#╙🖇mods-making-discussion
1 messages · Page 92 of 1


same
i wonder how many times they have reimplemented the weapon parts thing from scratch
If I started to make a pack instead of just individual mods, I would be 3 years into making a pack that wouldn't have released yet
lmao
truth carpet bombing
Afaik that's why projects like CWWP have taken so long
watch out ass cancer gang
so true
Because everytime they're somewhat near to completion they add something that warrants to almost start over again
better release a mediocre feature than no feature at all 
just like tarkov would be great when it reaches 1.0
mediocre features means free QA 
today:0.16
i honestly think due to the insane networking they have they're just working on a pre release 1.6
that's why it won't come out in the near future
like that's just a crack theory still but it makes sense to me
😭
Momo let's make a pack together
i unironically would like to
making a shitpack has been in the back of my mind for a long ass time now
Coalición Armamentística Configurada (para) Anomaly
then mod stalker 2
then learn c++
then how are you so sure that you found where the root of all evil lies
sounds like a manufactured problem
y'all are retarded as hell, just go to an unpacked anomaly folder, open the ltx "attachment_system_modular_attachable.ltx" and set the line
attachment_system_status to 1
i would fix this if i knew c++
but i won't because there's stalker 2
but i won't mod that because there's no mod tools
but i won't learn c++ because it takes time

then you understand why no one has optimized it yet 
also, there are x-ray forks that are optimized
why dont you go ask them

Anomaly devs would have to focus on the optimization on top of remaking the game
Rewriting the entire engine to be multithread is not a weekend project
it's crazy that the convo went from "add desolation to gamma" to "anomaly is unoptimized as fuck and i could do it better if i wanted to, but i don't want to, but i could if i wanted to"
There's a reason why it only just happened 10ish years later after the game's launch
Current open x-ray I guess idk
the latter is crazy though
I only play anomaly
wdym tarkov didn't release 10 years ago
where was this going😭
okay now would you please add inventory tetris to anomaly
I've made some
then take your guns and make them desolation compatible
is fucking duke nukem behind the keyboard
lmfaoooooooo

I don't want my guns to be 500mb each
i want my stray
Complains about optimization and wants 4k textures 
please give me my stray
im gonna maybe myself 
don't like them, no judges
So u rarely do 4k textures and when I do i compress them a lot
please give me a stray i want one too
you can easily upscale them and make that yourself
this is so random question
All of my guns (150ish) are under 3gbs compressed last time i checked
There are mods in moddb that add a single gun that are 1gb+
your poetry really speaks to me
Because i dont want to make my mods bloated in size
But i dont think many of my guns look particularly bad right
tldr homie wants it done for him
Maybe some of the oldies
Because its fucking stalker
Making textures like that makes the engine just SUFFER
and if stalker makes textures look bad why not just update the engine to make it look good
because ITS STALKER
1k is enough for fps
no one has FACTORY NEW guns in ZONE
do you know what stalker is man
u're in the zone homie
Ah, well, i didnt make the textures myself, just adapted for X-Ray
you will NEVER find one
not chicago
If i could, i would make all my guns look factory new lol
you know you can get a gun from artstation for a few bucks(100-150 USD)
i never got my stray 🙁
Another issue is that due to how X-Ray procress their bump maps (only visible when direct light hits the object) if you have a gun that looks "factory new" it will look extremely flat most of the time
the recoil mod™️
Ah that
Since sunny weathers are extremely rare in Anomaly
yeah it sucks
its like one of these knives I did
ah
Also that
Anything that's made to be chrome-like metallic will just flat out look like shit in X-Ray
No
straight up facts
yeah this definitely sucks ass
Because X-Ray doesn't have a metallic shader
Not a good one, anyways
There's one that's "metallic" but looks more like high gloss plastic than polished metal
enhanced recoil makes your game crash anyways
idk how does gamma break that option
also Juan question
but the mod doesn't alter the vanilla enhanced recoil option
any idea why adding thm file to hands makes them shiny?
Depends on the settings of your thm
there is one problem on it
maybe the thm is set to phonkmetallic
probably because of the 2 plugins (actor_effects and grok's recoil) conflicting ig
they are generated automatically 
isn't phong metal like that or whatever
its just phong
that's the thing
it is kinda metallic but just looks glossy
they don't conflict
Who is auto generating bro's THMs
the entire purpose of gbo's enhanced recoil module is to separate enhanced recoil from actor_effects into its own script
there is a separated thm thing that lets you automatically generate them

