#╙🖇mods-making-discussion
1 messages · Page 91 of 1
not every author is going to approve the PR
don't assume all modders use the same workflows
gamma straight up overwrites plenty of files from the originals tho in gamma repo
yeah i'm aware
it's not exactly a paragon of best practice
otherwise i wouldn't have to work so damn hard to figure shit out half the time

So basically people who's mods get into main will have some kind of ownership of the mod? Or some kind of authority?
also... no, lmao, that's not thes ame thing as basically keeping the credit, that's changing someone's work w/o making it clear who made the change, which is also bad
like half the modpack exists outside of the gamma github?
grok didn't seem to have told illish that UI was getting added to main so I assume not
...which UI?
useful idiots
oh that
3dss for this is working through the mod, but it makes it the side grip variant which is hella ugly, is there other 3dss versions for the other versions? like the angled grip
the entire concept of making the installer instead of repacking mods into a torrent file or whatever the fuck, is precisely so that people whose mods are added to the modpack retain ownership...
so see my sentence above... it's the same concept as wabbajack for example
This confuses me a bit. I mean I know what you say, but I thougght that the whole point of the git repo is that so everyone can try to add/modify all mods that are in gamma. And the ones grok considers good direction/quality would make it to main
github is just google drive for computer touchers
the git repo is supposed to be for mods that are abandoned and not available/old versions of mods that aren't available on moddb/mods largely authored by grok that are designed specifically for the gamma modpack that don't work as standalone mods
again half of the modpack exists OUTSIDE of the gamma github repo
Well a tad bit of an oversimplification, but a good laimans explanation tho
it does NOT contain all the mods added in gamma
a cursory search of the repo would show you it's missing e.g. half the reanimation mods, 3DSS isn't in it, and so on and so forth.
Yeah I got that part the first time. I was just saying what I originally thought
as for why it's on git: idfk i didn't make the pack
I mean
""""""""""""""ownership""""""""""""""""""
It just bumps your download counter on moddb and thats it
Besides that most people aren't even asked about their mods being in GAMMA
@celest forge how much for a weapon commision
sure. different convo entirely though. that will work for the purposes of explaining half the modpack isn't in the gamma github.
Version control?
or a healing item animaion
i thought the point of the installer was that gamma changes too often to make a torrent feasible
animation*
idfk i didn't make the pack
lots of reasons why a torrent is not a good way of distributing a WIP modpack.
Depends on what you want
A WHOLE ASS year passed without gamma getting more than "shit this is broken gotta fix it" patches
Which ironically breaks because of the way gamma works with the installer
a really really satisfying kel-tec ksg 12
If a modder updates their mod in a way that's not compatible with the current assembly of gamma, it breaks the whole thing
Which wouldn't happen if they were curated versions of the mods repackaged
Which would also cut down GAMMA's size in like half
it depends really on how deeply rooted the mod is
repackaging the mods would imo be worse
i would assume you retain ownership insofar as if you asked grok to remove your mod, he would probably do it eventually.
The supposed benefits of the gamma launcher don't make up for all of the weaknesses it adds
if you are talking about modding etiquette.
like for the longest time dnpcav was completely broken due to bad install instructions but gamma didn't care
i love that mod
if you're talking about "ease for user" then yeah literally bundle up a cloned copy of whatever the fuck grok's install is.
i know there was another instance of this down the line for a fact but can't remember which mod it was
i just know it happened again
cough new mags redux
@celest forge type shit
modding etiquette goes completely out of the window when most people aren't even asked about the mods being in the pack
or when someone doesn't want their mod in and he just copycats it
no lmao the version downloaded is a clone of the main repo and not a download of the release, which WOULD just work
oh lmfao
we won't talk about gmtop breaking new mags xml strings but
If you want the "pump once shoots twice" gimmick then that can't be made afaik
the functionality is there
dont want that shit
im fine with the 1 pump 1 shot
yessir
Then yeah it can be done
well obv, but how much you thinking, and base it off being hella satisfying and smooth
Let's discuss this in DMs
or if moddb was better and had archived version downloads 
I would love to just make QoL adjustments to existing mods for a while to grt a grip in modding and dev with LUA. But for this monkey patches would be the most respectful towards creators of mods I touch, but that would hurt the overal readibility
Yeah let's put the load on the 20yo website that can barely stand a new Drewski GAMMA video worth of downloads

Git and tagging would help a lot. Of course if all mods were included. Like it was made specifically for version control/easy rollback etc
this is why anomaly should migrate to idk nexus or something
ModDB's storage capabilites are so ass that you have a limit on images you can have on your posted mods
inb4 bbbbuh buh we would lose le mein kampf mod!!!
nexus also has much better boilerplate licensing which also solves your personal "but gamma doesn't even ask authors for inclusion!!!!" weird specific carve out
That's not even a mod brother

it is one to reenable it
Right
it's unused in vanilla anomaly
Finally fulfilling the dreams of the anomaly dev team

