#╙🖇mods-making-discussion
1 messages · Page 89 of 1
yeah even if that worked you'd have to match all the :r:r numbers
So easier to just alter the base ltx at that point
so it could go on for like 100 lines
:r:r numbers no
Just having r:r if its written in base ltx should be fine
Script reads the :r:r text, what it does after with it isnt really relevant
Dltx stuff would work while script reads ltx file
still easier to edit the base ltx for the end user
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
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
If i delete like a LOT of pistols. Will some npc spawn without weapon ?
some might
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?
still needs help, how to get it into the game 🥲
@slow bolt
bruh
that is someone else's anim
i made it...?
juan implemented it into the game
i doubt
A guy came before and you are a new account
Unless you are the same dude ofc
ye.. i sold it to a guy.. and he just redo an anim.. but i want it for myself now lol
Not the same anim
Two versions of the same anim but it's not the same
so.. wanna check out .blend ?
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.
i have .ogg with SFX ready as well, everything on one armature with animations per object, and hand animation on armature
yeah this doesnt seem to cover mesh files in the dynamics file
which are reponsible for world models
which is currently the cause of the crash
to make a world model you need to make all bone vertexes wpn_body
and give it a shape BOX, make it Rigid, and give 10 mass
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
yeah i actually did that instead
Just use the base world model
Can anyone help me out with exporting animation from blender to a game? I have .blend and .ogg for SFX...
Do you have PavelBlend addon in Blender?
Then you select the gun, export omf, select hands, export omf(as different file), hook up anims in wpn_daGun.ltx and you should be good
Also, before you might need to export the gun itself as Ogf.
If it is modifying bones/adding new gun
Gimme some time, I'll look up a tutorial I made for sdk.(Or a guide) From my animating days.
i can send you .blend if you are willing to look it up
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
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?
First link, somewhere there
My old guide on how to rig, animate and export stuff using SDK. Might help someone. Probably outdated, but "it works for me".
It's copied from discord thread so formatting is fucked but I can't be bothered to fix.
btw, does anyone know if I can reload config/script changes without restart game?
in debug menu
but only some. Scripts will be reloaded with save/load or with that option
but only some configs will
Thanks
how to I resize ui icons?
the new mk47 mutant icon is humongous
do i just pop paint.net/photoshop open then size it down? 
As in size in MBs or..?
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
personal taste, ui designer related ocd-thing

Then yeah, you just scale the icon itself without resizing
which dds format should i choose when exporting with photoshop nvidia plugin?
8888 32bpp?
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 ?
same format it was saved in before
not exactly a mod asking channel here
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 ?
keep in mind that a 1x1 icon is 50x50 pixels
same script
that's basically all you need to know
hello guys, anybody knows how to change weapons stats ? Wanna upgrade ak 104 alfa a litte bit
find the weapon id, it should be something like "wpn_ak104alpha" or something like that
then search in mo2 for w_ak104alpha aka the weapon id from before and edit the config values
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!
bring the scope closer/further to yo face
so that's the only solution? I felt like the scope pos is at the right place
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
Unless you're making new scopes, all scopes are setup
it's a builtin scope for a sniper not sure if it's a new scope, but I'll adjust the aim pos for now
Which gun?
frosty's iwp wa2000 which replaces vanilla wa2000
btw I fixed the aim pos so now it works well, thanks!
well I got new problems
fixed it again, now its done
I'm surprised it didn't have 3dss configs
It does say 3dss supported but it was last update in july 2024, My guess is that its 3dss support is outdated
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
anyways I guess I fixed it for the current 3dss build

