#╙🖇mods-making-discussion
1 messages · Page 90 of 1
trying to make a DLTX edit mod of this myself, mispelled the guns name so I had to relaunch
Guarantee its a me issue
just to make sure
had it as wpn_upd9 instead of wpn_udp9
Well i spelled it right
aight, sorry to say but it just works
Only made that mistake when i tweaked an armor
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
Dw its fine
UDP is booty cheeks anyways
And it was likely to end up forgotten in dust in my chest
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```
alr ill add it shortly, thanks
yeah mine worked
Just me then
yeah just do what norppa said and see if that works
ye ik dw
abt to sell a shit load of weapons and artefacts
Move All button vanilla anomaly or a mod? If mod, which one?
Probably sorting plus
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...
it load in alphabetic order I'm sure, can you add more z to your ltx name or something
mod_system_alife_zzztest.ltx ?
yeah something like that
add as many as you want until it works really
Mod system zzz
oh yeah do that
Didnt make a differece
Is someone else able to try it out for me
need to know if its my game
This should make time pass 1:1 so instead of 10 seconds passing 1 minute on the clock in PDA, it'll take 60 sec..
if it takes longer than 10 sec you will know if it works or not
except for, again, there aren't any other DLTX mods that affect alife in vanilla gamma
which i know because i ran a find-in-file for ![alife] across the entire gamma mod folder
z stacking will do jack shit
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
whats the mod that animates the rain on the mask?
What's z-stacking?
oh adding z at the name..
Screen space shaders
that's vanilla anomaly tho
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.
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
so question related to configs,
where do i write down new shooting sounds?
It only happened with that 1 specific gun
Apart from sun lumscale and hemi, are there any other console commands that can lower these white highlights in standard AtmosR reshade?
inherit some sounds section from weapon_sounds.ltx
got it
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.
that sounds neat, but also GAMMA doesn't have ammo in weapons unless dropped by the player
would be more useful in base Anomaly
Does .db works in MO2 or there are issues with?
yes,no
I just compressed mod textures into .db - guessing scripts levels and others could be problematic?
there is no point in compressing to db
entire gamedata can go into .db
I had to squeeze a bit GB on SSD, from 18gb mod textures got like 9gb - levels and rest am okay, not taking much
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
@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
zzz_rax_sortingplus_mcm.is_favorite(section)
zzz_rax_sortingplus_mcm.is_junk(section)
That would be really good. You're absolutely right. Stalker 2 does it really well.
Adding those checks makes all items not being transferred, what am I missing?
@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?
try this please
i managed to make 1 min = 1 in-game min with my own config
let me know if it works...i mean it should
just delete everything else irrelevant you probably know about it better than me
Btw crashes on level transition etc. dont seriously use it lmao im tweaking it
that's just a direct overwrite of the alife file tho
i wonder if it's just One Of Those LTX Files that doesn't let you DLTX it
oh, i didn't realize
yeah grulag was specifically asking why it couldn't be altered via DLTX
Sorry
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
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
at a guess you messed up your Boolean algebra. but not seeing you code IDK.
add printf("Moving section: %s is fav: %s is junk: %s", section, zzz_rax_sortingplus_mcm.is_favorite(section), zzz_rax_sortingplus_mcm.is_junk(section)) to the code right before you do your check. if that prints incorrect things about an items junk/fav status let me know.
no, its just not part of system so mod_system is the wrong prefix. PPL need to learn how DLTX works.
mod_alife_fuckery.ltx

