#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 86 of 1

misty mulch
summer stream
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huh

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can you give me that ltx file

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i want to look inside

misty mulch
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no guarantees that it's not dltx'ed

summer stream
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doesn't matter

next robin
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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

next robin
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Do updated stats only apply in new games

misty mulch
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no but all outfits have like, six different dltx files modifying them at any given time, so if you directly edit the file it's likely that whatever you did gets instantly overwritten

misty mulch
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step two: the inside of the DLTX file

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![item_id_of_the_thing_you_are_modifying]
field_you_want_to_change = new_value
another_field_you_want_to_change = new_value
; because this line starts with the ";" character, it is a comment, write a note to yourself here

full reference for outfit stats + proper DLTX syntax in https://igigog.github.io/anomaly-modding-book/, look at the left hand side navigation

next robin
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Hm ok

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Noted

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Ill mess around with it shortly

misty mulch
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oh right when you're done with everything, refresh MO2, enable your new mod (should be at the end of your modlist)

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don't ping me i am finally going to fuck off from my computer and eat something, good luck have fun with your new powers

next robin
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Alright thanks

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Ill see if my tiny brain can comprehend such

pure kindle
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I'm trying to make a simple edit to increase the amount of uses repair kits have, but other than sharpening stones it's just not taking

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I've edited every file I can find but it's being overwritten somewhere apparently and i have no idea where

next robin
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;

![trenchcoat]
blah blah blah =

;

![seva]
blah blah blah =

pure kindle
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I've gone through every damn configs/items file and confirmed I've edited every instance of max_uses on repair kits, and it still won't apply, so frustrating

next robin
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im figurin ts out too ๐Ÿ˜ธ

next robin
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So artefacts worked

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Carryweight aswell

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Doesnt seem like protection %'s worked

pure kindle
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if you mean "mod_system_GAMMA_repair_kits_uses.ltx"

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yes

formal plover
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I installed the Frosty weapons pack on GAMMA but it doesn't work.

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Has anyone managed to install that mod on GAMMA?

shy karma
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hey, where exactly can I find a music file for menu in GAMMA? wanna replace it, I can't unhear a rendition of bandit radio ๐Ÿ‘€
nvm its in \GAMMA\mods\G.A.M.M.A. New Main Menu\gamedata\sounds\music

quasi narwhal
calm kernel
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Guys, how can I change dispersion parameters for assault rifles and SMGs?

misty mulch
misty mulch
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Everything except those two stats will be straightforward, for those two stats, you have chosen the path of pain

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Oh and also rad res, fucking rads

misty mulch
outer mason
summer stream
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baking the light onto texture is a good option, since it shows off proper details on knife

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default texture

summer trench
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Which files for artifacts? Want to edit Lucifer in particular; dunno if that's in a separate area.

vivid bluff
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Hi, everybody
How can I enable the purchase of weapons and armor in version 0.9.7?

summer stream
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but it's !bm in #๐Ÿค–bot-commands

summer stream
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is that a right shader?

vast crag
summer stream
vast crag
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i am

summer stream
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then use aim orientation to move on center

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dont touch the position

vast crag
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ok ty

hardy lance
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hello guys, im trying to remove the script that checks for safe area to sleep, can anyone help me?

cosmic beacon
hardy lance
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when you say commented out, you mean removed?

cosmic beacon
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no, I mean add -- in the beginning of the lines so you can always uncomment them later by removing it again. Commented lines are not parsed by the game,

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if you break something, you can then undo your change

hardy lance
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i backed up the script incase i break it ๐Ÿ˜„

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let me pm u real fast ๐Ÿ˜„

wraith tinsel
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Is there a way to make a recipe for exoskeleton battery, bcs their price and consume speed is abysmal, i`m basically doing missions to recharge my exoskeleton, lol

next robin
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Thanks lots gor the help

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Now trenchcosts arent utter garbage

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I did notice that the BR is stilll ass tho so i wonder how i can edit thatp

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Bullet damage protection seems stubborn as well

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May just be the broken values for stats rn

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I made the overcoat as atester 100% Ballistic and im only hettin 13%

fair canopy
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well, your res caps out at 85

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and you have to raise your cap with artefacts, since it starts at 65 max

formal plover
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Does anyone know what UI mods Frosty uses to make his Stalker GAMMA look so good?

summer stream
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Dynahud

hardy lance
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anyone able to help me with a script that allows you to sleep without "safe place"

random fulcrum
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in anomaly, that field doesn't control balls res

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it is instead done in the (i believe it was called) bones_koeff_section

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you need to change the number for bip01_spine in that section

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THAT is your balls number for the body

misty mulch
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well you'd have to dltx the bones_koefficient_protection section that your armor uses, yeah. or just tell the armor to use a different profile entirely, though that may have unintended changes for ballistics protection elsewhere

summer trench
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  1. Why do a lot of mod files (configs, at least) have "zzz" in their name? Load order shenanigans?
  2. Is there anything important to know about the mod_system_<authorname> naming scheme?
    3. Is there a good place to read about DLTX and best practices for writing compatible mod code?
  3. Is there a reference page/site for checking things like "what are the IDs for different vendors?"
formal plover
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Does anyone know how to increase the size of the body health system overhaul? editing the XML files

summer trench
misty mulch
covert pivot
summer trench
covert pivot
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You should be able to run your tool through mo2 and it should work yeah, but I use notepad++ a lot and I havent been able to use that well, maybe other options work better. But I usually just search over gamma mods overall. if you limit file types to ltx, xml and script then the search time wont be too bad.

gaunt hinge
summer stream
next robin
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And certain values are unclear

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I reckon wound protection is in reference to rupt/bal?

misty mulch
queen pineBOT
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@summer trench 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. ||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹||||โ€‹|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

misty mulch
covert pivot
misty mulch
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oh that. yes, you can, just run whatever program you use for find-in-file through MO2

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although it will be quite slow

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honestly i just run the FIF on GAMMA/mods

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then use the results from the file search to figure out which mod's version winds the overwrite

covert pivot
next robin
misty mulch
covert pivot
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give man a fish yada yada billydisaprove

misty mulch
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yeah the secret is "figure out which mod out of the 500 that you already installed, does something similar to what you want, and reverse engineer it"

covert pivot
next robin
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just edited the firewound pro. from 1.08 to a possibly much stronger 5.08

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values make zero sense to me so im shooting blind

random fulcrum
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there's just no way bro replied to my in depth response WHILE not reading it

vast crag
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anyone else having problems with kvmas and azetrix?

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got all my mods working perfectly and decided to install it and it causes an error

next robin
next robin
misty mulch
misty mulch
# next robin like elaborate on this part

ballistic protection is handled by a completely separate section in a completely different config, damages.ltx, so if you want to change ballistic protection for the outfit you have to:

  • see which section it uses for bones_koefficient_protection or whatever the fuck that field was called
  • refer to that section in damages.ltx
  • DLTX the relevant section from damages.ltx, the bip01_spine part
next robin
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gonna work on that

misty mulch
next robin
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ah

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thats messy

misty mulch
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when you see [section_name]:some_other_section, that means "this section_name inherits all the values from some_other_section barring the changes that are about to be elaborated below"

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and since most armors share ballistic protection values from damages.ltx, if you modify the one the trenchcoat uses, you will probably wind up modifying values for random other armors that happen to also use that section

next robin
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i think green feeds off dolg trenchcoat

misty mulch
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pretty much all armor uses some other armor as a parent class because if you fuck up and miss something out, that way the game doesn't break

next robin
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I will look shortly through all the armor ltxs and see if others feed off trenchcoat sects

next robin
misty mulch
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fyi this is not some quirk of ltx, this is coding 101

next robin
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Alright

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Thanks for dumbing it down for me

vital dock
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is it possible to like, convert an .ogf file into .nif (so i can use nifskope to create a custom mashed up model) then reconverting it back to .ogf to put it back in the game pepew

naive snow
dim token
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@simple scaffold Yesterday, I had a Busy Hands crash, which according to the busy hands watchdog script was caused by the actor_on_update from your Guide Tasks Fix mod included in Gamma. I looked at the code to figure out what might be the issue there and found a few things that might contribute to the time tables getting clogged or old tasks not being properly cleared.

I updated the following script functions: save_state, load_state, check_timers, actor_on_update as well as the start_timer and the g_start_timer.
The goal was to ensure invalid entries get cleared before saving states, as well as fallbacks if a value in the time check for whatever reason ends up invalid. From the looks of it, busy hands might have been caused by tasks not being properly cleared and remaining in an infinite "in progress" state, clogging up the system.