one question can I post fixed like this in mod posting? with proper credits for sure
let me check
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
It would be best to make sure it matches current syntax
alright let me fix that then
thanks for all the help btw
yep with s3ds crosshair looks much better, that should be it
Iirc I had it set to ffp scope but I don't remember but that looks good regardless
Just make sure your shadows are centered as well
the config has s3ds_ffp_min_zoom is that the thing
oh I just notice that lol imma edit it sometime
ok this looks pretty centered now
Move your aim orientation a little to the left. You're off center
alright I would do that when I wake up
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?
No
someone knows what file dictates mutant hp?
thx
https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata%2Fconfigs%2Fcreatures here are all mutant files. Then just search for health
But GAMMA most probably has overwritten the original files or used dltx files to edit some values
health in mutants isn't used anywhere
any thing's health is determined by their resistance to whatever damage type they're taking damage from
as otherwise everything has 1 health
or 100 scaled
how can i check what version my moded exes are ?
weird system 🐴
like i think it's used for offline alife shit but otherwise nah health is strictly determined by damage resistances
I ended up making changes to grok_bo to change "mutant hp"
making them take more damage
Ah yeah my fault, that was some offline stuff 
if i yolo replace my moded exes with the ones from the github would i have problems ?
No
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.
Also, what is that ltx file that affects how many of a item can drop? like ammo stack sizes and stuff
Its death_generic?
Yeah, death_generic.ltx
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
There is some other multiplier i'm missing somewhere?
Was trying to reduce sniper and AP rifle round drops to very minimal
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).
Especially if there's dltx file somewhere in there.
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
Death loadouts?
if the number of rolls is set to 0, it does not spawn the ammo? seems like nothing is overwriting the file I'm editing
can someone please explain what numbers after weapon in loadouts.ltx mean?
like:
<wpn_name>:r:3:10
Unconfirmed info tbh.
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
so the third number being high makes it harder to spawn, basically?
higher number, more chance to spawn
for monolith, for example
sr25 has 5, scar has 20
there are also 4th/5th/6th numbers possible
for
scope chance (0-100)
gl chance
silencer chance
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
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.
those are diff values
wpn_rptr:r:6:40
has higher chance than
wpn_rptr:r:6:20
6 (2nd value in that case, something about ammo)
where are damage multipliers for ammo located and what is their property name?
Maybe the second value ia related to the ammo that drops with the gun? That would explain why I still get more ammo drops even if the values on the death file are almost zero 
Gonna test when I get home
kind of, description says ammotype, but values for 308 are usually 3(?)
i have not tested it yet
have cnpp tomorrow for that, will be the strangest looting experience
no that's the ammo loaded with the gun
has nothing to do with the amount dropped
Good to know
is this centered
Looks good from what I can tell
alright then I'm finished with this! thanks you
looks like a single pixel offset to the right but that's good enough
idk if 3dss shits itself if the gun is not properly straight
like the scope's shadow showing all the time or something
idk either but it performs like normal scopes so I guess its fine
The weight has a default value of 10 (can be changed) if not provided on the entry.
So r:6:10 and r:6 would be equivalent spawn chance.
npc_loadouts.ltx should have most of the info necessary to understand the loadouts and how to describe them
50 makes sense cause I see some stuff that is supose to be rare rated as 25
Ty guys
now I can unfuck my weapon drop chances lol
Not in gamma 093 
i refuse to believe bro made that change
Too bad I'm at 9.1 still xdd
Grok_bo changes to damage multi tied to difficulty need a new game to work?
Or I can test on a save
Well yea, you can then ignore most stuff about what the other guy was talking about too. Weighted npc loadouts is from 093 and works differently
50 as weight would be unnecessary 
50 as chance, fine, since its nearly meaningless anyway in old script
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
(just kidding, the explanation was enough lol)
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