@boreal dust oh yeah i tried it out
10 seconds for 1 in game minute
didnt work
thats why i wanted to send my own i just didn't realize DLTX vs replacer
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.
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 
Its specifically udp, idk how i couldve installed it wrong bc i never updated it from the gamma provided version, but i was planning on it
try updating your exes
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.
It seems like it never prints
#1325622696259878993 message
That's full mod before adding this check, have a look, at this point - idk
oh ppft. you are right.
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
made repositions with weapon hud editor & hud offsets editor, yet somehow the mp5 frasier just refuses to accept the new repos
confirm it works
Yeah trying to re-learn it, doesn't help when LTXDiff says something wrong.
mod_alife works, which is weird because for other things that wasn't setting the game time speed, mod_system_alife worked
Such as this.
mod_system_alife ^
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?
ahh that is because it is both in system and loaded independantly. you will need both a mod_system and mod_alife to fully patch it. i would just make them identical. rather than trying to figure out which get used when the file is loaded one way or the other.
we can blame the anomaly devs here for being wierd. double loading an ltx doesn't break anything but makes DLTX hard and confuses LTXDiff.
It worked consistently within few hours of a game I had to play with the mod. Although my experience with lua is most to non existent, all I did here is looked thru the references, similar mods and used some logic. Yeah, pro coder move...
That's how I did most of the mods in games I modded 
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
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?
oooh so that's how it works, so the 0.1 value should be a bit higher than the "delay" value in body_animation
A value of 2 worked for me, thanks, i dind't know it was that simple lmao
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
also, one thing that would be interesting, would be like, if you use both hands, takes half of the time, or when using one hand double the time
What mod/variable is responsible for 3-round burst ROF?
rpm_mode_2 in the weapon's ltx
What's the idea of it, just how much time has passed since start of the game? Generally playtime would be considered real time spent. This doesnt seem to account for sleep - idk if you want the accelerated time passage of sleep, fast travel etc to count for this.
is there anyway to open console but still keeping the normal input?
no that's in-game time, however this is the persons actual amount of hours spent in the game
on that save
if so then its script wise looks fine as is. I just dont personally know all the time values accessible, i know some other time-keeping mods that exist dont handle sleeping well. its why i mentioned it 
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?
debug mode
just turn on debug mode and open the menu with F7, there's literally a "make npc friendly" menu item that you click on
Guys how can set lower condition to any weapon in debug menu
Would changing the time_scale in alife.ltx mess with anything?
what does a time event do? is it a Lerp?
https://www.moddb.com/mods/stalker-anomaly/addons/old-dog-sleeves would you guys happen to know how to get this hands pack working with GAMMA? I fw it heavy and it crashes on startup even after disabling both THAP mods and GAMMA Hands Legs Model Swap
Any ideas @undone lily ?
and what kind of error do u get..
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
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?
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
Okay thank you. It wouldn't be much of a pain if it were to delete it anyways. It's just a really simple stuff to redo. but gonna keep a copy of it somwhere else.
always smart to do it like that
Probably you need to start a new game I think to be on the safe side
How to see all avaliable functions in game?
I need function to show hud
get_hud()?
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?
So what software do ya'll recommend for modelling in this game?
Blender, also check pins 
is Blender anything like Autodesk?
I have cad software experience more than like, 3d art modelling experience
but cad software is like, ludicrously expensive
at least good ones
Blender is free and easy, if you had expreniece - you'll get to it quickly
Idk anything about Autodesk other than that 3DMAX sucks 
Yeah this is WAAAAAAAAAAY different
CAD software is like, constraining things with dimensions and measurements
this sort of thing
The problem is this
Best to just learn blender 
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
Good luck not fucking stuff up during the conversions 
Learning blender is pretty easy so, your choice
Modelling is pretty much the same across most of the programs
Not really
Like, this is not sculpting
plus, I already know how to use this from classes at school and internships
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???
and there is a thing called vortex groups 
well, I know how to use this software already
Good luck with it, idk if anyone can help you with it 
(no one here)
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
Is there any addon for gamma that adds debuffs and degradation for silencers?
No
Still something to be said for the fact I am already trained on autodesk
In blender I can’t find where to make a sketch, extrude, or even find the fucking origin point
The red circle in the middle :
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
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
Cant use that version of blender for anything related to the Xray Engine
3.6 or lower iirc
where do I get that?
Would have to check the Pavel Blender plugin github