I can say that these tweaks allowed me to continue playing on the otherwise botched save. But since I worked with basic return functions and pcalls to keep the script from failing if single values screw up, I'm not sure whether my changes also solve any underlying issues.

It would be great if you could take a look. I just did this for myself, but maybe it's useful for the official mod. If the code is garbage, let me know too, so I can learn. I have included --comments for explanation, as well as several log functions for debugging.

Basically, it's just a bunch of reset functions to prevent old data from sticking around.

formal plover
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Does anyone know how to increase the size of the body of bhso figure?

nova schooner
dim token
# nova schooner im interested in testing this to clear up several clogged up task that stuck on ...

This is just a modified script from the guide tasks fix mod folder. I am not a modder and my understanding of lua is rather basic, so I would not recommend using this file until Raven or another experienced modder has verified my changes to work without breaking the mod's core functionality.

What I found was that the current version has some minor logic flaws that could cause garbage data to not properly disappear, which then in the long run would cause busy hands because the actor on update, which ticks every second, might work with outdated data (a bit like missing garbage collection)

I am not sure whether this has an effect on tasks stuck on your pda, because I assume those come from iTheons new tasks or his task manager mod.
The file I provided here is just a modification of the mod Guide Tasks Fix, to implement pcall failsafes and some cleanup function of nil values.

If you really want to use this file, you would just need to copy it into your \Gamma\mods\128- Guide Tasks Fix - RavenAscendant\gamedata\scripts folder and overwrite the one that is there. But again, I do not recommend using this file. I only tested my own save file for an hour or so, and just to see if I get another busy hands crash.
I have not tested any guide tasks, and even though my code doesn't touch those, just the time checks, I don't know if this solves the core issue. I just "force clean" the values before they can cause busy hands if something goes wrong. But I'm not knowledgable enough to know if this is sufficient to have the whole script work flawlessly.

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It might well be that my implementation of avoiding timing issues and resetting botched values just causes the timer to reset every single time, which means it could not serve the function of actually timing events.

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The only thing I noticed is that my game appears to continue without giving me another busy hands crash.
To test this, I used the last save before the auto-generated busy hands watchdog crash save, which was about 5 minutes prior to the crash. I then kept playing for maybe 30 or 40 minutes and saved and loaded the game afterward to ensure my changes to save_state and load_state (which now also saves and loads the tbl values) also work.

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The biggest change was done to the check_timers() function, which works with 3 parameters. I included a failsafe so whenever something there would return "nil", it gets instead reset to an empty table and log any issues and fix attempts.

celest forge
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@random fulcrum did you ever publish your tracer mod or just sent it randomly

random fulcrum
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sent it randomly

uncut flume
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If anyone want's to make a G36 animations mod, ask me. I know how it can be operated in the most speedy and effective way. The G36 can be operated in a very unique way, which can make reloads look very very cool.

quartz palm
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Hijokergehalt

Can someone please help me understand why this shit doesn't work?โšฐ๏ธ

I just want to return thumper m79 to all npcs with a small chance. I seem to be doing everything right, but in three barrier waves and 40+ game days - not a single one :/

simple scaffold
dim token
simple scaffold
dim token
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Yeah, that's basically what I did with my tweaks, putting them in pcalls and having fallback resets for any nil tables

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The reason my main issue was not knowing whether it may inadvertenly break the mod itself, like it just stops doing anything at all because it goes back to zero on any minuscule hiccup.

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So your fix would rely on alife_storage_manager.get_state().statistics.time_in_zone
? Is that the right one?

dim token
simple scaffold
# dim token Another thing I wondered was the 1000 ms for the checks. Isn't that a bit too mu...

Probably. Like you said i just fixed a math error. But either I or the original broke some engine function, likely ctime, causing busy hands.

Everything else seems to be ok, but parameter miss match is hard to find.

I would suggest elimination of ctime .

When quest is offered record days in zone and the level hours function, which is effectively hour of the day.

Then do all the date math for how long the NPC should wait around for and how long until task is offered next based on those two numbers. Has the bonus of being basically immune to date math errors since you are literally just counting days between task and hours. Heck could make easier and not offer the task after noon and always stop offering at midnight, no one wants to start a journey at midnight. Then you just count days. Much easier.

In the unlikely event

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That the busy hands stays. The the problem will be much easier to locate with some prints

dim token
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Does the script rely on any other script, core anomaly or another mod?

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Because I'm writing an alternate version from scratch now, working through keeping all the core functionality, like assigning NPCs as guides, giving tasks, state checks and so on. But if there is another script I need to work towards, I might be working my ass off for nothing ๐Ÿ˜„

simple scaffold
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Nope. It doesn't even use the take manager script. It is completely or almost completely stand alone

dim token
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Is the NPC switching required? The online/offline switch?

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I guess to spawn them in when you enter the location?

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Asking because it looks like a forced switch

simple scaffold
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Hmmm. That isn't a part I messed with.

However you are right forced online is something to be suspicious of.

Some task and dialogue things need online NPC. If they restore the flags to both being true and let them go back offline naturally after it probably would be ok.

If you are starting from scratch hold off on doing it until something doesn't work.

simple scaffold
dim token
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I just try to write something that does what the current script does, but more efficient. It doesn't feel different from my daytime job, taking a client's words and optimizing them for SEO and marketing ๐Ÿ™‚

If I got the script finished, I'll just tag you to look if that actually makes sense. I know basic lua, but not dedicated to Stalker. I was more into programming Sonar and Radar and stuff like that. Basic GPS.

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lua was how I first learned about cos sin and tan, which I somehow must have missed in school

lone pasture
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hi guys, the problem is that when opening the awp l96a1 texture from mod 103- L96 Reanimation - FIREBREATH Blender gives a huge number of errors and the texture is not displayed, the Xray engine tools add-on is installed

brazen oriole
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...Alright, time to dive in a little. I want ibuprofen not to add dizziness. How do?

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Alternatively, I'll toss like three bucks at anyone who does this most-likely sub-ten-lines config edit.

random fulcrum
#

change eat_alcohol to 0

brazen oriole
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Would that only affect ibuprofen?

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Also keep in mind, I've done 0 XRay nonsense so I don't even know what file type I'd use for this sort of config edits.

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(All my mod making experience is Arma 3 and Bethesda titles)

sacred token
brazen oriole
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chad

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do you want like three bucks for your two minutes of work

naive snow
brazen oriole
slow nexus
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week 2 of trying to re implement eax effects into xray monolith engine

lyric lion
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do we have a better gun laser sight mod?

slow nexus
#

its like as soon as i change anything in the vs proj it shits itself on compile trying to copy imaginary library files

naive snow
nova schooner
#

@dim token i guess i'll wait untill raven checked it out or something before running the script once to clean all the shit leftover pda task
EDIT: doesnt work

slow nexus
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ITS BUILDING

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ayayaya

random fulcrum
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dude and i complain about my build times

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and i get 2-4 minutes

random fulcrum
#

unchecked privileges

formal plover
#

Does anyone know how to increase the size of the body health system overhaul? editing the XML files

ocean spruce
#

I'm trying to get a volume slider in mcm to tie into the voiced actor script, so far I've got a minimal mcm set up with a slider but it does nothing to the volume. Can someone look at my small badly written scripts and point me in the right direction?

naive snow
naive snow
summer stream
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so, i tried out SP on different types of stuff and concluded :

baking light on textures makes them appear more full which results in better look

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like it looks good already

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converting it into textures will show off more details from it

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w/ that pbr textures arent EXACTLY pbr

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it's still a flat texture

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but it looks like one

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stalker can't show it off like that

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i guess that's fun facts about stalker now

naive snow
#

You could also have waited on ASCII's new PBR module that will break your weapons kekl

summer stream
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Hell na

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i aint doing that shit allat

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lemme bake it straight on texture so it doesnt break apart like fucking lego

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(like when you do textures w/out thm file and it gets wet)

naive snow
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Get your weapons in a dark indoor and watch how the illusion breaks KEK

summer stream
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idc

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ambient occlusion is applied on it too

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for me it's a win/win

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since it doesnt look like a blank texture without any shading

naive snow
#

Ambient occlusion isn't that problematic, since it's pretty much the same regardless of lighting conditions

naive snow
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It's the baked reflections that make me squirm DisgustedClint

summer stream
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also turns out i can get metallic and gloss w/out problem now

naive snow
summer stream
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i guess i can use it on something later

summer stream
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and i didnt really like it sooo

naive snow
#

That... Doesn't look right

summer stream
naive snow
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Is that really the one with the cubemap interaction like lenses?

