#╙🖇mods-making-discussion

1 messages · Page 89 of 1

covert pivot
#

Wouldnt something like
![stalker_novice]
!wpn_something
work

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I think youd need to match the exact numbers after too

lilac idol
#

yeah even if that worked you'd have to match all the :r:r numbers

covert pivot
#

So easier to just alter the base ltx at that point

lilac idol
#

so it could go on for like 100 lines

covert pivot
#

:r:r numbers no

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Just having r:r if its written in base ltx should be fine

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Script reads the :r:r text, what it does after with it isnt really relevant

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Dltx stuff would work while script reads ltx file

lilac idol
#

still easier to edit the base ltx for the end userKekSkew

covert pivot
#

Time to add weapon exclusion list to the script (i wont) Chadge

faint sable
#

best to follow Juans guide on how to add sights/scopes from BAS or other gun mods that introduce new scopes/sights

#

to any gun

thin socket
lilac idol
#

some might

waxen crane
#

ayo, can someone chekout my .blend of an animation i made, if it fits the modding standard, and knows how to implement it into the game?

fair canopy
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you threw away SO MUCH coke

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good anim tho

waxen crane
#

still needs help, how to get it into the game 🥲

fair canopy
#

@slow bolt

slow bolt
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that is someone else's anim

waxen crane
#

i made it...?

slow bolt
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juan implemented it into the game

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i doubt

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A guy came before and you are a new account

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Unless you are the same dude ofc

waxen crane
#

ye.. i sold it to a guy.. and he just redo an anim.. but i want it for myself now lol

slow bolt
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Well juan made it into the game already

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so @celest forge

celest forge
#

Two versions of the same anim but it's not the same

waxen crane
#

this is redone anim

waxen crane
#

so.. wanna check out .blend ?

vast plaza
#

Mod Request:

Is there a mod that makes NPCs' footsteps quieter? Currently you can hear every NPC way too far away. I often have to look around because I think the npc is right behind me. When I see him, he's 20-30m away. I think if the footsteps of npcs are 50%-60% quieter it's realistic.

waxen crane
glad mirage
#

which are reponsible for world models

#

which is currently the cause of the crash

faint sable
#

to make a world model you need to make all bone vertexes wpn_body

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and give it a shape BOX, make it Rigid, and give 10 mass

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no reason to make world models though if it already has a world model, giving it world models for sights/scopes is silly imo, makes more bloat

#

simply just make its visual path the original world model and it'll be fine or don't give it any path and it works

glad mirage
#

yeah i actually did that instead

celest forge
#

Just use the base world model

waxen crane
#

Can anyone help me out with exporting animation from blender to a game? I have .blend and .ogg for SFX...

simple sequoia
#

Also, before you might need to export the gun itself as Ogf.

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If it is modifying bones/adding new gun

waxen crane
#

ye.. im kinda lost there

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im getting an error

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when tryin to export .ogf

simple sequoia
#

Gimme some time, I'll look up a tutorial I made for sdk.(Or a guide) From my animating days.

waxen crane
#

i can send you .blend if you are willing to look it up

simple sequoia
#

Idk if I have sdk set up after all this time to do anything with it but if you want then sure. I'll look it over

waxen crane
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thanks mate!

#

@simple sequoia sent you to the dms

wintry flare
#

If I want to override / ignore a few specific sections within an earlier loading mod's .ltx file, without overriding the entire mod or file, is there an elegant way to do that?

simple sequoia
#

It's copied from discord thread so formatting is fucked but I can't be bothered to fix.

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btw, does anyone know if I can reload config/script changes without restart game?

slow bolt
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but only some. Scripts will be reloaded with save/load or with that option

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but only some configs will

simple sequoia
#

Thanks

vital dock
#

how to I resize ui icons?

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the new mk47 mutant icon is humongous

slow bolt
vital dock
#

like the size of the icon when it's in my inventory

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the ui icon size

slow bolt
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how cant it be massive. Its the size of the weapon in slots

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post the pic

vital dock
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it's not that massive, it just looks bigger than most of the other big rifles icons so i'd love to have it scaled down by 10-15% or something

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personal taste, ui designer related ocd-thing

slow bolt
#

Then yeah, you just scale the icon itself without resizing

vital dock
#

which dds format should i choose when exporting with photoshop nvidia plugin?

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8888 32bpp?

amber jackal
#

Hi, is there a mod or something which removes your incoming damage difference when you get shot to head vs body to make it even so no matter where bullet lands ?

slow bolt
slow bolt
amber jackal
#

sorry still new here, could maybe get direction which files to edit, like G.A.M.M.A. Actor Damage Balancer what to change if possible, also this this same file responsible for fast armor degradation if so which file to edit ?

lilac idol
lilac idol
#

that's basically all you need to know

unkempt trail
#

hello guys, anybody knows how to change weapons stats ? Wanna upgrade ak 104 alfa a litte bit

lilac idol
teal compass
#

hi, how do you change the 3dss scope shadow of scopes? I was trying to fix a sniper mod and not sure how to edit this shadow. thanks!

slow bolt
teal compass
fair canopy
#

It's relative to the shadow settings. You can individually adjust it if you want but as long as you move it closer you'll get close to how I set them up for gamma

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Unless you're making new scopes, all scopes are setup

teal compass
fair canopy
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Which gun?

teal compass
#

btw I fixed the aim pos so now it works well, thanks!

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well I got new problems

teal compass
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fixed it again, now its done

fair canopy
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I'm surprised it didn't have 3dss configs

teal compass
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when I downloaded it it was first the black scope len so I changed its texture path in ogf to make the crosshair came back, then I ask here to fixed the shadow, and then I notices that the current 3dss needs two hide lens with scope_back and scope_zwrite, and this wa2000 only has he scope_back hide len so I have to add the scope_zwrite hide len in blender to make it finally work

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anyways I guess I fixed it for the current 3dss build

fair canopy
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Ah very nice

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Yeah I remember doing the original version but never updated it

teal compass
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one question can I post fixed like this in mod posting? with proper credits for sure

fair canopy
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Go ahead

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Did you update the configs to match what the current 3dss syntax is?

teal compass
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this is the config, I looked into it and saw that it has 3ds_reticle_size instead of s3ds_reticle_size. Is there any differnce in it? everything else is same to the current ones

fair canopy
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It would be best to make sure it matches current syntax

teal compass
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alright let me fix that then

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thanks for all the help btw

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yep with s3ds crosshair looks much better, that should be it

fair canopy
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Iirc I had it set to ffp scope but I don't remember but that looks good regardless

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Just make sure your shadows are centered as well

teal compass
teal compass
teal compass
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ok this looks pretty centered now

fair canopy
#

Move your aim orientation a little to the left. You're off center

teal compass
white field
#

if i share a dltx weapon edit thing with a fiernd, and it edits a weapon they dotn have cuz they dont have the mod, will it crash their game or something bad?

sacred token
#

No

fair granite
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someone knows what file dictates mutant hp?

white field
random fulcrum
#

????????????

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why is bro asking for a mod that adds a vanilla feature

sacred token
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But GAMMA most probably has overwritten the original files or used dltx files to edit some values

random fulcrum
#

health in mutants isn't used anywhere

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any thing's health is determined by their resistance to whatever damage type they're taking damage from

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as otherwise everything has 1 health

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or 100 scaled

cloud bluff
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how can i check what version my moded exes are ?

gleaming tide
random fulcrum
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like i think it's used for offline alife shit but otherwise nah health is strictly determined by damage resistances

fair granite
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I ended up making changes to grok_bo to change "mutant hp"

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making them take more damage

sacred token
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Ah yeah my fault, that was some offline stuff gunmouth

cloud bluff
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if i yolo replace my moded exes with the ones from the github would i have problems ?

quartz dome
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No

sacred token
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The current modded exes pack the gamedata files in a db file. The old files would need to be deleted since gamma still uses a modded exes version which uses the loose files.

fair granite
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Also, what is that ltx file that affects how many of a item can drop? like ammo stack sizes and stuff

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Its death_generic?

simple sequoia
fair granite
#

There is anything else that affect the ammo drop ammount? Like, for example, I have it set to 0, 3 on Death_Generic, but sometimes NPCS drop like 12 of that specific ammo. ZCP extra drops are off and drop condition slider is at 1

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There is some other multiplier i'm missing somewhere?

