#╙🖇mods-making-discussion

1 messages · Page 90 of 1

teal compass
#

never encountered it hmmm

#

you know what I'll do the same thing and check

wispy ferry
#

trying to make a DLTX edit mod of this myself, mispelled the guns name so I had to relaunch

next robin
#

Guarantee its a me issue

teal compass
#

just to make sure

wispy ferry
#

had it as wpn_upd9 instead of wpn_udp9

next robin
wispy ferry
#

aight, sorry to say but it just works

next robin
#

Only made that mistake when i tweaked an armor

wispy ferry
#

gimme a sec to zip it for you, then you just need to figure out how to undo whatever you did that crashes your game with it

next robin
#

UDP is booty cheeks anyways

#

And it was likely to end up forgotten in dust in my chest

wispy ferry
#

I disagree, and here it is anyway
had an early UDP9 and a random MP412 with a scope, when I found the scope can be fitted onto it it was my bandit-bullying primary for a good while

#

the whole .ltx file in there is just

fire_modes = 1, -1```
next robin
teal compass
next robin
teal compass
next robin
#

abt to sell a shit load of weapons and artefacts

gleaming tide
#

Move All button vanilla anomaly or a mod? If mod, which one?

gleaming tide
#

Probably sorting plus

teal compass
#

I think that's in vanilla already

#

if you are talking about move all items

boreal dust
#

I dont know if its GAMMA or Anomaly or what, but a simple DLTX mod just WILL NOT work at all. I know the value works when change in alife.ltx but the DLTX'd version won't work and it should...

teal compass
boreal dust
teal compass
#

add as many as you want until it works really

fair canopy
#

Mod system zzz

teal compass
#

oh yeah do that

boreal dust
#

Didnt make a differece

#

Is someone else able to try it out for me

#

need to know if its my game

#

if it takes longer than 10 sec you will know if it works or not

misty mulch
#

except for, again, there aren't any other DLTX mods that affect alife in vanilla gamma

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which i know because i ran a find-in-file for ![alife] across the entire gamma mod folder

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z stacking will do jack shit

misty mulch
# boreal dust mod_system_alife_zzztest.ltx ?

i think i replied to you already, but there are no other dltx mods that affect [alife] in the entirety of vanilla gamma, as proven by a find-in-file for ![alife] (or shit even [alife]) in the GAMMA mod directory. so z-stacking will do fuck all.

#

a more likely culprit might have to do with double checking which script reads from that config and how that is or isn't affected by gamma

young gate
#

whats the mod that animates the rain on the mask?

misty mulch
boreal dust
#

oh adding z at the name..

naive snow
random fulcrum
#

that's vanilla anomaly tho

simple sequoia
#

yo, the udp-9 freezes my game too when I spawn it from debug menu. For me redownloading pilii's udp-9 fixed the issue.

novel ruin
#

I installed modded exe wrong and got the same thing as you when i spawn guns. Try a fresh install of modded exe, instruction in its github descr

summer stream
#

(where did the shooting sound go)

ember herald
#

So specific question

#

Anyone have the port of the sa58 animation from iwp

summer stream
simple sequoia
sharp mural
#

Apart from sun lumscale and hemi, are there any other console commands that can lower these white highlights in standard AtmosR reshade?

fair inlet
summer stream
#

got it

fluid trench
#

Is there any chance we can get the unloading weapons that are lying on the ground mechanic like in Stalker 2? That is one of the few QoL improvements that I really like.

wispy ferry
#

that sounds neat, but also GAMMA doesn't have ammo in weapons unless dropped by the player
would be more useful in base Anomaly

cinder carbon
#

Does .db works in MO2 or there are issues with?

cinder carbon
# slow bolt yes,no

I just compressed mod textures into .db - guessing scripts levels and others could be problematic?

slow bolt
#

entire gamedata can go into .db

cinder carbon
sacred token
#

It makes sense to compress textures and maybe meshes actually. Especially if you are working on a mod which has a lot of assets

#

But yeah, keep scripts etc as loose files

gleaming tide
#

@simple scaffold since you're the creator of sorting plus, what will be the easy way to introduce fav/junk items check for #1325622696259878993 I want items to not be transferred if they're marked as favorite/junk

simple scaffold
tropic crypt
gleaming tide
brisk crown
#

@crisp oxide Hi

could you make a patch from body_seach_animation with skill system from haruka?

It seems that when I've open a body, the animation plays but I don't get the points from scavenging... I've tried to patch it myself but... with my poor programing skills, I was getting overflow or other problems

maybe you, creator of the mod can do it?

nocturne rover
misty mulch
#

that's just a direct overwrite of the alife file tho

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i wonder if it's just One Of Those LTX Files that doesn't let you DLTX it

nocturne rover
#

oh, i didn't realize

misty mulch
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yeah grulag was specifically asking why it couldn't be altered via DLTX

nocturne rover
#

Sorry

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any clue if its possible for this "rewrite" to not break Lost Signal
i know its an obscure question but if i can figure that thing out, this rewrite would be best thing for me

Fixed

quasi narwhal
#

i wonder what happens when you change the time to be 1:1 with irl
that surely fucks up something with alife or quests right

simple scaffold
simple scaffold
#

mod_alife_fuckery.ltx

simple scaffold
nocturne rover
#

thats why i wanted to send my own i just didn't realize DLTX vs replacer

worn kindle
#

Hey I was hoping someone could help me with making a patch for this mod im using (Sum of its Parts) https://search.brave.com/search?q=SUM+OF+ITS+PARTS+MODDB&source=desktop

Without the mod installed, mechanics repair weapon condition and weapon parts to 100, but with it enabled, mechanics will do the same thing but the repaired weapon parts will not be updated in the UI unless you field strip a part for force an update on the weapon.

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gleaming tide
# simple scaffold at a guess you messed up your Boolean algebra. but not seeing you code IDK. add...
gui.Action_Quick_Stack_V = function()
        local npc = gui:GetPartner()
        if not npc then return end
        local cc = gui.CC["actor_bag"]
        if not cc or type(cc.indx_id) ~= "table" then
            print("Error: 'actor_bag' is invalid.")
            return
        end
        for id, _ in safe_pairs(cc.indx_id) do
            local obj = level.object_by_id(id)
            if obj and gui:Cond_Move(obj, "actor_bag") and gui.CC["npc_bag"]:FindSimilar(obj, obj:section()) then
                if not is_favorite(obj:section()) and not is_junk(obj:section()) then
                    gui:Action_Move(obj, "actor_bag")
                end
            end
        end
    gui.update_info = true
end
#

call me dumb and call it a day because I suck at code clueless

next robin
simple scaffold
# gleaming tide call me dumb and call it a day because I suck at code <:clueless:103120094272238...

idk, looks ok, try:

gui.Action_Quick_Stack_V = function()
        local npc = gui:GetPartner()
        if not npc then return end
        local cc = gui.CC["actor_bag"]
        if not cc or type(cc.indx_id) ~= "table" then
            print("Error: 'actor_bag' is invalid.")
            return
        end
        for id, _ in safe_pairs(cc.indx_id) do
            local obj = level.object_by_id(id)
            if obj and gui:Cond_Move(obj, "actor_bag") and gui.CC["npc_bag"]:FindSimilar(obj, obj:section()) then
                  local section = obj:section()
                  printf("RAX Moving section: %s is fav: %s is junk: %s", section, zzz_rax_sortingplus_mcm.is_favorite(section), zzz_rax_sortingplus_mcm.is_junk(section))
                  printf("RAX Moving section: %s is fav: %s is junk: %s", section, is_favorite(section), is_junk(section))
                  if not is_favorite(obj:section()) and not is_junk(obj:section()) then
                    gui:Action_Move(obj, "actor_bag")
                end
            end
        end
    gui.update_info = true
end

if the lines never print then the problem is in the earlier logic. if the lines don't match then there is a problem with how you are aliasing the functions. if the first line is wrong about an items fav or junk status then there is something wrong with SP.

gleaming tide
#

It seems like it never prints

gleaming tide
crisp oxide
# brisk crown <@419662995476447233> Hi could you make a patch from body_seach_animation with ...

this happens because of how skill system checks for this skill. After you interact with body it waits 0.1 and check if Inventory UI is opened to apply skill. But since this mod delays it to play animation, Skill system sees that no UI opened and does nothing.