summer stream
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it's PHONG METAL burn

naive snow
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Looks way better on some models so that's surprising

naive snow
summer stream
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should i apply something else or what

naive snow
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That ain't the right now kekl

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Hold on I'm not at my computer, but there's a shader that does a way better job at shiny metals

summer stream
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lemme see

naive snow
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Or at least a reflective shiny metals

summer stream
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is it at github

naive snow
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No, it's already in the blender shader list if you've pointed it to your unpacked files

summer stream
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what clueless

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sir im inside substance painter

naive snow
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To bake textures, yeah. But that doesn't mean squawk when the final renderer is in xray

summer stream
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..still dont get anything

naive snow
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You need to assign the shader in the xray parameters of the blender material

summer stream
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shader from xray

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on blender material

naive snow
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Once I'm back at my computer I'll drop some screenshots of the right spot

random fulcrum
summer stream
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how the fuc

random fulcrum
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nah that one doesn't look as plastic as the second one

summer stream
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wym KekSkew

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that shit looks like it's made out of clay

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with this kind of shit i'm gonna go on different engine soon

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anomaly gonna literally eat my nerves

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honestly in blender with applied normal(bump) it looks okay-ish

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without it

naive snow
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Here that should be good for the OGF

summer stream
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ah

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looks like i cant access it

naive snow
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Also with flat metals, oren nayar looks better in my opinion

summer stream
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material :

naive snow
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Yeah you need to have your XRAY paths configured in the plugin

summer stream
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do i really need to unpack my game.. clueless

naive snow
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You just need to unpack the shader which is like 2mb

summer stream
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give me a sec

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what do i type in here

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this one, i suppose?

naive snow
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converter.exe -unpack -xdb shaders.db0 -dir ._unpacked

summer stream
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ok done

naive snow
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or it might be files.db0

summer stream
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..did i unpack the wrong one then

naive snow
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That should be all 3 which should be at the base of your gamedata folder

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Dunno if there's further dependancies

summer stream
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ig let's try it out now

summer stream
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idk if it's good

naive snow
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I'd increase the shine, but that's just me. I like surface contrasts

summer stream
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then im good

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also turns out

#

mixing gloss + metallic + normal gives out more details on texture

naive snow
#

Yeah you're basically implicit lighting the thing

#

It's a trick we use when we dev on mobile

summer stream
#

i guess i can now use it for making it more detailed

gleaming tide
#

Let's say I want a gun to be able to take a grenade launcher, what's the setting I have to toggle for it to do this?

summer stream
#

which is a good thing

gleaming tide
#

In .ltx file or somewhere

summer stream
#

lemme show

#
  1. you need animations for it
  2. you need to ASSIGN the launcher for the bones(vertex groups) that has the animations
#

and then you should be good

gleaming tide
#

Yeah, saw that, did it, now gonna test. Those settings are in the shotguns settings too for some reason.
So the info about whether it can take launcher is basically stored in the mesh .ogf?

summer stream
#

yep

gleaming tide
# summer stream yep

Asking about meshes overall. What types do I need to have?
Basic with launcher, suppressor and with each type of scope?

summer stream
#

it all depends on what you want

#

wpn_silencer = silencer
wpn_scope = scope
wpn_launcher = grenade launcher

#

everything has it's own bone

#

which is assigned by vertex groups

gleaming tide
#

grenade_launcher_name = wpn_addon_grenade_launcher

This should assign a certain launcher to the weapon? Well, GP-25 in this case

summer stream
#

yes

slow nexus
#

but i think i have found the way

#

im fighting more with the ide than implementing what i want lol

#

average c# programmer experience

next robin
#

@misty mulch apologies for ping, just curious though, what is

" hit_fraction_actor = 0.55 "

#

This is taken off of monolith_outfit

#

Just curious what that sect means

random fulcrum
#

that is the br number

next robin
#

Ah

#

higher = better?

#

Im assuming

random fulcrum
#

lower

#

(1-hit_fraction_actor)*0.75

next robin
#

So

#

ifi t was 0.25

#

That would be way high

random fulcrum
#

yeah see the formula

#

that's your br

next robin
#

alr

#

Gonna see what itslike after i mess around with more stats for the sakeof it

#

preciate the assist faust

#

gonna see how this results

dim token
# nova schooner <@657866387150077963> i guess i'll wait untill raven checked it out or something...

yeah, because it doesn't have anything to do with the pda tasks. This is the script responsible for giving you the occasional pda messages saying "Hey, I'm Dimitry so-and-so, looking for an experienced stalker to guide me to the wishgranter, hanging around in Cordon right now." then you can go to them and start the guide quest.

As it stands right now, the script has the potential to cause busy hands, because it does a lot of stuff in the background that can go wrong, which in turn stops the on tick updates for the game, meaning that you can no longer interact with the world. It's similar to how you sometimes can still run around in an online game, but talking to NPCs doesn't open the dialoge menu, the inventory button doesn't seem to open the inventory and stuff like that, which often is followed by a logout screen with "connection timeout" or "connection to the server lost".

Busy hands is basically the offline version of that. And this script has the potential to cause that. But nothing to do with pda tasks per se.

vast plaza
#

I'm no longer entirely sure whether it's the mods or the GAMMA (base game) itself, that's why I'm writing here. Something is wrong with the outfit stats. When I upgrade, it then shows incorrect values. According to my calculations, 18+5=23 and not 21. However, this display error applies to all outfits and upgrades. I've noticed this with weapons too. e.g. muzzle velocity. When I improve these, the game don't change the numbers on the weapon stats. what's going wrong here?

slow nexus
#

finally got it to build properly and it crashes with some fucking clamp error

steady apex
#

Don't forget gamedata files from modded exes repo

naive snow
low ruin
#

Man I tell you what, when you're putting together your own mod list for GAMMA cause you can't run the shaders worth crap with my pc lol, sometimes requirements go unlisted and I don't blame anybody for it, but ammo_maker was calling on a script workshop_autoinject.script that was in two other mods in artifax's GAMMA recipe overhauls, and hideout furniture from Aoldri, I'm assuming it was written by artifax since ammo_maker was too, but took me a good few minutes to figure it out lol

#

Honestly speaking I probably would have installed them eventually but I was testing compatability by launching the game to see if it would crash every ten mods or so so had me real confused about what was crashing it

dim token
#

Maybe a stupid question, but what's the time speed of the game compared to realtime?

dim token
slow nexus
#

Also it's an issue with my code so I just revert all changes and try again another day

dim token
# simple scaffold If you run into issues I can always take a closer look at the script I will be h...

I've been cooking the script now. Well. I think I have all core functionality from the old script in. I agree, the old script was all over the place.
I work strictly with game time from the pda stats, as you suggested. However, in order to limit the actor_on_update, I did have to resort to real-time. If I used game time for that as well, and the player would sleep, pass time or fast travel, I guess it would try to spam actor_on_update to make up for the time. I'm unsure. As I said, I'm not good at this ๐Ÿ˜„

I do not do any fancy timer starting or stopping though. I only use the global to update the variable responsible for re-running the actor_on_update so it defaults to 1 per second, instead of 60 fps or something. The entire logic surrounding the script still only relies on g_timer

I removed the monetary penalty for failing the quest, since the only real possibility of failing I saw was the NPC dying, in which case I doubt he'd need the money.
Reward penalty for being too late remains.

I merged the functions squad_on_npc_death() and fail(). Theoretically, since the first now only triggers the second after checking if all squad NPC died, it would be redundant and we could just have it all as function fail(), but I'm unsure since it's registered with a callback handler and I don't know whether that one is used by the game engine in this specific name convention.

I have commented as much as I can in the script for ease of use, but it gets tedious.

Have a look at the file and let me know what you think. I have not yet had the time to actually run the script in game. Might crash on load, lol. I don't know whether we can call this "finished" or "nice try, kiddo."

somber herald
#

where can I find the scripts that control the psyfield and poltergeist visual distortions? they're completely blinding and i want to tone them down a bit.

somber herald
#

i shall have a gander, thanks ๐Ÿซก

somber herald
# fair inlet postprocess.ltx?

hmm I commented out the poltergeist effect stuff here and a line in the creatures file, but it didn't seem to have any effect. :[

;pp_eff_name = poltergeist_scan.ppe
;pp_eff_cyclic = 1
;pp_eff_overlap = true

;flame_scan_effector_section = m_poltergeist_scan_effector

#

oh hm there's more

fair inlet
somber herald
#

GOT IT

#

thank you so much, it was driving me nuts

dim token
#

Okay, I'm a retard, it's official. Already found a crucial oversight from my end that I fixed. Now I have a question regarding getting alife data.
I honestly thought alife_storage_manager.get_state().statistics.time_in_zone would work as is, sounded logical to me. However, it gives me the error "attempt to index field 'statistics' (a nil value).