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Was trying to reduce sniper and AP rifle round drops to very minimal

simple sequoia
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Prob something overwrites it. Open notepad++, ctrl+shif+s, set the directory to mo2/mods location, filter to *.ltx and searc for relevant section. Possibly with regex like "ammo_smol\s*="
It will search all .ltx files in mods folder of mo2(and do remember to set up the filter as it can, and will look through all the files).

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Especially if there's dltx file somewhere in there.

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Afaik the numbers in the amount are number of rolls, amount per roll. And there's separate config for percent chance for roll success somewhere in the same folder as death_generic

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Death loadouts?

fair granite
final frost
#

can someone please explain what numbers after weapon in loadouts.ltx mean?

like:
<wpn_name>:r:3:10

final frost
# fair granite Also interested

based on <437 - weghted npc random lodouts>
looks like
first for attachments - “r” for random
second is kind off ammo multiplier
third is “chance”/“weight” of spawn

fair granite
#

so the third number being high makes it harder to spawn, basically?

final frost
#

there are also 4th/5th/6th numbers possible

for
scope chance (0-100)
gl chance
silencer chance

fair granite
#

for instance, the raptr is r:6:10 on a master mono

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that is more common than r:1 ?

somber herald
#

i would like to make a mod that increases the task availability for Monolith. currently you get about one Keeper of Secrets, one Destroy the Enemy + Conquer the Enemy, and 2-3 Redemption/Kill the Planner. this is just not quite enough to keep busy for a day, and mainly takes up more than half a day because you spend so much time running around the giant northern maps. and that's assuming you even get all of those.

i would like to generate more like twice that amount of those tasks, by increasing the amount you can get at a time/decreasing the cooldown. however, i have no idea what files to start looking in. does anyone know? :3

vast plaza
#

Information to all Modders.

SOLUTION!

for that question:
#╙🖇mods-making-discussion message

All traders have a ending number: "esc_2_12_stalker_wolf23043"
Without the number it works fine: "esc_2_12_stalker_wolf"

Very simple.

final frost
potent garnet
#

where are damage multipliers for ammo located and what is their property name?

random fulcrum
#

weapon_ammo.ltx

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k_hit

fair granite
#

Gonna test when I get home

final frost
random fulcrum
#

has nothing to do with the amount dropped

fair granite
#

Good to know

fair canopy
#

Looks good from what I can tell

teal compass
#

alright then I'm finished with this! thanks youchadchris

random fulcrum
#

looks like a single pixel offset to the right but that's good enough

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idk if 3dss shits itself if the gun is not properly straight

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like the scope's shadow showing all the time or something

teal compass
covert pivot
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npc_loadouts.ltx should have most of the info necessary to understand the loadouts and how to describe them

random fulcrum
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the default is 50 tho

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take this man's modder role and take him to the gallows

fair granite
#

50 makes sense cause I see some stuff that is supose to be rare rated as 25

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Ty guys

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now I can unfuck my weapon drop chances lol

covert pivot
random fulcrum
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i refuse to believe bro made that change

fair granite
#

Too bad I'm at 9.1 still xdd

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Grok_bo changes to damage multi tied to difficulty need a new game to work?

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Or I can test on a save

random fulcrum
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it's broken

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it needs a new game

covert pivot
covert pivot
#

50 as weight would be unnecessary kek1

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50 as chance, fine, since its nearly meaningless anyway in old script

fair granite
#

I'll accept that the old formula works based in entropy, you type random numbers and the universe decide if the weapon drops or not

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(just kidding, the explanation was enough lol)

covert pivot
#

Old formula is that you roll a dice to select a weapon, then you roll 2nd 100 sided dice against the chance value, if succeed pick it, otherwise go back to step one (exluding weapons selected before).
If no weapon gets selected make another dice roll to pick random from all entries

fair granite
#

ok

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that's like top 10 cursed systems I ever saw I think

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I would never had figured that out KekSkew

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Ty

teal compass
#

I also fixed m24 reanimation too from what I learned in wa2000 fix, I'm actually amazed that the high contrast and night vision upgrade works with 3dss lol

fair canopy
#

yeah that was added a while ago

frank flicker
#

Hi, i found in my old files AK74M Beard with UBGL (not sure what good soul made it), will someone able to converted to 3DSS ? i have very limited time to try lear it (police school)😅

somber herald
#

if i look up a task's text strings (e.g., Kill the Planner) and find its text in the xml files, how do I find the actual task config? monolith tasks seem to have a format like pri_monolith_monolith_trader_stalker_task_, but searching for that doesn't seem to yield anything other than the text strings (at least not in .xml, .ltx or .script files).

brazen scarab
#

I have no idea if this is the correct place to ask this, but does the Dux Innumerable Character Kit's More Female Stalkers addendum to the original mod function properly on 1.5.3?

sacred token
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If you want to look at the logic for the tasks

somber herald
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oh i found it, it gave me the hint to search for tm_*.ltx files

teal compass
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was there once FAD included in 3dss? I figured that the FAD already has 3dss in GAMMA

broken mortar
#

hello any one know where i can get weapons reposition mod that works with 3dss

fair canopy
teal compass
verbal siren
fair canopy
#

AFAIK none exist yet. You can use the base offset Hud mod to make them.

thin socket
#

I need some geniuses to make it so that clicking view pda in inventory get all the benefit of actually looking at the pda. Rather than opening inventory for the 100th time and counting. Maybe even better "view all" rather than multiple clicking view

sudden inlet
#

Apparently on_key_press callback doesn't fire when ui is open. Is it possible somehow to still read these events with opened UI?

random fulcrum
#

that's weird

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it fires for me

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but anyways the inventory gui class has a key press method iirc

idle stone
#

Is it easy to add a magazine that is missing? The MP9 has no 9x18 magazine.

idle stone
gleaming tide
#

Also there's somewhat useful guide at mag redux git

idle stone
random fulcrum
#

it's the same as any other item

gleaming tide
#

visual = path/path/path

fair canopy
#

Visual is the world model not the icon...

gleaming tide
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Ah caught

fair canopy
#

also

#

gotta use your eyes

gleaming tide
#

Reading's hard man, not everyone can do it clueless

idle stone
#

Wow! Modders can read. 🙂

fair canopy
#

better than you, at least

idle stone
#

U sure?

cursive wigeon
#

Do you think something like this would be possible?

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an anomaly gun

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i just want a flamethrower that runs on power and dosnt run out of ammo in 5 seconds

fierce forge
#

with that grip

candid quail
#

When I hover over a weapon, all relevant parts are highlighted in my inventory. I was told this is a function of stalker anomaly... Is there a simple way to change the background color of the highlighting? Or perhaps someone has tackled this already?

cursive wigeon
#

I think it could fit in with stalker, the scientists make it and can sell you one and give you free power recharges in their base.

thorn stratus
#

I would love a confirmation but I would assume is 95%

fair canopy
#

iirc res capped out at 80/85 regardless of however much res you added

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that was according to momo

misty mulch
#

script has changed in 0.9.3

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grok_actor_damage_balancer.script line 411... though i think strangerism wants a second (third?) opinion than mine

fierce forge
wispy ferry
gleaming tide
#

If picked up launches DOOM on your PDA

gleaming tide
#

Guide on how to add MCM settings for your mod?

slow bolt
#

Just copy an existing mcm script and related xmls and edit them

misty mulch
slow bolt
#

its very simple

misty mulch
#

which i wrote

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with examples etc.

gleaming tide
#

Thanks

misty mulch
#

(granted those are not my examples)

thorn stratus
# fair canopy iirc res capped out at 80/85 regardless of however much res you added

I got to the bottom of this and momo accurate stats was using the same caps from 091 (some prot stats had different caps for some reason), but now caps in 0.93 are all 0.65 and can get up to 0.95 even though the grok adb formula is not really correct to enforce this
e,g.

        if limiter >= 1 then
            limiter = 0.95
        end

so you get capped to 0.95 if you get over 1 or equal but you can have 0.99 if you really try to kekl

fair canopy
#

so realistically it should read greater than or equal to 0.96?

