#╙🖇mods-making-discussion
1 messages · Page 88 of 1
publish the change as a mod to moddb idk
none of those repos have script files because they're the pure source code
yeeee, no, separate mod is an overkill... I'd rather monkeypatch my changes in a related gamma file. thanks.
why would it be overkill to store your file in a zip
is there a way how to increase thermal scope resolution?
anomaly/tools/unpacker.bat run this
will make anomaly/tools/_unpacked/ which is a copy of the gamedata folder as it exists in the compressec anomaly game files.
or ther is this 1.5.2 repo: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/configs/items/settings/npc_loadouts/npc_loadouts.ltx that is only slightly out of date
that is absolutely in the unpacked files.
yeee, i've done that (unpacked) already, point is i have changes i'd like to apply to that file. Not because they necessarily have to be applied there but because i think it's a cleaner solution. Point is i have no idea on what repo this file (item_repair.script) is held so i don't know where to submit a pull request
thanks for answers to both of you.
anomaly devs don't take pull requests. you could post it as a bug in their discord witho your fix. the modded exes have been known to incorperate patches to base game anomaly files as well
thanks, i suspected something like that, i'm waiting for access to Anomaly DC server because i refuse to link my phone number with DC account. I wrote to @minor spear who is a staffer there to let me in.
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
Why are there two values on the weight line
there aren't. any thing after ; is ignored
use notepad++ search in files, target the mo2 mod folder and search for the item section. there is probably some dltx file undoing your changes
you're probably looking for this file/lines . Values there match what we can see in the screen - 0.37
It seems like the problem im having with getting the audio environments to work is the fact that they arent loading into the correct effect slot
That and there seems to a be a bug with my merge where some environmental effects like rain sounds wont play after a level transition but play fine when loading from a save
2nd value is not used since i used ";"
makes it easier to just run replce command
YOU SIR IS A CHAMP. Never thought about files outside configs system
hey where did you get this from, I've fixed the environments and effects loading correctly but none of the maps have a snd_env file to accompany them
@lilac idol https://mnml.jp.net/i/7zizv.mp4
Okay i found a bunch of envs from a dead air mod and testing with them at the moment
mfb gave it to me
Its all fixed now and i fixed the reverb gain issues though every sound is now playing through the reverb channel so sounds in the ui and main menu still play with reverb
The env files i got dont seem to swap environments its all just one static env for the whole map
which i had one other than fake start to test lerping between two environments
who is mfb lol
a mapper
he's in anomaly discord
can it read through xr files tho?
wdym
its using the sEnvironment.xr
and its using the level.snd_env files
yeah that's what I mean
I dont see any other way to get it to work correctly otherwise
I can invite you to a discord server where you can ask about this sounds stuff, lots of experienced people there
level.snd_env stores what i assume to be geometry relating to what environment should be used where and sEnvironment.xr stores the presets that snd_env uses
yeah if you can that would be sick
cause i dont think anyone here really cares about it but i care about it alot
sick of the game sounding flat
sent it to your dms 
hey guys, anyone familiar with custom weapon reposition?
I have made a modded .ltx file with Dragable Hud and debug menu and all. It works but only when dip my gun into the wall lmao why
nah dude i'd personally be super hyped to have environmental reverb in this game, you're def not alone lol
Have you been successful in adding guns to Nimble weapon upgrade profile?

I haven't messed with it since I got told that it was script based lmao
Hmm, do you know how to lock upgrades behind certain technicians like it was in CoP?
I'm pretty sure gamma doesn't allow technicians to give upgrades
and no, idk how to do any of that tbh
Well, this is a few lines fix but the other one. Have to dig deeper 
for the nimble trade I think you can just look at the mod that adds the nimble trades to add your own weapon to the trade profile
I think it was called nimble upgrades guns or something like that
Well, I was in adding the dialogue
Okay, scammer 
anybody tried messing with longer wake time ? making sleep less often
i read somewhere we shouldnt mess with the sleep, but maybe if....
Any reasons why the gun might stop being an upgraded version after I put any attachment in it?
maybe you didn't set up the sections properly
Well, I do use the same models as an unupgraded weapon but I doubt that is an inssue
About sections - no idea, everything seems to work but this
theres any way to change the name of an npc? like spawn a random npc on the map with a custom name
forgot to define string 💀
because your new section inherits from the old gun
Already fixed but yeah 
nevermind, found it thanks to a mod of someone, is just "npc:set_character_name(newName)" xD
Is there a simple way to create repeating time interval?
Creating timeevent within another timeevent is kinda unusual approach
use actor_on_update()
and set up a time_global() check within it for the interval
How do I add Status and Replacement parts? Look second screen
has anyone made a mod same as guitar in stalker 2?
look at a weapon mod with parts and take it from there to your weapon
it's just an ltx that defines the parts
wpn_saiga12s_isg_nimble = prt_w_barrel_3, prt_w_trigger_components_1, prt_w_bolt_carrier_1, prt_w_bolt_3, prt_w_gas_tube_1
just this in a file?
yeah but with the proper directory and whatever
Do not overwrite parts.ltx, do it in a dltx
I'm trying to edit weapon icons and I don't get the silencer placement. The modding book explains silencer_x and silencer_y, but the mod I'm editing has weird coordinates, yet the silencer is placed correctly in the inventory. silencer_x = 235 in pixels I do understand, silencer_y = 5 I don't. The barrel on the weapon icon is like 40 pixels from the top of the icon so it would make sense to set silencer_y = 40, no? How does the y coordinate work here?
yep, thanks
Anyone have the mod that makes exo skeletons sound like this? I can’t find it on ModDb
It's measured from the top the icon layer and has an offset. Optics are often in the y -10 and silencers +5 or something
There's a icon layering little program you can use to find the coordinates properly, otherwise it's a bit of guesswork
best program of 2024
someone knows why when spawning certain npcs of X faction they just crouch and dissapear? im testing spawning npcs with the debug menu but npcs of factions like sin or unisg just dissapear after some seconds, why is that?
grok_nes deletes them from southern levels
oh so certain factions cant be to south no mather what? by any chance you know how south? like they can only be from radar and above? or from freedom base at military base (forot the name on english xD)
yes
army warehouses can have them iirc
anyone know a mod that changes the npc controls? (grabbing artefacts, hiding behind cover, relaxing around the campfire, etc.) canat remember the name
couldve sworn i saw it in mod posting
Check out the latest build on my git
Have it installed but forgot the name
Keep me posted
Here me out, self fellatio mod.
