#โ๐mods-making-discussion
1 messages ยท Page 86 of 1
doesn't matter
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
Do updated stats only apply in new games
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
ok very simplified outfit overriding dltx:
- go to your
GAMMA/modsfolder, make a new folder, call it whatever you want your mod to be called - inside this folder, create this EXACT file structure:
gamedata/configs - inside the
configsfolder, you're going to make a file calledmod_system_zzzzzzz_whateverthefuckyouwanthere.ltx
open the.ltxfile in any text editor such as Notepad
step two: the inside of the DLTX file
![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
oh right when you're done with everything, refresh MO2, enable your new mod (should be at the end of your modlist)
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
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
I've edited every file I can find but it's being overwritten somewhere apparently and i have no idea where
veer, lets say im doing both trenchies and sevas, should i include bothin the samelike
;
![trenchcoat]
blah blah blah =
;
![seva]
blah blah blah =
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
try overriding idk
im figurin ts out too ๐ธ
Did you check the DLTX?
I installed the Frosty weapons pack on GAMMA but it doesn't work.
Has anyone managed to install that mod on GAMMA?
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 ๐
nvm its in \GAMMA\mods\G.A.M.M.A. New Main Menu\gamedata\sounds\music
knowing gamma there's probably a script somewhere messing with that logic 
Guys, how can I change dispersion parameters for assault rifles and SMGs?
Yeah you can put them in the same file. You don't need to put comments in between the sections, it's just there to demonstrate commenting
Because they're not written in direct %, ESPECIALLY not ballistic res or BR class
Everything except those two stats will be straightforward, for those two stats, you have chosen the path of pain
Oh and also rad res, fucking rads
Can you share your edits?
Is that the top file? I mean is that the one from original mod or is it overriten? I remember I did change those in the past (different tools then though)
baking the light onto texture is a good option, since it shows off proper details on knife
default texture
good stuff
Which files for artifacts? Want to edit Lucifer in particular; dunno if that's in a separate area.
Hi, everybody
How can I enable the purchase of weapons and armor in version 0.9.7?
not the right place to ask, you can do so in #โ๐ฐโขnewbies-chat
but it's !bm in #๐คbot-commands
Kk, thx
is that a right shader?
https://cdn.discordapp.com/attachments/958342885005221898/1317530152086802482/Screenshot_2024-12-14_113324.png?ex=675f0512&is=675db392&hm=0d2e2a336ce8997d0ace528c0a6e3f5fc71de6e46cceafb0c64b022b208458bd&
i'm creating custom repositions but my alignment became janked when i aim my weapon. anyone know a fix?
try using draggable hud editor
i am
ok ty
hello guys, im trying to remove the script that checks for safe area to sleep, can anyone help me?
I mean, I just commented out those lines as I mentioned before and it worked for me. Could also try just line 132 and 133
when you say commented out, you mean removed?
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,
if you break something, you can then undo your change
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
It worked btw
Thanks lots gor the help
Now trenchcosts arent utter garbage

I did notice that the BR is stilll ass tho so i wonder how i can edit thatp
Bullet damage protection seems stubborn as well
May just be the broken values for stats rn
I made the overcoat as atester 100% Ballistic and im only hettin 13%
well, your res caps out at 85
and you have to raise your cap with artefacts, since it starts at 65 max
Does anyone know what UI mods Frosty uses to make his Stalker GAMMA look so good?
anyone able to help me with a script that allows you to sleep without "safe place"
you might have changed fire_wound_protection if that's the case
in anomaly, that field doesn't control balls res
it is instead done in the (i believe it was called) bones_koeff_section
you need to change the number for bip01_spine in that section
THAT is your balls number for the body
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
- Why do a lot of mod files (configs, at least) have "zzz" in their name? Load order shenanigans?
- 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? - Is there a reference page/site for checking things like "what are the IDs for different vendors?"
Does anyone know how to increase the size of the body health system overhaul? editing the XML files
Thanks, I found the DLTX section there but haven't seen anything on actor/trader IDs
- DLTX files are loaded alphabetically and the last one loaded "wins" any conflicts
- Yes. Check the modding book's DLTX guide, the file name and location has to follow a very specific criteria
For 4: unpack the Anomaly configs, then you wildly guess to find them
for the 4th you can usually find atleast the character profiles by first finding character name in translation file, finding where that character name id is assigned and then see the trader info assigned to that character. Any method that can "find text inside many files" is your best friend in stalker modding
Great suggestion. This goes a bit outside of the scope of stalker modding specifically, but can search tools work on the MO2 VFS?
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.
where did you get this glove from? Looks cool.
made myself
Maybe, I found a easier way to edit configs since the decimal way isnt too clear, found a editor for that stuff, meant for anomaly so its kinda outdated; works though, gonna check later
And certain values are unclear
I reckon wound protection is in reference to rupt/bal?
!mo2search // you can just use the native file search in Mo2
@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
depends on the type. fire_wound is ballistics
it was asked in context of searching stuff from inside the files, not just filenames 
oh that. yes, you can, just run whatever program you use for find-in-file through MO2
although it will be quite slow
honestly i just run the FIF on GAMMA/mods
then use the results from the file search to figure out which mod's version winds the overwrite

