#╙🖇mods-making-discussion
1 messages · Page 85 of 1
i opened visual studio fixed the includes now i cant be fucked and im just brainrotting youtube shorts
just wild that we are missing out on reverb delay sound occlusion etc
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 😂
cant you just open sorting plus and like
change a thing
oh its written out as types
its all too far beyond what my dumb brain can handle unfortunately will just leave it to the pros
here is the patch that the mod provides for BaS
some will have the firepoint values, most doesn't
One fire point is for the hud value and the other for the world model value
Guys is there a way to increase a drop chance for a specific item. For example a grenade or scopes?
grenades i think is more possible now with SD's new weighted NPC loadout script
scopes? if you want more of an individual scope to drop - short answer is "no"
you're better off making it more common from stashes or just buying it off vendors
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.
Where would you go to look for .xml file for the watch "use" function?
do you guys know why is FactionPrototypes.cfg completely empty, is it a placeholder or incomplete dev?
oops, sry, missed the stalker2 prefix
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?
i think its vanilla anomaly
That is my guess as well, but where would you go looking for it?
probably xmls, thats usually where any translated text is held
I am unpacking scripts db atm. But I think there must be xml file as well... right?
xml files are in configs
I know. I very brifly looked through those, but nothing seem to be refering to it by name.
I found watch in trash items, but it's just it's description
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```
here you see the translation string it uses from xmls too
tho vanilla anomaly doesnt seem to use the same text
it uses AM/PM as text
Does it? IDK. I think I tried it once and I don't think I used watch in it.
Because if it did it would be much better
atleast this script seems to be like this
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)
and yes
Then gamma has to change it... or there is an option in settings?
its mod 124 Nitpickers Modpack in gamma. it has script ish_read_watch.script
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
i think it tries to use ukrainian standards for it
Anyway, thank you a lot. I think I can take it from here.
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
yeah, kinda feels like it does in Polish as well, but when it's in english... it just grates on me and is hard to read.
Or just edit the one there is and remove it's guts 😛
if you make your own then you wont need to change it again when you update gamma 
Cheers.
Just to make sure, I will make empty file with the same name and structure and place it at the end of the load order?
And it should revert to vanilla anomaly?
Is this very short hand for a loop?
local format = chunks[chunk]
Is "map" not a list basically?
pretty much
that you iterate through with a loop to get it's value?
its direct access of list element basically
oh... neet
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
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.
tables with number indexes starting at 1 and going continuously to n are called "array like" and have optimizations and special support. so using array like tables is faster than using a genric keytable.
I have a probably very dumb question but
I have a profile called gamma custom. wtf is it?
is that supposed to be there, I couldnt find it in faq
idk if I fucked up or smthn
You made it at some point to preserve a custom modlist.
damn...welp ima remove it and all will be okay?
Yeah
y
Sry, just saw your reply. Ty for the answer
I saw in some of the weapons dltx that has "hud_fov = x number like 0.6, 0.78, etc", what exactly do?
sets your hud fov when you equip 'em
allegedly anyway
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"
thanks
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?
For scopes yes, the UBGL and suppressorts are just hidden on every model until you attach one basically
120 meshes for every scope/silencer/gl combo
Probably more
No one would want to make guns if that was the case
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
So 5 different scopes would be 6 models + a world model
Every gun (or nearly every gun) has a bone for the silencer and one for the UGBL, those bones are hidden by the engine
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?
Correct
Example of adding a UGBL to the AK74m beard
and of course you need to add the UGBL to all the possible models
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?
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.
M320 is from Boomsticks and Sharpsticks mod

Instead of doing portraits or making new meshes for dux its time to go and fix old stuff 
make the remaining 3000 portraits now 
ill do that after the 3000 models 
will be done by like 2026 
the portraits are nice tho, to actually see who you have to kill before accepting a task
etc etc
ill see, new portraits will be different anyway because of sss22 now 
is it possible to revert companion recruit condition to "friendly relation and at most 1 rank above yourself"? 
revert? they always had to be same rank or below
i remember it being not that way, and it was the way it was like in the guide 
this "you have to be 1.5x the companion's rank to recruit them" is all new to me

