#╙🖇mods-making-discussion

1 messages · Page 91 of 1

misty mulch
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not every mod is on github so you can't PR them.

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not every author is going to approve the PR

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don't assume all modders use the same workflows

covert pivot
misty mulch
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yeah i'm aware

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it's not exactly a paragon of best practice

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otherwise i wouldn't have to work so damn hard to figure shit out half the time

covert pivot
drifting moat
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So basically people who's mods get into main will have some kind of ownership of the mod? Or some kind of authority?

misty mulch
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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

misty mulch
somber herald
somber herald
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useful idiots

misty mulch
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oh that

west cobalt
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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

misty mulch
misty mulch
drifting moat
somber herald
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github is just google drive for computer touchers

misty mulch
#

again half of the modpack exists OUTSIDE of the gamma github repo

drifting moat
misty mulch
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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.

drifting moat
misty mulch
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as for why it's on git: idfk i didn't make the pack

celest forge
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""""""""""""""ownership""""""""""""""""""

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It just bumps your download counter on moddb and thats it

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Besides that most people aren't even asked about their mods being in GAMMA

west cobalt
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@celest forge how much for a weapon commision

misty mulch
drifting moat
west cobalt
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or a healing item animaion

somber herald
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i thought the point of the installer was that gamma changes too often to make a torrent feasible

west cobalt
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animation*

misty mulch
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idfk i didn't make the pack

misty mulch
celest forge
celest forge
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Which ironically breaks because of the way gamma works with the installer

west cobalt
celest forge
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If a modder updates their mod in a way that's not compatible with the current assembly of gamma, it breaks the whole thing

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Which wouldn't happen if they were curated versions of the mods repackaged

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Which would also cut down GAMMA's size in like half

random fulcrum
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it depends really on how deeply rooted the mod is

misty mulch
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repackaging the mods would imo be worse

somber herald
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i would assume you retain ownership insofar as if you asked grok to remove your mod, he would probably do it eventually.

celest forge
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The supposed benefits of the gamma launcher don't make up for all of the weaknesses it adds

misty mulch
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if you are talking about modding etiquette.

random fulcrum
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like for the longest time dnpcav was completely broken due to bad install instructions but gamma didn't care

somber herald
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i love that mod

misty mulch
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if you're talking about "ease for user" then yeah literally bundle up a cloned copy of whatever the fuck grok's install is.

random fulcrum
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i know there was another instance of this down the line for a fact but can't remember which mod it was

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i just know it happened again

misty mulch
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cough new mags redux

west cobalt
random fulcrum
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modern mags doesn't run with gamma due to spaghettification

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and gmtop

celest forge
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modding etiquette goes completely out of the window when most people aren't even asked about the mods being in the pack

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or when someone doesn't want their mod in and he just copycats it

misty mulch
random fulcrum
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oh lmfao

misty mulch
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we won't talk about gmtop breaking new mags xml strings but

celest forge
misty mulch
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the functionality is there

celest forge
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Atleast not without scripting

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And I can't script

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Cuz im retar

west cobalt
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im fine with the 1 pump 1 shot

celest forge
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So just shoot pump shoot pump

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oh ok

west cobalt
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yessir

celest forge
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Then yeah it can be done

west cobalt
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well obv, but how much you thinking, and base it off being hella satisfying and smooth

celest forge
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Let's discuss this in DMs

west cobalt
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i have a soft spot for shotguns and gamma lacks HEAVILY in the shotgun area

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bet

covert pivot
drifting moat
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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

celest forge
drifting moat
random fulcrum
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this is why anomaly should migrate to idk nexus or something

celest forge
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ModDB's storage capabilites are so ass that you have a limit on images you can have on your posted mods

random fulcrum
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inb4 bbbbuh buh we would lose le mein kampf mod!!!

misty mulch
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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

celest forge
random fulcrum
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it is one to reenable it

celest forge
#

Right

random fulcrum
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it's unused in vanilla anomaly

celest forge
#

Finally fulfilling the dreams of the anomaly dev team

covert pivot
misty mulch
random fulcrum
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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

misty mulch
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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

celest forge
somber herald
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better to ask for forgiveness than permission clueless

misty mulch
celest forge
random fulcrum
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grok unironically stands by paying in exposure

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and if you don't like the idea then tough fucking shit he's copypasting your script but adding grok to every variable

covert pivot
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atleast in nexus exposure would mean something kek1