I can't find any info online on the storage manager or any way how I can read out the player statistics (mainly the days passed in the zone).

Anyone with a brain willing to help me?

#

I thought it would output the TimeInZone as a value for days (i. e. 6 days = 6)

#

A float would be ideal, 6.258 days or something

graceful sequoia
#

Greetings, may i have your attention please?

graceful sequoia
#

gosh it's terrible

#

ะ’ะฐะปะตั€ะฐ ะะฐะฒะธะณะฐั‚ะพั€ - it's an short version of the name Valeriy - it is rude to call by it on official level but along family circle and friends that's appropriate
You can reference to this - Name is Richard and for acquaintances short version is Dick, or Rik, Mommy call you Ricchie.

wraith tinsel
#

Please tell me how to edit ammo characteristics in GAMMA???!! I tried every file related to this, nothing changes!

wraith tinsel
crisp oxide
wraith tinsel
#

not for all AK`s, tarkov shitty AK is still with old anims

#

AEK-9** with old anims, Abakan too

crisp oxide
#

hm
is gamma uses some reanimatoin on top of this mod? Or it uses it as is?

wraith tinsel
#

as is

crisp oxide
#

dang

wraith tinsel
#

anim is good

crisp oxide
#

eh

#

reload seemed quite robotic to me

#

was hoping maybe gamma have it fixed

wraith tinsel
#

CoD style, snappy and shaky, not for all, but i like it

wraith tinsel
#

maybe not slight in some mods, but overall yes

#

you can put every mod you want if so

crisp oxide
#

ye I know
just was working on making new reload and mag check animations for this mod

#

kinda hoped gamma fixed it and I don't need to do it

wraith tinsel
#

but if you want to add weapon, put it between 100-150 or so in the modlist, so it won`t cause crashes(dunno the reason behind it)

wraith tinsel
#

but it would`ve been nice, bcs sometimes i forgot and shoot AP ammo into the boars or bandits

crisp oxide
#

tbh don't know if there is standalone mod for mag check that works without MagsRedux

crisp oxide
#

PepeHappy ye this one

graceful sequoia
#

Code comments? NAH i must write zis arrows <!-- <!-- <!-- <!-- <!-- <!--
P.S. ok i am an idiot -that's markers - but other things are valid

gleaming tide
# summer stream yes

So I was tweaking KS-12 from BaS to add the launcher, I added it it blender, assigned vertices, tweaked .ltx file and it does take the launcher but whenever I switch to the launcher it just switches to the alternative scope instead and still shoots regular bullets

graceful sequoia
#

What will be better to use for XML files and scripts? I installed PHP yesterday and Apache24 but somehow messed up

sacred token
graceful sequoia
#

yeah it works

#

what if i try with editor

#

but hey isn't it convenient

#

CTRL C - CTRL V for the Win

gleaming tide
graceful sequoia
#

I also need DLTX female ecologists\clear sky models to properly divide them from male stalkers or just how to write exceptions to Randomizer. Better stick with the Anomaly generator for names.

graceful sequoia
#

first 4 screenshots is the exact same Last_name (Family_Name) pool

lone pasture
graceful sequoia
#

I can freely mess with Rng Pool name Generator right?

#

imagine meeting not only Charon but also Hades, Ares, Phobos, Deimos, Leviathan, Thanatos, Hephaestus

covert pivot
#

So you cant really reuse the list

graceful sequoia
#

Holly Molly that's an actual Indian Coding

covert pivot
graceful sequoia
#

and as i noticed Bandits, Loners, Freedom isn;t affected that much

#

The one that heavily is Mercs

#

they got Callsigns

#

Raging Squirrel
Speedy Cow

#

i guess smth like that

covert pivot
#

Yeah. They use new namelists, without the mod they use the same 'stalker' namelist

graceful sequoia
#

gosh i feel bad - better check my Celcius

#

we still use Mercury Thermometers

#

but first smoke on the Balcony

next robin
#

If I wanted to edit a artifact like Volat Emerald or Full Empty, would I also throw it in with all the other armor edits? And are the defined values the same way? Just need an idea bc I wanna tweak full empty a slight bit

misty mulch
next robin
#

Alright

covert pivot
# graceful sequoia Holly Molly that's an actual Indian Coding

its more so that those namelists are used by NPCs and assigned in character_desc or npc_profile files using
<name>GENERATE_NAME_blabla</name>
in those xml files. So its not just something for the player character name generator, im not sure how that works kek1

graceful sequoia
#

works in CTD

#

I have also tried to make this as compatible as possible by DLTX

My ANUS fits GAMMA, This has been made with compatibility with that modpack in mind so carries across all of the files to be compatible. Load it last. I will do my best to update it for compatibility over time. (Updated May 2nd, 2022)

#

AHA

#

now i know where to find girls

vast plaza
# naive snow The text on the upgrades isn't actually the right values. It gives 5% of the ini...

How is a player supposed to see through that? That's a big flaw in the game. Example: A player wants to weigh up between two upgrades, how should he decide if he doesn't see any fixed numbers? gambling. I think there is a clean solution. you can rewrite all upgrade trees. However, it takes a lot of time, as I noticed back then. Anomaly has been around for so long and nobody has bothered with it yet and just used the old upgrade trees for new outfits or weapons and in the end you see what has become of it (trash). too bad. As a modder, that would really bother me and I would have changed that a long time ago.

covert pivot
graceful sequoia
#

That will require sheer amount of work and discussion - keep all the bonuses with flat +5 in case of Armor and for Firearms in %

#

BTW weapons weight is random or compared to Irl values?

#

The AK-74 (Russian: ะะฒั‚ะพะผะฐั‚ ะšะฐะปะฐัˆะฝะธะบะพะฒะฐ ะพะฑั€ะฐะทั†ะฐ 1974 ะณะพะดะฐ, tr. Avtomat Kalashnikova obraztsa 1974 goda, lit. 'Kalashnikov assault rifle model 1974') is an assault rifle designed by small arms designer Mikhail Kalashnikov in 1974 as a successor to the AKM. While primarily associated with the Soviet Union, it has been used by many countries since ...

covert pivot
#

I think weapon weights themselves are close, but that list is just magazines and ammo

lilac idol
graceful sequoia
#

Specifications
Weight, kg
3.3 / 3.6 (without cartridges / loaded)
3.2 / 3.5 (AKS-74 without cartridges / loaded)
5.9 (AK-74N loaded, with night sight)
5.8 (AKS-74N loaded, with night sight)
3.6 / 3.9 (AK-74M without cartridges / loaded)
5.8 (AK-74M without cartridges, with night sight NSPUM)
5,7 (AK-74M without cartridges, with night sight NSPU-3)
0.23 โ€” empty store

0.32 โ€” bayonet-knife 6x4 without scabbard

#

ะŸั€ะธั†ะตะป 1ะŸ78 ะฟั€ะตะดะฝะฐะทะฝะฐั‡ะตะฝ ะดะปั ะพัะฝะฐั‰ะตะฝะธั ะฐะฒั‚ะพะผะฐั‚ะพะฒ ะธ ั€ัƒั‡ะฝั‹ั… ะฟัƒะปะตะผั‘ั‚ะพะฒ. ะŸั€ะธั†ะตะป ะธะผะตะตั‚ ะบั€ะฐั‚ะฝะพัั‚ัŒ 2,8X, ะพะฟั‚ะธั‡ะตัะบะฐั ัั…ะตะผะฐ ะฐะฝะฐะปะพะณะธั‡ะฝะฐ ะฟั€ะธั†ะตะปัƒ 1ะŸ77. ะ ะฐะทั€ะฐะฑะพั‚ะฐะฝ ะฆะšะ‘ ยซะขะพั‡ะฟั€ะธะฑะพั€ยป (ะณ. ะะพะฒะพัะธะฑะธั€ัะบ), ะณะปะฐะฒะฝั‹ะน ะบะพะฝัั‚ั€ัƒะบั‚ะพั€ โ€“ ะก.ะ˜. ะœะธั…ะฐะปะตะฝะบะพ. ะŸั€ะพะธะทะฒะพะดะธั‚ัั ะคะ“ะฃะŸ ยซะŸะž ะะพะฒะพัะธะฑะธั€ัะบะธะน ะฟั€ะธะฑะพั€ะพัั‚ั€ะพะธั‚ะตะปัŒะฝั‹ะน ะทะฐะฒะพะดยป.
ะŸั€ะธั†ะตะปั‹ ะธะผะตัŽั‚ ัˆะธั€ะพะบะพะต ะฟะพะปะต ะทั€ะตะฝะธั, ั‡ั‚ะพ ะฟะพะทะฒะพะปัะตั‚ ะฒ ัƒัะปะพะฒะธัั… ...

