#βπmods-making-discussion
1 messages Β· Page 87 of 1
i noticed that in beefs nvgs they look kinda squished on my screen since it seems to be made for 16x9
@simple scaffold sorry to bother again, by any chance you dont know where is the script of the messages/logs tab of the pda? i wanna try to duplicate that tab and edit the filters but i cant find the script, only found the xml
that is an engine drawn UI.
damn so theres no way to edit it by mod or directly or duplicate it? x.x
only via the xml you already found. a lot of the content there is coming from the engine dialogue system. there isn't a hook for a script to listen to it.
ill look into that later then, i wish there was a documentation somewhere where i could find functions and stuff, i found this igigog modding book but still theres a lot of things i cant find, for example i wanna see if its posible to find the closes stash from the player and spawn an object inside it and maybe even mark it on the map but cant find anything on stashes on that webpage, only the task creation part, and i was looking for that lua_helper.script but only found one that has an "_ex" at the end xD
run: anomaly/tool/unpacker.bat
then it will be anomaly/tools/_unpacked/scripts
the modding book mentions that
level.iterate_nearest will find every object in a range. treasure_manager it what handles stashes and it has a way to fill them with random loot and even add other stuff as well, with flags for marking them. i think gama has its own version of treasuere manager.
wow thanks!! ill look that when i have time then, now that i got the twitch connection working using the io/file for the chat to work (for some reason the streamer.bot when i send the websocket message the game dont capture it, only capture the first one that is send when conected) i can start messing around with commands and stuff xD
yeah but it wont be open beta until jan/feb so im doing my own tool until that is available to use xD i cant wait that long hahaha
expanded skills 2.1
there's... a problem with the way skills expansion does it... you'll get desynced audio playing
oh nvm some1 else mentioned
Why haven't i heard of this
what if the gun is a unique piece found in the deepest reaches of the zone and has been infused with great psychic powers that grant unnatural sleight of hand to its user by influencing their mind and body
@simple scaffold sorry one last thing for now xD theres a way to code with for example jetbrains and have the autocomplete and stuff for the functions and variables and so? like when working on other projects you go level. and it shows you all functions inside level and so
The guy who gets offended when you mention a shotgun's kinetic force:

is there "craft all" mod?
kinda want it for ammo crafting
What's the mode that spawns all attachments of the weapon? Need for debug
thanks a lot
that is the closest, last i looked it covered all of the engine api and some base game scripts.
only time i crash is if i change gpu settings in the middle of a game
I just check if the line count changed lol
I used that mod as a base for my spotify in game pda mod
xD
i was going to send examples but i deleted the anomaly folder when i was making room for stalker 2
oops
hey fellas, qq: what file or where is the rads cough/rads handling stuff located at?
for now im just using the method they used for updating, so it just check the file every 500ms more or less and not every frame, so far working fine, right now trying to figure out how to access the treasure_manager script from mine xD
Yeah just modify GBO
Any idea how is it named? Shit_power_non_pen something like that?
It's fully commented out by Momo, you'll find it
Ooooh! Nice
i never did
I can see now
Shit
At least in configs. Gonna look into scripts now
I thought those comments in there were yours or am I misremembering some other commented files, I swear I've seen your name in there
oh i thought you meant checking externally , i used an autohotkey script and checked when the lines changed lol
Internally i just left the code the same
also i found out why my sound device was coming back as null
i forgot to actually link openal in the linker config correctly
Does anyone know how to possibly find ogf's with messed up skeletons? One that's collapsing in-game is from FVM (stalker_merc_berill_antigaz.ogf) and comparing the skeleton in Blender to the vanilla model most of the x-ray Joints are defined as Cloth or None instead of Rigid and Joint type. The type is probably detectable in the ogf somehow, but maybe someone has a quick tip or something
Id want to just run a search over all ogfs and see ones that use Cloth or None as Joint type.
i only commented some of my changes
i lost my notes on gbo since i now can tell what's going on just from a quick glance at it
Grok has a sense of humor I see... Time to check if the damned non-pen shots are here
I want to put a mod's configurable values in an MCM tab, is there a guide or a a good example of a mod available?
shit.power of >= 50 is insane
since power of 1 without any resistances or immunities is a oneshot
I know
It's weird it's here
65535 bone id iirc is a bone some anomalies hit
Not even sure if it's possible
Ah! So that may be why I don't get hit by electras on every single hit?
not sure what you mean
65535 is also the maximum value of a 16 bit integer
so maybe its to stop overflows idk
I just walk into electras and they go off twice, one each second or so, and only one hit registers
They aint supposed to hit twice
I mean. The animation and sound dictates a hit
but I get no damage for the second hit
and it repeats
if bone_id == 65535 then -- toxic anomalies and radiation. It was hitting head or torso be redirected to arms or torso instead
From my mod
there is a grace period in ADB iirc
Oh
ADB?
What is it you are looking for?
Found it. Residual damage
Now what to change it to, to not make it overpowered while still increasing it to like 1/3 of the bullets actual damage...
Yeah residual damage is just damage reduction based on the NPC's bone hitfraction + the damage is reduced to 0.25% of its original damage
Change the 0.025 to 0.33 to make it reduce it to 33% for the original power (which will be further reduced by the NPC's bone hitfraction)
Well. Fuck it. I'mma try it and go with a buckshot filled Saiga to Outskirts to test it
Just gonna backup the OG file before I make any changes
Okay guys. Wish me luck. We'll see how hard will buckshot slap now
Wait, which file is this from? This isn't the one that GAMMA uses. This screenshot is the one that GAMMA uses.
...
Hold on
C:\GAMMA\mods\181- Ballistics Overhaul (GBOOBS) - Grokitach\gamedata\scripts
Why?
Oh shit
That mod is the winner in the conflicts battle (vanilla GAMMA).
I would first see if you have any other mods overwritting it in the "Data" window. Mine has my ArtiGrok mod.
Yeah. I see now. I'mma undo the change in the OG mod and then change the one you mentioned
No. Just the close quaters one
I'mma open that one
Alright, it is on line 891
So currently, residual damage is =
Original power * 0.25% * NPC's hit-bone hitfraction * (random number b/w 25 and 100) / the ammo's no-pen power penalty
So to make the shots have the fairly normalized residual damage I'd need to remove the random number and change the 0.25% to 33%?
I'd just change the 0.0025 to 0.33 and test from there.
What about the random number? Don't you think it will make the damage too randomized?
does anyone know if this mod https://www.moddb.com/mods/stalker-anomaly/addons/area-player-animations-refresh changes the animations of npcs aswell?
like quote me if im wrong, but having those animations for npcs would be sick
It might. To keep the line there, just comment the original line and do this.
Will do. Good idea
That way, you still keep GAMMA's mechanic of HP ammo doing less damage on non-pen hits but massively reducing the penalty of the original multiplier and removing the randomness element.
Exactly what I aim for
it's set to over 50 for silent kills
One question. Why the dashes at the front instead of in the section?
Does it change anything where they are?
It just mean anything after it doesnt exist
It still comments the line out, I just prefer it there so it stands out.
Okay. Thanks for the tips and help ^^
Time to test it out
Still feels kinda low
Nope. It's still too low. I unloaded over a full mag into an exo guy
And he still killed me XD
How do I increase the damage so the buckshot is still devastating, but it's just a peashooter at longer ranges than 30 meters...
And kinda sad that hp_no_penetration_penalty isn't defined in the same file
God bless Notepad++
Fuck. It's not defined anywhere in the mods. Is it defined by anomaly itself?
