#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 87 of 1

cobalt maple
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SUS i know this isnt something that's super important but did someone make a mod for ultrawide nvg before?

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i noticed that in beefs nvgs they look kinda squished on my screen since it seems to be made for 16x9

spiral yew
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@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

spiral yew
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damn so theres no way to edit it by mod or directly or duplicate it? x.x

simple scaffold
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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.

spiral yew
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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

simple scaffold
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the modding book mentions that

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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.

spiral yew
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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

simple scaffold
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have you looked at zone link?

spiral yew
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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

vale pelican
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expanded skills 2.1

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there's... a problem with the way skills expansion does it... you'll get desynced audio playing

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oh nvm some1 else mentioned

vale pelican
random fulcrum
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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

spiral yew
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@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

celest forge
winged hawk
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is there "craft all" mod?
kinda want it for ammo crafting

gleaming tide
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What's the mode that spawns all attachments of the weapon? Need for debug

slow bolt
gleaming tide
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thanks a lot

simple scaffold
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that is the closest, last i looked it covered all of the engine api and some base game scripts.

slow nexus
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only time i crash is if i change gpu settings in the middle of a game

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I just check if the line count changed lol

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I used that mod as a base for my spotify in game pda mod

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xD

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i was going to send examples but i deleted the anomaly folder when i was making room for stalker 2

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oops

proper comet
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hey fellas, qq: what file or where is the rads cough/rads handling stuff located at?

spiral yew
# slow nexus I just check if the line count changed lol

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

regal bolt
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Hey guys

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Does anyone know if the damage for non-pen shots can be altered?

naive snow
regal bolt
naive snow
regal bolt
random fulcrum
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i never did

regal bolt
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Shit

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At least in configs. Gonna look into scripts now

naive snow
# random fulcrum i never did

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

slow nexus
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Internally i just left the code the same

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also i found out why my sound device was coming back as null

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i forgot to actually link openal in the linker config correctly

covert pivot
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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 kek1 Id want to just run a search over all ogfs and see ones that use Cloth or None as Joint type.

regal bolt
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Just curious

random fulcrum
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i lost my notes on gbo since i now can tell what's going on just from a quick glance at it

regal bolt
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Grok has a sense of humor I see... Time to check if the damned non-pen shots are here

proper comet
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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?

slow bolt
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since power of 1 without any resistances or immunities is a oneshot

regal bolt
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It's weird it's here

slow bolt
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65535 bone id iirc is a bone some anomalies hit

regal bolt
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Not even sure if it's possible

regal bolt
slow nexus
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65535 is also the maximum value of a 16 bit integer

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so maybe its to stop overflows idk

regal bolt
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I just walk into electras and they go off twice, one each second or so, and only one hit registers

slow bolt
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They aint supposed to hit twice

regal bolt
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but I get no damage for the second hit

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and it repeats

slow bolt
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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

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there is a grace period in ADB iirc

regal bolt
slow bolt
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Actor Damage Balancer

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iirc you cant take damage too fast

regal bolt
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Yeah. I remember that

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The grace period

fathom wagon
regal bolt
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Now what to change it to, to not make it overpowered while still increasing it to like 1/3 of the bullets actual damage...

fathom wagon
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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

regal bolt
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Oh

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So changing that to 0.25 would make it 25% of the actual damage dealt?

fathom wagon
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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)

regal bolt
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Well. Fuck it. I'mma try it and go with a buckshot filled Saiga to Outskirts to test it

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Just gonna backup the OG file before I make any changes

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Okay guys. Wish me luck. We'll see how hard will buckshot slap now

fathom wagon
regal bolt
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...

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Hold on

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Why?

fathom wagon
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Check GAMMA Close Quarters.

regal bolt
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Oh shit

fathom wagon
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That mod is the winner in the conflicts battle (vanilla GAMMA).

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I would first see if you have any other mods overwritting it in the "Data" window. Mine has my ArtiGrok mod.

regal bolt
regal bolt
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I'mma open that one

fathom wagon
regal bolt
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Fuck. It's 0.0025 here and adds a randomized number to it...

fathom wagon
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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

regal bolt
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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%?

fathom wagon
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I'd just change the 0.0025 to 0.33 and test from there.

regal bolt
west cobalt
fathom wagon
fathom wagon
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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.

random fulcrum
regal bolt
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Does it change anything where they are?

covert pivot
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It just mean anything after it doesnt exist

fathom wagon
regal bolt
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Time to test it out

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Nope. It's still too low. I unloaded over a full mag into an exo guy

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And he still killed me XD

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How do I increase the damage so the buckshot is still devastating, but it's just a peashooter at longer ranges than 30 meters...