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but theres no reason why moddb couldnt do something, they been sitting on their ass forever

celest forge
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Because it's a tiny ass dwarf small website

drifting moat
celest forge
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Anomaly is by far the biggest mod on it and even Anomaly is quite small in community size standards

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Look what the other """"""""big"""""""""" projects are in moddb

misty mulch
random fulcrum
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where else could you grab brutal doom from if it wasn't for moddb

celest forge
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and it's all random doom wads and half life gamemodes

misty mulch
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just make the damn script work first

drifting moat
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and already refactored it so it's not ass

misty mulch
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then release it if you want to? and by "release it" i really mean "easiest thing to do is post in #1035807043933720576 "

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moral quandry solved

drifting moat
celest forge
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My children will post only on their github with no external link to it anywhere

somber herald
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i make tiny fix mods for myself and only release them as zip file uploads in the middle of discord conversations

misty mulch
somber herald
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let's move gamma to discord kek1

west cobalt
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sent a dm mr juan

misty mulch
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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

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unironically this should have been an old school forum

somber herald
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yeah I did a scroll through down to mid 2023 and found some good ones

misty mulch
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i despise all this shit being stuck in discord

somber herald
misty mulch
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it'd be a lot less full if frosty stopped talking about anime in them constantly

celest forge
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Leave my homie alone

misty mulch
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i'll say this, fwp causes a lot fewer headaches in support nowadays

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compared to the heyday of ugp

celest forge
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Because it's mostly Frosty's stuff now

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Not other people's shit

somber herald
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does f7 + f5 let you edit mods without restarting the whole game, or does that only work for ui?

misty mulch
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it reloads configs on the fly (by instantly making a save and loading it)

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doesn't work for all configs but does for most. worth trying.

somber herald
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hmm alright

drifting moat
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where does print_dbg output the message? Don't see it pop up in either of the 2 consoles

somber herald
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hmm 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.

slow bolt
slow bolt
simple scaffold
simple scaffold
# drifting moat where does print_dbg output the message? Don't see it pop up in either of the 2 ...

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.

somber herald
simple scaffold
drifting moat
covert pivot
simple scaffold
covert pivot
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its like 3MB/s for free limit

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but the biggest difference is the automatic downloads, which are the major annoyance for things like wabbajack

simple scaffold
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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.

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cause htey had sound

somber herald
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i should have bought nexus lifetime when they had it FeelsCatMan

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or made better fallout 4 mods

plucky veldt
somber herald
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uh let me test it, i got sidetracked by the emission task thing

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i've only used it for making a small patch for ase (ui mod)

analog tartan
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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

slow bolt
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most get 1.5

analog tartan
slow bolt
plucky veldt
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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?

somber herald
slow bolt
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just checked for a mod

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worst experience i had was modding enderal and later Fallout 4. As i had to spend a day waiting for all the downloads

simple scaffold
plucky veldt
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Aw no, but I do get that. Must be correlated with save bloat.

plucky veldt
random fulcrum
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i don't mind 1.5mb/s i can wait 11 minutes per gig

somber herald
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you also have to manually approve every download or something

slow bolt
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coupled with their arbitrary application of rules its a pretty bad site

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and there was also a problem on nexus with them hosting versions of the mods without consent of the mod author

somber herald
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tbh the gamma updater has worked well for me

slow bolt
analog tartan
analog tartan
slow bolt
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anomaly folder/tools

analog tartan
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Oh, I see now. Thanks!

tender pawn
#

Anyone got a file for a 9x39 bullet I could snag?

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nevermind, threw together a quick stl

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yeah, 9x39 works

tender pawn
tender pawn
#

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

brisk crown
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@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)
viral light
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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

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This would be my first attempt at modding anything btw

drifting moat
viral light
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The idea would be you can sew mono patch, disguise as mono but all monolith faction members will break your disguise immediately

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I didn’t think you could disguise as mono?

drifting moat
crisp oxide
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not shure what you mean

boreal dust
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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..

drifting moat
boreal dust
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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....!!!"

....

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Most mods are just problems people took into their own hands..

drifting moat
somber herald
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seeing something that annoys you and changing it is based Chadge

gleaming tide
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Wrong

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Most successful businesses are selling non existent problems to common solutions

boreal dust
sacred token
boreal dust
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Ah yes the government playbook:

(artificially created) Problem > (generate) Reaction > Solution (already planned)

somber herald
tranquil temple
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lookig to get into actually creating mods. Can anyone suggest what program is used to actually edit code?

boreal dust
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i use notepad++

boreal dust
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the code will be in _unpacked folder

tranquil temple
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thank you

soft burrow
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xml values for x and width in different aspect ratios are just the 4:3 value multiplied by a constant right?