Nope. Not there either... where the hell then?
it is
it's at the top of the file
or i mean not at the top per se but really close to the top
line 178
Uhh... You sure?
yeah
Those aren't the damage multipliers?
brother double click the variable
yeah that's the concussion penalty stat in the stats mod
Hold on. The fuck is barrikada doing here. it isn't HP ammo inherently is it?
OHHH
I always thought that stat was about the chance to stun the enemy on hit
Like you know. Make them get in the animation that they got shot
So this in your stats mod depicts how much damage it will do if it won't pen armor after the initial calculations that end up at 0.06 to 0.25 of initial damage? (In this case halving the already low damage?)
Wait. So I can just remove the 0.33 multiplier (Or the original 0.0025 multiplied by random number from 25 to 100 resulting in 0.0625 to 0.25 damage before dividing it further by the HP penalty) altogether since the HP ammo types already have their defined dividers
Does reloading the game in the debug reload the scripts?
Fuck it. I'm just going to restart the game. Faster than waiting for an answer
yes
Will remember for the future. It reloads scripts. Good.
What about configs?
Guys. Any idea if I can post this modification for 093? Are there any changes in GBOOBS on 091 to 093?
Hm... Looks fairly promising, but still not it
Maybe actually multiplying the damage by 2 would be a good option to make it somewhat relevant against the Exo enemies...
Or rather the exosuit ones
Hi guys can someone tell me what I would need to do if I wanted let's say wpn_colt1911_sk1 (duty version the one you can pick at start) without the tritium sights? Can't find any textures that I could edit to remove it...
So, I was sitting here and decided that I wanted make a mess out of things:
I created an archive WITH a single null sound file as a "mod" in the location of :
gamedata\sounds\device\pda\pda_alarm.ogg
I installed as if any other mod. When "enabled", the in-game radio makes no music, and the main menu music doesn't play. I "uninstalled" this homemade thing, and now radio works in game, but the main menu music doesn't play nor does the Duty loud speaker.
Anyone mess with the audio stuff who has insight?
I am replying to myself for anyone reading along:
I restarted my PC. The main menu music still wasn't playing. The Duty loudspeaker was silent.
My character was tired, so I decided to sleep and ignore the problem. When I woke up, the duty loudspeaker worked, as does the main menu music.
There are obviously strange variables with messing with audio, and I don't understand them but would like to know more. If anyone has anything to share, I'd love to learn more.
i accidentally built openal into anomaly instead of it being linked from dll
and i dont care
Here is the comparison between HP (First mag) and AP (Second mag) in an RPK shooting 5,45x39 against high tier enemies. Do you guys think this is fair?
So i noticed that in my version of modded exes some sounds are playing in agoporom underground that previously werent playing in the stock modded exes
like some of the spinning lights now make propper sound effects while on stock they dont?
Guys, where are the configs of upgrades located, I want to change an upgrade tree of 1 weapon 
try searching in mo2 for the name of your weapon_up
so like mp5_up
Thanks
how i can change ammo characteristics? I changed every entry in every according file, game still refuses to accept these changes
How do I make guns shoot grenades and have the shots explode like a grenade launcher?
Upgrades = are upgrades that overwrite other ones from scheme?
is it that slow it has a progress bar? just use vscode lol
Notepad++ for life 
people must be crazy to code in Notepad++
shit's literally a text editor on steroids
and not even in a Vim type
Who made upgrade scheme "code"? Why it's so counter intuitive 
So nobody is going to help me? π¦
Like what is that? Well, at least that's what I see according to .ltx file
Hey can you please help me?
I would but I have no idea
oh do you know anyone who has?
@regal bolt is doing something with bullet dmg of buckshot, might help
uhhh okay Iβll go and talk to him
Make a DLTX override, don't direct edit files
Wdym? All upgrade info's are config files
Yeah, I just don't get the positioning of the upgrades
Positioning as in...?
As in check this
They're divided by sections but if I look at what they actually change they seem to be randomly spread
Maybe I just don't get something
Check the bottom section of the upgrade config? I vaguely remember the path requirement being there
Also if you edit existing upgrade trees, your mod will require a new save
Just fyi
Hey @misty mulch when you are done helping this guy can you please help me?
What you're asking for is extremely difficult and hard requires scripting, so no
I don't write lua
Btw, instead of editing the existing upgrade trees, could I use this? Well, if it is that what I assumed
@misty mulch
Oh so itβs isnβt that simple like editing a weapon stats file
That counts as "editing an upgrade tree"
Either the contents themselves or the way in which it's applied to a weapon
Fuck no

I mean. I'm so curious. Did you imagine there was like... A line in every gun config that read is_bullet_grenade = false from the killjoys who developed anomaly?
no not really but sorry for asking a fucking stupid question
So sorry for wasting your time
Look, think of configs like the settings for an item. They tell the game what properties items should have. Scripts tell the game how it should use those settings.
There is no setting in the game that goes "switch bullets to grenades". You COULD learn to write Lua code in order to tell the game, "every time this gun fires swap it out for a grenade of this type", hypothetically. Could
Okay uhhh I am just making a simple rebalance mod and that is literally way to much work for 1 weapon variant
so again sorry for wasting your time
Yeah no shit it's work. What is your rebalance focusing on?
(also there already is a primary slot grenade launcher in gamma iirc, M79. I forget which mod provides it or if it's vanilla)
right now itβs a update on a previous mod Iβve done itβs called Elias weapon rebalance mod and I am doing a huge update mainly adding conversions and custom stats to variants in anomaly
itβs mainly focused on damage, rpm, ammo, mag size and recoil
thank you : )
Do you have any criticism I can take in note when developing version 2?
Yeah, keep your files organized, don't z stack for no damn reason, always use comments so that if other people want to know what your mod is doing, it is obvious
Including if the "other person" winds up being you, several months from now
oh okay so I should tell people what this mod does in the description and comments?
Yes. Were you not?
well most people didnβt actually ask that sort of questions but instead argued that this wasnβt realistic
I edited the whole mp5 upgrade tree to make it standalone for the udp, you could look at it to get an idea of how I edited an existing upgrade tree
which at that point in time the mod was in a rough state that I had to work on to make it be at a acceptable version
although it would still require a new game if you apply it on an already existing weapon
So yeah ehhh shall we have this conversation in dms? Or right here since I think we are going off topic?
No, my fascination is running out and I need to go to work
Oh okay sorry then
anyways have a good day at work : )
@queen drum
Ok very simplified outfit enhanced recoil 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/plugins - Inside the
pluginsfolder, you're going to make a file calledmod_grok_bo_enhanced_recoil_whatevernameyouwanthere.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
In this case the thing you're editing is wpn_l96a1 so your edit would probably look something like
![wpn_l96a1]
p = blur=0, grey=0.02, duality_h=0.02 ; halved duality_h, original 0.04
When you're done with everything, refresh MO2, enable your new mod (should be at the end of your modlist)
So revert the changes i had made to duality?
you NEVER want to directly edit a file
for one every single time you update, your edits will be undone
Ah, have you got the original values quickly for those few that say blur, think it was 0.04, but not sure if for all
for two, just in case it breaks something (or you decide two months later you actually don't like it), how are you gonna find it again? making your own mod make it way easier
start with the one thing you know you can test (in this case, the [wpn_l96a1] profile through the SVT-40 gun), and make sure it works BEFORE you start mass applying the change
Alright, ill get back to you
and like i said, the blur value on all of them is basically 0, I think what you dislike is actually duality_h
yeah
would suggest you use underscores instead of - but that's really stylistic, not a hard req
and just to make it clear: the bit where i wrote ; halved duality_h, that is a comment so that you can tell at a glance what the original was, and what change you made
yeah got that
Ok, sadly did not affect it i think
still doing the same thing
got it correct in here at last load order
ill try again but with it entirely off, see if duality at 0.02 is still too strong
load order doesn't matter for dltx, that's one of its strengths
might also be an issue w/ the syntax, hold on
a method for dynamically overwriting the game's .ltx config files without requiring you to do an entire file overwrite
ah okay awesome
way more powerful and flexible, letting multiple mods all edit the same config file without picking only one mod's version of the edits
try this
![wpn_l96a1]
<p = duality_h
>p = duality_h=0.02 ;delete original value, add new halved value
wonder if this is csv syntax issues e: it isn't
worst case ig you can just delete the field then re-define it
Making, the duality 0 has some crazy extreme effect, making it 0.02 seemed to make it stronger where as 0.04 was still strong but not like them, weird ?