i will be completely honest with you: people will not care unless you actively start undermining their work, ESPECIALLY if you're making a mod for personal use to start.
it will never be not weird as to why the stg got half axed (it's still fully in the assets) yet the mein kampf got to stay ingame
i mean drunk just released "drunk's text edits' which is straight up a repack of GMTOP with tweaks, and GMTOP is itself a repack of every xml file provided by GAMMA at the time it was first made
I mean I personally don't care, if I did I would've nuked gamma by deleting my mods or something, I just think it's dumb to justify it with that weird moral virtual signalling of "we actually give downloads to modders!!!!" and then throw out the rest of the etiquette out the window lol
better to ask for forgiveness than permission 
i think you are confusing download credits with rehosting/repackaging and licensing.
Wow such mistery what could be the reasom hmm hmm hmm I wonder oh I wonder
this shit is just insane
grok unironically stands by paying in exposure
and if you don't like the idea then tough fucking shit he's copypasting your script but adding grok to every variable
atleast in nexus exposure would mean something 
but theres no reason why moddb couldnt do something, they been sitting on their ass forever
Because it's a tiny ass dwarf small website
Well not for personal use really. I just want to help improve the experience for all GAMMA players. I don't really care about recognition. I just have a passion for developing stuff and I wanted to start modding for ages.
Anomaly is by far the biggest mod on it and even Anomaly is quite small in community size standards
Look what the other """"""""big"""""""""" projects are in moddb
if you're trying to get started in lua just do the thing
where else could you grab brutal doom from if it wasn't for moddb
and it's all random doom wads and half life gamemodes
just make the damn script work first
I already started and made a small thing work.
and already refactored it so it's not ass
then release it if you want to? and by "release it" i really mean "easiest thing to do is post in #1035807043933720576 "
then it's up to whoever browses #1035807043933720576 if they want to use it
moral quandry solved
True
i make tiny fix mods for myself and only release them as zip file uploads in the middle of discord conversations
i have half a dozen very fast dltx mods collected in #1035807043933720576 
let's move gamma to discord 
sent a dm mr juan
because of the way threads get bumped the giant mods take up all the convo but there are plenty of minor tweaks and edits in there
unironically this should have been an old school forum
yeah I did a scroll through down to mid 2023 and found some good ones
i despise all this shit being stuck in discord
bring back forums
UGP with 7 full threads:
it'd be a lot less full if frosty stopped talking about anime in them constantly
LMFAOOO
Leave my homie alone
i'll say this, fwp causes a lot fewer headaches in support nowadays
compared to the heyday of ugp
does f7 + f5 let you edit mods without restarting the whole game, or does that only work for ui?
it reloads configs on the fly (by instantly making a save and loading it)
doesn't work for all configs but does for most. worth trying.
hmm alright
where does print_dbg output the message? Don't see it pop up in either of the 2 consoles
how do you faction lock a task? i looked up task 1 in the ecologist storyline (drx_sl_bar_visitors_stalker_mechanic_meet_task_1), but it doesn't seem to use precondition like I expected, nor anything else. i want to exclude monolith and sin from the "seek shelter" tasks.
Nexus download speed is terrible. So that is automatically a no
That is also how forums worked. Wouldnt change much
skip the task, just check player faction at the start of CSurgeManager:give_surge_hide_task()
that function is defined separately in a dozen scripts, so it could go to a dozen places. in general tho they go to the console and xray log, but only when a flag is set in the script the function is defined in. you will have to look at the function definition in the script you are looking at.
which interestingly enough is the answer to all questions of the type "how does X function work" excluding engine functions of course.
oh, thank you. probably gonna have to shelve it for now, but that'll be a good learning example for delving into scripts.
what? i download huge texture mods all the time without much problems. or do i get better speeds because i gave them money a decade ago?
Yeah I found out it is a wrapper for printf. I didn't bother to look because thought it is like an engine feature. Thanks!
they dont have lifetime premium purchasable anymore, but you do get it at like 50k unique downloads for your mods
well i am glad i bought that back when i could then. particuarly since i'm setting up skyrim from zero again
its like 3MB/s for free limit
but the biggest difference is the automatic downloads, which are the major annoyance for things like wabbajack
when i purchased it it didn't have DL speed, automatic downloads or stuff. i leteraly bought it to stop the ads that were autoplaying when i'd leave the site open by mistake.
cause htey had sound
i should have bought nexus lifetime when they had it 
or made better fallout 4 mods
Wait, so if I edit a file of mine that changes armor stats, I can just reload the game internally? Bruh I've been quitting and loading so many times.
uh let me test it, i got sidetracked by the emission task thing
i've only used it for making a small patch for ase (ui mod)
Hi! Can please someone tell me how can I export meshes from anomaly to any 3D software? I tried searching, but all info is about Stalker 2
modding book in pins
Didn't find anything about export there, only import. Will check second time, thanks!
you import into blender. Then you can export as whatever
Oh actually, on that note, are there any mods that update the 3d player model and npc models as opposed to them looking like their versions in the original trilogy?
tried editing my volat fix file and it did not work. alas
just checked for a mod
worst experience i had was modding enderal and later Fallout 4. As i had to spend a day waiting for all the downloads
HD models. but it has been linked to a kind of save coruption
Not the place to ask for mods. #╟🔰☢newbies-chat #╓☢stalker-chat
Aw no, but I do get that. Must be correlated with save bloat.
Fair, I know, just came up in convo really.
i don't mind 1.5mb/s i can wait 11 minutes per gig
you also have to manually approve every download or something
yes, very annoying
coupled with their arbitrary application of rules its a pretty bad site
and there was also a problem on nexus with them hosting versions of the mods without consent of the mod author
tbh the gamma updater has worked well for me
Well I don't understand how to import mesh from game to Blender. As far as I understand, all meshes are packed in .db0 file, and I can't find how to "unpack" it, nor find any step-by-step guide
unpacker in the tools folder
It seems I didn't download something, because I have no idea what are you talking about
anomaly folder/tools
Oh, I see now. Thanks!
Anyone got a file for a 9x39 bullet I could snag?
nevermind, threw together a quick stl
yeah, 9x39 works
It occurs to me my CAD brain decided to make a dovetail cutout to make the front sight a separate piece instead of like, just making a texture to imply that
@crisp oxide regarding the body_animation mod, there's a bug when trying to access the portable_workshop stash, it simply looks up
I've tried this on line 63 at liz_body_search.script, but it didn't work
local target_pos
if is_stalker then
target_pos = obj:bone_position('bip01_spine1')
else
target_pos = obj:position()
end
-- Verificar se o objeto não é portable_workshop antes de ajustar a coordenada y
if (obj:section() ~= 'hidden_box') and (obj:section() ~= 'workshop_stash') and
(obj:section() ~= 'placeable_stove2_stash') then
target_pos.y = target_pos.y + 0.3
end
db.actor:actor_look_at_point(target_pos)
