#╙🖇mods-making-discussion
1 messages · Page 84 of 1
yar
I've seen a mod with 50 + and at some point you cant select a bunch of them even if you can scroll that far down
Shit
so...there probably is no limit to add, but the game breaks at an unknown number at least with that mod
you can still try, it might be fixed with anomaly 1.5.3
though I doubt its different
Yeah i guess ill keep adding until it breaks lol
try 20, then keep adding 10 until it breaks lol
You can absolutely add modded weapons ti loadouts
I tried a few, it didnt work for me
double checked the names, triple checked the item names, asked in this very chat yesterday, got nowhere
for an example, I can add the new MP9, but cant add the mk47
You're doing something wrong then
I can add an mp153, but not a m1911
nah, im doing it right, I just dont know why it chooses not to
🇽
you can look at the proof of me doing it correctly, its just not workin
okay, so the weapon name is wpn_mk47
I'm aware
That's the wrong syntax
then fix it for me lol
because Im out of ideas
I asked yesterday, and never got anywhere, if you got the better way to do it, im all for it and appreicate it greatly
items with icons wider than 5 tiles aren't displayed on 16x9 ratio
when in doubt, mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzloadoutchange
?

You have to dltx the change as a separate mod
so I hope its not too annoyin
You're also getting your syntax from an incorrect source
debug mode, F2, hover over weapon, weapon name?
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)
That's not the syntax, that's the section name
okay, where do I find a syntax
There was never any "true "
excuse my non psychic knowledge lol, im doin my best
true is the thing that makes it appear either as a forced item or an item up for points
Look for any "mod_loadout" ltx and see how it's setup there.
im not editing NPC loadouts, just the starting ones
Oh that's different...
why are half the guns cooked
thats normal, the real gun does that
was it not?
that's how i did the loadouts for the udp
show the gun icon
what's even the problem here
there is none, gun knowlege lacking
Don't do changes directly to the ltx
He didn't mention starting loadouts
okay I can't tell but if it's 6 tiles that's too wide for starting loadouts 
I did, you missed it
sentance directly after your first reply to me 🙂
anyways, regardless of allat
Looks like you found the right file to copy from though
mmm
though I cant just drop it into a zip file, I gotta make all the file structures
so, any idea?
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?
or am I somehow getting this wrong
Should be as long as you place it in the correct structure
think its still just this, thanks lads for the help
all this yapping just to get ratiod by 16x9 ratio limitations
eeeeh, not my fault most commonly used ratio sucks
1920x1080 moment
just upgrade to 4k what are ya, poor?
last update this wasnt an issue, idk what changed but its all good
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
I know thats a ton of work for all that, but eh, helps me learn
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?
@steady apex can you do this?
it's your mod 
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
there's something like this in the vanilla game (not anomaly), maybe there's a mod that does that
A proximity beep for anomalies or for artifacts? Both already work, but the anomaly beep is disabled by default as a gameplay setting
for artefacts, the Veles detector doesn't make a beeping sound like the other detectors when you're close to artefacts
poor lost soul it's in the mod's settings
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
If it's only the Veles, it's probably just broken again. It often breaks with the display
No, they already inherit off of the tier above. They just don't play the sounds
Huh yeah they do inherrit from detector_advanced and detector_elite
Yup. Otherwise they would need the giant list of artifacts as well.
Looks like it is an engine thing that they don't beep
does that mean that it's not something you can just enable? is it possible to still make a mod that adds that to the device or would you just remaking the whole thing?
There isn't anything in the velese section telling it not to beep.
You could replicate the behavior via a Lua script
Modeling (and texturing) is probably closest to something I’ve actually done before
So I’ll try that
I mean any of the guns I’d want to try adding would basically need to be made from scratch anyway
Should I start with something simple but really dumb?
Like a gun from Sulfur
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
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
oh yeah that sounds pretty simple, I've never worked with STALKER modding before but I've done some other game modding with SPT, is there a spot where I can look at resources on modding?
Check the pins in the channel, there's pretty much everything you need in there
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.
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
any mods to make it easier to see muzzle flash from distance? I cant see any at range.
a better particles mod that isn't cinematicvfx1.5
it has large ish muzzle flashes but they're at best a bunch of 1px wide lines scattered around at random
AND they last a single frame
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.
make a mod that makes everything have tracers
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?
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.
Did you setup your dltx in the right folder and is it written properly?
Yes! I even changed the hud positions in the w_m4.ltx
that's true, I think muzzle flash really isn't one of the best things on NPCs right now
Searched the config folder I keep my mod_system files, only 1 hit, so no overwriting there.