they don't conflict at all because they don't interact
i was provided by one
grok 
some gun mods inherit non existing sections in actor effects
Hm, it looks like that file might've been a virus. Instead of cooking up trouble, try cooking up a Beet-Pickled Deviled Eggs: https://www.thekitchn.com/recipe-beet-pickled-deviled-eggs-151550
THM editor
Set them up yourself
bruh lmfao
i guessed right
What the fuck
i do not need brain damage setting em up
WHAT
Why does it say it was a virus
WHAT THE FUCK
I downloaded it straight from the AXRToolset github page
Is it another 7-zip funny goof
maybe you need releases?

You can get it from here ig
7zip is flagged practically anywhere as a virus
im gonna ask grok to ban you

ass cancer gang in mortal peril
anyways i gotta wait for new engine since x-ray makes me go insane
that fake pbr stuff just makes me rethink everything while i suffer by adding 5 textures each time in SP 
Yeah making bumps is a wild thing
it's BAKING light
I got it mostly automated via PS actions
on the texture
But you still have to tweak levels manually or it will look like shit
and i use Photoshop to make bumps
manually like everytime
i got a lot of stuff from there
since im working with modern warfare textures
no need
i just do bumps the easy way

I mean I make them for guns
that makes sense
So it's a bit different than making bumps for a hands model I suppose
Since in the gun you realy want that detail contrast
i steal literally anything
and make too
that's some noob ass shit
there's this guy that took the mp7 from tarkov and merged all the UVs into one and also retextured it so it wouldn't look ass
i have BO6 stuff
Some have a single specular map with all the other maps mixed into it
No, like the base set of textures
So turning that into a bump
ah makes sense
Can be tricky depending on what the model has
Any guns? 
500+ gbs
and its modern warfare 2019 + vanguard
interested? 
you fucking will
because they are pain in the ass
burn helped me with them
some of the best game assets are sandstorm's
tarkov when every single screw is a seperate texture
people really sleep on them
Oh I know
mmm yse
Yeah but atleast the textures are reasonably sized
and i stole this stuff 
the hands from mw19 and the pistol from BO6
honestly the SOUNDS from cod is
unmatched
4k textures for a bullet
and the mesh for the bullet is 30k poly count
also ur not right
i got a gun from there
the bullet was
SO FUCKING LOW POLY

my pistol is like
under 20 mb
Yeah sure enough
that's a skeletonized body, it HAS to be higher poly
indeed I merged some tarkov guns their texture are not horribly large
oh hey
thats my hands model

honestly im grateful that i have all of assets on mega
with that there is a ZIP FILE
that is over fucking 600 GBS when unpacked
But that custom tarkov AK I did for my friend
windows folder compression does wonders
make it 1 mb
also the main problem with that cod assets is
a lot of textures are separated
and dont have normals with them

make yourself a favour and start porting from other games 
man fuck you

port the velociraptor and then fuck off to a better game to rip from
I think it's that goofy ass Chinese gun
what the fuck is a velociraptor 
an early bird
the goofy ass integrally suppressed 300 blackout ak they added to tarkov this wipe
Ah
it looks like a blaster
nah ask frosty
nah but seriously tho find another source for assets 

can't
im too lazy
and i now i want to just buy the stuff, rather ripping it

CGTrader modellers my beloved
time to get a job
(High quality models under 30-40k with 2-3 2K textures)
nah 4k is the way
yeah that's what I'm saying
More I start downscalling
average textures in newer cods
16 4k textures make no sense
just get a better rig
just buy one
true...

bought the game for under 2k rubles
stole every possible asset
posts it online
doesn't elaborate
disappears
lord the sounds for guns in cod are separated
which is good for the one who makes sounds 
mmm
chicken wings :)
Okay guys
How to re-texture the entire fucking game?
What tools will I need? A hammer and nails?
I have peeked into the land of adventure, and I am here to get all I can get
qts11, basically chinese xm29
qbz191:
well i guess the one good thing about it is that no one can use them outside of their army
first step is losing every single drop of sanity
second step is redoing 90% of the UV maps
I must have started this project 4 and a half years ago then
third step is learning how to make textures
more like substance painter
Paint 3D
Whats an UV?
oh and just so you know the same texture is likely to be used in multiple maps
with the addition that it's likely completely stretched in one map and fine in the other
and that's quite the main reason why no one has really done it
Ill just do it in 32K resolution so the streched out version will still remain 4k
a UV tells how the texture is applied on a surface or mesh

ATO?
Rotten Life? Global Texture Rework?
Its not full map?
yeah, it's ass
because the textures might look okay in some places but completely fucked in the other half of the maps
Well
Why cant we do it in 1080x1080 x 64?