Ill try this
lol
then make it go the other way ig
this is entirely going to be guesswork
it's not like i know what the fuck these values mean
i just know how to edit it
ok sorry, small brained here, im confused slightly by this
are you saying to do it like
no ignore it, if changing the values the other way produces an effect, use the old way
alright
i made it 1.00 so lets see
okay making it 1.00 creates the same effect as 0.00
yeah this is the part where you just slap numbers in until it works
fyi it is MUCH easier to test shit in debug mode
enable debug mode, in the main menu press F2 to go to the testing menu, then F7 -> 1 for item spawner. you can also reload config files by clicking F7 -> F5 while in-game
oh my
so you can unlock MO2, make edits to your DLTX file, save, then alt tab back in game and F7 -> F5 to test them
ok so
looking at this one
it seems to have no blur line listed
if i was to remove the blur line in my edited .ltx, it wouldnt overwrite would it
why change gauss if you're not bothered by it though
it is literally only used for gauss rifles
no i was checking the other guns to see their values and why they dont have the blur effect
and none of the guns that you said bothered you
to see how i could replicate their values onto the ![wpn_l96a1] line
then presumably there's some default profile that may or may not set a blur value 
what you actually want to do then is to read all the comments at the top of grok_bo_enhanced_recoil
so my question is, how can i remove the line in my edited .ltx, but it be overwriting the one within grok_bo_enhanced_recoil.ltx since theres no line of text to overwrite as priority if that makes sense
uh no i'm going to need you to rephrase what you are trying to accomplish
id have to somehow edit the grok_bo_enhanced_recoil.ltx
nnno you don't?
uhm okay so, seeing the gauss doesnt have the text "p = blur=0", which im assuming it wouldnt have the affect that the SVT-40 has since its not a projectile, in my edited .ltx, how can i make ![wpn_l96a1] not have this text but still be the priority to overwrite the "[wpn_l96a1] p = blur=0" within grok_bo_enhanced_recoil.ltx
didn't grok paste my full breakdown of the enhanced recoil plugin inside the (heh) enhanced recoil plugin
you could use that as a tutorial
the only docu for "p" is "it's the ppe effects", that's it
this is all thats listed in that .ltx
if it's not in the original section you are modifying, there is nothing to change. [wpn_gauss] has no impact whatsoever on the SVT-40 because the SVT-40 never gives a singular shit about that section, read line 480
[wpn_svt40]:wpn_l96a1 means "tell the [wpn_svt40] to use everything from [wpn_l96a1]"
No, im not saying about changing anything to do with gauss, im using that as an example as a gun that has similar lines of text but its missing its blur text due to it not having a projectile, so i assume it doesnt blur ur screen when being kicked back into ur shoulder.
then just use the first method but make the line read
p = grey=0.02, duality_h=0.04 ; no blur
``` or some shit
it overwrites the entire line
okay thats what i was questioning, so that would overwrite the p value within grok_bo_enhanced_recoil.ltx
Please tell what`s wrong with this override?? This shit keeps telling me that damage is 600 ish and i one shot Chimera with it
wrong filepath and wrong file name, reference the file i selected, which ALSO overwrites .338 Federal
also lmao that's because the .338 federal dmg to mutants only is hardcoded within the grok_bo.script file. the SCRIPT file.
yes
Ok interesting, seems to not blur the gun, but has some dual effect going on which i assume is the duality line
yes
though setting the duality to no matter what value, seems to not really do anything
thank you! That .338 Federal is complete bullshit, i took supressed DVL-10 and ammo damage just doesnt make any sense...
okay im lost, nothing seems to fix it
valid ppes?
basically didn't list off which effects can be used with the p field, nor what values those effects take
ah
if the documentation were good you would expect to see at the top, something like "you can use these ppe effects, they take these values, changing the values produces these effects"
how am i supposed to override a file which already has mod_ as prefix?
then at least write that
you just make sure your version of the dltx loads alphabetically afterwards, which it would if you fixed your filename
because grok comes alphabetically AFTER gamma
any of the filenames that end with .ppe are usable in the p field
oh wait they're in the previous folder
there they are
the blur ppe is one i did not ever notice its effect
like regardless of intensity the image output remained the same
so if you want to do blur, use duality_h and duality_v together
@misty mulch so here is that "hardcoded" problem?
with super super low values you can create a really distorted looking image
@random fulcrum this is the issue im trying to solve if unaware, its like some blur/dual screening effect, i dont mind the actual kickback, just the vfx
yes, if you're mad about it set it to like 1 or something

distortion is a much better word to describe the issue
have p = in your dltx section
that's ir
have done that
he's saying to blank the entire line
that removes ALL effects
you have not from the looks of it
that is not a dltx file
your filename is fucked
i gave you really specific instructions on the filename and location man π
im just following what veerserif told me to do lol
ive done it thats what im so confused about, you said to open it with notepad
and veer told you exactly what to do from what i read
please read the first five lines again
i thought i was told this is correct
yes ive done exactly that im so lost?
reread the beginning of the filename
oh
that part. is really important.
that is why you read the modding book
the name and location is incredibly important
well i didnt even know this existed to begin with
that is why you always check pins for resources
lbr if they don't know what an ltx file is, they are not gonna understand the modding book
man this is like my first time doing extensive modding like ever gimme a break lol
easiest way to explain ltx is that it's an ini file
because that's what it literally is
just with a different extension name
everyone has fiddled with an ini at least once in their life
earlier today i just had to explain to someone that no you can't config edit a gun to make it shoot grenades
so you have a way higher opinion of the average person's familiarity with ini files than I do
so this correct?
you technically can but yeah
what's the full folder path
what is the folder path
location is important, remember
yes that is correct
@misty mulch is this an example of how i need to name my overrides?