#

1p78 Kashtan

gleaming tide
#

So you're basically obligated to use class = WP_AK74 for weapon to shoot with UBGL

graceful sequoia
#

ะะกะŸะฃะœ (ะพั‚ ะะพั‡ะฝะพะน ัั‚ั€ะตะปะบะพะฒั‹ะน ะฟั€ะธั†ะตะป ัƒะฝะธั„ะธั†ะธั€ะพะฒะฐะฝะฝั‹ะน ะผะพะดะตั€ะฝะธะทะธั€ะพะฒะฐะฝะฝั‹ะน; ะธะฝะดะตะบั ะ“ะ ะะฃ โ€” 1ะŸะ58) โ€” ัะพะฒะตั‚ัะบะธะน ะฑะตัะฟะพะดัะฒะตั‚ะฝั‹ะน ะฝะพั‡ะฝะพะน ะพะฟั‚ะธั‡ะตัะบะธะน ะฟั€ะธั†ะตะป, ัะพะทะดะฐะฝะฝั‹ะน ะดะปั ะฟะพะฒั‹ัˆะตะฝะธั ัั„ั„ะตะบั‚ะธะฒะฝะพัั‚ะธ ัั‚ั€ะตะปัŒะฑั‹ ะฟั€ะธ ะตัั‚ะตัั‚ะฒะตะฝะฝะพะน ะฝะพั‡ะฝะพะน ะพัะฒะตั‰ะตะฝะฝะพัั‚ะธ ะธะท:

ะฐะฒั‚ะพะผะฐั‚ะพะฒ ัะตะผะตะนัั‚ะฒะฐ ะะš ัะตั€ะธะธ ะ (ะะšะœะ2, ะะšะœะกะ2, ะะš74ะ2, ะะšะก74ะ2),
ะกะ’ะ” ัะตั€ะธะธ ะ (ะกะ’ะ”ะ2),
ั€ัƒั‡ะฝั‹ั… ะฟัƒะปะตะผั‘ั‚ะพะฒ ัะตะผะตะนัั‚ะฒะฐ ะ ะŸ...

#

next level of craziness - make addons that directly take Tactical-Technician Characterics of weapons from Wiki

#

Mass, kg 2,0 - this one is heavy

#

and fix loadout of Military& Duty veterans and elites based on weapons that's uses Spetsnaz and OMON from MIA

#

is it ok to post articles here?

#

or go to general discussions

#
#

your browser must have translator for sites

#

second link for Body Class Vests

gleaming tide
#

Does anybody has a file with all BaS scopes in 1 project?

graceful sequoia
#

mm i guess they are scattered in GAMMA files and various mods

#

Consider the main separating step of 4th class - cartridge 7N10 with a bullet PP. That is, if you load other bullets into the AR, and not special, (instead of 7N6 to load 7N10), then armoured vest class 3 will be punctured 100%, and for these bullets there is a separate 4 class. There is a view that it would be more reasonable to combine these two classes, but on the other hand, if we consider the armor of class 3 as guaranteed protection from pistols and machine guns, then there is a point in the existence of 3rd class. The differences between 7N6 and 7N10 are mainly in the design of the bullets.

#
#

translated with this

#

it's very accurate and considers context

#

google would translate this as ะ‘ะธั‚ัŒ ะฒะพะทะปะต ะšัƒัั‚ะฐ

#

salute to Name Randomizer

lone pasture
#

Guys, after changing the texture of the l96a1 model in blender and replacing the files in the folder 103-L96 Reanimation-FIREBREATH and 410 3dSS, the game gives an error when trying to take this weapon into the hands of the character, what did I do wrong?

lilac idol
#

can you elaborate on what you exactly did?

lone pasture
# lilac idol can you elaborate on what you exactly did?

And so, well, to tell you from the very beginning, I decided to edit the l96a1 textures a little, namely to change the front sight (I'll attach the butt and what I did) after I edited, I replaced three files in the folder C:\Users\Say1t\Desktop\103 - L96 Resuscitation - FIREBREATH\gamedata\meshes\anomaly_weapons\wpn_l96, and so - I replaced two files in the folder E:\GAMMA\mods\410 - 3DSS for GAMMA\gamedata\meshes\anomaly_weapons\wpn_l96, after which the game crashed, I probably did something wrong (this is my first experience in modding) but here's what's a mystery to me

lilac idol
#

did you assign the vertex groups correctly? or maybe you haven't messed with that

lone pasture
lilac idol
#

yeah for sure

lone pasture
fair canopy
#

Because tbh at this point I don't even look at whst something should weigh. I just put whatever seems ok

covert pivot
lilac idol
#

and also, don't just overwrite it in the same mod folder, add a new gamedata folder in mo2 with the new model and it will overwrite the old one

lilac idol
#

also make sure to assign those new verts to the wpn_body vertex group

lilac idol
covert pivot
fair canopy
#

What

lone pasture
lone pasture
fair canopy
covert pivot
lone pasture
covert pivot
#

i want to do a quality pass but itll take a while, since fixing one model with stuff like this (mainly the shoulder issue, left new, right old) was 1-2 hours of work of mesh cutting, weight painting etc. itll get faster since i hadnt touched blender in a year and stalker modding in 3 years kek1

covert pivot
#

and thers like 3500 models... tho i can reuse things i already fixed as base for next fixes, but they arent always reuseable kek1 but even like marking edges sharp where they make sense fixes plenty issues (here left is old, right is new, you can see difference in the bottom edge of the jacket and the shoe soles not being so round that light from above shines underneath them)

lone pasture
lilac idol
#

I can't tell tbh

#

you should just export it and try in game

summer stream
#

funnily enough :
if you dont assign some(any) vertexes to any group, then it won't let you to export

lone pasture
lilac idol
summer stream
#

very good one

covert pivot
#

if only i knew how to fix textures and make new/better bump maps for them kek1 theres still a ton of diffuses without thms and some are cut together from multiple but without a bump map accompanying it keksad

gleaming tide
#

How to add canted sights alongside the normal scope (kit like)? Asking more about .ltx settings

quasi narwhal
#

might be harder since the normals and specular need to be kinda tweaked on some uniforms but it should work, especially if you have the original bump/normals

weak hull
#

Need help please. I'm trying to find the file which is used by Spirit to do trading vodka for ammo. I'd like to add a type of ammo to his list.

lilac idol
quasi narwhal
#

also, the thm can be patched via a script that just changes bytes jokerge

naive snow
#

Nobody wants to change and rewrite custom upgrade trees for all weapons and armors and patch it all for compatibility. It's an insane task and undertaking

fair canopy
#

Lol compatibility

summer stream
naive snow
lilac idol
fair canopy
#

Speaking of, SO MANY bas guns just use the g36 upgrade tree

lilac idol
fair canopy
#

No. They use existing ones

#

Even the m4s don't use the m4 tree

lilac idol
naive snow
#

What a fun modding idea, unfucking thousands of upgrade trees to understand that +5% was just a +3.45% instead!

quasi narwhal
summer stream
lilac idol
summer stream
naive snow
lilac idol
fair canopy
#

Pretty sure it's multiplicative

quasi narwhal
quasi narwhal
#

and properly describe what's actually doing

lilac idol
#

even demonized entered the convo at some point lol

naive snow
fair canopy
#

There is a mod that does that lol

#

I'd rather have all the errors than gmtops hijacking of every xml

naive snow
#

One dxml to rule them all, to bind them all

quasi narwhal
#

yeah i meant just like a dirty patch via a script to append some extra text at the end/change it idk

#

everything is possible with the right amount of Lua and crack

covert pivot
lilac idol
#

although im not sure if he paints the textures from scratch

earnest valve
#

It seems like Iโ€™m just getting started, but Iโ€™ll still ask:

Is there a mod that lets you see exactly where the mission is located? From what Iโ€™ve understood, sometimes it doesnโ€™t show, and you have to search for it.

Iโ€™d prefer to see a marker on the map or compass indicating the missionโ€™s location, rather than spending hours looking for it (unfortunately, I donโ€™t have much time for that).

lone pasture
# lilac idol yeah

I don't really understand how to save a file that I edited so that it overwrites an existing one, can you elaborate?

gleaming tide
lilac idol
#

you have to export as ogf and add it as a mod in mo2 with the model having the same path as the original models

naive snow
earnest valve
naive snow
earnest valve
gleaming tide
#

1 sec, I might found the problem, brb 2 mins

naive snow
summer stream
earnest valve
# quasi narwhal fuck, this answer so good

My intention was to ask if thereโ€™s something among the 507 mods that you might know of, which I can tweak or adjust to suit my needsโ€”especially regarding the compass or similar features.