covert pivot
#

idk how many decimals it tracks

simple sequoia
#

Probably the usual float/double aka "a lot"

random fulcrum
#

yeah it's the usual 16 or something decimal places

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in the stats mod i used the round_idp function a lot

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to actually work with 2 decimals

hollow furnace
#

Anybody know what parameter to change to augment muzzle flash "glow"/illumination in particles.xr?

random fulcrum
#

dynamic light is done in the weapon's ltx

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and the "glow" you're describing is (i'm assuming) sss' volumetric light

steel rain
#

Hello was wondering if someone with scripting knowledge could help me with a small thing i am working on. I managed to spawn some dynamic objects in a map and one of those 2 objects is a campfire my only issue is i don't know how to make that campfire interactable (so it actually burns) any help?

slow bolt
#

gamma has it

steel rain
# slow bolt gamma has it

i looked into it and found this and edited it to work exactly on the campfire i placed only issue is i don't have a "trigger" where i can call the function.

function spawn_anomaly_campfire()
local new_pos = vector():set(-282.28582763672,0.33043438196182,31.858280181885)
local se_obj = alife_create("campfire", new_pos, 1395, 871)
se_anoms[se_obj.id] = true

local data = utils_stpk.get_anom_zone_data(se_obj)
if not (data) then return end
data.shapes[1] = {}
data.shapes[1].shtype = 0
data.shapes[1].offset = vector():set(0, 0, 0)
data.shapes[1].center = vector():set(0, 0, 0)
data.shapes[1].radius = 0.85
utils_stpk.set_anom_zone_data(data, se_obj)

return true

end

slow bolt
#

"i don't have a "trigger" where i can call the function. "
Elaborate on that one

steel rain
slow bolt
#

well duh, you need to call the function

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So how are you placing it?

steel rain
#

using spawn dynamic objects script

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that's called on level change so works as soon as i start a run

slow bolt
#

so edit the script so it runs a function when you spawn a campfire

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In the mod it triggers on item use

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all you have to do is run the same functions on a different trigger

steel rain
#

the campfire spawns but it's not interactable

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problem is i have no knowledge of scripting it's just something little to make a simple campfire appear and be permanent from start

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like the placeble mod but without the "place" part XD

#

i managed to make the campfire work but it's uninteractable as i said

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no way to lit it

slow bolt
#

need to edit it a bit though to have it spawn on what pos you need and not your own

#

For more questions you can also go to anomaly discord, which has way more knowledgeable modders

steel rain
verbal siren
#

How do I find the file that modifies weapon parameters via DLTX? Here's my problem: wpn_svu without a scope has normal position, I use 0.75 hud fov in the settings. However, when I attach a scope, the hud_fov changes to some extreme value. See the screenshots. The file w_svu.ltx is from base GAMMA. I know 3DSS changes positions for scopes but only the aim_ ones. I looked through my other mods twice and couldn't find any configs that would touch the svd. I'm at a loss.

fair canopy
#

It doesn't have to do with 3dss. There are certain weapons that have hud fov adjusted via the freezoom script gamma uses

verbal siren
#

Does that mean everyone's SVD looks like that?

fair canopy
#

Yes

verbal siren
# fair canopy Yes

So to fix this can I add a dltx mod with hud_fov = 0.6 or something similar to a specific [wpn_svd_scopename_hud]?

fair canopy
#

Nope

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The script overrides the position

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You'd have to copy the while script and edit the gun out of it

verbal siren
slow bolt
#

not a hud fov thing

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the entire gun is moved forward

verbal siren
# slow bolt its a reposition

Ok, I can do another reposition, but I'd prefer to find the file that changed it in the first place. Is there a way to do that?

slow bolt
#

like with notepad++ for example, for the section name

verbal siren
# slow bolt like with notepad++ for example, for the section name

Cool feature, thx for the tip. And it is a hud_fov change after all. The mod_system_zzBarrySVUreanim.ltx has this:
![wpn_svu] hud_fov = 0.5
When I change my hud fov to 0.5 in the settings, the base gun position doesn't change and the scoped one looks exactly like the base one.
Do you think it would be worth posting it in the bugs thread?

verbal siren
#

Maybe it was fixed for 0.9.3 so IDK.

fair canopy
#

i dont say this often, but screwyou is wrong pepew

#

this is the file

verbal siren
# fair canopy this is the file

OK, so it was changed in 0.9.3 I was looking at the wrong file. The gun is positioned for hud fov 0.5 and this is the workaround for it to look okay in GAMMA default higher hud fov? I wonder if the scoped huds inherit this 0.5 value.

fair canopy
#

they dont, which makes it worse

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idk why it was done this way. the position could have just been adjusted

merry bramble
#

How difficult would it be to learn how to make a custom models for stalker or well head headswap/ retexture without having any prior knowledge of modding?

celest forge
#

Very

#

The STALKER specific part is just learning to export in the correct formats, but you have to learn how to model and texture in general from scratch

gleaming tide
#

That's like how to make a custom car. Well, you have to be able to make a "generic" car first

merry bramble
#

fair

queen field
#

hello i need ask :DDD ... the current reshade in gamma .. is outdated version .. so if i update to newest version it will be better ?

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like shaders etc ...

#

?

gleaming tide
#

Wouldn't be worse unless it bugs out. I had newer one - felt no difference

verbal siren
gleaming tide
#

They do. Well, some

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There's jittering fix reshade that uses new version of reshade

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But why updating for no reason anyway?

hollow furnace
# random fulcrum dynamic light is done in the weapon's ltx

My bad I thought I understood but I'm struggling. I'm unsure where to find weapons.ltx? I have a shaders folder which has many different files indicating "volumetric light" but I'm unsure how to edit these files or find the right one.

#

nvm I'm foolish I got it now

misty mulch
candid quail
# gleaming tide But why updating for no reason anyway?

Can't say one way or another if I've ever crashed because of Reshad... maybe a couple of times I was like "Hmmm Reshade?". One reason to upgrade, at least for me, is that in-game fog flickers with the old shaders while it does not with the new shaders.

misty mulch
#

i do want to note that i provide a fix for the crash in that bug thread too

#

so you CAN fix it on your own, it just requires five minutes of reading and typing

fair canopy
#

That's TOO MUCH

random fulcrum
#

that's inhumane

fair canopy
misty mulch
#

you must be this literate to use reshade 5.9+

gleaming tide
misty mulch
#

granted idk if anything has changed for the actual most current version of reshade

#

alright back to my happy place: trying to decipher the outfit/weapon upgrade files

misty mulch
#

for one i am not spending hours handholding people on how to fix their installation problems

proper comet
#

is there any sort of "player flags" available?
what I mean for instance is being able to save somewhere accessible the fact that the player acquired or did something (obvs would have to register it under an event or timer)

#

or an example of something that uses flags of player activity

misty mulch
barren spruce
#

Do I have to give credit to a mod author if I use his mod 1:1 in my mod? 🤔

random fulcrum
#

obj:give_info_portion(string info)
obj:disable_info_portion(string info)
obj:has_info(string info)

proper comet
random fulcrum
#

the string can be anything

#

but it's the closest thing you get to "flags"

proper comet
#

and yeah, I know I'll have to dig my hands pretty far in to do that especially when it comes to events from inventory/pickups/tasks

misty mulch
proper comet
simple sequoia
proper comet
#

do these "info_portions" ever disappear or become offline? as in being unable to check if something has this info

barren spruce
random fulcrum
proper comet
#

during gameplay loop I mean

random fulcrum
#

if you ask me

misty mulch
misty mulch
#

and now that you've more or less told all of us that this is something we should look out for..

random fulcrum
#

haven't done mods like that

misty mulch
#

modding runs on reputation

random fulcrum
#

like i'd assume just track the npc's id

misty mulch
#

oh that mod lmao

random fulcrum
#

or object for that matter

barren spruce
#

On the page of my mod every credit is given.

misty mulch
#

i mean the author does at least ask for permission sometimes, that i've seen... for many reasons i have issues with that mod

#

that's only one of 'em

barren spruce
#

But I just stumbled upon this in the reshade chat

random fulcrum
#

do something like obj = level.object_by_id(id) and then obj:has_info(...)