People are afraid of vram, but vram is afraid of me
Сосал?
after some edits I think the world position was overriden by something, but anyways I fixed it, thanks @celest forge for your help!
idk where to post this but this is a simple patch for gamma's ui_sleep_dialog and the soulslike ui_sleep_dialog to allow you to sleep anywhere (but not anytime). Intended to allow you to sleep with hideout furniture beds.
Patched for Gamma 0.9.3 so that the immersive sleep and soulslike sleep script functions work properly.
i dont want to start a thread for a 1line script patch that i may have no intentions of updating in future >.>
how do i remove a item from db.actor inventory?
function actor_on_item_use(obj)
local sec = obj:section()
if (waters[sec]) and obj:get_remaining_uses() > 1 then
if (math.random(1, 8) == 1) then
db.actor:removeItem(obj);
alife_create_item("empty_canteen", db.actor)
sound_objs.spill_water:play(db.actor, 0, sound_object.s2d)
end
end
I'm trying to modify the fill flask mod
(probably :removeItem() doesn't exist)
alife_release
i think that was what it was called
search "release" in *.script files in the unpacked anomaly files
yep that must be it, thank you!
Does this also let you set a spawn point with those beds?
yeah

it just patches gamma 0.9.3's versions of the ui_dialog_script and the soulslike script to remove the safe zone condition check
first time trying modding stalker, might bundle a few QoL ideas I have, but proud I managed to get this simple keybind search working
Hey, I mentioned this a while back but could not find a solution. I was wondering which mod/file is the source of muzzle flash illumination, i.e. the small light that appears briefly after firing. Anybody know?
I was pointed in the direction of screen space shaders and volumetric light but I can't seem to pin it down anywhere in those files
is a weapon more common the higher or the lower the value? Also what does the "r" mean? (using pic as an example)
Hi, I need some advice. How can I fix this situation - one type of lanterns shines with too warm light, more into the red, and the second shines normally, as it should. These lanterns are stationary in Sidorovich's bunker, for example, and the light is super red. Is it possible to somehow fix this in the config of the objects themselves, color correction has nothing to do with it.
But keep in mind that alife_release is not instant. So if you do alife_release then try to get an item with the same nam (another stack of a stackable) it will return the item you just "deleted". You will have to track the deleted item yourself to properly manage this. Also this is only a problem if you want to manage a stack of items in the scope of 1 script file execution I think.
guys how can I fix the weight marker? what to edit
I want to make the weight in bottom
The align and vert align look suspicious. C could mean center? Try b and find out
This is just an assumption based on the info you provided.
Or try editing the x, y properties. Those actually look way more like what you need
I can provide you the mod for more details give me some time
Don't be afraid to fck around and find out. Most of the time it's completely fine to crash your game with buggy code. Keepimg a backup of your saved games and mods you poke around in is heavily recommended still tho
but this mod is embeded on Sota's UI rework mod
https://discord.com/channels/912320241713958912/1115558016608120863
I'm trying but couldn't figure out so asked here
Can't help more right now because I'm actually at work. And I still have almost 7 hours. I hope you solve it! GL HF
take your time if you can help later ^_^ no worries... thanks in advance
and each time I edit file I need to restart the game which is annoying, any solve for this?
Nono. Just reload save
okk
I'm not sure about xml edits. When you do stuff with the mcm you need to restart the game, but I think it's just simply because of the fact that those files are read during startup. Other xml files are probably not loaded then. Test it.
got it
SOMEONE HELP IF CAN
I need this in my life, thank you 😭
Does anyone know where the files for the games quests are located I’m thinking of making a mod you can toggle on and off that puts more quests in actually accessible locations early on. Basically you would have it on during MM and BS journey and then when you complete them you would turn the mod off.
Hey there! I was looking into reverting some of the changes to the artefact behaviors in the gamma addons, and was referred to those being in the "Artefact Reinvention" addon. Is there any other addon I'll need to reference for those changes?