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And kinda sad that hp_no_penetration_penalty isn't defined in the same file

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God bless Notepad++

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Fuck. It's not defined anywhere in the mods. Is it defined by anomaly itself?

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Nope. Not there either... where the hell then?

random fulcrum
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it's at the top of the file

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or i mean not at the top per se but really close to the top

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line 178

regal bolt
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Uhh... You sure?

random fulcrum
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yeah

regal bolt
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Those aren't the damage multipliers?

random fulcrum
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brother double click the variable

regal bolt
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I'm a fucking idiot...

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So each type of HP ammo has a different divider?

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Shit...

random fulcrum
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yeah that's the concussion penalty stat in the stats mod

regal bolt
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Hold on. The fuck is barrikada doing here. it isn't HP ammo inherently is it?

regal bolt
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I always thought that stat was about the chance to stun the enemy on hit

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Like you know. Make them get in the animation that they got shot

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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?)

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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

regal bolt
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Fuck it. I'm just going to restart the game. Faster than waiting for an answer

random fulcrum
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yes

regal bolt
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Will remember for the future. It reloads scripts. Good.

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What about configs?

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Guys. Any idea if I can post this modification for 093? Are there any changes in GBOOBS on 091 to 093?

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Hm... Looks fairly promising, but still not it

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Maybe actually multiplying the damage by 2 would be a good option to make it somewhat relevant against the Exo enemies...

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Or rather the exosuit ones

left kayak
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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...

flint fern
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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?

flint fern
# flint fern So, I was sitting here and decided that I wanted make a mess out of things: I c...

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.

slow nexus
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i accidentally built openal into anomaly instead of it being linked from dll

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and i dont care

regal bolt
slow nexus
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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

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like some of the spinning lights now make propper sound effects while on stock they dont?

gleaming tide
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Guys, where are the configs of upgrades located, I want to change an upgrade tree of 1 weapon madgetype

lilac idol
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so like mp5_up

gleaming tide
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Thanks

wraith tinsel
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how i can change ammo characteristics? I changed every entry in every according file, game still refuses to accept these changes

cunning wigeon
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How do I make guns shoot grenades and have the shots explode like a grenade launcher?

gleaming tide
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Upgrades = are upgrades that overwrite other ones from scheme?

slow nexus
gleaming tide
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Notepad++ for life Chadge

quasi narwhal
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people must be crazy to code in Notepad++

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shit's literally a text editor on steroids

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and not even in a Vim type

gleaming tide
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Who made upgrade scheme "code"? Why it's so counter intuitive KekSkew

cunning wigeon
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So nobody is going to help me? 😦

gleaming tide
cunning wigeon
gleaming tide
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I would but I have no idea

cunning wigeon
gleaming tide
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@regal bolt is doing something with bullet dmg of buckshot, might help

cunning wigeon
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uhhh okay I’ll go and talk to him

misty mulch
misty mulch
gleaming tide
misty mulch
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Positioning as in...?

gleaming tide
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They're divided by sections but if I look at what they actually change they seem to be randomly spread

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Maybe I just don't get something

misty mulch
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Check the bottom section of the upgrade config? I vaguely remember the path requirement being there

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Also if you edit existing upgrade trees, your mod will require a new save

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Just fyi

cunning wigeon
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Hey @misty mulch when you are done helping this guy can you please help me?

misty mulch
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I don't write lua

gleaming tide
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@misty mulch

cunning wigeon
misty mulch
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Either the contents themselves or the way in which it's applied to a weapon

fair canopy
misty mulch
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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?

cunning wigeon
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no not really but sorry for asking a fucking stupid question

cunning wigeon
misty mulch
# cunning wigeon no not really but sorry for asking a fucking stupid question

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

cunning wigeon
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so again sorry for wasting your time

misty mulch
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Yeah no shit it's work. What is your rebalance focusing on?

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(also there already is a primary slot grenade launcher in gamma iirc, M79. I forget which mod provides it or if it's vanilla)

cunning wigeon
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it’s mainly focused on damage, rpm, ammo, mag size and recoil

misty mulch
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Oh. That one. Yeah I remember

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Good luck with version 2

cunning wigeon
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thank you : )

cunning wigeon
misty mulch
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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

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Including if the "other person" winds up being you, several months from now

cunning wigeon
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oh okay so I should tell people what this mod does in the description and comments?

misty mulch
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Yes. Were you not?

cunning wigeon
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well most people didn’t actually ask that sort of questions but instead argued that this wasn’t realistic

lilac idol
cunning wigeon
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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

lilac idol
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although it would still require a new game if you apply it on an already existing weapon

cunning wigeon
misty mulch
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No, my fascination is running out and I need to go to work

cunning wigeon
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Oh okay sorry then

cunning wigeon
misty mulch
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@queen drum
Ok very simplified outfit enhanced recoil overriding dltx:

