#╙🖇mods-making-discussion

1 messages · Page 84 of 1

warped plover
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Does anyone know if there is a limit to the number of player portraits that can be displayed when choosing one during character creation? I'm currently working on a mod that does nothing but add player portraits from tons of different TV shows, games, cartoons, etc and i wanna know if there's some hard coded limit

fair canopy
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Red got 3dss working for me the community. Much love to him

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Wat

cyan trench
cyan trench
warped plover
#

Shit

cyan trench
#

so...there probably is no limit to add, but the game breaks at an unknown number at least with that mod

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you can still try, it might be fixed with anomaly 1.5.3

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though I doubt its different

warped plover
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Yeah i guess ill keep adding until it breaks lol

cyan trench
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try 20, then keep adding 10 until it breaks lol

fair canopy
#

You can absolutely add modded weapons ti loadouts

cyan trench
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double checked the names, triple checked the item names, asked in this very chat yesterday, got nowhere

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for an example, I can add the new MP9, but cant add the mk47

fair canopy
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You're doing something wrong then

cyan trench
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I can add an mp153, but not a m1911

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nah, im doing it right, I just dont know why it chooses not to

fair canopy
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🇽

cyan trench
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you can look at the proof of me doing it correctly, its just not workin

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okay, so the weapon name is wpn_mk47

fair canopy
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I'm aware

cyan trench
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so I add that to the itx, wpn_mk47 = true, 100, 1

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save it, open the game, nothing

fair canopy
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That's the wrong syntax

cyan trench
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then fix it for me lol

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because Im out of ideas

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I asked yesterday, and never got anywhere, if you got the better way to do it, im all for it and appreicate it greatly

fair inlet
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items with icons wider than 5 tiles aren't displayed on 16x9 ratio

celest forge
#

when in doubt, mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzloadoutchange

cyan trench
#

?

fair canopy
cyan trench
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man I wish I knew what that meant lol

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anyways, im still pretty new to modding

fair canopy
#

You have to dltx the change as a separate mod

cyan trench
#

so I hope its not too annoyin

fair canopy
#

You're also getting your syntax from an incorrect source

cyan trench
#

if its not that, then idk how in gods name this worked the previous gamma update with no issue lol (I know its different now)

fair canopy
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That's not the syntax, that's the section name

cyan trench
#

okay, where do I find a syntax

fair canopy
#

There was never any "true "

cyan trench
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excuse my non psychic knowledge lol, im doin my best

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true is the thing that makes it appear either as a forced item or an item up for points

fair canopy
#

Look for any "mod_loadout" ltx and see how it's setup there.

cyan trench
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im not editing NPC loadouts, just the starting ones

slow nexus
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bent ass supressor

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wtf is wrong with my gamma

fair canopy
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Oh that's different...

slow nexus
#

why are half the guns cooked

cyan trench
lilac idol
fair inlet
lilac idol
cyan trench
#

there is none, gun knowlege lacking

fair canopy
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Don't do changes directly to the ltx

fair canopy
fair inlet
cyan trench
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sentance directly after your first reply to me 🙂

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anyways, regardless of allat

fair canopy
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Looks like you found the right file to copy from though

cyan trench
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mmm

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though I cant just drop it into a zip file, I gotta make all the file structures

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so, any idea?

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I make the file structure, make a notepad zip named Mod_new_game_loadouts.itx and then just slap ! [stalker_loadout] in and pop in my gun?

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or am I somehow getting this wrong

fair canopy
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Should be as long as you place it in the correct structure

cyan trench
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gotcha

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nah.

cyan trench
fair inlet
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all this yapping just to get ratiod by 16x9 ratio limitations

cyan trench
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eeeeh, not my fault most commonly used ratio sucks

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1920x1080 moment

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just upgrade to 4k what are ya, poor?

fair inlet
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idk if any ratios support wider icons really

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I know some can't even display 5 tiles

cyan trench
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last update this wasnt an issue, idk what changed but its all good

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I can get around this by just making a stash spawn into the world with X items in it, say in the rookie village, and be done with it

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I know thats a ton of work for all that, but eh, helps me learn

brisk crown
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i wanted to make a mod on top of trader destockfier, to affect also other stuff everything a trader can sell, including parts and recipes, how can i begin?

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@steady apex can you do this?

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it's your mod POGGIES1

pliant basin
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I would really like a mod that adds a proximity beep to the Veles detector like all the other detectors have, but you know I've never worked with Anomaly mods before

brisk crown
naive snow
pliant basin
random fulcrum
naive snow
#

Ah, you can just copy how the echo or bear detector are setup
It's a simple matter of adding the

af_class_42                                               = af_cristall_flower
af_sound_42_                                           = detectors\art_beep1
af_freq_42                                               = 0.05, 2

as an example

naive snow
simple scaffold
naive snow
#

Huh yeah they do inherrit from detector_advanced and detector_elite

simple scaffold
#

Yup. Otherwise they would need the giant list of artifacts as well.

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Looks like it is an engine thing that they don't beep

pliant basin
simple scaffold
#

There isn't anything in the velese section telling it not to beep.

You could replicate the behavior via a Lua script

tender pawn
#

Modeling (and texturing) is probably closest to something I’ve actually done before

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So I’ll try that

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I mean any of the guns I’d want to try adding would basically need to be made from scratch anyway

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Should I start with something simple but really dumb?

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Like a gun from Sulfur

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Ideally I’d want to like, take apart a few existing models first to see how they go about it, what standards they use, etc

simple scaffold
# pliant basin does that mean that it's not something you can just enable? is it possible to st...

There is a function for listing every object around the player.

Find out if any of those is an artifact. If it is play the beep at a rate decided by how close it is.

Only run the search if the player has the velese out.

Not the hardest mod write. You could go the extra mile and actually use the sound from the detector just in case someone ever decides to make them distinct by artifact. Right now its all the dame

pliant basin
naive snow
simple scaffold
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Modding book. It is in the pins. Modding book has a link to a free book on programming in Lua.

And starts to explain the resources the community has gathered or created.

Eventually, far to soon, that will run out and you need to search the code of the anomaly game scripts or that of mods to understand how to use the functions listed in lua_help

Or ask questions.

pliant basin
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the main thing I need to know was how I should set up my environment because if I can get intellisense working it's way easier to work with existing code. It's probably going to be a lot of looking at other mods and scripts yeah

wide sandal
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any mods to make it easier to see muzzle flash from distance? I cant see any at range.

random fulcrum
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a better particles mod that isn't cinematicvfx1.5

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it has large ish muzzle flashes but they're at best a bunch of 1px wide lines scattered around at random

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AND they last a single frame

wide sandal
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Hmm, got any other suggestions to see enemies better? Theyre shooting at me, theyre hitting things around me and scraping me but i cant see them most the time. Gunfights makes my eyes strain.

random fulcrum
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make a mod that makes everything have tracers

naive snow
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I guess you could dynamically scale the particle effect over distance
@quasi narwhal You've been messing around an awful lot with the fog stuff recently, what's your take on this?

lethal garden
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Hey guys. im trying to configure the Hud positions for this weapon, made sure to add "zzzzzz" to avoid overwriting. But when in game, the changes I made dont apply, UNLESS I open the hud editor. any idea or advice? Thank you.

naive snow
lethal garden
quasi narwhal
lethal garden
quasi narwhal
naive snow
naive snow
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I guess since the muzzle flashes are done via engine trigger, not a whole lot to be done there unless you intercept the firing call?

quasi narwhal
naive snow
quasi narwhal
quasi narwhal
lethal garden
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![wpn_m4_hud]

item_position = 0, 0,
item_orientation = 0, 0, 0

    aim_hud_offset_pos               = -0.081799, 0.040806, -0.08
    aim_hud_offset_pos_16x9          = -0.081799, 0.040806, -0.08
    aim_hud_offset_rot               = 0.039675, 0.043979, -0.050037
    aim_hud_offset_rot_16x9          = 0.039675, 0.043979, -0.050037
    fire_point                       = 0, 0, 0.4
    gl_hud_offset_pos                = -0.090304, 0.041177, -0.119895
    gl_hud_offset_pos_16x9           = -0.090304, 0.041177, -0.119895
    gl_hud_offset_rot                = 0.104882, 0.042342, 0.031841
    gl_hud_offset_rot_16x9           = 0.104882, 0.042342, 0.031841
    hands_orientation                = 3.546885, 1.900381, 2.47595
    hands_orientation_16x9           = 3.546885, 1.900381, 2.47595
    hands_position                   = 0.026942, -0.009103, 0.013191
    hands_position_16x9              = 0.026942, -0.009103, 0.013191
    item_orientation                 = -1.036372, 0.037976, -6.301871
    item_position                    = -0.00512, 0.000364, 0.002134

    
    lowered_hud_offset_pos           = 0.058017, -0.027684, -0.045367
    lowered_hud_offset_pos_16x9      = 0.058017, -0.027684, -0.045367
    lowered_hud_offset_rot           = -0.118473, -0.567673, 0.39846
    lowered_hud_offset_rot_16x9      = -0.118473, -0.567673, 0.39846
quasi narwhal
#

like thicker ones in the textures and see if that helps

lethal garden
naive snow
lethal garden
naive snow
naive snow
# lethal garden

If your mod is properly placed in the right folder, there's no reason it shouldn't work on a reload

lethal garden
lethal garden
naive snow
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You did relaunch your game or trigger a F7, numpad 0, F5 refresh of your game after creating and copy/pasting this into your DLTX?