Hey just had a question about making a small mod. I wanted to make it possible to disguise as mono but not fool mono at all. I've unpacked the ltx's and scripts and found what to change and can potentially write what I need to make it work but I'm not sure how to then implement it once the files are done? Any help is appreciated
This would be my first attempt at modding anything btw
What does "making possiblr to disguise as mono but not fool mono at all" mean? That you can sew on the mono patch? You can do that currently
The idea would be you can sew mono patch, disguise as mono but all monolith faction members will break your disguise immediately
I didn’t think you could disguise as mono?
You can't you can just sew the patch on. So everybody will hate you except sin basically
no code changes. seems to be working fine
not shure what you mean
I may have got carried away and am now fixing the issue of values for slider bars in the menu that didn't have them..... In addition to adding tooltips for a bunch of settings..
Tooltips are much appreciated! It's always a pain when there's an oblique name and no tooltip for a setting.
Kept hovering over stuff wondering what it did, why it was off, or on. Kept changing bar values and then not knowing what it was before...
"Someone should fix this....!!!"
....
Most mods are just problems people took into their own hands..
Most succesful businesses are just selling soultiouns to common problems
seeing something that annoys you and changing it is based 
Wrong
Most successful businesses are selling non existent problems to common solutions
Or selling solutions to problems they created
Ah yes the government playbook:
(artificially created) Problem > (generate) Reaction > Solution (already planned)
we've created infinite digital monkeys that produces random text, and you can buy our new product to search through it to find the information you really want. 
lookig to get into actually creating mods. Can anyone suggest what program is used to actually edit code?
i use notepad++
Run this exe to extract all the code files. Then just open them with a notepad tool or similar.
the code will be in _unpacked folder
thank you
xml values for x and width in different aspect ratios are just the 4:3 value multiplied by a constant right?
any way to make sure all aspect ratios look good using a normal monitor?
just trust the math?
i'm gonna give you the same advice that i gave when editing the fps guide: genuinely better to do "performance impact: low/med/high" because you just don't have a good way to predict what actual FPS difference will be across the hundreds of different hardware combos that your mod will be inevitably exposed to. Giving people a set FPS number implies a degree of precision that might be impossible to actually provide
I upgraded to win11 and gamma is running much better now
but you are stuck on Win11 now
I already made it look like win10 again 
i'm debugging Explorers and trying to find out why some, but not all grav anomalies ignore ignore_artefacts = true. however, the console doesn't tell me what type of anomaly i'm in. what files control what specific type of grav anomaly, say, the grav anomalies in Agroprom (bugged) or Yantar (not bugged) are?
edit: the problem i'm trying to solve is the quest artifacts being launched into the stratosphere so the task can't be completed.
is it bad form to have something that doesn't move as a separate part?
is using this as reference for the chamber overkill?
wdym "separate" part
I'm guessing a detached mesh just for that part
that's separate from the main body mesh
its probablt DAO anomalies that are causing you problems
as they are not fully real anomalies
then there's no point at all
just make everything be the same mesh but make it have separated vertexes so it can be moved
well, they are all static anomalies in marked fields, but I suppose I could try replicating without DAO or Arrival.
I'm probably going to have the barrel reciprocate in a sleeve tbh
But I ws referring to making a dovetail cutout to later make a front sight in that dovetail
@plush sierra Is there a "rotate" function in this plugin?>
hmm, I think 3 million triangles is a bit much for one cylinder
Is this still a bit much for this part?
I think it probably is
brother it isn't even visible at all times
That's more tris than some of the anomaly maps
not even at any time i might say
Like, entire areas are under 1m tris lol
This is more or less me figuring out how this gun would work, I'll simplify it later
all of the people who stare at this thing and imagine that they should animate that stuff
I dragged it in from an STL file, I know it's going to be excessive right now
Don't tri me bro
I think a good rule of thumb is if it's completely fucking black as a wireframe it's too many tris🤣
That's what importing from an stl will do, time to remesh
The bullets also aren't the final one I use, those are also for STLs just to figure out how the fuck this gun works
and how tf do i solve this shit 
ah wait
fuck
nvm, didn't help so the question stays
also ogf editor shows this
recalculated normals :
i literally dont get how tf did it get broken apart 
average mw moment
aand still the same
Damn i love this!
I think I'm starting to figure out how this thing works
I'm probably going to end up accidentally reinventing an existing gun's action while doing this
lemme just
(im on something)
if it's the case then i will just explode
didnt work
im confused
God fuck this
the texture was going to alpha
and it was pitch white
love it
Aaaand fuck you game!!
God lord
is there any reason behind it?
high to low poly workflow
that's actually viable
lmao what the fuck is this
the wrong side of normal
man, that is a very nice compact way they aligned that glove texture sheet
which thing tells where stalkers can walk my rostok bar is constantly empty trying to figure out a way to fix it
That's actually an interesting question. Assuming we got a mod where npcs trade more - it would be nice to verify they can atleast walk to traders
man, I always sit staring at this screen for a second thinking it's still loading
does xray have like, bumpmaps or normalmaps?
bump maps
Awesome, that simplifies some things
i guess its still normal map, just named .bump 
it does use different channels from what ive usually seen in other games
i dunno why mine is like this XD
I have a theory:
this exact spot in armywarehouse it's bugged, if you try to make a backpack stash, it will appear on the 2nd floor, so.. maybe the hidden_stash from the portable_workshop it's up there also... that would explain why the camera pan towards the ceiling
dunno
but u might be right
it seems that putting the workshop near a wall in every room is bugged in this building
the only place that this doesn't happen is this one
hmm if you make a bag stash on a ramp (the one by the tank in armywarehouse) and stay overweight (so you cant move), if you access, this bug also happens
@crisp oxide another bug that sometimes happens is when looting a body in arena, if you are in the animation but the inventory didn't opened yet, and get teleported back, it basicaly gets busy hands or softlock
There are a number of buildings that do that when you place a backpack stash. Not sure why but the game just likes putting things on roofs
What a lifesaver omg. Couldn't convince Visual Studio to help me mod, so I had to start using VS code. The keybinds made me handicapped big way, but not anymore.
❤️
Bruh
Right after gamma removed lead containers
damn that looks cool
They're unused now
Who from modders can give me a label "modder"? I had one, but after revisited GAMMA server, i lost it
I would be grateful
Helpers or above
I think you'd have to tag a moderator
@summer girder #╙🖇mods-making-discussion message
I remembered that I think @fervent nimbus was giving it out just like that)))
#1046875097216073788 message
https://discord.com/channels/912320241713958912/1045442587869331486
https://discord.com/channels/912320241713958912/1329548857574428692
https://discord.com/channels/912320241713958912/1060608235876388935
https://www.moddb.com/mods/stalker-anomaly/addons/hidetooltip
Thats my small number of mods😶🌫️