Before I make a patch u can try to fix it by opening the file:
haru_skill.script (In GAMMA it should be in an addon called G.A.M.M.A. Skill System Balance)

and on line 330 there should be this text:
CreateTimeEvent("haruka_scavenger", "haruka_scavanger", 0.1, function()

u can try and bump that 0.1 wait time to 1. It should work

vital dock
#

made repositions with weapon hud editor & hud offsets editor, yet somehow the mp5 frasier just refuses to accept the new repos

boreal dust
#

mod_alife works, which is weird because for other things that wasn't setting the game time speed, mod_system_alife worked

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Such as this.

#

mod_system_alife ^

simple scaffold
# gleaming tide https://discord.com/channels/912320241713958912/1325622696259878993/132760895890...

it worked before you added the check? consistantly? because i know for a fact there is a mod in gamma somewhere that will init the inventory UI for some reason which would undo your add_quick_stack_actions rather than tracking first_start you should just run add_quick_stack_actions when gui.Action_Quick_Stack_V == nil

things i noticed that are not going to be related to this problem but is odd.

there is a keybind callback

that's not how on_game_start should be implemented.

You must have actual lua programming experience from somewhere not xray. DFHack?

simple scaffold
simple scaffold
gleaming tide
simple scaffold
# gleaming tide It worked consistently within few hours of a game I had to play with the mod. Al...

that's how i learned, we had almost no guides in 2020, the community has been adding them since late 2021.

you are just using local more than a typical xray modder would. more like "propper" lua, no harm in it. except that a non local on_game_start will be automatically called after all scripts are loaded. calling a local version the way you are runs it way earlier. not a problem with the two callbacks you are using, but mod added callbacks might not exist yet, so your registration will fail.

as for the patch being undone because someone reinits the UI. it will also cause sorting plus to stop putting items into rows, and go back to the default jumble of items. but SP redoes it's patch of the inventory UI every time any game setting is changed so it is less noticable. it is on my bug tracker.

if SP rows are still there then the problem isn't that the UI got reinit'd.

One more thing to check. add a line printf("Quick Stacks loaded") at the very end of your script. because if there is a script syntax error your script just gets skipped over silently unless the game is in debug mode. If it is in debug mode it should tell you what is wrong.

i like to use this lua syntax checker. it isn't for xray but it catches all basic lua syntax problems. https://fptje.github.io/glualint-web/

#

rows not favorite colors, fav/junk don't break.

#

also print("test") i am pretty sure doesn't actually go to the xray log. printf("test") will.

#

ok. back to VR games for me. later

novel ruin
#

How do i get a list of act_id from a ev_id in demonized time event? Or just remove all time event in a ev_id?
And also what happen when i remove time event at the time its changing value. Will the value just stop or reset back to original?

brisk crown
boreal dust
#

Any script wizards able to please help me identify any improvements to this?
Feedback saying that it seems that it increments hours too quick but im not sure..

#
    return math.floor(game.get_game_time():diffSec(level.get_start_time()) /level.get_time_factor() * 10) * 0.1 /60 /60
end

function on_game_start()
  RegisterScriptCallback("on_key_press", onKeyPress)
end

function onKeyPress(dik)
    if dik == DIK_keys.DIK_M then
        news_manager.send_tip(db.actor, string.format("Total Playtime: %s Hours", math.ceil(get_time_elapsed())), 0, nil, 1500)
    end
end
brisk crown
warm tinsel
#

What mod/variable is responsible for 3-round burst ROF?

random fulcrum
covert pivot
novel ruin
#

is there anyway to open console but still keeping the normal input?

boreal dust
#

on that save

covert pivot
minor kestrel
#

how can i change relations with specific NPC? ive got 2200+ rep with ecos, they are green frens EXCEPT for that jerk sakharov, hes hostile and im tired of chasing him across whole yantar and getting punched while talking and taking quests from him, i want to set relationship with him to be good, either debug or somekind of script to do it, howto?

misty mulch
#

just turn on debug mode and open the menu with F7, there's literally a "make npc friendly" menu item that you click on

warm tulip
#

Guys how can set lower condition to any weapon in debug menu

boreal dust
#

Would changing the time_scale in alife.ltx mess with anything?

novel ruin
#

what does a time event do? is it a Lerp?

subtle spruce
boreal dust
summer stream
subtle spruce
#

Just closes itself before it can open the game, no error or crash log sadly

#

Oh I figured it out, I just deleted the config file in the addon an let it overwrite the textures and meshes of the 2 thap reworks lol

drifting moat
#

Hey guys. I modified my GAMMA shortcut that starts the launcher to instead run a PS script of mine. (The script opens the launcher and waits for the Monolith engine to start and then disables CPU0 for it). I put this PS script in "C:\GAMMA.Grok's Modpack Installer". Will it disappear once I update the launcher/gamma modpack to a new version?

wispy ferry
# drifting moat Hey guys. I modified my GAMMA shortcut that starts the launcher to instead run a...

don't quote me on this, but I'm fairly certain the installer doesn't delete excess files in any of the folders, just replaces files with their updated versions
my only proof of this is that I have had a few subfolders for storing extra mods and files and the installing/updating process has never messed with those, and that any extra mods that are installed via MO2 remain in the mods folder as they should be

drifting moat
wispy ferry
#

always smart to do it like that

undone lily
toxic widget
#

How to see all avaliable functions in game?

#

I need function to show hud

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get_hud()?

lapis tendon
#

I succesfully installed Better A-life Overhaul 1.4, it works okay, but now i got tons of npcs in newly visited locations

#

What i need to tweak?

tender pawn
#

So what software do ya'll recommend for modelling in this game?

gleaming tide
tender pawn
#

is Blender anything like Autodesk?

#

I have cad software experience more than like, 3d art modelling experience

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but cad software is like, ludicrously expensive

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at least good ones

gleaming tide
#

Idk anything about Autodesk other than that 3DMAX sucks kekl

tender pawn
#

Yeah this is WAAAAAAAAAAY different

#

CAD software is like, constraining things with dimensions and measurements

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this sort of thing

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The problem is this

covert pivot
#

Best to just learn blender Chadge

tender pawn
#

But I have experience in CAD, not sculpting

#

If I can get a CAD that converts to files in Blender, it would probably be less of a learning curve

#

Plus, I'm modelling guns, that's very geometric

#

Wait, apparently Fusion 360 is free if you generate less than 1000$ a year using it

#

I will generate 0$ with it

#

Am I seriously going to be using a Cad program to convert to blender to convert to Xray?

#

I think the answer is yes

gleaming tide
#

Good luck not fucking stuff up during the conversions KekSkew

tender pawn
#

Thanks, I'll probably need it

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Thaaaaaats better

gleaming tide
#

Learning blender is pretty easy so, your choice

#

Modelling is pretty much the same across most of the programs

tender pawn
#

Not really

#

Like, this is not sculpting

#

plus, I already know how to use this from classes at school and internships

gleaming tide
#

Sculpting is a different technique not related to the program choice. Yes, you can do that in blender but you'll never sculpt guns because why would u???

summer stream
#

and there is a thing called vortex groups kek1

tender pawn
#

well, I know how to use this software already

covert pivot
#

Good luck with it, idk if anyone can help you with it kek1

celest forge
#

You dont have to "sculpt" in blender

#

You can still pretty much work in geometric shapes if what youre making needs that

#

Do you think people that make gun models in blender sculpt a big block into a gun by adding and reducing voxels or what

pure mason
#

Is there any addon for gamma that adds debuffs and degradation for silencers?

fair canopy
#

No

tender pawn
#

In blender I can’t find where to make a sketch, extrude, or even find the fucking origin point

summer stream
#

The red circle in the middle :

tender pawn
#

I’ll use blender once I get the parts modeled and want to assemble and animate it

#

Speaking of which does anyone have a good example of like, how to arrange parts in blender?