Best i can do is fix 3 portraits and make a lot of them actually discernable in game too
#1309295776664387694 message
hmm
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 🙂
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 ?
or just #🔨base-gamma-support
anyone can give me clear .7zip of 438 Sights and Optic Retexture by Meowio? My GAMMA installer downloaded it badly, and it cracked
this is... probably an incredibly ratchet way to go about it 
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?
For example at sidorovich lvl 1 he sells me 3 breads but at lvl2 he sells me 6 breads?
It's already the case for some items like Ammo according to your shop level
Does the base gamma game not have zone reality re tecture?
hey got a question about how the game displays stats in the UI (
) 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"}
}
i know how to calculate it, just unsure what it does
it's by what number the ui script multiplies the value it reads
like if magnitude=100 then the tooltip will read as x*100
no. Also go to #╟🔰☢newbies-chat
🫡
im having a difucult time choosing the best mods for realism, any recomendations?
want to modify some bounty squad params, looking for config file. somebody know what exactly db contrains it? bounty_squad.ltx
any ltx stuff is in configs db
and if i unpack the file and leave it in anomaly folder with same path it had in db0 it will override archived one right?
found tho, ty
yea anything in the gamedata folder will overwrite db stuff
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.
Not that I know of. But it's not too hard looking at the configs.
Try this mod. It adds a bunch of imo good ambient music. I've customized it to remove a lot of the music I didn't feel fit but it's a good starting point imo
Cool cool, i'll give that one a look and poke around some configs of existing mods, thanks. Wasn't sure how track queueing was handled or if it even is, but i'm guessing it's in .ltx somewheres
Anyone know what section (in the Anomaly base files) "actor_hud_loner_sunrise" is in? Don't want to unpak the whole lot
Or any of the "actor_hud..." files rather
you need to use a db extractor to extract that content
otherwise you won't find anything besides just a db folder
Yarp, just hoping to narrow down which to unpak
you'd unpack the "meshes" folder
to find the huds
specifically meshes_actor I believe, but best to extract them all imo in meshes folder
best to use AXR Toolset off github and use the DB tool to unpack it to your desktop
Ayeaye!
speaking of looking at models, what's the difference/significance of the weapon ogf's with the SK suffix in the file name?
alternate of that weapon
yes custom map yes

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
it is just baked to the .ogf
What is that mod that makes it so people won't kill opposing factions in the bar and stuff?
Or skadovsk like in CoP
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....)
under what faction doe butcher go?
Teader
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.
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.
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.
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
@naive snow question to textures, does it look like better this way(first image) or this way(second image)?
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?
comparing it with metallic map :
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},
With this line specifically?:
{id = "looter_key", type = "key_bind", val = 2, def = config.looter_key},
If I could only add thatAlt is simply a modifier like in Ammo check for example.
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.
Dont use youtube guides
and go to #╟🔰☢newbies-chat
I asked from there and got sent here
I asked from there and got sent here
I'm guessing I'm looking at a bump map here?
Hard to say with all the channels displayed like that, it's some heavy mental gymnastics. Can you display the channels or show them one by one?
It's an engine thing that all the other keys are locked when in the inventory. The easiest thing would be to add a second modifier to the safety disassembly key since it's already setup that way
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.
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
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
so it is saying, yes, the default def for looter_key is whatever is in the config.looter_key table-value (bear with me, I don't really do Lua, I learned Python). So by default, config.looter_key = DIK_keys.DIK_LMENU, which is the DIK_key value for "Left Alt". When you change the looter_key keybind in MCM, you change the value of config.looter_key
up_* files in the same folder could theoretically make their own sections instead of using stuff from the presets, but thats unlikely
i havent checked all of them to see if any uses something not from presets