I would rather choose to be deaf
holy shit there is 147 bones 
@lilac idol yo, i have a job for you 
what is that even lmao

look at how many bones the hands have
and every of it is induvidial 
mmm
finger
well what is it

try to animate with the use of it
it's not a lot
ok I can test the weight paint for you
y'know i would steal it
funny enough :
it comes with weight
well then make the whole ass process and I can try it out
also i figured out how to properly do weight
just send the meshes and textures
thanks for the old dog gloves idea
stole took the gloves from mechanix
now what is need to be done, is the funny thing called
Sleeves
and then i can show it
main problem on them :
l_finger0, l_finger1
yeah sleeves are kinda fucky
weight is slightly wrong
manually adjusting them rn
but it's MUCH better than MHP one
also the reason why there aren't sleeveless hands
funny enough
yeah
have fun
literally i made it
and i have the ones from tarkov
which are like that
but made with use of MHP stuff
sucks, but works
will be re-made
i will literally re-inovate MHP

so gamma can have normal gloves
that'd be cool, considering that some of the sleeves are kinda fucked up and make some anims look bad
tatoo
btw, here's elbow
it's actually the normal weight stuff
you just gotta either rename it and calmly make it
or just
combine it
but yeah
mostly it's ok
btw main problem on these hands is
this finger
so here is proper weight for them :
not these fucked over weights which mhp has
omg a normal thumb
hold on
a normal thumb??? in my anomaly????
thumbs suck so goddamn hard in this game let me tell you

these are l_finger0 and up to 2
which is ACTUALLY GOOD
l_finger0 :
l_finger1 :
and l_finger2 :
just LOOK
it's majestic
and it's because i fucking imported it in smodel 
that looks pretty nice, how does it play tho
well, semodel
no idea
i dont have-
nvm i have
i have anims
give me a sec
gonna get it
send me the meshes and I'll test them anyways
with the bones?
I can also stress them a bit yk
just get an addon to
send me the ogf
yeah
once you have them
mmm
i'll try to combine the vertex groups into one
l_hand
since LOOK HOW MANY THERE ARE 
once you have them ready for x-ray armature send them and I'll test it
i'll try it on the default model
yeah that's gonna take some work
just to see how buttery smooth it is
since it's mw19 rig
i feel like i'm gonna be the innovator in anomaly with these hands 
since most of them sucks
the only normal one i saw is only on BAS
I feel like if you keep saying it you're gonna bottle it
True
I will not release them under any circumstances

holy shit
that is A LOT
WAIT
FUCKING WHAT
117K ANIMS?

i am not recovering from this ong
enjoyment
hell yea
professional
so i tried it for a few minutes earlier today and it doesn‘t seem to work for me - i installed the level files from your git as a mod via mo2 as well and the console tells me its loading the environment files but it doesn‘t affect the sound as far as i can tell
should i copy the files directly into my anomaly folder instead? or am i missing something entirely haha
What decides if a weapon gets hold in a wide apart grip or a like closer together grip by NPCs? Dont have a picture of one, but ive definetly seen some short AKs being held by magwell and short smgs like kiparis are in a tighter hold than this as val. I would want to change it so its not held by the suppressor 
"held"

ping me when you find the solution
my guess is animation_slot
ef_weapon_type and ef_main_weapon_type don't seem to be linked to anything related to this in the source code
and hand_dependence does nothing
at least at the engine's level
👍 Ill try to mess around with it later, just noting down weird stuff I see as I take npc portraits 
Like momo said I'm pretty sure it's animation slot. I remember messing with it trying to fix shotgun and bolt positions
Best bet to fixing them would be to beg lizardman to redo the anims 
i got a banger mod idea - crossbow in stalker with explosive bolts
You find it?
managed to get it working now, super sick! although i think the effect could be a LOT stronger overall
especially the room and open space environments, they're subtle to the point that you barely even notice the reverb
A lot of them are procedural to help with twisting and other deformation
yeah i can clearly see that
It is a lot 
lots of stuff is assigned to the different part of hand
which doesnt let it fucking snap in half
good stuff
I animate with them and they're the best I've ever worked with haha
When they're rigged properly and not just raw anyway
its cod rig after all
they are good
since i borrowed them from 2019 one
Not yet but ill post it here once i did, i got 300 mods that needs digging xD
Does anyone know how to swap hands modes hud? I saw someone said I should replace them in file ltx, where can I find it? For ex I want to replace merc ace suit for dolg redline, can someone explain pls? Ty
Ping me when you do please
It’s the crysis sound
im using this in the meantime. its similar when running in exo,
but walking sounds weird https://www.moddb.com/mods/stalker-anomaly/addons/new-exo-sound-only
got told to ask here, if i had an animation for stalker anomaly, would someone be able to pack it into a mod?
Hi, guys! Is there any way to understand if an outfit have to be charged?
I can't see and specific property in their ltx definitions
I figured it out it’s the crysis mod, but turn off frequency scaling
Third eye opend
Now I gotta figure out how to do weapon repositions
wdym
like if i had someone commision a animation, and send me the file, could someone pack it into a usable mod?
I mean yeah?
ok cool
but why doesn't the animator do it himself
he dosent know too much about stalker
never really modded shit, hes just extremely good at blender animations
well as long as he's using the correct rig for x-ray I guess it'll be fine
he is, he had another modder give him everything he needs
although good luck trying to find someone willing to export everything and prepare it all for him lol
im willing it pay, thats my point
i just wanted to know if its possible with a animation file
only
idk if someone will accept money for that, but good luck tho
already got like 8 dms saying they know alot about stalker, i offered around 100-150 normally
but this was in the anomaly discord
but its 8 for different things
100 for that???
i have money to spend, why not lmfao
yeah they tryna scam you lol
its a important fucking animation
Why does this smell fishy
fuck it I'll do it for free
bruh
send me the blend file
hes still working on it
i told him id pay him 200 if its really good quality
and he said hes very down
guess what animation it is
no idea tbh
lmao

tactical sniff
brutal ngl
Worse is that its actually what optimal gameplay feels like
yeah lmao
is it hard to import animations from say, EFT into stalker? or when people say import, is that just making a 1:1 replica?
i mean some guy figured out how to port cod mw2 animations into anomaly so i guess so
cause what kinda mods do you conjure, i might need to get a commission from you if you take them
what the fuck
like old mw2? or newer
newer the shaky one
I make animations
like, hand model type ones
yeah
ok i was thinking that
im gonna guess "animations" in this game are almost always hand animations, meds, reload, etc etc
this type of anims, this one is from 3 weeks ago
like a month or maybe less
I can make one single animation in 2 days easily but I also have to make a minimum of animations
which ends up being like ~20 anims
do you have any examples for food/medical type animations?
if you can, lmk, you might take the cocaine dealer spot
nah leave that to the other guy
fent dealer?