#

Like the “T Pose” of a gun

tender pawn
#

hmm, maybe 45 is too small, or the gun is too big in its cartoony proportions

#

Hmm, I guess one problem I may run into is you can easily convert a cad file to a mesh

#

other way around kind of sucks to do

#

I look at this and all I wonder is like, where is the origin, what are the coordinates, how do I make a sketch, how do I extrude

#

Is there something that's better for just 3d models? I don't need anything to do with animation

celest forge
#

Cant use that version of blender for anything related to the Xray Engine

tender pawn
#

Ok, what version?

#

and is that any less... undefined?

celest forge
#

3.6 or lower iirc

tender pawn
#

where do I get that?

celest forge
#

Would have to check the Pavel Blender plugin github

gleaming tide
tender pawn
#

I did, it just says blender

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And the wiki is in russian

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ok I found where it archives

#

is there an english translated installation guide for that addon?

tender pawn
#

Thanks

#

wait

#

oh for fucks sake, I blame github

teal compass
tender pawn
#

The download gave me the develop version

#

how hard is it for github to just make a standardized "Here is the release of this work, press this button to download it"

#

Where can I find a model to load up from stalker as like an example?

teal compass
tender pawn
#

Where are those

teal compass
#

meshes folder

tender pawn
#

in?

teal compass
#

?

tender pawn
#

Like, in anomaly folder?

#

I am 100% new to this

teal compass
#

you have to unpack those first

#

if you want to open stuff in base anomaly

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go to tools folder in anomaly folder and click db_unpacker_all

#

that should extract everything (which is quite a lot)

#

and you can look in there

#

or just look into the mo2 mod folder there also exist ogf files

tender pawn
#

what about like, default game stuff?

#

Or is that in the anomaly unpack too?

tender pawn
#

I did, now I'm looking at a model and realizing that, in fact, blender is so much different from cad in terms of how to make models that it has zero overlap

teal compass
#

they are different apps so yeah

tender pawn
#

Not just different apps

#

completely different functions and ways that they are defined

#

It's like a raster image vs a vector

teal compass
#

yes

tender pawn
#

they are different apps as in the application of them is completely different

tender pawn
#

Ok I found something that works better with both, kinda

#

also turns out fusion 360 is ONLY cloud storage, which fuck that, I want my own files

plush sierra
#

Fusion is a pain in the ass

#

I'm a Blender man myself

#

Solidworks is a decent alternative if you're more cad orientated, and plasticity is pretty good too

#

But Blender + MACHIN3's add ons is good as it gets in my opinion

tender pawn
#

The problem is I just don't know how to use blender the way I do cad, are there like, sketches and extrusions to be done in it?

plush sierra
#

Yes

#

You can import an image as a plane for example, and trace vertexes across it, joing them togther into an edge or ngon

#

Can extrude the face that creates out

#

If you're already cad oritentated I suggest you watch a tutorial to get a feel for how it tranlates over: https://www.youtube.com/watch?v=CEG316zdd0k&list=PL7bmj43vr2FdKsaS8pT-3CDBOA1S7_U-S

In this beginners no blender experience series we look at how to use the CAD sketcher add on for Blender 3D. We first start by installing the add on and the necessary dependencies. Do you want to model in a CAD like way and love blender and have limited CAD experience then we will teach you how to use CAD sketcher

#blender #cadsketcher #blender3d

▶ Play video
#

There are lots of free cad addons too

fickle fractal
#

guys anyone has a mod that shows me the % in number on my bottom left corner of the thirstiness, sleep and hunger?
tired of opening menu just to keep a check on them

plush sierra
#

Dynahud?

#

You can turn those on or off with a button

#

Or set conditions for when they appear

tender pawn
quartz anchor
#

Does anyone have a recomendation for for some LMG mods? Like 556 or 308. More 249 SAWs or 240 bravos. I find the PKs to be an ugly weapon system.

boreal dust
#

What does <rank min="1000" max="5000" /> Do in chatacter_desc_faction_number.xml ? I forget..

covert pivot
boreal dust
covert pivot
#

Game_relations.ltx

#

Whats your plan with them

boreal dust
#

I'm reviewing my ANUS for possible updates and was trying to figure out what this did, as it was different in DICK than ANUS and i couldn't remember why.

summer stream
#

can someone tell me,
what can cause a problem when you try to unjam the gun, but it doesnt unjam?

#

since i'm currently trying to unjam it and
nothing happens

#

but it just doesnt react

lilac idol
#

I don't really understand the issuepepew

#

like it used to unjam before and now it doesn't or what

summer stream
#

i spam the r key

#

no reaction

lilac idol
summer stream
#

not GS45

lilac idol
#

ah right I didn't notice that

summer stream
#

you will never, because my ass forgot to remove the model KekSkew

lilac idol
#

maybe it's the config?

summer stream
#

The config :

#

i did this ohno

#

dltx it

#

because weapons for some MAGICAL reason
doesnt work for me

#

on default anomaly it says ur good to go

#

gamma is my nightmare

fair inlet
summer stream
#

even with pressing, it doesnt work

#

on the FNX(model change) it goes fine

lilac idol
summer stream
#

It's

#

mod_system

lilac idol
#

yeah but have you tried without system

summer stream
#

you know

#

that's a good idea

#

lemme try

lilac idol
#

you could also try making a normal w_.ltx

summer stream
#

you know it could be also the cause of the inspect animation NOT playing

#

it's fucking gone ohno

covert pivot
#

Using dltx you need separate copies for every root the section is used in. System is one root but if unjam and inspect is done through scripts they might read an ltx file before system

covert pivot
#

If its a new gun just best to create new w_ ltx

summer stream
#

ill just do so

#

and HOPE

#

that it will read the w_ ltx

#

because i fucking hate the gamma system

#

it did read

#

still nothing

#

i love this game so much

covert pivot
summer stream
#

and when i try to unjam it through menu

#

nothing

#

wtf is this shit

#

what my game is on to

#

god i need to go into config now

#

to see if i even have unjam animation written

covert pivot
#

Best bet is to compare to fnx configs probably, since that seems to function

summer stream
#

because its a separate gun ohno

#

i combined anims from one script

#

well, ltx

#

and put it in the ltx section

#

ill just look into it

lilac idol
#

maybe it's the uas script

summer stream
#

universal animations could be the reason

#

i have them at the bottom of the list

lilac idol
#

and do you have the scripts inside the gamedata?

summer stream
#

which scripts

#

just look into it yourself, i published the first version

#

i have three folders there, without any scripts

lilac idol
#

I'm not home

summer stream
#

it couldn't be the reason, right

lilac idol
#

I mean just copy paste the script from firebreath's

summer stream
#

literally this

lilac idol
summer stream
summer stream
lilac idol
#

idk then

#

have you made sure that the omf is correct?

#

maybe the animation in the ltx doesn't match the one in the omf

tender pawn
#

About how many polygons should I shoot for in a gun?

#

no pun intended

covert pivot
#

Check some blackgrowls models maybe for it

summer stream
#

fixed after adding parts

lilac idol
lilac idol
tender pawn
#

How do I like, check it? or look at a wireframe of all vertexes?

summer stream
covert pivot
#

Most programs should have somewhere it display poly/vert count

#

Might need to turn them on tho, atleast in blender i think i had to turn on scene statistics or something similar

lilac idol
#

enable statistics

tender pawn
#

I'm using blender, with the cad extension thingy someone showed me

#

also is there an option for like a timeline of undos?

lilac idol
#

also yeah check basically any blackgrowl models that are similar to what you want to do

covert pivot
tawny crag
#

hey guys

#

So bassicly I'm shooting at zombies, essentially decaying flesh, with a .45 ACP, which is more like a cannon. The guy takes 8-10 rounds and keeps running. Then I get hit by him with 3 punches and fall flat on my face. The game has so many elements that are supposed to make it realistic, but when I play and encounter a situation like this, I instantly lose the desire to keep playing.