I did, it just says blender
And the wiki is in russian
ok I found where it archives
is there an english translated installation guide for that addon?
figured out how to add 1p59 onto the aek reanimated kit (yes the scope is a bit off I just fixed it)
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?
any ogf file should do
Where are those
meshes folder
in?
?
you have to unpack those first
if you want to open stuff in base anomaly
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
do this
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
they are different apps so yeah
Not just different apps
completely different functions and ways that they are defined
It's like a raster image vs a vector
yes
they are different apps as in the application of them is completely different
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
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
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?
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
There are lots of free cad addons too
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
Dynahud?
You can turn those on or off with a button
Or set conditions for when they appear
Thankyou!
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.
this is for making mods, not asking for them
What does <rank min="1000" max="5000" /> Do in chatacter_desc_faction_number.xml ? I forget..
Gives npc random rank between those values when it spawns
Any way to understand what those ranks would be? Like how many points = what rank?
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.
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
and it supposed to do this
but it just doesnt react
I don't really understand the issue
like it used to unjam before and now it doesn't or what
it didnt even lets me unjam
i spam the r key
no reaction
but here it unjams without problems
ah right I didn't notice that
you will never, because my ass forgot to remove the model 
maybe it's the config?
The config :
yea
i did this 
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
try not spamming, anim might be interrupted
not really
even with pressing, it doesnt work
on the FNX(model change) it goes fine
are you sure it's mod_system_ and not mod_ ?
yeah but have you tried without system
you could also try making a normal w_.ltx
you know it could be also the cause of the inspect animation NOT playing
it's fucking gone 
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
If its a new gun just best to create new w_ ltx
ill just do so
and HOPE
that it will read the w_ ltx
because i fucking hate the gamma system
phew
it did read
still nothing

i love this game so much

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
Best bet is to compare to fnx configs probably, since that seems to function
because its a separate gun 
i combined anims from one script
well, ltx
and put it in the ltx section
ill just look into it
maybe it's the uas script
and do you have the scripts inside the gamedata?
which scripts

just look into it yourself, i published the first version
i have three folders there, without any scripts
I'm not home
it couldn't be the reason, right
I mean just copy paste the script from firebreath's
add the scripts folder and check
will do so
didnt work
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
Check some blackgrowls models maybe for it
funny thing
fixed after adding parts
like around 30k max
yeah that makes sense
How do I like, check it? or look at a wireframe of all vertexes?
fuck gamma fr
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

enable statistics
I'm using blender, with the cad extension thingy someone showed me
also is there an option for like a timeline of undos?
not sure but id like to know ngl
also yeah check basically any blackgrowl models that are similar to what you want to do
Not afaik. 'Edit' -> 'Undo History' is the most you get i think
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?
i've given them that whole spiel already
they're here to learn how to jack k_hit to 100 in weapon_ammo.ltx
Fair enough, that's one way to do it
zombies aren't decaying flesh
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
.45 acp is not a cannon, and is not large caliber
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
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
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
yeah he fell for it
i played call of chernobyl for 4 years now
If you like realistic shooting then I see you having a hard time with the OG stalker games
and i wanted to try gamma
As those are as far from realistic shooting as I could think of
YES xd
Ogs were hard 😉 but i like it realistic since call of chernobyl AO3
im a big fan of firearmsd
You do realize bricks explode when shot because they have no elasticity right?
and stalker COC with AO gave me lot of fun
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
This is why all armies have switched to 45 acp in every gun
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
its a pistol round
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
the saying is yet again proven to be forever correct
i just wanted to increase the damage just a bit
anyways is the complaint related to civilian zombies or zombiefied stalkers
Is everything handled separately? Are the damage values for specific ammunition assigned to each AI individually?
yes and no
Civilian zombies
civilian zombies are supposed to be shot in the head
okay
go into grok_bo.script and edit lines 452 and 454
mo2
!mo2search // use the file searcher
@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
right hand side, filter for grok_bo
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?
grok_bo script
in any text editor ever
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
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
this aint the place for... all of that
and please dont spread enabling random things in the .ini
you can go to #╓☢stalker-chat or #╟🔰☢newbies-chat
sorry, I`m just happy that I actually managed to make it work(barely)
k, but im not joking, as soon as i find the fix for the pda im posting it here
dont
because there is nothing to fix. Stop using dev2 for no reason
<3
i maen the branch is public
why tell him that
anyone can be on dev2 if they so wish
my game was already way unstable and modded anyway
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
Sure they can.
But there is no reason to. And without being a tester their anythign about dev2 is useless and ignored
how can I be a tester
and the only person that actively codes in dev2 is oleh
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
bruh that is already in gamma
no no
brother type more than 3 words in one message
average whatsapp user 
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
classic case of "i can solve it with more code" instead of searching for alternative/no-code solutions 
ride the modding high a little slower
you could probably achieve the same result of longer smoking animations by disabling a couple of mods and using Enjoy Cigarettes 
Grand Theft Auto: San Andreas Mission Guide / Walkthrough Video in High Definition
Mission No. 043
Location: San Fierro, San Andreas
Mission Name: Jizzy
Mission Boss: Loco Syndicate / Jizzy B ===================================
GTA Series Videos is a dedicated fan-channel keeping you up to date with all the latest news, video walkthroughs a...
oh no here we go
this entire exchange in a nutshell
it's one hell of a "hey i made my first mod!!!" situation
"on dev2!!"
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
hey maka where is my modder role!!!!!!! 
fucking hell this is such a classic
p!who
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/789624196615372815/1163555087273164901/Snoop_Dogg_-_Who_Meme.mp4
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
ah yes #mods-making-brainfart
mfs will look at mods making discussion and read the title as "therapy-room"
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?
yeah you missed some shit
split for organization probably
organizational reasons of coursw
just another day on this beautiful channel
shouldnt make a difference in performance
organization 100%
does it help performance? i really doubt it
so e.g. modxml_quest_changes.script, modxml_item_descriptions.script and so on?
neat
yeah that'd be fine
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
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
veerserif modder arc
faster than iterating it every time
my fear of lua warring against my hatred of file replacers
the good ending