Asking for a modder role? nah
you dont jsut ask for one
you get randomly chosen by a higher power for arbitrary reasons
Is there a way to run debug mode without opening the launcher and ticking a checkbox? Some argument to add here perhaps?
In what script restrictions on key that can be used in inventory menu?
But atleast this one works, right
https://www.moddb.com/mods/stalker-anomaly/addons/artifacts-inspectionv10
Nevermind i get a point
How can I find out, if a gun visible in debug menu, can drop or spawn in stashes?
Looking up the loadout and stash files
https://docs.google.com/spreadsheets/d/1-uQhAhds1beLtSAdaO-eUdXqnvriIwfNjXrKbiWmklM/edit?gid=1833505130#gid=1833505130 This is the most up to date list outside of looking at the loadout and stash files 
tho i dont think this includes stashes
"Weapons that are "Obtainable in GAMMA" are found in NPC loadouts, or the result of a kit upgrade, or a Nimble trade. Edge cases such as stashes or scripted NPC spawns aren't considered."
When searching in the GAMMA folder for filenames with loadout or stash in the name, I get alot of hits.
So there is no one place to look that info up, right?
The weapon im interested in is wpn_ppsh41_rednew. The firerate is a little bit higher and the accuracy to, I believe.
The weapons seems to drop in stashes. I could not find out, if it is in loadouts. Now I can search for it ingame.
How can i add images to post?)
I mean first post in discussion when i want to edit it
is there a guide on animations/anything of that sort or if anybody can point me in the right direction? I'm looking to make some new/custom anims
links
otherwise you can't
the same goes for any file type
@naive snow Can I ask a blender script related question? 
Does anyone have a full list of weapon:get_state() states and its actions? I only know 5 out of maybe 7?
is there any mod that extends the asnen's cig animation,
I saw a convo about this. Didn't follow it, but I think "Enjoy Cigarettes" came up in the context of the mod name
this is for mod-making, not mod-seeking, go to the #╟🔰☢newbies-chat next time.
Thanks
not sure if this is right place but what are all the 7.62x54mmR ammos named in the wpn/ammo files?
Anyone have any good resources for making BAIN installers? I made a little mod to increase item max_use and costs. The mod works but I want to make the different sections able to be chosen at install time. Thanks
you mean fomod I believe
there is bain too
I need to modify items_medical.ltx, do you know which folder it's in?
Im working on a Combat music mod. Does anyone else use something like this? I know dynamic music caused issues in the past, does anyone have any experiences with any issues recently? Used it for 20+hrs with no issues.
Could someone tell me what determines which class (A, B, C, D)/repair kit is used in the w_(weapon name) file, or which file its in? sorry dont know the full terminology when it come to files/modding.
The "repair_type" property
So a Mosin for example has a rifle_7 would this mean any weapon with rifle_7 in the repair_type is a B tier gun?
That's weird. rifle_7 is D tier. Which mosin certainly isn't..
Idk w_mosin in my GAMMA files has that. I believe all weapon files are in the GAMMA files and not the base Anomaly correct?
w_sks and w_sks molot also have rifle_7 for me
pistol = A
shotgun = B
Assault_rifle = C
rifle_7 = D
Is this correct?
There's a file. You can find it if you search for repair_redirect. That has overwrites for repair classes.
I found this there:
![wpn_mosin]
repair_type = shotgun
Thank you o7!
Mapping goes like this:
["pistol"] = {"cleaning_kit_p","toolkit_p"},
["shotgun"] = {"cleaning_kit_s","toolkit_s"},
["rifle_5"] = {"cleaning_kit_r5","toolkit_r5"},
["rifle_7"] = {"cleaning_kit_r7","toolkit_r7"},
according to that file VSSK is C tier? i though it was D 100% from memory. other then that it all looks pretty accurate to whats portrayed in game
yeah, the rifle_7 is the default for that gun in base Anomaly (or base mod, for guns outside of stock Anomaly)
probably based off caliber, since AK104 Alpha and Mosin are both 7.62 guns (one x39 and one x54R) and both are rifle_7 guns
more often than not, everything in GAMMA is overwritten somewhere, and that overwrite is also overwritten, etc. etc.
Massive thanks been stuck for a little while trying to figure this out
solid copy thank you o7!
Yep. It is C tier
Understood, thanks again
remember that repair kit mappings for guns are modified by a DLTX file in gamma
actually fuck it here you can have a preview of my 0.9.3 weapons db https://docs.google.com/spreadsheets/d/1-uQhAhds1beLtSAdaO-eUdXqnvriIwfNjXrKbiWmklM/edit?gid=1833505130#gid=1833505130
wdym by fuck it? is this supposed to be confidential?
i've been waiting for feedback on accuracy for a while and i just need to pester the right people to get the link replaced in the spreadsheets command
it's not "secret" so much as "not circulated"
roger roger
but yeah
remember that repair kit mappings for guns are modified by a DLTX file in gamma
so whatever you read in w_weapon.ltx is not necessarily accurate
i think the most prominent would be mod_system_items_repair_zGAMMA_repair_redirect.ltx
Yeah that's what I found too.
What line controls weapons "Handling"?
Always forget to reply
thx
even better
but do you mean 'what affects the Handling stat in the stat card, or what affects actual weapon handling i.e. crosshair bloom when moving'
because those are different answers
Oh yeah, handling stats for specific weapons
then it's the prop_handling function specified above
Do the GAMMA_npc_loadout files only use weapons mentioned in them? if i add a weapon from an external mod do the npc_loadout files get neglected so to speak?
from utils_ui
Pretty sure it depends on the modder
Like if he modified the loadouts then it will be affected. Otherwise probably not, but veerserif is cooking a big answer for you
npc loadouts come from either the npc loadout files specified (can be faction-specific or squad-specific), OR from character_desc_*.xml (strongly recommend you don't fuck around with them). as for adding a weapon, depends strongly on the modder's chosen method to inject the gun into loadouts
can be DLTX, can be a full script. the script loadout injector doesn't work on gamma. DLTX of the npc loadout files will work though.
so gamedata> configs> items> settings> npc_loadouts> mod_npc_loadouts_(weapon name) would be neglected in GAMMA?
no, mod_npc_loadouts_somenamehere.ltx is a DLTX file. DLTX files allow modders to overwrite specific sections of LTX files without directly replacing the whole thing
ok cool
i believe GAMMA changes the names of the ranks correct? if the mod has base anomaly ranks can GAMMA still read them and update them to the new names correct?
same type of thing as that mod_system_items_repair_zGAMMA_repair_redirect.ltx we were talking about earlier. that file overwrites the "which repair kit does this gun use" section of the config files without replacing dozens of weapon config files directly.
roger
yes? so long as nothing interferes with the name of the rank
solid copy thank you!
what are you trying to do anyway
Actually i believe in the GAMMA_npc_loadouts the weapons have numbers next to the to indicate rarity? but in base anomaly this is not the case?
that IS the case in base anomaly, read the comments on your unpacked copy of npc_loadouts.ltx
but gamma doesn't use that system any more, it uses the one created by SD in Weighted NPC Loadouts
Trying to balance some of Jmerc75 weapons for myself to use in GAMMA
How the hell do I delete an item from player inventory.
I tried
alife_release(some_object) and alife_release(some_object:id()) <- one of these work, but they are not instant :/
then next line db.actor:object(some_object_to_get)
And the item it returns has the same Id as the "deleted" one.
I found another method: alife():release(some_object:id(), true), but I guess it's for level objects?
so if i update the file in the mod to the values that are used in GAMMA do i have to change the address/location or does it still go to where i mentioned before?
wdym change the address/location
i strongly suggest you start from the beginning of "how to make my own DLTX mod to make changes to other mods' configuration files"
they still go here gamedata> configs> items> settings> npc_loadouts> mod_npc_loadouts_(weapon name)?
i have no idea what "they" are in this context so i can't tell you the answer
just list off the changes you're trying to make... this will go faster
the npc loadouts that are added by a mod
(no)
could you recommend somewhere for me to start? specifically i mean sorry
He previously linked a page. Read that (even if your answer is not there, you probably will find valuable info): https://igigog.github.io/anomaly-modding-book/meta/index.html
Cheers, thank you
give me fifteen minutes to write a dltx for dummies guide
cos i guarantee that just linking the anomaly modding book will fly over the heads of everyone trying to make a dltx file for the first time
The DLTX page actually looks really good and detailed.
yes... but the people asking aren't even sure what a file structure is
that's what i mean
i have seen so many people asking about making a dltx guide that don't know what a variable is
The layman's guide to DTLX
i had an ammo dltx guide
#╙🖇mods-making-discussion message
in your case you would need:
- one file for NPC Loadouts,
gamedata/configs/items/settings/npc_loadouts/mod_npc_loadouts_myNPCloadoutchanges.ltx - one file for the actual weapon stats, presumably
gamedata/configs/mod_system_myJMerc75changes.ltx
it's somewhere in this channel