#

like that's what's sparks into mind

#

without having used the functions myself

proper comet
random fulcrum
#

then there'd be no issue

#

unless you disable the infos yourself

proper comet
#

the infamous layer 8 problem bandit_smile

proper comet
#

thank you both fellas

random fulcrum
#

i'd honestly just track shit with a table that gets saved as you save the game

#

and loaded accordingly

proper comet
#

interesting, that sounds like a better solution

#

any examples on that?

misty mulch
#

the nicest way i'll put it is that he seems to have a lot of energy and enthusiasm (e: and free time). how it is directed, is a different matter

#

me, personally, i think not having prominent and visible credits is plagiarism, and plagiarism is a form of theft

barren spruce
misty mulch
#

doesn't matter if you're not making a cent out of your final output, you still need to give credit

random fulcrum
#

yeah again

random fulcrum
#

it's common fucking sense

#

basic ass manners

misty mulch
#

well they are literally in school so hopefully they eventually wind around to learning about this whole plagiarism business

barren spruce
#

But if its not against the rules, he doesnt have to do shit about it so shrug

random fulcrum
#

you thank people for what they gave you

#

yeah i mean

#

of course there are no written rules

#

but then again it's just basic decency

barren spruce
#

Yeah I also view it that way but shrug

random fulcrum
#

but then again, then again, look at fucking idiots that are huge in the scene

#

like stalker_boss

#

or grok after he let the popularity of gamma get to his head

misty mulch
#

also just irl lots of people never figure this out

#

there was that 4h long yt vid on plagiarism lmao

random fulcrum
#

all the more reasons as to why anomaly should move to idk nexus

#

where things are taken more seriously

#

and the search function does work

misty mulch
#

b-b-b-but don't you know nexus = censorship

barren spruce
#

drama brewing on nexus tho

random fulcrum
#

bwehhhhhhhhhhh nexus doesn't let me download at hyperspeed and i have to click 3 times to download something instead of once bweeehhhhhhhhh

barren spruce
#

**But ** would probably make more sense than posting threads on discord

misty mulch
#

i was being deeply sarcastic, to be clear, i've had this very bullshit convo too many times when S2 launched and certain individuals freaked out over people using nexusmods for it instead of moddb

random fulcrum
#

ah brother but what the fuck would you be losing in the hypothetical case anomaly migrates to nexus

#

the mein kampf re enabler

misty mulch
#

whatever you think of its management, it's pretty undeniable that nexusmods has better infrastructure

random fulcrum
#

i can only think of that

random fulcrum
#

that one jew snitch mod too

#

what else

misty mulch
#

i'm ok with shit like that being elsewhere, it's not as if anomaly mods aren't also scattered across a bunch of different places at this point

random fulcrum
#

wagner larpers would be in shambles too very likely as wagner merc retextures for hd models would also be no go

barren spruce
#

Sorry, my message just got automodded

#

how tf do I say it

random fulcrum
#

gamma would need nexus premium tomfoolery

misty mulch
#

you're not gonna get much sympathy from me, to be frank... i have very little patience for free speech absolutism

barren spruce
#

underdressed or not dressed at all child characters being appropriate by nexus, but a mod adding donald trump as a character in a game just got taken off the site

misty mulch
#

circling back to the original: IMO credit is super important especially in a scene like modding where the only "payment" you receive is recognition and reputation. there's no law against it but it's part of not being a total dickheaad

barren spruce
misty mulch
#

and XGP also does shit like repack reshade as a MO2 "mod" so it's already in the "bad modding practices" category

#

naturally people look at the screenshots and the gfx makes them lose their minds so it is what it is

random fulcrum
#

many such cases

barren spruce
misty mulch
#

i guess at least he's stopped repacking the modded exes as well

misty mulch
random fulcrum
#

gahdaym

barren spruce
#

then thanks for letting me know about the credit rules, thats all

random fulcrum
#

it's the unspoken rules

#

like is there anywhere written that all things fall down via gravity

#

like besides the finding of gravity of course

#

is there any rule

#

that you must follow

#

that was a godawful analogy

#

but the thing is that it's something that's not written, but you're expected to behave anyways because it is something that borders on natural

celest forge
#

I learned to give credits and ask for permission the hard, hard way

celest forge
#

I once made edits to an EFP mod, asked the EFP authors if I could upload it to moddb, they said no, I did anyways (giving full credits to the authors tbf but still), i got banned from moddb and half of the modders in the community think i'm the antichrist

#

To the point there's this little group in the Anomaly and EFP (Maybe? not sure) servers that actively hate me and try to fuck me over every now and again

#

So yeah give credits ask permission

barren spruce
#

Alr that is the **hard **way

celest forge
#

Indeed

random fulcrum
#

yeah there is a small group of scene names that to this day think you're the worst thing that could've ever happened to anomaly

celest forge
#

And they're right

random fulcrum
#

i try to tell them that for one it happened eons ago and that people change, and that your worst current crime is that your textures aren't blackgrowl level and your animations aren't firebreath level

random fulcrum
#

that's like the worst offense i can think of

celest forge
#

Yeah but tbf unlike some modders, I don't think modding is like, a race

#

or a competition

random fulcrum
#

besides the incident, which again happened eons ago and you're a better person now

celest forge
#

Like people of different skill levels can make mods and that's fine

random fulcrum
#

yeah that's the thing

#

exactly

celest forge
#

I thought since the efpwp is just tarkov ports that they didn't really have any ownership rights to the mod itself

random fulcrum
#

improving etiquette is improving as a person imho

celest forge
#

But I soon realized that was fucking dumb

#

Because a mod is beyond the assets themselves and more the modders effort and labour

lilac idol
#

like, how do you have the balls to act like something that isn't yours is definitely your "property"

#

anyone can make a tarkov port lmao

undone lily
fair granite
#

What is the simplest way to make a code check for the type of a weapon equiped? I was trying to make Dynahud "minimap hide" option don't hide it when I was using pistols only, but my coding skills are pepew

vital tree
#

since i see volumetric smoke is in the game settings why doesnt it work?

#

is it just broken or what just asking?

naive snow
# undone lily <@185568916364328961> https://www.moddb.com/mods/stalker-anomaly/addons/drsneeze...

Looks interesting albeit overkill, the exemple of the root mesh he shows looks overkill, he's modeled this huge root system with first and second childs offshoots. All we ever see is the top part of the roots...
It would have been a better investment of time and geometry to do some actual roots that merge properly against the trunk instead. Not sure either, but NPC would just clip right through those depending on how high they are.
TLDR: Too much polygon for not a whole lot. Good idea, bad execution

vital tree
#

maybe you should ask some map makers idk i heard theres this guy in anomaly discord idk forgot his username

#

i asked if there any in c con forum a month or two ago

naive snow
vital tree
#

but i dont see them?

naive snow
#

The smoke volumes aren't set properly

vital tree
#

okay

#

is there an addon that fixes it?

naive snow
#

MFB made a whole thing about it and did attempt to fix those

vital tree
#

ah yes that guy now i remember him

#

bros been fixing everything it seems

naive snow
#

Except his horrible personality KekSkew

vital tree
#

you can clearly see my brown role

#

so i think we match idk

pulsar inlet
#

I am trying to edit the condition of weapon and armor parts found inside stashes to be always above 60%, and I am pretty sure I'll need to add the code in the treasure_manager.script file of the Rare Stashes Balance mod, but my issue is almost complete ignorance when it comes to coding. I've been trying to find some similar mod to reverse engineer code structure and variables needed, but I haven't been able to get to much. Anyone able to point me towards something that can help?

covert pivot
celest forge
#

Did he really "fix" anything tho

#

Afaik it's mostly debug maps he's posted

#

and that volumetric smoke thing

#

And that's kinda it

vital tree
#

i see

lilac idol
naive snow
#

Yeah it's been pretty much it, it's mostly fluffing his own feathers

vital tree
#

idk whats he working exactly rn

celest forge
#

It's not ownership of the assetts, but for their labour

#

"Everyone can do that" yet only they did

#

Atleast for some of the guns they have in EFPWP

vital tree
#

ima look at anomaly discord to see if hes working on something maybe his moddb account as well

simple sequoia
fair canopy
misty mulch
misty mulch
vital tree
#

okay so i joined and the verifying your phone phase is retarded

#

it was broken i struggled for 20 minutes

#

classic discord moment

#

anyways im gonna go contact the guy in his dms

pulsar inlet
# misty mulch to do the full breakdown for you... ```lua data.condition = (math.random(20, 37)...