ok i try now, give me a second
jesus fucking christ that's cringe
just slam z`s after mod
no, just make it come alphabetically after the other shit that modifies it
the only other DLTX that modifies 338 Federal is mod_system_gamma_ammo_balance.ltx
if you call your mod mod_system_grokISretard.ltx like you did
that loads afterwards
stop fucking typing z for no fucking reason
Make me 
now its clear, thanks, bcs those zzz are fucking confusing
and my modding experience is to give Wolf and RPG-7 insted of PKM LOL
"i'll just put z in front of my dltx to make it work" is the modding equivalent of "if i have exactly 507 mods in MO2 the modpack must work right"
its fixed, okay im gonna go ahead and do that for all of them affected by that, thank you so much for your time, teaching and patience, much appreciated
@misty mulch @random fulcrum
remember you first need to figure out which section the gun uses, at the bottom of grok_bo_enhanced_recoil.ltx. then you copy the section you want to change, into your DLTX file, and you make the edits in your DLTX file
It'd be easier if I didn't have to fight a bunch of hidden changes 
yes, but "just adding z" isn't what makes it work (if everything else in the dltx is fucked)
just like how the number 507 isn't magic and you can fuck up the modpack while retaining 507 active mods, very very easily
that's what you get for making the entire scene use your standards
z stacking wasn't an issue before gamma
Oh well that's just a misunderstanding of 'how it actually works
now it's a necessity
what people need is a mo2 plugin that dynamically renames dltx files depending on their load order
that'd be cashmoney
dandy, even
veerserif carrying the entire scene right now
nah demonized's intention was in fact having filenames like mod_zzzzzzzzzzzzzzz_fuckeveryoneelseeditinganythinginthisfile
a field of z stretching out to the horizon, forever
man FUCK demonized then get that guy's alpha modder role removed
get another guy to host modded exes
This is the brave new world I want to live in
"i remember when i was a wee young modder, running through the fields of zzzzzzzzzzzzzzzzz, watered by the tears of people who cared"
i think the furthest i got w/ the dltx load order plugin was actually generating a list of all possible root names
hi guys, does any of you know where I could find the file that makes artefacts emit radiations even when not equipped? I would like to edit my game, or even make a mod, that make them work more similarly to vanilla Stalker. I already found out how to revert the recent Gamma update that removed artefacts radiations emission\healing, but by doing so it makes them radioactive even when stored in the backpack.
https://github.com/Grokitach/Stalker_GAMMA/compare/3e0ff9c4744b...cf492882c948 fastest way would be to go through all these diffs and figure out how artis were made non-radioactive, then do the opposite
yes, I did that, that's what I mean. I reverted the recent change, but by doing so artefacts now emit radiations even when inside your backpack. I want to change it so that they are radioactive only when equipped
"the stalker gamma and its consequences for humanity"
oh like, you want to still remove artefact containers?
G9?
yeah, and possibly reimplement only the containers that go on your armor, in the way Stalker 2 does it
i mean you could always just undo the "soft container removal" and re-add only the wearables
i don't envy the task reward/trader profile/crafting recipe rebalance that would probably also be required
yeah, that's probably what I'll do, and adjust the recipes accordingly, but the issue would still remain the radiation coming from artifacts in my backback, which apparently is by default in Anomaly, from what I can understand
Even this is good
yes, but then you just... keep them in the containers in your bag
yeah, i'd love to work on it more but work is gigafucking me six days from xmas
yeah, I see what you mean, but I would still need containers even when not having them equipped. Besides, they never emitted radiations if not equipped in vanilla lore, so that's what I'd like to restore. I have been looking around the Anomaly files, but haven't managed to find the file responsible for radiations
ah. yeah that is going to be beyond my skills atm, because i presume you'd need some sort of check to see if they're actively on your belt, but good luck
Look into item_artefact.script
that handles inventory radiation
Inventory radiation: Non-contained radioactive artefacts in ruck will irrediate the actor by half of their rad speed value This is a Misery feature, reworked and moved to this script
oh, that could be it
can you make co-op mod ?π
I have no idea if anything else in gamma will affect it but that should be what does that in vanilla anomaly files
@misty mulch i`m going insane, i changed the script, changed ammo_balance, .338 Fed is still dealing 600 tissue damage. I was not making dltx btw, i edited the files itself

poor guy
that sounds like a really interesting mod you're making, how are you going to make it? I bet you have some really good ideas behind it
wait so, did you make the DLTX edits to k_hit as well as change the mutant dmg multiplier in the grok_bo.script?
(ideally with a direct file overwrite instead of just changing the script but w/e)
watch as he's referring to the nominal tissue damage number in the description
no, i edited the files itself. I checked the ammo stats and the damage was 600+, but the actual damage to mutants or dudes is normal now
its the issue with ammo stats in inventory or spawn menu
holy he actually was
i thought it representing the actual damage from .ltx files
it's handwritten to the description
thank you, if I am understanding it correctly, then this script was disabled, and by re-enabling it should do what I wanted
it doesn't reflect anything
but it just another "hardcoded" or "hardwritten" shit
NEVER believe anything in the description
it was representative before, in older modpacks
damn if only someone had made a mod that translates the Ltx info to the ingame description values..
it actually did some calculation and interpretation of .ltx values
now its just a dummy
disable Tosox's Minimods pack (or reinstall it without "addon log spam remover"), go shoot something, read off the shot report dmg
hmm, i wouldnt say so, that script being active is what causes inventory radiation. Youd rather need to edit parts of it to do what you need (have no radiation), because that script does other stuff too
lmao, it was like that before
yeah, need to tweak some of it, right. I am pretty green when it comes to such things, so it will be some trial and error for sure
it was never like that
there are no stalker fangames that do that
just another instance of people thinking the stats mod was vanilla behavior
but folk do not care about them numbers
i think you're mistaking "the old .xml hardcoded descriptions were correct, because no one was fucking that hard with damage figures" for "the xml hardcoded descriptions dynamically calculate stats"
yeah I bet that if someone made a mod like that to avoid hand written descriptions grok would add it to gamma to avoid confusing players
yeah, watch a noob believing what game sais about the ammo, considering that old GAMMA versions showed correct damage values from .ltx files

it exists... somewhere... waiting for someone to take the advantage of it...
again - now that you've made your edits, ignore the descriptions, just go spawn in a mutant and shoot it
well actually stuff like percentages is WAY more confusing than incorrect handwritten values, so it's better this way
You can try testing it out changing rad_factor in there to 0 and see what happens. I dont have time right now to look if theres anything in gamma that does something to that. First also just look if theres already some file in gamma that overwrites it, and use that as your base
i know that now, but i did like that before, but i was editing the wrong files, so there was no any change
i just got bored, loaded test lvl and watched stats...
i started to think that ammo damage was hardcoded into the .exe XDD
this is hilarious
nah just trust whatever you've written in the ltx, and also check the log for the damage each thing receives and whatever
lmao, just take damage values from .ltx files, slap a multiplier or something, color code the damage level and done. Someone will make it i believe, i think it`s simple for an experienced modder
yeah if ONLY someone would make a mod like that.. it could be called actual accurate stats values or something
Has anyone tried this mod in Gamma? https://www.moddb.com/mods/stalker-anomaly/addons/the-anomalous-stash-beta-09
yeah, we need replacement for the abandoned one 
yes but you want #π¨modded-gamma-support, this is the room for making your own mods
Sigma modder
Is this an Einstein-Rosen bridge??? No... silly, it`s the Rainbow bridge
he should`ve make this as a preview
it worked, but I hat to change the rad_factor to 0 in both that file you suggested and this zz_item_artefact.script . maybe this last one alone would have been enough though. Either way, thank you again.
yeah sounds like its some monkeypatch script, it probably overwrites functions in the original - its the annoying part of figuring out when changing stuff like this π
Yeah. I thought about it but seeing how it's supposedly realistic against lvl5 armor I dropped the case and just increased the random number from 0.06-0.25 to 0.25-0.40 instead
basically doubled the penetration? 
How difficult would it be to do that?
not at all
Really?
yeah
Like i suppose i need knowledge of modding to do it but apart of that what would be the steps to do it if you could be so kindly
scripting
like i'm not gonna tell you everything about how i did the mod
i'm not typing that even if i was paid
learn to code
study the mod
will try
I remembered that i dont know shit about coding so probably not
do you think people like me were born knowing how to write in lua
Man, why nobody said that upgrade_scheme = is obsolete
Probably
that was fast
No like im so bad at it
Where are descriptions for upgrades are stored?
search in .xml files using notepad++ and look for what the text says
chad 
practice it 
Explain scheme_index = 0, 1
First number is the tier 0, 1, 2 being first, second, third, and second number should be somewhat representative of a row?