I can make something else if you want
lemme look at the anomaly menu and see what they have
fent may be the priority
oh on the real note
animation for the survival kit
would actually go hard asf
I forgot what that was tbh
that green bag thing
i think that was removed from the gamma loot pool last update
you can still buy it from traders
i think atleast
i remember buying one
i might be tripping
you played S2 yet?
nope
i was actually saving up to buy it
like a rust syringe
yeah
you make me a good anim, ill buy it for you
just get it through alternative means wink wink
they'll never know
i guess that sounds like a deal
inverted holo
bro.
it might be his
that was made by sodaz
yeah
ok so pillii
this is the idea i have
ok
so, the rust syringe
yknow, the epipen looking thing
stalker 2 syringe, EFT syringes
the pop and go type deal
yeah yeah
illegal activities?
but this
this is what they look like
in the animation
WHAT THE FUCK
ok so
you see the vision?
we need
the stim type meds
to be stims
i mean yeah, but you could also just change the icons
variety is the best
but i can do them regardless if you want to
i want to get paid
stalker is 60$, so 30$ right now to start, and then 30$ when finished
or if you want
we can do it all at the end
up to you
oh wait i think someone did reanimate the injectors at some point
hmmm
remake the cheese medkit
YES
that animation is pretty mid
so it indeed does
need a makeover
make it the car from eft
imagine
lmfao
alright tell me how you want it to be
what about the stimpak animation from fallout?
THANKS FOR WATCHING
——————————————
0:00 SIMPLE SURGICAL PACK
0:19 QUICK BANDAGE
0:27 STANDARD MILITARY SURGICAL KIT
0:42 FIELD BANDAGE
0:50 TMK MILITARY SURGICAL KIT
1:06 OPM BANDAGE
1:15 ST0 BATTLEFIELD SURGICAL SET
1:32 G-96 NEBULIZER
1:38 SIMPLE FIRST AID PACK
1:46 FAST-ACTING PAINKILLER
1:50 STANDARD FIRST AID KIT
1:55 EX PAINKILLER
2:01 E3 ...
2:54
that could go hard
lemme look at that, i remember it being pretty good
mb, wrong time stamp
its good, but its like, really fast
damn, that's bing search result
no idea why that amuses me so much, but it do
also, pretty sure that is a modded animation; the normal FO4 stimpak animation is slower and gentler
i feel like that would be REALLY good for those injections that only heal red hp
@lilac idol would this be hard to do?
only 1 anim as it would fit all 3 medkits
couldnt you use the normal AI-2 model, but fit kinda the same aspect
yeah, dude bits the cap off and spits it off, uses it while the medkit is still in the other hand
also, how do i use that injector anim?
i loaded it as a mod and it did not work, something else i have to do?
idk I haven't used it myself, you could ask lizzardman
alright ty
keep me updated if you could, if you dont want too, no need
yeah I'll keep you updated whenever I get some progress on it
oh yeah, dm me your steam so i can add you for the gift when its done
Is there a good mod for ambient sfx? Like sounds of crows, birds, distance sounds etc
and maybe a reverb mod
go to moddb, sort by ambient sfx, then go crazy
thats what i did
ok, ill try. thanks
I found a mod for ambient but I didnt find one for outdoor indoor reverb. Do you happen to know one? I would apreciate it
Oh... well, Ill leave it then. Do you know a good mod for ambience sfx? sounds of wildlife, etc
not really, I haven't looked much into that
Does anyone know how BHS works? Apparently any medkit should heal you infinitely because of this code (timedhealth is always 60000) but it definitely stops somehow. Any chance someone know where it does stop?
if time_global()-medkits.lastregen>medkits.timedhealth then
medkits.lastregen=time_global()
for k,v in pairs(timedhp) do
if v>0 then
timedhp[k]=timedhp[k]-1
health[k]=health[k]-1
end
if v<0 then
timedhp[k]=0
end
end
SaveHealthStatus()
end
This code you are showing is not "healing" you. It is decrementing your temporary limb HP when it is time for it to decay.
How would subtracting heal you i wonder
I need you guys to make this game have Frame Generation and FSR, along with editing the engine to make it multiple threaded.
try lossless scaling, its 5 bucks on steam rn and it has fsr framegen
I use lossless scaling
you have to run it everytime you run gamma but its better than nothing
oh word
yeah having that built in would be so nice, multithreading too
haha yup
Does anyone know how to swap hands modes hud? I saw someone said I should replace them in file ltx, where can I find it? For ex I want to replace merc ace suit for dolg redline, can someone explain pls? Ty
someone pls
patience, bud
testing a thing if I can just do it for you (because I want to see if I can DLTX edit it) and whether or not this works I'll tell you the way that does work in just a bit
Thanks dude
well shit, this worked perfectly, with this mod your hands now have the redline appearance instead of ACE
install as a normal mod on MO2
included in the .rar is also my slightly-shitty guide to DLTX edits, so you can do more yourself
Dude, I really appreciate it. My god thank you so much)
the other way to do this would have been to:
search for THAP on MO2
right click on 375- THAP Re-work - Max_im16, open in explorer
gamedata > configs > mod_system_THAP_Rework.ltx
and change
player_hud_section = actor_hud_seva_ace```
to
```![merc_ace_outfit]
player_hud_section = actor_hud_redline_novice```
sometimes the DLTX method (seen in the tiny mod above) doesn't work because of some load order stuff I'm too stupid to understand
modifying the highest-number-priority base mod will work, long as it doesn't get updated
Ah shit dude, I meant heavy red line suit, PSZ-9d Duty armor this one) But I'll try do it myself, anyway ty
the file actor_hud_hand_animations.ltx also is basically a list of all the possible actor_hud hand models, so if you want to swap a hand model to one that isn't listed in the thap_rework.ltx file you can look it up there
this one :)
not quite, in the "virtual folder" in MO2
on the right of it
but I have these, am I doing smth wrong?