Can I somehow increase the damage to make it more realistic? Like so that enemies go down after a maximum of 3 shots if they're not armored? Especially when it's larger-caliber rounds. A sniper rifle should kill with one shot.****

#

can someone help me how to change it?

celest forge
#

It's not supposed to be realistic

#

Aim for the head if you want to deal more damage

misty mulch
#

i've given them that whole spiel already

#

they're here to learn how to jack k_hit to 100 in weapon_ammo.ltx

celest forge
#

Fair enough, that's one way to do it

random fulcrum
#

they're brain damaged people

#

otherwise still keeping all of their body functions intact

#

civilian zombies are just weird in that regard but they got cut for a reason

slow bolt
#

whole point of zombies is they are decaying and you can shoot their body all you want

#

zombiefied stalkers are just brain-damaged. Though they still can take more shots

tawny crag
#

okay i will try to play some more on it. But i will come back to ask for help if i don't like it. i really like realistic shooting. Check out what 45 acp Do to bricks on youtube 😛 than imagine what it should do to dog

celest forge
#

If you like realistic shooting then why are you playing a sci-fi game like STALKER

#

Did you fall for someone saying GAMMA was the "game that doesn't fake realism" or something

tawny crag
#

because i love stalker.

#

Stalker is life

#

❤️

random fulcrum
#

yeah he fell for it

tawny crag
#

i played call of chernobyl for 4 years now

celest forge
#

If you like realistic shooting then I see you having a hard time with the OG stalker games

tawny crag
#

and i wanted to try gamma

celest forge
#

As those are as far from realistic shooting as I could think of

tawny crag
#

YES xd

#

Ogs were hard 😉 but i like it realistic since call of chernobyl AO3

#

im a big fan of firearmsd

fair canopy
tawny crag
#

and stalker COC with AO gave me lot of fun

misty mulch
#

again you can jack up the .45 acp ammo dmg multiplier to 100 by editing weapon_ammo.ltx

#

it is 0% realistic

#

but will have the result you want re: slaughtering everything with basic ass pistol ammo

tawny crag
#

maybe not 100

#

but more than now it has

fair canopy
#

This is why all armies have switched to 45 acp in every gun

tawny crag
#

haha

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so what should i do exactly

#

❤️

wispy ferry
#

there is not many clean ways to make guns hit extra hard against one enemy type without also making ALL guns hit extra bloody hard and thus everything dies
other than making that specific enemy massively less damage resistant, in which case they become very easy to kill with anything

misty mulch
#

technically you can edit the mutant dmg mult in gboobs script but .45 hydrashock already is more or less best-in-class against mutants

#

so like

#

if you want to make a cheap basic pistol ammo destroy everything, you can, it will just also ruin any semblance of difficulty

#

you realize that's what you're asking for right?

#

you have a... specific... belief about how this pistol "should" perform

#

and are ignoring that with that gun you already have access to one of the best anti-mutant rounds available in GAMMA

random fulcrum
#

the saying is yet again proven to be forever correct

tawny crag
#

i just wanted to increase the damage just a bit

random fulcrum
#

anyways is the complaint related to civilian zombies or zombiefied stalkers

tawny crag
#

Is everything handled separately? Are the damage values for specific ammunition assigned to each AI individually?

random fulcrum
#

yes and no

tawny crag
#

Civilian zombies

slow bolt
#

civilian zombies are supposed to be shot in the head

tawny crag
#

okay

slow bolt
#

they are like actual zombies with decayed flesh

#

shooting them in torso does fuck all

random fulcrum
tawny crag
#

where is it? in anomaly folder or mod organizer

#

or wher

random fulcrum
#

mo2

misty mulch
#

!mo2search // use the file searcher

queen pineBOT
#

@misty mulch Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

random fulcrum
#

right hand side, filter for grok_bo

lethal heron
#

Hey, guys. I want to change the initial value of skills in the “Haruka Skills 49” mod. Can someone help me in which line of the config it can be done?

tawny crag
#

grok_bo script

random fulcrum
#

in any text editor ever

tawny crag
#

yea yea

#

i know

#

thank you ❤️

#

have a great day

random fulcrum
#

you could even add a conditional for only .45 by adding something like

if string.find(ammo_section, "11.43x23") then
  spec_monster_mult = 2
end
#

or match with "11.43x23_fmj" if you want to exclude hydra

plush silo
#

hello everyone just wanna tell you guys I`ve spent the last week snorting smoking and messing up gammas code

#

and I`m having a blast

#

playing on dev2 build with a few extra mods/tweaks I made myself and I just wanted to report a bug that I`ve decided im going to fix myself tonight

#

and post the fix here(as soon as I discover how to fix it)

#

Ive done more coding in one week than in 2 years in college and I just wanted to thank everyone here I love this mod and you guys, anybody ever need any help im available

#

btw just deactivated the main menu music by literally deleting the ogg file for it, gonna tell you guys if that fucks up the game somehow

#

and I`m using hrtf from the anomaly folder, the game sounds literally better than tarkov audio rn

slow bolt
#

this aint the place for... all of that

slow bolt
plush silo
#

sorry, I`m just happy that I actually managed to make it work(barely)

plush silo
slow bolt
#

because there is nothing to fix. Stop using dev2 for no reason

plush silo
#

<3

random fulcrum
#

i maen the branch is public

#

why tell him that

#

anyone can be on dev2 if they so wish

plush silo
#

my game was already way unstable and modded anyway

random fulcrum
#

testers only get the installer to do it for them

#

besides more people actively working towards dev2 is always fine

#

because testers don't give a fuck about gamma

#

everyone knows that

slow bolt
plush silo
#

how can I be a tester

random fulcrum
#

and the only person that actively codes in dev2 is oleh

plush silo
#

I literally spent the last week coding

#

to put the cig animations back

#

because I wanted to smoke with my character

#

and some other thinguies

#

also

#

debugging

#

my save

#

lol

#

you guys have no idea

#

i`ve probably tested every option available in the mcm

#

to see which ones work and which ones dont

slow bolt
plush silo
#

no no

slow bolt
#

anyway, this aint the place for chat

#

weed anim is also in gamma

random fulcrum
#

brother type more than 3 words in one message

quasi narwhal
#

average whatsapp user pepew

random fulcrum
#

also it's funny that you spent a full week coding to do what you can do by disabling one mod

#

brother coded in the animations

quasi narwhal
random fulcrum
#

ride the modding high a little slower

quasi narwhal
#

you could probably achieve the same result of longer smoking animations by disabling a couple of mods and using Enjoy Cigarettes shrug

random fulcrum
quasi narwhal
random fulcrum
#

it's one hell of a "hey i made my first mod!!!" situation

random fulcrum
#

haven't seen it like that since that guy with the white dog pfp that begged grok for like a month for the modder role

#

because he made a single line edit to a gun

quasi narwhal
#

hey maka where is my modder role!!!!!!! stare

quasi narwhal
tardy valeBOT
#

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quasi narwhal
#

what if it's the cheap brazilian coke speaking louder than your remaining brain cells

#

sometimes this server goes from 0 to 100 really fast

random fulcrum
#

can't relate

#

anyways not modding general

celest forge
misty mulch
#

ah yes #mods-making-brainfart

quasi narwhal
misty mulch
slow bolt
misty mulch
#

question: working on DXML simple string replacer using a table of changes + basic loop to iterate through it to make changes. Would it be better practice to have one gigantic table for all potential changes, or is it better to split it up (e.g. "this is the table of changes to quest dialogs, here's the table for changes to item descriptions") for organizational/performance reasons?

unborn sorrel
#

holy hell

misty mulch
#

yeah you missed some shit

covert pivot
#

split for organization probably

random fulcrum
#

organizational reasons of coursw

quasi narwhal
#

just another day on this beautiful channel

covert pivot
#

shouldnt make a difference in performance

quasi narwhal
#

organization 100%

random fulcrum
#

does it help performance? i really doubt it

misty mulch
#

so e.g. modxml_quest_changes.script, modxml_item_descriptions.script and so on?