what changes in specific, the artefact resistance cap mechanics, or the entire crafting system for artis
Was looking for the caps, durability burn, spawn rates
Haven't had any of my group ask about crafting so I'm leaving that as is for now
so the caps stuff is going to be a lot of effort, since not only will you need to change the actor damage balancer mod scripts to not use the cap system, you also need to redo the stat display to not display any of it
!100art // for durability
@sturdy peak here's the mod that'll let you control artifact condition:
#1200529616733999287 message
idfk for spawn rates 🤷
iirc that mod doesn't work??? for dao-spawned artefacts or some shit? i don't recall
Alright, well thank you then. I might just try to restore vanilla behavior then and see if I can add the rest on top
Is there any way to forcefully accept the task? Still figuring out how to make first npc in sight to give it but maybe there is a solution already
Someone know show can I edit how much discount NPCs give for specific items? I was trying to change how much scientists pay for artefacts. I found Sakharovs file for example, but didn't find the parameter for the discounts. It seems to be on other file but I couldn't find it.
found out a solution
From what I can tell the discounts parameter get the discounts_scientist parameter assigned to it. I assume this discount is present in the presets/trade_discounts.ltx file that is included on top.
I think if you override that file in your modpack with your discount values everything should be fine? If someone could verify this would be great 🙂
Higher number is more chance to spawn I believe.
As for the 'r', it stands for random.
I couldn't find the trade_discount file on mine, what I did was change the price multiplier for artefacts_h on trade_presets
Considering my problem in specific was that arties were selling for too much for my taste on my custom progression configuration, it solved out, just applied a smaller multiplier. But I didn't found the file for discounts_scientist parameter at all 
I think you couldn't find it because that file is located in another modpack and just gets referenced in this file. To find it you will probably need to search for it in the main mods folder of the GAMMA folder, {gamma install location}/mods.
From what I can tell on how LTX works is that files are overrideable in the modpacks and that the file with the highest load order wins but I don't necessarily think that to reference a file it has to be present in your modpack as long as it exists somewhere else?
Cheers o7
Oh, yea, found it. I was using the MO2 search. 😂
good to know, ty 
So update, I’m basically just making a rearranged version of the Mars Automatic Pistol now
Someone else drew this for me before I decided to just go fuck it and make the whole barrel reciprocate instead of it being in a sleeve
So more of the barrel and bolt and stuff will show up in the final model anyway
The Mars Automatic Pistol, also sometimes known as the Webley-Mars, was a semi-automatic pistol developed in 1900 by the Englishman Hugh Gabbet-Fairfax and distributed by the Mars Automatic Pistol Syndicate Ltd. of Birmingham. It was manufactured first by Webley & Scott and later by small gunmakers in Birmingham and London. Manufacture ceased in...
(And now I’m being tempted to rent a 3d printer to print out a prototype later)
You're right. Files don't need to exist in a concrete mods folder for the scripts in the folder to be able to reference it. The mod order thing is correct too. With 1 addition. You can create patch files too and those override the file no matter where they're in the mod order. If anorher patch file overwrites the same file then mod order comes back to play for those. Those are my experiences, but there are more experienced modders who will correct us
Do meshes in gamma use only a single texture file? As of, are the textures for, idk, duty nosorog covering everything in that fit or is it split into parts?
Depends on the mesh
some do, some do not
There's barely any NPC mesh that uses only 1 texture. For most even just the face is a separate texture (i think some clear sky meshes have face included).
just came up with some idea that probably I can use small mags to craft bigger mags lol
should probably make it more expensive to craft
probably, this is just me testing, I was trying to follow what tarkov does but felt kind expensive
Anyone knows what do I need to edit on actor_effects to get gas mask breathing sounds and visuals without the actual mask shader being on? I can actually make my game run like that if I disable mask hud, apply, and enable it again, but everytime I take off the gas mask and put it on again the shader comes back (as it should be