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 
yep, i know how to check the upgrades from the configs
sigh
time to write a completely new set of python scripts to read waves hands all that shit
oh wait some of the upgrades are mutually exclusive aren't they? fuck
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
but noooo
xray once again said "veer go fuck yourself"

writing external tools to help with all the bullshit is nice tho
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
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
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
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
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
all of the rgb channels for the second bump
first bump
aww. if i'd known i would have sent you the .csv from when i did exactly that
I was on hiatus for like 3 years 
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.
and of course being a modpack makes everything exponentially more complicated
for what did you mess with character desc files?
Those speculars maps are looking waaaack

Did you just shove the metallic map in there?
idk what to do since i forgot how to properly shove it in 
You got a roughness map for those guns?
knife?
i think you forgot WHAT kind of roughness map im working with 
Well whatever the previous texture you just showed me were
i used it as AO for texture on knife
so red channel should be the blue one, i suppose?
since i lack glossyness dds
You'd just use the red channel directly to your red channel of your bump
ah
You can use a level layer adjustment to fix the values
Since you don't want pure black or pure white
so something like that?
I can't unpack a 3 color vector purely in my head 
I'd do something like this personnaly
wdym bro, i thought you had a compiler ready in your head
Haven't gone through the surgery yet for those chip implants
Did you make your adjustment layer only affect the underneath layer?
Yeah that looks bump-ish
i'm ngl, i'd love to have the ability to separate RGBA layers and visualize them separately just inside my head 
that's looking great, ship it
I can kind of do it, but that's just hard 12 years of game dev staring at this shit
But yeah this would be a new age type of shit
Why the fuck 3
they are all made in different way
ill do the one you asked me to do
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
that'd be kinda sick
I reckon you could, which would be mad, 3 vector split your reality 
are those them dds files?
yep
yeah some DDS with mipmaps and all that can be quite heavy on that regard unfortunately, even with compression on top
let me show
when I was doing terrain textures like, 4-5 of them was almost 1GB 
sir simple textures to fucking gun is like 180 mb
it's not like im doing 12k textures, right?
yeah it good
isn't that like 4k base textures for the gun + the bump maps
if the base texture is 2k then oh well 
let it process
oh yeah that explains 
hmm
Mipmaps double the memory and texture space
ik that from doing ui stuff 
Yeah exporting to 8.8.8.8 with mipmaps is madness
my gpu is not ok
also Maka if the texture is in 8k, are you also making 8k bump maps?
cause then an 8k texture with mipmaps + 8k bump map also with mipmaps would explain the 180mb
You fucked up the normal in your bump
The blue channel is probably inverted
this is the bump of that knife right?
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
the bottom part being more yellow would mean it'll reflect more light i believe
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
It happens all the time when people move things from one engine to another which uses OpenGL normals vs DirectX normals
hold on please
My dude's knife is 64 times the size of most guns
Yeah that Y channel is flipped. Open your bump map, invert the blue channel
if only people would use my bump map flow on chainner to avoid this 
In a bump map the Blue channel (z) is the normal Y
you can also adapt this flow to generate the normals/specular/metallic maps for you
broke it
we good
HOLY SHIT THE KNIFE IS SO OILY 
yeah i think i fucked up
sec
@naive snow didnt work
idk what did i do wrong
re-did the texture but inverted the Z channel
blue channel :
w/ that re-did the red channel
something TRULY went wrong
still the same..
wtf?
oh fuck no
dont tell me 
nvm
cant figure it out
bump is fucked
Send me the blend file and I'll generate a clean one tonight
Red and Green channels in the normal should contain the height data, blue should be white
just so you know :
But that's wrong
They doing something funky?