this assumes i ever did

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
I know the debug map better than my own room atp
doing a cool gameplay gimmick and going "wow this is so cool i will never play this game or use my mod"
i'm sure i'll drop a minimally working version of my dxml changes here for scrutiny soon enough
"soon enough"
The mighty "soon ™️ "
soon 2000 npc portraits will materialize on my disk 
just manifest mods into being
oh speaking of i need to manifest the 0.9.3 weapons spreadsheet into being too.
How does one get the modder role? You have to make a proper mod that makes it to a version bump? Just curious. Was thinking about this yesterday
For modder, you post a mod in #1035807043933720576 and then ask a moderator to give you the role
For Alpha modder, it's completely arbitrary and I think only Grok can give that one out
Was wondering what that means. I guess you have to impress Grok or something.
It's just completely arbitrary tbf
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

obviously a lot of people tried
you are talking like its a simple thing
No I know it would be mental
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
your best bet for multi core is to find out what dezowave group is doing with xray 2.0 
yeah it's just a tradition thing as to why nobody has enabled multithreading, since it's just a simple bool change in the source code
or someone just randomly gives you it 
But 1 core can run multi thread can't it? But it works more kinda like Async. Don't want to say stupid stuff so take it with a grain of salt. Not that into hardware knowledge
neither am i
didn't add /s my bad chief
the oxr gunslinger guys have proper multithreading in their roadmap
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
this is your chance #╙🖇mods-making-discussion message
first most important step to start modding:
hit that duckass 
waiting for hytale is like waiting for cwwp
you want it to come out
you know it's not coming out
Yeah honestly this is tempting me for a few days now to just take a leap of faith. Was looking trough a few of the commits in development. I could start by reading the link and just reading the commits on git. But I have to start a web dev project soon. So I will hardly have time. Maybr I will switch out playing GAMMA to learning about modding it once I finish this run.
brother just hop into modding, take one cool idea you have and type in lua
id say the best motivator for modding is just wanting to fix something that annoys you 
True. Been following it closely for years... riot being the publisher now is promising tho. The infinite money sink is open
disagreeing with something got me into modding
I already have a first thing in mind actually. Looking into how to include the percentage of weapon part hp appear in the maintain weapon context menu dropdown
thats a good one, saw someone with a suggestion for it as well in #1092834455300866068
Even better if there's already a WIP fix for it. Maybe I could give it a whirl then check the other persons WIP
i dont think anyones done a wip for it, its more of just a suggestion proposition there https://discord.com/channels/912320241713958912/1326417719423143967
Ah gotcha. Yeah this could even potentially make it to a release if done right.
yo guys. someone know how to turn the blur off fully?
I'll trade anyone a gun of their choosing for a repair all button on cleaning kits 
This ain't exactly the right group for that. But MCM SSS DOF I believe
!dof
@tawny crag Follow this: #╭📖faq message
thx
Gotcha. Just wait till I wrestle my way trough the part percentage thing.
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.
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.
This channel isn't mod troubleshooting, ask in the actual accurate stats thread and get GTA 4 gif slapped
that's some based looking UI though
ASE ui rework is awesome
Whad IDE do you guys use? I saw that Visual Studio has a LUA extension. Or should I just stick to a text editor?
Notepad++
Is that the standard? I saw the pinned post recommending it also but I would not prefer that if there are good alternatives
why not?
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.
I am used to using Visual Studio. That is the bloated one not Np++. I think we misunderstood each other
i use vscode for actually writing stuff in lua or np++ for just general viewing
Visual Studio is very bloated, yes.
You can use VScode if you like. Notepad++ is enough for modding
and sometimes intellj, since i write external tools/scripts for myself to automate stuff in kotlin + im used to the git functionality of it 
Gitbash 
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
Studio is bad for anything you can do literally anywhere else
yeah, i use that too, but i like gui git more for regular use 