I would say that, if the engine itself is fucking with the render distance of those particles, we could create a mod that grabs whatever particle is playing when an NPC is shooting an re-play it on the same position
The ones added via script are just there regardless of range, so you'd have to manually manage its render distance too
Right but how is your dltx written? The XML doesn't really matter
I don't think it's an issue of render distance, more like the mipmaps are fucking up the effect, so comically scalling up the flash particle on play, based on the distance would kind of fix it
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?
yeah, though I don't think there's an option to re-scale the particle being played via scripts, only wallmarks iirc
Ah so particles at spawns don't have an exposed scale?
unfortunately not, so unless we made multiple muzzle flash particles that scale up it'd always be the same size
Didnt edit any XML. But heres my DLTX
now that you've mentioned, I wonder if we can use different mip maps?
![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
like thicker ones in the textures and see if that helps
Example above!
What's the scope you're using that is causing the issue?
Well, all of them actually, even the base hud, but when I open the HUD Editor, the weapon will move to the positions I set, until I exit the Editor.
You could fake a bit the mipmaps with manual editing, but that'll only get you so far to display them. If the flash effect at a distance is 8 pixels big, you'll still get barely any visibility out of that
If your mod is properly placed in the right folder, there's no reason it shouldn't work on a reload
C:\Anomaly-1.5.1.2\gamedata\configs
I'll figure it out eventually! Thanks for the help!
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?
The game won't look up new dltx with a simple refresh, a full game reload is necessary
Yes, I relaunched the game.
Its a bit odd, if it was an overwrite, it wouldnt transition to a seperate hud position when opening the HUD editor
The hud editor locally saves weapons override in it's cache
So my guess is that your DLTX isn't taking effect at all
Actually now that i'm looking in-game, it seems like the issue isn't even the particles, but the lack of light bouncing off on the stuff around it on stuff over like 100m
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
hud and stats editor don't play well with dltx
it makes the thing super confused
it saves to the cache file when it wants to
I did change the hud positions in the original weapon LTX to my configurations.
Problem still persisted though.
Then it's pretty much what Momo said, your hud editor is keeping priority and overwritting your values as part of its cache
rule of thumb is to never rely on the editors for more than just changing the numbers
YOU then copy those numbers to the ltx
manually
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
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
db.actor:active_detector()
is there a way to tell what kind of detector it is?
db.actor:active_detector():section()
is there a list of detector names/ids?
i mean that method nest would only return detector section names
what's a section name? is that a unqiue ID or a readable name?
there's gamedata\configs\items\items\items_devices.ltx which has all the vanilla off hand items in it, including detectors
basically a class name
you have detector_simple (echo), detector_advanced (bear), detector_elite (veles), detector_scientific (svarog)
idk what's the grizzly's section name
ah it's detector_grizzly
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
actor_on_update() but with a cooldown
ah no that'd need timed events
since the delay would need to update on the fly
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
that's what I'm seeing this guy doing
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
i'd still run it like every third update
or every fifth
to reduce the strain
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
oh that thing is above my paygrade i don't have a clue about that
to my knowledge there's nothing like idk a BlockThingsIterator gimmick like in gzdoom
gzdoom - home
but surely it can be done
apparently db.storage holds all the game objects and you can iterate over that
huh
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...
also I hate this, like I used to use Javascript until someone recommended I just use Typescript and now this shit bothers me lmao
holy shit that's cool tech
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
this will be of great use when i get to scripting explosions for no reason
just make every object explode when you hit like \ on the keyboard or something lmao
and hide it in a random mod XD
use LDoc 
or the comments from the Lua LS
What item mods do you recommend for GAMMA?
its literally JSDocs bro 
thanks I will use this forever
should be up to 65k iirc
also, isn't level.iterate_nearest a bit better for this use case?
is iterating over 65k objects too costly or is this okay?
depends on how often you're doing it
if there's a better use case I'd love to hear it I'm just getting into this and I'm missing a lot of information
if it's on every actor update then yea
like every second or so lmao
local pos = db.actor:position()
local dist = 10
level.iterate_nearest(pos, dist, function(obj)
-- go crazy
end)
try this
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?
afaik there isn't, the Lua LS is pretty limited when it comes to defining globals from what I've seen
I thought on writing a sort of extension (maybe even for VSCode) in which you could pass the _unpacked\scripts path and it'd autoinclude everything on the global scope
probably wouldn't work great with modded scripts, but at least the vanilla ones... 
yeah at least the vanilla ones would be nice, also where can I find _unpacked\scripts?
its just vanilla anomaly db's unpacked
theres an unpacking tool in the tools folder of your Anomaly install
ah I see
no there's nothing in mcu, ima see the files
i mean if there's is a way to also filter files and recipes
yeah i mean of course there's nothing about a stalker mod in the mcu
what do they have to do with stalker
I cant edit these settings for some reason when I click and drag with left mouse click
No
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
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
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?