Oh they do it different here
read the docs moment 
My bad
something went horribly wrong
when i was making my damage simulator, i needed to know which NPC damage profiles were most common/the best way to abstract down NPC dmg and armor profiles, which involved mapping NPC spawns to visual models to bone_profiles
bruh
how tf did it break
OOOH WAIT
looks like they are separated ones
amazing
and that one specific place just died

man fuck my life
that looks like flipped face normal more than anything, but i cant see the solid view
just double check that face orientation is all correct
sir its the normal map problem

Yeah the base face normals are all fine
im just VERY confused
yeah, I did something similar when I was assigning capture profiles to all of Duxs models and trying to keep a similar distribution of captures compared to vanilla anomaly between different npc tiers when putting the models into different tiers 
sounds about right
anyway the answer for me was "just take the sunrise suit no helmet as the default armor profile"
that tracks atleast taking into account total numbers (this was also done before dux added another 1000 models
), but on a median id imagine something more like lcs/ps5/sts since below sunrise you dont actually have that many captures.
yeah i only worked w/ total numbers cos my damage sim lets you arbitrarily set the target's faction, and for damage purposes the only factions that matter are monolith, sin, ISG, bandit, everything else
it's not as if the game surfaces visual model to you unless you force it to
Is that the original model you got or did you modify the mesh in blender like smoothing it?
Hello, anyone knows which mod brakes lights on Radar like this? How to remove that flickering?
Found your issue, but it's going to be a fucking pain
@Team, What is the name of the text file in which the new inventory stats names are stored (shock cap, ballistic cap, etc.)?
tell it
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
!mo2search // ui_st_inventory.xml, use the File Searcher to see which version of that file actually gets loaded
@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
Knife with the bump
the "BR Class" text comes from somewhere else tho
Im ending it all
and so the main question is
how do i make the bump#?
So if you want to do it correctly. Generate your bump from the SDK which outputs the Bump#
where do I GET one
and HOW do i make it with use of it
The Soc 1.6 you can find online. You can use the Lun4t1c video that's often thrown around for the how
In this tutorial we'll see how to create the bump# in the sdk actor editor.
Background Music by Danny Kross.
Danny is a friend of mine who makes awesome music with few equipments.
Check out his youtube channel, He makes some great content not just music.
Link:
https://www.youtube.com/DannyKross/videos
guess i need to do it with every texture from now on
so it doesnt break apart like shit
Depends on how bad the issue is
ill just do it
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
I'm trying it out, gime a minute
👍
@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.
...you mean you want the xml file for the new % based UI?
look in GAMMA Accurate Defense Values then
gamedata/configs/text/eng
@misty mulchYES, THANK YOU! 👍
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
https://github.com/iOrange/bumpx try this, takes literal minutes to do a bump# for each texture
and this channel is not that active, usually
Roger.

just one problem
i dont have gloss
its just normal

Just use the specular you put in the red channel
and what do i do with height?
Create a blank grey image
ah, k
this is what you were talking about right?
i just saw bump# and inmediatly thought of that
also idk if super resolution could be the case of my bump breaking apart
I'm using 2kx1k so you'll know quickly enough
The color transformation still seems to happen regardless
It generates the bump# from the base resolution of the maps given, just give it the upsized ones
I don't even know if it's going to be enough of a fix 
its better than nothing
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
Bro
The old stuff can be non-relevant but it can run better than new stuff 
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?
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)
Tf
and how do you even dont let it change?
with photoshop being
well, photoshop
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.
So if you copy/paste into a layer and use those to copy directly back into the channels, the values are kept
Gamma uses pretty much the armors from Anomaly directly and the no integrated helmets change
so if i just copy and paste the VALUES
or the LAYER itself, it should be kept?
So don't use this
Okay, it was not a bug, it was...
I re-write scripts for lights correct work on Radar, because it`s a players hideout in Raid.
Instead, copy the channels into layers:
sir
can i just PASTE the CHANNELS
into correct ones
let me show rq if i get the chance
No because you'll crush one of the channels and lose the info in there
Best to just copy to layer to keep a "backup"
Then you just copy back to the right layer order you want
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?
Let me make you a quick vid you'll understand better
or i got it wrong
yeah that would be the best
Here. I'm flipping the blue and green channel