#

neat

random fulcrum
#

yeah that'd be fine

misty mulch
#

i mean i know i could probably slam it all into one very long script file too, but if i'm splitting it up i'd rather do multiple files

quasi narwhal
#

also if you just wanna check if a value is in the table it's better doing a lookup of booleans like

local shit = {
  ["..."] = 1
}

if shit["..."] then
celest forge
#

veerserif modder arc

quasi narwhal
#

faster than iterating it every time

misty mulch
covert pivot
celest forge
#

Nah

#

Bad ending

#

(He will never actually play the game again)

covert pivot
misty mulch
celest forge
misty mulch
#

i don't think i've loaded gamma or anomaly for longer than like 10m (e: in the past year) and all 10m were to try to replicate bugs

celest forge
#

I know the debug map better than my own room atp

random fulcrum
#

doing a cool gameplay gimmick and going "wow this is so cool i will never play this game or use my mod"

misty mulch
#

i'm sure i'll drop a minimally working version of my dxml changes here for scrutiny soon enough

#

"soon enough"

celest forge
#

The mighty "soon ™️ "

covert pivot
#

soon 2000 npc portraits will materialize on my disk clueless

misty mulch
#

just manifest mods into being

#

oh speaking of i need to manifest the 0.9.3 weapons spreadsheet into being too.

drifting moat
celest forge
#

For Alpha modder, it's completely arbitrary and I think only Grok can give that one out

drifting moat
celest forge
#

It's just completely arbitrary tbf

drifting moat
#

Has anyone ever tried to tamper the monolith engine to allow multi core? Heared that it would fck up too many things so it's basically a no-go. Also is this strictly mod making discussion? Or also technical stuff is allowed

slow bolt
#

obviously a lot of people tried

#

you are talking like its a simple thing

drifting moat
#

Engine development in general is for me. Never done it, but watched videos on YT. Entertainment and technical ones both. I am not cut out for it that's for sure

covert pivot
random fulcrum
covert pivot
drifting moat
random fulcrum
#

neither am i

#

didn't add /s my bad chief

#

the oxr gunslinger guys have proper multithreading in their roadmap

drifting moat
#

I always wanted to try modding to be honest. I fucked around some with LUA in MC computercraft. But it always seemed so niche to get into. I mean like hard to find good material regarding documentation of the game's code. Was waiting for hytale to try it since they plan to make it extremely accessible

quasi narwhal
#

first most important step to start modding:

hit that duckass duckass

random fulcrum
#

waiting for hytale is like waiting for cwwp

#

you want it to come out

#

you know it's not coming out

drifting moat
random fulcrum
#

brother just hop into modding, take one cool idea you have and type in lua

covert pivot
random fulcrum
#

what can go wrong

#

yeah that unironically

drifting moat
random fulcrum
#

disagreeing with something got me into modding

drifting moat
covert pivot
drifting moat
covert pivot
drifting moat
tawny crag
#

yo guys. someone know how to turn the blur off fully?

celest forge
#

I'll trade anyone a gun of their choosing for a repair all button on cleaning kits Clueless

drifting moat
tawny crag
#

im pretty new in gamma

#

mcm ist the left filter or right

queen pineBOT
tawny crag
#

thx

drifting moat
#

Funny how easy these sound, but these can be the biggest time sink traps. They either really take a 1-2 hours or an eternal descent to the debugging spiral. When it takes hours to solve 1 thing and the very next step you get stuck for hours once again.

keen locust
#

Hey guys I'm trying to make the clear sky ui work with accurate stats extended and I'm having issues with the health display. It is updating correctly and all that but for some reason it's bigger then it should be. My mod order is as follows:

  • CS UI
  • Accurate Stats
  • Accurate Stats Extended

I think that the original CS UI script might have some lines that I should remove/change but Accurate Stats Extended should overwrite it. I'm kinda lost here.

naive snow
quasi narwhal
#

that's some based looking UI though

covert pivot
#

ASE ui rework is awesome

drifting moat
#

Whad IDE do you guys use? I saw that Visual Studio has a LUA extension. Or should I just stick to a text editor?

slow bolt
#

Notepad++

drifting moat
#

Is that the standard? I saw the pinned post recommending it also but I would not prefer that if there are good alternatives

drifting moat
#

Used to bloatware honestly. But I take your advice to give it a go since you're more experienced. Only used it so far to view/prettify JSON, SQL.

slow bolt
#

what. on what planet

#

Its been standard text editor for a decade now if not more

drifting moat
#

I am used to using Visual Studio. That is the bloated one not Np++. I think we misunderstood each other

covert pivot
#

i use vscode for actually writing stuff in lua or np++ for just general viewing

slow bolt
covert pivot
#

and sometimes intellj, since i write external tools/scripts for myself to automate stuff in kotlin + im used to the git functionality of it kek1

drifting moat
#

I was thinking about VS code. Will check out Np++, vs code and the plugin for studio. And see which one clicks for this stuff

slow bolt
#

Studio is bad for anything you can do literally anywhere else

covert pivot
drifting moat
drifting moat
drifting moat
covert pivot
#

habits are hard to break, depends on whatever you feel most efficient in

#

like i tell everyone to use np++ for modding and use the find in files and compare functionalities there eventho i use separate programs for both of those myself, since ive used those for like 10 years kek1

misty mulch
#

i use both because i'm horrible

#

most of the time i am using notepad++ for find-in-file, comparisons, simple ltx etc. editing

#

in fairness i'm using vscode largely to write python scripts to extract data from game/mod files

#

and i do my git PRs straight in the browser

#

like a sicko

quasi narwhal
#

just use vscode with a proper Lua LS + customized settings.json

#

or neovim if you're feeling extra chad

covert pivot
#

tho i didnt write scripts for capture extraction and stuff - that was more just find in files + regex

misty mulch
#

well, you can do a lot with that

covert pivot
#

most stuff i just handle through csv -> xml kek1

fathom wagon
covert pivot
#

its honestly very capable for a lot of things

drifting moat
#

Watchd a few videos on it on the "Theprimeagen" channel. Sicko stuff

drifting moat
quasi narwhal
#

especially if it's recursive

quasi narwhal
#

though I use it a lot just cause it's convenient + it's deeply rooted in my brain at this point

quasi narwhal
drifting moat
# quasi narwhal it can cause a hell of a nightmare too

Been there. Had to replace using statements/fully qualified name, but like thousands across hundreds of files. I fcked up the regex the first time and didn't notice it in time. That was not fun restoring. Punishments for not committing smaller batches I guess

brave jackal
#

Was looking into editing npc loadouts as a first introduction to making my own personal mods.
From another modpack I stumbled unto this:

;====
![bandit_veteran_secondary]
wpn_tec9:r:r

Is there any documentation on what this means?
Like I understand that for the bandits that are veteran rank they can have a secondary that is a tec9 but I would like to know what the 2 r's mean and what other values there possibly could be for those

random fulcrum
#

first r means random ammo type, that can be any number from 0 to the ammo type index defined for the gun in the weapon's ltx

#

second r is the attachment flag and i don't remember the exact sequence

covert pivot
#

npc_loadouts.ltx is your friend as well

#

0 - no attachment, for Scope add +1 to flag, for GL add +2 to flag, for Silencer add + 4 to flag

r will generate a random valid value combination the gun can have

#

And its first attachment flag, then ammo type

random fulcrum
#

damn i got them reversed

random fulcrum
fair granite
#

Can i check stash loot tables somewhere?

#

like, not the tiers, the actually armors etc that can spawn at "medium armor" for example

covert pivot
brave jackal
#

@covert pivot Thanks man

alpine scaffold
#

Hi guys! Could you please tell me which file is responsible for the loot from the corpses? Found two files: death_generic and death_items. The two of them have a list of things, which one to change?

misty mulch
misty mulch
simple scaffold
# alpine scaffold Hi guys! Could you please tell me which file is responsible for the loot from th...