  • Go to your GAMMA/mods folder, 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 plugins folder, you're going to make a file called mod_grok_bo_enhanced_recoil_whatevernameyouwanthere.ltx
    Open the .ltx file 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)

queen drum
misty mulch
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you NEVER want to directly edit a file

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for one every single time you update, your edits will be undone

queen drum
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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

misty mulch
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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

misty mulch
queen drum
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Alright, ill get back to you

misty mulch
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and like i said, the blur value on all of them is basically 0, I think what you dislike is actually duality_h

queen drum
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ok so, like this correct? last mo2 load order, and test ingame?

misty mulch
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yeah

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would suggest you use underscores instead of - but that's really stylistic, not a hard req

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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

queen drum
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still doing the same thing

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got it correct in here at last load order

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ill try again but with it entirely off, see if duality at 0.02 is still too strong

misty mulch
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load order doesn't matter for dltx, that's one of its strengths

misty mulch
queen drum
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quickly, what is dltx?

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just for a brief understanding

misty mulch
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a method for dynamically overwriting the game's .ltx config files without requiring you to do an entire file overwrite

queen drum
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ah okay awesome

misty mulch
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way more powerful and flexible, letting multiple mods all edit the same config file without picking only one mod's version of the edits

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try this

![wpn_l96a1]
<p = duality_h
>p = duality_h=0.02 ;delete original value, add new halved value
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wonder if this is csv syntax issues e: it isn't

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worst case ig you can just delete the field then re-define it

queen drum
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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 ?

queen drum
misty mulch
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lol

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then make it go the other way ig

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this is entirely going to be guesswork

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it's not like i know what the fuck these values mean

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i just know how to edit it

queen drum
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are you saying to do it like

misty mulch
queen drum
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alright

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i made it 1.00 so lets see

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okay making it 1.00 creates the same effect as 0.00

misty mulch
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yeah this is the part where you just slap numbers in until it works

misty mulch
queen drum
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oh my

misty mulch
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so you can unlock MO2, make edits to your DLTX file, save, then alt tab back in game and F7 -> F5 to test them

queen drum
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ok so

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looking at this one

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it seems to have no blur line listed

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if i was to remove the blur line in my edited .ltx, it wouldnt overwrite would it

misty mulch
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why change gauss if you're not bothered by it though

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it is literally only used for gauss rifles

queen drum
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no i was checking the other guns to see their values and why they dont have the blur effect

misty mulch
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and none of the guns that you said bothered you

queen drum
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to see how i could replicate their values onto the ![wpn_l96a1] line

misty mulch
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then presumably there's some default profile that may or may not set a blur value shrug

misty mulch
queen drum
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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

misty mulch
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uh no i'm going to need you to rephrase what you are trying to accomplish

queen drum
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id have to somehow edit the grok_bo_enhanced_recoil.ltx

misty mulch
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nnno you don't?

queen drum
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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

random fulcrum
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didn't grok paste my full breakdown of the enhanced recoil plugin inside the (heh) enhanced recoil plugin

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you could use that as a tutorial

misty mulch
queen drum
misty mulch
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[wpn_svt40]:wpn_l96a1 means "tell the [wpn_svt40] to use everything from [wpn_l96a1]"

queen drum
misty mulch
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it overwrites the entire line

queen drum
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okay thats what i was questioning, so that would overwrite the p value within grok_bo_enhanced_recoil.ltx

wraith tinsel
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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

misty mulch
misty mulch
queen drum
# misty mulch yes

Ok interesting, seems to not blur the gun, but has some dual effect going on which i assume is the duality line

misty mulch
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yes

queen drum
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though setting the duality to no matter what value, seems to not really do anything

wraith tinsel
queen drum
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okay im lost, nothing seems to fix it

random fulcrum
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he didn't put the valid ppes

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bruh

queen drum
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valid ppes?

misty mulch
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momo here is complaining that grok's documentation sucks

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which is true

misty mulch
# queen drum valid ppes?

basically didn't list off which effects can be used with the p field, nor what values those effects take

queen drum
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ah

misty mulch
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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"

random fulcrum
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not really necessary now that i think about it

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you can use any ppe in that field

wraith tinsel
misty mulch
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then at least write that

misty mulch
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because grok comes alphabetically AFTER gamma

random fulcrum
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any of the filenames that end with .ppe are usable in the p field

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oh wait they're in the previous folder

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there they are

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the blur ppe is one i did not ever notice its effect

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like regardless of intensity the image output remained the same

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so if you want to do blur, use duality_h and duality_v together

wraith tinsel
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@misty mulch so here is that "hardcoded" problem?

random fulcrum
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with super super low values you can create a really distorted looking image

queen drum
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@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

misty mulch
fair canopy
queen drum
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distortion is a much better word to describe the issue

random fulcrum
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that's ir

queen drum
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have done that

misty mulch
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that removes ALL effects

random fulcrum
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you have not from the looks of it

queen drum
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im confused, you mean like this right ?