put "animations" in the search bar in the bottom, as shown in screenshot
Ah yeah, I see now
or, just open the mod I sent you, change the config to say this instead
player_hud_section = actor_hud_duty_pantsir```
(the "pantsir" and "heavy_redline" outfits use the same hand models)
Ah, ty
do note that you do obviously need to relaunch the game to make sure the changes actually stick
should be obvious, but still
Yeah I got it, so last question if you dont mind. I change the line, now I should to do what? Because I unpacked ur .rar file, not quite get it
Or I should replace it in the .rar file?
like here?
oh, no sorry
right click the mod you have installed on MO2, open in explorer, then modify in there
gamedata > configs > mod_system_z_THAP_custom.ltx
you can change the file and repack the .rar or .zip or w/e and install the new version
but for a small tweak like this it's far easier to just modify the file
Now I get it. Big thanks to all of you, who helped me, poor dumb)
I was also a very poordumb before I figured out the magic of DLTX...
I still haven't figured it out good, so I am still mostly a poordumb, but a bit less
have fun!
How do I do weapon repositions? I have the mod, I made the folder for the gun but still doesn’t work
get this
do the reposition
apply
go into anomaly folder, find cache_dbg.ltx
do the same file but mod_system_repos.ltx in configs
copy and paste with !
is there a way to reload a mod while playing? im pretty new to developing and its pretty tedious to close the game every time i do a modification in the mod
only certain things can be reloaded
99% of games you need full restart
what are you editing?
If you're editing ltx values or updating certain script you can simply hit F7 > numpad 0> F5 and that'll trigger a quick reload.
this applies only to ltx files included in system 🤓
it also reloads other ltxs
May I have any tip for to calculate percentage satiety of food? Right now I found this code, but it's little bit incorrect (52% instead of 44%) and I have no idea how to find out the correct calculations:
local eat_sat = ini_sys:r_float_ex(section, "eat_satiety")
local conditions = db.actor:cast_Actor():conditions()
local red_icon_satiety = conditions:SatietyCritical() * 0.5
local max_satiety = 1 - red_icon_satiety
local sat_num = eat_sat / max_satiety * 100
return sat_num
satiety is super easy as 1000 kcal is the maximum
so just divide by 10
the code you posted uses the satiety value when you get the red status icon as a minimum
instead of using true zero as the minimum
Incredible, lemme try.
It works, daaaamn
Is there any HD models for Lass?
doesn't LASS only effect player hand models and voice?
or if you mean the third-person view models, then... no, unless the HD Models pack (which I don't recommend) has lady stalker models in it
hum oh wellzies
is there a way to easily teleport to where you're looking at (either on free fly or not) when you're in debug mode? 
asking this here cause otherwise i'm making it into a mod
those are some ugly icons

how do i export a blender object as a ogf
honestly a really cool concept, adding stalker 2 things to gamma
is there an explanation of what all the voiceline folders are for? im curious here if friend_hitted refers to actor hitting a friend or actor watching a friend get hit
IIRC they are being used manually in the code, guess you have to look there too
And looks like it's being used here: 209- Death Animations (if you like shooting extra ammo on dead people) - xcvb\gamedata\configs\creatures\m_stalker.ltx
i tried some audio translator to see what the lines were and so far i have
attack = random in combat dialogue and specific responses to enemy count
backup = actor is moving defensively
cover fire = actor is providing cover fire
detour = actor is moving offensively
enemy = actor sees enemy
enemy down = actor sees enemy killed
enemy hit = actor sees enemy took damage
fire = actor is shooting dialogue
friend hitted = actor friend received damage
friendly fire = actor got friendlyfired
friendly grenade = actor sees friendly player with nade equipped(?)
grenade = actor sees enemy grenade, actor deploys grenade
post combat wait = actor after combat ends but still alert, actor after combat ends into idling
searching enemy = actor looking for enemies they heard or lost sight of
threat = actor taunts based on distance
tolls = actor friend dies
would anyone be willing to help me pack a mod? i had someone commision me a blender file for a cocaine animation, but i have 0 idea how to put it into the game, any help would be great!
@faint sable
I just do guns
isnt it animations though?
but i do got another question, im working on a cocaine animation for the GAMMA pack, if i chose a arm model and a knife model in game
well, in blender, would it use my equipped stuff ingame
I just port with existing animations, I don't make them myself
which is what i have
i have the blender file
i just dont have a clue of what to do next
do you have maybe, an idea of how to move forward with it or no
hmm best to ask Lizzardman or any animators that do items, Lizzarddman is my first to ask since he does animations like surgery kit and injection stim animations so probably him
https://discord.com/channels/912320241713958912/1137162280816099450 might can find him in this thread
Paying 30$ paypal, cashapp, or venmo to have someone implement a animation into the game, (already have the blender file)
take the offer
Anyone able to help me with a crash I keep getting from ZLM? Unsure of what I'm messing up here, not super tech savvy in terms of crash reports
Are they animations for STALKER or from other games that you want to port to STALKER
animations FOR stalker, i had someone commission a Cocaine Animation, i made the mistake of getting a commission that didnt involve adding it to the game, so i just got a file with everything exported from blender
gamma didnt have a anim for it, so i was like, yknow thats a funny animation that needed to be added
so i paid a dude to make one, he did, but now im in another roadblock
Oh ok
If you want send me the files and ill try my best, ill take the $30 offer lol
bet, ill take this to dms
I'm looking to commission a mod for an alteration to the Kar98k, is this the right place to find people or is there a better place?
look the gain and the effect send are already at max volume there isnt much i can do beyond that but you're free to modify your sEnvironment.xr and pump the gain on all the presets
alright i see
why all animations need their own HUD preset 
offsets
speaking of, can I DLTX edits to weapon HUD offsets, or do I need to edit the weapon ltx directly? doesn't seem to stick with the usual method of
![wpn_name_hud]
followed by the values
Any chance someone know how Grok calculated these BR and stopping power for ammo?