should be applicable to anything mod_system related
So can any one of you help me with my previously asked question? I have been at it for quite some time now to try and find out, but didn't manage to.
yeah scripting isn't really my thing hence no reply
No problem
Or my problem would also be solved if someone knows how to retrieve a whole stack of items. Like if I have 6 repair kit's = 2 stack. If there's a way to grab both that would also be cool. Then the alife_release's delay wouldn't matter.
what issue does the delay of using alife_release(some_object) cause?
Sure, what's up?
Cheers for help o7
Is there a way to automate copying material properties with those? Its not an issue with guns that have 1-3 textures but for stuff like tarkov guns having to put the same values on all textures is just inefficient
I want to discharge multiple uses of an item. For some reason the item's get_remaining_uses() won't return a smaller value than 1. So I count the uses myself and when it reaches 0 I delete the item,
then try to get a new one using db.actor:object() (if the player has another one). But I get back the same one I just deleted.
You can look into alife_release internals, that uses:
else
alife_record(se_obj,false)
alife():release(se_obj,true)
return true
end
for not NPCs and not Squads objects
Already did. This one crashes my game: alife():release(se_obj,true), but maybe I'm just calling it wrong. Tried with my_object:id() and tried with simply my_object
you might need the line before it with it
it deals with the _ALIFE_CACHE table that holds all objects
Yeah, but this code is suspiciosly an addition
like there it is: table.insert(_ALIFE_CACHE bla bla). It insert's the concatenated string of the object that was passed + some stuff
But I will try and we shall see.
You might have luck looking at something like tasks_fetch.script part about xr_effects.fetch_reward_and_remove
It deals with collecting multiple items in player inventory, releasing them from player in some cases and doing something afterwards
Will do in a minute. Just wanna log the steps to see where I crash using the record/release stuff
How it collects items
How it removes those items + handling of multiuse stuff is here too
By material properties do you mean like the Xray stuff or something else?
so is there anyway to let specific artefacts spawn with max condition? I was trying to make t4 artefacts at max condition and unique, I tried edited zz_item_artefact file and I got the oasis that spawn in jupiter to be max condition, but every other t4 artefacts I spawn is not in max condition. Any help would be appreciated!
Oh yeah I stumbled across this piece of code today. at that time I was looking for something else.
to me i looks like you could probably retrofit this to do what you want
No like the blender material properties
collect all the stacks of items and then figure out how many uses you need to remove at once
Thats how the fetch quests work with multiuse items too. It removes x amount of uses from an item if you have more than required
Yeah, you got a pratical example or quick screen shot of what you'd want to copy/paste over?
The charge removal works perfectly. And also the item removal is fine too (i mean with a delay). If I can just get the whole stack of some player items I'll calculate everything else and discharge/discard the items. So yeah probably that piece of code is the solution
This, when I make my icons I make all the materials have these properties, metallic 0.8 and roughness 0.65
Again, no biggie when the gun has like 3 textures but with some tarkov ports its literally dozens of textures
The 26945 is the id
Alright then yeah it's simple enough to just run through all materials and apply that
Anyone know a good way to simplify this mesh while maintaining the detail of the ridges and rims? I'm using this as a placeholder but I would liek to get on that
It's just an stl import and whatever it made from that automatically as a mesh
Mark the edges as sharp or creased, run the reduction modifier while keeping edges, it should take it into account
...ok I need to figure out how to do that
Until now I legitimately have not touched any vertex editing
Yeah im not so sure about this. Its probably safest to stick with the alife_release and alife_release_id methods in _g. Even in that fetch quest script it has:
local function timer() -- delay for 1 sec, to register alife changes
after doing alife_release stuff with artifact containers. So the delay might just be unavoidable
Here
import bpy
# Loop through all materials in the scene
for material in bpy.data.materials:
if material.use_nodes: # Check if the material uses nodes
for node in material.node_tree.nodes:
if node.type == 'BSDF_PRINCIPLED': # Check if it's a Principled BSDF node
node.inputs['Metallic'].default_value = 0.8 # Set Metallic to 0.8
node.inputs['Roughness'].default_value = 0.65 # Set Roughness to 0.65
No problemo emerald man
bake the normal map from a high poly, then make it low poly
at least that's my understanding of it lol
You guys are saying all these things that I have no idea what they mean
Despite me being able to make the shapes I already did, that had nothing to do with like, probably how most people use blender
Like, I did it with a cad plugin
I don't actually even know how to edit vertices in this thing yet XD
How do I "mark" them as creased or whatever?
I think this is the main part that is a bit of a mess
why is this shit so funny to me? my brains fully brainrotted at this point.
like, I feel like this part should be like this, but I have no idea how to do that
Ok I have a different idea, I figured out where the "revolve" tool is
I was thinking about making those t4 artefact be perk artefact since those drop at 100% condition, would that work?
Todo channel is open for everyone as taskboard to commit yo github?
https://discord.com/channels/912320241713958912/915515500686086145
When in doubt, do more cad
sort of.
I wouldn't recommend pulling anything complex like scripts though
they are also wip ideas that will likely be iterated more or discarded altogether 
If I want to like, round this over or like drag the barrel's round all the way back, what is the best way to go about it?
Guys, is there a mod/setting that can be tweaked so that NPCs do this when you talk to them unholstered ?? -- https://www.reddit.com/r/stalker/comments/1i3mniw/excuse_me/
I know that it's common in the OG games, but in GAMMA they're often chill with me taking out weapons n whatnot !!
dipping my toes in the scripts and i'm trying to make the monolith kill tasks include ISG as possible targets, and I found a good documentation in the tasks_assault.script file that says
P[6] = (bool) if true, the factions declared in "status_functor_params" are enemy factions to traget, otherwise script assume they are natural and will search for matual enemies to them
now i assume isg are not counted as "natural" because they are 'secret' on a normal playthrough, and we don't want them getting isg kill tasks. i'm assuming i need to put something in the parentheses in a task's status_functor = assault_task_status_functor like an exhaustive list of factions, but i can't seem to find any actual examples of this being used. i'm a bit stumped on where to find the right syntax.
What kill tasks are you looking at?
using pri_monolith_monolith_trader_stalker_task_1 in tm_pripyat2.ltx to learn.
You can see the precondition for it is:
precondition = {=validate_assault_task(pri_monolith_monolith_trader_stalker_task_1:2:1:nil:false:false:nil)} true, false
And the 6th value is false (P[6]) so the script will find out enemy factions to target by itself
right, but it will not target ISG for whatever reason.
And there's also factions_list in the script
local factions_list = { -- List of allowed factions
that does not include isg
Im guessing it uses that list to see what its possible to target
Ok, how do I clean this up?
what i want to do is set the 6th parameter to true and then define the factions. changing the script file doesn't seem great ...
Alternatively, any of you guys know a good blender help discord so I can stop bugging you guys?
my problem is the "defining the factions" part i guess
If you only want to have monolith be able to target isg then yes i guess. Otherwise you should look into possibilites on how to edit factions_list
yeah that is what i want
if you set it p[6] to true it will use status_functor_params in the task defintion
irrelevant if the faction is an enemy
the question is: what is the right syntax for the status_functor_params?
OH
factions in a comma-separated list
well i did a stupid again. thank you sd
im not sure exactly what happens if you set a friendly faction there - any dynamic relations addons might be incompatible with this change then
did you get anywhere with activating lost signal for monolith? 
they do atleast have the necessary "dead squad" configured, so its probably missing task definitions itself
i started off just setting up clones of the basic kill tasks so there'd be a little more to do
some factions dont have the dead squad defined at all, so they are a bit more annoying to get to work 
dolg is duty, greh is sin, right? 
yeah
why are you modeling the bullets inside the gun completely outside of the player's view at all times
the same goes for the inside of the barrel
Because I'm figuring out how the fuck it works first
also you'll see a bit inside the barrel when it cycles
20 seconds · Clipped by Thehoodedteddy13 · Original video "SULFUR - All Weapons" by snyplays
I chose this to make because it’s very simple geometrically