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The game won't look up new dltx with a simple refresh, a full game reload is necessary

lethal garden
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Its a bit odd, if it was an overwrite, it wouldnt transition to a seperate hud position when opening the HUD editor

naive snow
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So my guess is that your DLTX isn't taking effect at all

quasi narwhal
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so the particle is pretty visible, but it doesn't create that aura effect around the NPC like it does when they're ~50m away

random fulcrum
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hud and stats editor don't play well with dltx

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it makes the thing super confused

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it saves to the cache file when it wants to

lethal garden
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Problem still persisted though.

naive snow
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Then it's pretty much what Momo said, your hud editor is keeping priority and overwritting your values as part of its cache

random fulcrum
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rule of thumb is to never rely on the editors for more than just changing the numbers

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YOU then copy those numbers to the ltx

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manually

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otherwise you're throwing a dice on wether it saves, it doesn't save and does nothing, or it doesn't save and reverts your edits

pliant basin
# simple scaffold Modding book. It is in the pins. Modding book has a link to a free book on progr...

I'm kind of writing pseudo code because I couldn't find how to get a bunch of the things. I did find this which is relevant but how do you see if the player is holding a detector? https://sdk.stalker-game.com/en/index.php?title=Finding_an_Object_in_a_Radius

function on_game_start()
    RegisterScriptCallback("on_actor_update", actor_on_update)
end

local actor_distance_from_artefact = -1;
local detector_max_distance = 50;

function actor_on_update()
    if actor_is_holding_detector() then -- if actor is holding veles or svarog detector
        local artefacts = get_artefacts_within_distance(actor, X) -- get all artefacts within X distance from actor
        if #artefacts > 0 then -- if there's an artefact within this distance
            actor_distance_from_artefact = detector_max_distance;
            for i = 1, #artefacts do -- gets the shortest distance of all the artefacts
                if(artefacts[i].distance < actor_distance_from_artefact) then
                    actor_distance_from_artefact = artefacts[i].distance;
                end
            end
        else
            actor_distance_from_artefact = -1;
        end
        if (actor_distance_from_artefact ~= -1) then
            play_detector_beep_sound();
        end
    end
end
pliant basin
random fulcrum
#

db.actor:active_detector():section()

pliant basin
random fulcrum
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i mean that method nest would only return detector section names

pliant basin
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what's a section name? is that a unqiue ID or a readable name?

random fulcrum
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there's gamedata\configs\items\items\items_devices.ltx which has all the vanilla off hand items in it, including detectors

random fulcrum
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you have detector_simple (echo), detector_advanced (bear), detector_elite (veles), detector_scientific (svarog)

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idk what's the grizzly's section name

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ah it's detector_grizzly

pliant basin
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okay cool, and so if I want to execute a function every X ms, would I use a function that calls on itself with CreateTimeEvent or is there a more elegant way to do that? Like for example making a beep faster when you get closer to an object

random fulcrum
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actor_on_update() but with a cooldown

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ah no that'd need timed events

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since the delay would need to update on the fly

pliant basin
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or I use time_global and have it set it's beep to a future time and then have it set the next beep time after it plays the sound

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that's what I'm seeing this guy doing

random fulcrum
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function actor_on_update()
  dist_to_thing = [...]
  timer = 0.1 * dist_to_the_thing
  ResetTimeEvent("beep", "beep", timer)
  CreateTimeEvent("beep", "beep", function()
    [...]
    return true
    end)
end
#

something to that effect

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i'd still run it like every third update

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or every fifth

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to reduce the strain

pliant basin
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now how do you get all the objects near the player? I'm specifically looking for the artefacts and the examples I'm looking at are using bind_monster for their example and I'm not sure if something similar would work here

random fulcrum
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oh that thing is above my paygrade i don't have a clue about that

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to my knowledge there's nothing like idk a BlockThingsIterator gimmick like in gzdoom

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gzdoom - home

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but surely it can be done

pliant basin
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apparently db.storage holds all the game objects and you can iterate over that

random fulcrum
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huh

pliant basin
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so something like this apparently works:

function get_all_artefacts_near_player(distance)
    local artefacts = {};
    for key, value in pairs (db.storage) do
        obj = db.storage[key].object;

        if(obj and IsArtefact(obj)) then
            if(obj:position():distance_to_sqr(db.actor:position()) < distance) then
                table.insert(artefacts, obj);
            end
        end
    end
    return artefacts
end
#

idk how many objects end up in that table though so...

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also I hate this, like I used to use Javascript until someone recommended I just use Typescript and now this shit bothers me lmao

random fulcrum
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holy shit that's cool tech

white field
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on voiced character, does anyone know which is the player being hit sound and which one is the ambient pain sound? im assuming #1 is pain and #2 is hurt lol

random fulcrum
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this will be of great use when i get to scripting explosions for no reason

pliant basin
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and hide it in a random mod XD

quasi narwhal
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or the comments from the Lua LS

formal plover
#

What item mods do you recommend for GAMMA?

quasi narwhal
pliant basin
covert pivot
quasi narwhal
pliant basin
quasi narwhal
pliant basin
quasi narwhal
#

if it's on every actor update then yea

pliant basin
quasi narwhal
pliant basin
#

is there like the typescript equivilent of type definition files I can import into my IDE to give me intellisense on all the available methods and globals?

quasi narwhal
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probably wouldn't work great with modded scripts, but at least the vanilla ones... KekStressed

pliant basin
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yeah at least the vanilla ones would be nice, also where can I find _unpacked\scripts?

covert pivot
#

its just vanilla anomaly db's unpacked

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theres an unpacking tool in the tools folder of your Anomaly install

quasi narwhal
pliant basin
#

ah I see

brisk crown
#

i mean if there's is a way to also filter files and recipes

random fulcrum
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yeah i mean of course there's nothing about a stalker mod in the mcu

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what do they have to do with stalker

soft crater
#

I cant edit these settings for some reason when I click and drag with left mouse click

steady apex
brisk crown
#

I did managed to filter the i_part after some studying on your code and on sortingplus to figure it out (i'm not a modder)

i had to create a local variable then a data table

so since the new gamma uses only parts, i think 4~6 parts is good for me

vale pelican
#

Guys anyone know if I can see the PDA or the map on my phone?

Doesn't have to be interactive... Maybe just show the map on my phone irl... Through an app

vast plaza
#

QUESTION:

In Stalker Custom you can occasionally see clouds of dust passing through the landscape. This improves the atmosphere a lot.

What kind of mod is this?

unkempt pecan
#

So... How feasible is it to grab sidorovich stalker 2 model and put it into gamma?

naive snow
queen pineBOT
vale pelican
#

talking realtime... even interactive

naive snow
vale pelican
#

kind of like some companion apps you get with some games

naive snow
vale pelican
#

example would be just a minimap but on your mobile phone right in front of you on your desk

vale pelican
#

anyway to output the minimap to a second monitor?

#

that way you can also mirror the second screen to your phone as well...

naive snow
vale pelican
#

well that's not a mod... i'm talking outputing the whole minimap to a second - separate monitor

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just want to know if its feasable

naive snow
#

Then no I don't see that as feasable

vale pelican
#

you're kinda right i yet have to see a mod that let's you interact with the game from outside the exe itself

naive snow
#

The closest you'll get is the zone relay chat mod which works as a third party software to inject chat messages to your PDA.

vale pelican
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wait that's dope... but how does it manage to do so?