damn, thank you for the detailed reply! I have been looking at this section for some time, but doesn't it apply to full weapon inside the stash? Because what I am trying to affect are instead those spare weapon parts, armor parts, and possibly even artifacts, each with a different range of condition. I have been trying to understand how to add some line of codes that added exceptions to those categories separately, but even finding the variables referring to each of those categories is being a struggle

misty mulch
#

i also do not know what cond_r, cond_ct or cond_cr means but i'm sure you can figure it out

#

i'd be doing just as much trial and error at that point as you

pulsar inlet
pulsar inlet
misty mulch
#

yeah never ask chatgpt for anything this specific.

misty mulch
#

in this case you would have to do it the proper way: figure out what uses those variables (it's the alife_create_item function in line 871), then figure out how the function works (defined in _g.script from unpacked basegame files)

pulsar inlet
#

before that section, there is one for armors, using the variable "isOutFut", if I knew the counterparts for weapon parts, armor parts and artefacts, I reckon I could copy\paste it and eventually make it work

misty mulch
#

waow

#

damn there's a comment that just spells it out

covert pivot
#

You can try looking at other uses of alife_create_item and see if they have more verbose naming

misty mulch
#

cos the exercise of doing that, will set you up to be able to figure out how a lot of other scripts function

pulsar inlet
misty mulch
#

do you know how to decompile the scripts + configs? cos i am happy to walk you through

pulsar inlet
misty mulch
#

perfect. you're looking for the section that starts function alife_create_item

#

read starting from t: [table] (optional)

pulsar inlet
#

that's already a big step forward, thank you

covert pivot
misty mulch
#

so combine your newfound mastery of what cond_ct and cond_cr means to lines 865-872 of treasure_manager.script...

else
    local item_prop_table = {
        cond_r = {30, 70}, 
        cond_ct = "part", 
        cond_cr = {0.5, 0.75, 1}, 
        ammo = math.random(10, 25) }
    alife_create_item(section, box, item_prop_table)
end
pulsar inlet
gleaming tide
misty mulch
#

solution || cond_ct and cond_cr here means "if the item being created is a part, select one of three possible values for its condition: 0.5, 0.75, or 1|| so for your purposes, you would only have to edit || that 0.5 to become 0.6 ||

#

eh, if you only want configs + scripts, run db_unpacker.bat

#

db_unpacker_all.bat also decompiles models and textures, effectively doubling the install size of anomaly

pulsar inlet
misty mulch
#

the game doesn't distinguish between weapon parts or armor parts

pulsar inlet
#

fair enough, not a big issue

#

also, I think I found the variable for artefacts, it should be "i_arty" and "i_arty_junk ", I will try to make a copy of that code section with both of them and a "or" function, otherwise I will try a copy for each of the two types of artefacts

#

with some luck I should have the time to address the matter in a couple of days, adhd allowing 😁

misty mulch
#

if you are new to coding - i would not copy the code section blindly

#

since placement really matters

#

you may as well just change cond_r

#

since cond_r applies to the condition for every other type of spawnable item that has a condition value

pulsar inlet
# misty mulch since placement *really matters*

I see, in that case I need to scour the file to see if there is a section dedicated to artefacts generation inside stashes. From what I have seen, after that section about parts, it then proceeds to say that all other items condition will be based on a generic code

misty mulch
#

and honestly i am struggling to think of what else is generated that isn't a weapon, armor, or part, where the condition matters, and it isn't an arti

misty mulch
pulsar inlet
misty mulch
#

yeah so just change general cond to be idfk 60, 70

#

and then test this shit lmao i could be completely wrong for all i know

pulsar inlet
winter thistle
#

Does anyone know if there are any mods that adds a Six12 bullpup shotgun?

random fulcrum
#

no but i'd also very much like to see that cutie in game

true lance
#

i have never made mods but i liike the idea how where would i begeen making mods for gamma?

proper comet
#

depends on what you want to do, really

#

without an idea, there's no direction, without direction there's nowhere to start

gaunt seal
true lance
proper comet
#

and what do you mean by that? adding new guns? modifying existing guns?

true lance
#

do i need to know lua?

proper comet
#

nah, just configs

#

there's several guns fellas here, so if you ask around one of them probably will link to a guide or something

#

pretty sure there was a video for it

true lance
#

configs?

sand mirage
naive snow
# true lance adding new

We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:

00:27 intro
01:36 tools of the trade
03:30 content overview

Part 1: having a plan
04:01 intro to planning

Part 2: editing textures
06:57 intro to textures
29:27 thm files

Part 3: working on mesh...

▶ Play video
fair canopy
naive snow
#

Times were different then (and better)dogpog

fair canopy
true lance
young gate
#

yo im going through the modding book and im having a hard time trying to input new scripts. Also there isnt a script file in gamedata, do I need to create a new one?

boreal dust
#
satiety_v                = 0.00002        ;0.0000250     ;rate of satiety reduction with time```

Does a higher number cause hunger to go faster or slower?
simple sequoia
#

Faster. Afaik each actor update tick reduces it by that amount.

simple sequoia
# young gate yo im going through the modding book and im having a hard time trying to input n...
  1. Default anomaly gamedata is packed, to get the scrips and configs go to tools and use dbunpacker.bat(will give you gamedata folder in tools with scrips and configs in .ltx/.script format), dbunpacker_all unpacks models, textures, sounds etc. Essentially doubles the size of your anomaly folder.

  2. To add new scripts you have to register them via RegisterCallback in on_game_start() to fire when action is performed(scripts called in registered scripts don't have to be registered), look through other people's scripts to get an example on how to do it. Afaik it is in the 'wetting our hands' section of the modding book.

young gate
#
    RegisterScriptCallback("on_key_press", on_key_press)
end

function on_key_press(key)
    if key == DIK_keys.DIK_O then 
        alife_create_item("underwear", alife():object(0))
    end
end``` 

This doesn't seem to work
summer stream
#

holy shit i never saw such a complex thing for metallic and roughness ohno

soft crater
#

Hello guys, do you know something about is this possible to configure in GAMMA Like a global storage, one place to store everything?

lilac idol
summer stream
#

and ask the person who

#

made that addon for importing mdl

lilac idol
#

idek what mdl ispepelmao

slow bolt
summer stream
pulsar lark
covert topaz
#

Which file has the artifacts icons?

gleaming tide
#

What are the correct dds export settings in NVDIA plugin for photoshop?

celest forge
#

Depends on what you're exporting

gleaming tide
#

let's say UI icons

celest forge
misty mulch
#

also check pins for a GUI icon editing tool

lilac idol
quasi narwhal
#

for UI elements, don't compress the file, don't generate mip maps and use scale 1 of the icon size and that's it Chadge

fair canopy
#

So what texture format then?

