#╙🖇mods-making-discussion

1 messages · Page 85 of 1

quasi lagoon
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Hey y'all, I am not a huge fan with the new armor and artifact changes. Would there ever be a way/mod to return the old changes?

slow nexus
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i opened visual studio fixed the includes now i cant be fucked and im just brainrotting youtube shorts

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just wild that we are missing out on reverb delay sound occlusion etc

regal bolt
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after looking at the anomaly modding book my respect for the modders has risen ten fold and my hopes of creating a mod have diminished to 0 😂

slow nexus
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cant you just open sorting plus and like

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change a thing

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oh its written out as types

regal bolt
deep galleon
#

here is the patch that the mod provides for BaS

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some will have the firepoint values, most doesn't

celest forge
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One fire point is for the hud value and the other for the world model value

ashen cliff
#

Guys is there a way to increase a drop chance for a specific item. For example a grenade or scopes?

misty mulch
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grenades i think is more possible now with SD's new weighted NPC loadout script

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scopes? if you want more of an individual scope to drop - short answer is "no"

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you're better off making it more common from stashes or just buying it off vendors

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scope drop essentially rolls a random chance for the gun dropped to have a scope, and the scope is then randomly selected from the pool of "every single scope the gun can possibly take". SD has improved things such that there is now a per-gun scope blacklist. But still no way to manipulate the % of a specific scope being dropped alongside all guns that could take that scope.

outer mason
#

Where would you go to look for .xml file for the watch "use" function?

feral coral
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do you guys know why is FactionPrototypes.cfg completely empty, is it a placeholder or incomplete dev?

feral coral
#

oops, sry, missed the stalker2 prefix

outer mason
#

I want to edit that text. I imagine there is a script (something like "get time > display using string" kind of thing), but I am guessing it uses xml file for text? Or maybe it is purely a script? Is that modded in gamma or is that vanilla anomaly thing?

outer mason
covert pivot
#

probably xmls, thats usually where any translated text is held

outer mason
#

I am unpacking scripts db atm. But I think there must be xml file as well... right?

covert pivot
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xml files are in configs

outer mason
#

I found watch in trash items, but it's just it's description

covert pivot
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its in itms_manager.script

    local Y, M, D, h, mint, sec, ms = game.get_game_time():get()
    local pharse = game.translate_string("st_dyn_news_day_part_am")
    local mints = tostring(mint)
    if (h > 12) then
        h = h - 12
        pharse = game.translate_string("st_dyn_news_day_part_pm") 
    elseif (h == 12) then
        pharse = game.translate_string("st_dyn_news_day_part_pm") 
    elseif (h == 0) then
        h = 12
    end
    if (mint < 10) then
        mints = "0" .. tostring(mint)
    end
    utils_xml.hide_menu()
    actor_menu.set_msg(1, tostring(h) .. ":" .. mints .. " " .. pharse , 3)
end```
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here you see the translation string it uses from xmls too

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tho vanilla anomaly doesnt seem to use the same text

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it uses AM/PM as text

outer mason
outer mason
covert pivot
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atleast this script seems to be like this

outer mason
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I never used this language but this part seems to build the message string right?:
actor_menu.set_msg(1, tostring(h) .. ":" .. mints .. " " .. pharse , 3)

covert pivot
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vanilla anomaly its like

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so something in gamma is changing this

outer mason
covert pivot
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its mod 124 Nitpickers Modpack in gamma. it has script ish_read_watch.script

outer mason
# covert pivot and yes

Why would it though... it's perfect... and GAMMA has weird stuff like half to five. And I don't mind description but in Ireland where I live (not my native country or language though) you simple say half four

covert pivot
outer mason
#

Anyway, thank you a lot. I think I can take it from here.

covert pivot
#

you can just make your own mod in gamma that replaces that script file with a blank one and it should use vanilla anomaly method

outer mason
outer mason
covert pivot
#

if you make your own then you wont need to change it again when you update gamma kek1

outer mason
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Cheers.

outer mason
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And it should revert to vanilla anomaly?

covert pivot
#

yea

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you can double check after that its your mod name heere

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or just test in game kek1

outer mason
#

Is this very short hand for a loop?
local format = chunks[chunk]

covert pivot
#

no

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thats retrieveing a value with key chunk from map chunks

outer mason
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Is "map" not a list basically?

covert pivot
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pretty much

outer mason
#

that you iterate through with a loop to get it's value?

covert pivot
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its direct access of list element basically

outer mason
#

oh... neet

covert pivot
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in lua I think lists/arrays and maps/tables are pretty much the same, since it just mean you have a table of
1 -> <value one>
2 -> <value two>
etc

outer mason
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My brain itch xD And I just edited his format a bit. So, it should read a bit better for me.

#

Already looks a bit better.

simple scaffold
cyan trench
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I have a probably very dumb question but

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I have a profile called gamma custom. wtf is it?

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is that supposed to be there, I couldnt find it in faq

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idk if I fucked up or smthn

misty mulch
cyan trench
misty mulch
#

Yeah

tropic anchor
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y

ashen cliff
spring comet
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I saw in some of the weapons dltx that has "hud_fov = x number like 0.6, 0.78, etc", what exactly do?

misty mulch
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allegedly anyway

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xray being xray/gamma being what it is, i'm open to learning "oh random mod xyz or ackshually obscure game setting whatever-the-fuck overrides that entirely"

spring comet
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thanks

random crow
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Noob modder here, I'm working on my first Stalker mod (gun mod), and I'm just kinda poking around the .ogf's and animations to get the lay of the land, and I feel like I missing a key limitation as to why it's done this way, but here it is:

Why is it that modded guns have a HUD mesh for every possible scope combination? Does applying a scope physically change which mesh the game calls for the HUD model? And why isn't this trend carried forward with suppressors and UBGL's?

naive snow
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For scopes yes, the UBGL and suppressorts are just hidden on every model until you attach one basically

fair canopy
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120 meshes for every scope/silencer/gl combo

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Probably more

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No one would want to make guns if that was the case

naive snow
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So you have a world model, the model that is dropped on the ground and on gun racks.
The hud model of no scope + every other scope.
All of these models have the silencer and UBGL always on the gun, just hidden

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So 5 different scopes would be 6 models + a world model

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Every gun (or nearly every gun) has a bone for the silencer and one for the UGBL, those bones are hidden by the engine

random crow
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Gotcha. I had read about the World vs Hud models, so that's a bridge to cross at some point as well. I need to look at animations in depth, as I'm not dead set on UBGL compatibility (effort/skill vs time), but I'm guessing there's probably a whole other set of anims for UBGL's to modify the left hand position + UGBL specifc anims?

naive snow
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Correct

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and of course you need to add the UGBL to all the possible models

random crow
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I never played vanilla anomaly, I assume the GP-25 and M203 are native to it, is the M320 also an anomaly GL or is a mod?