hmm .. i got it to add the task, but it seems to just fail if I choose an outskirts task.
outskirts isn't even on the list of allowed maps k01_darkscape:k02_trucks_cemetery:y04_pole:l06_rostok:zaton:jupiter:pripyat. or is it pripyat? 
might be pripyat
looks to be 
and seems to work with Freedom
oh yeah must be pripyat
I have seen some people talk about lost signal tasks failing
especially with low alife switch_distance

it might be that it fails in outskirts if it spawns like opposite side of map
just speculating
but if it happens consistently then idk
game crashed trying to reload and find out.
theres "Gamma alife optimizations" or something like that mod

you can mess around with the alife.ltx, switch_distance and then theres the auto switch distance or something
so when you first load in itll activate a wider area
guess i won't be able to easily add new maps
there might be a bug somewhere related to maybe the auto switch or just "being in offline" things
would make more sense to get lost signal in red forest/limansk than like, meadow
might be, might not. No clue why they have this specific selection
im guessing something to do with how BS/MM work
zaton/jupiter/pripyat are probably included because you can be there without disabling BS/MM
tho no garbage, no cordon, no agroprom etc 
maybe they are too "safe" areas

as opposed to meadow 
you can definetly test things out tho if you want
possibly it was just a random bug like you said, i can't get it to pop an outskirts LS again lol
I recently did some changes to the "dead squads" themselves in duxs character kit
is there a list of map names somewhere
C:\Modding\MO2\mods\Anomaly Unpacked Stuff\gamedata\configs\game_levels.ltx (38 hits)
Line 42: name = k00_marsh
Line 49: name = l01_escape
Line 56: name = l02_garbage
Line 63: name = l03_agroprom
Line 70: name = k01_darkscape
Line 77: name = l04_darkvalley
Line 84: name = l05_bar
Line 91: name = l06_rostok
Line 98: name = l07_military
Line 105: name = l08_yantar
Line 112: name = l09_deadcity
Line 119: name = l10_limansk
Line 126: name = l10_radar
Line 133: name = l10_red_forest
Line 140: name = l11_hospital
Line 147: name = l11_pripyat
Line 154: name = l12_stancia
Line 161: name = l12_stancia_2
Line 168: name = l13_generators
Line 175: name = l03u_agr_underground
Line 182: name = l04u_labx18
Line 189: name = l08u_brainlab
Line 196: name = l10u_bunker
Line 203: name = l12u_sarcofag
Line 210: name = l12u_control_monolith
Line 217: name = l13u_warlab
Line 224: name = zaton
Line 231: name = jupiter
Line 238: name = jupiter_underground
Line 245: name = pripyat
Line 252: name = labx8
Line 259: name = k02_trucks_cemetery
Line 266: name = fake_start
Line 273: ; name = zz_rodnik
Line 280: ; name = elwynn
Line 287: ; name = de_cache
Line 294: ; name = test
Line 301: name = y04_pole```
or game_maps_single.ltx
or probably some other ltx file as well 
if you want to alter the squads themselves or add stuff to factions that dont have these at all i can give you a rundown of the logic here too. But if you want to figure it out yourself then look for _sim_squad_dead
hmm .. not right now but i'm writing that down.
hmm...
My only guess still is being outside alife distance or in the "auto" switch distance region. I think @nocturne rover did something with this and saw that? Tho i think his just stayed alive or something?
decided to try and add new levels and it seems to work 
its more of a question is if the squad actually spawns probably 
lol yeah
i havent looked into the script except for a very cursory glance to see about changing the dead squads
will take a minute to find out without any oflin maps
i didn't see anything about hardcoded locations though
so no idea how it decides where or when it spawns the squads
its likely just using the smart terrains
is my guess
most things that spawn just use those, or spawn close to smart terrains
i never figured out how to fix the lost signal
if you modify Alife with lower values the lost signal squad is permanently online (have to save/load next to them to turn them into Dead squad)
zodium plays with "no stutter" mod aka the unlimited Alife range so everything is online at the same time so lost signal shouldn't have problem working
the "auto switch" mostly deals with stuff popping into existance
but i have no idea how lost signal itself switches from online to "Dead"
apparently I was right, changing to kind = i_arty_junk does the trick
why cant it spawn just 4 corpses like any other quest that deals with that? god knows
did i say anything useful? no clue @covert pivot
because you cant spawn corpses afaik
you have to kill npcs after spawning them in
if they are offline when they spawn they probably miss the kill trigger or it wont work, so they stay alive
then how come
Sidorovich/find Duty soldier
All that stuff works fine with lower Alife but not lost signal
i had random person with shitty PC, i sent em my alife thing and it made em go from 40 fps to 60 fps at jupiter
like if i knew how to fix lost signal i'd say give it to people with low specs to play with
cuz its deadass gameplay wise i didn't notice much difference except you sometimes arrive in the middle of people shooting at each other instead of always arriving after
eh one day
i set the krolik/charon kill tasks to only look for isg because i wasn't seeing them target isg, and it spits this. weird that it just worked for Redemption but not this, but i guess they're different scripts.
no enemy factions found
https://www.youtube.com/watch?v=qYcoJpqCha4
Provided to YouTube by JVCKENWOOD Victor Entertainment Corp.
aruarian dance · Nujabes
samurai champloo music record departure
℗ FlyingDog, Inc.
Released on: 2004-06-23
Composer: Nujabes
Auto-generated by YouTube.
well, you do have to add them to factions_list in the script file apparently.
so apparently zulu exist in the game? other than the dialog is broken he is looking fine
yeah it's smart terrain based or like in the range of smart terrains, there's also like math regarding player distance.. and where you enter from..
we tried to decode it but either didn't find anything or gave up
your new what
p!bar
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/789624196615372815/1113530232905932900/204809005_482793402805384_2198428528951227000_n.mp4
hopefuly the right channel - anyone that added Western Goods to Gamma knows if it requires a new game, and where to add it in the mod order?
so how does story npc spawn work? I was trying to make the game spawn story npc like strelok's team after the completion of main story, but I have no clue where that could be as I already looked at some files. I was thinking about looking at colonel degtyarev spawning after his msg in jupiter in oa but can't find the code responsible for it
Some of quests exists only in base anomaly gamedata.
For code I would start from searching create_squad/create_squad_member functions in script/ltx files
yes I have unpakced the scripts but there's so damn many lol I'll keep looking
I recommend to maybe look at something like "New Storylines" mod in gamma, might be part of dltx minimodpack i dont remember. It should be adding new npcs and its a lot less excess junk around it
So finding important stuff might be easier
oh yeah good idea I'll look, thx
ha found something
if utils_slht.actor_in_smart("pri_b35_military", 100) and
not has_alife_info("pri_b35_mercs_spawn_scene") then
xr_effects.clear_smart_terrain(nil,nil,{"pri_b35_mercs","true"})
xr_effects.create_squad(nil,nil,{"pri_b35_mercs_ht_degtyarev_squad", "pri_b35_mercs"})
xr_effects.create_squad(nil,nil,{"pri_b35_mercs_ht_strelok_squad", "pri_b35_mercs"})
xr_effects.create_squad(nil,nil,{"pri_b35_mercs_ht_agents_sbu_squad", "pri_b35_mercs"})
xr_effects.create_squad(nil,nil,{"pri_b35_mercs_ht_isg_squad", "pri_b35_mercs"})
db.actor:give_info_portion("pri_b35_mercs_spawn_scene")
end
looks like that's the thing I'm look for
ah_up_juk should be one character added, using find in files for that should lead you to another example.
looks like some logics
If you just want to spawn an existing character then the thing you found will probably help more. ah_up_juk reference is more if you want to create a whole new story npc
well I have defined new npc squad in squad_descr, I can spawn them through object spawner and they stay at the place I assigned them to (e.g. strelok's team at doc's tunnel), my only concern is how to spawn them by script
it's not technically new, just the same npc but targeting a different place + recruitable
anyways I will look into that, thank you!
Holy shit..
I asked Chat GPT to create something semi-specific, and it comes back with literally the list of names that was already in my mod on moddb. It used my mod as a source for the list...
that's megaboring
Highly doubt
it just gave you 200 words that are most likely to fit
Yeah they ain't training LLMs on mods for obscure games because, frankly, the dataset isn't big enough or clean enough to be worth it
Nah theyre the exact same as my mod, in the same order too.
Did you put them in that order on the modpage?
could be github data tbh
no
Ah that could be it.
maybe.
Is anyone proficient with DXML?
https://igigog.github.io/anomaly-modding-book/addons/dxml.html
Wanted to check something about how i might be able to replace a specific line in an xml with another but not sure if it's possible
for example in character_desc_csky_0 is it possible to use DXML to somehow change <name>GENERATE_NAME_stalker</name> to <name>GENERATE_NAME_science</name> without editing the file directly?
Damn.
SPECIFICALLY what i was trying to do 

yep it works, able to spawn strider in laundromat, thanks! @covert pivot @sudden inlet
I have this in gamedata>scripts, and have done it for all 5 tables for csky but it doesnt seem to work?
RegisterScriptCallback("on_specific_character_init", function(character_id, data)
--character_id is the id attribute of <specific_character> tag (ie. "sim_default_csky_0_default_0")
if character_id == "sim_default_csky_0" then
-- change the Clearsky Name Table to "science"
data.name = "GENERATE_NAME_science"
end
end)
end```
it's supposed to take the name data in each file and make it pick from _science instead of _stalker
character_id is the id attribute of <specific_character> tag