Yeah me 2. Commit/push, switch branches in studio. Rebase in bash. The holy balance
just a hotkey away 
I would rather not go down this rabbit hole. To everyone what they prefer is fine. There are no real game changing downsides to using either if you're experienced IMO. Even performance vise.
Yeah, but I was taught on bash by a colleague and you know that's what sticked. I loved the simplicity there. But I still do conflict res in studio.
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 
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
just use vscode with a proper Lua LS + customized settings.json
or neovim if you're feeling extra chad
data extraction/creation is huge. I dont think duxs character kit wouldve gotten to be as large as it is without automation tools
tho i didnt write scripts for capture extraction and stuff - that was more just find in files + regex
well, you can do a lot with that
I can't break out of using NP++. Good for me in mulitple ways for what I do.
its honestly very capable for a lot of things
Coding on invictus difficulty
Watchd a few videos on it on the "Theprimeagen" channel. Sicko stuff
Regex is chad for so many reasons. Can save a ton of time
it can cause a hell of a nightmare too
especially if it's recursive
Crowdstrike being a great example of that
though I use it a lot just cause it's convenient + it's deeply rooted in my brain at this point
Prime is a great dude 
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
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
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
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
damn i got them reversed
I don't know why some German techno DJ is in the artist ID field. I emailed Youtube and they said "it's not our problem" and gave me some links for the run around.
Buy Borderlands 2 here: https://amzn.to/2L2seIg
Borderlands 2 - Scooter the mechanic introduction cinematic
Scooter has some really funny dialog throughout the game. His mom is Mo...
Can i check stash loot tables somewhere?
like, not the tiers, the actually armors etc that can spawn at "medium armor" for example
treasure_manager.ltx probably, maybe grok_treasure_manager.ltx
@covert pivot Thanks man
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?
yeah check grok_treasure_manager.ltx
Iirc the tiers info is in grok_items_tier.ltx
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.
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. 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.
it's the various trade_*.ltx presets, putting trade in mo2 file search will find them quite easily
yeah after looking at those files a bit i have discovered that the outskirts trader is in fact on bandit faction. 
odd. what's that trader's name? e: nvm you have npc id
cos character_desc_pripyat.xml says his community SHOULD be monolith
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
...yeah that's bizarre
apparently that trade_monolith_basic is also used for a monolith vendor located at the bridge to limansk in RF
how do you check that?
with the power of my best friend, notepad++ find-in-file
terrific. it is a very good friend.
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
i'm usually doing the gamma folder.
assume "unpacked anomaly files" is just my anomaly directory?
I was reading the how to mod wiki and I was wondering about this too
no
it's the _unpacked folder you get after you run either db_unpacker.bat or db_unpacker_all.bat in Anomaly/tools
if you don't have it you can't read the actual config files or scripts
since they are packed up in .db0 format
i need more sleep to be able to read
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
i could not edit a model if my life depended on it so i shall run the small version 
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
well this is gonna be really helpful with my general "why can't i find the stupid file!!" problem
notepad++ find in file paired with MO2 file searcher is very powerful for finding the sources of specific functions, sections and files
yeah, if you unpack the files 
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
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
feeling a hot streak coming on. time to take a stab at "- stop giving me mutant kill tasks for zombified stalkers"
This was a great source of my frustration yesterday too. Funny that you came today and basically asked everything I was also very curious to know
asking stupid questions is one of my specialties.
These are far from stupid. These are essential stuff
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
Maybe for you it's just mod order that's wrecking it. Can that be?
it's at the very bottom currently
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. 