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I come from Tarkov modding, so I guess the concept of creating something vs having to piggyback and hijack scripts and other things our SDK's didn't have is how I look at stuff.

misty mulch
random crow
covert pivot
#

Instead of doing portraits or making new meshes for dux its time to go and fix old stuff kek1

random fulcrum
covert pivot
covert pivot
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will be done by like 2026 kek1

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the portraits are nice tho, to actually see who you have to kill before accepting a task

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etc etc

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ill see, new portraits will be different anyway because of sss22 now pensivewobble

timber basin
#

is it possible to revert companion recruit condition to "friendly relation and at most 1 rank above yourself"? heh

slow bolt
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revert? they always had to be same rank or below

timber basin
#

i remember it being not that way, and it was the way it was like in the guide Hmm

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this "you have to be 1.5x the companion's rank to recruit them" is all new to me

covert pivot
formal vector
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Hi sorry if it's not the appropriate channel, anyone knows if there a mod I could use to disable the blur/dizziness effects that comes with being **slightly **thirsty/hungry? Cause I can understand why it's here when I'm very thirsty/hungry, but blurred vision for being 300ml of water thirsty, it's kinda meh... annoying even. Thanks 🙂

sweet garnet
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Does anyone have the Arrival mod installed with their gamma? Is it a simple instal or will I fuck up my shit if im new ?

hasty tiger
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anyone can give me clear .7zip of 438 Sights and Optic Retexture by Meowio? My GAMMA installer downloaded it badly, and it cracked

timber basin
#

this is... probably an incredibly ratchet way to go about it EssexWheeze

acoustic lodge
#

Hi, is it possible to change the trader tables so that as my reputation goes up there will be more items items avaliable for me?

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For example at sidorovich lvl 1 he sells me 3 breads but at lvl2 he sells me 6 breads?

naive snow
sweet garnet
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Does the base gamma game not have zone reality re tecture?

misty mulch
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hey got a question about how the game displays stats in the UI ( pain ) In the following entry in the outfit stats table, what does magnitude mean?

["radiation_protection"] = { 
  index=  50, 
  typ= "float",
  name= "ui_inv_outfit_radiation_protection",
  icon_p= "ui_am_propery_09",
  icon_n= "",
  track= false,
  magnitude= (100/SYS_GetParam(2,"actor_condition","radio_zone_max_power")),
  unit= "st_perc", 
  condition= true, compare= false, sign= true, show_always= true,
  value_functor= {"utils_item","get_outfit_protection", "Radiation"}
}
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i know how to calculate it, just unsure what it does

random fulcrum
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it's by what number the ui script multiplies the value it reads

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like if magnitude=100 then the tooltip will read as x*100

sweet garnet
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🫡

spice flame
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im having a difucult time choosing the best mods for realism, any recomendations?

true island
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want to modify some bounty squad params, looking for config file. somebody know what exactly db contrains it? bounty_squad.ltx

covert pivot
true island
#

found tho, ty

covert pivot
tropic radish
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Is there a resource for adding tracks to the ambient musics list? Not the in-game or PDA stations, but the actual BGM either through a separate mod or by adding tracks to an existing one.

fair canopy
#

Not that I know of. But it's not too hard looking at the configs.

fair canopy
tropic radish
hazy tundra
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Anyone know what section (in the Anomaly base files) "actor_hud_loner_sunrise" is in? Don't want to unpak the whole lot

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Or any of the "actor_hud..." files rather

faint sable
#

you need to use a db extractor to extract that content

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otherwise you won't find anything besides just a db folder

hazy tundra
faint sable
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you'd unpack the "meshes" folder

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to find the huds

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specifically meshes_actor I believe, but best to extract them all imo in meshes folder

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best to use AXR Toolset off github and use the DB tool to unpack it to your desktop

random crow
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speaking of looking at models, what's the difference/significance of the weapon ogf's with the SK suffix in the file name?

fair canopy
#

alternate of that weapon

random fulcrum
#

yes custom map yes

fair pollen
tropic shadow
#

Hey folks, Is it possible to swap which visual model a suppressor adds to a weapon model via a simple .ltx edit? Both the 9mm Aug and the Vz.61 use the "9mm suppressor". I'm hoping to use the model visible on the Aug for the Vz. if its not just baked into the .ogf

random fulcrum
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it is just baked to the .ogf

supple crag
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What is that mod that makes it so people won't kill opposing factions in the bar and stuff?

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Or skadovsk like in CoP

bold mural
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is the current debug map hud from a mod or was it a base anomaly change (my base anomaly crashes when i try launch it so i can't check....)

acoustic lodge
#

under what faction doe butcher go?

simple scaffold
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Teader

bold mural
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nvm

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on the map thing

outer mason
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Is there anyway to change Autolooter to any other keys than L-Shift/Alt/Ctrl? I tried editing scripts, I tried all the keys I can think of, but only those three work... and they have very conflicting functionalities tied to them already.

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Or more broadly is there a way to use any other keys while inventory of any type is open for functionalities other than those three mentioned above.

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Ctrl by default is the key to check full stats and as far as I can tell can not be rebind, so I want to compare stats when inv is open, I will pick up all the stuff from the stash.

Shift is move button, so when you want to move one item you will instead always pick up all the items.

Alt is hard bind to Hold to dismantle which is a must have option for me as I dismantled by accident more stuff than I care to remember. So, when I want to dismantle something inside the stash or in my inventory when stash is opened, I pick up all the stuff from it.

normal raft
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I'm not sure what mod added the Mauser 7.92 mm but unless I missed something, cannot attach a scope, and that is a tragedy of justice... just saying

summer stream
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@naive snow question to textures, does it look like better this way(first image) or this way(second image)?

outer mason
#

Oddly enough Shift-T is default Anomaly I believe. Which means you can make key combinations. And I guess it would require script of some sort for Auto Looter.

Something like:
if key == DIK_A and DIK_B? Maybe instead of key press I would need to change it to key_hold?

summer stream
outer mason
#

Like the comment states this is just a default setting for MCM right?:

-- Default config
config = {
remote_looting_distance = 0,
proximity_looting_distance = 0,
proximity_looting_refire_time = 2,
looter_key = DIK_keys.DIK_LMENU,

So, the MCM menu option is set here?:

op = {
id = "auto_looter", sh = true, gr = {
{id = "banner", type = "slide", size = {512, 50}, link="AL_Banner_Blackgrowl.dds", spacing = 20},
{id = "base_description", type = "desc", text="ui_mcm_auto_looter_base_description"},
{id = "looter_key_title", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_auto_looter_looter_key_title"},
{id = "looter_key_description", type = "desc", text="ui_mcm_auto_looter_looter_key_description"},
{id = "looter_key", type = "key_bind", val = 2, def = config.looter_key},
{id = "remote_looting_title", type = "desc", clr = {200, 200, 255, 200}, text="ui_mcm_auto_looter_remote_looting_title"},
{id = "remote_looting_description", type = "desc", text="ui_mcm_auto_looter_remote_looting_description"},
{id = "remote_looting_distance", type = "track", val = 2, min = 0, max = 50, step = 0.5, def = config.remote_looting_distance},

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With this line specifically?:

{id = "looter_key", type = "key_bind", val = 2, def = config.looter_key},

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If I could only add thatAlt is simply a modifier like in Ammo check for example.

cinder finch
#

Hey!