So... How feasible is it to grab sidorovich stalker 2 model and put it into gamma?
!zonemap //If you just want the map
@vale pelican Map of the Zone with faction spawns and bases/vendors: #╭📖faq message
talking realtime... even interactive
Hard to say without looking at the mod list, but it might be Arrival tho I doubt it's packaged with it.
kind of like some companion apps you get with some games
Not likely, you'd have to rerig the whole model and redo the animations from scratch.
example would be just a minimap but on your mobile phone right in front of you on your desk
Then no, there's no such thing
anyway to output the minimap to a second monitor?
that way you can also mirror the second screen to your phone as well...
I guess you could setup OBS to mirror the square of the minimap as a virtual camera output and use that however you see fit. But that would just duplicate whatever you see on your minimap in game. I hardly see any use for that
well that's not a mod... i'm talking outputing the whole minimap to a second - separate monitor
just want to know if its feasable
Then no I don't see that as feasable
you're kinda right i yet have to see a mod that let's you interact with the game from outside the exe itself
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.
wait that's dope... but how does it manage to do so?
i was thinking the exact same way right now
didn't knew about that mod
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
That's the one
there must be a way to be able to read though right? from the game itself
there's an event... you can save it to a text file on a very rudamentary level
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
your wrong it actually does read
for example for death messages

but it's a fully functioning separate exe of it's own...
way out of my modding league
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.
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?
No offense but you're picking at not even a developed idea
so none taken
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...
Oh having the PDA outside in a separate client is nigh impossible. The game would have to synch two clients basically.
wait that's so coooool
Merry XMASS
all roads lead to rome
you just spawned a little hat
it always ends up in multiplayer
Imagine, the interactive pda mod on phone triggers the cascade of multiplayer "mods" 
look! look! mom and dad! i have made a soaked underwear walk around matching the movement of the anomaly instance on this other computer!!
let's you put little pom pom Christmas hats on your hip
for real somone just gotta make hip in cordon wear a little red elf hat
That's what? 5 lines of codes surely 
dunno but everything ends there
hopes and dreams vaporized at the mere suggestion of making the game state match
dude it's just text
every real mutliplayer project starts and ends with the soaked underwear moving around
coordinates are text
quest lines are text
contacts battery etc... txt
only coordinates and facing are needed to be sent realtime
and how does the minimap get the information from the pda? it doesn't because it's just from the map itself
yeah i went on a demon tangent because the "two clients match" thing is funny in the context of this channel
Do you think all the maps actually exist within the same physical space ?
yes simulating the pda elsewhere shouldn't be an issue
in any case other than the map
since maps are complicated
xcvb once posted a diagram of the maps "hitboxes" and there was a ton of overlap
they technically do
Everything gets placed back to 0,0,0, Garbage inst loaded when in you're in cordon
error input not found...
pardon the pun?
your harddrive
Xray making world streaming a thing since 2001
that's bascially saying now what part of the 4d chess your in right now
Never stops amazing me
like cordon 0 0 0 vs garbage 0 0 0... which plane of existence in 4D chess
what the fuck is bro on about
Dunno
i'm playing along here but you're drunk
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.
it's weird that nobody has ever delved into solving what does a distance unit in stalker equate to
like there's lots of essays explaining the currency used in the zone
anomalous dugout did a schizo video on the gauss cannon and how it works
but nothing on distance
even he himself once said that the stalker meter isn't quite a meter but it's an enigma
discord prescence
you don't need a seperate exe
dll and/or modded exe
You could have a look in maps via pavelblend, find an object well known and compare sizes that way
haven't modded anomaly hence why i have no clue here... but it's not impossible
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
you don't even need modded exes, vanilla anomaly offers level.name()
which just returns the code name for the world currently loaded into your game
hence... possible
it's bloated... going to take a lot of work
goddamn i want it so bad... but then i think stalker 2 is around the corner once everything settles in
i guess i'll do it for stalker 2 if no one has done it in a years time
stalker 2 released like 2 weeks ago what do you mean around the corner
talking about it being in a very sweet sweet state of modded
not just playing it for the story
and some form of "life" existing inside... you know... "a" "life"

I mean I'm saying it just isn't possible. The xray engine just doesn't support that kind of thing. We can't just rewrite the engine in such a way lol.