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i was thinking the exact same way right now

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didn't knew about that mod

naive snow
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The application doesn't receive messages from the game, it doesn't output from the game itself. It only injects strings of texts to your PDA

vale pelican
naive snow
#

That's the one

vale pelican
#

there's an event... you can save it to a text file on a very rudamentary level

naive snow
#

You could read the memory buffer of the minimap, intercept the final output of the minimap and display that I guess? Kinda of how Reshade reads the depth buffer. But you'd only get your tiny minimap square and it would break as soon as you stop rendering it like on loading, inventory or opening your menu

vale pelican
#

for example for death messages

naive snow
vale pelican
#

but it's a fully functioning separate exe of it's own...

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way out of my modding league

loud lodge
#

No offense but that would be stupidly over complicated. You'd have to intercept the values like Burn said and it would break the minimap anytime it isn't being rendered. The minimap isn't a single "entity". It's the same with the chat messages. The overlay, text, special characters, and portraits are all different things. With the minimap the background, compass, and icons on it are all different and not part of one whole.

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You could technically go and get each part and output it maybe, but you'd have to set it to output a separate window and idk if the xray engine can even do that?

vale pelican
#

No offense but you're picking at not even a developed idea

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so none taken

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no the idea wasn't the minimap stream or whatever... it's just to get the ball rolling... being able to have PDA be interactable from outside the game...

naive snow
#

Oh having the PDA outside in a separate client is nigh impossible. The game would have to synch two clients basically.

vale pelican
#

wait that's so coooool

random fulcrum
#

all roads lead to rome

vale pelican
#

you just spawned a little hat

random fulcrum
#

it always ends up in multiplayer

naive snow
#

Imagine, the interactive pda mod on phone triggers the cascade of multiplayer "mods" KEK

random fulcrum
#

look! look! mom and dad! i have made a soaked underwear walk around matching the movement of the anomaly instance on this other computer!!

vale pelican
#

let's you put little pom pom Christmas hats on your hip

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for real somone just gotta make hip in cordon wear a little red elf hat

naive snow
random fulcrum
#

dunno but everything ends there

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hopes and dreams vaporized at the mere suggestion of making the game state match

vale pelican
#

dude it's just text

random fulcrum
#

every real mutliplayer project starts and ends with the soaked underwear moving around

vale pelican
#

coordinates are text

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quest lines are text

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contacts battery etc... txt

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only coordinates and facing are needed to be sent realtime

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and how does the minimap get the information from the pda? it doesn't because it's just from the map itself

random fulcrum
#

yeah i went on a demon tangent because the "two clients match" thing is funny in the context of this channel

naive snow
random fulcrum
#

yes simulating the pda elsewhere shouldn't be an issue

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in any case other than the map

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since maps are complicated

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xcvb once posted a diagram of the maps "hitboxes" and there was a ton of overlap

naive snow
vale pelican
vale pelican
#

or ssd

random fulcrum
#

nah

#

they actually exist in the same space

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at the same time

vale pelican
#

your harddrive

random fulcrum
#

the world isn't loaded but the coordinates do depend on the map

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it's kinda deep

naive snow
#

Xray making world streaming a thing since 2001

vale pelican
#

that's bascially saying now what part of the 4d chess your in right now

naive snow
#

Never stops amazing me

vale pelican
#

like cordon 0 0 0 vs garbage 0 0 0... which plane of existence in 4D chess

random fulcrum
#

what the fuck is bro on about

naive snow
#

Dunno

vale pelican
naive snow
#

Should be a simple matter of defining in stalkermeter the player position within bounds of a level, and synch a cursor over the High Rez PDA map.

random fulcrum
#

it's weird that nobody has ever delved into solving what does a distance unit in stalker equate to

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like there's lots of essays explaining the currency used in the zone

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anomalous dugout did a schizo video on the gauss cannon and how it works

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but nothing on distance

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even he himself once said that the stalker meter isn't quite a meter but it's an enigma

vale pelican
#

you don't need a seperate exe

#

dll and/or modded exe

naive snow
vale pelican
#

haven't modded anomaly hence why i have no clue here... but it's not impossible

sweet whale
#

just out of curiosity and idea, also not trying to beg anyone to make it either, and since i have no idea on how making mods or whateva. but is it possible to make a mod that is that new artifact detector in stalker 2 but in gamma? the antena looking one that shows the distance of artifacts in meters from the player

random fulcrum
#

which just returns the code name for the world currently loaded into your game

vale pelican
#

hence... possible

#

it's bloated... going to take a lot of work

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goddamn i want it so bad... but then i think stalker 2 is around the corner once everything settles in

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i guess i'll do it for stalker 2 if no one has done it in a years time

random fulcrum
#

stalker 2 released like 2 weeks ago what do you mean around the corner

vale pelican
#

talking about it being in a very sweet sweet state of modded

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not just playing it for the story

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and some form of "life" existing inside... you know... "a" "life"

fair canopy
simple scaffold
loud lodge
#

Also you misunderstand how discord presence or any file works in these games. It isn't just "txt", that's not what coding is. It's text that gets converted to instructions. The xray engine and the way it executes commands and stuff just doesn't make it possible to stream data outside of it. Any game can have a discord presence. It's built into discord. I can add a game not supported by simply clicking add in the settings and setting a name. It's a status that reads the name of an exe. That's it.

#

While anything is "possible" when we talk about modding, is it worth it? In this case not really. It would take such an immense amount of work and would break super easily.

#

Reading the values wouldn't be hard, it's sending values from the phone, and interacting with it all.

#

If it's just text then do it yourself

simple scaffold
#

The limitations is less the networking and more the fact thatua can't really manipulate the pda in game via Lua. But tbh the pda is mostly just displaying information and you can send all that information to an app on a phone if you want.

quasi narwhal
#

thanks for sharing raven

quasi narwhal
#

not even the type definitions know about particles_object:set_direction ohno

quasi narwhal
#

i wish i was a simple man who used spotify, implementing that shit the way i'd like to with youtube would probably make me wanna kms before finishing it

slow bolt
#

Nah

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All you have to do is make the buttons trigger windows multimedia controls

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That will work with most media things by default

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Spotify and YouTube included

quasi narwhal
#

yeah but the "way i'd like" is having the list with thumbnails to browse catstaredread

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and at that point alt tabbing is easier KekSkew

#

the best code is no code

hazy tundra
#

Was gonna try this out but:

quasi narwhal
#

but u never know i guess

formal vector
#

Hey guys could someone tell me if it's ok, or not ok, in a quest description or in a dialog (the relevant <text></text> field in the relevant xml) to have a:
%
%%
\%
%c[any color]
%s

Context: I think the french translation is a mess, tryna fix it.
I've crashed on a quest text formating error involving a %, it's reproducible. The % char is used a lot and Im not sure when it's fine or not fine. Fine when escaped? Fine or not if used for colors? (weird for text that is supposed to go on the PDA...)

Thanks 🙂

hazy tundra
simple scaffold
#

only text string that are going to script dialogs works with %s obvs. need the script layer to do the substitution.

formal vector
simple scaffold
#

bleh. i cheated, i knew where those were to go find them.

formal vector
#

like this is not fine right?!

        <text>french yada yada followed by this -> %s%.</text>
</string>```
#

the last % has nothing to do here right?

simple scaffold
#

yeah, should only be the %s for the substitution function.

formal vector
#

is it ok to escape it? %% or \% ?

like this
<text>foo %s%%.</text>
or
<text>foo %s\%.</text>

#

im thinking of simply writing percent instead Deadpan

simple scaffold
#

it isn't in the English translation strings. lua doesn't treat % as a special character, neither does xml. the color ones are handeled by the xray engine UI code. but it is smart enough not to only capture properly formatted color code

#

the string formatting function uses %s so that it looks like a C++ function but it could have used anything as the substitution marker.

formal vector
#

What do you think I should replace a % with? A % that is supposed to be displayed normaly in a quest description or a dialog line just like "get me this item with at least 50% condition". because im pretty sure the crash im trying to avoid triggers on one of these % that are meant to not call any formatting function but rather that are meant to be displayed. Problem is idk the right way of making that. I'm trying to replace them with escaped %% because I heard it might work but maybe im doing that without knowing that it wont work.