Should get rid of the bar thingy
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
Do you not have the texture export from nvidia?
..no
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
you wouldn't believe it
i did the same exact thing to the tarkov textures like 99% of the time
It's not an issue when the initial texture isn't a dds probably
true 
Did you manage to save a tga from Photoshop?
Did you just plug your bump directly into the normal?
Yeah you messed up
Hold on I'm cooking at the stove right now I'll show you how to do it properly
you know im really thankful that you even dont yell at me being so dumb in general
he already cooked it medium rare 🔥
I wouldn't scream at a child, why would I scream at a grown ass man 

true
(i feel old now)
Here this is how it's done
You can plug the X of the Separate XYZ node into the specular if you want
Show me the material
trying to make your own armor mod?
all of the three i tried
The bump# will fix the rest in the engine
Sure, but you'll have to modify the .bat linked earlier since it's expecting.png
k
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
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
i'll give that a try
upgrade presets are in a different folder i believeeee
idk if it's fine 
and the include root file would be upgrade_presets, so i presume the DLTX filename prefix would be mod_upgrade_presets_*.ltx
upgrade_presets.ltx gets included up into system.ltx tho
Meh probably? Depends on what you fed it. I'll make it on my side too and send it over so you can compare
unless there is a script that directly calls the upgrade_presets separately
you don't roll every dltx into system, otherwise every dltx would be mod_system, but it isn't
oh wait.
it's different.
nvm 
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?
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?
Here these should be properly converted for gloss and normal. The resulting bump# too
alright it's all the same 
lemme give it a go
Here's the bump map too while at it
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.
Check via the section ID in something like Notepad++
i dont know where the upgrade_presets roots are
one of them is system, but also item_upgrades.ltx that is loaded into inventory_upgrades.script
but you can only dltx the roots. either ltx files that get loaded directly into scripts or mod_system
unfortunately this doesn't seem to work
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
it's from tcwp. i fixed the missing textures
will be updated whenever grok decides to in gamma
that too. trying to make ltxdiff work for me atm
I'd rather not overwrite the base upgrade ltx but I might have to
Same. I couldn't get it to work again
All the Tarkov Mags 😂
neither mod_system or mod_item_upgrades worked in gamedata/configs?
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)
@naive snow 
oh lord mighty, i am very thankful for you giving ur time to me, it all works perfectly
fml ok fixed it
powershell needs an & in front of filename to read it as an exe
stupid
anyway
yeah it's either config\system.ltx or config\item_upgrades.ltx
im abut to try and see
i can finally sleep
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?
@covert pivot @misty mulch that worked. thanks for the help
time to make a silly mod
Happy it's looking good
you can only see the slight change on knife when you really look into it, otherwise its good

gn for now
173 Parts in tooltip maybe is the script that might display stuff there, im not sure
I'll have a look, ty
parts.ltx from GAMMA Items Parts Fixes
seems to be the thing that sets what parts are in outfits
Ah good, just checked and my outfit doesn't appear in the replacement parts tab of the workshop
So, I'll go through parts.ltx and see what to add
@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.
you can look at various mod_parts ltx files as example to dltx your stuff into [con_parts_list] section
Roughly how hard would it be to make a mod that creates one npc faction leader
Not too hard, just need model, animations, textures, dialogue files, loads of ltx editing and script making. Also depends on which faction
You've done it again, SD
Brilliant
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.
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?
Making containers inside your inventory is very tricky, good luck. There is a reason no good mod was made like that
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.