what do you mean sorry?
oh so.. sim_default_csky_0_default_0
How can i add multiple?
ie; sim_default_csky_0_default_0
sim_default_csky_0_default_1
sim_default_csky_0_default_2
sim_default_csky_0_default_3
etc
nvm. might have something
Hmm this doesn't work either..
-- List of character IDs to be counted
local character_ids_to_track = {
"sim_default_csky_0_default_0",
"sim_default_csky_0_default_1",
"sim_default_csky_0_default_2",
"sim_default_csky_0_default_3",
"sim_default_csky_0_default_4",
"sim_default_csky_1_default_0",
"sim_default_csky_1_default_1",
"sim_default_csky_1_default_2",
"sim_default_csky_1_default_3",
"sim_default_csky_1_default_4",
"sim_default_csky_1_default_5",
"sim_default_csky_1_default_6",
"sim_default_csky_1_default_7",
"sim_default_csky_1_default_8",
"sim_default_csky_1_default_9",
"sim_default_csky_1_default_10",
"sim_default_csky_1_default_11",
"sim_default_csky_1_default_12",
"sim_default_csky_1_default_13",
"sim_default_csky_1_default_14",
"sim_default_csky_1_default_15",
"sim_default_csky_1_default_16",
"sim_default_csky_1_default_17",
"sim_default_csky_1_default_18",
"sim_default_csky_1_default_19",
"sim_default_csky_2_default_0",
"sim_default_csky_2_default_1",
"sim_default_csky_2_default_2",
"sim_default_csky_2_default_3",
"sim_default_csky_2_default_4",
"sim_default_csky_2_default_5"
}
RegisterScriptCallback("on_specific_character_init", function(character_id, data)
-- Check if the character_id exists in the list
for _, tracked_id in ipairs(character_ids_to_track) do
if character_id == tracked_id then
-- Update the name or perform other logic for this character
data.name = "GENERATE_NAME_science"
break
end
end
end)
end```
@lunar nimbus Hey man, youre like wizard at this shit. Does this look right if i want to DXML this?
i have no idea how dxml works, i used it twice and other people did it for me ;]
Yesterday I modified a file. A functionality completely broke in another file. I debugged it for ~2 hours + a little bit today only to realize it's a monkey patched method I'm trying to debug... the actual fix literally took a minute 

Rookie mistake I guess 
me every time I have to learn how to touch computer for a new thing
If I send a message to the PDA can I insert a line break with "\n" or is there some other magic to it?
it shows the \n somewhere though so it's uhh not a perfect solution
Maybe you need to format the string before passing it to pda. I will check in with what I find out later if you're interested
Are the stats ingame specifically relating to muzzle velocity accurate in the weapon descriptions? I assume the stats displayed there are for base ammo specifically? for example a UMP 45 has a muzzle velocity of 359 m/s, can I assume that is accurate for the .45 fmj?
Amm. Is your scavenging skill supposed to affect field stripping? I have lvl 22 scav and I field stripped my gas tube 43 %, but in my inventory I got one at 100%
This is vanilla gamma
that's a random bug that happens sometimes i think
Has it happened to you too then?
yeah
Good to hear. I got a bit scared that I accidentally modified something in my non-dev gamma folders
dltx editing the crafted belt attachments. nothing happens. here we go again. 
Sometime it’ll say one percentage and give another, pisses me off a 95% will go to a 11% in the blink of an eye for me sometimes
sometimes I'll swap broken parts for good ones, shoot the gun, and the parts will go back to unrepaired. 
Typical Modded Stalker experience
It's \n
*\n
Wtf xd won't let me write it properly. So it is 2 \ and an n right after
Thank you. Was wondering how to do this
after some investigation of belt attachments i've realized that they are so bad because grok meant for them to have 4-8-13-20% ballistic resist, but fire_wound_immunity and explosion_immunity is actually about half of the set value, so instead they have useless low values.
@celest forge I think you asked for this a few days ago.
"maintain all" might not be the best name. Here's what they do
Now as a last step I need to add some options to MCM to tailor the behaviour. Like being able to choose separately at what % parts should be considered for the action chosen. and some other stuff
MCM documentation got revamped on the main GitHub for it 👍 should be relatively straightforward
damn this would be sick
Yes. Ammo doesn't have a velocity parameter, it has an air_res multiplier. Individual guns have a "muzzle velocity" that affects flatness and nothing else
Thank you! o7
@misty mulch if i upload a fix for the plate belt attachments (#╙🖇mods-making-discussion message) to restore what i assume are the intended values, can you do your github magics? maybe we can squeeze it in before the deadline.
Just put it in #1035807043933720576
ok
If you want to direct edit one of the DLTX gamma files, even better in that case
can do
Just in time. Perfect! Thanks for the info
ammo has k_bullet_speed, which is a multiplier for the gun's bullet_speed parameter
which iirc none have it neutral in gbo
for some reason
#1330544029032644708 message the fix is in 
thanks, will forward
ah, thought i misremembered, thanks
that reminds me i have pending home work to fully disable air resistance in the engine
but my main computer is in maintenance and the one i'm using now would finish compiling after like an entire hour
This is the main GITHUB, right? Where can I find the MCM doc? https://github.com/Grokitach/Stalker_GAMMA
why is the cutout doing this
Do you guys know any good blender help chats so I don't bother you with like, basic blender stuff and ya'll can focus on more specific modding stuff?
I think I figured out why (and also a reason its making a lot of extra vertices
I'm using the spin tool as like a rotate tool from cad
And it makes this inner layer I don't need instead of just like, one outer mesh
It's probably breaking your sanity seeing how backwards I am doing things, yet another reason to send me to like, any blender help chat discord
Ok, I have to not fill the shape when I convert it from a sketch
this option should be off for this
problem is i think no one here really does any scratch modeling work. you might have a better time asking in the main anomaly discord where theres a wider variety of modders
I didn't know there was a main anomaly discord
no one does
the link is at the bottom of their moddb page description
banner blindness i guess
Anybody in possession of the script mentioned in #📢announcements message ? Id really wish to give it a try without the hassle of updating
you should be able to find the changes inhttps://discord.com/channels/912320241713958912/920057903493312542
specifically this #📢development message
thank you kindly sir
maybe also this idk #📢development message
Hi guys. Many mods with new guns show these DLTX errors. Do they mean not a single one will spawn on NPCs?
fascinating how 60kb of text adds 10 fps consitently
welcome to modding
that says you are missing npc weapon spawn sections that it want to override
you have to look into those weapon's npc loadut to see which npcs will spawn them
ok I think that happens because gamma overrides the npc loadouts and makes isg legends the same pool with master instead of a seperate pool
that means that those npc sections dont exist. cant do dltx operations on sections that dont exist
the game cannot find isg_legend_primary so it say that, however, the weapon still spawn because its in master's pool which is also legend's pool
thats how it is in vanilla anomaly
most likely from gamma's npc loadout rewrite. most mods need to be adjusted for gamma's npc loadouts
oh really? then I guess it's just the newly added weapons included sections that dont exist?
gamma npc loadout rewrite doesnt change vanilla anomaly sections themselves
same sections take effect for same ranks etc
odd that sections are missing though
I checked isg, it says [isg_legend]:isg_master and there is no [isg_legend_primary]
yeah that
issue with copy pasted dltx sections?
probably yea
so yeah overall not much to worry
monolith and sin are the only ones that have separate legend rank primary sections
interesting
I always thought they did different pool for every rank but I guess I was wrong then
Ok, so this is not much of an issue. Thanks.
i think most just do 4: novice, experienced, veteran, master
yeah master is like the highest for most faction npc loadout
You can probably report it to whoevers guns those are
frosty's mostly I remembered the file name
Most of those guys don't even care. 
thanks again sir, just wanted to confirm that replacing the file does in fact grant about 5/6 frames
i only tested for a short bit but yeah
oh nice I would do that too then!