ok
that's like top 10 cursed systems I ever saw I think
I would never had figured that out 
Ty
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
yeah that was added a while ago
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)😅
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).
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?
The task configs are usually saved in gamedata/configs/misc/task. Look for properties target_functor and status_functor. These are functions stored in the scripts
If you want to look at the logic for the tasks
thank you. i found most of the tasks I recognize there, but the monolith tasks don't seem to be. 😔
oh i found it, it gave me the hint to search for tm_*.ltx files
was there once FAD included in 3dss? I figured that the FAD already has 3dss in GAMMA
hello any one know where i can get weapons reposition mod that works with 3dss
yes. but grok decided not to add it to gamma
understandable, but I guess I can take advantage of it
I don't think anyone made one yet.
AFAIK none exist yet. You can use the base offset Hud mod to make them.
pretty sure https://discord.com/channels/912320241713958912/1243784164688400445 is for GAMMA + 3DSS
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
Apparently on_key_press callback doesn't fire when ui is open. Is it possible somehow to still read these events with opened UI?
that's weird
it fires for me
but anyways the inventory gui class has a key press method iirc
Is it easy to add a magazine that is missing? The MP9 has no 9x18 magazine.
In mag redux?
Yes. The standard 9x19 mag needs to be retoolable.
Check how I did that in https://discord.com/channels/912320241713958912/1320039117764952114
Also there's somewhat useful guide at mag redux git
There is a manual within the mags redux files of GAMMA. But it is not complete enough for me to understand. I.E. A magazine needs a picture. There is no info about allocating a picture to a magazine.
it's the same as any other item
visual = path/path/path
Visual is the world model not the icon...
Ah 
Reading's hard man, not everyone can do it 
Wow! Modders can read. 🙂
better than you, at least
U sure?
Do you think something like this would be possible?
an anomaly gun
i just want a flamethrower that runs on power and dosnt run out of ammo in 5 seconds
looks like a plasma caster from Fallout
with that grip
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?
i think it would be better with a sidebar to grab onto but you cant really see that on a side view
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.
does anybody knows what is the MAX cap limit for each protection? I need this info for my project https://discord.com/channels/912320241713958912/1324743045434052608
the starting cap is normally 65, but with artifacts that can increase. I wonder what is the max cap value you can achieve
could that be 95% for all protections?
I would love a confirmation but I would assume is 95%
iirc res capped out at 80/85 regardless of however much res you added
that was according to momo
script has changed in 0.9.3
grok_actor_damage_balancer.script line 411... though i think strangerism wants a second (third?) opinion than mine
unprompted duke nukem post
ah ok, either way it looks goofy and straight out of a 90s first person shooter. not being negative, looks like it could be a fun concept
anomalous weapon that when equipped shows your hands as grainy sprites
If picked up launches DOOM on your PDA
Guide on how to add MCM settings for your mod?
Just copy an existing mcm script and related xmls and edit them
mcm has documentation on their github page
its very simple
Thanks
(granted those are not my examples)
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 
so realistically it should read greater than or equal to 0.96?
0.95
idk how many decimals it tracks
Probably the usual float/double aka "a lot"
yeah it's the usual 16 or something decimal places
in the stats mod i used the round_idp function a lot
to actually work with 2 decimals
Anybody know what parameter to change to augment muzzle flash "glow"/illumination in particles.xr?
dynamic light is done in the weapon's ltx
and the "glow" you're describing is (i'm assuming) sss' volumetric light
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?
Find the mod that allows you to place campfires and look into it
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
"i don't have a "trigger" where i can call the function. "
Elaborate on that one
simply making a script and attatch it to the mod doesnt work
using spawn dynamic objects script
that's called on level change so works as soon as i start a run
so edit the script so it runs a function when you spawn a campfire
In the mod it triggers on item use
all you have to do is run the same functions on a different trigger
the campfire spawns but it's not interactable
problem is i have no knowledge of scripting it's just something little to make a simple campfire appear and be permanent from start
like the placeble mod but without the "place" part XD
i managed to make the campfire work but it's uninteractable as i said
no way to lit it
Just make whatever script you have run prepare_campfire() function while having appropriate globals for position
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
ok gonna take a look into this thanks for the help! 
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.
It doesn't have to do with 3dss. There are certain weapons that have hud fov adjusted via the freezoom script gamma uses
I've yet to read one good thing about the fkin freezoom
Does that mean everyone's SVD looks like that?
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]?
Nope
The script overrides the position
You'd have to copy the while script and edit the gun out of it
Ok, Free_ZoomV2.script doesn't have any weapon names and the v3 doesn't change the script in any way. What file am I looking for?
its a reposition
not a hud fov thing
the entire gun is moved forward
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?
just search inside gamma mods folder
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?
Maybe it was fixed for 0.9.3 so IDK.
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.
they dont, which makes it worse
idk why it was done this way. the position could have just been adjusted
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?
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
That's like how to make a custom car. Well, you have to be able to make a "generic" car first

fair
hello i need ask :DDD ... the current reshade in gamma .. is outdated version .. so if i update to newest version it will be better ?
like shaders etc ...
?
Wouldn't be worse unless it bugs out. I had newer one - felt no difference
Newer reshade versions don't work in Anomaly/GAMMA
They do. Well, some
There's jittering fix reshade that uses new version of reshade
But why updating for no reason anyway?
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
more specifically i remember when we tried to use reshade 6+, the reshade addons function broke Anomaly such that it would CTD if you tried to change any graphics setting https://discord.com/channels/912320241713958912/1153355613217226812
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.
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
That's TOO MUCH
that's inhumane