#

So more simply, how would YOU make a % char show up in a quest text in game? would you write %% or \% or anything else in the xml text field?

#

@simple scaffold

warped plover
#

After several hours I have my first (shitpost) mod that adds a bunch of player portraits. Now time to keep adding them and see if at some point the game has a max amount of player portraits it can display.

simple scaffold
formal vector
simple scaffold
#

<string id="st_multifetch_2"><text>, the items must be at least at %s% condition</text></string> as far as i am aware this works. and is what i would do since this string is fed to the lua script based task system.

#

are you saying it doesn't?

formal vector
#

I thought that it was my nb1 suspect on this

#

cause of this

! [LUA]  1 : [C  ] get_long_task_description
! [LUA]  2 : [Lua] ...maly/bin/..\gamedata\scripts\ui_pda_taskboard_tab.script(108) : prepare_task
! [LUA]  3 : [Lua] ...maly/bin/..\gamedata\scripts\ui_pda_taskboard_tab.script(153) : next_task_in_category
! [LUA]  4 : [Lua] ...maly/bin/..\gamedata\scripts\ui_pda_taskboard_tab.script(142) : 
! [SCRIPT ERROR]: ...maly/bin/..\gamedata\scripts\ui_pda_taskboard_tab.script:108: invalid option '% ' to 'format'
 
FATAL ERROR```
simple scaffold
#

ui_pda_taskboard_tab.script where is this from? it isn't vanila anomaly

formal vector
#

I thought basically there's a % somewhere in a quest description which doesnt belong here and triggers some formatting where it shouldnt

formal vector
#

comes from 293- PDA Taskboard - iTheon

simple scaffold
formal vector
#

i made a new issue on the mods github just in case

formal vector
#

Im very new to this engine, sorry for the silly questions

simple scaffold
# formal vector Im very new to this engine, sorry for the silly questions

the lua string library function string.format that he is using will choke on stray %
but the _g function strformat won't.

the base game never feeds job_descr thru string.format but he is. that is probaly the problem. one of the 649 job_descr has a stray % in it.

link me your bug report i'll sugest a fix

simple scaffold
simple scaffold
#

i am 99% sure that change will resolve the issue.

formal vector
formal vector
#

i even found typos like open brackets not being closed. Anyway I just turned the french translation mod off and the crash is not triggered anymore. I guess 'ill try to make my own translation at some point...

formal vector
quiet osprey
#

Does anybody know if it is possible to make coins\money fully "physical" with 1:1 exchange ratio? I want to make a bit of a bank from myself (both RP and as for a set of other in-game reasons) via physical currency, but afaik any money is immediatly digitalised in GAMMA

inner hearth
#

any good mods I should add to GAMMA for more base items or weapons/armors?

covert pivot
fair canopy
#

i use it. it works fine honestly

covert dock
#

is there a easy way how to make traders buy weapon and outfits?

simple scaffold
# quiet osprey Does anybody know if it is possible to make coins\money fully "physical" with 1:...

Disable the code that auto converts them to the digital cash. At one point it is pretty obvious there was a physical money system that has been mostly disabled.

Should be able to use the get cost callback to prevent a discount from being applied at vendors for cash.

Should be able to use one of the actor menu callbacks to detect items being put up for sale and spawn. Remove cash from the NPC trade bag as change to balance out all transactions at 0.

naive snow
violet raptor
simple scaffold
#

string.char(97) returns "a" for example. I can't remember newline off the top of my head tho

verbal siren
#

Do I understand correctly that the Recoil Control stat is generated by the game based on other stats from the weapon ltx? Which stats exactly?

slow nexus
slow nexus
#

Atleast not whats available to lua

#

but i could just add it to the engine and build a custom exe for it lmao

#

when people be like stalker cant do it

#

im always just like

#

but we have the SAUCE

tribal robin
#

How do I start creating UI mods for this game? I want to try my hand at it.

slow bolt
#

You start by reading pins in here, especially the modding book

pulsar inlet
#

Hi guys, still fairly new to Stalker gamma, but I was thinking of removing the artifact melter from the game. I know it can't be done simply by disabling the "Artefacts reinvention" mod, as it affects many other aspects of the game, so I will edit the file itself. Before starting though, I would like your opinion on the matter, and possibly details on what would need to be edited (traders selling the device and the recipes, artefact efficiency mechanic, etc)

pulsar inlet
# naive snow Why would you remove it?

something about it doesn't really sit well with me.. most artifacts say in their description how their formation has not yet been understood, plus the using other artifacts as power source, rather than electricity.. I would rather have a mora vanilla feel in this regard.. even thinking of reverting back the radiation emission\reduction of artifacts, but only when equipped

fair canopy
#

flavor text that can easily be changed

naive snow
pulsar inlet
# naive snow You could change the descriptions to match whatever unit of power you want. Remo...

Finding a way to remove it from the crafting UI may indeed be the hardest part, I have no experience with that kind of modding. A good alternative, at least for me, would be for the artifact trasmutations to be something limited to a service given by an ecologist. With the chance of succeeding being decided by RNG at the moment of paying the "fee" and providing the ingredient, and then having to wait a long time for the result, even a week, so to discourage save scumming. The idea of such a small and convenient device really doesn't fit the stalker tech level for me, especially for something as anomalous and unstable as artifacts. Even then though, it would require UI editing, so I am a bit stumped.

#

maybe I could copy\paste the crafting UI interface from a version of the game that has no melter

naive snow
#

It's not really that simple since there was a bunch of IDs and script added to patch the workshop and swapping in the older looks would reference null stuff

pulsar inlet
fair canopy
#

It's probably be easier to just start from base anomaly and work it back up to near gamma

covert pivot
pulsar inlet
pulsar inlet
# covert pivot your best bet is just make artifacts drop at max quality and not degrade. would ...

artifacts dropping to 100% and no degradation would be a must, yeah.. but the issue is that I really struggle with suspension of disbelief, so having the melter menu, and the artifacts combinations would be grating for my cursed brain.. the thing I noticed though, is how by disabling the artifact reinvention, the game still run, at least on the superficial level I tested it, and melter menu is not listed, as expected

hazy tundra
#

If I wanted to add a custom armor set (for use with LASS), where would I find the outfit.ltx

#

Basically, I just want to add another "UNISG Mk2 Tactical Body Armor", so I can edit the textures to loner instead

covert pivot
#

isg_camo_outfit section

#

to find stuff like that yourself I recommend anything that can search in file contents like notepad++. You can search up the name of the armour over all xml files and then search the id over all ltx files

#
        <text>UNISG Mk 2 tactical body armour</text>
    </string>```
hazy tundra
covert pivot
covert pivot
hazy tundra
covert pivot
#

I havent used dltx myself yet kek1

stone ledge
#

Is there a mod already out for the same functionality of better stats bar with the new inventory ui?

queen pineBOT
summer stream
#

it's about MAKING the mods.
not asking IF there is a mod.

soft crater
#

Fresh game I go to the garbage anomaly in rookie village im not recieveing any radiation and there is no artefact there is this a change within the last updates?

stone ledge
#

i've asked in the other spots as well, was just curious if anyone here would know better

misty mulch
misty mulch
#

at least you're in the right place if you want to make that mod

cyan trench
#

DLTX loadout injection removed

#

perhaps I can make a custom loadout now

fair inlet
cyan trench
#

all hope is lost

edgy ledge
#

any idea where I can find the ltx files for this? I looked at all the magazine releated xmls and ltx files I can think of and nothing. I disabled everything so it's not even the mods I added. It seems basic Mags Redux just have this bugged.

#

I would just want those icons not to be black, so I was thinking adding the parameters for a different icon, but I can't find the file to edit for about an hour now

fair canopy
#

Run a string search in notepad++ of your mods folder to find the ltx

hazy tundra
edgy ledge
simple scaffold
#

I can promise you that is not a basic mags redux bug. Because I only made drum mags for the guns that have drum mags in their model. I absolutely did not make a STANAG drum mag.

edgy ledge
#

I found it already, but thanks big man 🙂

#

It was in Covenant Weapon pack. ltx had the wrong texture path

simple scaffold
edgy ledge
#

I have no idea. It just tickled my OCD when I saw the blue blank icon and wanted to fix it

#

I excluded any mod I added and Mags Redux, still there. Then I got the tip to use n++ string search. It pointed to that mod

simple scaffold
#

Weird.