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as thats what its on now

random fulcrum
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that is not a dltx file

queen drum
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oh now im confused

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so is ltx different to dltx?

misty mulch
random fulcrum
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read the modding book for christ's sake

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it's in the pins

misty mulch
queen drum
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im just following what veerserif told me to do lol

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ive done it thats what im so confused about, you said to open it with notepad

random fulcrum
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and veer told you exactly what to do from what i read

queen drum
misty mulch
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please read the first five lines again

queen drum
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yes ive done exactly that im so lost?

misty mulch
random fulcrum
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yeah that's correct

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you're not editing that file

misty mulch
queen drum
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oh

misty mulch
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that part. is really important.

queen drum
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okay i see

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i didnt think the name was important, only the .ltx part my bad

random fulcrum
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that is why you read the modding book

misty mulch
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the name and location is incredibly important

queen drum
random fulcrum
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that is why you always check pins for resources

misty mulch
queen drum
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man this is like my first time doing extensive modding like ever gimme a break lol

random fulcrum
#

easiest way to explain ltx is that it's an ini file

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because that's what it literally is

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just with a different extension name

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everyone has fiddled with an ini at least once in their life

misty mulch
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earlier today i just had to explain to someone that no you can't config edit a gun to make it shoot grenades

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so you have a way higher opinion of the average person's familiarity with ini files than I do

queen drum
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so this correct?

random fulcrum
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you technically can but yeah

queen drum
misty mulch
random fulcrum
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what is the folder path

misty mulch
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location is important, remember

queen drum
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sorry shouldve included

random fulcrum
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yes that is correct

wraith tinsel
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@misty mulch is this an example of how i need to name my overrides?

queen drum
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ok i try now, give me a second

random fulcrum
#

jesus fucking christ that's cringe

wraith tinsel
#

just slam z`s after mod

misty mulch
fair canopy
#

Make me Chadge

misty mulch
#

gr comes AFTER ga

#

come on

wraith tinsel
#

and my modding experience is to give Wolf and RPG-7 insted of PKM LOL

misty mulch
#

"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"

queen drum
#

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 chadchris peepoLove @misty mulch @random fulcrum

misty mulch
fair canopy
misty mulch
#

just like how the number 507 isn't magic and you can fuck up the modpack while retaining 507 active mods, very very easily

random fulcrum
#

that's what you get for making the entire scene use your standards

#

z stacking wasn't an issue before gamma

fair canopy
#

Oh well that's just a misunderstanding of 'how it actually works

random fulcrum
#

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

misty mulch
#

oh right i sketched out the stupid way of doing it

#

months ago

random fulcrum
#

veerserif carrying the entire scene right now

misty mulch
lilac idol
misty mulch
#

a field of z stretching out to the horizon, forever

random fulcrum
#

get another guy to host modded exes

lilac idol
#

truly

#

like dltx isn't even that big yk

fair canopy
misty mulch
#

"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

pulsar inlet
#

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.

misty mulch
# pulsar inlet hi guys, does any of you know where I could find the file that makes artefacts e...

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

GitHub

S.T.A.L.K.E.R. Anomaly G.A.M.M.A. modpack definition files. - Comparing 3e0ff9c4744b...cf492882c948 Β· Grokitach/Stalker_GAMMA

pulsar inlet
lilac idol
misty mulch
wraith tinsel
pulsar inlet
misty mulch
#

i don't envy the task reward/trader profile/crafting recipe rebalance that would probably also be required

pulsar inlet
misty mulch
misty mulch
pulsar inlet
misty mulch
#

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

covert pivot
#

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
solid snow
#

can you make co-op mod ?πŸ˜…

covert pivot
wraith tinsel
#

@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

fair canopy
random fulcrum
#

poor guy

lilac idol
misty mulch
#

(ideally with a direct file overwrite instead of just changing the script but w/e)

random fulcrum
#

watch as he's referring to the nominal tissue damage number in the description

wraith tinsel
#

its the issue with ammo stats in inventory or spawn menu

random fulcrum
#

holy he actually was

wraith tinsel
#

i thought it representing the actual damage from .ltx files

random fulcrum
#

it's handwritten to the description

pulsar inlet
random fulcrum
#

it doesn't reflect anything

wraith tinsel
#

but it just another "hardcoded" or "hardwritten" shit

misty mulch
wraith tinsel
#

it was representative before, in older modpacks

lilac idol
wraith tinsel
#

it actually did some calculation and interpretation of .ltx values

#

now its just a dummy

misty mulch
covert pivot
wraith tinsel
pulsar inlet
random fulcrum
#

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

misty mulch
#

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"

lilac idol
wraith tinsel
random fulcrum
wraith tinsel
misty mulch
lilac idol
covert pivot
wraith tinsel
#