#

Need help installing these mods.
I know how to Install them in the Mod Organizer, but where to place them.
I installed Adega and placed it between two mods, Maid's and Grok's.... and Particles Cinematic....*
No I didn't merge them, Yes I installed the sky too.

cinder finch
#

I asked from there and got sent here

cinder finch
naive snow
naive snow
covert dock
#

Is there a way how to further decrease nvg washout with certain sight reticules? I tried to set washout to 0.9 in mcm menu, but its still significant.

misty mulch
#

Do all outfits use the same gamedata\configs\items\outfits\upgrades\upgrade_presets.ltx upgrade tree? If not, where would I look for the rest

misty mulch
# outer mason With this line specifically?: {id = "looter_key", type = "key_bind", val = 2,...

fortunately i helped redo MCM documentation last year. https://github.com/RAX-Anomaly/Anomaly-Mod-Configuration-Menu/blob/main/README.md#additional-key_bind-information

scroll to the end of this section to see some examples that use modifier keys

GitHub

Inspired by MCM mod for the Bethesda games this provides similar functionality for Anomaly - RAX-Anomaly/Anomaly-Mod-Configuration-Menu

misty mulch
covert pivot
misty mulch
#

oh right

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basegame files

covert pivot
#

i havent checked all of them to see if any uses something not from presets

misty mulch
covert pivot
misty mulch
#

fuck me

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yeah thanks. knew i was overlooking something

covert pivot
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and from the outfit ltx the
upgrades = up_gr_firstab_sunrise_3, up_gr_seconab_sunrise_3, up_gr_thirdab_sunrise_3
picks which sections from up* files to choose, theoretically they might not all be from same file kek1

misty mulch
#

yep, i know how to check the upgrades from the configs

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sigh

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time to write a completely new set of python scripts to read waves hands all that shit

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oh wait some of the upgrades are mutually exclusive aren't they? fuck

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see the easy thing would have been to just sum up the changes to outfit stats provided by the whole tree, and apply them row-wise to my db of un-upgraded outfit stats depending on which update sections they use

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but noooo

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xray once again said "veer go fuck yourself"

covert pivot
#

writing external tools to help with all the bullshit is nice tho

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for Dux's Character Kit I made one to read character_desc_general files into csv's and then back into caracter_desc files, because fuck making sure like 3500 of those new entries are correct by hand

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also added entry multiply option now that i used for the more female stalkers thingy, because manually copy pasting entries and counting them is annoying to get rough percentages of entries to be new ones

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and also the portrait thing I just have folders of 2K screenshots, and it crops, scales down, adds vignette, scanlines and small amounts of noise and then creates the texture_descr xml file with proper coordinates and stuff for all them

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only thing manual there is taking screenshots and then updating character_desc files to use correct portrait, but I do that mostly to find any unused models, I could automate that part too since the portrait names are just ui_d_meshesfoldername_meshname

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one thing I want to find a way to do is make it customizable what types of meshes are used how often, because right now every Dux mesh is used once, which makes for weird distribution of NPC armours, but I will likely need to delve into modded exes or some spawning logic that picks the random specific_characters and add configurable logic to the randomness

summer stream
summer stream
misty mulch
covert pivot
misty mulch
#

i didn't mean to imply that you should have known or anything dw. just that there's definitely a lot of duplication of effort just in trying to figure out which files read what configs, where etc.

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and of course being a modpack makes everything exponentially more complicated

covert pivot
#

for what did you mess with character desc files?

naive snow
summer stream
naive snow
#

Did you just shove the metallic map in there?

summer stream
#

truly i did

naive snow
summer stream
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idk what to do since i forgot how to properly shove it in KekSkew

naive snow
#

You got a roughness map for those guns?

summer stream
#

i think you forgot WHAT kind of roughness map im working with KekSkew

naive snow
naive snow
#

This is your roughness channel

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Well it's a glossiness channel, but whatever

summer stream
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i used it as AO for texture on knife

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so red channel should be the blue one, i suppose?

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since i lack glossyness dds

naive snow
#

You'd just use the red channel directly to your red channel of your bump

summer stream
#

ah

naive snow
#

You can use a level layer adjustment to fix the values

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Since you don't want pure black or pure white

summer stream
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so something like that?

naive snow
#

I can't unpack a 3 color vector purely in my head pepew

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I'd do something like this personnaly

quasi narwhal
summer stream
#

wrong

naive snow
summer stream
#

neuralink KekSkew

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idfk how to do the pictures wrong but eh

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shooould be good

naive snow
#

Did you make your adjustment layer only affect the underneath layer?

summer stream
#

amazing bump

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marvelous

naive snow
#

Yeah that looks bump-ish

quasi narwhal
quasi narwhal
naive snow
naive snow
naive snow
summer stream
#

ill do the one you asked me to do

quasi narwhal
#

I wonder if with those Apple glasses goggles futuristic cyberpunk VR-like thingy you could separate them layers and leave them floating around you lol

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that'd be kinda sick

summer stream
#

now back to doing sick things called thm

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yipee

naive snow
summer stream
#

why tf 22 files are 114 mb

quasi narwhal
summer stream
#

yep

quasi narwhal
#

yeah some DDS with mipmaps and all that can be quite heavy on that regard unfortunately, even with compression on top

summer stream
#

let me show

quasi narwhal
#

when I was doing terrain textures like, 4-5 of them was almost 1GB ohno

summer stream
#

sir simple textures to fucking gun is like 180 mb

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it's not like im doing 12k textures, right?

summer stream
#

yeah it good

quasi narwhal
#

if the base texture is 2k then oh well KekSkew

summer stream
#

let it process

quasi narwhal
#

oh yeah that explains KekSkew

summer stream
naive snow
summer stream
naive snow
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Yeah exporting to 8.8.8.8 with mipmaps is madness

summer stream
#

my gpu is not ok

quasi narwhal
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also Maka if the texture is in 8k, are you also making 8k bump maps?

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cause then an 8k texture with mipmaps + 8k bump map also with mipmaps would explain the 180mb

summer stream
#

looks good but idk what is that thing in the middle

naive snow
naive snow
#

The blue channel is probably inverted

quasi narwhal
summer stream
#

yes

quasi narwhal
# summer stream mmm

the blade seems to be cut in half on the texture, and the upper part is slightly greener than the bottom one if you look in the bump here

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the bottom part being more yellow would mean it'll reflect more light i believe

naive snow
#

It's a mistmatch of the tangeant space of the normal map applied on the surface normal, I.E the Y channel of the normal map is flipped

summer stream
naive snow
#

It happens all the time when people move things from one engine to another which uses OpenGL normals vs DirectX normals

summer stream
#

hold on please

naive snow
#

WTF

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Why 16k

summer stream
#

you dont need to know

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||let the xray engine die||

naive snow
#

My dude's knife is 64 times the size of most guns

summer stream
#

ill have a look into normal

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without any edits

naive snow
#

Yeah that Y channel is flipped. Open your bump map, invert the blue channel

summer stream
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the green channel?

quasi narwhal
#

if only people would use my bump map flow on chainner to avoid this KekSkew

summer stream
#

since i already forgot what the fuck is Y channel

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oh wit

naive snow
#

In a bump map the Blue channel (z) is the normal Y

summer stream
#

im retare

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did so

quasi narwhal
summer stream
#

ohno broke it

quasi narwhal
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"image processing is using the CPU"

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Maka's CPU rn: imesense_cry_pepe

summer stream
#

we good

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HOLY SHIT THE KNIFE IS SO OILY KekSkew

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yeah i think i fucked up

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sec

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@naive snow didnt work

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idk what did i do wrong

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re-did the texture but inverted the Z channel

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blue channel :

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w/ that re-did the red channel

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something TRULY went wrong

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still the same..