)
Just wanna make breathing sounds + visuals work without the FPS tank
could someone tell me the definition (used by the community) of the term Redux when it comes to modding?
Magazines mod?
Is there any mod for trees that not gonna make game run in 10 fps ?
thought so, cheers o7
I got a fairly dumb question. Making my own little thing. If i want my whatever being loaded on top of original files in the mod loader do i have to put it before or after in the load order?
As in like this or other way around?
- My whatever
- The mod which files i used
you put it BELOW
below means higher priority
higher priority means it loads in last
and it overwrites the other stuff
Alright, thats all i needed, thank you!
How can I add/remove difficulties in the new game menu?
Hi guys
I have a problem, it takes a long time to enter the sight on the PKP machine gun, how can I fix this?
change its zoom_rotate_time in the ltx
Is there a specific way that different HUD elements are overlayed? for Example BHS, Minimap and Mask overlays are all separate. is there a way to edit which one will always appear on top first/have priority over the other HUD overlays? I apologies i fully dont know the correct terminology
Some legend should create a snow shader that works kinda the ssame as the rain droplets or acts as a replacment of
I am not creating a mod per se but I was thinking this is the best channel to ask
I am trying to swap out a first person HUD model for a suit. I don't need any new models, I just want it to use one that already exists in the game
I have found a suit that has an incorrect model in the default gamma THAP (at least for me) and was trying to fix it myself by reassigning it to use the correct one.
I tried going into the mod files for the THAP rework mods and altering the text in some of the configs/txts but it hasn't altered anything sadly
Simply upgrade it to multithreaded guys hurry up 
no one does 
We have to crowd fund it
homie you either learn it and do it yourself or you stfu
it's a quite simple logic
it ain't a simple job, nor a rewarding one
I dont think we should actually crowd fund it
buy something better than that shit u found in the garbage to run the game then 
This gotta be a social experiment
get a job, save the money and spend on a decent gaming pc
you'll be done before someone implements multithreading into this engine i'm telling you 
logs as in the logs being printed on the console?
if so then well, logging deals with string parsing which can be slow, if there is something spamming logs then it could cause fps drops, but it ain't the case 99.999% of the time
there are mods that also remove logs spamming from other mods
What gamma version are you playing on
then you're out of luck, you already have the biggest performance win in the last 2 years in there 
Are you sure you're on the latest? From like 1 day ago?
they are delusional
Yeah I gained fps from the BHS fix so that sucks
All you can do is probably turn down AI range and offline combat and maybe reduce population then if your cpu is bottlenecking that hard
seriously tho if your graphics card can't even support dx11 how can you expect people to get you more performance out of their ass
if its actually ur gpu though theres options to gain fps beyond that
if you're playing on dx9 then we already know where your performance issue is 
also just play modded anomaly if you're struggling so much
well your best bet is going to be pulling out your wallet if you want an engine upgrade 
What are you ON dude
Bro talking like i'm climbing mount everest for making STALKER mods
Also why are yall engaging with something that is either awful bait or a raging narcisist
demonized actually laughed at this convo
Why is he lazy and dont update engine? (No judges)
otherwise we wouldnt hear how bad your mods are (no judges) 
You really got me there, partner 
Icant
You want someone to completely rewrite the engine, for free, on their own time because you won't put a single pebble of effort towards it because you don't want to "waste your time"
So you see the time of other mores less valuable than yours and them "wasting" their time is ok
what is in the water
multi threaded frogs
man i love frogs
I get 60 fps 95% of the time on a 1070 with SSS, bloom, omni lights all the good stuff (not on max settings ofc). Spend more time tweaking the game and less asking people to do magic on an old game engine. If it was easy It would have been done already. Also if the PC spec is that bad, I recommend more working and less gaming 
If that's a bait congratz