Yeah I made it very very easy for other mods to add guns and new magazines to mags redux. I didn't want to get asked for patches constantly

edgy ledge
#

Modding Anomaly/Gamma always weird.

#

I remember testing some Artefact addon with xcvb way back

#

We did run empty circles until the issue was found

faint sable
#

Its missing two ui textures, best to report it to grok I guess

edgy ledge
#

See above, I already fixed it. the ltx for the mags had an incorrect texture path

#

the texture itself exists it seems

#

I just replaced the texture path and added height/width lines

#

but sure if you think it matters I report it

#

tho. I don't play Vanilla, so. Rules says I should play Vanilla to report.

young matrix
#

sorry for the ping, the compilation tools where lost?

#

I wanted to learn more about how the maps are made to try to make some adjustments

naive snow
young matrix
#

like other stuff?

#

or it is a different case

naive snow
young matrix
#

so it is probably some weird format I believe

naive snow
#

Levels are composed of several .part files

young matrix
#

heck

#

redoing the maps isn't a real option too

young matrix
naive snow
#

You can make new maps, but there's like 3 persons with the knowhow and it's so much to do that no one really bothers with it after finishing

young matrix
naive snow
#

We've had decompile maps for a while now, we can open them in blender and actually check stuff out

young matrix
#

we do have the software that compile the files in the first place or it is lost?

young matrix
#

you can't recompile then inside the game

#

that's way worse

naive snow
#

Pretty much, the links are broken

young matrix
#

dumb question, wouldn't be possible to use other file format?

naive snow
#

No?

young matrix
#

yeah it would involve too much stuff

naive snow
#

Some files are readable and non binary, but most aren't

young matrix
#

makes sense, so it's something tied to the engine basically

#

well, if we had even a crude version of the software used to recompile the files I could try studying about it

naive snow
#

We have compilers for making maps, but we can't open decompilled maps in the SDK

young matrix
#

that's the issue I believe

naive snow
#

I admire the enthusiasm, but after 8 years if someone could do it, it would have been done already

#

It's not because no one bothered trying

young matrix
naive snow
#

We have the source code, we don't need to redo it?

#

It's how the modified exes are all done

young matrix
#

but I don't know much more than that

#

you would still need a ton of manual work

#

@naive snow from what I searched, you can in theory create an alternative version of the engine that supports a different extension, or use reverse engineering to try to recreate the compiler

naive snow
young matrix
#

there a few programs that function with binary editing

#

IDA Pro, Ghidra or Radare2

#

you can in theory

naive snow
#

You're welcomed to try and do what thousands have failed. The anomaly discord will probably be of more help there. I think MFB still hangs around there

young matrix
naive snow
#

There's a couple of russian ones about it deep in youtube I remember MFB babling about them at one point

naive snow
#

Use the autocaption thing, but most things about levels and the various SDKs are all in russian

young matrix
quasi narwhal
#

it's not that simple

young matrix
#

oh crap

quasi narwhal
#

levels are composed of many different files and compiled shit that once decompiled/recompiled it fucks it all up

naive snow
#

Passing on the batton, have fun Sick

quasi narwhal
#

your best bet is to grab the CoC SDK and start from there

young matrix
#

lmao, sorry for bothering u guys

quasi narwhal
#

otherwise you're hitting a dead horse

young matrix
#

well, that's out of my knowledge ngl

quasi narwhal
#

I believe people have posted the link to the SDK that folks from Anomaly Custom use here before, it's got a bunch of QoL features

#

though re-building a level or creating a new one from scratch requires, as Burn pointed, reading a shit load of russian material

#

some people recompile levels through the CoP SDK and think it work but if you look deep into it it'll have many many problems

naive snow
#

Didn't know that was from the Custom's people

young matrix
#

well, kinda messed up, if it was just reverse engineer using a binary editor still would a lot of work but I could try

quasi narwhal
summer stream
#

yes it was

summer stream
#

and i know a bunch of people from there which helped me with lots of stuff

young matrix
#

I think the smartest approach would be actually create a custom fork of the engine

quasi narwhal
#

the smartest approach is to fork the CoC SDK imho, but that's a shit load of work shrug

young matrix
#

that supports another file extension for these, and use a binary editor to make sure the old maps function well inside it

quasi narwhal
#

well, if you manage to recompile a level with geometry and NPCs/A-Life working properly it's good progress already

young matrix
#

the main problem is for me who have no experience with the engine, learn about it well with little to no tutorials in english tutorials to make a fork who supports another file extension

young matrix
#

it would allow to make a ton of adjustments inside the game

quasi narwhal
#

especially if it's to change just meshes and such

young matrix
#

hmm interesting

#

how is that done, if you allow me to ask

quasi narwhal
#

which also brings us to the point that depending on what you wanna change you might as well use the Pavel's Blender plugin and avoid an SDK that works via black magic shrug

young matrix
#

if I get any luck with that I'll let u know

naive snow
#

You can already modify the geometry of maps, but anything more than fixing UV on objects or minimal modifications within the existing collisions will break AI pretty much

naive snow
#

@granite hemlock is doing that already for New-Old Maps I believe?

young matrix
#

well that returns to that point I was saying, creating a fork that allows another file extension would be great

naive snow
#

What would even be the point? Now you just have two different versions of the engine for no gain

quasi narwhal
#

bro trust me when i say this, the amount of people that came here before with the intent of creating a fork, an SDK, a multiplayer implementation or whatever the heck of tool with reverse engineering/without consulting original materials or that sorta shit miserably failed

young matrix
quasi narwhal
#

you're doomed the moment you realize at the end of the day you're dealing with a soviet-era software from the 90s KekSkew

young matrix
#

yeah I see the problems here

#

just seems a fuck ton of work to do alone

naive snow
young matrix
#

that was an example

quasi narwhal
young matrix
#

well, the first barrier is doing reverse engineering to do shit like that

quasi narwhal
#

welp, have fun KekSkew

#

sure as hell you're in for a good session of suffering

young matrix
naive snow
#

Start by at least understanding what is already available and the SDK and then go on your reverse engineering spree or whatever. We already have a full SDK with compiling capabilities

young matrix
naive snow
#

Because we don't have the source files anymore

#

Even the Anomaly Devs don't

#

And no amount of reverse engineering will bring those back

young matrix
#

well, yes... there is not much that can be done

naive snow
#

You can't unstrip and unoptimize assets back to their original forms

young matrix
#

thanks for the help explaining guys

#

I thought it was a problem, not a hell of a problem

quasi narwhal
#

that's why i say, the amount of people that came here before thinking "these mfs ain't smart they haven't tried X pepethink"

#

trust me bro, they've had KekSkew

young matrix
mystic prairie
#

Hey Guys, is there any mod on gamma that make you don't loss reputation after killing an ally if no one witnessed?

mystic prairie
#

okok

hazy tundra
#

Trying to DLXT-ify my custom armor, how do I run the "LTXDiff findroot" command? Powershell?

regal bolt
#

Question. Anyone here knows a console command to change faction relations/goodwill?

edgy ledge
regal bolt
edgy ledge
#

wdym?

#

I don't think so. It works. My save is all good as of now.

regal bolt
#

Kk

edgy ledge
#

do a backup just in case

#

I always do

regal bolt
#

Fair enough

swift gull
#

Odd question and don't know where to ask it. I have a new monitor and it has HDR enabled on both the monitor and through NVIDIA and Windows settings. I for sure noticed it when I enabled it and went in game. I also noticed the custom exe's have HDR options, I shouldn't enable those right?. As HDR is already implemented and active?. I tried turning it on and everything was rather dark and even clear moonlit nights were pitch black lmao.

regal bolt
naive snow
edgy ledge
naive snow
#

HDR isn't a press a magic button on your monitor and voila, HDR displayed values. The game actually needs to output HDR values to be read

hazy tundra
#

Okay, I think I managed to DLXT-ify it; I'd appreciate if anyone could give it a once over to see if I've done it right weirdchamp

covert pivot
#

the THM can also link to an already existing bump

hazy tundra
#

Don't know anything about thm and bump files, don't suppose I could just nick them from a similar shaped armor?

covert pivot
#

you can check vanilla anomaly bumps, an yoink a thm and rename it, then it will use the same bump

#

as long as you find a texture that has the same parts

#

I havent touched textures in a while so i cant remember what might be a good match, monolith_2 is close, but its not 100%