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any way to make sure all aspect ratios look good using a normal monitor?

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just trust the math?

misty mulch
# boreal dust

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

fair canopy
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I upgraded to win11 and gamma is running much better now

slow bolt
fair canopy
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I already made it look like win10 again pepelmao

somber herald
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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.

tender pawn
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is it bad form to have something that doesn't move as a separate part?

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is using this as reference for the chamber overkill?

lilac idol
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wdym "separate" part

celest forge
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I'm guessing a detached mesh just for that part

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that's separate from the main body mesh

slow bolt
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as they are not fully real anomalies

lilac idol
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just make everything be the same mesh but make it have separated vertexes so it can be moved

celest forge
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That's the thing, it's the chamber

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That doesn't move

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lol

somber herald
celest forge
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imo no point in making it separated from the main body mesh

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if it won't move

tender pawn
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I'm probably going to have the barrel reciprocate in a sleeve tbh

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But I ws referring to making a dovetail cutout to later make a front sight in that dovetail

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@plush sierra Is there a "rotate" function in this plugin?>

tender pawn
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hmm, I think 3 million triangles is a bit much for one cylinder

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Is this still a bit much for this part?

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I think it probably is

random fulcrum
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brother it isn't even visible at all times

celest forge
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That's more tris than some of the anomaly maps

random fulcrum
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not even at any time i might say

celest forge
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Like, entire areas are under 1m tris lol

tender pawn
#

This is more or less me figuring out how this gun would work, I'll simplify it later

summer stream
#

all of the people who stare at this thing and imagine that they should animate that stuff

tender pawn
#

I dragged it in from an STL file, I know it's going to be excessive right now

fair canopy
#

Don't tri me bro

tender pawn
#

I think a good rule of thumb is if it's completely fucking black as a wireframe it's too many tris🤣

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That's what importing from an stl will do, time to remesh

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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

summer stream
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and how tf do i solve this shit ohno

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ah wait

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fuck

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nvm, didn't help so the question stays
also ogf editor shows this

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recalculated normals :

celest forge
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OGF editor recalc normals:

summer stream
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average mw moment

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aand still the same

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Damn i love this!

tender pawn
#

I think I'm starting to figure out how this thing works

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I'm probably going to end up accidentally reinventing an existing gun's action while doing this

summer stream
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lemme just

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(im on something)

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if it's the case then i will just explode

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didnt work

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im confused

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God fuck this

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the texture was going to alpha

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and it was pitch white

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love it

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Aaaand fuck you game!!

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God lord

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is there any reason behind it?

lilac idol
#

that's actually viable

summer stream
lilac idol
summer stream
tender pawn
cloud bluff
#

which thing tells where stalkers can walk my rostok bar is constantly empty trying to figure out a way to fix it

sudden inlet
#

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

tender pawn
#

man, I always sit staring at this screen for a second thinking it's still loading

#

does xray have like, bumpmaps or normalmaps?

covert pivot
#

bump maps

tender pawn
#

Awesome, that simplifies some things

covert pivot
#

i guess its still normal map, just named .bump kek1

#

it does use different channels from what ive usually seen in other games

brisk crown
# crisp oxide no code changes. seems to be working fine

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

crisp oxide
#

dunno
but u might be right

brisk crown
#

it seems that putting the workshop near a wall in every room is bugged in this building

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the only place that this doesn't happen is this one

brisk crown
#

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

brisk crown
#

@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

crisp oxide
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oh, good find

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will look into it

simple scaffold
drifting moat
#

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.

gaunt seal
#

❤️

worthy mortar
#

Bruh
Right after gamma removed lead containers

somber herald
#

damn that looks cool

spark totem
#

They're still on the game

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@worthy mortar

fair canopy
#

They're unused now

toxic widget
#

Who from modders can give me a label "modder"? I had one, but after revisited GAMMA server, i lost it