Ahh ok, ill check the editor, maybe it doesnt exist considering the editor's outdated
also the actual secret is that, because GAMMA Economy provides complete overwrites for every single trader, you can just look at its configs folders and start working backwards from the names of the traders in its profiles
give man a fish yada yada 
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"

just edited the firewound pro. from 1.08 to a possibly much stronger 5.08
values make zero sense to me so im shooting blind
there's just no way bro replied to my in depth response WHILE not reading it
anyone else having problems with kvmas and azetrix?
got all my mods working perfectly and decided to install it and it causes an error
Fact of the matter is none of what you said makes sense to me since im new to this sort of thing
like elaborate on this part
for troubleshooting custom mods, go to #๐จmodded-gamma-support - this room is for talking about making your own mod
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_protectionor whatever the fuck that field was called - refer to that section in
damages.ltx - DLTX the relevant section from
damages.ltx, thebip01_spinepart
thank you for elaborating veer, love ya. gonna forward this to my stuff so it doesnt get buried here
gonna work on that
to be clear: it is super easy to fuck up protection values for many other related values in the game if you are not careful with dltx-ing the right section in damages.ltx, because it also handles ballistic values for all npcs
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"
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
so far from what i seen trenchies like to feed off other trenchies
i think green feeds off dolg trenchcoat
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
I will look shortly through all the armor ltxs and see if others feed off trenchcoat sects
If im getting this right, that means if i edit the parent class section that a section feeds from, that would also change it
But in vice versa, I edit the dependent section, it gettings overridden by the parent class section?
no, only goes one way. changing the parent changes any child sections that inherit if the child section doesn't overwrite it already. if you edit the child section, it has 0 impact on the parent.
fyi this is not some quirk of ltx, this is coding 101
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 
if blender can export .nif, then yeah
@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.
Does anyone know how to increase the size of the body of bhso figure?
im interested in testing this to clear up several clogged up task that stuck on my pda, how do you use this?
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.
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.
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.
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.
@random fulcrum did you ever publish your tracer mod or just sent it randomly
sent it randomly
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.
Hi
Can someone please help me understand why this shit doesn't work?โฐ๏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 :/
It is badly formatted ctime. The task should be rewritten to use the days in zone tracker to keep track of when to offer the quest instead of ctime
You mean like calculating the time in days?
Something like this?
function get_game_days()
return math.floor(game.get_game_time():diffSec(level.get_start_time()) / 86400)
end
And then adjusting the other blocks to make use of the value instead of the current implementation? Would mean updating all these parts again.
Why is the current ctime bad?
I was just going to fetch it from the statistics in pda.
One of the things that can cause busy hands is giving an engine function incorrect parameters. That is very easy to do with ctime and there are so many date calcs in that function... It's easier to code them out than finde the exact issue.
Yeah, that's basically what I did with my tweaks, putting them in pcalls and having fallback resets for any nil tables
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.
So your fix would rely on alife_storage_manager.get_state().statistics.time_in_zone
? Is that the right one?
Another thing I wondered was the 1000 ms for the checks. Isn't that a bit too much? like in the chk = current_time + 1000, wouldn't even 10000 work with a lot less strain?
I know it's not your code, you just fixed plenty of it in the meantime, I am just curious how this would become better code. There is already enough log bloat going on from all sorts of mods ๐
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
That the busy hands stays. The the problem will be much easier to locate with some prints
Does the script rely on any other script, core anomaly or another mod?
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 ๐
Nope. It doesn't even use the take manager script. It is completely or almost completely stand alone
Is the NPC switching required? The online/offline switch?
I guess to spawn them in when you enter the location?
Asking because it looks like a forced switch
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.
If you run into issues I can always take a closer look at the script I will be honest it has been a very long time since I last did.
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 ๐
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.
lua was how I first learned about cos sin and tan, which I somehow must have missed in school
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
...Alright, time to dive in a little. I want ibuprofen not to add dizziness. How do?
Alternatively, I'll toss like three bucks at anyone who does this most-likely sub-ten-lines config edit.
change eat_alcohol to 0
Would that only affect ibuprofen?
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.
(All my mod making experience is Arma 3 and Bethesda titles)
@brazen oriole two lines config edit. Only changes Ibuprofen
Do you have the right version of Blender?
nah
โค๏ธ
week 2 of trying to re implement eax effects into xray monolith engine
use blender 3.2 not 4.3 lol
do we have a better gun laser sight mod?
its like as soon as i change anything in the vs proj it shits itself on compile trying to copy imaginary library files
What do you mean better?
@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
unchecked privileges
Does anyone know how to increase the size of the body health system overhaul? editing the XML files
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?
If everything is set to stretch and fill, you should be able to just change the boxes that delimit the various sections
That's not the point of the script. It's to avoid busy hands, not clean your PDA tasks
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
like it looks good already
converting it into textures will show off more details from it
w/ that pbr textures arent EXACTLY pbr
it's still a flat texture
but it looks like one
stalker can't show it off like that
i guess that's fun facts about stalker now
You could also have waited on ASCII's new PBR module that will break your weapons 
Hell na