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wtf?

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oh fuck no

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dont tell me KekSkew

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nvm

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cant figure it out

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bump is fucked

naive snow
#

Send me the blend file and I'll generate a clean one tonight

tribal aspen
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Red and Green channels in the normal should contain the height data, blue should be white

summer stream
#

just so you know :

summer stream
#

these idiots

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FUCKING BROKE

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THE BUMP ALREADY

tribal aspen
#

They doing something funky?

summer stream
#

truly amazing

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it's problem in normal map

tribal aspen
summer stream
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probably from the lack of something, idk which

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lemme look at

tribal aspen
#

Oh they do it different here

quasi narwhal
#

read the docs moment pepew

tribal aspen
#

My bad

summer stream
#

something went horribly wrong

misty mulch
summer stream
#

how tf did it break

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OOOH WAIT

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looks like they are separated ones

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amazing

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and that one specific place just died

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man fuck my life

covert pivot
# summer stream these idiots

that looks like flipped face normal more than anything, but i cant see the solid view kek1 just double check that face orientation is all correct

summer stream
covert pivot
naive snow
#

Yeah the base face normals are all fine

summer stream
#

im just VERY confused

covert pivot
misty mulch
#

sounds about right

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anyway the answer for me was "just take the sunrise suit no helmet as the default armor profile"

covert pivot
summer stream
misty mulch
#

it's not as if the game surfaces visual model to you unless you force it to

naive snow
# summer stream

Is that the original model you got or did you modify the mesh in blender like smoothing it?

summer stream
#

original model

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i gave you the obj

full stratus
naive snow
vast plaza
#

@Team, What is the name of the text file in which the new inventory stats names are stored (shock cap, ballistic cap, etc.)?

summer stream
naive snow
#

So here's the simple answer: When converting to a bump map, part of the information is lost (that's what the correction of normals is for in the #bump)
The color conversion is just enough to create that issue on the knife. Example:
Top is the source texture you sent over, bottom is the bump. Notice how different the histograms are

#

Knife with the original texture repacked into a normal

misty mulch
queen pineBOT
#

@vast plaza Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

naive snow
#

Knife with the bump

misty mulch
#

the "BR Class" text comes from somewhere else tho

summer stream
#

and so the main question is

how do i make the bump#?

naive snow
#

So if you want to do it correctly. Generate your bump from the SDK which outputs the Bump#

summer stream
#

and HOW do i make it with use of it

naive snow
#

The Soc 1.6 you can find online. You can use the Lun4t1c video that's often thrown around for the how

summer stream
#

Man

naive snow
summer stream
#

guess i need to do it with every texture from now on

#

so it doesnt break apart like shit

naive snow
#

Depends on how bad the issue is

summer stream
#

on every

#

since its the pain I should go through

#

@naive snow can you send me the bump# for now?

#

ill get the SDK tmrw

naive snow
summer stream
#

👍

vast plaza
#

@misty mulchthank you but the names are not included. I know this file and normally you add it there but with the 9.3 update it wasn't entered there and has to be in another file. I don't mean the normal inventory names. I mean the new ones that were added with the new mechanics. Example: Armor stats: ??/65%... now there are items that can increase this limit and you can read in the properties: Ballistic cap +5%

This new eng text file i need.

misty mulch
misty mulch
vast plaza
#

@misty mulchmaybe but i think yes.

#

ok wait.

misty mulch
#

gamedata/configs/text/eng

vast plaza
#

@misty mulchYES, THANK YOU! 👍

misty mulch
#

fyi if you "reply" to my messages it pings me by default

#

so you don't have to @ me each time

#

or just type lmao i know what you're talking about

lilac idol
misty mulch
#

and this channel is not that active, usually

vast plaza
#

Roger.

summer stream
#

just one problem

#

i dont have gloss

#

its just normal

naive snow
#

Just use the specular you put in the red channel

summer stream
#

and what do i do with height?

lilac idol
naive snow
#

Create a blank grey image

summer stream
#

ah, k

lilac idol
summer stream
#

yep

#

ig cod textures are pretty dumb sometimes

naive snow
summer stream
#

gonna try it l8

#

im currently off pc

summer stream
#

also idk if super resolution could be the case of my bump breaking apart

naive snow
#

The color transformation still seems to happen regardless

summer stream
#

and how do i upscale bump#

naive snow
#

It generates the bump# from the base resolution of the maps given, just give it the upsized ones

summer stream
naive snow
#

I don't even know if it's going to be enough of a fix madgetype

summer stream
#

its better than nothing

naive snow
#

True, I'm honestly surprised at how horrible of a job the dds encoding tool does its thing

#

Wondering if the old compressor tool I used would fix the issue

summer stream
naive snow
#

Hmmm so interestingly enough, using the photoshop option of advanced blending (knockout of channels) seems to introduce a form of color displacement? I need to run some more tests but channels are getting some form of values bump?

summer stream
#

huh, that is interesting?

naive snow
#

Without any corrective things

#

Hmmm interesting, so the advanced blending assumes that the color space needs a conversion, so it shifts things by like 10~15% because of that

#

as an example, top Green is what the histogram value is meant to be (original file)
Bottom is the values that are getting saved (new file)

summer stream
#

Tf

#

and how do you even dont let it change?

#

with photoshop being

#

well, photoshop

swift gull
#

Oddball question, but what addons if any have added armors/outfits?. I remember Trader Overhaul back in the day had a few install options for new outfits but that's all I can remember.

naive snow
naive snow
summer stream
summer stream
#

ahh

#

AAAAHH

#

fuck

full stratus
naive snow
summer stream
#

sir

#

can i just PASTE the CHANNELS

#

into correct ones

#

let me show rq if i get the chance

naive snow
#

Best to just copy to layer to keep a "backup"

#

Then you just copy back to the right layer order you want

summer stream
#

im ending it a

#

let me try ONE thing

#

and if it works
then im doing it

#

yeah nope, didnt work

#

so, i just keep them separated or keep them in CORRECT order?

naive snow
#

Let me make you a quick vid you'll understand better

summer stream
#

or i got it wrong

summer stream
naive snow
summer stream
#

so

#

you just paste it into the channels, right?

#

... now what

naive snow
#

Just save your bump and it should work

#

Simple as that

summer stream
naive snow
#

Should get rid of the bar thingy

summer stream
#

i just dont know how to save it when im at this point

#

channels r done but

#

now what

#

it saves as psd

#

im too dumb when its my first time even doing something like that

naive snow
#

Do you not have the texture export from nvidia?

summer stream
#

..no

naive snow
#

Grab the standalone texture tools of nvidia

#

You can google it

summer stream
#

(i had it for a long time)

naive snow
#

So either install the plugin for Photoshop that comes with it or save from Photoshop to a format like Targa and then put in your image into the tool

summer stream
#

no like burn, i meant by

#

how do i MAKE it save

#

what do i do with layers

naive snow
#

Just ditch them, don't need them anymore

#

Save from photoshop to TGA

summer stream
#

you wouldn't believe it

#

i did the same exact thing to the tarkov textures like 99% of the time

naive snow
#

It's not an issue when the initial texture isn't a dds probably

summer stream
#

true clueless

naive snow
#

Did you manage to save a tga from Photoshop?

summer stream
#

i cant

#

why is it still there

naive snow
#

Did you just plug your bump directly into the normal?

summer stream
#

uhh...