I was hoping cxv_ammo_stats_tbl.script is responsible for calculations but apparently it is not
<text>Military 5.45x39 calibre HP is an hollow point round for automatic rifles of Warsaw Pact countries.\n
\n%c[ui_gray_2] - %c[ui_gray_2] Armor penetration power (AP): %c[ui_gray_1]BR1 (15)
\n%c[ui_gray_2] - %c[ui_gray_2] Nominal stopping power (DMG): %c[ui_gray_1]53</text>
</string>
its in the ammo config
This is just text visible in the game 🐴
this is an xml file, it only defines text
you probably want to look for the gbo script
whatever its called
Gotcha, looking into these things
How do i make ncps to drop their armor with a 100% chance?
Load a game - Settings - Gameplay - Progression - Scroll down - Outfit Loot Factor
!support
@fading arrow If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
Can I do that with only 1 animation in a set?
Im uploading something too 
There is probably a conflicting DLTX that is undoing yours
anyone know if the game will crash if a trade profile has an item that isn't in the game? or will it just ignore that item?
well I know that if an NPC loadout has an item that doesn't exist and an NPC spawns with that nonexistent item it will crash
I haven't tried with trade profiles tho, but I guess it's the same
I think ignore

shot in the dark here, cause ive looked and looked what would handle what happens when clicking to drag an item in any inventory? looking to add ISFX to play its sounds on click as it does on take?
Will this list help? https://igigog.github.io/anomaly-modding-book/scripting/callbacks.html?highlight=events#i-introduction
It has ActorMenu_on_item_before_move and ActorMenu_on_item_drag_drop, sounds like it can work
Any chance you would know where the knives numbers calculations are? They are already baked in the xml but I can't find any code related to this
same place. Knives .ltx
no wae, taking a look
thank you SaloEater ive looked there and was trying to implement a couple of those ill keep trying
but what about pelts quality? would appreciate any help
quality as in drop quality or ..?
Yeah, in drop quality
idk that one. Mutants iirc are handled differently
I expected there is a script/ltx with simple code but there is nothing (for now)
I'm new to programming.
Could someone help me understand how the CreateTimeEvent function works?
https://igigog.github.io/anomaly-modding-book/scripting/time_events.html
I'm just doing a test, I've created a function (test_time) that sends a message to the console
I did in an on_game_start() function
CreateTimeEvent(“event_test”, “action_test”, 5, test_time)
ResetTimeEvent(“event_test”, “action_test”, 1)
The problem is that the test_time function loops every frame from the moment the 5 seconds have passed... but I'd like the function to be read only once, but to repeat every 6 seconds.
Reset doesn't "resets" the timer but "delays"
From what I understood and what I do is you have to create a new time event when this one ends
ok I'll test that!
note that you need different time event ids
Hey! Ane chance you also know where do Grok have code/configs for how knives cut pelts with different quality?
no idea
daaaamn 😭
Dynamic NPC loadouts should work since it checks for the section to exist first when reading the inital data, and does nothing if it doesnt exist. Only issue might be when the name matches a section that isnt a weapon i guess.
It seems to work, thank you very much.
Hello, may you know something about how knives cut pelts with different quality? 
zz_item_artefact.script
Thank you! Just casually saved hours of my life
You can search stuff like that in #📢development too, tho its always not very apparent or easy to find, but if its a recent change then thats the best place to find code that was changed for some feature
Does anyone know what I can use in a script to test whether the pause menu is open?
check the "Return Main Menu Music" mod or whatever its called. its included in gamma
Ok, I just looked and found main_menu_on_init()
I'd already seen it in the help book and tested it, but it didn't work... I must have made a mistake... I'll try again
It's working, thanks
it is a bit iffy, ive had plenty of times when the main menu music kept playing after closing it, so there might be some issue with detecting the closing of main menu
how would i go along with editing gun stats or the armor pen of ammos? I just wanna tweak the pen of 338 lapua because I noticed that it sometimes 2 shots people when lapua punches through exo suit stalkers with 1 shot no problem. I already made a ltx for armor stat tweaks, so should I go along with making a new ltx file?
and furthermore, would it matter if i put weapon tweaks in the same ltx as ammo tweaks? and is there a formula to calculating what a ammo type can pen like the (1-hit_fraction_actor)*.75 of armor stats?
solved in 1.5.3
or should be anyway
it was a problem of the callback
Definetly had it on 1.5.3, not sure if 093 tho or just 091
Ive been just disabling the menu music anyways since it doesnt care for the music volume slider and blows my ears off
its a problem of certain menus not sedning the callback
Hard to solve
and is there also a formula regarding weapon damage and such, and how would i go along with reducing the recoil of a certain gun, higher = better or vice versa
thats all i need to figure out
was there ever any further talk about this?
hey guys, would someone be willing to help me replace 1 animation with another?
ive never made a mod before and was thinking of a animation that already exists, and how it would go better on another medical item
but dont have a clue where to start
I am looking to get a default axr_options.ltx file - mainly just the values for the SSS, but the whole thing would be handy to have.
Good night, Is there any mod that improves the lighting and texture of building interiors?
Not really
we need ELFX in this hoe (iykyk)
Is anyone here good at creating weapon assets? I'm looking to commission essentially a new version of the Kar98k. In all likelihood it would probably be an upgrade kit for it and convert it to .45 and give it a threaded barrel. It's based off of a conversion kit created by Rhineland Arms and I can't get one irl so I've decided to live vicariously through Stalker if possible.
this mod (sets stimpacks to use an alternate animation from back when all stimpacks used the slower large injector animations) shows the DLTX method and the folder structure for it
if you can find the animation filename and the other information, it can be as simple as that
ill def take a look, im trying to made the injector animation from BHS remade and put it to the 3 medkits, and the 3 injectors in gamma, as those are pretty lame
oh shoot, this is not really what i meant
i see what you mean though
the BHS remade animation is a different mod, not one already present in the game
but its made for the injectors in that mod, so im wondering if its possible to make it replace the animation for the medkits in gamma
The Rare Stash Balance mod has the treasure manager ltx
Is the list below the only types of items that are included in the stashes?