i aint doing that shit allat
lemme bake it straight on texture so it doesnt break apart like fucking lego
(like when you do textures w/out thm file and it gets wet)
Get your weapons in a dark indoor and watch how the illusion breaks 

idc
ambient occlusion is applied on it too
for me it's a win/win
since it doesnt look like a blank texture without any shading
Ambient occlusion isn't that problematic, since it's pretty much the same regardless of lighting conditions
It's the baked reflections that make me squirm 
Just apply the metallic shader with the environment cube map
i guess i can use it on something later
fun fact :
i did
and i didnt really like it sooo

That... Doesn't look right

Is that really the one with the cubemap interaction like lenses?
it's PHONG METAL burn
Looks way better on some models so that's surprising
Well there's your issue
should i apply something else or what
That ain't the right now 
Hold on I'm not at my computer, but there's a shader that does a way better job at shiny metals
lemme see
Or at least a reflective shiny metals
is it at github
No, it's already in the blender shader list if you've pointed it to your unpacked files
To bake textures, yeah. But that doesn't mean squawk when the final renderer is in xray
..still dont get anything
You need to assign the shader in the xray parameters of the blender material
Once I'm back at my computer I'll drop some screenshots of the right spot
how the fuc
@random fulcrum
nah that one doesn't look as plastic as the second one
wym 
that shit looks like it's made out of clay
with this kind of shit i'm gonna go on different engine soon
anomaly gonna literally eat my nerves
honestly in blender with applied normal(bump) it looks okay-ish
without it
Here that should be good for the OGF
Also with flat metals, oren nayar looks better in my opinion
material :
Yeah you need to have your XRAY paths configured in the plugin
do i really need to unpack my game.. 
You just need to unpack the shader which is like 2mb
converter.exe -unpack -xdb shaders.db0 -dir ._unpacked
ok done
or it might be files.db0
..did i unpack the wrong one then
Here
That should be all 3 which should be at the base of your gamedata folder
Dunno if there's further dependancies
idk if it's good
I'd increase the shine, but that's just me. I like surface contrasts
then im good
also turns out
mixing gloss + metallic + normal gives out more details on texture
Yeah you're basically implicit lighting the thing
It's a trick we use when we dev on mobile
i guess i can now use it for making it more detailed
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?
which is a good thing
In .ltx file or somewhere
- add the launcher into ltx file of weapon you want
lemme show
- you need animations for it
- you need to ASSIGN the launcher for the bones(vertex groups) that has the animations
and then you should be good
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?
yep
Asking about meshes overall. What types do I need to have?
Basic with launcher, suppressor and with each type of scope?
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
grenade_launcher_name = wpn_addon_grenade_launcher
This should assign a certain launcher to the weapon? Well, GP-25 in this case
yes
it did not work
but i think i have found the way
im fighting more with the ide than implementing what i want lol
average c# programmer experience
@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
that is the br number
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
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.
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?
finally got it to build properly and it crashes with some fucking clamp error
Don't forget gamedata files from modded exes repo
The text on the upgrades isn't actually the right values. It gives 5% of the initial value in some cases and sometimes it's a flat +X amount increase. Since armors and weapons share a lot of the time the same upgrade trees there's no clean way of doing this
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
Maybe a stupid question, but what's the time speed of the game compared to realtime?
1:6
Thank you
I just slapped my entire anomaly folder in the build dir xD
Also it's an issue with my code so I just revert all changes and try again another day
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 ๐
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."
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.
postprocess.ltx?
i shall have a gander, thanks ๐ซก
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
idk works for me
maybe you're not editing the conflict winning file
gahh. hmm i made a new mod and put it at the very end, so it should win the conflict i think ...
GOT IT
thank you so much, it was driving me nuts
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
Greetings, may i have your attention please?
I was working for russian translation for this mod - but now i see that mod is raw by itself.
gosh it's terrible
ะะฐะปะตัะฐ ะะฐะฒะธะณะฐัะพั - 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.
Please tell me how to edit ammo characteristics in GAMMA???!! I tried every file related to this, nothing changes!
no one cares about ruzzian translation
is this mod added in gamma?
https://www.moddb.com/mods/stalker-anomaly/addons/ak-reanimation-moddb-release
Yes
not for all AK`s, tarkov shitty AK is still with old anims
AEK-9** with old anims, Abakan too
hm
is gamma uses some reanimatoin on top of this mod? Or it uses it as is?
as is
dang
anim is good
CoD style, snappy and shaky, not for all, but i like it
GAMMA is just a compilation of mods with a slight fixes
maybe not slight in some mods, but overall yes
you can put every mod you want if so
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
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)
i dont use ammo check and dont know how to turn it on even
but it would`ve been nice, bcs sometimes i forgot and shoot AP ammo into the boars or bandits
tbh don't know if there is standalone mod for mag check that works without MagsRedux
Do you mean something like this? https://www.moddb.com/mods/stalker-anomaly/addons/ammocheck
ye this one
Problem with the ANUS itself - its literally crooked half-ass XML abomination
Code comments? NAH i must write zis arrows <!-- <!-- <!-- <!-- <!-- <!--
P.S. ok i am an idiot -that's markers - but other things are valid
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
What will be better to use for XML files and scripts? I installed PHP yesterday and Apache24 but somehow messed up
Do you mean to edit these? Go with Notepad++. Best option
yeah it works
what if i try with editor
OMFG
but hey isn't it convenient
CTRL C - CTRL V for the Win
notepad++ is the most convenient and everybody use it, so...
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.
srsly?
first 4 screenshots is the exact same Last_name (Family_Name) pool
Rank
First_Name
thanks
I can freely mess with Rng Pool name Generator right?
imagine meeting not only Charon but also Hades, Ares, Phobos, Deimos, Leviathan, Thanatos, Hephaestus
Yes because the GENERATE_NAME thingy works off of the id attribute afaik
So you cant really reuse the list
Holly Molly that's an actual Indian Coding