Does anyone here knows why I cant change MCM menu descriptions via XML mods. Whenever I change anything in a XML, even a string, it crashes or doesnt show up in the game. Do I need a new game for a simple XML change?
Im chaging a to b and it breaks 😁
no? how did you edit the strings, you might be missing syntaxs
or just edited what's inside the string
it is inside a <string>
It is just a description, pure text.
But it does not update.
It stays the same, maybe MCM needs to reload?
Load a game?
just relaunch the game and the xml should update
hell just load a save
that too
Yeah will try, the other attempts broke lol
xml updates only on game launch
make it parse in actor_on_update 
oh rip
so I was right
Because I used to reload save and it didnt change
Sometimes things are obvious but we are diving and still wonder what might be
Loaded a game, still no update. What sort of witchcraft is that...
I already deleted and rewrote the mod back and forth
It is at the end of load order
hmm that's pretty odd
It is a description of a MCM mod. Maybe a script is writing on top

Yeah, this XML is probably being edited by a script.
Any tips for making darker weapon textures without losing much detail? Do I just open the dds in an editor and lower the brightness? Some guns are grey instead of black.
what's the string id that you're editing
I invalidated the xml file by adding a "_" at the end of .xml and all the info from the file is available inside the game after loading.
This particular file is protected by some sort of scripted array.
Editing my mod at the end of the load order, or the original files does nothing, even if it is just description.
The only way to do away with that section is disabling the mod, so the script might be there.
whats the string id 
cant really help with the vague description without actually seeing what file in what mod and what string id you are editing
Hmmmm it might be linked or associated with demonized nature of the scripts. I need to investigate.
Ok wait
p!bar
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/789624196615372815/1113530232905932900/204809005_482793402805384_2198428528951227000_n.mp4
<string id="ui_mcm_wpo_verbosity">
<text>Jam message verbosity</text>
</string>
No indentation cause I just wrote it
Anything inside <text> never changes.
Yes, even doing away with any xml entries or the file altogether does anything. This might be a dummy file.
what are you trying to change it to
also - are you editing a file, or did you create your own copy of the file in your own mod, to overwrite all others?
Anything, this file is dummy. It is void, blank. It has no purpose. I already made changes to the mod logic, but I want to see these changes reflected into the MCM.
what is the file name and what is the file path.
what changes did you make to the mod logic
Both, no changes reflect on this specific xml
unless you list out the changes you made, we seriously cannot help you
also it absolutely is called, it's used by a_arti_jamming_mcm.script using standard MCM option table IDs
Im making personal edits to values in the wpo scripts, I want them to behave diff.
But I would like these changes to reflect on the mcm
I have limited understanding of how these XML files can be governed by scripts. But If need be, I can forget about mod hygiene and just play the game without the XML edits.
The logic is already functional
yes, i get that, but again, what are the actual changes you are trying to make? are you trying to change the dropdown text, if so, to what?
and - again - did you make your own file overwrite (in the correct file location, with the same file name), or are you directly editing ui_st_jamming.xml, because there are TWO copies of that file and only one of them will actually reflect any changes
additionally, if you've been changing anything in a_arti_jamming_mcm.script, it is likely that it is now looking for a completely different string id...
Anyone knows what value is in charge of the durability in armors?
their immunity values
i.e. [sect_army_outfit_immunities] lists fire_wound_immunity = 0.05 which means 5% of the damage intake is also dealt to the armor
i don't remember if it was pre or post mitigation
but it's very likely pre mitigation
so fire_wound_immunity is not the ballistic resistance but the durability loss when taking bullets?
in gamma it doesn't matter
because durability is handled in a script that doesn't take into account the immunity values
as damage to armors is always 7% of post mitigation damage
ah ok I was wondering what that line does
again, in gamma
No ID has been changed in a_arti_jamming_mcm.script. I dont want to change values, but description. Like I've said before. This file can be edited and does reflect, but I want to change description.
I set up MCM for a custom mod. I have the .xml file and the <modname>_mcm.script file. I can set values and everything shows up perfectly in the MCM options, but when I try to get an option I get an error saying that get_config is nil. I did everything as explained here: https://github.com/RAX-Anomaly/Anomaly-Mod-Configuration-Menu/?tab=readme-ov-file#mcm-use-summary
I can dump more info if needed
This documentation might help me, thanks.
Oh true xdd
so is there a ltx line that you can change the weapon's world model pos? I figured stitch's ak105 is off for me. is it
"position = -0.026, -0.175, 0.0" ?
change it and see if it works
30 sec. read already delivered what I was looking for. God takes care of his own. 😁👍
of course but just asking if anyone knows
This is a nightmare, tried before. Prepare to suffer.
position = -0.066, 0.095, -0.1
orientation = 0, 0.134046, 0
fire_point = 0.05, -0.06, 0.575
fire_point2 = 0, 0.097, 0.722
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
strap_position = -0.15, -0.15, 0.2
strap_orientation = -10, -5, 10
Those are the world model lines
you mainly want to touch position and orientation
there's also fire_point_silencer now too
yes I figured they should be, but if like I just want to move the gun upward, changing position is enough right
hello please add tetris to anomaly
not tetris but still
yeah its like made last week called 3d interactive pda something
it's being constantly updated little brother
Okay, so I figured it out. I found out how artii did. In your mcm script plop this code. The guide didn't state this tho. Why? Is this not a requirement? Is this just a workaround? Should it work without this?
function get_config(key)
if ui_mcm then return ui_mcm.get("mod_name_here/"..key) else return defaults[key] end
end```
I am afraid the closest thing you get is stalker desolation
Can someone remake the entire attachment system adding extreme modularity for ALL weapons both vanilla and GAMMA
Sure I have some time off from lunch
bro have no life
YOUR time is not MY matter, get your sorry ass to work on the tarkov gunsmith NOW
Last Update: 5 months ago
better have it on my desk by tomorrow morning
The updates are on their discord server
It's every couple of days
oh really
check the discord and also gamma didn't receive an update in an entire year
idk why is 5 months suddenly being considered as the ultimate death of a project
nah I was refer you saying update constantly but I was wrong so
It's a total conversion for Anomaly, not just a drag and drop mod
damn thats some good stuff
you could just emulate gamma in desolation by having the economy
and some mods which work there
nothing ever dies
Shit right I forgot the entire scene revolves around gamma
namely gbo, bhs, and the adb
which are like the trinity of gamma
and at the center the economy
nothing else really defines gamma as much as those things
and none need modded exes
get to work
be the change
lets see if who release 1.0 first
gamma or desolation or eft
which is also out by 30 years
if stalker shoc complete can get an update after like 15 years of radio silence then anythings possible
you got dismissed
go make the merge
and you fell for it

@teal compass ama-zone caught me offguard, Im dead
Yeah something like that
yeah most likely
probably
Like any mod really
which is still a merge pretty much
then install it
have you consider spt?
inb4 it's actually just a drag and drop into GAMMA's mo2
If it is i'll kill momo and then myself
Modularity gods won


but really getting "gamma lite" into desolation wouldn't take that much time considering what i said
the economy wouldn't work either due to parts gathering
technically you could do anything, just in matter of the time taken
nah it's not like that
it's just porting ltx edits for the trader inventories
literally just that
You really overestimate the overall skill and comprehension of the median user man
only that you can't do it in dltx
Most people are afraid of doing single digit edits of an LTX
desolation already has mags
that's a big part of it
and mags doesn't rely on modded exes either
it's entirely vanilla compatible
oh really then that's fine I guess
🤣 after crashing a million times editing ltxs I'm now ready to expect a crash when launching
make them compatible?
.
idk depends on what desolation changes how weapons works
probably parts
still that's a guess dont count on me
yeah
oh well rip the other guns
pretty sure desolation implements an entire new thing on the engine code level even
which is why it ain't compatible with a bunch of stuff
yeah that's why desolation is a seperate mod from anomaly
Also 99% of other mods wont work with it because I think it doesn't even have DLTX
Not even gun mods
Just mods in general
vanilla compatible mods work in it
that's sad
it's just that you'd have some obvious clashes like wpo
not having dltx i mean
honestly, just wait for desolation to finish, maybe then people can add mods on it
people can add mods to it
or stay with the "limited" customization in gamma
and it won't be finished
Yeah I also don't think it will
oh theres an addon section mb
It's just too large of an ambition for such a small team
yeah exactly
or play spt? serves pretty much same experience
I mean I hope they do, that'd be one of the biggest feats in STALKER modding overall
true
But like DAMN it's such an ambitious thing