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

lilac idol
wraith tinsel
covert pivot
lilac idol
summer cosmos
covert pivot
misty mulch
wraith tinsel
wraith tinsel
pulsar inlet
covert pivot
regal bolt
gleaming tide
#

basically doubled the penetration? Chadge

random fulcrum
#

the damage taken if the bullet doesn't pen

#

not penetration per se

covert topaz
random fulcrum
#

not at all

covert topaz
#

Really?

random fulcrum
#

yeah

covert topaz
#

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

random fulcrum
#

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

covert topaz
#

will try

covert topaz
#

I remembered that i dont know shit about coding so probably not

random fulcrum
#

do you think people like me were born knowing how to write in lua

gleaming tide
#

Man, why nobody said that upgrade_scheme = is obsoleteKekSkew

covert topaz
#

that was fast

quasi narwhal
#

the good ole "i can't code" mf no one could KekSkew

#

shit's just grinding and grinding

gleaming tide
#

Where are descriptions for upgrades are stored?

random fulcrum
#

search in .xml files using notepad++ and look for what the text says

gleaming tide
#

chad Chadge

quasi narwhal
gleaming tide
#

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 pepew

simple scaffold
gleaming tide
#

BRUH

#

Then how do I add 1 more upgrade, say 5th row, tier 3 upgrade

simple scaffold
#

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.

gleaming tide
#
elements                                 = up_fifthe_saiga12s```
This should represent 5th row, 3rd column, 1 entry. Correct?
simple scaffold
#

Probably, make sure you match the existing ones there are some odd misspellings

random fulcrum
#

best bet is looking for shit in the source code

simple scaffold
#

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.

gleaming tide
#

I'd like to know where those .xml files with descriptions are located KekSkew

#

Nvm, found

gleaming tide
#

Okay, another one. Where do I find names of upgrade icons?

spiral yew
#

theres a way to make a script wait X seconds without freezing the whole game?

quasi narwhal
#

or register a time event

slow nexus
#

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

random fulcrum
#

i'd do it but that'd mean losing my crosshair

spiral yew
#

thanks! ill look that later then

spiral yew
#

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

quasi narwhal
#

look for textures\ui idk, something related to news perhaps

#

i'm afk so can't help rn

shut lance
#

can I have two gammas installed on my computer. One is an older four-year-old version and the other is from this year.????

gleaming tide
slow nexus
#

oh yeah i only updated the build configs for dx11avx :>

summer stream
#

me when people on dx9 and dx8 try to play with my mod :
(i dont give a fuck)

slow nexus
#

just wait till i wrap this shit with dx12

summer stream
#

how do i make skl animations so i can properly transfer weight? ohno

#

nvm i think i figured it out

#

yep

covert pivot
summer stream
#

the power of knowledge

#

just created pose asset and made it

#

ez

covert pivot
#

for some reason its easiest to figure something out 30 seconds after you ask about it

summer stream
#

yeah KekSkew

summer stream
#

mmm importing

#

the isg hands sucks

gleaming tide
#

Ask here, 10 seconds later - found the solutions, like what?

lilac idol
summer stream
#

how many?

summer stream
#

what do i use tho? clueless

#

if it's wrong one

lilac idol
#

is it thap?

summer stream
#

...mhp

lilac idol
summer stream
#

do i use other one

lilac idol
#

just use vanilla models

summer stream
#

Ah

#

Do i unpack shit

lilac idol
#

mhp hands have some fucked up weight paint

summer stream
#

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

lilac idol
#

yeah the weight paint is really cursed ngl

summer stream
#

rn

#

it's like

#

right here ohno

lilac idol
summer stream
#

ah

#

ill get thap then

#

are the weight there good?

lilac idol
#

nah don't those aren't really better

#

just use old dog

lilac idol
summer stream
#

you know what that means

#

🐟

#

which is unpacker

lilac idol
#

I have never meshed with vanilla models tbh

#

only with the ones that came with firebreath's rigKekSkew

summer stream
#

i dont

#

actually know which one i should do

#

actualy meshes_actors

spiral yew
covert pivot
#

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

spiral yew
#

oooh thats awesome thanks!!!

vale pelican
#

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

vale pelican
misty mulch
#

ah shit ok it's technically e.g. fourte fourtf

#

so two sections, one per

#

eh

#

minor change.