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
Be careful what you say isn't posible. There is a Lua networking library. There is a mod that provides tactile feedback from your anomaly gameplay to a butplug using that library.
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.
oh shit there are type defs already how did i never find this
thanks for sharing raven
unfortunately it doesn't have literally all types but this gonna be good enough to avoid blasting my foot over untyped shit
not even the type definitions know about particles_object:set_direction 

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
Nah
All you have to do is make the buttons trigger windows multimedia controls
That will work with most media things by default
Spotify and YouTube included
yeah but the "way i'd like" is having the list with thumbnails to browse 
and at that point alt tabbing is easier 
the best code is no code
Was gonna try this out but:
those are usually false positives
but u never know i guess
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 🙂

it depends on where the text is doing.
dialogues are fine like this color or this substitution
Color doesn't work in task descriptions and some other UI bits.
also the color tags seem to mess up centered text formatting. like it does the justification and line breaks for the centered text before removing the color codes so it doesn't end up centered.
only text string that are going to script dialogs works with %s obvs. need the script layer to do the substitution.
thanks for the info, im currently at war with Regex to find the wild % in quest texts 
bleh. i cheated, i knew where those were to go find them.
like this is not fine right?!
<text>french yada yada followed by this -> %s%.</text>
</string>```
the last % has nothing to do here right?
yeah, should only be the %s for the substitution function.
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 
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.
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
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.
for an item description st_yadylin_descr just has total 30%
i meant especially for a quest rather than for an item. Like st_multifetch_2
<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?
oh so this isnt a potential cause of a crash...
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```
ui_pda_taskboard_tab.script where is this from? it isn't vanila anomaly
I thought basically there's a % somewhere in a quest description which doesnt belong here and triggers some formatting where it shouldnt
afaik it's "vanilla gamma"
comes from 293- PDA Taskboard - iTheon
multifetch_2 will never get seen by that script.
i made a new issue on the mods github just in case
oh well ok...
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
what map were you on?
oh you are looking at the french strings. i can't help with that.
that might not be "% " it could be new line: %\n or %< (from being at the end of the tag)
on the other hand i could tell you what change you need to make to that script to stop that crash.
make it return strformat( base_desc, dialogs._FETCH_TEXT or "" )
i am 99% sure that change will resolve the issue.
Hi, I got this reproducible CTD when cycling through the tasks in the clearsky base in the swamp. I'm not really sure what's going on. Playing on "vanilla gamma", mod version 1.0....
well i can tell for I have literally seen it while searching with the regex hammer, that these 2 first examples are found in a lot of quest, item descs or dialogue strings. I ignored mcm menues cause they are fine i think.
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...
oh, swamp, south west clearsky base
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
any good mods I should add to GAMMA for more base items or weapons/armors?
It used to be a thing in anomaly before. Theres this mod that apparently restores it. But i have no clue how good it is, or how it functions, or how compatible it is with anything else https://www.moddb.com/mods/stalker-anomaly/addons/money-management-v1
i use it. it works fine honestly
is there a easy way how to make traders buy weapon and outfits?
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.
Just get Blackmarket, use !blackmarket in the #🤖bot-commands . This isn't the place to be asking
A question related to this: I learned that the line break "\n" is also not universally supported, right? It seems to have no effect in certain UI elements like loading screen tips and dynamic news. or did I totally mess up with something?
Depends. Some strings are double parsed and you need to use \\n
Some UI elements may not like newlines, but I can't immediately recall which is going on in your examples.
I have at times resorted to using the string library function to create a string character from ASCII value to check if white space was being ignored or if it was some sort of parsing error on the escape sequence.
string.char(97) returns "a" for example. I can't remember newline off the top of my head tho
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?
thats how i did it but i couldnt figure out how to get stalker to do it so i write the actions to a text file and have another program push the button when it see the action pop up in the text file lmao
Stalker cant do it ofc
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
How do I start creating UI mods for this game? I want to try my hand at it.
You start by reading pins in here, especially the modding book
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)
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
flavor text that can easily be changed
You could change the descriptions to match whatever unit of power you want. Removing the artifact melter is a complex thing since it's integrated in the workshop UI, the full artifact rework and really deep into the whole crafting system.