you must be this literate to use reshade 5.9+
Me and lua 
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
how is that happy bro 
for one i am not spending hours handholding people on how to fix their installation problems
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
what is the action that you want flagged?
Do I have to give credit to a mod author if I use his mod 1:1 in my mod? 🤔
obj:give_info_portion(string info)
obj:disable_info_portion(string info)
obj:has_info(string info)
oof, pretty varied, like the player acquiring a specific item or finishing a specific task
I'm asking first and foremost because if such system is in place, I don't have to create one redundantly myself
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
that would be the appropriate thing to do, yes, especially if you directly lifted that code/contents
that's useful alright
Might be a good idea to ask for permission or list the original as hard requirement and then overwrite files you have to overwrite.
do these "info_portions" ever disappear or become offline? as in being unable to check if something has this info
Appropriate =/= hard requirement, right?
this shit should common fucking sense
during gameplay loop I mean
if you ask me
there's no law but it's a scummy fucking thing to do to repack someone else's mod in yours and not say shit
Yeah, exactly what I thought
and now that you've more or less told all of us that this is something we should look out for..
idk how tracking npcs offline work
haven't done mods like that
modding runs on reputation
Nah, I was just looking at https://discord.com/channels/912320241713958912/1297762722380779541
like i'd assume just track the npc's id
oh that mod lmao
or object for that matter
On the page of my mod every credit is given.
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
But I just stumbled upon this in the reshade chat
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
nah, ideally these flags/info_portions/whatever would be loaded in/over(?) the player character, so that it's always available as long as gameplay loop continues
the infamous layer 8 problem 
thank you both fellas
i'd honestly just track shit with a table that gets saved as you save the game
and loaded accordingly
yes refer back to "one of my many issues"
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
Not a single thing wrong with the guy, but his "explaination" for not having a single credit mentioned was - I dont make money off of it
doesn't matter if you're not making a cent out of your final output, you still need to give credit
yeah again
Yeah, told em that
well they are literally in school so hopefully they eventually wind around to learning about this whole plagiarism business
But if its not against the rules, he doesnt have to do shit about it so 
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
Yeah I also view it that way but 
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
also just irl lots of people never figure this out
there was that 4h long yt vid on plagiarism lmao
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
b-b-b-but don't you know nexus = censorship
drama brewing on nexus tho
bwehhhhhhhhhhh nexus doesn't let me download at hyperspeed and i have to click 3 times to download something instead of once bweeehhhhhhhhh
nah not this, just censorship
**But ** would probably make more sense than posting threads on discord
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
ah brother but what the fuck would you be losing in the hypothetical case anomaly migrates to nexus
the mein kampf re enabler
whatever you think of its management, it's pretty undeniable that nexusmods has better infrastructure
i can only think of that
I was not sarcastic at all
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
wagner larpers would be in shambles too very likely as wagner merc retextures for hd models would also be no go
gamma would need nexus premium 
you're not gonna get much sympathy from me, to be frank... i have very little patience for free speech absolutism
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
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
not sure if yall heard its quite recent
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
many such cases
Im not quite sure how to interpret this message
i guess at least he's stopped repacking the modded exes as well
bluntly: as a sign that i'm not super interested in continuing that convo
gahdaym
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
wdym
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

Alr that is the **hard **way
Indeed
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
And they're right
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
that's like the worst offense i can think of
Yeah but tbf unlike some modders, I don't think modding is like, a race
or a competition
besides the incident, which again happened eons ago and you're a better person now
Like people of different skill levels can make mods and that's fine
I mean i'm still the same guy, I just wasn't like familiar with modding etiquette
I thought since the efpwp is just tarkov ports that they didn't really have any ownership rights to the mod itself
improving etiquette is improving as a person imho
But I soon realized that was fucking dumb
Because a mod is beyond the assets themselves and more the modders effort and labour

to this day I find it crazy that Efpwp isn't CC
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
@naive snow https://www.moddb.com/mods/stalker-anomaly/addons/drsneezes-meshy-tree-zes-for-cordon-v01 did you see that ?
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 
since i see volumetric smoke is in the game settings why doesnt it work?
is it just broken or what just asking?
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
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
The only spots with volumetric smoke are in the underground labs in a couple of spots and even then, the smoke volumes aren't set properly.
but i dont see them?
The smoke volumes aren't set properly
MFB made a whole thing about it and did attempt to fix those
Except his horrible personality 
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?
Someome can easily say their labour done for the port is their property as well
if people do want tarkov ports they can do them. As you said, anyone can.
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
i see
i still think that having that attitude towards gun ports is retarded
Yeah it's been pretty much it, it's mostly fluffing his own feathers
idk whats he working exactly rn