what, what kind of a convo did i just miss? came here for a question....anyway
gamma npc loadouts.
is that a new mod and partially rewritten? because i swear i was looking at the same files in there and they didnt look so well structured.
They were redone with 093
that explains a lot! thank you! this will make things...easier ? for me? idk. just nice to know
you can thank SD's Weighted NPC Loadouts mod for that
if you want to understand how they're written, check that mod's script files + comments
i see, i assume the game doesnt really utilize the npc loadouts as a squad, does it?
I recommend reading the npc_loadouts.ltx. It gives and overview all the possible ways to assign guns to NPCs. There is many ways
i am, i am doing it rn.
it just says it gives priority to npc's being spawned in a squad first and thats a whole different file of their loadouts. its just never really been active. so im asking if that has changed as it is not mentioned there
If you unpack vanilla anomaly you'll see the other example files. GAMMA makes use of the "name" and "faction + rank" methods of assigning loadouts
But you can just add new sections for the other methods if you want
I really enjoyed GAMMA and its slow, realistic and rewarding gameplay and progression. I noticed that with GAMMAs progression, there is little need to or reason for trying more than a couple of the awesome weapons per playtrough.
How fun would be to GAMMA into a "gun game", where some of your weapons get changed automatically? Making the game a bit easier/more arcadey (ammo count, more enemies etc.) would probably be necessary.
There's a mod for that
Although it kinda goes directly against what gamma is as a concept
i know all that, but if it spawns them as a squad, those files no longer apply. only other question i have is about weight. if default is 10, going lower or higher would make something rarer or more common. as that is also not exactly explained
what's its name?
I agree with you in principle. But I'd love to keep all the amazing gameplay features, numerous weapons and graphics of gamma.
Even if npcs are spawned as a squad then all the other options of assigning loadouts still work for them.
oh, alright
And yes. Thats just how a weighted chance works
yeah, but i want to know if default is 10 and i make it 50, is it rarer now or more common?
chance for a weapon to spawn is:
weapon_weight/combined_weight_of_all_weapons_in_the_pool.
if you make it 50 its more common
it has more weight to be chosen
so higher number makes it more common. thank you. i just didnt get which way it went
black market i think the name is
it should be in mo2 it could be outdated i dont know personally
alright, fucked around, found out. the weight really impacts rarity. like, even a bit of a difference causes something to be very rare
black market re-adds guns removed from gamma, but if you're going to use it, lbr it doesn't matter
as i said in newbies chat, you are describing modded anomaly. it would legitimately be easier to just mod anomaly to get closer to gamma than the other way around
does it do that on purpouse or its just because its radom or something?
the only real difference would be "make a mod that randomly changes your equipped gun every X interval, to a random other gun"
which i mean, sounds fun in a chaotic way
if you're down for it, it could be a fun mod to make.
yeah, "weight" means "how likely it is to be chosen" so yes, it's on purpose
oh no no
that i figured out
im talking about the black market mod. does it add unused weapons on purpouse or they are there just because it picks something random from everything?
because the original author made it several versions of gamma ago and has not updated the list of sold guns to be up to date, especially after 0.9.3 removed many more weapons
i see
and author doesn't want to update the guns list ig? i don't blame them
its just me being curious n shit with my own little thing. i realised my previous task of adding nearly all the removed ak's is just.....not useful in anyway. i want to add back the ones which have some merit. like the akm ingame has no dovotail mount to accept scopes while the akms does. so i want to add the versions which do the opposite of the same gun. basically i want both akm's one with it, other without it
instead of just having all of them. not exactly sure how to balance it out and what not.
cus i got big plans for this, but i really doubt i actually succeed at what i want, but one way to find out
That's what I'm talking about. Of course, it would have to be in good condition and ammo would have to come with it. I you could somehow tie "break current gun" to the condition "find new gun with ammo somewhere" it would be fun.
I have no clue about modding though 😄
...some gameplay loop, which forces and enables you to use different guns
How is your Lua? Sounds possible
my what? 😄
Your ability to code in Lua
You'll need to be able to do that to make the mod you are describing
non existant
how long would it take to learn coding in Lua before I could accomplish something like that?
So when I compress something back to a 7zip file, is there anything special I need like compression methods or what not? Or is it just the archive to [Blank] and what not?
daunting! much respect to you guys. So the chances of my idea coming to fruition are slim 😄
only you can decide that 
spawning or removing guns from player inventory isnt complicated, theres examples in vanilla anomaly (hint: ||scopes||) and probably multiple mods in gamma
i'm tempted to give it a go myself