#

Cause everyone always says bc3

lilac idol
#

uncompressed

quasi narwhal
#

raw dog dds

fair canopy
lilac idol
summer stream
#

OR

#

do 32.32.32.32

#

instead of BC4

lilac idol
#

anyways don't compress icons

quasi narwhal
#

uncompressed icons are guaranteed to have full quality even if they're really small (like 8x8 etc)

#

plus you shouldn't care about UI icons compression when a single image with hundreds of icons has the same size/dimensions than 1 weapon texture shrug

#

not to mention said weapon texture would be bigger in file size even if compressed because mip maps

lilac idol
#

there's no real reason to use bc3 in general

#

if you were to use it to save space compared to bc7 just use bc1

quasi narwhal
#

bc3 is nice only if you care much about the alpha layer

#

otherwise bc1 should be more than enough

fair canopy
#

Interesting

pulsar inlet
# misty mulch and then test this shit lmao i could be *completely* wrong for all i know

so, the good news is, I managed to make weapons parts spawn in the range between 60% and 100% in stashes as I intended.. the bad new is that so do artifacts as well, which I would like to have spawning at full condition (if there was a easier way to completely remove condition stats from artis I would go for that, but considering how their condition is used by other scripts determining their price and powers magnitude, it sounds like a headache to figure out ). Another thing I am confident to have figured out is how "cond_cr" can only be set to choose a number inside the range set in the generic "cond_r". And also that the variable "parts" include artis rather than just weapon parts, and that the variables for artis I thought to have found (i_arty and i_arty_junk) don't work in this context, so I still have to found a correct one

misty mulch
#

i THINK that's the proper syntax for the item type

pulsar inlet
misty mulch
queen pineBOT
pulsar inlet
misty mulch
#

mm. well you hit the limit of what i know

pulsar inlet
true lance
#

witch one would be the base gun with no attachment's

lilac idol
true lance
lilac idol
#

probably because the scope is linked to the wpn_scope bone

#

might not be the case tho, i have never used it nor do i know how it actually works

simple scaffold
# true lance i put that one in blender and got this

the base weapon usse the same model as one of the scope versions. the base weapon has a flag set saying it has no scope so the scope bone is hidden. lets them use one less model. (altho with the ak101 that isn't done for some reason. it is with the an-94 where the base gun and pso1 sections use the same models both world and hud. )

#

using the base anomal ak101 ltx
base gun section is here

the hud section for the gun is identified here

and that section is defined here

the model is the first line.

this is the process for identifying the hud model for any gun.

true lance
simple scaffold
#

all the atachement bones are managed by the engine, it wants them all there and named a particualar way. even if they are hidden most of the time.

simple scaffold
true lance
#

also with the model i jammed everything together was i supposed to do that?

simple scaffold
# true lance i pulled the models straight from base anomaly

then search that github or the unpacked anomaly files.

you need to add the new scope to the list in scopes here

also note how the section names for the guns are made by concatonationg the scope names from that list and make your section comply. i assume you are using a scope item taht already exists and won't need to create that.

simple scaffold
shell mortar
#

how to draw text on screen using script? like if i press f theres proximity item text around the actor

true lance
gleaming tide
#

Will changes apply to script if I reload system.ini?

#

I don't won't to restart the game each time

random fulcrum
#

for scripts usually just f5 is enough

#

i've had it sometimes (although very very rarely) that just f5 isn't enough

#

so i just started doing numpad 0 and f5 every time

#

just to be sure

#

if you create new files you actually do need to restart the game tho

gleaming tide
#

Fire, thanks

celest forge
fair canopy
#

pretty sure that fuckes potato users

celest forge
#

I test my icons in dx8 and 9

true lance
#

does anyone know how to repack a ltx file back into the game

#

i unpacked the anomaly files to edit one of the weapon's but idk how to get my edited ltx file back into the game

celest forge
#

Anomaly uses a loose file system

#

You dont have to repack stuff

covert pivot
true lance
lilac idol
#

that's how Cr3pis does it sowhatever

celest forge
#

lose quality

#

Thats probably unperceivable because they already super low res

#

Also i compress all of my icons and they work on dx8 and 9 no issue

spiral yew
#

theres any way of disabling the ai of an npc and control what it does, make it move somewhere or take out their gun or things like that? the ai part is just so it doesnt move or do anything unless told even if there are enemies or its hurt

true lance
#

can someone tell me why i am getting this error all i did ws unpack the configs db file to edit add an scope to the ak now i get this error after repacking and adding the config db back

covert topaz
gleaming tide
#

That don't exist yet death

covert topaz
#

good luck with that

#

we need more icons Chadge

naive snow
true lance
#

Okay so don't repack them but what do you mean I messed up doing it

gaunt seal
#

Also if you cant belive, you can check in Github "Winlator"

weary nebula
#

Hi guys! Where I can ask a qestion about STALKER 2 modding? Please help

true lance
fair canopy
naive snow
true lance
naive snow
#

Any OGF editor

true lance
#

whould obs work?

true lance
#

Bro I asked chat gpt and it is hella smart

fair canopy
#

obs is not ogf editor...

true lance
#

And this is my 2nd day modding I'm very new lol

naive snow
true lance
boreal dust
#

Slowly updating all my custom stuff to 1.5.3 and GAMMA compatibility..

fair canopy
simple scaffold
boreal dust
#

Does anyone difinitively know about switch_distance? How does it work? I thought making it lower makes more things 'online' but is that right? Or is higher better?

worthy mortar
#

That's the opposite?

simple scaffold
misty mulch
# true lance so i can leave the _unpacked folder and it will use the edited ltx from there?

no you don't, loose files go into the gamedata/configs/etc. folder
however, since we are on the GAMMA discord, I assume you are modding for GAMMA. In that case, literally every single mod in MO2 has priority over files dumped directly into the game folder, so the proper way to do it is to create an empty mod in MO2, and in that folder, replicate the gamedata filestructure

spiral yew
#

there any way of controlling and npc? making it move to a position and stuff? all thing i tried doesnt work

opal void
#

Do you guys have any idea on how to change the loading screen picture?

#

Like the STALKER Anomaly border and such

proper comet
#

you can find some examples (among other things) at mods\G.A.M.M.A. UI
or, you can also check for how they do it here (among other things): #1160895017213251594 message

regal bolt
#

fentanyl overdose animation

calm geyser
#

Does anyone know a good/interactive knowledge resource for guns?

random fulcrum
#

what does that mean

#

like a video?

#

juan and lunatic have videos on porting guns to anomaly

#

i think juan's even delves into animating

#

but i'm not sure

celest forge
#

Nah I only made a video for putting more scopes on guns

calm geyser
#

Nah for like irl gun mechanics

celest forge
#

Ah

#

Idk man then, wikipedia or forgottenweapons' videos

calm geyser
cursive wigeon
#

can you add my mod to the list of mods, i can't believe its not in the list, GAMMA takes awhile to load so i'd rather just leave it in the menu and alt+tab out and just come back to it without having to wait for it to load

wispy ferry
calm geyser
wispy ferry
#

oh, you don't want to alter .ltx files necessarily if you just want to add burst fire to a gun
DLTX editing is your friend

calm geyser
wispy ferry
#

oh! that's very different then

#

I do understand what you mean, but yeah no that is like, an engine thing that I have no idea if you can work around

#

at least far as I know, XRAY burst fire mode is a burst limiter
with some extra functionality, like being able to set a custom firerate for the burst fire separate from the main firerate
which is how you get hyperburst with the AN94 and AK12

calm geyser
#

would that mean it's impossible?

#

or would it just mean a lot of work

wispy ferry
#

impossible with my limited knowledge, but it might be doable
I do not know if there is a simple setting you can set from 0 to 1 to make it so the gun always fires a full burst

#

sorry if that was unclear, I should go to sleep
which I will do now

calm geyser
#

alright thanks

fair canopy
gleaming tide
fair canopy
#

wouldnt matter since the burst only works if the fire button is held

#

its not like you click the fire button and get 100 bullets out

teal compass
#

yeah the 3 round burst is just like full auto but stops at third round

#

you can still shoot like semi auto in burst

sturdy imp
#

Anybody know how to prevent a smart terrain from spawning anything?...I've tried switching... max_population = 1 - to 0 but it's had no effect.

boreal dust
#

Hey guys. Should DLTX work with Gamma?

#

I was testing this but unsuccessful.. Any ideas?

lilac idol
boreal dust
lilac idol
#

oh yeah no worries

#

maybe try a higher priority

#

gamma might just have 1000 other dltx overwrites going on

boreal dust
lilac idol
#

it's alphabetical

boreal dust
#

Oh no shit. hah.

lilac idol
#

so a z loads before an a

boreal dust
#

Is there somewhere that maps the naming conventions? Cming back since 2022 im having to re-figure this all out

#

not even sure if mod_system_alife is right or not

calm epoch
#

since when military has 2 different radios? Also noted that now there's a different song list here, so I downloaded the old version from moddb and wonder how would I disable the radio inside the mil base at agroprom. Wanna do this since I replace some songs.

calm epoch
boreal dust
#

Man i really need to remember to check channel Pins 🫢

spark crypt
#

I'm trying to mod the outfit upgrade trees in Call of Pripyat, but I am failing.
The modded game runs fine until I open the upgrade menu of one of the techs. I can click on any item EXCEPT the one I modded. When I do, the game crashes.