They work together along with death outfits. Technically inside the death_manager script they are all one file.

Death_items is where a particular type of NPC, like a freedom rookie, is assigned items.

Death generic covers quantities for each item, you probably don't need to mess with that unless you want to make something universally more common.

Death outfits ties an NPCs model to an outfit to decide what outfit they should drop.

You will need a mod_death_generic_thing.ltx to dxml any of death_items, death_generic, and death_outfits

As all three are logically the same file.

somber herald
#

on the topic of files, which files are responsible for trader supplies? it's driving me a little bonkers on my monolith run that the monolith outskirts trader is locked to level 1 supply.

edit: actually I think I found them. clueless i found the outskirts trader npc id (trader_monolith_kbo) and the file trade_monolith.txt that seems to have the pripyat trader's inventory, but i'm not sure how to set the npc to that.

misty mulch
somber herald
misty mulch
#

odd. what's that trader's name? e: nvm you have npc id

#

cos character_desc_pripyat.xml says his community SHOULD be monolith

somber herald
#

oh HE is on monolith faction sorry. but his supply level is bandit faction i think (trade_monolith_basic.ltx)

buy_supplies = {=actor_goodwill_ge(bandit:2000)} supplies_5, {=heavy_pockets_functor()} supplies_5, {=actor_goodwill_ge(bandit:1500)} supplies_4, {=actor_goodwill_ge(bandit:1000)} supplies_3, {=actor_goodwill_ge(bandit:500)} supplies_2, supplies_1

misty mulch
#

...yeah that's bizarre

#

apparently that trade_monolith_basic is also used for a monolith vendor located at the bridge to limansk in RF

somber herald
#

and fixed. Chadge

#

thank you veers.

misty mulch
somber herald
#

terrific. it is a very good friend.

misty mulch
#

important settings shittily highlighted. you can change the filter depending on the filetype you want to search, e.g. *.ltx, *.xml and so on. and I frequently point the directory at either unpacked Anomaly files, or the entire GAMMA mod folder

somber herald
#

i'm usually doing the gamma folder.

#

assume "unpacked anomaly files" is just my anomaly directory?

drifting moat
misty mulch
#

no

misty mulch
#

if you don't have it you can't read the actual config files or scripts

#

since they are packed up in .db0 format

covert pivot
#

PepeKMS i need more sleep to be able to read

misty mulch
#

fyi db_unpacker only unpacks scripts + configs so it creates a pretty small folder, db_unpacker_all unpacks everything including models etc. so doing that more or less doubles the size of your Anomaly folder

somber herald
#

i could not edit a model if my life depended on it so i shall run the small version clueless

misty mulch
#

yeah. i only have it so that i can see if someone with an error "missing model" file is missing a basegame or mod-provided file

somber herald
#

well this is gonna be really helpful with my general "why can't i find the stupid file!!" problem

misty mulch
#

notepad++ find in file paired with MO2 file searcher is very powerful for finding the sources of specific functions, sections and files

somber herald
#

yeah, if you unpack the files clueless

#

it was driving me batty that there seemed to be a lot of ostensibly undefined stuff that never showed up in my npp searches lol

covert pivot
#

You can add anomaly unpacked content into a folder in gamma/mods as well. Then you can search in one place

#

As long as its inactive in mo2 it wont affect gamma

somber herald
#

feeling a hot streak coming on. time to take a stab at "- stop giving me mutant kill tasks for zombified stalkers"

drifting moat
somber herald
#

asking stupid questions is one of my specialties.

drifting moat
#

These are far from stupid. These are essential stuff

gritty lichen
#

how about noob questions?
prior to 0.9.3 i had a simple mod that modified some stats of the redline jacket, it doesn't seem to work anymore so i'm guessing it's related to the new armor rebalance but i can't find the exact addon that's stopping it from working, any advice?

#

the only modified file was configs/items/outfits/o_novice.ltx

drifting moat
#

Maybe for you it's just mod order that's wrecking it. Can that be?

gritty lichen
#

it's at the very bottom currently

somber herald
#

okay, i got that fancy task id grabber mod, i'll just see what the mutant kill task is call--

#

hmm .. maybe it is called that.

#

we did it team, my zombie friends are safe. PepeHappy

covert pivot
covert pivot
#

You can use the find in files stuff talked about just before and find the other files that change the redline jacket section

#

Live exercise kek1

somber herald
#

you know what'd be really sad? zombified stalkers giving out fetch quests for a photo of a loved one if you're monolith. kek1

tardy valeBOT
#

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misty mulch
misty mulch
somber herald
#

(unhinges jaw like a snake) feed me guides

covert pivot
#

Its better to do something, question it and then get help. Theres too many little things and specifics to efficiently cover with generic guides

somber herald
#

hmm i'm looking at tm_dynamic.ltx because I want to add more Retribution/Destroy Enemy Forces/etc type tasks at the same time, but i'm not seeing a task limit parameter. do I just need to like, copy-paste the text of something like simulation_task_34 (Retribution) as a new task?

misty mulch
#

task editing is the deep magic that i refuse to touch

somber herald
#

i touched it. it's too late for me.

misty mulch
covert pivot
#

If it makes its way into some scripts then decoding those

somber herald
#

hmm .. don't like the sound of that.

#

let's see if just duping the task as a new task works before i shelve it for now.

covert pivot
#

But yea, quest modding is probably one where the least amount of people have dabbled in kek1

lilac idol
#

I can literally only think of ashes rn

somber herald
drifting moat
covert pivot
#

2025 is the year of making zodium create a new main storyline Chadge

somber herald
drifting moat
#

We count on you. Don't disappoint

somber herald
#

glowing rock help us all should i ever gain a measure of modding competence.

drifting moat
somber herald
#

the scripts remind me of looking at some incomprehensible perl thing a guy wrote in 1993

#

not .. super eager to dive into that.

#

update: yep, you can just clone the task definition and update the on_job_descr and on_job_complete parts to the new id. i get two retribution tasks now.

#

well, that's three for three. that's probably good for now. bedge

fair granite
#

what do "SoundThreshold" on mutant sounds do?

#

I was searching some way to make some mutant idle sounds more audible at longer distances

random fulcrum
#

you need to edit the audio comments for that

#

get savandt

fair granite
#

Got it, ty

drifting moat
#

Okay so I cloned the git repo. Set up LUA and VS code. Everything is cool I get syntax highlight, suggestions bla bla. I want to keep this stuff far far away from my GAMMA game. So the question is how do I test stuff I make without risking to lose my save or or corrupt something? I basically want to treat this as a completely different thing from the GAMMA I actually play

misty mulch
queen pineBOT
misty mulch
#

Just make empty mods and put your files and changes in there

drifting moat
#

Thanks. I was looking at MO and figured that's gonna be something like that.

drifting moat
#

Wanted to do this for a long time. For the maintain menu to actually indicate the conditions.

covert pivot
#

nice, could be done same as field strip? I think they are inside parens there

#

(now add clean/replace all as well kek1 )

#

i think Juan wanted that KEKW

covert pivot
#

that looks nice

#

Finally no need to go open the details menu, look what part it exactly is you want to repair and forget again once you right click open the menu again kek1

drifting moat
drifting moat
covert pivot
drifting moat
#

Yeah that's the bane of basically 90% of people trying to do something. Especially in game dev where people have a dream game in mind and they want to make that off the get go. Road to burnout/getting overwhelmed.

covert pivot
#

mhm, having an iterative process gives you that "complete something" dopamine to not get stumped

drifting moat
#

Yeah that's how I always do.