Alternative would be to make artifacts drop directly to 99%
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
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
yeah, it's not gonna be simple at all.. dammit, wish it was all optional mechanic
It's probably be easier to just start from base anomaly and work it back up to near gamma
your best bet is just make artifacts drop at max quality and not degrade. would be a lot simpler, just have to ignore the melter stuff ingame
that sounds like a second job alright 😅
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
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
its inside o_sts.ltx
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>```
https://igigog.github.io/anomaly-modding-book/configs/items/weapons/w_(weapon).ltx.html#Сamera-parameters these camera params, BUT, this is complicated in gamma because of the existence of the Enhanced Recoil mod
Where is the o_sts.ltx? And would I just include the edited o_sts.ltx in my mod folder or would that cause issues?
Its in vanilla anomaly, you can unpack it from there
If nothing in gamma overwrites the file in whole then youll probably be fine. But you might need to look at what gamma mods alter outfits through dltx stuff too
Which db is packed in? And can dltx not be used to add an outfit entry without editing the o_sts itself?
The configs db. And i dont remember, check the dltx section of anomaly book
I havent used dltx myself yet 
Ayeaye
Is there a mod already out for the same functionality of better stats bar with the new inventory ui?
!topic
@stone ledge
Stalker mods and add-ons creation.
This channel is not for STALKER 2 modding discussions, for that go to #╟⚒stalker2™-mods-making-discussion
it's about MAKING the mods.
not asking IF there is a mod.
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?
was talking about gamma still? I just like the pre 0.9.3 ui for inventory better
i've asked in the other spots as well, was just curious if anyone here would know better
there are five or six DLTX files overwriting outfit stats in gamma, you'll need to make your own DLTX overwrite, can't direct edit stats
short ans: no
at least you're in the right place if you want to make that mod
it just removes dltx for guns that were in base files already
all hope is lost
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
Run a string search in notepad++ of your mods folder to find the ltx
I would not know how to add a new outfit entry using DLTX
Oh shit, I forgot that is a thing. huge thank you 🙂
Changed the gloves
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.
⬆️
I found it already, but thanks big man 🙂
It was in Covenant Weapon pack. ltx had the wrong texture path
The thing that gets me is that there is a 60rnd STANAG casket mag in the base mod. Why make a drum mag that will never look remotely like they gun models?
Or maybe that mod has guns like that?
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
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
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
Btw its from tcwp mod in gamma
Its missing two ui textures, best to report it to grok I guess
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.
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
Correct, some people managed to get a semi-working state to compile maps, but there's no recompiling
well, they are compacted somehow in .pak files?
like other stuff?
or it is a different case
pak files? You're thinking of S2
the only basis I have it's from another engines, pardon
so it is probably some weird format I believe
Levels are composed of several .part files
from what I understood you can in fact compile a few maps but not actually recompile
heck
redoing the maps isn't a real option too
I think that touches in a subject I don't really master. I will do some research on how to reverse engineer and try to decompile something
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
would be nice to have a guide about it, sadly I think I'll have to learn myself
We've had decompile maps for a while now, we can open them in blender and actually check stuff out
we do have the software that compile the files in the first place or it is lost?
oh now I pictured the problem
you can't recompile then inside the game
that's way worse
Pretty much, the links are broken
dumb question, wouldn't be possible to use other file format?
No?
yeah it would involve too much stuff
Some files are readable and non binary, but most aren't
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
We have compilers for making maps, but we can't open decompilled maps in the SDK
yeah, we need a way to compile then back and use inside the engine?
that's the issue I believe
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
haha I believe so, will require a ton of work, well I know a few ideas but they are all in general absurdly difficult, like trying to recreate the source code
We have the source code, we don't need to redo it?
It's how the modified exes are all done
some decompiled files have a crude bytecode, there a few tools that can do part of the job with those bytecodes
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

there a few programs that function with binary editing
IDA Pro, Ghidra or Radare2
you can in theory
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
thanks, I don't know if I have the time or energy or even experience to do that lmao, but if I find some tutorials about this I will sure will
There's a couple of russian ones about it deep in youtube I remember MFB babling about them at one point
I don't know russian lol 
Use the autocaption thing, but most things about levels and the various SDKs are all in russian
makes sense, well my best bet on this is trying to find someone that is experience in games reverse engendering
it's not that simple
oh crap
levels are composed of many different files and compiled shit that once decompiled/recompiled it fucks it all up
Passing on the batton, have fun Sick
your best bet is to grab the CoC SDK and start from there
lmao, sorry for bothering u guys
otherwise you're hitting a dead horse
well, that's out of my knowledge ngl
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
The Ixray one?