I first tried to move a node from the end of one path to an empty one (the fourth) at the end, but when that failed, I experimented in order to figure out what I'm doing wrong.
Now I'm just trying to REMOVE the last upgrade of a single series and it crashes the same way. (up_thirde_stalker_outfit from o_stalker_outfit_up.ltx to be specific)
I haven't touched outfit.ltx because I'm not removing or changing the node array, just removing the end of one series, and the file is (seemingly) blind to this.
I then go into the technician's control file stalkers_upgrade_info.ltx and comment out the five lines that reference this single upgrade (up_sect_thirde_stalker_outfit).
Then I go into the specific upgrade info control file o_stalker_outfit_up.ltx and comment out all the various references to this upgrade.
Including the effects entries of the previous two upgrades that let the game know that choosing one allows a further upgrade in the series to the one I'm removing.

All this SHOULD remove the single upgrade from the game completely, but it still crashes upon accessing the item at the mechanic, even on a new naive game.
Somehow, the game still thinks this removed upgrade should exist and gets crashy when it can't find the entries in the files, but I can't figure out how it knows.

If anyone can set me on the right path it would really help with my current frustration. I have done everything "correctly" but after many attempts, it is still crashing in-game interacting with the function.

#

I have tried googling, but can't find the correct procedure written anywhere. Someone in this community knows the answer, though, because I've seen mods that change the upgrade trees of outfits.
But even after looking, I can't find my mistake because there are so many changes in some of the mods, I can't see the part I'm missing.

UPDATE:
I had forgotten that bit in the UI where parts on the item graphic are highlighted when you mouse over the upgrade selections.
There are two files inventory_upgrade.xml and inventory_upgrade_16.xml in the ui directory that were looking to be connected to the upgrades and failing if the nodes were at all changed.

BUT IT STILL CRASHES

UPDATE after initial update:
Well, I must have made some tiny mistake in one of the four critical files for outfit upgrades, because after doing extensive experimentation it's not crashing.
I can move nodes and remove nodes and as long as I don't remove a node and interact with a suit that had that node active from a previous save, it runs as expected and doesn't crash.
Three days of frustration and I don't even know what tiny mistake I made initially, because I'm doing the same things the same way for the same reason, but it now works correctly.
My suspicion is that I messed up something in the two files inventory_upgrade.xml and inventory_upgrade_16.xml in the ui directory in my first attempts.

boreal dust
#

Does anyone know if with ZCP there's any way to reduce the chance of certain items spawning in maps? Finding that somewhat decent stuff can be found commonly but want to make the rarer items spawn less and the common junk stuff spawn more commonly...

gleaming tide
#

Damage works very differently on companions weapons?

#

When they shoot other NPCs

fair granite
#

Someone know where is the parameter that makes you lose goodwill with some factions when you do tasks for their enemies?

#

I just find stuff like =complete_task_inc_goodwill(50:dolg) in tm_bar for example

#

no decrease on complete

simple sequoia
fair granite
#

Tysm

fair granite
#

found the parameter, it is: game_relations.change_factions_community_num(rnd_enemy, id, ((-1) * delta_rnd ) )

calm epoch
misty mulch
# boreal dust

yours would be the only DLTX file modifying alife.ltx in vanilla GAMMA

misty mulch
proper comet
#

little question since this might have done before, regarding modding NPC loadouts
since modifying npc_loadouts_### is a destructive operation (ie. would override and become outdated if Grok updated those), I've seen that we can add guns to the NPCs potential loadouts through mod_npc_loadouts_#, but is there any way we can remove or even replace guns from loadouts? perhaps as configs, or maybe as a script that replaces a gun such as that one script that replaces old upgrade kits?

I'm looking into replacing the vanilla mosin with a mosin from a mod (Frosty's), hence my questions

misty mulch
misty mulch
#

note that GAMMA now uses SD's Weighted NPC Loadouts mod by default and I am not exactly 100% sure what it changes, though the ltx loadout files should still be valid targets for DLTX edits

proper comet
#

amazing, thanks for the clarification and docs

#

there's one more thing though, how would removal of a field work in this scenario?
because I may know the section I want to remove (wpn_mosin), but what would happen if Grok/someone removed it from the original definition (eg. npc_loadouts_#)?

#

or well, in this scenario it would for replace instead of removing
actually I think I'd have to remove the original weapon (wpn_mosin) from the sections in the npc loadouts and then add it through that other mechanism (mod_npc_loadouts_#), otherwise I'd have to replace the entire sections that contain wpn_mosin like [bandit_novice_primary]

misty mulch
misty mulch
#

so long as you target the correct root ltx

#

in your case since npc_loadouts is the root of all the #include npc_loadout_* chains, you can have a single mod_npc_loadouts_mymosinchanges.ltx with the contents:

![bandit_novice_primary]
!wpn_mosin:0:0:10    ;this removes the default mosin
wpn_whateverthefucktheFrostymosiniscalled:0:0:10 ;this adds the new mosin

![bandit_veteran_primary]
!wpn_mosin:0:0:15

and so on

proper comet
proper comet
misty mulch
#

don't directly delete the wpn_mosin lines - the whole point of DLTX is that you should never need to directly edit the source ltx files

proper comet
#

oh yeah absolutely, that's what I was trying to avoid in the first place: touching original files especially ones that will definitely be modified later on

#

one last question, which comes from the example you posted
wpn_mosin:0:0:10
do I have to pass out the parameters exactly as they are originally defined? I mean the :0:0:10, because those might change in a future update and might make my mod redundant, right?

misty mulch
#

and, just to be clear, you can also modify other sections from the other npc_loadout files such as [novice_primary] (from npc_loadout_stalker) and so on

misty mulch
#

as for "what if a future update breaks it"... yeah that's what happens when you make a mod for a modpack in active development. best you can do is keep an eye on #📢development

proper comet
#

well, it was a fine dream while it lasted lol

#

thanks for the help, really appreciate it

celest forge
#

just z stack that mf into oblivion

#

make it update proof

teal compass
#

you need more z

calm geyser
slow bolt
#

the right way

celest forge
#

"is this compatible with 1.7.2 anomaly?"

"what, you mean my mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzznpc_loadouts_juan mod?"

gleaming tide
#

ඞ ඞ ඞ_mod.ltx always wins any zzz Chadge

proper comet
slow bolt
#

use @ instead of every other symbol, like !

#

make it future proof, by breaking the game as soon as changes are made

celest forge
#

Id be surprised if the anomaly team reworkes how loadouts work

#

Theres nothing wrong with the current system

proper comet
#

I mean for instance if Grok or someone else decided to, for instance, do:
wpn_mosin:0:0:10
to
wpn_mosin:0:0:25
then the dltx remove wouldn't work

gleaming tide
proper comet
#

it goes without saying that this is a nitpick

slow bolt
#

Means it would be a lot harder to find tf is going on

gleaming tide
slow bolt
#

It also makes you think way less of what you are doing, when you can slap @ on every change

gleaming tide
covert pivot
#

I kept the old syntax for the ltx files so it would be compatible out of the box with all old loadout definitions (except loadout_injector.script for non-dltx users)

covert pivot
verbal siren
#

Some mods have XML descriptions that show these characters instead of bullet points. Probably an encoding issue. What is missing/wrong in them, so I could fix that?

random fulcrum
#

encode the file with windows-1251

#

also replace the character

#

but it needs to be encoded with that

#

otherwise it'll always get corrupted

verbal siren
#

All files should be encoded in windows-1251? Isn't that just for Russian?

soft burrow
#

all files with text that have symbols like bullet points

#

if it's just alphanumeric then it's not necessary

proper comet
#

@celest forge sorry for pinging, apparently can't message in FWP's thread because "it has reached the maximum amount of members" (discord being shit as usual)
is it known that FWP's Mosin's 3rd person reload animations are very buggy?