#

I would be grateful

fair canopy
#

Helpers or above

lilac idol
#

I think you'd have to tag a moderator

summer girder
slow bolt
#

Asking for a modder role? nah

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you dont jsut ask for one

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you get randomly chosen by a higher power for arbitrary reasons

toxic widget
#

I have already that role, guys

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Oh i have now

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Thx, ahah)))

verbal siren
#

Is there a way to run debug mode without opening the launcher and ticking a checkbox? Some argument to add here perhaps?

drifting moat
#

Try -dbg

#

I may saw it somewhere, but honestly don't really remember

toxic widget
#

In what script restrictions on key that can be used in inventory menu?

sudden inlet
toxic widget
idle stone
#

How can I find out, if a gun visible in debug menu, can drop or spawn in stashes?

celest forge
#

Looking up the loadout and stash files

covert pivot
#

tho i dont think this includes stashes

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"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."

idle stone
# celest forge Looking up the loadout and stash files

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.

idle stone
#

The weapons seems to drop in stashes. I could not find out, if it is in loadouts. Now I can search for it ingame.

toxic widget
#

How can i add images to post?)

#

I mean first post in discussion when i want to edit it

vivid jackal
#

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

random fulcrum
#

otherwise you can't

#

the same goes for any file type

celest forge
#

@naive snow Can I ask a blender script related question? Sadge

novel ruin
#

Does anyone have a full list of weapon:get_state() states and its actions? I only know 5 out of maybe 7?

haughty tide
#

is there any mod that extends the asnen's cig animation,

drifting moat
novel ruin
regal bolt
#

not sure if this is right place but what are all the 7.62x54mmR ammos named in the wpn/ammo files?

steady bridge
#

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

teal compass
#

you mean fomod I believe

summer stream
#

there is bain too

uncut hornet
#

I need to modify items_medical.ltx, do you know which folder it's in?

boreal dust
#

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.

#╓☢stalker-chat message

regal bolt
#

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.

drifting moat
#

The "repair_type" property

regal bolt
drifting moat
#

That's weird. rifle_7 is D tier. Which mosin certainly isn't..

regal bolt
regal bolt
regal bolt
drifting moat
#

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

drifting moat
#

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"},
regal bolt
wispy ferry
#

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.

regal bolt
regal bolt
misty mulch
#

remember that repair kit mappings for guns are modified by a DLTX file in gamma

misty mulch
regal bolt
misty mulch
#

it's not "secret" so much as "not circulated"

regal bolt
misty mulch
#

but yeah

remember that repair kit mappings for guns are modified by a DLTX file in gamma

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so whatever you read in w_weapon.ltx is not necessarily accurate

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i think the most prominent would be mod_system_items_repair_zGAMMA_repair_redirect.ltx

drifting moat
rough lion
#

What line controls weapons "Handling"?

drifting moat
#

This looks like a good start

drifting moat
rough lion
#

thx

rough lion
#

even better

misty mulch
#

because those are different answers

rough lion
#

Oh yeah, handling stats for specific weapons

misty mulch
#

then it's the prop_handling function specified above

regal bolt
#

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?

misty mulch
#

from utils_ui

drifting moat
#

Like if he modified the loadouts then it will be affected. Otherwise probably not, but veerserif is cooking a big answer for you

misty mulch
#

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.

regal bolt
#

so gamedata> configs> items> settings> npc_loadouts> mod_npc_loadouts_(weapon name) would be neglected in GAMMA?

misty mulch
regal bolt
#

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?

misty mulch
#

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.

misty mulch
regal bolt
misty mulch
#

what are you trying to do anyway

regal bolt
#

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?

misty mulch
misty mulch
regal bolt
drifting moat
#

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?

regal bolt
misty mulch
#

i strongly suggest you start from the beginning of "how to make my own DLTX mod to make changes to other mods' configuration files"

regal bolt
misty mulch
#

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

regal bolt
misty mulch
#

(no)

regal bolt
drifting moat
misty mulch
#

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

drifting moat
misty mulch
#

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

drifting moat
#

The layman's guide to DTLX

misty mulch
#

kinda yeah

#

i've already done it a bunch of times in here tbh

random fulcrum
#

i had an ammo dltx guide

misty mulch
random fulcrum
#

it's somewhere in this channel

#

should be applicable to anything mod_system related

drifting moat
misty mulch
#

yeah scripting isn't really my thing hence no reply

drifting moat
#

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.

covert pivot
#

what issue does the delay of using alife_release(some_object) cause?

celest forge
# naive snow Sure, what's up?