Didn't know that was from the Custom's people
well, kinda messed up, if it was just reverse engineer using a binary editor still would a lot of work but I could try
well I think it was shared originally by them
yes it was
I can check that out
and i know a bunch of people from there which helped me with lots of stuff
I think the smartest approach would be actually create a custom fork of the engine
the smartest approach is to fork the CoC SDK imho, but that's a shit load of work 
that supports another file extension for these, and use a binary editor to make sure the old maps function well inside it
that's THE shit load of work

well, if you manage to recompile a level with geometry and NPCs/A-Life working properly it's good progress already
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
I think not really a progress but a big leap withing stalker modding
it would allow to make a ton of adjustments inside the game
nah a few people know how to do that already
especially if it's to change just meshes and such
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 
with this for example
lmao yeah seems a better approach, if you have anything about it let me know and I will try to add some custom meshes and adjust the maps
if I get any luck with that I'll let u know
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
heck
@granite hemlock is doing that already for New-Old Maps I believe?
well that returns to that point I was saying, creating a fork that allows another file extension would be great
What would even be the point? Now you just have two different versions of the engine for no gain
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
well, you would have some gain, if you reverse engineer the current file and use another extension you can actually compile and recompile that contain the same informations it would allow for editing the maps the drastic ways or even add stuff like normal maps etc
you're doomed the moment you realize at the end of the day you're dealing with a soviet-era software from the 90s 
lmao
yeah I see the problems here
just seems a fuck ton of work to do alone
We already have normal maps, bump maps are normal maps
that was an example
yeah that's my point, even with teams of people the struggle is real
well, the first barrier is doing reverse engineering to do shit like that
lmao I think I don't have the power to do that, would take years to reverse engineer alone I think
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
problem is what you told, A life etc just break if we change the stuff around
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
well, yes... there is not much that can be done
You can't unstrip and unoptimize assets back to their original forms
thanks for the help explaining guys
I thought it was a problem, not a hell of a problem
that's why i say, the amount of people that came here before thinking "these mfs ain't smart they haven't tried X
"
trust me bro, they've had 
lmao, well, your community is different from anything I ever saw
Hey Guys, is there any mod on gamma that make you don't loss reputation after killing an ally if no one witnessed?
Ask in #╟🔰☢newbies-chat or #╓☢stalker-chat , this is the chat about making mods
okok
Trying to DLXT-ify my custom armor, how do I run the "LTXDiff findroot" command? Powershell?
Question. Anyone here knows a console command to change faction relations/goodwill?
CMD
I know one better. https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor
Huh. You know maybe if it can botch a save?
Kk
Fair enough
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.
This is better. Thanks mate! ^^
You should look at whom made the HDR10 stuff on the Demonized modded Exe, there's probably a breakdown of how to use it properly. I believe you do need to enable it for the game to render out proper HDR values to be read by your monitor
You're welcome brother 
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
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 
Seems alright, has included a lot of extra textures tho. One thing is that since this seems like custom texture you would need a THM and a bump (normal map) so they wont look weird in-game.
the THM can also link to an already existing bump
Ah, the extra textures were for looking at different gloves with the ogf - yeah, don't need 'em
Don't know anything about thm and bump files, don't suppose I could just nick them from a similar shaped armor?
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
This is the UNISG Mk2 Tactical Body Armor
Would the thm from it have any texture reference, or could I just rename it you think?
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
Is it possible to create a less opaque laser?
missing bump stuff is a lot more visible at daytime
Ignore that lmao, I was sending some comparison shots in a dm

But I do see the issue without the bumps, awful
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 
You can look into Fixed Vanilla Models mod too, I did find act_cskysun2 that matches pretty close
How's this?
hard to say, it does look a bit too white
but it might just be my eyes playing tricks
as long as it looks good to yourself, you can compare it to other npcs and with various light conditions etc
Yeah, ended up just renaming "act_stalker_specnaz_1.thm"
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
There's already a campfire heal limb mod 
i use bhs realistic overhaul and with the mcm, campfire can heal health/limbs. try it out https://discord.com/channels/912320241713958912/1137162280816099450
@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
It only affects you
ty
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#
Ah, these weren't on my channel list
Thank you! Much appreciated.
Thanks man!
Appreciate it brotha!
How would I go about making the MP9 go in the melee and vision slots?
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)
Ok. Found it. For anyone interested it's:
385- Even More Hideout Furnitures - facelessez > gamedata > configs > mod_system_potato_lights.ltx
by default they werent on the list or u disabled them?