I opened so many stashes but didn't see most of the armors in the list below
I know that some of them are removed from survivalist but I still haven't seen the ones which aren't blacklisted
After dozens of stashes with the correct tier chance in north locations
Am I reading it wrong or just unlucky
axr_options.ltx?
Default, as in unmodified?
anyone know the formula for calculating health_restore_speed
When I researched that I looked in all gamma mods for "[health_restore_speed]" to understand how utils_ui.stats_table works and this file is for health restore speed
hm ok
yeah its just blabber, i need the actual formula bc im tweaking an attachment
what you referenced is the script layer's representation of it
there's no formula
fuck
ill keep putting on decimals then 
that's all you need to know because it's all there is to know
alr then, imma try 0.025, im aiming for 10 health rest so
try multiplying it by 360
That makes 9
6 for the alife update rate I THINK
and 60 for a full minute
then you recover 900 health in a minute
165 what
Health restoration
Yep
oof
Last updated 12/10/24
Ive learned that with gamma, no value is ever correct
yes that is what i said
brother multiply by 360
and be done with it
or just by 6
why complicate it so much
Guys, can u tell me more about mod_actor_effects?
Basically swapping weapon effects using 1 line?
Yes. Basically a fresh install before anyone messes with the SSS options.
Oh
I already messed with the SSS options
Used the anomaly custom configuration that gave me around 10fps more
Looks pretty too
Some LUT, grass mod, and the game looks like a 2018 title

mine looks good too, but still want to default the SSS settings I have messed with and give that a run.
What directx are you playing on?
11
Nice. Hows the performance?
45+ on high-ish settings with an old computer.
I may be upgrading to a GTX1080, but don't expect much fps from it.
huh? its for preference lmfao

weirdo mentality
Hey i just need help here, i dont know if this is the right channel but im dowloading the inverno mod for gamma and i have the file for the mod i just dont know where it goes, if anybody could help it would be greatly appreciated
yo how does one start creating mods for anomally. I'm looking throught the anomally moding book and its confusing af. Is there any other way to learn?

it's simple
just do stuff like ltx and then slowly get to modeling
you need blender 3.6 or maya
Look at the similar mod to that you want to make
It would be if like 30% of stuff wasn't obsolete inside those files 

!true
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Question about Trader.ltx.
Example: Medkit = 3, 0.50
I know what these numbers mean. The first number represents the quantity and the second represents the spawn change. But I want to vary the quantity (1, 2 or 3 Medkits possible each spawn), how does that work?
Does craft.ltx not support recipes that create more/less quantity than the default amount?
I've never made a mod and don't know how hard it would be. But a mod that shortens the distance between Rostok and Garbage wuld have been my favorite. Because that path is the worst…
Sir
you have fast travel
I always used "Aydin's HUD and UI Tweaks", but now - with the new 0.93 UI - the new % numbers overlap the bars and it's a real mess!
I know it's not an actual bug... but it's an annoyance introduced with 0.93. If any modder/s of the new UI knew how to hide the bar of other UI mods would be awesome.
Yea but I don't use fast travel. Because you know... immersion. But I guess I'll have to start doing it at that road.
you already have the additional travel spots now! goes from the Garbage gate to just south of the Duty intersection
used to be you always had to run the whole long ass path
i just threw myself into blender and watched videos for 4 hours i never bothered with anything else
modeling is fun!!!... ish
Hi anyone knows what happens here thank you so much
installing all ghillied r700 mod
Do you mean there is a shorter way already? I'll have to check that out tonight.
yeah, I think as part of 400- Bar Map Edits - Karobeccary (which also opens a couple doorways to allow easier movement through the base)
there's an additional point slightly closer to the Garbage gate, leads you right next to the checkpoint
usually safe from dogs, and I've not been hit by any anomaly on route from there to the Dooters yet
Love it! thanks for pointing that out!
hi does anyone know how to properly reposition weapon with 3DSS scope ? I have ported SR25 from EFP (alt aim + grenade launcher) to my GAMMA but i dont like position of weapon, when i try reposition it with HUD offset editor, the aim is totally fucke* up, thx 🙂
No. The first number represents the number of times the item will be rolled. In your example it's a coin flip. The coin will be flipped three times. Each time it is heads a medkit is given to the vendor. This could be 0 medkits or 1,2 or 3. With an average of 1.5
So yo answer your question you list the max number you ever want to see and then pick a probability that puts the average where you want it.
got it, but it takes a lot of time😅
got as far as generating a list of all possible roots, then apparently my brain decided all I do is play PDX grand strat games this winter
Yes. It does.
It still doesn't look right. Compare it with another scope
yep ik, this 3DSS thing is new for me 😅
my condolences
You can take a screenshot of any of the scopes you need to reposition and set it up as an overlay and just copy the position from there
Hi guys what do you think, FN40GL on SR25 doesnt have a sights for aiming, so i tried use a ALT aim for grenade launcher aiming works quite well 😅 https://imgur.com/yFhTFgH
anybody know here, how can i type _underscore in the stalker console config
i have a blackscreen ingame and i try to fix it
Im not sure if i get it😅
as in, take a different weapon that can use the scope, put it on and aim down the sight
then take a picture, and make the new weapon's scope match the one already there
Interesting decision, wondering how it'd look if I tie canted sight to a wpn_launcher bone
Should hide it if UBGL is not mounted
these things are beyond me, in just trying to “port” something from efp and make it work 😅 in my gamma
Yeah you can do that. That's how the gl works on the ak12 monolith
Send me the zip when you're done 
Didn't realize the efp Sr25 has a gl
Hmm, about hiding bones. Can you hide a part when UBGL is attached? Like handle?
I've been searching files all day and cant find it to save my life.