#

if you can remember where you got the original texture from then that might have stuff related to it

#

you can try combining the parts of act_stalker_neutral_2_bump and act_stalker_monolith_2_bump, since it looks like its those two

hazy tundra
#

Would the thm from it have any texture reference, or could I just rename it you think?

covert pivot
#

if the original body texture has a thm itll have a reference to a bump yea

#

there are thm viewers (i use the one in AXR toolset) to edit/look at them properly but you can see the bump with just notepad too

hazy tundra
fossil tundra
#

Is it possible to create a less opaque laser?

covert pivot
hazy tundra
covert pivot
hazy tundra
#

But I do see the issue without the bumps, awful

covert pivot
#

good example of what missing bumps look like

#

this face doesnt have one

#

as a start you could try just yoinking the monolith_2 thm from vanilla anomaly. It will have small details that are different but its atleast a step kek1

#

You can look into Fixed Vanilla Models mod too, I did find act_cskysun2 that matches pretty close

hazy tundra
covert pivot
#

hard to say, it does look a bit too white

#

but it might just be my eyes playing tricks kek1 as long as it looks good to yourself, you can compare it to other npcs and with various light conditions etc

hazy tundra
brisk crown
#

would be iteresting if there was a mod that let you regen limbs a bit when using a instrument near a campfire, like every 1 minute of playing = 1hp of limb regen

naive snow
#

There's already a campfire heal limb mod whatever

white field
#

@brisk crown pinging cuz u might be interested and i forgot to reply xd

#

also is there any unexpected side effects of making weapons 1-handable? was thinking of editing some of the smallest ars and smgs. i saw the how-to pin but just wondering if itd do anything to npcs

white field
#

ty

mint tide
#

Hey guys - can anyone point me to some resources/guides on how to make mods for STALKER 2? I have some hobby-level experience of UE4/5 and am pretty decent at C/C++/C#

mint tide
wintry pagoda
#

How would I go about making the MP9 go in the melee and vision slots?

outer mason
#

Anyone knows which mod adds all the lights to hideout furnitures? I enabled shadows and volumetric light for the base ones, but I can't find the newly added lights.

#

I am looking specifically for light sources added with it (handing lamps ect)

outer mason
#

Ok. Found it. For anyone interested it's:
385- Even More Hideout Furnitures - facelessez > gamedata > configs > mod_system_potato_lights.ltx

idle oasis
naive snow
civic oxide
#

any1 know where I can find all the weapon upgrade ltx files? I'm looking in gamedata/items/weapons/upgrades but many seem to be missing and the one I want to edit is one of these

naive snow
civic oxide
#

cheers, is there a resource I can check to learn how to modify weapon upgrades?

#

nevermind, figured it out myself

civic oxide
#

it werks

summer stream
#

is there any info on where is the ltx(or script) that changes knife stats? hmm
since i dont have 0.9.3 and i need it for update on BOTZ

runic knot
#

Any idea on how to set the min repair for repair kits to 30% from 0%? Tried altering the guns_no_condition_repair.ltx which shows the 30% on the repairkit on its details. However you can still repair from 0

white field
#

is there a file where all the weapons are listed? im looking at the localization file and it seems like theyre all there

summer stream
#

question related to 3DSS,
how do i force the gun to NOT scope in using 2D, since i added the scope into the gun i want, but it keeps zooming in like a normal gun, tried to look into 3dss ltx files but didnt really understand shit shrudge

#

@fair canopy oh please megamind answer me this ridiculously stupid question prayge

acoustic lodge
#

anyone know how to change the status - boost/buff/danger icons or how to disable them? im trying to disable radiation icon

fair canopy
summer stream
#

how do i make it adjustable

#

since uhh

#

i dont really get how do i do it

fair canopy
#

That looks correct. Make sure it's under your scope section and not the scope hud section

summer stream
#

but it doesnt work

fair canopy
#

Give me a few minutes to get home and I'll take a proper look

mint tide
mint tide
#

Yeah, I didn't even know if this was even a thing

tidal elbow
#

It's probably Discord fault but I'll ask

#

And if it is Discord fault

#

Unlucky

idle oasis
#

discord becoming an average internet page that needs extensions to function

ionic zenith
#

Enable it jokerge

mint tide
delicate ridge
#

what is the difference between these files

#

between x_protection being different and other having artifact container

gaunt seal
#

i need the discord sdk dll, tbb dll and icuuc65.dll, can someone send the download for me

summer stream
#

@fair canopy so how does it look like? clueless

lavish wadi
#

hello! Noob here
If I wanted to globally increase sell/buy prices for artifacts in gamma where would I do that? Hopefully thats a few line change. Thank you

iron veldt
#

hey, is anyone here big into map making? if so please hit me up. PLEASE :3

lilac idol
#

if you're willing to lose every drop of sanity to make maps for anomaly you should ask mfb in anomaly discord

iron veldt
lilac idol
#

yeah, he hangs around in anomaly discord

iron veldt
edgy ledge
#

what should I edit here, so Chopping doesn't take that much time? I tried to edit the -15/+15 part, to no avail.

#

Any help would be appreciated

fair canopy
summer stream
#

i remember being it there but

no

#

is that the case?

fair canopy
#

yeah

#

add that

summer stream
#

shit

#

ill do that later

stray trail
#

hey @fair canopy I'm messing around with your 3dss EFPWP mod and I noticed something

#

the laser is missing a texture

#

here is a image

fair canopy
#

ah, it's a laser from lewd's famae smg

stray trail
#

oh alright I'll get that

#

should fix the problem right ?

fair canopy
#

yeah

#

i'll include the texture

#

in a later update

gaunt seal
#

How i edit the discord_game_sdk.dll? i want to make some changes to it

sacred token
gaunt seal
sacred token
#

I am guessing you want to rather edit the monolith engine code that uses this library "discord_game_sdk.dll"

#

Not the library itself

gusty wharf
#

@surreal tundra get help here

surreal tundra
#

hey guys does anyone know how to increase the character skills using either console commands or debug menu, i lost my save and i dont wanna grind again lol

#

well my save was corrupt the emtire thing

worldly glacier
#

not help with making a mod, but was wondering if anyone knows of any UNISG model overhauls other than hd models and KVMAS

summer stream
solemn oak
#

Hey, could someone help me with the xrRender_R4.dll file? I'm not a coder, I just wanted to enable Grass Shadows in Lost Alpha.

#

I know it's a different mod, almost a completely different game and all, but the lack of shadows pisses me off, and the option to enable them still works, but sun_near has been locked at 10, so it must have been hardcoded in to the one of the xrRender files.

worldly glacier
#

what file determines what gloves/arms an outfit applies to your character? trying to get rid of some fingerless gloves since I'm playing with INVERNO and I need my immersion™️

novel ruin
#

can the game and mod read any other folder in the Anomaly main folder other than the default one like gamedata, appdata?

naive snow
naive snow
# novel ruin can the game and mod read any other folder in the Anomaly main folder other than...