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

drifting moat
covert pivot
#

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

drifting moat
#

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

covert pivot
#

you might need the line before it with it

drifting moat
#

Oh. I thought it's the opposite of :release.

#

Let's see

covert pivot
#

it deals with the _ALIFE_CACHE table that holds all objects

drifting moat
#

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.

covert pivot
#

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

drifting moat
#

Will do in a minute. Just wanna log the steps to see where I crash using the record/release stuff

covert pivot
#

How it collects items

#

How it removes those items + handling of multiuse stuff is here too

naive snow
teal compass
#

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!

drifting moat
#

Oh yeah I stumbled across this piece of code today. at that time I was looking for something else.

covert pivot
#

to me i looks like you could probably retrofit this to do what you want

celest forge
covert pivot
#

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

naive snow
drifting moat
#

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

celest forge
drifting moat
#

So weird....

#

my logs:
26945
kit recorded
kit released
kit queried
26945

celest forge
#

Again, no biggie when the gun has like 3 textures but with some tarkov ports its literally dozens of textures

drifting moat
#

The 26945 is the id

naive snow
tender pawn
#

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

naive snow
tender pawn
#

...ok I need to figure out how to do that

#

Until now I legitimately have not touched any vertex editing

covert pivot
# drifting moat So weird....

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

naive snow
# celest forge Again, no biggie when the gun has like 3 textures but with some tarkov ports its...

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
naive snow
#

No problemo emerald man

lilac idol
#

at least that's my understanding of it lol

tender pawn
#

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

summer stream
tender pawn
#

How do I "mark" them as creased or whatever?

#

I think this is the main part that is a bit of a mess

regal bolt
# summer stream

why is this shit so funny to me? my brains fully brainrotted at this point.

celest forge
#

3 trillion poly count to the BaS world model

summer stream
#

Me when the cod hands have over 80k polygons :

#

(i still import them)

tender pawn
#

like, I feel like this part should be like this, but I have no idea how to do that

tender pawn
#

Ok I have a different idea, I figured out where the "revolve" tool is

teal compass
toxic widget
tender pawn
#

When in doubt, do more cad

fair inlet
covert pivot
#

they are also wip ideas that will likely be iterated more or discarded altogether kek1

tender pawn
#

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?

wintry rampart
somber herald
#

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.

covert pivot
#

What kill tasks are you looking at?

somber herald
#

using pri_monolith_monolith_trader_stalker_task_1 in tm_pripyat2.ltx to learn.

covert pivot
#

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

somber herald
#

right, but it will not target ISG for whatever reason.

covert pivot
#

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

tender pawn
#

Ok, how do I clean this up?

somber herald
#

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 ...

tender pawn
#

Alternatively, any of you guys know a good blender help discord so I can stop bugging you guys?

somber herald
#

my problem is the "defining the factions" part i guess

covert pivot
somber herald
#

yeah that is what i want

covert pivot
#

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

somber herald
#

the question is: what is the right syntax for the status_functor_params?

covert pivot
somber herald
#

OH

covert pivot
#

factions in a comma-separated list

somber herald
#

well i did a stupid again. thank you sd

covert pivot
#

im not sure exactly what happens if you set a friendly faction there - any dynamic relations addons might be incompatible with this change then

somber herald
#

probably kek1

#

baby steps

covert pivot
#

did you get anywhere with activating lost signal for monolith? kek1

#

they do atleast have the necessary "dead squad" configured, so its probably missing task definitions itself

somber herald
#

i started off just setting up clones of the basic kill tasks so there'd be a little more to do

covert pivot
#

some factions dont have the dead squad defined at all, so they are a bit more annoying to get to work kek1

somber herald
#

dolg is duty, greh is sin, right? thonk

covert pivot
#

yeah

tender pawn
#

I may be making the design and action more cursed

#

but fuck it

random fulcrum
#

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

tender pawn
#

Because I'm figuring out how the fuck it works first

#

also you'll see a bit inside the barrel when it cycles

#

I chose this to make because it’s very simple geometrically

somber herald
covert pivot
somber herald
covert pivot
#

hmm, might be some issue with the map

#

that it doesnt work well on it

somber herald
#

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? sir

covert pivot
#

might be pripyat

somber herald
#

oh yeah must be pripyat

covert pivot
#

I have seen some people talk about lost signal tasks failing

#

especially with low alife switch_distance

somber herald
covert pivot
#

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

somber herald
#

game crashed trying to reload and find out.