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
Yeah. They use new namelists, without the mod they use the same 'stalker' namelist
gosh i feel bad - better check my Celcius
we still use Mercury Thermometers
but first smoke on the Balcony
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
So that you know what the fuck you're doing a year later, make a separate DLTX file.
Alright
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 
works in CTD
My ANUS accomodates D!CK, if you don't use DICK, then you may experience issues with my ANUS.
I'm yet to fully test this with base anomaly, but i cannot forsee any issues with it.
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
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.
be the change in the world you want to see 
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: ะะฒัะพะผะฐั ะะฐะปะฐัะฝะธะบะพะฒะฐ ะพะฑัะฐะทัะฐ 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 ...

I think weapon weights themselves are close, but that list is just magazines and ammo
guess what, the game is as open source as it can get, you can do it yourself instead of complaining about it
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
ะัะธัะตะป 1ะ78 ะฟัะตะดะฝะฐะทะฝะฐัะตะฝ ะดะปั ะพัะฝะฐัะตะฝะธั ะฐะฒัะพะผะฐัะพะฒ ะธ ัััะฝัั
ะฟัะปะตะผััะพะฒ. ะัะธัะตะป ะธะผะตะตั ะบัะฐัะฝะพััั 2,8X, ะพะฟัะธัะตัะบะฐั ัั
ะตะผะฐ ะฐะฝะฐะปะพะณะธัะฝะฐ ะฟัะธัะตะปั 1ะ77. ะ ะฐะทัะฐะฑะพัะฐะฝ ะฆะะ ยซะขะพัะฟัะธะฑะพัยป (ะณ. ะะพะฒะพัะธะฑะธััะบ), ะณะปะฐะฒะฝัะน ะบะพะฝััััะบัะพั โ ะก.ะ. ะะธั
ะฐะปะตะฝะบะพ. ะัะพะธะทะฒะพะดะธััั ะคะะฃะ ยซะะ ะะพะฒะพัะธะฑะธััะบะธะน ะฟัะธะฑะพัะพัััะพะธัะตะปัะฝัะน ะทะฐะฒะพะดยป.
ะัะธัะตะปั ะธะผะตัั ัะธัะพะบะพะต ะฟะพะปะต ะทัะตะฝะธั, ััะพ ะฟะพะทะฒะพะปัะตั ะฒ ััะปะพะฒะธัั
...
1p78 Kashtan
So you're basically obligated to use class = WP_AK74 for weapon to shoot with UBGL
ะะกะะฃะ (ะพั ะะพัะฝะพะน ัััะตะปะบะพะฒัะน ะฟัะธัะตะป ัะฝะธัะธัะธัะพะฒะฐะฝะฝัะน ะผะพะดะตัะฝะธะทะธัะพะฒะฐะฝะฝัะน; ะธะฝะดะตะบั ะะ ะะฃ โ 1ะะ58) โ ัะพะฒะตััะบะธะน ะฑะตัะฟะพะดัะฒะตัะฝัะน ะฝะพัะฝะพะน ะพะฟัะธัะตัะบะธะน ะฟัะธัะตะป, ัะพะทะดะฐะฝะฝัะน ะดะปั ะฟะพะฒััะตะฝะธั ัััะตะบัะธะฒะฝะพััะธ ัััะตะปัะฑั ะฟัะธ ะตััะตััะฒะตะฝะฝะพะน ะฝะพัะฝะพะน ะพัะฒะตัะตะฝะฝะพััะธ ะธะท:
ะฐะฒัะพะผะฐัะพะฒ ัะตะผะตะนััะฒะฐ ะะ ัะตัะธะธ ะ (ะะะะ2, ะะะะกะ2, ะะ74ะ2, ะะะก74ะ2),
ะกะะ ัะตัะธะธ ะ (ะกะะะ2),
ัััะฝัั
ะฟัะปะตะผััะพะฒ ัะตะผะตะนััะฒะฐ ะ ะ...
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
ะััะฟะฟะฐ 'ะะปััะฐ' ะธะปะธ ะฃะฟัะฐะฒะปะตะฝะธะต 'ะ' ะฆะกะ ะคะกะ โ ัะฟะตัะฟะพะดัะฐะทะดะตะปะตะฝะธะต ะคะตะดะตัะฐะปัะฝะพะน ะกะปัะถะฑั ะะตะทะพะฟะฐัะฝะพััะธ ะ ะพััะธะธ, ะฟัะตะดะฝะฐะทะฝะฐัะตะฝะฝะพะต, ะณะปะฐะฒะฝัะผ ะพะฑัะฐะทะพะผ, ะดะปั ะพัะฒะพะฑะพะถะดะตะฝะธั โ ะกะฐะผัะต ะปัััะธะต ะธ ะธะฝัะตัะตัะฝัะต ะฐะฝัะธัะธัะบะธ ะฟะพ ัะตะผะต: ะััะฟะฟะฐ ะะปััะฐ, ะััะถะธะต, ะฒะพะนะฝั ะฝะฐ ัะฐะทะฒะปะตะบะฐัะตะปัะฝะพะผ ะฟะพััะฐะปะต Fishki.net
your browser must have translator for sites
second link for Body Class Vests
ะะฑะพััะดะพะฒะฐะฝะธะต ะดะตัะฐะปัะฝะพ
Does anybody has a file with all BaS scopes in 1 project?
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.