#

uuuhhh...

naive snow
#

Yeah you messed up

#

Hold on I'm cooking at the stove right now I'll show you how to do it properly

summer stream
#

you know im really thankful that you even dont yell at me being so dumb in general

celest forge
#

Let bro cook

#

🔥 🔥 🔥 🔥 🔥 🔥

summer stream
naive snow
naive snow
#

Here this is how it's done

#

You can plug the X of the Separate XYZ node into the specular if you want

summer stream
#

I FUCKED IT UP

#

NOOOOOO

#

HOW TF

celest forge
#

Lol

#

Lmao, even

summer stream
#

i cant

#

i did the exact same stuff

#

nothing

naive snow
#

Show me the material

covert pivot
misty mulch
naive snow
#

Nah I mean show me the material + node

#

Just like I showed you

summer stream
#

w/ standard normal

naive snow
#

You messed up the connections of the separate/combine

#

Switch Y and Z

summer stream
#

just saw it

#

okay-ish?

naive snow
#

The bump# will fix the rest in the engine

summer stream
#

okay then

#

ill try bumpx now

#

do i use tga for the type of file? clueless

naive snow
#

Sure, but you'll have to modify the .bat linked earlier since it's expecting.png

summer stream
#

k

fair canopy
#

is there a way to dltx upgrades? tried doing mod_w_(gun)_up directly in the upgrades folder but it doesn't seem to work

covert pivot
#

they are probably included in a ltx higher up?

#

yeah those look to be included into system.ltx so dltx file should be in gamedata/configs as mod_system_blabla

fair canopy
#

i'll give that a try

misty mulch
#

upgrade presets are in a different folder i believeeee

summer stream
#

idk if it's fine clueless

misty mulch
covert pivot
naive snow
covert pivot
#

unless there is a script that directly calls the upgrade_presets separately

misty mulch
summer stream
#

oh wait.

#

it's different.

#

nvm ohno

#

oh yeah

#

@naive snow almost the same as you sent me

#

your is more noisy, while mine has less

#

so, now what

#

do i convert tga to dds

#

and look on it in game?

vast plaza
#

Does anyone know how I can make the tooltip window larger so that the stats are in the window and not outside? I have about 10 windows that I need to change.

In which file do I have to configure what?

summer stream
#

lemme give it a go

naive snow
vast plaza
#

Does anyone know which mod these two magazines were included in? These were added with the 9.3 update, but as you can see the icons are missing. If I know which mod this is, i can change it.

naive snow
covert pivot
#

but you can only dltx the roots. either ltx files that get loaded directly into scripts or mod_system

fair canopy
covert pivot
#

you can try mod_item_upgrades too, it seems to be used in a separate script that loads upgrade_presets.ltx through includes into it