I really need a manual about that even though I made a mod already via copy paste and changing of the values 
Dollars to π© s that is also depreciated.
It's all from the section names. If both firsta and firstb are present the first row has 2 entries in the first column. If only firsta the. It has one.
First d and c are second column. Ect.
SecondA is second fow first column.
elements = up_fifthe_saiga12s```
This should represent 5th row, 3rd column, 1 entry. Correct?
Probably, make sure you match the existing ones there are some odd misspellings
best bet is looking for shit in the source code
It's in scripts now.
I hate string parsing but some of this has to to the engine still so we are stuck with it.
Okay, another one. Where do I find names of upgrade icons?
theres a way to make a script wait X seconds without freezing the whole game?
We call that a timer
use time_global to debounce/throttle a callback
or register a time event
is anyone interested in testing my modded exe with openal efx enabled?
still having trouble getting occlusion and environments to work correctly for some reason though :/
occlusion looks like it was never implemented properly going all the way back to shoc
i'd do it but that'd mean losing my crosshair
thanks! ill look that later then
i mean sure
btw where are located the images of the news icons? found the .ltx but by searching i cant find the textures itself, wanna add my own on the list
iirc it's a single texture
look for textures\ui idk, something related to news perhaps
i'm afk so can't help rn
can I have two gammas installed on my computer. One is an older four-year-old version and the other is from this year.????


I dont really know what im doing but heres my fork https://github.com/RawrBag/xray-monolith no idea if it will build on anyone elses computers though
oh yeah i only updated the build configs for dx11avx :>
fr like buying a pc that can bare minimum play at dx11 is like not alot of money
just wait till i wrap this shit with dx12
how do i make skl animations so i can properly transfer weight? 
nvm i think i figured it out
yep

for some reason its easiest to figure something out 30 seconds after you ask about it
yeah 
this is way too real
I always do that 
Ask here, 10 seconds later - found the solutions, like what?
what hand mesh are you using as a reference?
bandit_seva_dark
what do i use tho? 
if it's wrong one
is it thap?
...mhp

do i use other one
just use vanilla models
mhp hands have some fucked up weight paint
yeah that's
because he used IWP hands weight
(skill issue clearly)
and it had additional bone
which did silly stuff
can you just give me the vanilla models
wait
nvm
i have 2.1.1
yeah the weight paint is really cursed ngl
I'm not home for the holidays
if you can't find the vanilla meshes
I have never meshed with vanilla models tbh
only with the ones that came with firebreath's rig
thanks, it was there, had to unpack the db of it, but now i dont know how the code get the actual imagine inside it, the ltx only have a name but dont know how it get the actual image section out of it so i can add my own icon, i could add it to the dds file but then what? x.x
if you just replace existing image should be fine
otherwise in configs/ui/textures_descr there is xml files that give names to section of the dds's that can later be used to reference a specific part of a dds
Like ui_icon_news.xml
References the DDS file from the textures folder and then sets id for each area of the DDS file
@spiral yew
if you add your image to the dds as a new thing, then you need to create a reference for it and use it wherever the images get called by the id, or you can just lay your image over the existing ones that are already in use and they will be used automatically
oooh thats awesome thanks!!!
Look I want a quick way to increase the effect of weight on Running speed... and a bit on walking speed. I want it to be a curve... not of % of total max weight but either % of max weight before bonuses and modifiers... or better, a set curve of kg to movement speed that is irrelevant and separate of carry weight %
also what was the console command to set power loss speed? what was the difference between power loss factor and power loss bias?
@ me for this thanks
btw amarok what you cooking i never got to ask
ah shit ok it's technically e.g. fourte fourtf
so two sections, one per
eh
minor change.
upgrade position reference
Idk if you're aware or not but it doesn't seem like you can go past 5 rows
thank god
when i was surveying updates for outfits briefly, it didn't seem like they went past five, yeah. good to know it's a limit and not convention
but there you go with all the lovingly preserved misspellings
seems like misspelled on purpose to keep same amount of characters 
that is a stupid truncation and that's also probably how they're doing it, huh
"just read the first 5 chars"
just a simple twitch integration for gamma xD so chat messages show ingame, and also adding things like twitch chat commands for starting surges, psi storms and whatever i can make xD Is just that i cant wait until zone link is open beta so ill use this meanwhile
Get ready for busy hands
There's already a twitch integration mod out there
doesnt show msgs though
it happend when i used the actor:send_news (or something like that) directly xD but the update function only do stuff every 500ms and uses teh dynamic_news_manager and so far it havent thrown that error anymore
if you mean Chaos Tricks yeah but i think that only works with bits
Zone Link, but its still in closed alpha
And it doesn't seem like you can do third column on fifth row too
Why are you doing this after I made the mod 
exactly x.x thats why im making this, is fun making it and i cant wait until zone link is open haha when is open beta/alpha ill switch to that
Damn, and I have to know each name to that 
it is in ui_actor_upgrades.xml but uh
Anyway I can compare name to the icon instead of guesswork?
.xml has coordinates
its not guesswork if xml has coordinates, its top-left corner
yeah, just found that photoshop showed me inches instead of pixels
you can probably change that
tho if you want to extract all of them, then might be easier to just write a program to handle all 4 of those upgrade DDS files and extract the info you want from the xml related to each part
You can
cool stuff
@steady apex Where can I see what X-Ray uses as it's global timer... I'm talking about Timer resolution... I'm looking to replace it with RDTSC.
cos i need it for working on outfit spreadsheet fuckery lmao
Hello! How can I remove 3dss from weapon meshes?
Yeah, baby

IT'S A VIRUS, CONFIRMED!
Okay, now seriously. Readme is inside, use for batch cutting converted to PNG textures according to XML data
Basically does this
I can't really change sound for a specific upgrade?
Can't really do this inside it...
snd_shoot = weapons\ks23\shoot
Nope that is not one of the things that upgrades can change
that's weird though, since you can change silenced shot
how do i change the text of guns in a stalker mod
is there any way to increase the amount of dropped ammo from stalkers?
does anyone commision repositions? i have a few weapons i would love to get commisioned
Does gamma still use atmospherics mod?
yes
Is it possible move the stats of item on top of the description in tooltips?
sorry noob question... what's this
![supplies_1]
mag_bas_pl15_9x19 = 4, 1
the first number and the second number
I'm looking to change mag sell/buy coeff
aka more valuable to sell and less expensive to buy
like i know there's buy and sell exponent
Well, this part is handled in the weapon .ltx too, so I thought that upgrade one could use similar part of code unless it's handled differently
It seems like it doesn't require a new game. I didn't technically edit an old upgrade tree, just assigned a new modded one. Well, it does "break" the old tree if you already had upgrades on the weapon, but if it's new - works fine
yeah if you had upgrades it gets fucked but if the gun didn't have a single upgrade installed then it's fine
Seems like it works if preinstalled upgrades weren't changed
So if player didn't upgrade fourth and fifth sections which I changed, it is good as is
first number is how many will spawn in trader inventory, second number is the chance it'll spawn. 1 = 100% chance. dunno about the prices except directly changing the prices for the mags in their configs
ooh thanks... the problem is that 6k priced mag is bought for 9k... and sold for less than 100 roubles
it's way more steep than any other item i've encountered
i mean, having them sell for anything substantial would break the economy
You mean make economy realistic? 
Hey I didn't ask you to give permission to mod... π
and I already broke the economy... I fix it this way
hey is there a mod that expands on hideout furniture? like adding more clutter, computers with screens animated etc?
that's already in gamma
two of them are in gamma already, even
yes, but cant turn on computer monitor screen etc..
jus tchecking if there is more
find them yourself or ask a more appropriate channel like #ββ’stalker-chat or #βπ°β’newbies-chat , this is the room for making your own mods

Second number is probability 0.0 to 1.0 with 0.5 being 50/50 odds.