Look at any of the "All SMGs go into vision/melee slot mods" there's also 20 tutorials about it if you use the search bar
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
They're in the packed DB archives, you need to extract them with the .bat found in your Anomaly/Tools folder
cheers, is there a resource I can check to learn how to modify weapon upgrades?
nevermind, figured it out myself
it werks
is there any info on where is the ltx(or script) that changes knife stats? 
since i dont have 0.9.3 and i need it for update on BOTZ
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
is there a file where all the weapons are listed? im looking at the localization file and it seems like theyre all there
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 
@fair canopy oh please megamind answer me this ridiculously stupid question 
anyone know how to change the status - boost/buff/danger icons or how to disable them? im trying to disable radiation icon
For an existing scope section set scope_texture =
now other question
how do i make it adjustable
since uhh
i dont really get how do i do it
That looks correct. Make sure it's under your scope section and not the scope hud section
Give me a few minutes to get home and I'll take a proper look
By default. When I clicked those links discord prompted me "These channels are not in your list, do you wish to add them?"
common Discord L
Yeah, I didn't even know if this was even a thing
discord becoming an average internet page that needs extensions to function
When you right click on the server icon, there should be an option called "Show all channels"
Enable it 
Why is this a thing lmfao 
Thanks though, I feel like I am enlightened
Certified discord moment
what is the difference between these files
between x_protection being different and other having artifact container
i need the discord sdk dll, tbb dll and icuuc65.dll, can someone send the download for me
@fair canopy so how does it look like? 
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
hey, is anyone here big into map making? if so please hit me up. PLEASE :3
if you're willing to lose every drop of sanity to make maps for anomaly you should ask mfb in anomaly discord
im sorry im a noob, is mfb a person?
yeah, he hangs around in anomaly discord
i appreciate the information, i will do my best to use it wisely
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
did you do scope status = 1?
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
ah, it's a laser from lewd's famae smg
How i edit the discord_game_sdk.dll? i want to make some changes to it
Why do you want to edit it?
just to see how it works
I am guessing you want to rather edit the monolith engine code that uses this library "discord_game_sdk.dll"
Not the library itself
@surreal tundra get help here
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
not help with making a mod, but was wondering if anyone knows of any UNISG model overhauls other than hd models and KVMAS
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.
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™️
can the game and mod read any other folder in the Anomaly main folder other than the default one like gamedata, appdata?
The hand model overwrites are done in the mod_system_THAP_Rework, so you'd make a DLTX with a later priority to override certain entries
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
Your best bet is asking in the Anomaly discord, you won't really find anyone dabbling in the .dll files here
I guess I'll do taht! Thanks!
Alr thank you
hey guys anyone knows where i can find the GAMMA Expedition EXT profile??
Was told by a helper to ask here...anyone know how to remove the one pelt only on belt change??
works with latest update?
my man's got that telescope build
one of my favorite bugs
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?
are all the eax extensions for openal disabled in the source code?
is that why environment reverb etc doesnt work ?
hello,
Anybody know the file that changes knives pelt quality? Still cant find it.
Pretty much. Anomaly has had broken eax ever since 1.5.1
upsetting
I was looking into using steamaudio instead of openAL
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?
shrug
That goes in #1092834455300866068
I'm not yet allowed to post there :>
Shit talk more in #╟🔰☢newbies-chat until level 6 
@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.
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
Im assuming i need to know a little bit of coding to get into modding myself right?
Depends on what kind of mod you want to make
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.
For porting guns you don't need actual coding (except to make the loadouts injection but that's trivial easy to do)
Is it possible to remove the restriction on the use of multiple skins on the belt?
for porting guns you just need general comprehension of configs and a bit of blender
gotcha, ima look up some videos and do some research. hopefully i figure it out.
does anyone know where the images for the character portraits are?
A bunch of them come from Dux's Innemurable Characters kit in the ui_actor_d_portraits.dds
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
Probably if you reverse engineer the pelts commit in the #📢development channel
MOVE BODIESa-life
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
Lumen is a UE5 thing. Wrong channel, buddy
Stalker 2 section is two blocks down
Is there a way to add GAMMA's crafting system to my vanilla anomaly?
ye sacrifice your first born
xray mono repo is giving me an aneurism
Damn
what crafting system
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
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.
how did u get ur health to look like that
I know this is super late but that isn't an accident that's a feature 🤣
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)
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
it's hardcoded in grok_actor_damage_balancer.script
thank you
would it be possible to revert the changes to companion recruitment conditions, maybe in grok_get_companions.script 
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"
what are gamedata/scripts for?
the scripts that gamma keeps in modpack_patches/gamedata/scripts
Those are the scripts that are part of demonized modded exes. They run dxml, shader scopes and a bunch of other low level fixes or modded exe features
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
Sure but putting them in the clear makes it easier for grok to modify them if he wants
how does he build them in the first place? do you know?
so i can manually review the changes?