ะะตัะฟะปะฐัะฝัะน ะพะฝะปะฐะนะฝ-ะฟะตัะตะฒะพะดัะธะบ Reverso ะฟะตัะตะฒะพะดะธั ะฒะฐัะธ ัะตะบััั ั ะฐะฝะณะปะธะนัะบะพะณะพ ะฝะฐ ััะฐะฝััะทัะบะธะน, ะธัะฟะฐะฝัะบะธะน, ะธัะฐะปััะฝัะบะธะน, ะฝะตะผะตัะบะธะน, ััััะบะธะน, ะฟะพัััะณะฐะปััะบะธะน, ะธะฒัะธั, ัะฟะพะฝัะบะธะน, ะฐัะฐะฑัะบะธะน, ะณะพะปะปะฐะฝะดัะบะธะน, ะฟะพะปััะบะธะน, ััะผัะฝัะบะธะน, ัััะตัะบะธะน.
translated with this
it's very accurate and considers context
google would translate this as ะะธัั ะฒะพะทะปะต ะัััะฐ
salute to Name Randomizer
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?
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
did you assign the vertex groups correctly? or maybe you haven't messed with that
if I record a video of how I did it, can you tell me where I made the mistake? It's just going to be hard to explain in words
yeah for sure
I wish there was a script that added the scope weight to weapons automatically instead of manually having to enter weight for every weapon
Because tbh at this point I don't even look at whst something should weigh. I just put whatever seems ok
should be able to easily write a script that makes dltx that just takes weapons, it scope combos and then uses a table of weapon weight and scope weights to generate it
you should import the 3dss model of the l96
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
That would be good lol
also make sure to assign those new verts to the wpn_body vertex group
yoo let the wet cat dude cook again๐ฅ ๐ฅ
i have too many other things to cook 
What
oh sry
did I understand correctly, should I edit the 3dss model?


ok, I'll try it, and I'll let you know later if it worked or not.
2.0 update of Dux's Character Kit doesnt make itself 
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 
๐ฅ
and thers like 3500 models... tho i can reuse things i already fixed as base for next fixes, but they arent always reuseable
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)
did I do the right thing?
funnily enough :
if you dont assign some(any) vertexes to any group, then it won't let you to export
okie
that's a good thing i guess, prevents you from fucking it all up
very good one
if only i knew how to fix textures and make new/better bump maps for them
theres still a ton of diffuses without thms and some are cut together from multiple but without a bump map accompanying it 
cope about it
How to add canted sights alongside the normal scope (kit like)? Asking more about .ltx settings
have you tried chainner to batch generate those for you?
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
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.
you should try to ask dux for the original textures, modifying already existing bump maps is far from recommended
also, the thm can be patched via a script that just changes bytes 
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
Lol compatibility
add it on model
put use_alt_aim_hud = true(NOT IN HUD, THE WEAPON ITSELF) and then make something like this(second pic)
Yeah that's the even the lesser devil of it all.
i mean it's possible if you have enough disrespect for your own integrity
Speaking of, SO MANY bas guns just use the g36 upgrade tree
did they even bother making a single upgrade tree?
I'll disrespect everyone else's saves
No. They use existing ones
Even the m4s don't use the m4 tree