The second number is how many times the dice are rolled for that item. This makes it the max number of the item you will get, the minimum is 0 if the second number isn't 1.
On average you will get the two numbers multiplied together in items but even a probability of 0.1 could give you 4 or a probability of 0.8 give you none.
am i missing a texture file because they keep turning red
or am i dumb or both
What is the name of the mod that makes my vision blurry while I reload a weapon?
thanks... altough doesn't solve my problem... mags sell for so low and buy so high... the exponent diff is more than every other item that i know of tbh... how can i change it.
Edit the mag loot script. Or maybe the mags patches script. I forget where we do that.
then you probably want to mess with the multipliers that gamma economy has for selling items to traders
The is callback for prices we use that to make them sell for shit to avoid giving players too much money with mag drops in vanilla Anomaly. IDK how that balances in gamma
doesn't sound like a mags issue at all
yeah ig, but since gamma has a major overhaul of the economy it might affect the way mags work
Pretty sure that's just an in game setting maybe in MCM that you can change or disable
Ingame mod config -> SSS mod-> DFO Weapons -> Untick DOF when reload
I have your script running so we're okay...
-- 1.5.2 feature - determine mag cost based on contents
function on_get_item_cost(kind, obj, profile, calculated_cost, ret)
local id = obj:id()
local sec = obj:section()
local mag_data = get_mag_loaded(id)
local calculated_cost = ret.new_cost or calculated_cost -- in case someone adjusted the price of the weapon
if mag_data == nil then return end
-- we have mag data - but it can potentially be corrupt. perform validation if needed
-- print_dbg("Item %s has mag data", sec)
if is_magazine(obj) then
validate_mag(id, sec)
local cost_base = obj:cost()
-- non stalkers, reduce mag cost
if profile.mode == 1 then
cost_base = cost_base * 0.1
end
local info = mags_patches.collect_mag_data(mag_data)
for k,v in pairs(info) do
local cost_frac = math_floor(SYS_GetParam(2, k, "cost") / SYS_GetParam(2, k, "box_size")) * v
-- print_dbg("Mag %s, cost %s, add cost %s from %s of %s", sec, cost_base, cost_frac, v, k)
cost_base = cost_base + cost_frac
end
ret.new_cost = cost_base * profile.discount
print_dbg("Final cost of %s is %s, discount %s", sec, ret.new_cost, profile.discount)
elseif is_supported_weapon(obj) and mag_data then
validate_wep(id, sec)
local mag_cost = SYS_GetParam(2, mag_data.section, "cost") * profile.discount
if profile.mode == 1 then
mag_cost = mag_cost * 0.1
end
-- print_dbg("Weapon %s, adding mag %s cost %s", sec, mag_data.section, mag_cost)
ret.new_cost = calculated_cost + mag_cost
else
printf("!!! FRAUD DETECTED !!! Item %s should not have mag data!", sec)
set_data(id, nil)
end
end
function on_game_start()
if utils_item.on_get_item_cost then
RegisterScriptCallback("on_get_item_cost", on_get_item_cost)
end
RegisterScriptCallback("npc_on_death_callback", npc_on_death)
end
so mag_cost*1?
Yes.
SSS mod?
Screen space shader
wow brother are you developing a shader for sss?
does anybody have impact grenades mod? I cant find it anywhere
making an impact grenades mod seems like a lot of work ngl, wish you the best of luck making your modππ
didn't efp have impact grenades already
also they should be easy to do now given some engine edits made by i think ghentuong
since now there are callbacks for a lot of things grenades do
Efp has working impact grenades
do i need to download EFP to snatch them from there?
I want a separate mod
I'm looking for the file in which the artifact efficiency is defined. Until today I assumed that these spawned with random values ββfrom 0-99. But they don't do that. They usually have ~30/40% efficiency. I'd like to change that and change it from "non-random" to "random". What is the name of this file in which I can change this?
@cold nest G.A.M.M.A. isn't built with Warfare in mind and Warfare, per se, have bad perfomance, bugs, issues, etc., this is why it isn't recommended.
You can play it if you really want to, but forget about #π¨base-gamma-support, this channel support is only for G.A.M.M.A. vanilla (which basically means no extra stuff at all) and is also used by Grok for bug fixing.
Since G.A.M.M.A. vanilla doesn't use Warfare, you'll need to use #π¨modded-gamma-support.
β Solved:
Mod: G.A.M.M.A. Artefacts Reinvention
File: zz_item_artefact.script
From line 11, change to:
if drx_da_main then
arti_min_eff = 10
arti_max_eff = 99
else
arti_min_eff = 10
arti_max_eff = 99
end
https://discord.com/channels/912320241713958912/1172337845025919006 best bet is to look into here and talk with people there
can someone help?
what's the proper workflow with *.script files?
Are they loaded on game executable start/on savegame load/interpreted on the fly everytime?
Do I somehow "connect" MO2 to my local git repo folder of the particular mod I'm working on so that it loads from my workspace or do I edit files in MO2 folder and after I achieve what I want I copy the changes to my workspace?
I`m trying to add impact grenades from EFP
i left only rgn and rgo related files, cumulative checked all files so i can have everything i need for them to work
problem starts from here
if someone will help i`ll release it as a mod
i will be sure to make NPC spawns and NEC craft recipes for them
Files there is
I have my git repo folder as a mod of mo2. as long as your scripts are stored in /gamedata/scripts folder in the root itll work, but you have to restart the game to reload stuff into the vfs
but you have to restart the game to reload stuff into the vfs
on every change in file?
afaik if you do it through mo2 they need to loaded into the vfs yes. I dont think it can update the managed files on the go, but im also not very familiar with the process
but in debug mode i think you can reload scripts ingame
Refresh Game option or something like that
i always assumed that VFS just means that we're spoofing directory structure, not that we load the files into the memory or otherwise cache them.
i'll try to find that
I just havent tried something like that. I have set up my repo as a mod in mo2 so I can run blender through mo2 with textures from anomaly and duxs character kit loaded in
MO2 doesn't look in widows for new files while the game is running, if a file is made by the game it will know about them of course but files you add to a mod while the game is running MO2 won't see.
The xray does load some files into memory only once, engine UI xml for instance.
guys, i am trying to force finish a task "recover the detectro prototype" its bugged, do you know which file i should look for id, or maybe id of the task if anyone knows?
Work backwards from the visible text in game. Find the translation strings, then find the task that uses those string IDs
@simple scaffoldoh sht dude you bscliy wrote chinese for me π i am dumb
translation string?
Search for the text you see on your screen in gamma files. You will find the id for that translation and then find where that translation id is used
i've noticed that scripts, if they existed at executable launch, are reloaded on every save game load OR on Debug Menu -> Refresh Game (which just seems to reload game anyway) just like SD said.
I have not checked if adding an entirely new script file works but overwriting scripts while game is running and then reloading seems to work fine. Based on your post I'm assuming the answer is that no: new files will not be included into VFS by MO2 dynamically at runtime.
anyway, thanks for the help SD and Raven
for the love of God i cant find anything about this task, i checked yantar.ltx, general.ltx
have you ever used any sort of directory-wide text search tool like notepad++ "search in files" or something like that?
I suggest you try using this (or a similar tool) https://www.templatemonster.com/help/how-to-use-the-find-in-files-feature-in-notepad.html
search for task name or description in gamma folder (maybe anomaly too) and this should take you the first step towards finding quest id
i doubt you'll be able to find that stuff by manually traversing all the files in any sane amount of time...