Iโ€™m just looking to make things as accessible as possible for a new player. Thatโ€™s all.

graceful sequoia
summer stream
#

dux has it's own xml files related to names + spawns

covert pivot
summer stream
#

with that too

gleaming tide
naive snow
# earnest valve RF tasks, yeas

But that would defeat the purpose of the entire task, you need to follow the sound signals. Your best bet is to just ignore them or entirely disable the RF system I guess

covert pivot
#

and all female stalker names come from GENERATE_NAME_woman namelist (the fnames/snames text files xml id's are like name_woman_#)

quasi narwhal
#

RF quests ignorers are the true chads Chadge

earnest valve
graceful sequoia
#

Which factions currently have them? Ecologists and Clear sky? ( and Hip)

covert pivot
gleaming tide
#

Yes, it's a shotgun...

gleaming tide
summer stream
#

this is too cursed for my eyes

graceful sequoia
#

Ok, so may i browse dux files with name pools and submit & suggest an expansion to it?

covert pivot
gleaming tide
covert pivot
graceful sequoia
#

Thx you very much. I will try to expand them lore wise.

covert pivot
#

duty (and later army) will use formal last names with rank

graceful sequoia
#

Just dont expect it right now- i am sick with fewer at 37.7+ celcius degrees. Taking aspirin and painkillers but all body keeps burning

covert pivot
#

no worries, get well arnoldgo

graceful sequoia
#

Also sleep issues. Cant sleep more than 3-4 hours at once. 10 days like that

covert pivot
#

Im not very familiar with russian/ua names myself, so all the russian translations are basically deepl translations kek1

#

and also this is just for female stalkers, Duxs mod will not (currently and foreseeably) do anything with male stalker names

graceful sequoia
#

They are similar but with etnic and language rules diffirencies

#

Goes both for first names and surnames, especially with them. And there is also Belorussian names.

covert pivot
#

right now they also get mix-and-matched, doing country-based namelists will be annoying kek1

#

so ukrainian first name with russian last name etc

#

is how it can happen right now

#

its possible to fix it, but itll be a bit more work

graceful sequoia
#

Russian - Andrei - ะะฝะดั€ะตะน
Ukrainian - Andriy - ะะฝะดั€iะน

#

I tell you what as a native russian - it is totally fine to mix all 3 - families are often mixed with many cultures. My parents are from Bryansk - It is one of the most western areas directly bordering Belarus. Many old cities were under Great Principality of Lithuania. Then under various Principalities before Moscowian took the lead as Center of land gathering but at that time modern Belarus territory was nearly all in the Polish-Litovic Commonwealth. Rzech Pospolitaya.

#

My Surname is Kovalyov ( but on all cards and profiles Kovalev) ะšะพะฒะฐะปะตะฒ. That' s Belorussian surname derived from koval/ะบะพะฒะฐะปัŒ - blacksmith/ะบัƒะทะฝะตั†.

#

So Kuznetsov/ะšัƒะทะฝะตั†ะพะฒ is a generic russian family name with exact the same meaning. One of the the most common like Smith in English or Scmidt in German

graceful sequoia
#

One of my grand-grand fathers is a polish jew who died as an comissar or partisan squad leader

gleaming tide
covert pivot
celest forge
#

scope_name is for guns like

#

The mosin, the kar

#

the svt

#

the ones that use the PU and ZF scope

gleaming tide
#

For the gauss it wanted it too

graceful sequoia
#

Another one Pyotr Ignatjevich was an kulak/fist - termin which those red banded lumpens and bandits created for independent, hardworking and rich peasants

celest forge
#

gauss is a BaS scope so that doesn't make sense

graceful sequoia
#

He was an mason who constructed Mills - also died being partisan

gleaming tide
#

Well, with this line it's working so cheers ig

graceful sequoia
#

My grandmother from father bloodline was Pigulevskaya until marriage - that's an polish surname

#

Grandmother and grandfather from mother side - Kupriyanova/Gribachov

#

Brb. I got to buy smokes and maybe an energy drink

covert pivot
#

proper healthcare KekSkew

graceful sequoia
#

I have 2 options to ensure 8 hours sleep - go to Pharmacy and by sleeping pills

#

Go to convenience store and buy booze - jaegermeister replica with herbs/rum/whisky/kognac/vodka

#

Some fruit juice or cola

gleaming tide
#

Why aim_hud_offset_alt_pos settings fuck up default scope?

summer stream
#

because it sets at 0,0,0

#

and you need to manually move it

gleaming tide
#

Just copied the aim_hud_offset_alt_pos/rot values and left zoom as before

#

Looks great

#

Except when it's not

summer stream
slow nexus
gleaming tide
#

I'm probably dumb because I took first BaS mod because it's overwritten 100 times

misty mulch
misty mulch
random fulcrum
#

i believe it's more a thing of laziness than that

misty mulch
#

i would also believe it of BAS

random fulcrum
#

this is fixed in the recoil mod

#

get the recoil mod now

misty mulch
#

i mean i could have just as easily picked "handling"

#

which is also complete ass to simplify

#

but i feel like a lot of people assume that the gun upgrade trees are like recoil +0.05 or some shit in the code, when it very much isn't

quasi narwhal
#

nah but i say like, if in that scenario the "max possible value" is 5% than just change to "Max. Possible Value" instead of just "Value" or smth like that

#

in that case the "Reisser"

#

whatever that means KekSkew

random fulcrum
#

get the recoil mod now

quasi narwhal
#

but fuck recalculating shit that the engine is doing under the hood just to show an accurate tooltip

random fulcrum
#

the thing with recoil is that it has random elements

#

you will never have a remotely close to good enough measurement for it

#

unless you fully replace the system

#

(it's not a segway)

#

so if you can't possibly measure the stat as is, measuring upgrades for it isn't going to be any better

slow nexus
#

visual studio time yippee

gleaming tide
#

Why did I decide to do a mod for base anomaly, now have to troubleshoot 100 mods that overwrite it in gamma KekSkew

slow nexus
#

here the trick

#

you go into the mod organizer browser view

#

and you look for the last mod that overrides it

#

:^)

#

unless its dxml

#

then im sorry

gleaming tide
#

Yeah. useful one

slow nexus
#

zzzzzz_zzzzzzZZzzzz_i_cant_name_shit_zzz.ltx

#

is probably what you are looking for

#

i remembr when grok made stalker 2 mod and called it zzzz_something , and then he forever set the naming pattern of pak files for a few weeks

#

xD

gleaming tide
#

So that's why people name mods this way

#

The problem is like 30 mods overwrite it/it overwrites depending on load order. (And actually I want some of them to overwrite) so I'm gonna drag it down and reload until it won't crash. When it didn't - I'll understand that this is the file I can work with and there will be my load order Chadge

#

I wish GAMMA got rid of obsolete files and left only current that are in use

slow nexus
#

Yeah its odd the way they name things for dxml overrides

#

dxml is useful but also stupid

#

i will get sound effects working again in anomaly mark my words

gleaming tide
slow nexus
#

tfw i was cloning my own branch which i hadn't updated in like a year and thats why it was crashing on launch

gleaming tide
#

Especially in games dated 2004

gleaming tide
#

My mod FINALLY works

#

Well, there's an exception

gleaming tide
#

If anybody knows the fix, tell me

summer stream
#

related to texture quality

glad mirage
#

Icons being mip mapped

#

Ie. Icons formatted incorrectly which can cause it to freak out at lower texture detail levels

gleaming tide
#

I like your funny words, magic man

#

Will be trying to fix it tomorrow

summer stream
#

just go into settings and raise quality of mip maps

glad mirage
#

Is there any legitimate reason to mip map your icons when its known to cause issues

summer stream
#

no

#

that's why i disable it

slow nexus
#

Alright so an update

#

I've gotten efx extensions working in anomaly 1.5.3 and building correctly but i have to do some more debugging

#

:>

undone cloud
#

I'm picking around with script_sound.ltx and I'm not sure what the three numbers idle uses do. I'm guessing it's "idle = min/s, avg/s, max/s" but can't find anything online or in this channel that confirms it. example:

[bar_dolg_speech]
type = 3d
path = characters_voice\scenario\bar\megafon\mega_duty_propaganda
shuffle = rnd
idle = 5,15,100
levels = l05_bar

tropic badge
#

Hello, I'm trying to edit pre-existing upgrade trees for weapons mainly but searching here and elsewhere I've come up short
I'm trying to change the 9x18 upgrades on the mp5 tree to .45.
Is there any resource available to find out how to edit these trees?

slow nexus
#

unresolved EXTERNAL

slow nexus
vale pelican
#

any dev tech savy knows what r__clear_models_on_unload is

#

would that be On loading in map or On level change

#

or i'm completely off here?

summer stream
#

(on level change)

vale pelican
summer stream
#

not models.

vale pelican
#

unloads it from Ram but keeps it in pagefile?