What a fun modding idea, unfucking thousands of upgrade trees to understand that +5% was just a +3.45% instead!
i think rewriting the entire upgrades tree is far from a "clean solution" 
implement multi-thread into anomaly
and it gets even better considering that half of the time those stats don't even matter at all
Grok is on it, he already confirmed 
there was a guy a few weeks ago here saying that grok was lazy for not doing that
Pretty sure it's multiplicative
wouldn't it be better to just change the text that's being shown
and properly describe what's actually doing
even demonized entered the convo at some point lol
And mess with GMTOP? That sounds as bad of an idea
There is a mod that does that lol
I'd rather have all the errors than gmtops hijacking of every xml
One dxml to rule them all, to bind them all
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
there are no originals, most of everything is vanilla/anomaly or blackgrowls textures
i wont bother with it at all anyway until i get through the meshes and everything else, and then see if I care enough. so far I just assign close enough bumps 
could also ask blackgrowl since he makes the fmv mods
although im not sure if he paints the textures from scratch
It seems like Iโm just getting started, but Iโll still ask:
Is there a mod that lets you see exactly where the mission is located? From what Iโve understood, sometimes it doesnโt show, and you have to search for it.
Iโd prefer to see a marker on the map or compass indicating the missionโs location, rather than spending hours looking for it (unfortunately, I donโt have much time for that).
I don't really understand how to save a file that I edited so that it overwrites an existing one, can you elaborate?
What could be the problem when it lightens the scope up but doesn't attach it to the weapon?
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
Some missions are intended that way like lost signals or certain artifact tasks
Mhmm i understand
So there isn't a mod for what i am looking for?
Not with how vague you're describing the issue
is there perhaps another mod that could help me?
I already have all the 507 mods installed
what do you mean

1 sec, I might found the problem, brb 2 mins
fuck, this answer so good
I'm not even sure what your issue is. Which tasks are causing problems for you? RF tasks?
that i exploded
RF tasks, yeas
My intention was to ask if thereโs something among the 507 mods that you might know of, which I can tweak or adjust to suit my needsโespecially regarding the compass or similar features.
Iโm just looking to make things as accessible as possible for a new player. Thatโs all.
Good evening/night/morning. I would appreciate any help to distinguish male/female stalkers for name generator mod.
All female stalker mesh names include fstalker or stalker_f_
with that too
Yeah, I test it in vanilla anomaly 
Basically, after pressing "use" it doesn't go onto a weapon
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
and all female stalker names come from GENERATE_NAME_woman namelist (the fnames/snames text files xml id's are like name_woman_#)
RF quests ignorers are the true chads 
Okay, I understand.
Thank you very much for the response
what do you even put on it
Which factions currently have them? Ecologists and Clear sky? ( and Hip)
Clear Sky, Duty, Ecologists, Freedom, Mercenaries, Monolith, Loners
Eot-62 or "gauss_sight" + canted sights from ak-74 isg
Yes, it's a shotgun...
i should never have seen it coming

this is too cursed for my eyes
Ok, so may i browse dux files with name pools and submit & suggest an expansion to it?
sure, but the current namelists are already expanded from whats there in the live version of main Dux's mod install #1312180289547538512 message
It looks good in-game, i swear 
Current namelists I made. They are not very refined yet. The first column is just so i can automatically generate rank-based namelists for duty
Thx you very much. I will try to expand them lore wise.
if you have suggestions for me you can post them into https://discord.com/channels/912320241713958912/1312180289547538512 Original list was made by Dux and I kept most of what he made and tried to add ukrainian and russian names to it with some fake and code last names for non-duty members
duty (and later army) will use formal last names with rank
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
no worries, get well 
Also sleep issues. Cant sleep more than 3-4 hours at once. 10 days like that
Im not very familiar with russian/ua names myself, so all the russian translations are basically deepl translations 
and also this is just for female stalkers, Duxs mod will not (currently and foreseeably) do anything with male stalker names
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.
right now they also get mix-and-matched, doing country-based namelists will be annoying 
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
Russian - Andrei - ะะฝะดัะตะน
Ukrainian - Andriy - ะะฝะดัiะน
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) ะะพะฒะฐะปะตะฒ. That' s Belorussian surname derived from koval/ะบะพะฒะฐะปั - blacksmith/ะบัะทะฝะตั.
So Kuznetsov/ะัะทะฝะตัะพะฒ 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
ay that's my surname 
One of my grand-grand fathers is a polish jew who died as an comissar or partisan squad leader