Theres likely a dltx edit done that might overwrite your changes
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 
you know what'd be really sad? zombified stalkers giving out fetch quests for a photo of a loved one if you're monolith. 
p!bar
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yeah, because you directly edited the file, when you updated it would have undone all your changes. that's why you want to make a DLTX override instead
i wrote a very barebones "how to DLTX an outfit" guide here #╙🖇mods-making-discussion message read from this + the next couple messages from me
(unhinges jaw like a snake) feed me guides
Its better to do something, question it and then get help. Theres too many little things and specifics to efficiently cover with generic guides
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?
task editing is the deep magic that i refuse to touch
i touched it. it's too late for me.
you're best off doing something like opening up iTheon's new tasks mod and seeing how they did it
I would think these tasks are handled so only 1 version of each simulation_task can be active. It would probably be necessary find where tm_dynamic.ltx is used to get info about it
If it makes its way into some scripts then decoding those
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.
But yea, quest modding is probably one where the least amount of people have dabbled in 
I can literally only think of ashes rn
... this file says the last revision was on November 03, 2016.

Time to turn it to 2025
2025 is the year of making zodium create a new main storyline 

We count on you. Don't disappoint
glowing rock help us all should i ever gain a measure of modding competence.
I looked at the scripts yesterday. Based off of that success depends on a sea of patience/curiosity and the will to experiment
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. 
worked, thank you king 
what do "SoundThreshold" on mutant sounds do?
I was searching some way to make some mutant idle sounds more audible at longer distances
Got it, ty
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
!custom // No need - you could just make a testing profile in MO2 the same way you make a custom mod profile
@drifting moat If you want to keep your personal mod list between updates: #╭📖faq message
Just make empty mods and put your files and changes in there
Thanks. I was looking at MO and figured that's gonna be something like that.
Wanted to do this for a long time. For the maintain menu to actually indicate the conditions.
nice, could be done same as field strip? I think they are inside parens there
(now add clean/replace all as well
)
i think Juan wanted that 
true
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 
Yeah that's what I was thinking on doing next. But first I want to implement this percentage thing a bit differently. The string concat I did is ugly asf.
Yeah that was me every time I wanted to maintain my stuff
its also nice to do modding this way - no need to make a car immediately, start with a bicycle first - as in just get things moving first. Polish and ironing out the rough edges will take a lot more time - classic 20/80 rule 
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.
mhm, having an iterative process gives you that "complete something" dopamine to not get stumped
Yeah that's how I always do.
- Get a solution
- Iterate
- Get THE solution

yeah, you do 20% of the work to get 80% of the funding and then exit before they make you do the polishing and ironing