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
ima look at anomaly discord to see if hes working on something maybe his moddb account as well
db.actor:item_in_slot(number) where number is id of slot gives equipped item. Use notepad++ ctrl+shift+f to globally search every file in folder to look for the function/use cases if you want. Or brute force it with printf.
He got salt that no one here cared about a bunch of debug levels
actually it might be a one line change - check line 842 in treasure_manager.script
to do the full breakdown for you...
data.condition = (math.random(20, 37) / 100)
math.random(x,y) generates a random number between x and y. condition takes a single number between 0.00 - 1.00. With current settings, this produces a range of possible conditions: 0.20 - 0.37
Therefore you'd simply change the min and max of math.random such that the result is always above 0.6
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
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
oh the parts not the full weapon, my bad. check lines 865-872 in the same script then
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
yes, this one, with all the extra "cond_r", "cond_ct" and "cond_cr" confused the everloving fuck out of me
I tried chatgpt on it, but my level of confidence in it is low
yeah never ask chatgpt for anything this specific.
yeah
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)
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
You can try looking at other uses of alife_create_item and see if they have more verbose naming
i will lead you right up to the answer: go check _g.script in the decompiled scripts, ctrl-f alife_create_item, there is a comment there that literally spells out exactly what cond_r, cond_ct and cond_cr mean
cos the exercise of doing that, will set you up to be able to figure out how a lot of other scripts function
you mean in the same file, or in a wikia? I am quite green with coding, even more with alife coding 😅
do you know how to decompile the scripts + configs? cos i am happy to walk you through
got the anomaly files decompiled, and found the _g.script file
perfect. you're looking for the section that starts function alife_create_item
read starting from t: [table] (optional)
that's already a big step forward, thank you
Using any "Search in Files" functionality like notepad++ to just search a function name in all ltx and script files in like GAMMA mods folder. You can use this for many things to find how and where stuff is used. Having anomaly basefiles available in the search is useful too.
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
oh I see, so I should keep a bunch of them (related loosely to what I am looking for) and use the search on all files, gotcha
anomaly/tools/db_unpacker_all.bat
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
not sure if "part" is specific for weapon parts, but even if it included armor parts I guess I could settle for making them both generate from 60% and above
"part" here refers to any part, so yes, it would cover both weapons and armor
the game doesn't distinguish between weapon parts or armor parts
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 😁
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
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
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
you don't need a special section for artis if it's handled by the "Everything else" case
true, not much else with condition
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
knowing how often I over complicate my life for nothing, that simple solution sounds like exactly the kind of stuff that works, compared to what I was aiming at, I'll let you know as soon as I test it
Does anyone know if there are any mods that adds a Six12 bullpup shotgun?
no but i'd also very much like to see that cutie in game
i have never made mods but i liike the idea how where would i begeen making mods for gamma?
depends on what you want to do, really
without an idea, there's no direction, without direction there's nowhere to start
https://www.moddb.com/mods/stalker-anomaly/addons/artifacts-inspectionv10
Someone dropped this
then i suppose simple weapon mods
and what do you mean by that? adding new guns? modifying existing guns?
adding new
do i need to know lua?
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
configs?
once someone reanimates this its gonna be peak
https://www.youtube.com/watch?v=HwTYYH5zLjo
Have fun for 2 hours
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...
This might have been better as 50 tiktok with skibidi editing
Times were different then (and better)