covert pivot
#

theres "Gamma alife optimizations" or something like that mod

somber herald
covert pivot
#

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

somber herald
#

guess i won't be able to easily add new maps

covert pivot
#

there might be a bug somewhere related to maybe the auto switch or just "being in offline" things

somber herald
#

would make more sense to get lost signal in red forest/limansk than like, meadow

covert pivot
#

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 kek1

#

maybe they are too "safe" areas

somber herald
#

as opposed to meadow kek1

covert pivot
#

you can definetly test things out tho if you want

somber herald
#

possibly it was just a random bug like you said, i can't get it to pop an outskirts LS again lol

covert pivot
#

I recently did some changes to the "dead squads" themselves in duxs character kit

somber herald
#

is there a list of map names somewhere

covert pivot
# somber herald 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 kek1

covert pivot
somber herald
#

hmm .. not right now but i'm writing that down.

covert pivot
#

i guess only sin and renegades arent covered

tender pawn
#

hmm...

covert pivot
somber herald
covert pivot
somber herald
#

lol yeah

covert pivot
#

i havent looked into the script except for a very cursory glance to see about changing the dead squads

somber herald
#

will take a minute to find out without any oflin maps

#

i didn't see anything about hardcoded locations though

covert pivot
#

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

somber herald
#

that seems to be it yeah

#

hey, it works

nocturne rover
# covert pivot My only guess still is being outside alife distance or in the "auto" switch dist...

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"

teal compass
nocturne rover
#

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

covert pivot
#

if they are offline when they spawn they probably miss the kill trigger or it wont work, so they stay alive

nocturne rover
#

then how come
Sidorovich/find Duty soldier
All that stuff works fine with lower Alife but not lost signal

covert pivot
#

probably different script, probably different spawning logic

nocturne rover
#

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

somber herald
#

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.

random fulcrum
somber herald
#

well, you do have to add them to factions_list in the script file apparently.

teal compass
#

so apparently zulu exist in the game? other than the dialog is broken he is looking fine

sinful wasp
boreal dust
teal compass
#

your new what

boreal dust
#

updating my mod

#

called ANUS

slow bolt
tardy valeBOT
#

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urban oxide
#

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?

teal compass
#

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

sudden inlet
teal compass
covert pivot
#

So finding important stuff might be easier

teal compass
#

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

covert pivot
covert pivot
#

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

teal compass
#

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

teal compass
teal compass
boreal dust
#

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...

random fulcrum
#

that's megaboring

boreal dust
#

well it just surprised me

#

then how it lied about it lol

slow bolt
#

it just gave you 200 words that are most likely to fit

misty mulch
#

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

boreal dust
slow bolt
#

could be github data tbh

boreal dust
#

maybe.

#

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?

boreal dust
#

Damn. nooo SPECIFICALLY what i was trying to do KekSkew

covert pivot
teal compass
boreal dust
#

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

covert pivot
boreal dust
#

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

boreal dust
#

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```
boreal dust
#

@lunar nimbus Hey man, youre like wizard at this shit. Does this look right if i want to DXML this?

lunar nimbus
#

i have no idea how dxml works, i used it twice and other people did it for me ;]

drifting moat
#

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 madgetype

somber herald
drifting moat
#

Rookie mistake I guess bandit_smile

somber herald
#

me every time I have to learn how to touch computer for a new thing

drifting moat
#

If I send a message to the PDA can I insert a line break with "\n" or is there some other magic to it?

somber herald
#

the ironman life adder seems to do that

#

maybe see if you can find that

drifting moat
#

Will do. Thanks!

#

I mean if /n doesn't work. But first I have to do some testing

somber herald
#

it shows the \n somewhere though so it's uhh not a perfect solution

drifting moat
#

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

regal bolt
#

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?

drifting moat
#

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

somber herald
#

that's a random bug that happens sometimes i think

drifting moat
#

Has it happened to you too then?

somber herald
#

yeah

drifting moat
#

Good to hear. I got a bit scared that I accidentally modified something in my non-dev gamma folders

somber herald
#

dltx editing the crafted belt attachments. nothing happens. here we go again. pepestare

regal bolt
somber herald
#

sometimes I'll swap broken parts for good ones, shoot the gun, and the parts will go back to unrepaired. huh

regal bolt
somber herald
#

possibly yeah

#

they do accumulate Chadge

drifting moat
#

*\n

#

Wtf xd won't let me write it properly. So it is 2 \ and an n right after

somber herald
#

use ` notation

#

\\n

drifting moat
#

Thank you. Was wondering how to do this

somber herald
#

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.