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"?
okay
Quick question again regarding my previous loadout question:
;====
![bandit_veteran_secondary]
wpn_tec9:r:r
In above example what does the exclamation mark do?
it overrides the section
tells the engine to overwrite that section
meaning you're adding that line to the section without the need to modify the original one
Ah okay! Thanks 🙂
https://igigog.github.io/anomaly-modding-book/addons/dltx.html recommended reading
i'd say required reading
indeed
Yup, reading is hard... Scrolled through that section already a couple of times but only now spotted the information that explains the question mark 🤦♂️
maybe we'll get those improved npc ranks patched in gamma one day 
So, about this mod: 127- Toggle Scope - Ishmaeel https://github.com/Ishmaeel/toggle-scope
I have zero knowledge of scripting and can understand maybe 5% of the code there. Is it hard to make the scope switch take less time and not play any sounds - just do the holster/unholster animations but faster?
to not play sounds comment out play_snd calls in ish_toggle_scope.script
Should be 2 of them
Ok, that was easy. What about animation speed?
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
i havent messed around with time events
this might get me to turn the nvg blur on scope back on
wonder how hard it would be to add nvg upgrades to normal scopes
my stalker sleeps at night
but sometimes he forgets the time
This works great when changing scopes in the inventory screen, anims are fast and quiet. But when using the toggle key, the sounds still play and animations are slower.
no idea why that might be the case
Although I only sped up the attach and detach time events. Maybe inventory uses restore?
the script looks to make it so it uses the exact same code in inventory that it does with the toggle key
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
maybe theres some other script somewhere that affects this. inv_attach_addon is used in other places too
Sorry, the one that plays is neither inv_attach_addon or inv_detach_addon
So it's not happening through this script
its probably some sound that plays on getting a new gun in inventory or equipping a gun
But why is it quiet in the inv screen, and plays only with the keybind?
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
It's the inv_items_wpn_1 or inv_items_wpn_2
those get used in itms_manager.actor_on_item_take
Where do I find it?
That gets called on actor_on_item_take callback
vanilla anomaly file itms_manager.script
Any idea how to disable it in this instance?
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
I may be cooking
I can live with it. Thanks for your help. One more thing: how to change the "double tap key" to "long press"?
dont know, but i recommend looking at other functionality that use long press if you can find something
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
20 seconds · Clipped by Thehoodedteddy13 · Original video "SULFUR - All Weapons" by snyplays
Looking at World of Guns Disassembly I think its closest analogue is the walther P38
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 
grok woke up one day and decided to make damage resistance breakdown impossible
yes one sec
fuck i hate mobile search
but you can use setmetatable to make all the math ceil calls of that script return smth else
oooh this looks very promising
thank you
||i asked for this unironically||
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
ye but the thing has layers on top of layers of math.ceil
classic grok
feels like whole percentage points are appearing from float values leaning infinitessimally in the positives
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.
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
Where can i find what settings HardCore AI AIm uses
like what values or whatever
hmm user.ltx maybe..
Also another question, how do you make your ballistic res and BR change on an armor?
ballistic resistance and BR rating are handled by GBOOBS, and I don't remember the exact formatting how to change values for it - via DLTX or otherwise
I suggest prodding around in the code of it to see if there's anything you recognize
Cool, understood Ill look at that. Also, do you know anything regarding the weight discrepancy I showed?
was already typing an answer to that 
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
How odd, and does the weight stat in the bottom right reflect your changes in game?
going to grab screenshot evidence of such real quick
Cool, thank you.
outfit edited to +255 carry weight, before and after equipping
also the stats in detail because I was messing about
I assume you followed this guide roughly to do this? #╙🖇mods-making-discussion message
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
So nothing was wrong with my approach, just didn't have that extra line do you think?
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
Oh okay, cheers. I'll report back soon!
What exactly cause busy hands? I want to know the technical sides of the infamous busy hands in order avoid it.
check watchdog moddb description
what? Do you mean the user watchdog on moddb?
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. 
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.
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.
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
it seemed like a good, simple learning example 
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
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
aha
if zodium is directly editing the only DLTX file that affects artis, then z stacking is pointless.
Run a find in file on the entire GAMMA/mod folder for ![af_monolith] in *.ltx files, see if you missed any other DLTX. Though I suspect that may be the only one.
i am reasonably confident that is the only match and it has to be something to do with the ![af_monolith_absorbation]:af_base_absorbation line. i'm not sure what the exclamation point means, but it references items_artefacts.ltx, which has the correct burn resist value as well as other elemental resists. but the ingame item only has the burn resist.
! = "Tells the engine to overwrite this section"
:af_base_absorbation = "use af_base_absorbation as the parent section"
You know how inheritance and parent/child relations work?
yeah i got it
Ok good, just asking cos I've talked to ppl trying to make DLTX s that don't
below in the same file there is a copy of the ![af_monolith_absorbation]
I'm on my phone, can you just copy paste the stats you're changing pls
2 copies
there is duplicates of the monolith absorption something below that file
that's why yours don't work
Lol
delete the duplicates absorption line below