#

upgrade position reference

fair canopy
misty mulch
#

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

covert pivot
#

seems like misspelled on purpose to keep same amount of characters kek1

misty mulch
#

that is a stupid truncation and that's also probably how they're doing it, huh

#

"just read the first 5 chars"

digital narwhal
#

how do i make an environment to test mods?

#

in game

spiral yew
# vale pelican btw amarok what you cooking i never got to ask

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

fair canopy
#

Get ready for busy hands

slow bolt
#

doesnt show msgs though

spiral yew
# fair canopy Get ready for busy hands

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

spiral yew
covert pivot
gleaming tide
gleaming tide
spiral yew
gleaming tide
#

Damn, and I have to know each name to that KekSkew

#

it is in ui_actor_upgrades.xml but uh

#

Anyway I can compare name to the icon instead of guesswork?

#

.xml has coordinates

covert pivot
#

its not guesswork if xml has coordinates, its top-left corner

gleaming tide
#

yeah, just found that photoshop showed me inches instead of pixels

covert pivot
#

you can probably change that

gleaming tide
#

yep, did

#

that's all I needed

covert pivot
#

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

vale pelican
#

@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.

misty mulch
gleaming tide
#

Anyway, spread the info, chad

full stratus
#

Hello! How can I remove 3dss from weapon meshes?

covert pivot
gleaming tide
#

IT'S A VIRUS, CONFIRMED!

Okay, now seriously. Readme is inside, use for batch cutting converted to PNG textures according to XML data

gleaming tide
gleaming tide
#

I can't really change sound for a specific upgrade?
Can't really do this inside it...
snd_shoot = weapons\ks23\shoot

simple scaffold
#

Nope that is not one of the things that upgrades can change

gleaming tide
#

No magic today

gleaming tide
#

that's weird though, since you can change silenced shot

visual anchor
#

how do i change the text of guns in a stalker mod

random fulcrum
#

that's because you can upgrade a silencer onto a gun

#

it makes sense

frail sluice
#

is there any way to increase the amount of dropped ammo from stalkers?

west cobalt
#

does anyone commision repositions? i have a few weapons i would love to get commisioned

cold nest
#

Does gamma still use atmospherics mod?

summer stream
#

yes

novel ruin
#

Is it possible move the stats of item on top of the description in tooltips?

vale pelican
#

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

gleaming tide
gleaming tide
lilac idol
#

yeah if you had upgrades it gets fucked but if the gun didn't have a single upgrade installed then it's fine

gleaming tide
#

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

fair canopy
vale pelican
#

it's way more steep than any other item i've encountered

fair canopy
#

i mean, having them sell for anything substantial would break the economy

gleaming tide
#

You mean make economy realistic? chadchris

vale pelican
#

and I already broke the economy... I fix it this way

tardy yacht
#

hey is there a mod that expands on hideout furniture? like adding more clutter, computers with screens animated etc?

fair canopy
#

that's already in gamma

misty mulch
tardy yacht
#

jus tchecking if there is more

misty mulch
simple scaffold
# vale pelican the first number and the second number

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.

sullen falcon
#

am i missing a texture file because they keep turning redsadpepe or am i dumb or both

formal plover
#

What is the name of the mod that makes my vision blurry while I reload a weapon?

vale pelican
simple scaffold
lilac idol
simple scaffold
#

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

lilac idol
#

doesn't sound like a mags issue at all

simple scaffold
#

Could be both

#

IDK how gamma mucks with mags. Only how we made it

lilac idol
#

yeah ig, but since gamma has a major overhaul of the economy it might affect the way mags work

marsh roost
tulip mauve
vale pelican
vale pelican
# simple scaffold Edit the mag loot script. Or maybe the mags patches script. I forget where we do...

-- 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?

simple scaffold
tulip mauve
#

Screen space shader

formal plover
random fulcrum
#

wow brother are you developing a shader for sss?

wraith tinsel
#

does anybody have impact grenades mod? I cant find it anywhere

lilac idol
#

making an impact grenades mod seems like a lot of work ngl, wish you the best of luck making your modπŸ™πŸ™

random fulcrum
#

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

fair canopy
wraith tinsel
#

I want a separate mod

fair canopy
#

thats what everyone else does

#

efp hasnt released itoutside their pack

vast plaza
#

I'm looking for the file in which the artifact efficiency is defined. Until today I assumed that these spawned with random values ​​from 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
#

How do I make warfare mod work

#

Random crashes

queen pineBOT
#

@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 #πŸ”¨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 #πŸ”¨modded-gamma-support.

vast plaza
covert pivot
wraith tinsel
#

can someone help?

azure bluff
#

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?

wraith tinsel
#

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

covert pivot
azure bluff
covert pivot
#

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

azure bluff
#

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.

azure bluff
ionic zenith
covert pivot
#

oh i see what triggered it kek1

covert pivot
simple scaffold
broken lake
#

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?

simple scaffold
broken lake
#

@simple scaffoldoh sht dude you bscliy wrote chinese for me πŸ™‚ i am dumb

#

translation string?

covert pivot
# broken lake 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

azure bluff
# simple scaffold MO2 doesn't look in widows for new files while the game is running, if a file is...