random fulcrum
#

why not ask the mod maker and not some random orange person

celest forge
#

buggy how

proper comet
proper comet
celest forge
#

Anomaly uses the vanilla STALKER 3rd person animations

#

Which were made in the early 00s

#

They're just to show vague resemblance of what the character is doing

proper comet
#

thank you

slow bolt
#

tbf the answer is above

calm geyser
#

help what did i just do

#

i think i accidentally reported a message but then dismissed the report message so i can't see it monkaS

verbal siren
slow bolt
spark totem
#

Does anyone know how to make the body blue?

slow bolt
#

Edit the texture

#

simple

gleaming tide
#

Add the shader with coordinates that covers only that part of the screen (insanely hard and stupid)

gleaming tide
#

Anyway, in what script I can find logic on how NPCs choose their target? clueless

spark totem
slow bolt
spark totem
#

Ok

slow bolt
#

ui_body_health_system3.dds in gamedata\textures\ui\

spark totem
#

Ok got it

gaunt pawn
#

How difficult would it be to mod the WPO "field strip" menu to stay open after you remove a single part, so that you can remove more parts?

low spindle
#

Silly question but do we know what value controls the max amount of stalkers allowed in a zone instance? the sliders in ZCP and vanilla just seem to control how many spawn in at the start, but i want to try limiting the max amount for a mod

#

also, minor inconvienence, but the draggable hud is no longer saving the weapon hud edits to cache_dbg.ltx anymore

calm epoch
brittle flame
#

@boreal dust You can set the settings in the ZCP MCM settings 👍

boreal dust
brittle flame
#

I do not use ZCP, just ZLM sometimes

boreal dust
#

What's zlm

brittle flame
#

That is the Loot module from ZCP

slow bolt
#

Nobody should be using ZLM

#

it breaks mods and is poorly made

#

the fact that it breaks modded exes version check is a very obvious sign

brittle flame
boreal dust
#

wait shit wrong one

brittle flame
boreal dust
#

Ah ok. Im trying to figure out how to see or mod the types of stuff that spawn through the ground/world loot that shows up everywhere. I know there's a way to make all of them show up less/more, but seemingly no way to tweak what type or certain items show up more or less (apart from anything thats in the tickbox and customizable)

#

ie; weapon parts or ammo or the trillion carbon fibers

brittle flame
#

yy, understand.

boreal dust
#

Some stuff just seems too common to me

simple sequoia
#

Anyone know what influences the dmg number in ammo statcard?

simple sequoia
# lilac idol k_hit

It's not straightforward like k_ap where 0.1 in config = 10 displayed in tooltip, there's other formula involved.
I suspect it's something like k_hit = 1 = 30 but idk if there's anything else?

lilac idol
#

I'd like to tell you but I honestly can't remember how it looked like

#

I'll take a look when I get back home

simple sequoia
#

ty

lilac idol
#

also what statcard are you talking about?

simple sequoia
#

the one that pops up when you hover on the ammo

#

just aesthetic thingy for my 'tism

young solstice
#

hey guys, could anyone help? What settings should I put here?

simple sequoia
# young solstice hey guys, could anyone help? What settings should I put here?

https://www.youtube.com/watch?v=HwTYYH5zLjo
This contains the settings for textures. somewhere in first half

We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:

00:27 intro
01:36 tools of the trade
03:30 content overview

Part 1: having a plan
04:01 intro to planning

Part 2: editing textures
06:57 intro to textures
29:27 thm files

Part 3: working on mesh...

▶ Play video
simple sequoia
#

about k_ap from modded in packs like BaS, RWAP, Frosty's

#

Vanilla 9x18mm ap: k_ap = 0.3, 9x18mm hp k_ap = 0.1, BaS ammo_9x21_sp10: k_ap = 0.032, .300 blk mod: .300 ap: k_ap = 0.050

#

like why do the modded bullets have 1/10th of the k_ap modifier?

#

Especially when I was working on OAO plates compatibility, the plate BR modifiers were 0.01-0.06 corresponding to 1-6 BR armor increase

#

Unless it's dltx'd somewhere

covert pivot
#

Gamma standard is ~1/10th of vanilla values

simple sequoia
#

So vanilla ones got dltx'd?

#

to be 1/10 of what's in the config

covert pivot
#

i mean what config are you looking at

#

weapon_ammo.ltx from GAMMA Close Quarter Combat should be what matters

simple sequoia
#

181- Ballistics Overhaul (GBOOBS) - Grokitach\gamedata\configs\items\weapons\weapon_ammo.ltx

simple sequoia
#

yeah, it got overwritten by cqb. nvm

#

my bad

random fulcrum
misty mulch
simple sequoia
misty mulch
#

the stat card handwritten damage description bears 0 relation to k_hit

echo stratus
#

Guys, tell me how to make the laser sight brighter and the dot thicker?

random fulcrum
#

then like a week later demonized added the bullet callbacks to the game that allowed for a much cleaner and much more compatible multihit solutions

#

(that is also in gamma)

spark crypt
#

re: my problem above modifying upgrade trees in Call of Pripyat causing crashes (despite correct syntax) #╙🖇mods-making-discussion message
all the log will tell me for an error is:stack trace: 0023:0B590838 xrGame.dll, CDialogHolder::CleanInternals() [error][ 5] : Access is denied.What does this tell me about the error that is causing the crash?

random fulcrum
#

dive into the source code

#

look for the class and the method the crash is referencing

spark crypt
spark crypt
#

If so, I looked at the souce code and learned exactly nothing from it```void CDialogHolder::CleanInternals()
{
while (!m_input_receivers.empty())
m_input_receivers.pop_back();

m_dialogsToRender.clear();
GetUICursor().Hide();

}```

simple sequoia
#

Access is denied error is giving me heebiejeebies.

Where exactly have you installed your game?

Bc error 5 involves fucked user permissions in Windows.

#

Look up generic c++ error 5 stuff too.

#

For fixes.

#

Maybe something will help

simple sequoia
#

Stuff like AV, user permissions, hell check event log on your OS, might be something there

gaunt wraith
#

So with the current update the UMP is positioned further from the player than it has been in the past. I am trying to move it back closer without going through and editing all the position values for the weapon and the scopes but adding the hud_fov line in the weapons ltx file only moves it even further and it stays the same no matter the value. I have also removed it from the barry_hud_fov_remover file. Is there something I am missing as far as how to go about this?

fair inlet
gaunt wraith
young solstice
#

Does anyone know what file is responsible for poster sizes? xml, ltx or what? I've tried to find but unsuccessfully. Just need to avoid that black stripes

gaunt wraith
next robin
#

What're the numbers for weapon stat firemodes? im assuming 1 is semi fire, 2 burst, 3 auto?

#

I've also seen -1

#

So maybe thats auto

covert pivot
#

-1 is auto

#

2 and 3 are both burst fire modes

#

2 rounds or 3 rounds respectively kek1

next robin
next robin
covert pivot
#

semi is 1

next robin
next robin
#

Note to self:

Do NOT edit firemodes on guns, results in full game freeze kekl

wispy ferry
#

I have had plenty success with DLTX gun edits
often the changes do not apply properly unless you spawn in a new gun, but I've edited firemodes before with no issue

next robin
#

Got frozen

wispy ferry
#

check your log for the specific crash reason
or even post your edit .ltx so I can look at it, my skills may be ass but another pair of eyes is another pair of eyes

boreal dust
#

Hey are there any pro modders that may be able to sanity check me here on a couple of mods? I've got two mods that just will not work, they're DLTX and worked in GAMMA previously, years ago, but re-checking and doing the same thing now, they no longer do. Anything glarigly wrong or obvious with these two?

#

It's as if i'm missing some core concept of DLTX or how it works now, but i can't understand what. It's a shame because i'd like to make more mods and get into other things but without knowing why these don't work, for seemingly no reason, it's put a bit of a halt to bothering with more mods.

teal compass
next robin
teal compass
#

if you type yours in I'm afraid that wont work

next robin
#

i didnt quote the exact line, hold on let me open my ltx

#

fire_modes = 1, -1

teal compass
#

yeah that

next robin
#

what if that extra space between the comma and -1 could be it.. hmm..

teal compass
#

when you freeze does it give any error msg or log?

next robin
#

Straight freeze, have to task manager out

teal compass
#

that says some error

next robin
wispy ferry