This is the list of folders, it's all regulated by the fsgame.ltx

;abbreviation           = recurs| notif    | root             | add                | ext            | description
$app_data_root$         = true     | false    | $fs_root$         | appdata\
$arch_dir$              = false    | false    | $fs_root$         | db\
$arch_dir_configs$        = false    | false    | $arch_dir$     | configs\
$arch_dir_maps$         = false    | false    | $arch_dir$     | levels\
$arch_dir_meshes$       = false    | false    | $arch_dir$     | meshes\
$arch_dir_sounds$        = false    | false    | $arch_dir$     | sounds\                                                        
$arch_dir_textures$        = false    | false    | $arch_dir$     | textures\                                                        


``` part 1
naive snow
river folio
#

hey guys anyone knows where i can find the GAMMA Expedition EXT profile??

shadow lance
#

Was told by a helper to ask here...anyone know how to remove the one pelt only on belt change??

summer stream
#

tf do i do with this shit KekSkew

#

nvm it's good now

lilac idol
#

my man's got that telescope build

fair canopy
broken lake
#

guys, is it possible to make life granter gives 2 lifes every 24 hours?

#

or, does anyone know which file should i edit before i start new game to get 2 lifes every 24

#

i found a mod online that does gives more options but it not working as it should in game, anyone willing to check it out?

slow nexus
#

are all the eax extensions for openal disabled in the source code?

#

is that why environment reverb etc doesnt work ?

covert dock
#

hello,
Anybody know the file that changes knives pelt quality? Still cant find it.

naive snow
slow nexus
#

I was looking into using steamaudio instead of openAL

dim token
#

okay, I'm going to ask here, because I don't know where to go where people actually respond. Forget the modded gamma support channel. I think I found and fixed an issue, but I'm no coder, so I need input from someone who can actually understand what's going on.

I was in Rostock. Some bandits at the gate got dropped. 5 Minutes later, an emission starts. Game crashes, showing this: (Image at bottom of comment, lol)

So I found the mod running the script, the NPCs die for real in emissions mod (included in Gamma). I checked out the code block with line 51:

function reset_cover_params(npc) if not npc then return end local id = npc:id() local params = db.storage[id].surge_cover_params if params then busy_lvids[params.lvid] = nil end db.storage[id].surge_cover_params = nil end

So I guess it was calling an ID without checking if that ID exists, which would throw it off and crash it. Doesn't happen 99% of the time, game ran smoothly. So I assume it's an edge case (the bandits that I just dropped? Or one of the guards who got killed?)

Now I added a simple check in the code to skip if an ID doesn't exist:
if not db.storage[id] then printf("reset_cover_params: No entry in db.storage for NPC ID %d", id) return end

the print just for my log to see if this new addition actually does anything.

So I reloaded the game right before the emission kicks in, my printf actually gave me one ID (3) and the emission played out without crashing again.

So... did that work? Or am I screwing it up down the line?

dim token
#

I'm not yet allowed to post there :>

naive snow
covert dock
#

@naive snow Can i ask two more qestions?

  • I have set weapon and outfit in mcm (condition, drop chance) but i still get like low ~13% outfit and parts condition from gold stashes.

  • even thought i set: "local max_con_obj", "local min_con_obj", "local max_con", "local min_con"

... some enemy still drop outfit parts with random durability. When i set only 4 stages of condition in options, it wont even save.

naive snow
# covert dock <@185568916364328961> Can i ask two more qestions? * I have set weapon and outf...

What's the point of asking if you can ask, if you're still going to ask regardless?
The Drop conditions settings of the MCM only affect the drop conditions of enemies armors and weapons, not the treasure manager for stashes or the parts they can carry as basic items.
The Full-percentage Part System of the Progression Difficulty is only for item disassembly as it says on the tooltip. This is a per-save thing and you'd need to change the default progression difficulty presets to make it always enabled

rotund sapphire
#

Im assuming i need to know a little bit of coding to get into modding myself right?

naive snow
#

Depends on what kind of mod you want to make

rotund sapphire
#

I just mainly want to port weapons and just edit the current mods I have. Possibly more in the future if I can get creative and figure out what people might actually want.

naive snow
#

For porting guns you don't need actual coding (except to make the loadouts injection but that's trivial easy to do)

quaint lance
#

Is it possible to remove the restriction on the use of multiple skins on the belt?

lilac idol
rotund sapphire
#

gotcha, ima look up some videos and do some research. hopefully i figure it out.

rare thorn
#

does anyone know where the images for the character portraits are?

naive snow
rare thorn
#

wondering how hard it is to add my own portraits at least for my usage

covert pivot
# rare thorn wondering how hard it is to add my own portraits at least for my usage

Its pretty easy to even make it compatible with everything else as long as you make use of DLTX
Hardest part of the process is just making the dds file. Besides that you need 2 files - one file to DLTX your portrait name into player_icons.ltx:

<your portrait name here>```
 and the DDS description xml to give your icon a name that you plop into `configs/ui/textures_descr`:
```<w>
    <file name="ui\\<name of your dds file>">
        <texture id="<your portrait name here>" x="0" y="0" width="165" height="108"/>
    </file>
</w>```
It could even be a dds with just one portrait im pretty sure, not 100% what size it supports. If you set up the two files so you have your 1 portrait show up in every faction you can just swap out the original DDS file with a new one.
#

theres a few mods floating around you could look into for examples. War Nymph has an implementation like this

naive snow
stuck socket
#

MOVE BODIESa-life

slow bolt
fair canopy
#

MOVE BODIES

#

duh

rough topaz
#

can someone tell me where lumen is found in the game files? i was told that if i turn it off itll help make buildings not pitch black

slow bolt
#

Stalker 2 section is two blocks down

quaint willow
#

Is there a way to add GAMMA's crafting system to my vanilla anomaly?

old berry
#

ye sacrifice your first born

slow nexus
#

xray mono repo is giving me an aneurism

quaint willow
slow bolt
#

what crafting system

lilac idol
#

love how Bert just appears out of nowhere once every month or so to say that type of shit

#

genuinely looking forward to what's waiting for January fr

dark leaf
#

Can anyone tell me what is controlling the zoom keybound on mouse5? I have removed all zoom mods that I know of: '178 - Free Zoom - SlowVibe' 'GAMMA Free Zoom v3' and 'Maid and Grok's BaS Dynamic Zoom Enabler' and it is still bound to a zoom. Nothing in the game keybinds and MCM keybinds is set to mouse5. Using bind_list in the console doesn't show anything bound to mouse5, and I even found a setting called 'new_zoom_enable' and tried turning that off and it is still there.
I am trying to test and maybe update the Free zoom revisited mod in the mods-posting channel (and I know nothing about making or updating mods) but I can't get it override whatever is controlling mouse5 right now. I just want the zoom function on mouse5 with a toggle option, instead of hold only.

surreal tundra
surreal fog
dull lintel
#

whats this mean'

#

yall the code wizards fr so i gotta ask

slow nexus
#

Idk

#

Means what it says

#

@steady apex sorry to dog you with an @ but say I wanted to add a new library to the xray monolith and I've pulled the repo and got it up in visual studio and it compiles fine, where / how do I create these little mini projects inside the solution and then actually get the linker to vibe with it (tldr I'm trying to link a newer version of openal to fix gimped eax)

sterile sinew
#

so, curious question for anyone that may know

Armor plates like the carbon steel and kevlar plates give "+#BR" rating

I know the "BR rating" is tied to hit_fraction_actor calculations on helmets and armor

but I've looked all over the place for where the rating is referenced for these plates and havent found anything referencing giving them a hit_fraction_actor bonus/decrease unless such information isn't located in anything like the typicalitems_attachments.LTX file

So I'm assuming the fire_wound_immunity and such is what its referring, and its a loose interpretation based on the mitigation effect, but figured i'd ask to confirm

random fulcrum
#

it's hardcoded in grok_actor_damage_balancer.script

sterile sinew
timber basin
#

would it be possible to revert the changes to companion recruitment conditions, maybe in grok_get_companions.script Hmm
so that we have back the "only need friendly relation and the rank of stalker must be no more than 1 above your current rank"

vale pelican
#

what are gamedata/scripts for?
the scripts that gamma keeps in modpack_patches/gamedata/scripts

simple scaffold
vale pelican
#

doesn't the exe's have them already?! @simple scaffold

#

the exe's have changed quite a lot

#

and also the shader in the db/mods is also changed

#

from 000_shader_placeholder.db0 to 00_modded_exes_gamedata.db0

simple scaffold
vale pelican
#

how does he build them in the first place? do you know?

#

so i can manually review the changes?

simple scaffold
#

You can compare the ones in groks GitHub and in demonized github

vale pelican
#

going off of commits isn't the best

vale pelican
#

nvm

#

there is...

#

wait so if i were to not install all of these... would the game still work by default?

#

it didn't mention you have to download and install these anywhere... so i didn't... wonder what i might have missed on

#

nvm... maybe it's the .db of the name of exe that they tell you to download and place with the exe

#

STALKER-Anomaly-modded-exes_DX10-AVX_pdb.zip

#

STALKER-Anomaly-modded-exes_DX11-AVX_pdb.zip

simple scaffold
vale pelican
simple scaffold
#

Normal ppl should not have scripts from modded exes.

Gamma is doing something weird probably realted to patching. I don't think it is a good idea, but I'm. Not grok

vale pelican
#

he's doing it not right in some parts i know that

#

something were broken until i fixed them... by removing those said scripts and changing out shaders that were outdated

#

but at the same time that's why i want to review the changes manually... see what happened

#

and what i need to change also

simple scaffold
#

Gamma does stuff like that a bunch. The mags redux in gamma is a mix of scripts from 2 or 3 old versions. I have basically had to quit supporting it myself in gamma and have left gamma support to a gamma modder making a fixes mod.