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

broken lake
#

for the love of God i cant find anything about this task, i checked yantar.ltx, general.ltx

azure bluff
# broken lake for the love of God i cant find anything about this task, i checked yantar.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...

gleaming tide
#

I forgot that tool exists. Even though I was happy using Everything by Voidtools

#

Such a timesaver

azure bluff
simple scaffold
simple scaffold
# broken lake for the love of God i cant find anything about this task, i checked yantar.ltx, ...

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.

https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata%2Fscripts%2Ftasks_recover_item_on_corpse.script

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.

GitHub

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

GitHub

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

GitHub

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

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This is a core modding skill for stalker. You should practice it.

peak jackal
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Is there an option or mod, file to edit, to change item highlight distance?, Thanks in advance.

azure bluff
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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

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this is how learning lua felt at first:

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this is how it feels now:

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someone please be my:

slow nexus
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FINALLY

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another week of miserable work completed

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back to openal fixes

azure bluff
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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

simple scaffold
summer stream
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the horrors

slow nexus
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we need the manual gauss gun

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firing it breaks both your arms in bhs

random fulcrum
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juan already made it

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like a year ago

azure bluff
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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

random fulcrum
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simply add an absurd amount of prints everywhere

azure bluff
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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

random fulcrum
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what

lilac idol
azure bluff
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ye, my reaction too

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so when you open a repair menu through a sewing kit

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you get UIRepair registered or something like that

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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

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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

celest forge
summer stream
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do i need to update mcm

lilac idol
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what did you do

summer stream
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i updated sss to 22.1

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and modded exes to newest one

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(12.08)

lilac idol
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brutal skill issue

summer stream
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yeah mcm problem

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updated = no problem

willow ocean
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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?

covert topaz
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Having some problems with the draggable hud editor, it doesnt drag for some reason

slow bolt
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check if you installed it correctly, and move to somewhere else

thin socket
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hi, how do i change the weight of trash to 0 ? which file i need to look at ?

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tried changing items_trash.ltx but it doesnt change in game

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even the weight listed in trash.ltx is not the one in the game

hollow heron
empty tapir
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can somebody help me finding file name for icons on armor and artefacts and etc

slow nexus
main plover
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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

slow nexus
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you already have all the files on your computer

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the two horseman of the search apocalypse

main plover
slow nexus
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wowie

slow nexus
main plover
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Ah sorry I don't know mods structures for x-ray engine but thanks anyway waving_smiler

west cobalt
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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

gleaming tide
main plover
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even thought it's helpful it itx doesnt translate well to what we see in game

small step at the time I guess

slow nexus
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i think you have to model the new sight to the gun you want to add to it

west cobalt
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thank you

slow nexus
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i notice alot of weapons have sites like in there model file already

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on seperate bones etc

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would be cool if it was all unified

main plover
west cobalt
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imagine they make a mod where they add foregrip attachments somehow, imagine thooo

main plover
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But it makes zero freaking sense lmao
0.0175 is 5%
0.00019 is 10%

gleaming tide
slow nexus
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oh interesting

slow nexus
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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

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then just attach it to the root bone of the weapon and resposition

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fuckass game

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im not looking into it rn though im tweaking out too much about getting open al environment effects to work in gamma

gleaming tide
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Remaking old ass engine is hard KekSkew

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It's stupid that you have to have 20 copies of the model with each scope attached

slow nexus
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its not even like the fact of remaking

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like honestly it doesnt sound like a lot of work its just getting it to be compatible with existing content

gleaming tide
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If all duplicates were removed including .ogg sounds GAMMA would weight at least half of it's current size

slow nexus
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weight isnt much of an issue like no one has problems with storage space

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atleast i hope

gleaming tide
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512GB SSD in modern laptops is pity

slow nexus
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gamma + anomaly is roughly like 75gb

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yeah its big but could also probably be trimmed down by deleting disabled mods in the mods folder

gleaming tide
slow nexus
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you're including the downloads folder

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downloads folder is an extra 22gb

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if i was worried about space id just delete these until i want to update gamma again

slow nexus
fair canopy
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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

livid forum
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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?

slow nexus
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baha

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crazy

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I wish i had the intelligence to merge the modifications in I-Xray to Xray Monolith, it would be so cool

brazen pier
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I don’t really know how to program, and I’m trying to modify the Soulslike mod to change the save system, but I’m 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 I’ve 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 can’t get it to work. I’ve tried several approaches, using ChatGPT to help me create a loop that runs the function every X seconds, but nothing works.