#

item_upgrades.ltx is in gamedata/configs as well

fair canopy
#

will be updated whenever grok decides to in gamma

misty mulch
#

that too. trying to make ltxdiff work for me atm

fair canopy
#

I'd rather not overwrite the base upgrade ltx but I might have to

#

Same. I couldn't get it to work again

vast plaza
#

All the Tarkov Mags 😂

covert pivot
misty mulch
#

i have no idea why ltxdiff refuses to run in powershell for me now

#
At line:1 char:13
+ ".\LTXDiff" findroot "G:\Games\S.T.A.L.K.E.R. Anomaly\_unpacked" "E:\ ...
+             ~~~~~~~~
Unexpected token 'findroot' in expression or statement.
    + CategoryInfo          : ParserError: (:) [], ParentContainsErrorRecordException
    + FullyQualifiedErrorId : UnexpectedToken```
#

(random mod path given for it to work)

summer stream
#

@naive snow prayge
oh lord mighty, i am very thankful for you giving ur time to me, it all works perfectly

misty mulch
#

fml ok fixed it

#

powershell needs an & in front of filename to read it as an exe

#

stupid

#

anyway

misty mulch
summer stream
summer stream
#

i can finally sleep

hazy tundra
#

Making some custom armour sets, noticed that I'm missing the replacement parts section for my outfits:

#

Which mod should I look at the ltx for this?

fair canopy
#

@covert pivot @misty mulch that worked. thanks for the help peepoLove time to make a silly mod

naive snow
summer stream
#

you can only see the slight change on knife when you really look into it, otherwise its good

#

gn for now

covert pivot
covert pivot
#

parts.ltx from GAMMA Items Parts Fixes

#

seems to be the thing that sets what parts are in outfits

hazy tundra
#

So, I'll go through parts.ltx and see what to add

vast plaza
#

@fair canopy thanks for the reply. I added the missing magazines by myself. However, I saw that the icon for the 60-round PMAG is completely missing. I quickly added that.

covert pivot
cinder tendon
#

Roughly how hard would it be to make a mod that creates one npc faction leader

naive snow
#

Not too hard, just need model, animations, textures, dialogue files, loads of ltx editing and script making. Also depends on which faction

hazy tundra
#

Brilliant

outer mason
#

Is this channel safe space to share mod ideas that are not fully worked out yet? Actually ones that are just forming as I write this?

#

Or is it more for production phase.

outer mason
#

I will go for it anyway:

To create new type of an item. For example med-bag. That you can drag and drop medical items onto it. Which would essential delete the item from your inventory and add the item to the med-mag "charges" of that item (and weight obviously increased by the weight of item added). So, then in one slot you can have bandages, med-kits, ibuprofen ect. And when you use the item from inventory or through quickslots it opens up a radial menu that lets you choose which item from the med-bag you want to use.

It would create one extra step for using something like a stimpack, but it would be a choice if you add those or not to it. But it would allow to condense more items into a single quickslot, and lower clutter in the inventory. Same could go for foods/drinks.

So, for example F1 (or whatever you would bind the item to) would be a slot for meds, F2 for food (lunch box?), and then you still have 2 slots to play around with. Stimpack if you want quicker access? Watch to check time? Quick release system? The Zone is your oyster.

So, to summarize:

  • lower inventory clutter
  • more options for usable items to choose from with easy access
  • expand quickslot functionality without increasing number of quickslots/key binds
  • potentially introduce new busy hands shenanigans, but that remains to be seen 😛

Probably more helpful in the early/mid game, but that is my favorite parts of it anyway.

#

Would need functionality to pull items out of it again of course (for quests) and would have a limited capacity, so you have to plan what you want to put in it.

#

Maybe use that placeable toolbox as well for tools and such (would slightly lower the weight of items? as it would simply be more organised so you can distribute weight more evenly? <- this is an excuse, but a decent one enough I feel :P)

#

And when you go to place it would spawn those items in it, and when you pick it up, they are readded to the "charges"

#

So... essentially those items would be also placeable through hideout furniture? I guess?

#

With very specific list of items you can put in them - akin to ammo-box for example.

#

When we are on this topic:

What if ammo boxes with the texture of the the loose item were placable? And you can store ammo of it's particular type in it only? But like... 4-6 mags worth of?

slow bolt
#

Making containers inside your inventory is very tricky, good luck. There is a reason no good mod was made like that

outer mason
# slow bolt Making containers inside your inventory is very tricky, good luck. There is a re...

If you make a container ... yes. But that is what user would see. Not what it would be. Containers were done. For artifacts. This is essentially what that would be. A separate item that just store a data of list of items. And applies the effects based on number of uses you add to it. So, it wouldn't actually hold medkits, but when you add it would appear like it does. It would do what medkit does, but it wouldn't be a medkit that you use... but that item.

outer mason
#

Medkit would be "despawned"

slow bolt
#

This would require heavy scripting and basically going around the item type

#

Adds a lot of challenge, but the other way now

outer mason
#

If... I get meds xD I will have my evaluation on Monday. But I am 99% sure I will get them.

outer mason
#

If it would work the way I described xD

slow bolt
#

fun i guess, if you can make it work reliably

#

Its not terribly useful though

#

since i put bandage and medkit on hotkeys

#

with this i would have to spend precious seconds scrolling though the menu

outer mason
slow bolt
#

You do choose what buttons you press

#

So if you put army in the slot - you use army

outer mason
#

And even if you expend the quickslot numbers... you still need more keybinds and those are very preciouse comodity atm.

#

Food and drinks? Have to open inventory every time.

#

Speaking of which... one item for instead of 4 in the inventory? Less clutter is always nice to me.

outer mason
#

Though that anim could play as soon as you press quickslot button for it

#

Sort of like a backpack anim that plays at the same time as the menu opens.

outer mason
balmy moth
#

are ccon trees still a thing?

outer mason
#

I mean not the same file, but the same channel/topic

balmy moth
#

yeah but no official mod thread or mod page so i was wondering

outer mason
#

@balmy moth There you go.

#

And of to the Zone I go.

quasi narwhal
#

also every containered artifact counts as a new item for the game

#

which kinda defeats your idea of making them ephemeral

#

it's doable i guess, you'd have to add a new item which would be the "medbag" and always make sure med items disappear from the inventory though are still counted inside that "container"/item

#

now glhf with that cause just thinking about the logic gave me a headache

remote venture
#

Wanted to ask, can you tie sounds to specific effects or is x-ray a hoe in the sense it pulls sounds from restricted/limited categories?

random fulcrum
#

you can script that

white ore
#

heyo guys (hope this is the right channel to ask)
i got told 0.9.3 didn t have the G3A3 anymore or rather no animations for it
i am still on GAMMA 0.9 so i tried to find the G3 there
the idea was to "extract" the weapon data and add the weapon as my own mod to 0.9.3
so to say by transplanting the SG1 animations onto it
but i just searched my entire mods for the G3 weapon and it doesn t exist in 0.9??
huh? now i am kinda confused
if anybody has some pointers on what to do, that would be nice

remote venture
# random fulcrum you can script that

Cool thanks. I tried a few months ago to have specific sounds for picking up gun parts and likewise to nato/war saw weapons but was told it would be a compatibility nightmare and cause conflicts. Wanted to make sure it wouldn’t be the same case

random fulcrum
#

you got lied to

#

you can just add to the sounds table in items_manager.script

#

and then change the snd_on_take field on the item's section

remote venture
# random fulcrum you got lied to

Oh, it was intended for mags redux and came from the owner so I just took it at face value. No big deal but thanks for the suggestion

fair canopy
random fulcrum
#

ah then it makes sense

#

raven is known for wanting to make as much as possible with the purely vanilla engine

#

the method i mentioned there needs modded exes

#

because the sounds table is local so it can't be read nor edited from outside of its original script

acoustic lodge
#

When i am changing NPC loadouts, is it possible to change the probability of a certain weapon spawning on him?

random fulcrum
#

not quite

#

the list of weapons in the loadout gets shuffled around when a new npc spawns and then it iterates through the list doing a random check on the weapon's listed chance

#

so changing a weapon's chance to 10000000 will not make it always spawn on mobs

fair canopy
acoustic lodge
fair canopy
#

It also allows you to add weights to attachment drops

acoustic lodge
fair canopy
#

Probably

acoustic lodge
#

should be

fair canopy
#

He posted it on moddb so I imagine so. But any more specific questions should probably be directed at the author