#

like no_ram_textures does...

vale pelican
summer stream
#

it just unloads it in ram, but when you go back to the level from which you unloaded, it loads it back up, which result in much slower loading in, yet can result in BETTER performance

#

basically it calls in the id's, which will make the game to load textures, models, npc n stuff to load into ram

vale pelican
#

the it keeps it in the page file... if it's just the ram.

#

okay ty

summer stream
#

yes, basically that

slow nexus
#

pagefile is ram?

#

pagefile gets used when you run out of ram

#

?

summer stream
#

additional ram

#

idfk, i never thought of it

gleaming tide
summer stream
gleaming tide
cosmic beacon
#

anyone know what file in gamma declares the rewards for Hip's questline? Struggling to find it

slow nexus
#

revrerbrbr

#

@steady apex

brittle hamlet
#

ak

slow nexus
steady apex
#

idk if anomaly maps have those sound environments

earnest valve
#

Is there any quick action mode for the latest version of the game?

slow nexus
#

having alot of trouble getting it to initialize correctly

#

the geometry occlusion and other cool features wont work cause that stuff is way too arcane for me

#

but i could always do what the doppler effect guy did and just write all the array entries into a namespace that you can fuck with in lua or something

steady apex
#

so anyone can make script based environments?

#

sounds good

#

i think its possible to make environments in sdk, MFB showed it before

summer stream
#

x-ray engine when you add another box related to environment :

slow nexus
#

I mean all i have to do is feed the existing environments into it

#

But the existing setup could also work with lua pretty well

quasi narwhal
#

maybe you could use those "sections" that the maps have to decide which section is underground/reverby or not
not the ideal solution but maybe it'd work?

#

like I remember in the Cordon Village those underground parts are all different sections to the engine

quasi narwhal
fair inlet
quasi narwhal
#

that's neat af, underground CQB would take another level with this amount of reverb

lilac idol
#

he's really experienced with making map stuff

summer stream
#

new stuff for 'realism'

lilac idol
#

@slow nexus hey can you try this out real quick? create a "gamedata" folder with this path
gamedata/levels/fake_start/level.snd_env

#

it's for the default fake_start level

vale pelican
#

Does anyone here know how to remove
ReShadeCompat
3rd party Reshade
and also functions in xray.cpp
(basically all reshade related modded exe code) from demonized modded exes? and build it?

quasi narwhal
vale pelican
#

I will do a sin and tag someone i know usually doesn't mind helping @simple scaffold

vale pelican
random fulcrum
#

check the vanilla source code and build upon that maybe

vale pelican
spiral yew
#

hi, i was wondering how i could make a mod for adding a new tab on the pda, i just wanna try to make a twitch chat integration that shows the chat in-game but dont know where to start xD

random fulcrum
#

check how the pda taskboard mod does it

spiral yew
random fulcrum
#

open the script files in any text editor

#

there's also the buttplug mod as the quitessential reference for api integeations

simple scaffold
vale pelican
#

I just want to remove the code from reshade so I can develop a certain shader of mine

#

later to be added as a mod itslef

#

tbh I don't have VS2022

#

and I kind of need help with someone building the exe from me without 2 folders of cpp and a few lines of code from two other individual cpp

quasi narwhal
#

your best bet is to follow the readme instructions and build from source, remove the whole reshade integration and build your own whatever

vale pelican
#

NVM

#

I fixed it another way ROFL

#

I wish i would have seen that a bit sooner... notice you can disable the reshade addon from the exe by yourself

#

And use REST to exclude UI and anything else you wish

#

I am so happy

slow nexus
vale pelican
#

building it was my issue

#

not the how

slow nexus
#

openal > openal effects > efx > csoundcore > csoundcoreA > emitter blah blah

quasi narwhal
#

oic

slow nexus
#

it works even in the menu lol

#

it doesnt care

#

rn anyway

quasi narwhal
#

ayyy KekSkew

slow nexus
#

sick of the game sounding so claustrophobic

quasi narwhal
#

so it's not even toggleable via a script right now then

slow nexus
#

needs delay and reverb to feel open

#

nah

#

when i tried to toggle via cmd etc the way i set up the virtuals gave me a memory allocation error

#

and it was really annoying

#

and rn its building but open al is just saying i have null device

#

because i want to update the openal dependency for the solution but every time i try it shits itself

#

cause im bad at visual studio

vale pelican
#

it would also have reflection material properties as well

spiral yew
#

anybody knows wheres the .xml of the messages tab?

graceful sequoia
#

Sorry guys i can't work today on the translation update and overhaul of the anus name generator mod

#

Some dude gave me advice to overclock spd

#

Now i have no video output

slow nexus
#

im not a c++ developer though and its way out of my depth

sleek dew
#

so i tried to add SV98 in new game loadouts checked the file name, triple checked the item name and it didnt work
what is my mistake?

slow nexus
#

i'd have to re write the ogg decoder and maybe memory management and buffers

slow nexus
misty pier
#

Hi I got a question I'm running the mod new level and the respawn mod but when go in the new level map my game crash because it doesn't find spawn location for the mutants from respawn I want to know is it possible to add the spawn location by playing a little in the files if yes it's it easy as opening a notepad++ and adding them or it's it harder then that ?

near dirge
#

Do you mean RE:Spawn? If that's the mod you're talking about, I would go to their Discord and ask there.. I've been running both RE:Spawn and New Levels without any problems.. And I have multiple custom spawns in the new maps including their Mutant Collection mods..

#

Maybe you have a bug or another mod causing issues but by themselves there are no problems

next robin
#

Anyone know how to merge the icon sheets since kvmas azetrix merge probably hijacked mine and making all my icons shitty and looking like this

#

^ Also affects patches, roubles, drinks, foods, medicals, and other gun types, possibly attachments but idk.

#

I guess i can use cr3pis's armor icons since anything that isnt that fucks it

#

Issue is it crashes me with a dark blue box kek1

next robin
#

Hate them

#

Its like an itch thst isnt there

#

Kvmas deadass dicking me over

#

Its fine with cr3 but theres an srmor that if i put my mouse on it it just crashes me for grok actor balance or wtv its called

#

cr3 hd armors*

#

And I cant do jack shit abt it

#

Wanted to do so much today but no KekSkew

#

Guess ill trt to ignore it

#

Until theres a solution to my dilemma

dim token
# next robin Until theres a solution to my dilemma

If I remember correctly, the KVMAS merge had some install requirements, like disabling the Gamma Medication Balance mod if you use a specific option for icons in the fomod. And if I remember right, the medication balance is one of the mods that contains the grok actor balance script or config or whatever.
So if you try to make an icon mod similar to what's included in the KVMAS Fomod optionals, it might be worth looking into the Gamma medication balance mod or the fomod stuff of KVMAS

next robin
next robin
#

And Im also not very creative

#

Plus ISG Maids icons are like awful

#

the only good thing about them are the armor icons

dim token
# next robin And i could never make a icon mod im way too stupid for that

I wrongly installed the Icon part of KVMAS once too, didn't pick the maid one because disabling all that stuff seemed counter productive. But half the icons looked awful. So I installed the KVMAS included full Maid HD Icon option and disabled all required gamma mods for it to work. Looked great, except, some weapon icons like for the Adar 15 were missing, showing only an empty field.

I later found out it's best to just skip the entire optional icons from KVMAS, except I think I took an armor icon standalone from it, the non-EFT one.