im slowly learning lol i found out how to unpack weapon models and put them in blender
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?
satiety_v = 0.00002 ;0.0000250 ;rate of satiety reduction with time```
Does a higher number cause hunger to go faster or slower?
Faster. Afaik each actor update tick reduces it by that amount.
.
-
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.
-
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.
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
holy shit i never saw such a complex thing for metallic and roughness 
Hello guys, do you know something about is this possible to configure in GAMMA Like a global storage, one place to store everything?
why are you placing a multiply node for the albedo
because it's an emmisive
and ask the person who
made that addon for importing mdl
idek what mdl is
anomalous stash already does that
source stuff
I missed this feature completely. Would come in handy
Which file has the artifacts icons?
What are the correct dds export settings in NVDIA plugin for photoshop?
Depends on what you're exporting
let's say UI icons
also check pins for a GUI icon editing tool
you shouldn't compress icons tho
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 
uncompressed
raw dog dds
Show me your settings
anyways don't compress icons
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 
not to mention said weapon texture would be bigger in file size even if compressed because mip maps
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
bc3 is nice only if you care much about the alpha layer
otherwise bc1 should be more than enough
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
try setting cont_ct to i_parts
i THINK that's the proper syntax for the item type
I can test it out, but for the way the script work, I need the variable for artis instead, at least to have them spawn only at 100%
!100art // this seems easier for your case
@pulsar inlet here's the mod that'll let you control artifact condition:
#1200529616733999287 message
I used that one, unfortunately it only affect artis generated inside anomalies.. I am actually half tempted to just remove artis from stashes
mm. well you hit the limit of what i know
dude, you have helped quite a lot already, I was pretty stuck
witch one would be the base gun with no attachment's
the one that only has "_hud"
i put that one in blender and got this
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
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. )
so what i was trying to do is just add a scope that the gun didt support i just deleted all the other atchments and added the scope saved and exported it will it work fine? also now im trying to find the ltx file for theak101 and the gun i took the scope from but idk where to get those this is like my second day modding ever
you should keep all the attachemnts and just change the scope. needs to be the same bone name.
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.
use notepad++ search to search in files to search the entier gamma mo2 mods folder for the model name. that should take you to the right ltx and section.
i pulled the models straight from base anomaly
also with the model i jammed everything together was i supposed to do that?
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.
I am not a modeler. i'm going to guess that would be bad if it changes the bones of the model.
how to draw text on screen using script? like if i press f theres proximity item text around the actor
okay so i found the ltx and edited the scope so the gun could take it how do i put the unpacked ltx file back idk if that makes since. i used db unpacker all to get the ltx files.
Will changes apply to script if I reload system.ini?
I don't won't to restart the game each time
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
Fire, thanks
Why
pretty sure that fuckes potato users
I test my icons in dx8 and 9
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
mipmaps are the things that fuck it up for potato users, since itll try using the lower resolution version
so i can leave the _unpacked folder and it will use the edited ltx from there?
you lose quality and uncompressed icons work on dx8 without problems
that's how Cr3pis does it so
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
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
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
what icons 
That don't exist yet 
Because you're not meant to repack them, and anyway you messed up doing it.
Okay so don't repack them but what do you mean I messed up doing it
https://youtu.be/1PNUG0cQ4d0?feature=shared
Stalker Anomaly on mobile via Wine, Box64 and DXVK, a hell of compatibility tools
Also if you cant belive, you can check in Github "Winlator"
Hi guys! Where I can ask a qestion about STALKER 2 modding? Please help
ya i fixed it all i belive i now have a fal with a kobra sight idk why the sight is all black tho

Probably because the shader assigned to the lens is the wrong one
Jesus Christ how do I fix that lol 😭
Any OGF editor
whould obs work?
Bro I asked chat gpt and it is hella smart
obs is not ogf editor...
Ye I figured that out sadly could you link me one I can't find any
And this is my 2nd day modding I'm very new lol
There's one in the pins of this channel
Thx very much man I found it
Slowly updating all my custom stuff to 1.5.3 and GAMMA compatibility..