#

His ltx has info on how to add the weights to each weapon

random fulcrum
#

i had the idea to make this eventually

#

mogged by sd

fair canopy
#

More time to work on actually accurate stats again 🙏

covert pivot
covert pivot
#

since it monkeypatches into the old logic and will error out since i removed some stuff kek1

#

ill probably make a fix for it... eventually

fair canopy
white ore
random fulcrum
#

more than that it's the fluidity of the crosshair

#

and the animation

white ore
#

thinking... so to only real "G3 that can acutally DROP in GAMMA is the G3SG1?

random fulcrum
#

maybe i'll work on implementing traditional crosshair bloom

white ore
#

if i understood that right i mean

random fulcrum
#

since stalker doesn't have that

white ore
#

🤔 that would mean i have to find a weapon pack that has a G3 Family in it no?

fair canopy
#

Probably. Just because you can pull it from debug does not mean it's setup to drop

random fulcrum
#

the g3sg appears in the loadouts for the scripted phantoms in the monolith control center

white ore
#

fair enough... but if i can pull the G3 Assault rifle from Debug
SHOULDN T there be at least the model files in the mods folder? @fair canopy
that is whats confusing me

random fulcrum
#

that's where the guy took the "g3sg1 can drop in gamma" thing

covert pivot
random fulcrum
#

disagreeing with something or someone is the ultimate fuel source for modding

fair canopy
#

Oh that looks great

white ore
#

well... as for now it would appear the "easiest" way for me to go forward would be
to fin a weapon pack that has the G3 s in it and add it to GAMMA 0.9.3
meddling with the loadoutscripts so the rifles actually can drop

fair canopy
#

Does the bullet actually come from the gun or the player camera in hip fire?

white ore
#

but i have found NO weapon pack that has a G3 assault rifle the RWAP one was taken offline
(the one with the G3 pack in it)

#

let alone finding a wpn pack that has my lovely MSG90 in it, i believe SoC had a mod for that

fair canopy
#

I made a mod for the psg1. Probably the closest you'll get

white ore
#

aye.... still confused about the fact that the G3 Assault rifle is there but actually its not 😂
i mean where the heck are the wpn / model files? When it appears in the Debug Console and is even fully functional (GAMMA 0.9)

covert pivot
# random fulcrum disagreeing with something or someone is the ultimate fuel source for modding

sometime in the future i want to tackle the hell that is character_desc_general files for random NPC spawns and add some configurability to the random choice kek1 because im tired of thinking about distributing Duxs models into different tiers and trying to keep some unknown standard (thats probably long lost already)

it would be better to just give various tags to the mesh files and then have configurable percentages for what specific tags can appear at different tiers or ranks how often etc

naive snow
white ore
#

ok i ll try that thx Burn

summer stream
#

so, no one really explained to me but :

how do you BAKE mesh maps\bump maps in substance painter?
correction : light.

naive snow
#

You bake a normal map, a roughness and whatever else you need and then just make the bump like you'd port gun models

summer stream
#

i need this one...

#

since that is
the main thing i need for the MW19 textures to SHOW OFF properly

#

and not them looking like

naive snow
#

Wtf what even for?

summer stream
#

one of my fellow modders(that one who ports textures from mw19) said to do so

#

so they can look more polished

naive snow
#

He's bogus and full of shit

#

Or massively fucked up on the translation

naive snow
summer stream
naive snow
#

Sooooo just the specular?

summer stream
#

not just it

#

actually ill try to do it myself rq

naive snow
#

Like that's just a proper specular map and normal map, nothing fancy about it

#

There's nothing complicated or really different about that knife. You could put on the fancy metal shader for the blade, but that's it

cunning onyx
#

Ok sry

summer stream
#

trial and error for now

ocean remnant
#

Sorry if this is the wrong place to ask but i'v been trying to change the sound when ever a skill levels up from Haruka's skill system. idk much about code but i can see its pulling the pda_tips sound from im assuming sounds.db0, i tried adding my own sound (mw2 lvl up ofc) into the db0 by unpacking and repacking then overwriting the sounds.db0. That didnt work and neither does replacing and existing sound in there or even telling it to use a different one thats already there. It just says "set_wrong_sound_theme" in console and no sound plays

#

xr_sound.set_sound_play(AC_ID, "pda_tips")

Thats the line i'v been changing in haru_skills.script

#

What should i do to change the sound that plays when a skill levels up?

outer mason
#

You have a new sound file?

quasi narwhal
#

you just need to add the sound to gamedata\sounds, don't need to repack it

ocean remnant
# outer mason You have a new sound file?

yes i have the sound i want as a .ogg file but i don't know how to make the mod use that file. i tried going into the db0 file where the pda_tips.ogg is and adding my file there then changing the "xr_sound.set_sound_play(AC_ID, "pda_tips")" to use that instead but it doesnt work it plays no sound at all.

outer mason
ocean remnant
#

so i took this: xr_sound.set_sound_play(AC_ID, "pda_tips") and changed it to this: xr_sound.set_sound_play(AC_ID, "mw2")
I added mw2.ogg into the sounds.db0 where the pda_tips.ogg is
the result was no sound playing when a skill leveled up.

thats as far as i got

outer mason
ocean remnant
#

orrait so its referencing that which is referencing the .ogg

outer mason
#

So it would seem. Yes

#

so if you did something like:
[pda_tips]
type = actor
npc_prefix = false
path = device\pda\mw2
shuffle = rnd
idle = 1,1,100

#

that should work. BUT I would suggest to make a copy of that file in the exact same folder structure with that edit, and restore that orginal .ogg file and place yours in a mirror copy of that folder structure as well

#

something like:
gamedata\sounds\devices\pda[your MW2 file]

#

and the other file with your edit in:

#

gamedata\configs\misc\sound\script_sound.ltx

#

then pack them to a zip with your modification name for example "My level up sound" and install it with MO2. WHen you place it at the end you can check if it conflicts with any other mods that way and make compatibility patch if needed.

#

so it would be one gamedata folder with two sub folders: sounds & configs and the rest of their folder structures inside those.

#

but that also requiers edit to that script file. so you can also place that in the mod. This one SHOULD overwrite the original one from the level up mod, but should be a copy of it with your edit.

#

or give me a sec and I will make it for you.

quasi narwhal
#

would be much easier if you just monkey patched the original script pepew

#

but why am i giving good tips if u ain't gonna listen either way whatever

outer mason
outer mason
quasi narwhal
#

don't have time rn but something like this would already do it:

local pda_sfx = sound_object [[sound_name]]

local override_xr_sound = {}
setmetatable(override_xr_sound, { __index = _G.xr_sound })
function override_xr_sound.set_sound_play(_id, _sound_name)
    pda_sfx:play(db.actor, 0, sound_object.s2d)
end

haru_skills.xr_sound = override_xr_sound

just put in a z_whatever.script file, change the sound_name to be the path of the sound in gamedata\sounds and that's it

#

no need to overwrite files just to cause issues with other mods in the future

#

also make sure that the sound file was exported correctly as the engine expects it, otherwise it won't play

covert pivot
#

might as well just dltx it too shrug

quasi narwhal
#

as DLTXing would change for all the pda_tips call i believe

covert pivot
#

true

#

dltx or monkeypatching > overwriting files for stuff like this

quasi narwhal
#

copy and pasteing values to overwrite shit is just asking for trouble in the future

#

someday a mod is gonna need a value you've overwritten and/or will change that and you're gonna be banging your head against the wall figuring out why it's like that

quasi narwhal
covert pivot
quasi narwhal
outer mason
quasi narwhal
#

so all pda notification sfx would be the new sound

quasi narwhal
outer mason
quasi narwhal
#
  • create a folder in MO2\mods with the mod name you want
  • put this script in gamedata\scripts, just changing the sound_name
  • add the sound file to gamedata\sounds
    voila
quasi narwhal
outer mason
outer mason
covert pivot
outer mason
#

which we did.

quasi narwhal
#

which only god and the engine will know what that'll do

quasi narwhal
outer mason
# quasi narwhal yeah but if he updates Haruka's Skill mod to a newer version that changed that s...

True. By then maybe I will learn your solution and will be better equiped to help them. Just pointint out that I somewhat understand your solution, but it would take me 30 min to figure out. Not sure how much time they would have to spend. Not sure they wanted to spend that time on it. Some people want to learn more about modding and coding. Like you and me. Not everything is a teachable moment though.

quasi narwhal
#

but at the end of the day it's fine, if it fixed the issue it fixed it so shrug

outer mason
quasi narwhal
misty mulch
ocean remnant