  1. Get a solution
  2. Iterate
  3. Get THE solution
somber herald
somber herald
covert pivot
misty mulch
#

hey how do i find out which weapon ID comes from which bas weapon kit? i know i can guess, most of the time, based on the weapon name. but is there a specific script, file or config where it says, "when you apply this kit to this gun, you get this outcome"?

random fulcrum
#

the original weapon's section name + the kit's secton name

#

they're scopes

misty mulch
#

okay

brave jackal
#

Quick question again regarding my previous loadout question:

;====
![bandit_veteran_secondary]
wpn_tec9:r:r

In above example what does the exclamation mark do?

random fulcrum
#

it overrides the section

misty mulch
random fulcrum
#

meaning you're adding that line to the section without the need to modify the original one

brave jackal
#

Ah okay! Thanks 🙂

random fulcrum
#

i'd say required reading

covert pivot
#

we are in gamma discord, reading is hard topic in general

random fulcrum
#

kek1 indeed

brave jackal
#

Yup, reading is hard... Scrolled through that section already a couple of times but only now spotted the information that explains the question mark 🤦‍♂️

covert pivot
#

maybe we'll get those improved npc ranks patched in gamma one day clueless

verbal siren
covert pivot
#

to not play sounds comment out play_snd calls in ish_toggle_scope.script

#

Should be 2 of them

verbal siren
covert pivot
#

For reducing time make the 3rd parameter of CreateTimeEvent smaller

#

it adds 1 second delay between the calls there

#

0 probably works or make it like 0.1 or something

#

tho im not sure what happens if it starts doing next stuff when animation to lower weapon is still playing kek1 i havent messed around with time events

somber herald
covert pivot
#

night time is for proper sleep

somber herald
#

wonder how hard it would be to add nvg upgrades to normal scopes

somber herald
verbal siren
covert pivot
#

no idea why that might be the case

verbal siren
#

Although I only sped up the attach and detach time events. Maybe inventory uses restore?

covert pivot
#

the script looks to make it so it uses the exact same code in inventory that it does with the toggle key

verbal siren
#

After changing the restore, they are all faster.

#

But the key toggle still plays a sound

#

Only this sound: inv_attach_addon

#

I commented both out like this:
-- xr_effects.play_snd(db.actor, nil, { [1] = "interface\\inv_attach_addon" }) -- xr_effects.play_snd(db.actor, nil, { [1] = "interface\\inv_detach_addon" })

#

The detach sound doesn't play, the other one still does

covert pivot
#

maybe theres some other script somewhere that affects this. inv_attach_addon is used in other places too

verbal siren
#

Sorry, the one that plays is neither inv_attach_addon or inv_detach_addon

#

So it's not happening through this script

covert pivot
#

shrug its probably some sound that plays on getting a new gun in inventory or equipping a gun

verbal siren
#

But why is it quiet in the inv screen, and plays only with the keybind?

covert pivot
#

since the guns that have multiple scope will spawn a new gun into your inventory and equips that

#

not sure

#

it might be some sound that plays when you pick up an item in the world

verbal siren
#

It's the inv_items_wpn_1 or inv_items_wpn_2

covert pivot
#

those get used in itms_manager.actor_on_item_take

verbal siren
covert pivot
#

That gets called on actor_on_item_take callback

covert pivot
verbal siren
#

Any idea how to disable it in this instance?

covert pivot
#

ishmaeels toggle scope script uses the same actor_on_item_take callback aswell, so itms_manager.actor_on_item_take is the likeliest reason for the sound playing

#

remove
["weapon"] = {"interface\\items\\inv_items_wpn_",1,2},

#

itll remove the sound from everything tho, when a weapon gets picked up i guess

#

theres probably some other better way, but I dont know it

tender pawn
#

I may be cooking

verbal siren
covert pivot
tender pawn
#

Ok I think I just nerd-sniped myself in trying to think of how this thing works

#

My best guess is actually something like a rearranged colt 1911

#

(which, to be fair, most pistols are)

#

Or like the mauser, but with a hidden hammer?

#

the thing that makes me scratch my head is this part of its animation

#

Looking at World of Guns Disassembly I think its closest analogue is the walther P38

soft burrow
#

any one got any idea of how to disable all math.ceil calls inside an specific script file?

#

maybe some smart way of monkeypatching and transforming it into a different rounding function?

#

I'm talking aobut the math.ceil calls in grok_actor_damage_balancer yeshoney

#

grok woke up one day and decided to make damage resistance breakdown impossible

quasi narwhal
#

fuck i hate mobile search

#

but you can use setmetatable to make all the math ceil calls of that script return smth else

soft burrow
random fulcrum
#

i think having no decimals at all is a leap in the right direction

#

also, on a related note, tosox's no log spam minimod patches printf calls from gbo

#

without editing the main script

soft burrow
random fulcrum
#

classic grok

soft burrow
#

feels like whole percentage points are appearing from float values leaning infinitessimally in the positives

plucky veldt
#

Just a really quick question - how would I go about editing armors stats? Ik that there's an armor edit fucntion in debug, but it doesn't work like I expected it to, so I am a bit stumped after looking at the files on MO. I have looked at messsages in the chat but they seem a bit dated, so not sure if anything has changed.

plucky veldt
#

Weird problem. I followed the guides provided, and have edited some stats on my preferred armor. Problem is, I edited the stats and now I am not confident the game is truly reflecting it in gameplay.

For example, I edited the Wasteland Stalker Suit to have stats comparable to the Merc "Ace" Scientist suit, and even though the weight of the Wasteland suit is now higher, when I wear it, my max carry weight is showing as less, in the bottom right, even though in the stats window it shows a higher weight total.

Does anyone know why this is? I can show SCs.

#

this is the suit stats I have changed:

![wastelander_outfit]
power_loss = 0.015
burn_protection = 0.68
shock_protection = 3.1
radiation_protection = 0.04
chemical_burn_protection = 0.31
telepathic_protection = 1.1
strike_protection = 0.76
explosion_protection = 0.54
wound_protection = 0.98
fire_wound_protection = 2.1
burn_immunity = 0.3
shock_immunity = 0.3
radiation_immunity = 0.3
chemical_burn_immunity = 0.5
telepathic_immunity= 0.25
strike_immunity = 0.45
explosion_immunity = 0.5
wound_immunity = 0.24
fire_wound_immunity = 0.23
additional_inventory_weight = 31
; because this line starts with the ";" character, it is a comment, write a note to yourself here

boreal dust
#

Where can i find what settings HardCore AI AIm uses

#

like what values or whatever

#

hmm user.ltx maybe..

plucky veldt
wispy ferry
plucky veldt
wispy ferry
#

was already typing an answer to that okaycathappy
there's TWO additional inventory weight values in the outfit stats
I don't know if it's necessary to edit both, but doing so has not caused any issues for me thus far, so just have them both in your DLTX
so in your case it would be

additional_inventory_weight2        = 31```
#

this has worked even when I crank the values up to stupid levels, though the highest I've gone was 99 for a joke

plucky veldt
#

How odd, and does the weight stat in the bottom right reflect your changes in game?

wispy ferry
#

going to grab screenshot evidence of such real quick

plucky veldt
#

Cool, thank you.

wispy ferry
#

outfit edited to +255 carry weight, before and after equipping

#

also the stats in detail because I was messing about

plucky veldt
wispy ferry
#

basically yeah, though I've done DLTX edits before and wrote a small guide of what I knew back then
I ought update that thing, with additions like comments and some additional stats

plucky veldt
#

So nothing was wrong with my approach, just didn't have that extra line do you think?

wispy ferry
#

pretty much yeah, so try with that addition
also sometimes changes don't get reflected properly in already spawned items, so do spawn a fresh outfit in after making changes and loading in

plucky veldt
#

Oh okay, cheers. I'll report back soon!

novel ruin
#

What exactly cause busy hands? I want to know the technical sides of the infamous busy hands in order avoid it.

fair inlet
novel ruin
somber herald
#

what file controls artifact attributes? i wanted to fix the Volat, but the only reference I can seem to find is in mod_system_grok_artifacts.ltx, and the stats there don't seem to correspond to the ingame stats. sir

#

speculating there's a maximum amount of stats an artifact can have and the ones after burn get cut off? maybe?? doesn't explain why burn is 50 rather than 41 though.

somber herald
#

well, i tried changing the stats of Volat in mod_system_grok_artifacts.ltx and nothing happened, but there doesn't seem to be any other references to af_monolith anywhere that look like they define stats.