I can’t 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, β€œIf I press this key, then run the function,” but nothing happens when I press the key... Now I don’t even know if my condition for detecting a key press works at all so I’ve 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 couldn’t get that to work either.

I feel like I’m getting further and further away from what I’m trying to achieve in the first place.

slow nexus
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wat

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mad stutters ay bruv

slow nexus
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i think in the process of fixing environment reverb i broke doppler effect

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shrug

brazen pier
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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()`

slow nexus
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not sure im not good at lua

brazen pier
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Thanks, I'll try to understand what I can hmm

slow nexus
brazen pier
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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 β€œflags.ret = true” 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

fair canopy
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why not just ask jabbers?

brazen pier
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I've done it on moddb but I still haven't got an answer.

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he's on the discord?

fair canopy
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yeah. look for the soulslike thread

brazen pier
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oh good, I didn't know there was a thread for that! thanks

proper comet
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anyone knows what I can do to reproduce .ogg files? I'm using VLC but it doesn't play all of them

covert pivot
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They might be just blank audio files too

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there's plenty like it

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Can anything be done about a mirrored bump getting fucked up like this other than just making it asymmetric?

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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

slow nexus
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honestly id just remove the bump

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who tf lookin that hard at someones mask

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:^)

covert pivot
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I do (since ive done like ~600 unique NPC portraits) pensivewobble

queen drum
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I wish someone would make a particles focused mod like glowbugs, imagine that at night, a bunch of lil ambient particles.

storm rose
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Hello everyone , just downloaded gamma. Any way to remove the English audio? I dont wanna feel like I'm in downtown Orlando

queen pineBOT
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@storm rose
In order to remove the voice of your character in the game, disable these mods in Mod Organizer:

  1. 15- Voiced Actor - DesmanMetzger
  2. G.A.M.M.A. Voiced Actor
  3. 95- Doom-like weapon inspection - Grokitach

If you want to change Mercenary faction voicelines from English to Russian, disable these mods in Mod Organizer:

  1. 8- Better Merc voicelines - YankeeGolf
  2. G.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

storm rose
quasi narwhal
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just gotta be patient cause it's way more than just bugs

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but Semitone's helping me and we've got a few particles ready, one of them being fireflies

queen drum
vale pelican
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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

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what is each one?

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is field the size of the "field" and then there's the strength in the none field part?

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or is it the other way around? or i'm completely off?

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@ me i'll be afk for a bit

brazen axle
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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

digital narwhal
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who thought lua was a good scripting language to implement

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why not cpp like in the engine

fair canopy
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ask the stalker devs

summer stream
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!true

queen pineBOT
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digital narwhal
quasi narwhal
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change my mind

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also a compiled scripting language is just... weird

digital narwhal
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for intermediate mods yes

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its lightweight and faster

summer stream
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who cares?

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lua is complex but lets you do more stuff

digital narwhal
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aint gonna learn another language sidfu

summer stream
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skill issue then

fair canopy
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"devs should have forseen MY modding needs 15 years ago"

digital narwhal
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Yes ofc

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sdk crashing after a slight inconvenience

summer stream
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skill issue it is

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just cope and learn it

digital narwhal
summer stream
fair canopy
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this guy is doing it

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your tisms will get no sympathy here

digital narwhal
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aight boss

quasi narwhal
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lua is super fast and lightweight

digital narwhal
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thats what i said

quasi narwhal
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also if you already know cpp, lua is much easier so shrug

azure bluff
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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?

random fulcrum
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ye it's automagically imported

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everything in the scripts folder is accessible anywhere

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local variables (and functions) within the scripts themselves aren't unless you unlocalize them

pliant basin
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what's hand_dependence for?

bright dome
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!noscope

queen pineBOT
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@bright dome To fix missing scope reticles with 3DSS enabled:

  1. Go to Settings -> Modded Exes, make sure 3DSS is on
  2. Go to Settings -> Visual -> Advanced, make sure AA and SMAA are off
  3. Restart the game
azure bluff
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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?

random fulcrum
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that's vanilla anomaly

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that's modded exes

azure bluff
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hmmm, but this repo does not contain any *.script files

random fulcrum
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no because it's the source code

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go into your anomaly\tools\ folder

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and run db_unpacker.bat

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that'll net you all of the vanilla game text files