drifting moat
#

@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

misty mulch
#

MCM documentation got revamped on the main GitHub for it 👍 should be relatively straightforward

misty mulch
somber herald
#

@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.

somber herald
#

ok

misty mulch
#

If you want to direct edit one of the DLTX gamma files, even better in that case

somber herald
#

can do

drifting moat
random fulcrum
#

which iirc none have it neutral in gbo

#

for some reason

misty mulch
random fulcrum
#

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

drifting moat
misty mulch
tender pawn
#

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?

tender pawn
#

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

fair canopy
tender pawn
#

I didn't know there was a main anomaly discord

misty mulch
#

no one does kekcry the link is at the bottom of their moddb page description

#

banner blindness i guess

barren spruce
#

Anybody in possession of the script mentioned in #📢announcements message ? Id really wish to give it a try without the hassle of updating

teal compass
teal compass
verbal siren
#

Hi guys. Many mods with new guns show these DLTX errors. Do they mean not a single one will spawn on NPCs?

barren spruce
#

fascinating how 60kb of text adds 10 fps consitently

teal compass
#

welcome to modding

teal compass
#

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

fair canopy
teal compass
#

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

covert pivot
fair canopy
#

most likely from gamma's npc loadout rewrite. most mods need to be adjusted for gamma's npc loadouts

teal compass
covert pivot
#

same sections take effect for same ranks etc

fair canopy
#

odd that sections are missing though

covert pivot
#

they never existed

#

from vanilla anomaly

teal compass
#

I checked isg, it says [isg_legend]:isg_master and there is no [isg_legend_primary]

#

yeah that

fair canopy
#

issue with copy pasted dltx sections?

teal compass
#

pretty likely

#

since monolith has monolith_legend_primary iirc

covert pivot
#

probably yea

teal compass
#

so yeah overall not much to worry

covert pivot
#

monolith and sin are the only ones that have separate legend rank primary sections

teal compass
#

interesting

#

I always thought they did different pool for every rank but I guess I was wrong then

verbal siren
#

Ok, so this is not much of an issue. Thanks.

teal compass
#

dltx error is pretty much ignorable

#

since it will just not override

covert pivot
#

i think most just do 4: novice, experienced, veteran, master

teal compass
#

yeah master is like the highest for most faction npc loadout

covert pivot
teal compass
#

frosty's mostly I remembered the file name

verbal siren
barren spruce
#

i only tested for a short bit but yeah

teal compass
barren spruce
storm kindle
#

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 😁

teal compass
#

no? how did you edit the strings, you might be missing syntaxs

#

or just edited what's inside the string

storm kindle
#

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?

teal compass
#

just relaunch the game and the xml should update

misty mulch
#

hell just load a save

teal compass
#

that too

storm kindle
#

Yeah will try, the other attempts broke lol

random fulcrum
#

xml updates only on game launch

covert pivot
#

make it parse in actor_on_update jokerge

misty mulch
#

oh rip

teal compass
#

Because I used to reload save and it didnt change

storm kindle
#

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

teal compass
#

it might be overriden by other xml file?

#

which idk if that's possible

storm kindle
#

It is at the end of load order

teal compass
#

hmm that's pretty odd

storm kindle
#

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.

verbal siren
#

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.

misty mulch
storm kindle
#

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.

covert pivot
#

whats the string id kek1

#

cant really help with the vague description without actually seeing what file in what mod and what string id you are editing

storm kindle
#

Hmmmm it might be linked or associated with demonized nature of the scripts. I need to investigate.