#

hmm .. the line ![af_monolith_absorbation]:af_base_absorbation seems to reference a section in another file that at least has the correct burn resist, but commenting it out does nothing.

wispy ferry
#

have you attempted the Z-wars method? so just adding a ton of mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz_actualnamehere to make sure nothing overwrites the DLTX?
but yeah, odd

somber herald
#

it seemed like a good, simple learning example Wahh

#

i do not know what the z-wars method is or exactly what you mean however

#

there does not seem to be any files with names matching mod_system_z*_grok_artifacts.ltx

wispy ferry
#

oh, it's that .ltx files are loaded alphabetically
if you are editing something via DLTX, you want your .ltx to be loaded last so it will be the one to effect that thing
hence the mod_systems_<put a whole lot of Z here and then the actual name>.ltx

somber herald
#

aha

misty mulch
#

if zodium is directly editing the only DLTX file that affects artis, then z stacking is pointless.

misty mulch
somber herald
misty mulch
#

You know how inheritance and parent/child relations work?

somber herald
#

yeah i got it

misty mulch
#

Ok good, just asking cos I've talked to ppl trying to make DLTX s that don't

wispy mica
#

below in the same file there is a copy of the ![af_monolith_absorbation]

misty mulch
wispy mica
#

2 copies

teal compass
#

that's why yours don't work

misty mulch
#

Lol

teal compass
#

delete the duplicates absorption line below

somber herald
teal compass
#

I guess grok just copy pasta and forget to change the name for those😭

misty mulch
#

Well I know what pr I'm making when I finish getting out of bed

teal compass
#

which is what it is supposed to be I think

somber herald
#

yeah that looks right. i don't see the duplicate entry but i have probably stared myself blind and need a snack.

teal compass
#

oh it's just down below the after monolith but take your time

somber herald
# teal compass there is duplicates of the monolith absorption something below that file

okay, stupid question warning. there are three instances of af_monolith_absorbation in mod_system_grok_artifacts.ltx, which is uncontested, and one in items_artefacts.ltx (one file in _unpacked, one file in Perk-Based Artefacts that should override the first).

the first instance is under ![af_monolith]:af_base, which I assume controls the Volat stats, and the other two are under ![af_ah_f1]:af_base and ![af_tlf_prometheus]:af_base, which I assumed were other artifacts. i am not sure where the duplicate is here, since there appears to be only one definition of af_monolith_absorbation in one file. 😔

#

maybe I could just get you to upload your fixed version so I could see what you did? 🥺 👉👈

misty mulch
#

or really "last loaded wins". not sure if the sections are loaded in the order they come in the config, or if it's loaded some other way, it's probably dependent on the script that uses it

somber herald
#

all of the instances in the grok file are of the form ![af_monolith_absorbation]:af_base_absorbation though, which should mean they're all referencing the same one instance in items_artefacts, no?

misty mulch
#

but they have different values, so the last "set" loaded, wins

somber herald
misty mulch
#

also, x_immunity is only for "amount of damage the literal item, if dropped on the floor, takes from that damage type"

#

if you wanted to adjust e.g. burn res, the actual parameter is burn_protection

#

unless grok's script does a fucky thing and reads off _immunity

#

but i don't think it did last time i checked

somber herald
#

that is confusing because all of the items use x_immunity, and the value in items_artifacts is burn_immunity = 0.004821, which is the ingame value.

#

these are the top and lowest references to af_monolith_absorbation in the grok file, and the items_artefacts definition I think they're referencing. i don't understand why calling that definition again after the Volat entry would do anything to the Volat. :[

misty mulch
#

ah okay, yeah, artefact protection is provided by x_immunity

#

but for outfits, resistance value is x_protection

misty mulch
somber herald
#

wait. i think i realized the stupid thing i'm doing.

misty mulch
#

if there are multiple overrides, last one wins. so edit the last entry like they said.

somber herald
#

yeah i just realized all the top lines have exclamation marks clueless

#

aaand i ended up back in the items_artefacts.ltx entry. think i just need to see how to do it right. FeelsCatMan

misty mulch
#

just paste the section you have been editing with your edits

#

better yet, make your own dltx file instead of editing an existing one

somber herald
#

sorry. i'm just trying to understand why the game does what it does and thought the volat fix would be a good learning example.

#

like it's not just that i want to fix the volat, i want to understand why it only has Burn Resist in game when the file definition has all 4 resists, if that makes sense.

random fulcrum
#

that's vanilla anomaly behavior too

#

it's the weirdest thing ever nonetheless but grok is surprisingly not to blame this time

misty mulch
#

why is xray like this

#

anyway

cold loom
#

Is there a list of all npc weapon loadouts

covert pivot
#
  • The caps and weight come from the
    [af_monolith] section on the first screenshot in those 3
#

Just because the section has defined more _immunity values doesnt mean anything. They need to have values other than 0

somber herald
#

but actually the prometheus artifact referencing af monolith absorbation is overriding the earlier volat instance? is that right?

covert pivot
somber herald
#

ooh

covert pivot
somber herald
#

so basically the opposite of what I thought

covert pivot
#

They are completely different sections. Them being after eachother means nothing

somber herald
covert pivot
#

No kek1

#

Only af_tlf_prometheus is prometheus

#

And probably af_tlf_prometheus_absorbation somewhere else is prometheus immunities

somber herald
#

so even though that section starts with af_tlf_prometheus, it's not Prometheus?

covert pivot
#

There are 2 separate sections there

#

They have no connection to eachother

somber herald
#

🤯

covert pivot
#

"No empty line" between the lines doesnt mean they connect in any way

random fulcrum
#

the great filter: thorough reading

somber herald
#

difficult to read before you learn the syntax

#

I get it now I think

#

the line under Prometheus is the duplicate yuki mentioned and it overwrites the previous definition under Volat

misty mulch
#

whitespace means nothing

#

blank lines and spaces are conveniences for human readers, that's all

misty mulch
teal compass
misty mulch
#

which is why the dltx syntax guide, won't mention it. it's considered fundamental

somber herald
teal compass
#

when i get back home yeah

somber herald
#

i think I got it though but it's always nice to verify your answer

teal compass
#

yeah I saw that but you can compare it I guess lol

misty mulch
somber herald
#

my computer touching fundamentals are .. not great.

covert pivot
teal compass
somber herald
#

okay. now that I understood why gamba did what it did, I made a dltx file mod_system_z_grok_artifacts.ltx that has just the correct ![af_monolith_absorbation]:af_base_absorbation and loaded it as a mod. PepeHappy

#

thank you @misty mulch @teal compass @covert pivot and apologies for all the stupid questions.

random fulcrum
#

based thanker

#

mods promote this user on behalf of his good manners

ember herald
#

Anyone thought of making a quad load reload for the ks23

drifting moat
covert pivot
#

4 months old kek1

#

surely they got looked at some time clueless

drifting moat
#

Is this considered a monkey patch btw? Since he is not editing the mod's files directly, but rather overwrties them in a way. Or at least I got that impression from looking at code

#

Is it a nono to submit concrete edits to another modders mod files in a PR?

covert pivot
#

yes thats monkey patching

drifting moat
#

Won't monkey patches just sphagettify the code? I mean this looks hard to follow if there's multiple of them for a mod modifying different parts

covert pivot
#

yes, it becomes a lot harder to track changes

drifting moat
#

I saw a merge with a title "prevent monkey patches" made to the branch that will be released next

#

So I guess it's not preferred

covert pivot
#

its just compatibility vs readability - eventho monkeypatching doesnt guarantee compatability

#

if two monkeypatches change different parts of a script that are connected its quite likely the results for both might not be whats expected

misty mulch
#

but it's still better than the other option which is "directly overwrite the entire script file with your own mod"

misty mulch
#

i have submitted several PRs to gamma github for example. i keep my edits to files/folders that are gamma specific.

covert pivot
drifting moat
covert pivot
#

gamma economy blanks out loadouts_injector.script which is one monkey patch way to create a way to add guns to loadouts without dltx