scope_name wasn't defined... It's not defined in any other config I've seen but here it had to be? Lol
I think most use the "scopes" since they allow to attach multiple
scope_name is for guns like
The mosin, the kar
the svt
the ones that use the PU and ZF scope
For the gauss it wanted it too
Another one Pyotr Ignatjevich was an kulak/fist - termin which those red banded lumpens and bandits created for independent, hardworking and rich peasants
gauss is a BaS scope so that doesn't make sense
He was an mason who constructed Mills - also died being partisan
That's what I say 
Well, with this line it's working so cheers ig
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
proper healthcare 
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
Why aim_hud_offset_alt_pos settings fuck up default scope?
Just copied the aim_hud_offset_alt_pos/rot values and left zoom as before
Looks great
Except when it's not


i believe original bas was pre-"figuring out how to make custom upgrade trees"
only works for some of the less complicated ones. how do you summarize shit like
cam_dispersion = -0.064
cam_step_angle_horz = -0.044
zoom_cam_dispersion = -0.025
zoom_cam_step_angle_horz = -0.06
as a simple +/- % of recoil?
i believe it's more a thing of laziness than that
i would also believe it of BAS
that's the great issue of having an overtly complex mechanic
this is fixed in the recoil mod
get the recoil mod now
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
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 
i use +handling as -recoil randomness too
get the recoil mod now
but fuck recalculating shit that the engine is doing under the hood just to show an accurate tooltip
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
visual studio time yippee
Why did I decide to do a mod for base anomaly, now have to troubleshoot 100 mods that overwrite it in gamma 
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
Yeah. useful one
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
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 
I wish GAMMA got rid of obsolete files and left only current that are in use
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
Well, that would like shrink it's size by 50GB or something 
tfw i was cloning my own branch which i hadn't updated in like a year and thats why it was crashing on launch
If anybody knows the fix, tell me
related to texture quality
Icons being mip mapped
Ie. Icons formatted incorrectly which can cause it to freak out at lower texture detail levels
just go into settings and raise quality of mip maps
Is there any legitimate reason to mip map your icons when its known to cause issues
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
:>
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
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?
unresolved EXTERNAL
not familiar with the upgrade system
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?
it UNLOADS models from your RAM, which can result in better fps, but will end up in much slower loads, as i understand
(on level change)
no_ram_textures... wouldn't that be the one?
its textures.
not models.
oops a typo
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
yes, basically that
max settings though ๐

anyone know what file in gamma declares the rewards for Hip's questline? Struggling to find it
ak
sound on
nice, is it environment aware?
idk if anomaly maps have those sound environments
Is there any quick action mode for the latest version of the game?
not yet theoretically it should just work with the existing xr files but
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
so anyone can make script based environments?
sounds good
i think its possible to make environments in sdk, MFB showed it before
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
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
i'm assuming for now this is working with all sound sources, even the ones invoked via Lua scripts right?
seems to affect casings sounds, which are scripted
good point
that's neat af, underground CQB would take another level with this amount of reverb
yo maybe you want to get in contact with mfb?
he's really experienced with making map stuff
@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
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?