Does anyone know where to change how long a squad stays on a smart terrain when visiting? if you turn on debug hud you can see the timer counting down when you hover over the squad and i'd like to shorten the time they stay at camps etc.
maybe tomorrow or next year
, i dont have much time 😅
nope, i can only work with LTX files and in game with HUD things
nvm i think i found the answer if anyone is interested https://www.moddb.com/mods/call-of-chernobyl/forum/thread/some-modding-question
Discuss the topic "Some modding question" in the Addons Call of Chernobyl Discussion.
not really, you could just make the GL completely overlap the handle
I mean, Andtheherois made lens hider script, I guess this is possible too
nah those are completely different things
the farthest I've seen with my eyes is a test script raven made for hiding a mesh when you attach a silencer
which would be the closest to what you want, but with the GL instead of the suppressor
you can either make it a separate mesh like, handle and it will be hidden when you attach the GL

now that's a mood
for example SR25 from phant0ms endgame weapon pack have tactical handle, u can add GL, and when the GL is attached, the handle will disappear ?
no
If you add it into the animation, you can do a bone for the handle. Then when you attach the gl you move the handle bone out of the wah
yeah that'd be the only way to do it
You could hide tge bone when a gl is attach if you find someone to make a script for it like nltp did the lens hider script
i can send it, but i have a little problem with rest of the scopes (mark8 rmr is fine), im not able make reposition for the other ones dunno why, and the SR25 uses a multiple texturex from other weapons (pack have 161 mb in Zip7)
we have to learn LUA 💀
yes
literally the only thing

handle does what?
it disappears
What
people would find a way to complain about a handle being 10m behind you
Where can I have a look at it?
I mean a lot already do for double mags or floating casings
This is an anomaly 
Floating handle, never heard of it?
didn't get past test version
"Why is this mag floating 10m behind the gun, how fix, gun unusable"
I was testing it with blackgrowl a bit ago and it didn't work quite well
Skill issue
GARBAGE
Which I can't even see unless I use demo_record*
Just wait for lewd to drop his weapon pack. He'll have a bunch of scripts for weapons
Or cwwp
Afaik LEWD just does the same thing as scopes
Like he added a new attachment category for the grip and a laser
but you still have to make a hundred models per gun
Like
Base gun, gun+scope, gun+ scope+grip, gun + scope + grip
I think ashes figured out a way to make everything use a single ogf
I love having 15TB of the same mesh!
So if you have a gun with 20 scopes, a grip and a laser that's 61 models
per gun
62 with the world model
124 if you give each mesh it's own world model
lol
I mean yeah like gunslinger does it
Have you never seen the armature of one of the gunslinger ports?
Fucking 50 bones
Does the position of the scope change when you attach the gl?
how hard is it to add a sight from one mod to a gun from a different mod? It looks like there are individual .ogf's for each sight so is it a matter of animation, or simply configuring .ltxs?
nope, but only mark8 rmr is fine
Someone post a link to my tutorial, im not on PC rn
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Sweet thank you.
honestly im surprised how easy it is to add a scope to gun
So no problem?
nope, but the other scopes "wont listen" to me when im trying to do reposition, they are still "off the scope" 
marchf for example after "succesfull" repos
Is this Sr25 overriding the base one in gamma?
yes, and its in rifles now and no in snipers
That doesn't matter. Add more Zs to your dltx
ok i will try it later, but weapons from EFP have a small selection of sights
imma gonna try something with SCARs from EFP (only 7X62), i like SCARs but im not a fan those from BAS (short barrel), and EFP ones have laser https://imgur.com/a/E5yasyV
yep, that worked 
hang z stackers
whoever adds more Zs wins
Then youll have to hang me, mamawebo
That scope looks like it's slightly oblong?
Nvm it was the aspect ratio on mobile
day 1 stalker 2 modding we already had zzzzz_my_mod_is_best.pak stuff 
its all about the z


Is it even viable in Stalker 2?
yeah, paks get loaded in alphabetical order
so loaded last = wins out
They are copying modders
gamma truly is the modders of our time
Basically DLTX in Anomaly 
Whatever is loaded last is the winner
on voiced actor, if you keep adding files to an existing cue and numerically go up, does it register all these lines on its own or do you have to edit the script for it ? the original filecount is up to _15 and i went up to _31
Does anyone here know C++? I had an idea I wanted to do a while ago but couldn't find anyone willing to help. I want to give it another shot. I can offer co-authorship
@unreal leaf ?
depends on what it is
Ive onl got limited knowledge, especially if this is xray related
It's the bullet trajectory code
right... tell us what you want to achieve and what youre stuck on
As far as I remember, enemies do not react to a bullet whizzing by their head. So I wanted to create a mod that would do that by creating sounds along the bullet trajectory. To do that, I need the bullet trajectory. I have not found any mod or utility that tracks the bullet. I want to re-code the system for bullet trajectory, but in Lua so I can get the entire trajectory accurately and also release it as a utility. However, that requires reading the C++ code, which I have tried a few times but can't make sense of.
you don't need to do that at the engine level
you have bullet_on_update in the script layer
you could hack a forced aggro on the update if it whizzes too close to a mob and the bullet is from the player
if you wish to save on performance or idk make it only for the player for some reason
How often does that tick again?
idk but it's more than enough for that kind of stuff
unless you have like 1.5km/s+ bullets
but maybe it also works with them
i've used that callback before and it has worked flawlessly
hey when trying to put the blender xray addon, its not working
What version of blender are you using?
Use blender 3.6
Idk if its the right place, but I just have one question with this #🔨modded-gamma-support message
Can someone make a patch for All Ghillied Up R700 addon for the 3d scopes ?
do it yourself 
don't know how
then learn how to 
damn cant i pay someone to do it
Your chances to find that modder have been increased by 10 000%
i dont know how hard it is
not that hard
ive only made mods for skyrim is there guides somewhere
Ah thank you very mutch! Now the description makes sense. Then I no longer have any questions about that. This is of course much better, because up until now I really thought that there was a 30% probability that the dealer would ALWAYS spawn 3 medkits. Now it spawns 1, 2 or 3. Well, it did that before but I didn't know that. 😄
Every time bullet updates, so probably every frame
There are not many simultaneously online stalkers, so performance shouldn't be of big concern
Newbie to modding here so excuse my ignorance. Toying with the skills system code 🙂
Since GAMMA does weapon condition based on the sum of its parts, how does directly changing the condition affect its parts? Does it recalculate their individual condition?
