they are being fired right next to you even though the person is atleast 80m away etc?
misuse of stereo sounds
don't know any sound mods except iws that still have the bug
that's because people didn't set up the audio file properly to use in-game
the ogg files have metadata stored in them that the engine uses to know how to react to/use the sound file
jsrs 5 has some bolt action sounds as stereo for mobs
Lets say I wanted to try modeling animating and adding a new gun to the game, where do I start?
Besides alcohol
I canβt code for shit but Iβm hoping if I get enough of the rest done it could get someone to do the rest
Do any of you know how to revert the gun-condition changes brought by the last major update?
There's a full video from Lun4tic that tackles how to port a weapon
https://www.youtube.com/watch?v=HwTYYH5zLjo
Also the pins in this channel will have most of the ressources you need
We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:
00:27 intro
01:36 tools of the trade
03:30 content overview
Part 1: having a plan
04:01 intro to planning
Part 2: editing textures
06:57 intro to textures
29:27 thm files
Part 3: working on mesh...
don't chew more than you can swallow
iirc there's literally no one in this community that does all of that
you either model, animate or port
some animate AND port
but that's bout it
start small
is there anyone in the scene that actually makes the entire model from scratch?
i feel like i've only seen ports or at most a frankenmodel
(like the one i did)
but that's still super far off from modelling shit
There's a couple of guys
yeah i know that but i also feel like the open al hrtf is kinda garbage
I can model and animate
would i do it for stalker though
nah lmao
redotix is also a talented modeler
yeah gamma is offically fucked for my install (modpack still good, have to reinstall)
you cant add modded weapons to loadouts even through external modding, something prevents it
so I've gotta go reinstall now, to get back to baseline, RAAAAAAAAAAH.
I had fun learning tho, apparently you can spawn a live grenade in your pocket in the starting loadout
what if I added it to a mod I'll make without saying
would that be comical
obv im not gonna do that, though
mf woke up and chose to turn his life into pure misery
just do what was mentioned above
no one does all of that because no one has been clinically insane enough to do it