Medkit would be "despawned"
This would require heavy scripting and basically going around the item type
Adds a lot of challenge, but the other way now
Yeah. And I am just learning to programm, but... when I get my adhd meds and I sort out my course ... MAN ... I think I will give it a go.
If... I get meds xD I will have my evaluation on Monday. But I am 99% sure I will get them.
But what you think of the functionality - puting aside the technical solution for it?
If it would work the way I described xD
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
I do too, but that's the thing... I would like to have a choice if I use bandage or CT? If I use army or scientific?
But you have only 4. And I do like to use watch for immersion, but it then takes perciouse quickslot
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.
And this... I would actually IDEALY (though I have no skill to do that whatsoever) would see an animation for opening med bag and then for using item. I get why some people don't want that, but I do believe that healing should be risk/reward endeavor and increasing time before you actually use the item is one way to do it.
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.
But then again... if you have a radial wheel/menu does it really take that long if you know where the item will go? And if you have like 3-4 items per radial? Is the ammo select, so time consuming? Same concept really.
are ccon trees still a thing?
I know there was trees option in c-con grass?
I mean not the same file, but the same channel/topic
yeah but no official mod thread or mod page so i was wondering
artefacts is easier cause it's 1 item to 1
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
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?
you can script that
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
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
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
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
It was never in gamma. There's a reanimation mod for it included but it nere dropped
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
When i am changing NPC loadouts, is it possible to change the probability of a certain weapon spawning on him?
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
Gamma now uses this mod which allows you to add weights to weapon drops https://discord.com/channels/912320241713958912/1310295759114993674
so i can configure the spawn chance?
It also allows you to add weights to attachment drops
useable in vanilla anomaly?
Probably
should be
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
thanks!
oh that's cool
i had the idea to make this eventually
mogged by sd
More time to work on actually accurate stats again 🙏

yes. only current incompatibiltiy is the loadouts_injector.script some gun mods use
since it monkeypatches into the old logic and will error out since i removed some stuff 
ill probably make a fix for it... eventually
https://youtu.be/voV0CroCN9w was wasting time on this instead
O shit is that actually accurate cross hair bloom?
huh? it was never in GAMMA? How in the hell it is there then? I can even "cheat" it in the debug console.... now i am even more confused...
i mean its even in the showcases for GAMMAs weapons ... 🤔
thinking... so to only real "G3 that can acutally DROP in GAMMA is the G3SG1?
maybe i'll work on implementing traditional crosshair bloom
if i understood that right i mean
since stalker doesn't have that
🤔 that would mean i have to find a weapon pack that has a G3 Family in it no?
Probably. Just because you can pull it from debug does not mean it's setup to drop
the g3sg appears in the loadouts for the scripted phantoms in the monolith control center
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
that's where the guy took the "g3sg1 can drop in gamma" thing
i made it because a few people were asking about how to increase a guns drop chance here
and i found the old system annoying back when I played around with it a few years ago too
disagreeing with something or someone is the ultimate fuel source for modding
Oh that looks great
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
Does the bullet actually come from the gun or the player camera in hip fire?
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
I made a mod for the psg1. Probably the closest you'll get
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)
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
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
Look into the ltx of the weapon via it's debug ID, you'll see where the models are
ok i ll try that thx Burn
so, no one really explained to me but :
how do you BAKE mesh maps\bump maps in substance painter?
correction : light.
You bake a normal map, a roughness and whatever else you need and then just make the bump like you'd port gun models
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
Wtf what even for?