You can compare the ones in groks GitHub and in demonized github
going off of commits isn't the best
oh yeah there's none
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
You don't. They are in the DB files. In the download zip
They are in the clear in the GitHub so you can track changes.
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
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
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
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
Gamma has kind of gone the way of windows 11 hasn't it?
that makes me want to find a gif that i can't
bravo i don't use that gif lightly...
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.
so you don't play
a slight touch of /s
I am a mod maker 90% of the time I run the game is testing. Mod makers curse
I stopped before i was too far gone
i made sure i didn't make a name for myself
fallout...
I finished the anomaly main story once during COVID.
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
That might be why I haven't made anything new in a while.
These days I mostly mentor
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
IDK what else to call it. I answere questions and help ppl past the first skill cliff
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
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
i'd like to anoint myself the library of alexandria
there you go so i get refrenced without knowing
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
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
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
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
nvm i did it
don't input a token... don't need it...
we love you grok don't target or hate us... "we love you" (in a low tone)
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.
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
I have had ppl in this channel tell me I didn't know what I was talking about when saying something about MCM
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
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...
yeah... that's what i'm saying no one wants to listen
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?
I honestly don't know. I haven't used that feature yet.
yeah figured... was thinking of what i should recommend for people
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?
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

yea im looking at the modding book but is all a bit tricky i dont know what i need to read up on
I have a question about addon:mechanics repair gear again.Does it work in new gamma?
Depends on what kind of mod. You don't need Lua for making new guns or shaders. You do need Lua for new UI or gameplay
was looking at making a mod to sort the inv by price and weight
that would be scripting?
Yeah. That would be Lua.
damn
guess i better start learning
this is sad i dont even know how to install lua 😂
It's a 3 vector. 90% of the time 3 vectors are positions or position offsets. X,y,x
Although these would be relative to the fire bone I suspect not the world cords.
i dont have a chance in hell
No need.
I edit scripts in notepad++ with .script added to the Lua syntax coloring settings
so normally where would the 0,0,0 point of a gun config would be? or is this varies between moders?
oh yea i use notepad++ frequently
I don't actually know. I tried to look it up on the engine source and just saw matrix transforms and my eyes glazed over. You will have to wait for an actual weapon modeler to show up. Sorry
3d spatial math is one area of programming I have made no progress in learning. Honestly probably forgot a bunch since school
hmm i can't seem to figure out how to run the script
i've been digging with 3d models and stuff with minecraft mods, but the values in this game is weirding me out 
probably cuz i can't make adjustment and test it right away
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
i have done programming with javascript this is all very different
Then the programming in Lua book linked from the modding book would be a good reference.
You can try messing with existing openal project. Otherwise Google or chatgpt how to add projects to the solution, it's too long to explain
You would be surprised how often "for loop in Lua" shows up in my search history
Haha
Yeah asked copilot but didn't get to a proper solution but I'll keep fucking with it
The fact that there are multiple coordinate frames probably doesn't help. Which is why you need agun modeler to answer because it can just get confusing
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
the multiple coor...what the what 
so no way to know for sure, just trial and error ig?
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

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
Yeah it's a little annoying like that
Your hands and gun are in a separate space than the world with different cords.
Oh yeah I forgor about that
well at least with this i know it's tied to the gun model
Which gun model? They have two one for world and one for "HUD" aka first person gun
The hud model
the hud
yes
That makes sense for why the values were fractional then. HUD space seems to like fractional cords more than the game world
yes a lil adjustment sent it really far away 💀
Fire point is not covered by the dragable hid editor mod?
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
Wow I can't type this morning
i dont have that mod
was going to get it today tho
seems useful
I assume it is the end of the fire bone. But that is only educated guess
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 
what gun
sorry i just got back to my desk
i havent slept in 20 hours she'll be right
guns from RWAP pack
Anomaly discord has a modding channel for art stuff. Maybe ask there
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 
some guns just have it right where it needs to be already, which is awsome
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 :?
i tried that but it varies between weapons
mm
some are similar but still not entirely correct
seems to be tied with weapon hud, it moves along where ever the gun moves in hud
i can leave out the values in the patch entirely, some in the BaS patch does that too
interesting
ended up have some effect lined up perfectly at the muzzle but still some are mis-aligned
i give up this is a nightmare lol
Put a feature request in to sorting plus mod. Maybe that guy can do it if they ever get off their ass and update their mods
No promises tho. SP dev is flakey on updates. SMH
hehe
yay 😂