#

Ok wait

covert pivot
#

p!bar

tardy valeBOT
#

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storm kindle
#

<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.

misty mulch
#

also - are you editing a file, or did you create your own copy of the file in your own mod, to overwrite all others?

storm kindle
#

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.

misty mulch
#

what changes did you make to the mod logic

storm kindle
misty mulch
#

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

storm kindle
#

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

misty mulch
#

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...

celest forge
#

Anyone knows what value is in charge of the durability in armors?

random fulcrum
#

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

teal compass
#

so fire_wound_immunity is not the ballistic resistance but the durability loss when taking bullets?

random fulcrum
#

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

teal compass
#

ah ok I was wondering what that line does

random fulcrum
#

again, in gamma

storm kindle
drifting moat
#

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

GitHub

Inspired by MCM mod for the Bethesda games this provides similar functionality for Anomaly - RAX-Anomaly/Anomaly-Mod-Configuration-Menu

storm kindle
drifting moat
#

Oh true xdd

teal compass
#

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" ?

random fulcrum
#

change it and see if it works

storm kindle
teal compass
storm kindle
celest forge
#

Those are the world model lines

#

you mainly want to touch position and orientation

random fulcrum
teal compass
random fulcrum
#

hello please add tetris to anomaly

random fulcrum
#

ah cool interactive pda is finally a tab in the pda

#

that's cashmoney

teal compass
random fulcrum
#

it's being constantly updated little brother

drifting moat
#

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```
teal compass
#

I am afraid the closest thing you get is stalker desolation

celest forge
#

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

random fulcrum
#

YOUR time is not MY matter, get your sorry ass to work on the tarkov gunsmith NOW

teal compass
covert pivot
#

better have it on my desk by tomorrow morning

celest forge
#

It's every couple of days

teal compass
random fulcrum
teal compass
#

I would probably follow there I guess

#

def not

random fulcrum
#

idk why is 5 months suddenly being considered as the ultimate death of a project

celest forge
#

Last update

#

It's not compatible with anything but itself

teal compass
celest forge
#

It's a total conversion for Anomaly, not just a drag and drop mod

teal compass
random fulcrum
#

you could just emulate gamma in desolation by having the economy

#

and some mods which work there

celest forge
#

Shit right I forgot the entire scene revolves around gamma

random fulcrum
#

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

teal compass
#

yeah the mechanics pretty much

#

still I would wait for them to acutally finish

random fulcrum
#

wait for another like 30 years

#

lmfao

celest forge
#

Nah just wait for Anomaly 1.6

#

and cwwp

teal compass
#

lets see if who release 1.0 firstKekSkew gamma or desolation or eft

random fulcrum
#

which is also out by 30 years

covert pivot
#

if stalker shoc complete can get an update after like 15 years of radio silence then anythings possible

random fulcrum
#

you got dismissed

celest forge
#

go make the merge

random fulcrum
#

and you fell for it

celest forge
storm kindle
celest forge
#

Yeah something like that

random fulcrum
#

yeah most likely

covert pivot
#

probably

celest forge
#

Like any mod really

teal compass
#

which is still a merge pretty much

random fulcrum
#

then install it

teal compass
#

have you consider spt?

celest forge
#

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

random fulcrum
teal compass
random fulcrum
#

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

teal compass
#

technically you could do anything, just in matter of the time taken

random fulcrum
#

nah it's not like that

#

it's just porting ltx edits for the trader inventories

#

literally just that

celest forge
#

You really overestimate the overall skill and comprehension of the median user man

random fulcrum
#

only that you can't do it in dltx

celest forge
#

Most people are afraid of doing single digit edits of an LTX

random fulcrum
#

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

teal compass
teal compass
#

make them compatible?

random fulcrum
#

take a guess

#

no wrong answers

teal compass
#

idk depends on what desolation changes how weapons works

#

probably parts

#

still that's a guess dont count on me

celest forge
#

It literally changes how guns work

#

from the ground up

random fulcrum
#

yeah

teal compass
#

oh well rip the other guns

celest forge
#

that's why I said, it's not a mod

#

it's a total conversion

quasi narwhal
#

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

teal compass
#

yeah that's why desolation is a seperate mod from anomaly

random fulcrum
#

yeah i't almost as if we already said that

#

earlier in the convo

celest forge
#

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

random fulcrum
#

vanilla compatible mods work in it

random fulcrum
#

it's just that you'd have some obvious clashes like wpo

quasi narwhal
#

not having dltx i mean

teal compass
#

caught honestly, just wait for desolation to finish, maybe then people can add mods on it

random fulcrum
#

people can add mods to it

teal compass
#

or stay with the "limited" customization in gamma

random fulcrum
#

and it won't be finished

celest forge
#

Yeah I also don't think it will

teal compass
celest forge
#

It's just too large of an ambition for such a small team

random fulcrum
#

yeah exactly

teal compass
celest forge
#

I mean I hope they do, that'd be one of the biggest feats in STALKER modding overall

celest forge
#

But like DAMN it's such an ambitious thing