one of my fellow modders(that one who ports textures from mw19) said to do so
so they can look more polished
What are they even meant to look like?
Sooooo just the specular?
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
Wrong chat, this is for making mods. Use #╟🔰☢newbies-chat or #╓☢stalker-chat
Ok sry
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?
The way I see it you can either change that sound the script is calling, but that will also change messages sound or... in theory you add new sound with new ID and call that in the script.
You have a new sound file?
reverse engineer other mods using the sound_object on a script file and do the same logic
you just need to add the sound to gamedata\sounds, don't need to repack it
also check Raven's guide on how to monkey patch that script to avoid changing that line
https://igigog.github.io/anomaly-modding-book/scripting/monkey-patching.html?highlight=monkey p[at#monkey-patching
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.
How did you try to make it use that file? Did you edit the script with the name of the file? Cuz it's not name it's ID. I am trying to find where those ID's are stored, but no luck so far. You can look into suggestion by rat pciture man above.
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
Ok I think I found it. This if from : configs\misc\sound\script_sound.ltx
[pda_tips]
type = actor
npc_prefix = false
path = device\pda\pda_tip
shuffle = rnd
idle = 1,1,100
Notice that pda_tips is the the ID in your "xr_sound.set_sound_play(AC_ID, "pda_tips")"
orrait so its referencing that which is referencing the .ogg
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.
would be much easier if you just monkey patched the original script 
but why am i giving good tips if u ain't gonna listen either way 
If it is easier for you, and you can make it in 10 min like I can do my solution, by all means. Help the guy out.
I just need that sound file. Can you send it in DM to me?
bro i'm already answering the question and teaching them how to fish 
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
might as well just dltx it too 
yeah exactly, i just assumed my dude would like to keep the original pda_tip sound for other messages
as DLTXing would change for all the pda_tips call i believe
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
this uses Raven's tip to patch only the calls from the haru_skills script file (has only one xr_sound call there)
me breaking the loadouts_injector.script used in some gun mods with my xrs_rnd_npc_loadout.script rewrite
als overwriting the original file would do the same thing
Your solution probably is better, but I can't use it yet. I am also learning. Omi wanted quick fix not a lecture though, so I stepped in. If you don't have time to help them... why waist it on me?
so all pda notification sfx would be the new sound
I just gave a quick fix though 
It won't. We did extra edit and created new entry
- create a folder in MO2\mods with the mod name you want
- put this script in
gamedata\scripts, just changing thesound_name - add the sound file to
gamedata\sounds
voila
that also requires a change on the original script and will break if he wanted to update the mod
Again, I am not arguing your solution is not neeter.
Not if he loads it at the end though as mod in the MO2 ... no?
tbf monkeypatching is a few steps ahead of learning that gamedata overwrites db contents
which we did.
yeah but if he updates Haruka's Skill mod to a newer version that changed that script, he's using the old ver. script on top of the updated mod
which only god and the engine will know what that'll do
i mean since this is the mods making discussion channel i'm just helping to make mods 
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.
but at the end of the day it's fine, if it fixed the issue it fixed it so 
And I get what you mean. Of course it is better to future proof the mod, though This particular mod I think is pretty much finished? Or is there any development on the Skill mod? Because if so, I would love to pick Haruka's brain on it xD
I highly doubt that mod in particular will be updated again, I'm just highlighting a better solution for other shit you might wanna change
Some mods do update and can (or most likely will) break if you overwrite entire files or just copy and paste shit around
as a helper: thank you, because it makes people crash when they disable gamma economy
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 🤔
you can start from the modding book's Scripting section:
https://igigog.github.io/anomaly-modding-book/scripting/index.html
open just the Haruka Skills mod folder, poke through the script files and figure out what they're doing
Bookmarked. Cheers
time to put more pitfalls into my mods to take the modular out of gamma 
followed your instructions and got it to work this way. Now ill need to do some reading to understand what i did and why it works 🫡
really good explanation from Raven on setmetatable from Lua in general (+ the use case from luabind): #╙🖇mods-making-discussion message
the snippet I used as a base for this patch I shared above: #╙🖇mods-making-discussion message
luabind being what you can use in Anomaly to create/define classes:
https://www.rasterbar.com/products/luabind/docs.html#defining-classes-in-lua
if you check through the unpacked script files from vanilla Anomaly (or in a few mods) you'll see the usage
How do I disable the main menu of Project Inevero after installation?
!topic
@runic umbra
Stalker mods and add-ons creation.
This channel is not for STALKER 2 modding discussions, for that go to #╟⚒stalker2™-mods-making-discussion
Whooos they changed that command huh
Ask in the inverno thread
Simply don’t install main menu
I can't join the thread for some reason but it's fine. I'm used to the menu now
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
no
discord maximum number of post participants reached
do i need to enable this if im on SSS 22 ?
No
hey guys im going to ask a question about mod making. What program or plugin do you use to export dds files in photoshop?
Nvidia texture exporter
but you can use gimp for it too, but its separate tool
yeah idk why but nvidia texture exporter is not working properly for me for some reason. I'll use gimp then!
thanks !!
also you do not ASK how to install stuff in MODS MAKING channel, its about ASKING HOW TO MAKE mods
go here #☢чат-сталкеров-ru-ua
i know it, sorry
download it as separate program
but it could be cuz you have not compatible gpu
Uhhh
yeah
then its problem related to photoshop
use it as separated program then
they provide it as plugin or program
yeah Ill try again
I'm running Arrival and ADEGA, Some places I have lowest 55fps. What should I check for it to not go below 60
Yeah enable it, it’s compatible with sss 22
already found it, but thanks
i want to change the actor_visual of a certain outfit, how to achieve?
read the mod_system_thap inside of the THAP Re-work or THAP Rework
(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
so the third-person model is also handled by THAP?
ehhh no
its related to hud, rather than third person
then its SWM or SVM as i remember
try finding there
thx, ill have a look
it seems SWM handles the body first-person view?
yeah 
honestly, i never even THOUGHT of changing the third person
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.
you just uh..cope with it simply