I noticed when my change forces the condition of a weapon to increase by 100% it maxes the condition of each part out, but if I do 50% it seems a bit all over the place.
yo can someone help me plzz. I need to know this mod that grok use for the new gun leaning
isn't that just
use_alt_aim_hud
Is there a mod that adds more traders who exchange items for other items? Like in Escape from Tarkov (barter items) or like the dealer "spirit"?
there's this ancient ass framework
get to work
chop chop 
I don't exactly know how it works, but you can check the changelogs since Grok added something for 0.9.3 where if you shoot a gun, it force sets the condition to 85 but doesn't repair the individual parts in it
Looking out for the script responsible for that might help you
that's not it you fucking DUMBASS
I think he's talking about weapon inertia expanded
Ay
thats mean
However,
Atomic bomb

wow, thanks a lot! Now i have to work a few days 🙂
it's easy enough to learn and use
My first question after looking at everything. How is it possible to add barter to random NPCs (not regular traders)? I used esc_2_12_stalker_wolf23043 as an example, but it doesn't show me the barter dialog.
it should be "grok_gun_condition_fixed.script"
Hi, have anyone plans for converting Blindside´s military pack to 3DSS ? Im quite an AK fanboy (not the blue tape nerd) 😅 and i like his animations and etc, and i would like to use his modpack instead of AK family reanimation, i asked him on patreon and we are free to use his modpack, i have aleady ported VZ58 from his modpack
Afaik 3dss has a step-by-step instruction on how to convert scopes on guns to it.
Go to their thread in #1035807043933720576 find 3DSS ready to go blend file with already fixed scopes
do you mean this https://docs.google.com/document/d/15MaqMZlrqsrlGth0t4Y1iL2dFcBnY_j48SSOo0b_mP0/edit?tab=t.0#heading=h.dopkke8cprpa ?
You know I was literally just about to ask for some help with 3DSS tweaks, but I think this answers all my questions.
When using the Ammo Check mod with OneKey Weapon Controls 1.0.3, some weapons don't have the proper animation, so the mod makes them use a reload animation, but there's no sound, even though normal reload has sound. How do I fix this?
Latest ammo check does that?
Yeah.
I mean, I probly can just copy the reload anim and name it mag check and add the same sound file?
I guess that can happen if the weapon config has
"scripted_snd_reload" instead of "snd_reload"
I have this file .DDS from Aydin's HUD, how can I make the "Statistics" section transparent to make it support the new 0.93 UI?
arew you using the onekey too?
Can't anyone help me?
👇
#╙🖇mods-making-discussion message
trading with random stalkers is disabled via the mod G.A.M.M.A. No trade with random stalkers, try to disable that and try then
Yeah. Is that the culprit? The no-sound issue is present regardless of what key I'm using to do the mag check - hold R from onekey or double tap F from ammocheck.
That was my first thought too. But unfortunately that wasn't the case. I think it's because of the Trader Injector script, which I can't edit. I'm sure you wouldn't have to change much though. That's why I need help from modders who will take a little time for me.
i had a feeling. default ammo check doesn't seem to do that. I beleive it's because no scripted sound is defined when the mag check is performed
the poblem with one key is that it's out of date
The OneKey Weapon Controls 1.0.3 dev doesn't seem to be active anymore, and he deleted his mod.
so that may also be contributing to the issue
yeah. unless someone takes up the project to update it i dont think you'll have a fix to that issue
i tried but im no scripter
the easiest no scirpting way to fix it would be to go through each weapon ltx, and dltx in the reload sound as a scripted sound
Yeah, that's less work than what I initially wanted to do.
How do i make a new aslan that act like original aslan ?
I used the squad id, spawn him at the chair, yet the new aslan still walk around aimlessly
So, I did this in a separate mod_system_blahblahblah.ltx:
![wpn_bizon] scripted_snd_ammo_check = weapons\bizon\bizon_reload scripted_snd_ammo_check_empty = weapons\bizon\bizon_reload anm_ammo_check = pp19bbw_reload anm_ammo_check_empty = pp19bbw_reload
Didn't work. Only after adding those lines to the original w_bizon.ltx I made it work. How to dltx tho?
Tried adding more Z's to the filename, but no go. Maybe the scripts don't take dltx-ed entries into account at all?
Is there a way to tell from when there is a mod or what the version of the mod is from the files in the mods folder?
If there's a file, there's a date in the properties.
That simple. Ok.
you didnt add it to the hud section
anim should have been under [wpn_bizon_hud]
Now for something completely different. The fact that no one made a mod for this kinda speaks for itself, but would it be possible to make companions act like normal NPCs in fights? I mean the voiced shouts like "cover me" or "don't shoot" (in case of friendly fire). Is it something hardcoded in the engine that they go silent after joining the player?
https://github.com/RawrBag/xray-monolith-tweaks/releases some updates to eax now with console commands opened out so you can tweak the environment rolloff
how do you patch a crash like this?
Expression : _valid( c )
Function : CPhysicsShellHolder::correct_spawn_pos
File : D:\a\xray-monolith\xray-monolith\src\xrGame\PhysicsShellHolder.cpp
Line : 214
Description : object: wpn_m4_compm4s16609 model: dynamics\weapons\wpn_m4\wpn_m4_compm4s
stack trace:
tried port BAS sights over to a gun and dropping it causes this crash
guys pls help what is the file that define the capacity of backpach turned stash
your GAMMA folder\mods\SixSloth's & Veerserif's Hideout Furnitures 2.2.1 GAMMA patch\gamedata\configs\mod_system_stash_capacities.ltx
How can I remove a specific weapon from the NPCs loadout?
by opening each and every loadout the game uses, finding that weapon, and removing it from those lists
I dont think you can
your best bet is to remove the weapon
like, completely
So why are some gamma weapons there in debug menu but not in npcs loadouts?
because gamma removes all the weapons from NPCs and adds them one by one
so if you want to do that you have to delete all the loadouts and re-do then
at least that's my understanding of it
you can't just
!![stalker_novice]
wpn_something
that would delete the entire loadouts for stalker_novice
soulcrystal's mossberg reanim has some script iirc
now that you say it I saw demo talk about that a bit a go
I just want a weapon to not spawn anymore , is there not a exclude_weapon thing?
In a old version of gamma I think there was
just try looking at soul's Mossberg script
I don't think anything like that exists with dltx
you can use dltx, but it won't be easier than just editing ltx, yeah