And then just install the Maid's HD Icons mod that is already included in Gamma (right click - > re-install mod)

next robin
#

And cr3 is fucked

#

I get an evil blue box that crashes me if i put my mouse on it

#

And thats with cr3's armors

dim token
#

That's beyond my level of comprehension

next robin
#

I also take the hd outfit visuals for stripped bodies

#

and

#

Other shit

next robin
dim token
#

Just for the lols, try and launch the game with a disabled Medication Balance and see if it works then without the blue box.

dim token
#

So it needs the same bandaid fix. A better solution would be a monkey patch. But no one has done it yet.

next robin
#

Or some way the default gamma icons could work with kvmas

dim token
#

I installed none of those except the number 6. For the ISG Maids, I just reinstalled the default disabled gamma included one.

dim token
#

4 works if you disable the gamma medication thing as stated in the fomod, but I had missing weapon icons for like Adar 15, PKP and a few others.

next robin
#

I think trying isg maid icons just fucking destroyed my icons kek1

dim token
#

The one included in gamma is titled 193- Maids HD Icons (right click and reinstall if you want to use it) - Maids in MO2

next robin
#

Ye ill try what u said

#

I was hoping to massacre rookie village and execute hip today but i guess kvmas had other plans kekl

dim token
#

Don't forget to disable all the other mods required for KVMAS if you use the KVMAS merge, I think it was 29, 30, 31, 32 and 251

next robin
dim token
#

And don't use a prefetcher. The usual one is not adapted to KVMAS and will crash the game. I think in the KVMAS tab someone shared an updated prefetcher that works with KVMAS.
Personally I don't use one.

next robin
#

reinstalling maids rn

#

my issue with maids icons is the ammo boxes, theyre fine as is but they get ruined

#

poop dooker the dreaded will rise for the 50th time after i decide to stop having a stick up my ass over icons

dim token
#

I know the feeling. If something isn't right, even if it's just a really minor thing, it just keeps me from enjoying the game. Instead of having a good time, I spend hours trying to fix that issue. And when it's finally fixed, I don't want to play anymore, lol

next robin
#

True

#

Its tiring asf

#

Ive been in a mood ever since this shit decided to start

#

Love spending 5 hrs on a minor issue

#

Because of a mod being a bit retarded and broken

#

Fuck me bro

dim token
#

That's how it looks for me too, except I think the armor

#

But yeah, medkit, grenade and so on looks the same

next robin
#

Love this modpack!

flint fern
#

Is the in-game radio tied to the new mod "Return Menu Music" in any way?

winged hawk
#

anyone can share me upgrade remover mod from efp?

cosmic beacon
#

anyone know what file the Hip quest rewards are sitting in?

vale pelican
spiral yew
#

How I can communicate with a script from an external program? So that I can execute a function for example from a message/command sent from another program to my script in the game

vale pelican
#

@spiral yew Remember that mod from Global Chat?

#

I forgot it's name or whaterver... it connected you to a global chat... I can also think of discord prescence and the discord modoule of Modded exe

deep galleon
#

hey guys, anyone familiar with the jamming script from WPO, trying to figure out the jamming trigger chance to make it so guns can jam even when it's in pristine condition (100% all parts)

glad mirage
#

has anybody fixed the problem with mask overlays causing your view to misalign?

#

i mean as a side effect, it also misaligns your ads while using 3dss

wild sorrel
#

Anybody know is re:done collection is works fine? Idk how its works and so...

dense comet
#

I will pay someone 2 dollars to make a tachycardia mod

#

Too much stimulants or energy drinks in a day and you eat shit

spiral yew
# vale pelican <@279094017692794890> Remember that mod from Global Chat?

well looking at that mod (still trying to figure it out) at least i saw that it uses the io functions to read a file, i think is using that to comunicate with the external app, and doing some testing it seems to work, it can read in realtime the changes on that file so i can have an external app write in the file and the game reading it to do stuff hehe super simple yeah but if it works its fine for me xD just need to figure out whats the best way to check constantly the contents of the file, dont know if it can be to heavy to read a file every X time

#

nice would be to have the intelli of jetbrains for the anomaly functions and stuff, theres no way to have that?

vale pelican
vale pelican
simple scaffold
vale pelican
#

BUTT PLUG in real life or there's a mod for butt plugs in stalker anomaly

#

please tell me the latter

#

the rattling of control is instead played in your butt

simple scaffold
#

why would it need a network library to control something in game?

vale pelican
#

just a way for external to internal

simple scaffold
vale pelican
#

but i said what he wants

#

doesn't have to be network right?

vale pelican
#

what

#

I can't believe I ever touched a butt plug be it digital or a mod

#

Why anomaly

#

too many questions

#

but this makes it so you can make PDA interactable from your phone... so you can use phone as your PDA

#

not have to press capslock

simple scaffold
#

i don't know of another way to communicate out of the program other than files or network library.

local host works even if your computer isn't attached to the internet. it generally functions kindof sorta not exactly like a tiny lan just in your computer. letting network programs talk to eachother without talking to the outside world.

vale pelican
#

yeah but i know of another way

#

CMD

#

files but not files

simple scaffold
vale pelican
#

app install

#

please

#

and besides make the PDA on the phone way more beautiful

#

and why stream?

#

maybe you don't wanna hogwash your wifi

#

and lowkey can i just say... damn someone else also had the idea... shame on me

simple scaffold
#

pda shows npc portraits. if someoen gets a waifu hip portrait mod wouldn't they want that on the the pda on the phone as well?

#

or custom map markers.

vale pelican
#

Oh... you're not wrong... but guess what maybe there's a way to download for just one time

#

or sync

#

an external sync

#

not in game

#

a script cmd does that just fine

#

right?

#

and then you'd say show which texture when where

#

from ing pda

#

Thong song... by Sisqo just came on while i'm looking into Buttplugs

#

God why are you horny

#

do mind i have library of 2100 songs... so it's not zero but it's not a high chance either

spiral yew
simple scaffold
#

Probably easiest to have MCM button, that way xray can deal with both it's own and mo2's VFS. but the player can decide when to do it. since you will endup having to do a bunch of xml parsing to actualy find the files due to the texture description system.

obvs you would preload the default anomaly/gamma textures. custom texture might have to be a 1.2 update feature, getting the basic control system with generic icons up first would be far more useful.

simple scaffold
vale pelican
#

when the game settles in for modding scene

#

so... that's why i didn't do it

vale pelican
plucky path
#

I'm being gaslit

#

Does anyone know of a mod that has a blood level system?

#

If you bleed out enough hp you can't raise your hp above the % of your blood

#

And must let it regenerate with passage of time etc

#

I know it exists because I played with it on some modpack but the modpack has been updated and removed it and isn't continued anymore so I can't find the older files

#

Found it!

#

It's ASS

simple scaffold
cunning wigeon
#

hey can someone give me critique for my description for a weapon on a mod i am making a rebalance mod for?

sleek dew
#

I tried to add SV98 in new game loadouts checked the file name and also the item name and it didnt work
what is my mistake?

spiral yew
#

how can i properly "require" a lua file in a .script? im trying diferent things but any of those is working, dont know why, i even did it the same as the script of the other mod but still nothing

stray trail
#

what mod is responsible for the rechamber upgrades in gamma ? I want to change them from 9x18 to the other pistol calibers

simple scaffold
vale pelican
#

ASS wasn't just for stamina?

#

MOTHER FUCKER

#

I JUST WANTED TO FUCKING FIND OUT WHY THE FUCK I CAN'T HEAL ABOVE A CERTAIN PERCENT... if it wasn't for your ASS i would have maulded over trying to find out why...

#

God has sent you for me

#

I love you... give me your paypal (not really) for real (absolutely not) and i'll send you all of money (i don't have any)

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@plucky path

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I love you and your mother

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she raised you well

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so random... so well timed... I was just reading over... saw yours... had ASS in it... omg... you're my saviour

spiral yew
simple scaffold
vale pelican
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I knew you were a bit grumpy when you just wrote "Raven still think this is wrong" on combat hand reload option thingy...

simple scaffold
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i am old enough to rember HW Bush as a president but too young to rember him as a vice presedent.

spiral yew
plucky path
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I spent like 2 hours looking for it

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I'd never guess it'd be ASS. I had to download a mod pack that turned out to be a stolen version and get into drama to get it, I might also be banned from a server. But in ass there is a blood level threshold. The newest version of the addon has medics fill you up with blood, the old one did not and I thought I was bugged when I couldn't heal

simple scaffold
vale pelican
vale pelican
spiral yew
simple scaffold
marsh roost
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Anybody ever consider that reload time is way too fast in the game compared to real life ?

Or how about this, implement a reload skill that makes you faster over time. That way you're not reloading mags in 1.5 seconds fresh out of rookie village

simple scaffold
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reload animation is played by the engine so there isn't a script way to control the play speed as far as i know. which would mean reanimating every gun.

marsh roost
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ah too bad

celest forge
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But not of the sound related to it

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So you can do the fast reload animation thing if you don't mind the sound being completely off sync

simple scaffold
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for some ppl that might be better than nothing. kind of a deal breaker for me tho

celest forge
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Same

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But the whole "animation reflecting the skill of the player" is a gun nut realismotard thing i have 0 interest in anyways