No need loose files over ride the packed ones. I would recommend right clicking on a mod on MO2 select make empty mod then open that mod in Windows and make a game data folder in that mod to put the files in
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?
That's the opposite?
switch_distance = how far away will things need to be to be switched to offline.
smaller number smaller online circle, less stuff online.
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
there any way of controlling and npc? making it move to a position and stuff? all thing i tried doesnt work
Do you guys have any idea on how to change the loading screen picture?
Like the STALKER Anomaly border and such
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
fentanyl overdose animation
Does anyone know a good/interactive knowledge resource for guns?
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
Nah I only made a video for putting more scopes on guns
Nah for like irl gun mechanics
Am looking specifically for weapon's burst-fire mechanisms. Though I've realized that a lot of the guns in gamma (particularly pistols) don't actually have them
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
several pistols can get burst-fire via upgrades
the .ltx values you want to look at / change to have burst fire ought be
fire_modes = 1, 3, -1
that line lists all the firemodes a weapon has by default
1 being semi-auto, 3 being 3-round burst, -1 full auto
and I think 2 would be 2-round burst but I can't remember for sure
Where do I find those .ltx files? (I'm completely illiterate)
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
here's my shitey guide on how to do a DLTX edit mod
oh no, what I want to try to do is make it so that weapons' burst fire modes fit their irl counterparts -- Right now all of them are just full auto with a 2-3 round cap. I want to make them click-to-burst where applicable if that makes sense
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
sorry, what do you mean exactly by 'can/cannot work around'?
would that mean it's impossible?
or would it just mean a lot of work
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
alright thanks

Not sure where's the limit by you can do 5 bullet burst too. 100 bullet machine gun burst, imagine 
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
yeah the 3 round burst is just like full auto but stops at third round
you can still shoot like semi auto in burst
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.
Hey guys. Should DLTX work with Gamma?
I was testing this but unsuccessful.. Any ideas?
shouldn't it be ![alife]
yes i posted wrong thing by accident
oh yeah no worries
maybe try a higher priority
gamma might just have 1000 other dltx overwrites going on
how does the priority work? Change it how
it's alphabetical
Oh no shit. hah.
so a z loads before an a
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
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.
oh yeah definitely will find people who know about the game structure here.
Ah found it!
https://github.com/themrdemonized/LTXDiff
A tool to aid in converting STALKER mods to DLTX format - themrdemonized/LTXDiff
Also in here https://igigog.github.io/anomaly-modding-book/
Man i really need to remember to check channel Pins 🫢
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.
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...
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
there's a mod for that already: https://www.moddb.com/mods/stalker-anomaly/addons/no-good-deed-goes-punished-for-1-5-1
At best it's what you need, at worst you will find how to change the configs yourself from example
Tysm
found the parameter, it is: game_relations.change_factions_community_num(rnd_enemy, id, ((-1) * delta_rnd ) )
You can ask akman about this, with his redone amount of things on the ground is set to minimum, finding natural spawn of tools is rare as all-green gun
yours would be the only DLTX file modifying alife.ltx in vanilla GAMMA
it's there, just a different ltx file, look at something like tm_dynamic.ltx
[simulation_task_2]
; cut a bunch of stuff
on_complete = %=fetch_reward_and_remove(simulation_task_2_fetch:0.9) =reward_stash(true) =complete_task_inc_goodwill(50:freedom) =complete_task_inc_goodwill(-15:dolg) =complete_task_inc_goodwill(-15:dolg) ;and so on
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
yes, dltx syntax allows you to remove lines (and then you add in a new line for your new gun)
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
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]
then your DLTX file would target a nonexistent line, it wouldn't be removed, but at least it'd still add the new weapon
you can target multiple sections in a single dltx file
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
interesting, I was wondering if it was kinda bootleg and it'd crash or something, that's good to know
you're right, I got tunnel vision'd, one file should be enough
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
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?
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
yes, exact line match
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
well, it was a fine dream while it lasted lol
thanks for the help, really appreciate it
you need more z
"It ain't much, but it's honest work."
"is this compatible with 1.7.2 anomaly?"
"what, you mean my mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzznpc_loadouts_juan mod?"
ඞ ඞ ඞ_mod.ltx always wins any zzz 
but that still wouldn't make it future proof because if he changed the parameters (like ammo) changes, the removed field would not work
use @ instead of every other symbol, like !
make it future proof, by breaking the game as soon as changes are made
Id be surprised if the anomaly team reworkes how loadouts work
Theres nothing wrong with the current system
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
What's wrong with @ it was in modding book 🐴
it goes without saying that this is a nitpick
Cause it creates or overwrites. So for example if an update comes that removes things - you would add them back with @, when you should update the mod instead
Means it would be a lot harder to find tf is going on