#

Messing with modded exes tho is another level. Asking for problems IMO

vale pelican
#

I've been updating manually myself... like seeing what gamma changes on github and doing all the mods myself

#

it's easier believe or not... i don't have to keep all back log of mod and downloads and garbage piled up over the past years...

#

more space on my ssd... that's where it all started... i just couldn't take the hit of 120gb or so

simple scaffold
#

Gamma has kind of gone the way of windows 11 hasn't it?

vale pelican
#

that makes me want to find a gif that i can't

#

bravo i don't use that gif lightly...

simple scaffold
#

I don't play modpaks. I run a minimal number of mods since I am testing my mods with base anomaly. I don't want confused indications from other mods. I'll add something like fadda or bas to test a particular bug report then remove it.

vale pelican
#

a slight touch of /s

simple scaffold
#

I am a mod maker 90% of the time I run the game is testing. Mod makers curse

vale pelican
#

I stopped before i was too far gone

#

i made sure i didn't make a name for myself

#

fallout...

simple scaffold
#

I finished the anomaly main story once during COVID.

vale pelican
#

oh no so you take adderall

#

and too much of it

#

you're that kind of a modder

#

perfectionism curse.... don't deny it

#

Once... for a high functioning modder.... no for sure you started to mod before you learned shadow map tricks for anomaly

simple scaffold
#

That might be why I haven't made anything new in a while.

These days I mostly mentor

vale pelican
#

wow...

#

I didn't expect to hear that sentence in this context... modding mentor

#

that's something i didn't expect today... other than my body ache and sore nose

simple scaffold
#

IDK what else to call it. I answere questions and help ppl past the first skill cliff

vale pelican
#

i know you think it means what you think what it means.... mentor has a different wrap when you work in the areas i do

#

especially on instagram

#

and life "advices" saying you should be a mentor

simple scaffold
#

I have thank you credits in all kinds of mods on moddb. It's weird because I don't remember some of them. Lurkers maybe? Learning from other plls questions

vale pelican
#

i'd like to anoint myself the library of alexandria

vale pelican
#

oh and on that note @simple scaffold as always... thanks for the help

#

tbh it would have taken me a while to figure that out on my own

simple scaffold
#

I just recognized the modded exes scripts since I did write parts of several of them and even named one of them.

#

I almost gave a sarcastic answer about them being patches since they were in a folder named patches until I went and looked at gamma GitHub real quick and then had a real amswer

vale pelican
#

yeah... not patches...

#

i can't seem to find a way to download just one folder

#

does not work

#

i just wanna download the gamedata from the gamma patches and not the whole git

simple scaffold
#

I'm sure that is what someone thinks they are. Gamma has gone a bit off

#

I am not a GitHub expert. I barely manage to push to my own repos

vale pelican
#

nvm i did it

vale pelican
#

we love you grok don't target or hate us... "we love you" (in a low tone)

simple scaffold
#

I get a little senile old man leeway in the things I say. Even if the way gamma is downloaded means most ppl outside of this channel don't recognize me.

vale pelican
#

I knew your name but i don't know you personally

#

btw

#

quick news

#

surprising

#

there's the difference... the one on the left is gamma

simple scaffold
#

I have had ppl in this channel tell me I didn't know what I was talking about when saying something about MCM

vale pelican
#

I know people who like to claim their sky is gray... or purple

#

and look at the size of one of the shaders that is... "new"

#

0

#

ps

#

i could think of a problem that old effect caused... HDR

#

i'm not sure though

simple scaffold
#

Odd. Not sure what the point is in having them all there the same. Maybe update control for gamma. The loose scripts in gamma will prevent changes in Dems DB files from taking effect.

#

If that is wise or not...

vale pelican
#

even the ones who think they know...

#

it's stupid... i'll fix it maybe write it down if i ever find myself wanting to

#

btw... another thing i thought of... if you were to download and place all the pdb files of different dx's in bin folder... would you be doing something wrong?

simple scaffold
#

I honestly don't know. I haven't used that feature yet.

vale pelican
#

yeah figured... was thinking of what i should recommend for people

regal bolt
#

looking to make a mod as a newbie but i have no idea on how to achieve what im looking to do and find the guides a bit overwhelming any videos or anything or should i leave it to the pros?

deep galleon
#

idk if this is the right place for this but i'm just trying to make a small patch for HFX (specifically to add muzzle smoke and effect for a gun mod) and they have a value to tune the position (i.e firepoint = 0, 0.2, 0) of the effect but i'm having trouble figuring out what each value means, figuring this with trial and errors took too much time to load the game on and off lmao.
I notice that in every gun config file there are already 2 value for firepoint

regal bolt
median sundial
#

I have a question about addon:mechanics repair gear again.Does it work in new gamma?

simple scaffold
regal bolt
#

that would be scripting?

simple scaffold
#

Yeah. That would be Lua.

regal bolt
#

guess i better start learning

#

this is sad i dont even know how to install lua 😂

simple scaffold
regal bolt
#

i dont have a chance in hell

simple scaffold
deep galleon
simple scaffold
#

3d spatial math is one area of programming I have made no progress in learning. Honestly probably forgot a bunch since school

regal bolt
deep galleon
#

i've been digging with 3d models and stuff with minecraft mods, but the values in this game is weirding me out KekStressed

#

probably cuz i can't make adjustment and test it right away

simple scaffold
# regal bolt oh yea i use notepad++ frequently

If you have 0 experience with programming the modding book is of limited help. We assumed basic programming concepts would be understood.

It might be better to do a general programming tutorial first. Depends on how you learn

regal bolt
simple scaffold
steady apex
simple scaffold
slow nexus
#

Haha

slow nexus
simple scaffold
slow nexus
#

Well if it's parented to the fire bone then 0,0,0 would be on top of the fire bone

#

But if the modders offset the weapon in blender then 0,0,0 wouldn't be relative

deep galleon
deep galleon
slow nexus
#

Move the gun haha

#

Unless idk you could open the weapon in blender and then find the bone that gets parented to the fire bone then make an object and move it away from it and do some quick maths

deep galleon
#

i would get it right eventually but every time i want to test my adjustment it's gonna take 5 minutes of loading the game lmao

slow nexus
#

Yeah it's a little annoying like that

simple scaffold
slow nexus
#

Oh yeah I forgor about that

deep galleon
#

well at least with this i know it's tied to the gun model

slow nexus
#

Well the gun hands model

#

Or we

#

It's been a while since I did wepon

simple scaffold
#

Which gun model? They have two one for world and one for "HUD" aka first person gun

slow nexus
#

The hud model

simple scaffold
#

That makes sense for why the values were fractional then. HUD space seems to like fractional cords more than the game world

deep galleon
simple scaffold
#

Fire point is not covered by the dragable hid editor mod?

deep galleon
#

i mainly struggle with figuring out the 0,0,0 point to start the adjust, the effect is not that clear to see ingame too, making fine tuned adjustment quite a process

simple scaffold
#

Wow I can't type this morning

deep galleon
#

was going to get it today tho

#

seems useful

simple scaffold
#

I assume it is the end of the fire bone. But that is only educated guess

deep galleon
#

you guys got a clue about the 2 firepoint value in a gun's config?

#

is that literally where the game start the bullet trajectory?

#

and why there are 2 values

#

gonna wait for a gun modder peepopray

slow nexus
#

what gun

#

sorry i just got back to my desk

#

i havent slept in 20 hours she'll be right

deep galleon
simple scaffold
deep galleon
#

HFX only have 2 patches for BaS and blindsides so others won't have muzzle smoke and the heat effect

#

but the patch file seems simple enough so i made one for RWAP guns

#

adding is simple task, now to adjust the effect position KekStressed

#

some guns just have it right where it needs to be already, which is awsome

slow nexus
#

is the effect a seperate entity with its own fire position?

#

are the fire positions the same on the weapon and the effect in bas? cant you just copy the value over and see if it lines up :?

deep galleon
slow nexus
#

mm

deep galleon
#

some are similar but still not entirely correct

deep galleon
#

i can leave out the values in the patch entirely, some in the BaS patch does that too

slow nexus
#

interesting

deep galleon
#

ended up have some effect lined up perfectly at the muzzle but still some are mis-aligned

regal bolt
simple scaffold
#

No promises tho. SP dev is flakey on updates. SMH

slow nexus
#

hehe

regal bolt
#

yay 😂