I forgot that tool exists. Even though I was happy using Everything by Voidtools
Such a timesaver
#βπfaq message
this post should take you all the way there, from what i see screenshots in the README.pdf file are from VSCode (another text editor like notepad++, sligthly more complicated).
also i don't think this is a modding subject so i suggest you take this subject to one of the support channels like this one: https://discord.com/channels/912320241713958912/922555488665743391
Yeah, scripts are always reread from disk when. Loading a game. it won't see an all new scripts however until the game is restarted. But this an MO2 thing, if you put the file in the actual gamedata folder it would work There may be a trick to make MO2 see them but honestly it probably isn't worth looking for.
It's base game.
Here is translation strings:
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata%2Fconfigs%2Ftext%2Feng%2Fst_quest_rioc.xml#L35
Here is where that string is used in a task ltx:
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata%2Fconfigs%2Fmisc%2Ftask%2Ftm_rioc_common.ltx#L28
Then search scripts to find out which one uses that ltx or the sections in that ltx.
Simple series of keyword searches in the unpacked game files. Took me about 5 min on my phone with the shitty GitHub app search. Probably would have taken less than a minute after I got notepad++ open if I had been at my computer.
This repository contains the unpacked gamedata files of the version 1.5.2 of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
This repository contains the unpacked gamedata files of the version 1.5.2 of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
This is a core modding skill for stalker. You should practice it.
Is there an option or mod, file to edit, to change item highlight distance?, Thanks in advance.
sanity check for my sanity checks:
function UICellItem:allObjects(sortFn)
printdbg("* ALL OBJECTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!")
local all_objs = {}
if self.ID then
local obj = self.ID and level.object_by_id(self.ID)
if (obj ~= nil) then
all_objs[#all_objs + 1] = obj
end
end
if self.childs then
for id, cnt in pairs(self.childs) do
local obj = id and level.object_by_id(id)
if (obj ~= nil) then
all_objs[#all_objs + 1] = obj
end
end
end
if sortFn then
printdbg("* COUNT " .. #all_objs)
table.sort(all_objs, sortFn)
end
return all_objs
end
Somehow, despite multiple layers of "please, just fuck of with nils"-checks I always get a single nil value in all_objs table at it's end. That nil value comes from that if self.childs then . If i remove that entire if-statement then problem disappears . I'm sleepy as fuck. Help. Please.
Call site is function UIInventory:On_CC_Mouse1(bag, idx) line 3559 in G.A.M.M.A\modpack_addons\G.A.M.M.A. Accurate Defense Values\gamedata\scripts\ui_inventory.script
this is how learning lua felt at first:
this is how it feels now:
someone please be my:
solved, i was sleepy. Comparator fn sortFn i was passing to table.sort was defined as Class:fn(obj1, obj2) but used with a dot: self.fn so obj2 was aways nil because no self was passed as first arg. Defining function as Class.fn fixes it
Was about to say you can't actually have a nil in an array like table, the first nil is where #tablename stops counting
You can add stuff to number keys higher than that first nil but they won't be part of the optimized array like part of the table, they will be like any string key, ignored by # and ipairs
the horrors
is there any reasonable way to attach a debugger to observe execution of lua files? i'm assuming there is not but hopefully i'm wrong
simply add an absurd amount of prints everywhere
yeeee, that's exactly the problem. none of my printf/printdbg show up in the log at all despite the fact that i'm 90% i'm working on the correct file
what

ye, my reaction too
so when you open a repair menu through a sewing kit
you get UIRepair registered or something like that
UIRepair is in \Stalker_GAMMA\G.A.M.M.A\modpack_addons\G.A.M.M.A. Artefacts Reinvention\gamedata\scripts\grok_artefacts_melter.script and only there
and yet despite putting a print on top of every UIRepair method i get nothing in the log, like i'm editing the wrong file
Almost two
brutal skill issue
i have 2 question people, first what are the lines that define the muzzle velocity, reliability, recoil control and other stats in weapons ltx? and second can anyone help me to integrate banjaji crafting system provements to gamma?
Having some problems with the draggable hud editor, it doesnt drag for some reason
Cant drag the values?
check if you installed it correctly, and move to somewhere else
hi, how do i change the weight of trash to 0 ? which file i need to look at ?
tried changing items_trash.ltx but it doesnt change in game
even the weight listed in trash.ltx is not the one in the game
Does anyone have the file mod that has this audio for exos? I think itβs not out anymore on moddb
can somebody help me finding file name for icons on armor and artefacts and etc
sounds like fallout power armor lol
Hello developers I am looking for files from gamma that have artifacts/accessories/pelts images and stats, artefact reimaged only handle arifact melter and artefacts spawnrates
Because I am in process of creating calc for belt attachments
Miro board have outdated stats and outdaded/missing pictures
okay, well just go find them :)
you already have all the files on your computer
the two horseman of the search apocalypse
idk if this is the right file but those icons can be found as a part of ui_actor_sleep_screen.dds
Ah sorry I don't know mods structures for x-ray engine but thanks anyway 
fair
is there any mods that allow more sights on more guns? some of the custom sights are cool asf and only fit 1 gun bruh
And if you want to extract names from those, you can use this, unless guesswork is viable for you: #βπmods-making-discussion message
even thought it's helpful it itx doesnt translate well to what we see in game
small step at the time I guess
i think you have to model the new sight to the gun you want to add to it
yeah, i was thinking the same thing
thank you
i notice alot of weapons have sites like in there model file already
on seperate bones etc
would be cool if it was all unified
will find some correlation between itx values and in game values and try to extrac convert it to what we see because working with screenshots only is troublesome
imagine they make a mod where they add foregrip attachments somehow, imagine thooo
But it makes zero freaking sense lmao
0.0175 is 5%
0.00019 is 10%
To add them you have to add it on every model you want them to be on and add those lines in weapon .ltx file
use_alt_aim_hud = true
and these in the each scope section you're adding them to
aim_hud_offset_alt_pos_16x9 = 0.008905,0.021980,-0.019175
aim_hud_offset_alt_rot_16x9 = 0.006301,0.000057,-0.550311
(values should be your own, that you set up with draggable HUD editor)
To add them you'll need blender 3.6 and #βπmods-making-discussion message this plugin.
Canted sights should use wpn_body vertex group
There's a tutorial on how to add regular scopes to the guns that might give you a general idea #βπmods-making-discussion message
oh interesting
thank you sm
i still dont see why we couldnt change the source code to have a unified set of attachement models that use a root bone , then in the ltx specify like attachement:mycoolattachement then mycoolattachement:offsetpos x y x and the game sees that and goes oh okay ill use the model in attachements/mycoolattachement folder
then just attach it to the root bone of the weapon and resposition
fuckass game
im not looking into it rn though im tweaking out too much about getting open al environment effects to work in gamma
Remaking old ass engine is hard 
It's stupid that you have to have 20 copies of the model with each scope attached
its not even like the fact of remaking
like honestly it doesnt sound like a lot of work its just getting it to be compatible with existing content
If all duplicates were removed including .ogg sounds GAMMA would weight at least half of it's current size
weight isnt much of an issue like no one has problems with storage space
atleast i hope
512GB SSD in modern laptops is pity
gamma + anomaly is roughly like 75gb
yeah its big but could also probably be trimmed down by deleting disabled mods in the mods folder
I wish
you're including the downloads folder
downloads folder is an extra 22gb
and then the gamma installers resources folder is https://mnml.jp.net/i/em716.png
if i was worried about space id just delete these until i want to update gamma again
thank you
i dont know if this is the only reference though, they may also be somewhere else
Gotta get everyone on board for that. Anomaly 1.6 supposedly will have a working attachment system but who knows when it's coming out
I already spent months doing 3dss scopes and that didn't make me want to kill everyone and then myself. So maybe a good attachment system won't either
I want to change the trader profile of the barkeeper in rostok. I looked into the trade folder and it seems like he's using the trade_generic_barman that is used for all barkeep trader. How can I create a new profile that will only effect the barkeep npc in rostok?
anomaly is still being developed?
baha
crazy
I wish i had the intelligence to merge the modifications in I-Xray to Xray Monolith, it would be so cool
I donβt really know how to program, and Iβm trying to modify the Soulslike mod to change the save system, but Iβm having a lot of difficulty.