#

This is pretty much the first time i have tried to mod something that is any more complex than literally changing a sound file, i thought it was going to be that easy but atleast it works now. Ill look into what you sent me @quasi narwhal and try it out too, this is all new stuff for me and @outer mason was just faster to reply 😅

speaking of no developments on the skills mod i would love to learn to make my own skills and add them in 🤔

quasi narwhal
outer mason
#

Bookmarked. Cheers

covert pivot
ocean remnant
quasi narwhal
runic umbra
#

How do I disable the main menu of Project Inevero after installation?

queen pineBOT
naive snow
#

Whooos they changed that command huh

naive snow
regal bolt
runic umbra
severe coyote
#

guys is there a pack of weapon ammo check animations? or something like that?

#

bruh i cant write messages to project inverno in mod posting and cant subscribe to it

severe coyote
#

do i need to enable this if im on SSS 22 ?

summer stream
#

No

hot marlin
#

hey guys im going to ask a question about mod making. What program or plugin do you use to export dds files in photoshop?

summer stream
#

but you can use gimp for it too, but its separate tool

hot marlin
#

yeah idk why but nvidia texture exporter is not working properly for me for some reason. I'll use gimp then!

#

thanks !!

summer stream
severe coyote
#

i know it, sorry

summer stream
#

but it could be cuz you have not compatible gpu

hot marlin
#

is 4090 compatible?

#

should be right?

summer stream
#

yeah

#

then its problem related to photoshop

#

use it as separated program then

#

they provide it as plugin or program

hot marlin
#

yeah Ill try again

cinder finch
#

I'm running Arrival and ADEGA, Some places I have lowest 55fps. What should I check for it to not go below 60

regal bolt
severe coyote
#

already found it, but thanks

tepid plume
#

i want to change the actor_visual of a certain outfit, how to achieve?

summer stream
#

(down the configs folder)

#

you will see how to overwrite it and which section it is

#

try finding which outfit you want to change in debug and then change the hud

tepid plume
summer stream
#

its related to hud, rather than third person

#

then its SWM or SVM as i remember

#

try finding there

tepid plume
tepid plume
summer stream
#

yeah clueless

#

honestly, i never even THOUGHT of changing the third person

#

since i never looked there

tepid plume
# summer stream since i never looked there

well... i was using the improved gestures tool so it will switch to that during animation. ive noticed that some outfit visuals in third-person doesn't match the body view/thap, kinda bugs me out.

summer stream
#

you just uh..cope with it simply

tepid plume
acoustic lodge
#

is there a file or something that i can configure that defines what items spawn in NPC inventory?

cinder finch
#

I have ADEGA Reshade BADLANDS v6 with these settings, I would like to have a bit more gamma or brightness.

regal bolt
#

Hey guys. Does anyone know about the second time_factor thingy in the scripts or configs that governs how much time ingame an IRL second is?

shy karma
#

Hey, can someone describe me how hard it would be to make a small mod changing base relations of a single faction? I want to alter base merc's relationships with other factions, aka make them neutral to loners from the start (cuz it makes no sense, and they proclaim ceasefire later anyway), but make freedom and bandints as enemies (gameplay-wise to add more targets, lore-wise - they don't get along with ideologized fanatics, freedom and duty both, and bandits they just despise - tbh, I suppose I can't make a "cold war" state where they just avoid each other instead of "shoot on sight", but not give tasks to each other either)

I expect that instead of a simple and singular config, I'll need to touch tons of dependancies, like letting loner to join their faction, make sure the quests are working fine (that they give enemy faction headhunt targets and not be a courier between merc and bandits, for example), also prevent Dushman sending us to bandit and freedom leaders, etc.

Can someone experienced with faction relations modding guide me through all such dependancies and where to tweak them? (asking in advance, will be home in ~2 hrs)

#

Bonus objective: really want to increase the density of "headhunt" type quests for mercs, that's why I even joined them in the first place, but there are too few of those 👀

covert pivot
#

i dont think you need to change anything else since everything should already mostly function based on just your relation to them

#

there are various dynamic/fluid relations mod that dont change anything really else but the relation values between factions

shy karma
#

sweet then, gonna look into it once at home

shy karma
#

I guess that "killer" means merc

covert pivot
shy karma
#

I just opened it with sublime text

covert pivot
#

yeah you should be able to make it so the lines dont wrap

#

idk sublime text i dont use it kek1

#

but 100% there is a way to do it so it doesnt wrap into multiple lines

covert pivot
shy karma
#

yep, disabled wrap

#

their approach to settings window... 😬

#

whats the difference between 'killer' and 'actor_killer'? relations are not exact same there

covert pivot
#

actor is player character

shy karma
#

I would've guessed "actor" is with player, but it says player merc is neutral to army...

covert pivot
#

they might not be used i dont remember

shy karma
#

and "sin" is also 0, maybe unused

#

wait, 0 to army_npc and greh_npc, still enemy to army and greh... oof

summer stream
#

considering the fact that i basically have skill issue,

how do i add these kind of "light rays" on the texture to make it look more PBR-ish? like with #1043020993687474186 and other texture packs
(WITH the use of substance painter)

covert pivot
#

greh_npc and army_npc might be some special characters

shy karma
#

yeah, I wont touch that

covert pivot
#

yeah those look to be lost to the zone quests special factions

#

like operation afterglow etc

shy karma
#

interesting that isg is everywhere 0 to merc, but they surely are hostile in game

#

welp, altering only loners, bandits and freedom...

shy karma
#

ok last question, how do I wrap it into a working mod to generate meta.ini? cuz this:

summer stream
#

i think it generates automatically

#

it's just the lack of gamedata folder

#

it should look like this

shy karma
#

oh fuck yeah I indeed missed it, I thought I made it

#

and I suppose the last mod in order overwrites all previos ones?

covert pivot
#

yea

shy karma
#

since I just realized I was editing the wrong file, Gamma economy has its own game_relations.ltx

#

so I carried over my changes to a copy of that

#

now I wonder if those relations changes would apply to my existing save? given its a new save since the last update and I, the loner, never met a mercenary yet

#

and yeah, I'm playing mercs the hard way - start as 'factionless' loner and join them later 😛

summer stream
#

they would clueless
i suppose

shy karma
#

omg is the new menu music actually a bandit radio cover? I just realized

naive snow
#

It's a physical phenomena, not a texture or toggle switch in software

#

Whomever gave you that advice doesn't know what he's talking about

naive snow
#

Or severe translation issues

summer stream
#

it makes the texture look more NATURAL

#

than just applying AO on the texture and call it a day

shy karma
# covert pivot yea

ok damn need some more help, the numbers in PDA are all what I set, but despite being 0 (same as freedom pre-change), longers still shoot me on sight

naive snow
covert pivot
naive snow
#

Or maybe something like edge/sun wear?

shy karma
summer stream
#

the new texture :

#

old one :

shy karma
#

oh fuck I found where I fucked up

naive snow
summer stream
#

not ME

#

which looks better

#

for me it's first one than the one with applied AO

#

this fact can't be applied to tarkov one since well..they already are baked one

covert pivot
naive snow
#

Also if you're in a dark room, the knife would ''shine'' even tho the environment is all dark and no light sources

summer stream
#

im already a sinner by doing many wrong stuff related to textures.

naive snow
naive snow
summer stream
#

oh

#

now that's some actual info

#

thanks burn

#

now considering the fact that ik how to get metallic map i can do some strange stuff

shy karma
pure venture
#

Hello! i need some help with an addon! i'm using an m16a2 replacer, which has a strange strafing effect on it's spread (i.e. it's spray pattern consistently shifts to the upper left of the crosshair when moving). how do i fix this?

summer stream
pure venture
next robin
#

Anyone know how to override outfit stats? looking to improve the Green Heavy Overcoat regarding slots (almost certain that fucks the game up if you even try), and any prot. stats, doing it for the sake of swagger and more swagger, and also boredom, and because overcoats are incredibly horrid. (yes i know theyre meant to be ass, i just wanna make em better)

#

I have unpacked the ltx already and im also looking to maybe edit the merc ace because why not

vast plaza
#

Question about artifacts: Why don't I achieve 100% in artifact gain, but only 99%? Maybe it's 100% but then why isn't it showing up? That annoys me 😉

summer stream
#

bug

misty mulch
#

because all artis spawn at 100%

summer stream
#

question related to the debug item only,
where is stats and other stuff is for CZ75? i dont want to unpack it and raise already high space of my game

misty mulch
#

unpacking configs takes up so little space tho cos it's basically all text files...

#

anyway