I will do a sin and tag someone i know usually doesn't mind helping @simple scaffold
I really want to remove the addons the demonized exe has, i can do it myself and better with the newer versions of reshade... but the addons have changed over time and it breaks the better methods.
check the vanilla source code and build upon that maybe
just some parts from this one and the next... and the whole folder of the previous two
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
check how the pda taskboard mod does it
but more or less how i can inspect it? im new to modding stalker sorry, more or less what i need?
open the script files in any text editor
there's also the buttplug mod as the quitessential reference for api integeations
i don't mess with reshade. old games should look like old games. and honestly xray lighting is actualy better than some UE5 games with very similar environments.
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
your best bet is to follow the readme instructions and build from source, remove the whole reshade integration and build your own 
yeah you're not wrong... i don't have VS nor the knowledge yet
NVM
I fixed it another way ROFL
Fixed
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
wont work because i literally havent implemented the methods to read environments
just undefine
its global
afaik
find the solution thanks though
building it was my issue
not the how
openal > openal effects > efx > csoundcore > csoundcoreA > emitter blah blah
oic
ayyy 
sick of the game sounding so claustrophobic
so it's not even toggleable via a script right now then
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
wait that makes me think, can you add streamaudio and use that instead of HRTF from OpenAL?
it would also have reflection material properties as well
anybody knows wheres the .xml of the messages tab?
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
i already tried
im not a c++ developer though and its way out of my depth
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?
i'd have to re write the ogg decoder and maybe memory management and buffers
rest is kinda mid in stalker i hate how it drops buffers randomly when looking in certain directions
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 ?
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
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 
Vanilla icons, yummy
Fucking awful dude
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 
Guess ill trt to ignore it
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
Thats only with the isg maids icon sub-addon
And i could never make a icon mod im way too stupid for that
And Im also not very creative
Plus ISG Maids icons are like awful
the only good thing about them are the armor icons
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)
Theres CR3 and Maids armors standalone and isg icons in kvmas
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
That's beyond my level of comprehension
Gives me a crash for failing to arithmetic blah blah blah for script grok actor damage balancer blah blah blah
Just for the lols, try and launch the game with a disabled Medication Balance and see if it works then without the blue box.
Probably will
So it needs the same bandaid fix. A better solution would be a monkey patch. But no one has done it yet.
whicho ne was it
If only there was a merge for default gamma icons and isg maid icons...
Or some way the default gamma icons could work with kvmas
I installed none of those except the number 6. For the ISG Maids, I just reinstalled the default disabled gamma included one.
which default gamma one?
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.
Ye i noticed it when i tried
I think trying isg maid icons just fucking destroyed my icons 
The one included in gamma is titled 193- Maids HD Icons (right click and reinstall if you want to use it) - Maids in MO2
Ye ill try what u said
I was hoping to massacre rookie village and execute hip today but i guess kvmas had other plans 
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
The dux shit and portraits ye ik
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.
Ye i dont like prefetchers theyre clunky
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
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
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
That's how it looks for me too, except I think the armor
But yeah, medkit, grenade and so on looks the same
Is the in-game radio tied to the new mod "Return Menu Music" in any way?
anyone can share me upgrade remover mod from efp?
anyone know what file the Hip quest rewards are sitting in?
It does? It's better than crashing with 5.7.0
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
@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
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)
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
Anybody know is re:done collection is works fine? Idk how its works and so...
I will pay someone 2 dollars to make a tachycardia mod
Too much stimulants or energy drinks in a day and you eat shit
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?
just lost me on that bit... don't know much java
and tbh... for that issue there's always always a solution... the simple verison would be another external program that does files checks efficiently just send a command to the game that triggers the mod to read the file itself.
luapollnet library works with stalker. there is a mod that uses it that you can use as an example. it should be on github somewhere. it controls a butt plug. i'm not gogling that one for you on my work computer
WAIT WHAT
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
why would it need a network library to control something in game?
not network @simple scaffold
just a way for external to internal
ever hear of local host?
yeah...
but i said what he wants
doesn't have to be network right?
DUDE this is exactly what I need for my mod
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
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.
yeah, only thing that ever stopped me from making something like that is a lack of app programming knowldge and chosie paralasis on if the textures should be streamed from the game always or part of the app install.
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
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.
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
"send a command to the game that triggers the mod to read the file itself." thats exactly what i want to know, how to send a command or something to the game from an external program xD
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.
i'm not going to do it. any modding motivation i get needs to go to MCM, mags redux, or my attempt to completely replace the keybinding system.
that being said i am a sucker for a politely asked technical modding question. so getting me to help when you encounter problems generally isn't too hard, on the xray side only.
Hehehehe... so you want it... but you want me to do it.... hehehe.... but when I wanted to do it... i stepped back for a second and thought about how in less than 6 months time I'd be already moved on Stalker 2
when the game settles in for modding scene
so... that's why i didn't do it
I gave theory... not the actual useful details.
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
want? not really, even if i was playing the game i probably woldn't use something like that (i can't see the point) and i haven't played Anomaly for fun in literal years. only to test mods. thinking about it is an interesting exercise tho. If i really wanted to learn android app programming it might be an ok project, but i don't have time for that right now.
hey can someone give me critique for my description for a weapon on a mod i am making a rebalance mod for?
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?
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
what mod is responsible for the rechamber upgrades in gamma ? I want to change them from 9x18 to the other pistol calibers
for native xray scripts you don't use require. you access the other script like it was a table with the script name. ui_mcm.get(path)
for lua libraries... well i have an example... but it is a very odd mod
WAIT WHAT
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)
@plucky path
I love you and your mother
she raised you well
so random... so well timed... I was just reading over... saw yours... had ASS in it... omg... you're my saviour
yeah im trying to do exactly that but even doing it the same as they do in that script it doesnt work, anything after the require line on the script doesnt execute dont know why
if the game is in debug mode the log should list errors from then the script is loaded.
btw how old are you?
come on play the ball old man.... you do want it...
I knew you were a bit grumpy when you just wrote "Raven still think this is wrong" on combat hand reload option thingy...
i am old enough to rember HW Bush as a president but too young to rember him as a vice presedent.
have debug mode but dont know where the log is
Will of the monolith
I spent like 2 hours looking for it
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
appdata/logs/yournamexray.log
search for your script name if it had a loading error it should be put there.
not old enough to be that grumpy
thanks!! its working now, i was missing the dll on bin xD btw you know by any chance how to send a news tip with a custom name? so it doesnt just say "message" at the top?
dynamic_news_helper.send_tip(msg, header, timeout, showtime, sender, sound, icon_by) should be header
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
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.
ah too bad
You can control the speed of the animation
But not of the sound related to it
So you can do the fast reload animation thing if you don't mind the sound being completely off sync
for some ppl that might be better than nothing. kind of a deal breaker for me tho