is there a file or something that i can configure that defines what items spawn in NPC inventory?
I have ADEGA Reshade BADLANDS v6 with these settings, I would like to have a bit more gamma or brightness.
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?
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 👀
gamedata\configs\creatures\game_relations.ltx
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
damn, I never hoped that it might be indeed just one file 😁
sweet then, gonna look into it once at home
ok they seem to put the actual table there in a text file... anything I'm missing to make it more readable? 👀
I guess that "killer" means merc
dont use line wrapping, it should be pretty clear format then
I just opened it with sublime text
yeah you should be able to make it so the lines dont wrap
idk sublime text i dont use it 
but 100% there is a way to do it so it doesnt wrap into multiple lines
and yes
yep, disabled wrap
their approach to settings window... 😬
whats the difference between 'killer' and 'actor_killer'? relations are not exact same there
actor is player character
I would've guessed "actor" is with player, but it says player merc is neutral to army...
they might not be used i dont remember
and "sin" is also 0, maybe unused
wait, 0 to army_npc and greh_npc, still enemy to army and greh... oof
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)
id probably just look at the faction name ones at first and test that stuff in debug a bit
greh_npc and army_npc might be some special characters
yeah, I wont touch that
yeah those look to be lost to the zone quests special factions
like operation afterglow etc
interesting that isg is everywhere 0 to merc, but they surely are hostile in game
welp, altering only loners, bandits and freedom...
ok last question, how do I wrap it into a working mod to generate meta.ini? cuz this:
i think it generates automatically
it's just the lack of gamedata folder
it should look like this
oh fuck yeah I indeed missed it, I thought I made it
and I suppose the last mod in order overwrites all previos ones?
yea
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 😛
they would 
i suppose
omg is the new menu music actually a bandit radio cover? I just realized
Light rays aren't a thing.
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
Or severe translation issues
it makes the texture look more NATURAL
than just applying AO on the texture and call it a day
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
You mean like baking lighting onto the weapon? That makes it even less PBR
try in debug on a new save, i dont know if changing it midsave works
Or maybe something like edge/sun wear?
this is where I'm trying - I spawned a loner in a dead city
let me just show
the new texture :
old one :
merc NPCs are fine with him tho
oh fuck I found where I fucked up
So you baked in reflections and effectively broke PBR. Genius
not ME

but compare the TWO
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
you can try this too https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor 
You can apply AO no issue with that, but baking in reflections is a cardinal sin really. Like if you flip over the model, the reflections would look all wrong
Also if you're in a dark room, the knife would ''shine'' even tho the environment is all dark and no light sources
i dont care. let me do it. 
im already a sinner by doing many wrong stuff related to textures.
Do your thing, but you're on your own for the rest 
To get the kind of map to combine on your albedo you'd modify the export preset for your textures FYI, like so
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
thx for your help, everything seems to be working now, even Dushman do not send me to a bandit leader anymore
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?
addon in question: https://www.moddb.com/mods/stalker-anomaly/addons/m16a2-replacer
never mind, did the correct stuff on making it looking much better than before
yeah it's good
ok, i'll repost there, thanks!
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
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 😉
bug
when it hits 100% the "reduce the artefact condition" script kicks in, so to prevent it there's a lock for crafted artis
because all artis spawn at 100%
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