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

Yea, this could be fixed by using ltx syntax that was normal, but im not going to change it, since then it would be a breaking change. But maybe someday ill do it 
Having them like
wpn_mosin = 0,0,10
Should allow you then to remove line like
!wpn_mosin
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)
Original vanilla anomaly script is strange in multiple ways. It could be redone better
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?
encode the file with windows-1251
also replace the character
but it needs to be encoded with that
otherwise it'll always get corrupted
All files should be encoded in windows-1251? Isn't that just for Russian?
all files with text that have symbols like bullet points
if it's just alphanumeric then it's not necessary
@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?
why not ask the mod maker and not some random orange person
buggy how
because I mixed them up
@faint sable sorry for the ping, thread over capacity,
https://streamable.com/rbzgx1
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
thank you
tbf the answer is above
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 
Maybe post that link again in FWP and pin it so people will see better?
ur supposed to go to support channels. So then you'd get sent to the thread
Does anyone know how to make the body blue?
Add the shader with coordinates that covers only that part of the screen (insanely hard and stupid)

Anyway, in what script I can find logic on how NPCs choose their target? 
What do i look for?
open the texture and recolor the body
Ok
ui_body_health_system3.dds in gamedata\textures\ui\
Ok got it
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?
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
@hardy viper
@brittle flame
@boreal dust You can set the settings in the ZCP MCM settings 👍
Don't those only work if the tickbox above is active..?
🤷♂️ 
I do not use ZCP, just ZLM sometimes
What's zlm
That is the Loot module from ZCP
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
Good to know. I do not use any of them atm
wait shit wrong one
@brittle flame
All I can help you with is this post #╙🖇mods-making-discussion message Yeah with no ZCP or ZLM random loot is low.
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
yy, understand.
Some stuff just seems too common to me
Anyone know what influences the dmg number in ammo statcard?
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?
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
ty
also what statcard are you talking about?
the one that pops up when you hover on the ammo
just aesthetic thingy for my 'tism
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...
BTW I noticed something weird:
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
Gamma standard is ~1/10th of vanilla values
i mean what config are you looking at
weapon_ammo.ltx from GAMMA Close Quarter Combat should be what matters
181- Ballistics Overhaul (GBOOBS) - Grokitach\gamedata\configs\items\weapons\weapon_ammo.ltx
should be overwritten
the damage number in the item's card is hand written to the description of the item
at some point in the grok_bo script it gets multiplied by x10 for the ap calculations. i don't 100% recall why, i vaguely thought it was an anti-multihit thing initially?
That part I know, I just wanted to know what's the formula behind that card's nomber.
there isn't one
the stat card handwritten damage description bears 0 relation to k_hit
Guys, tell me how to make the laser sight brighter and the dot thicker?
yeah it was a hunch i had about multihit that got added and became the norm
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)
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?
dive into the source code
look for the class and the method the crash is referencing
Are you saying this to me?
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();
}```
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
.
Stuff like AV, user permissions, hell check event log on your OS, might be something there
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?
make sure the Reanimation is installed with 0.6 hud fov option
So would that be the original firebreath one, the addon one, or the GAMMA UMP position one?
firebreath
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
Worked like a charm. Thanks so much man
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
Thanks bunches, now I can enjoy UDP9 because burst fire is ass cheeks, and id rather it be auto
And another thing, does semi have a value? or is that already in by def
semi is 1
Dope thanks
Note to self:
Do NOT edit firemodes on guns, results in full game freeze 
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
Well that is what i did, spawned in a udp9 in replacement of my current
Got frozen
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
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.
I have edited several gun's firemode and it was fine, how did you do it?
threw the line for firemode stuff in, spaced so its uniform, i then put for the UDP9's line
firemode = 1, -1
reckoni did something wrong and im just dumb. ik i overrided it too
I thought it's "fire_modes = 1, -1"
if you type yours in I'm afraid that wont work
ye i just didnt space it in my msg, tabbing doesnt indent
i didnt quote the exact line, hold on let me open my ltx
fire_modes = 1, -1
ok so if you literally just added , -1 onto the file it should work
yeah that
what if that extra space between the comma and -1 could be it.. hmm..
when you freeze does it give any error msg or log?
Nah
idk try it then
Straight freeze, have to task manager out
anything in the log
that says some error
Checked earlier, no
extra spaces and tabs are not a problem for the syntax IME
I've had that on several of the DLTX edits I've done, never complains