What I want to do is simply make it so that the game saves and overwrites the existing save every X seconds (using the hardcore save mode where only one save is possible).
I think Iβve found the function that handles saving
`function force_save(type)
--if game isn't already paused, then force a pause here
local force_pause
if not (device():is_paused()) then
device():pause(true)
force_pause = true
end
local Y, M, D, h
Y, M, D, h = game.get_game_time():get(Y, M, D, h)
local m = level.get_time_minutes()
if m < 10 then
m = ("0"..m)
end
local comm = utils_xml.get_special_txt(db.actor:character_community())
local map = utils_xml.get_special_txt(level.name())
local date = string.format("%d.%d.%d %d-%d", D, M, Y, h, m)
local file_name = "soulslike_"..comm.." - "..map.." "..date.." - "..type
exec_console_cmd("save ".. file_name)
if (force_pause) then
device():pause(false)
end
end`
but I canβt get it to work. Iβve tried several approaches, using ChatGPT to help me create a loop that runs the function every X seconds, but nothing works.
I canβt even figure out where the problems are coming from. At first, I thought the issue was with the "loop" itself. I decided to do a simple test like, βIf I press this key, then run the function,β but nothing happens when I press the key... Now I donβt even know if my condition for detecting a key press works at all so Iβve tried different approaches: I tried making the game crash on purpose if the key is pressed, but nothing happens. Then I tried something else, just displaying a message when a key is pressed, but I couldnβt get that to work either.
I feel like Iβm getting further and further away from what Iβm trying to achieve in the first place.
Shouldn't this code work in a lua script to display something in the console if I press the f key?
`function check_key_and_display_message()
if device():is_key_pressed("f") then
exec_console_cmd("something")
end
end
function game_update()
while true do
check_key_and_display_message()
sleep(0.1)
end
end
game_update()`
not sure im not good at lua
Thanks, I'll try to understand what I can 
Here is a compiled binary of the latest modded exes with the sound tweaks i've been working on , no idea if the environments are actually loading though so w/e
https://www.virustotal.com/gui/file/694ddd77bbc83a384d9ad3cd06a2f1567b744ecd880ed0ae3c0be58eda972371
VirusTotal
I found this code in the soulslike mod scripts
`local function on_before_save_input(flags, type, text)
if not IsSoulslikeMode() then
return
end
-- No hardcore save setting, allow saving
if not soulslike_mcm.is_hardcore_save_enabled() then
return
end
-- Hardcore save is enabled, but we still want to save at campfires
-- We just return to let the regular saving work.
if soulslike_mcm.override_campfire_hardcore_saves() then
return
end
-- All other scenarios flow through here and we just disallow saving
if not level_weathers.valid_levels[level.name()] then
return
end
debug('User tried to save')
local str = game.translate_string("st_save_only_when_sleeping")
actor_menu.set_msg(1, str, 4)
exec_console_cmd("main_menu off")
flags.ret = true
end`
basically, it prevents the player from saving if he's in the right conditions.
I'm having trouble determining what βflags.ret = trueβ is.
In fact, I'd like to do the same thing, but for loading saves.
So I simply copied and pasted this piece of code below and replaced on_before_save_input with on_before_load_input, which I found on the callback help page.
but it doesn't work, I can still load my save.
I have the feeling that there's something unclear that I didn't understand with this flags.ret = true
why not just ask jabbers?
yeah. look for the soulslike thread
oh good, I didn't know there was a thread for that! thanks
anyone knows what I can do to reproduce .ogg files? I'm using VLC but it doesn't play all of them
They might be just blank audio files too
there's plenty like it
Can anything be done about a mirrored bump getting fucked up like this other than just making it asymmetric?
I guess other option is to just significantly reduce the bump height here so it wouldnt be as noticeable. Displaying just the bump in blender its easy to see how the bump direction gets flipped
I do (since ive done like ~600 unique NPC portraits) 
I wish someone would make a particles focused mod like glowbugs, imagine that at night, a bunch of lil ambient particles.
Hello everyone , just downloaded gamma. Any way to remove the English audio? I dont wanna feel like I'm in downtown Orlando
!voice
@storm rose
In order to remove the voice of your character in the game, disable these mods in Mod Organizer:
15- Voiced Actor - DesmanMetzgerG.A.M.M.A. Voiced Actor95- Doom-like weapon inspection - Grokitach
If you want to change Mercenary faction voicelines from English to Russian, disable these mods in Mod Organizer:
8- Better Merc voicelines - YankeeGolfG.A.M.M.A. Better Mercs Voices
Or, you can use this optional mod to remove english voicelines for all Merc/UNISG NPCs and yourself playing as Merc/UNISG): https://discord.com/channels/912320241713958912/1138522302435303484
Thank you !
I'm doing that 
just gotta be patient cause it's way more than just bugs
but Semitone's helping me and we've got a few particles ready, one of them being fireflies
oh my god...
a kinds soul might help me out with confusion
so there's
[zone_field_radioactive_average]
max_start_power = 0.075
and there's
[zone_radioactive_average]
max_start_power = 0.065
what is each one?
is field the size of the "field" and then there's the strength in the none field part?
or is it the other way around? or i'm completely off?
@ me i'll be afk for a bit
As for 9.3, which texture pack is the best? Is one even necessary anymore? I see a.d.e.g.a being mentioned a lot
who thought lua was a good scripting language to implement
why not cpp like in the engine
ask the stalker devs
!true
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because cpp ain't good for scripting
change my mind
also a compiled scripting language is just... weird
aint gonna learn another language 
"devs should have forseen MY modding needs 15 years ago"

aight boss
skill issue for sure
lua is super fast and lightweight
thats what i said
also if you already know cpp, lua is much easier so 
how come task_manager is globally available? I don't see it defined in _g.script or lua_help.script .
Is every file treated as a module or something and "automagically" imported as file_name = require(file_name.script) at some point during saveload?
ye it's automagically imported
everything in the scripts folder is accessible anywhere
local variables (and functions) within the scripts themselves aren't unless you unlocalize them
what's hand_dependence for?
!noscope
@bright dome To fix missing scope reticles with 3DSS enabled:
- Go to Settings -> Modded Exes, make sure 3DSS is on
- Go to Settings -> Visual -> Advanced, make sure AA and SMAA are off
- Restart the game
so i have changes to files that come from StalkerAnomaly\db\configs\scripts.db0 . I could just monkey patch them and make a pull request to gamma but i'm assuming that those files come from Anomaly project and it is possible to contribute to Anomaly directly and that would probably be a cleaner solution. I cannot interact with their Discord server (unverified DC account), I cannot find any Anomaly repo through google, can anyone point me to some resource on how to contribute to Anomaly?
that's vanilla anomaly
that's modded exes
thanks, i found this repo: https://bitbucket.org/anomalymod/xray-monolith but ignored it based on the "xray-monolith" name without looking deeper...
hmmm, but this repo does not contain any *.script files
i know this isnt something that's super important but did someone make a mod for ultrawide nvg before?