I guess grok just copy pasta and forget to change the name for those😭
Well I know what pr I'm making when I finish getting out of bed
like here is my edited volat #╟🔰☢newbies-chat message
which is what it is supposed to be I think
yeah that looks right. i don't see the duplicate entry but i have probably stared myself blind and need a snack.
oh it's just down below the after monolith but take your time
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? 🥺 👉👈
last one wins
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
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?
but they have different values, so the last "set" loaded, wins

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
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. :[
ah okay, yeah, artefact protection is provided by x_immunity
but for outfits, resistance value is x_protection
if there's an override there is no need to look at the base file since it's... overwritten and the values aren't used
[some_section]
value_a = 100
![some_section]
value_a = 50
the game will ONLY use value_a = 50 and it completely ignores the original
wait. i think i realized the stupid thing i'm doing.
if there are multiple overrides, last one wins. so edit the last entry like they said.
yeah i just realized all the top lines have exclamation marks 
aaand i ended up back in the items_artefacts.ltx entry. think i just need to see how to do it right. 
just paste the section you have been editing with your edits
better yet, make your own dltx file instead of editing an existing one
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.
for artefacts it's immunity in their absorbation section
that's vanilla anomaly behavior too
it's the weirdest thing ever nonetheless but grok is surprisingly not to blame this time
Is there a list of all npc weapon loadouts
The lowest absorption section you have screenshot looks to match ingame protecion values. It 0s out everything excep negative rad resist and burn resist.
- 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
Thanks
i thought the exclamation mark meant "reference this definition and ignore the below section"
but actually the prometheus artifact referencing af monolith absorbation is overriding the earlier volat instance? is that right?
No, it says to "overwrite or add any value i provide here to the section"
ooh
Prometheus artifact does not refernce af monolith absorption
so basically the opposite of what I thought
They are completely different sections. Them being after eachother means nothing
this is Prometheus
No 
Only af_tlf_prometheus is prometheus
And probably af_tlf_prometheus_absorbation somewhere else is prometheus immunities
so even though that section starts with af_tlf_prometheus, it's not Prometheus?
🤯
"No empty line" between the lines doesnt mean they connect in any way
the great filter: thorough reading
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
whitespace means nothing
blank lines and spaces are conveniences for human readers, that's all
but this isn't unique to dltx... this is true of a lot of programming languages
only the last monolith absorption works, and I could upload my edited version of atrefacts(I buffed t4 artes)
which is why the dltx syntax guide, won't mention it. it's considered fundamental
would be lovely if you could
when i get back home yeah
i think I got it though but it's always nice to verify your answer
yeah I saw that but you can compare it I guess lol
my computer touching fundamentals are .. not great.
No. Every monolith absorption works. Just for every specific value in the section the last section that defines that value sets it. If you dont overwrite a value in a section then the value comes from the base file or previous overwrites of it. But you can have many dltx overwrites change the same section, just different values of it.
yes I wasn’t expressing well mb but still look for the last override of the value
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. 
thank you @misty mulch @teal compass @covert pivot and apologies for all the stupid questions.
Anyone thought of making a quad load reload for the ks23
Oh and btw @covert pivot . There is a maintain part show percentage PR already to DEV 2: https://github.com/Grokitach/Stalker_GAMMA/pull/283/commits/4408d7726f12b9e1ec5921b59abe34c50118b21c
Yeah surely xdd
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?
yes thats monkey patching
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
yes, it becomes a lot harder to track changes
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
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
but it's still better than the other option which is "directly overwrite the entire script file with your own mod"
depends on the author's permissions
i have submitted several PRs to gamma github for example. i keep my edits to files/folders that are gamma specific.
but then you wont get traps for people disabling gamma economy 
long may that live
Elaborate please
What about editing them and then just submitting thd edits without overwriting the name of it. So basically keeping the credit to the original author by all means. Just improving on concepts/code or implementi g new ones based off of the mod. Tho this lats one would be fine in a different mod probably.
gamma economy blanks out loadouts_injector.script which is one monkey patch way to create a way to add guns to loadouts without dltx
hmmmmmm