eta: prob just... blank the "set gun to 83% condition" script, then at a given gun % threshold run script to randomly replace it with another gun from some table of permitted weapons
if you're just doing script or config edits without large files in it... just "archive to ..." will be fine
I did a selfimposed playthrough for a bit on close to vanilla anomaly kinda similar to the idea. I wasnt allowed to reload guns 
its models, i pulled some out of the mod and trying to recompress them. whe ni do it that way it's of course didnt recognize it
oh lol then i am not the person to ask for compression wizardry
what doesnt recognize it? Shouldnt need to do anything special to 7zip them
Nullmoxy did a gun game mod but i never got it working
the folder structure is just wrong
first folder should be gamedata
zip the gamedata folder, but if you open the dropdown you should be able to select the folder above gamedata and select it as root or something like that
Guys, I'm curious about one thing... GAMMA looks fantastic, improved textures, lighting, fx, looks great. But the thing that stands out is low poly models. Is there any particular reason no mods, or very little mods, tackle various props around the world? Is it not possible, does it cause instability or what?
It should actually also handle your_folder/gamedata. Double checking most of my mods are zipped like this
ty guys!
The lighting, texture and fx mods are already a big performance hit as it is
Remaking the entire geometry of all maps is not only a gargantuan task but it could easily quadruple the poly count of those maps
Cant imagine many people pulling 30+fps if that was the case
I was under the impression that poly count is not that bad of an impact. And plus, I'm not saying quadrople the size of polygons, but just a few extra here and there to better define the shape.
I was part of a fallout 4 modding scene for a long time, and usually people are updating odd models all the time. So I am mainly curious why the same does not happen here... I wanted to transition from MODO to Blender for a long time, and this might just push me a bit more to learn that workflow too..
Like all world objects are also baked into the level I think. And you can only have one version of a map active at a time. So you cant just swap out specific meshes.
The poly count would indeed be that bad of an impact
Thats why the BaS world models were optimized for better performance
this engine is incomparably crustier than creation engine used in fo4
or whatever the fuck the bethesda forever engine is called
the tools are also a lot less, uh, complete
Ok, ok .. That actually makes a ton of sense now...
Expect maybe the fact that Xray's source code is available
Give some love to the poor monolith 
Yeah, if you have to bake a whole map to make a change to a single truck model, I can see why now one does it 😄
Only a single person has been succesful in making new map mods for anomaly
Apparently its mega hard
and editing existing anomaly maps isnt easy either - we cant really adjust AI grid
so any addition or removals wont affect AI paths
So no navmeshing either.. Ok, ok you convinced me 
ffs. anybody knows which file exactly is responsable for item repair kit redirect? theres 3 of them and i got no clue which one i need to modify or replace. just adding anything new in any one just makes the game crash
mod_system_items_repair_zGAMMA_repair_redirect.ltx
what are you changing
which gun + which repair kit, also, what crash error do you get
changing what is there is fairly easy, just works. changed rpd to repair_type=rifle_5
that works. im trying to add more things, like specifically rpk16 to rifle 7. basically d-tier
add a line, do check if i made mistakes, but shouldnt have
opened game and tried to spawn it with debug. the repair kit type just isnt showing on it and when i click on details the game crashes. giving me stat trace error
like, i can go and edit each weapon individually to take a repair kit i want, but that would be a lot of files instead of using what is already there just for that
Maybe that gun doesn't have parts?
it does, all of them do
im quite certain its actually in the game and findable. it aint disabled by drops either
nvm, just sort of worked....
im really confused
X-ray being xray
ok, this really is a xray moment. i did it all again and it just worked. doesnt even need proper priority in mod order. just copied the original file and made my own "mod" with my changes to it , dumped it in as literally last and it worked. like 600+ spot. i have no idea how this works
Hi, guys, can I do something to force a stalker to give me a specific dynamic quest? Simple ways like task_manager.get_task_manager( ):give_task give me an error and I'm trying to deal with them, but maybe I'm missing something about task giving 
Nvm, just hardcoded random npc's id instead of task giver for testing
also managed to craft weapons like ak to akm but I guess the craft always give you a perfect condition gun no matter the previous gun condition
You'd need to rewrite the script to account for the parts
What is the callback for a script that gets to run first? Does it depend on the script/callback's names and in alphabetical order? or Something else?
Maybe the order in which they were registered? Create a few callbacks that log to console and test it.
Give me a holler uf you ever try this and need play testing (least I can do) 🙂
Wrong akm in a sense, that one is unused
@covert pivot let me know if you mind the ping, but I was curious where in the GitHub repo I can find info about NPC loadouts/outfits corresponding to suits that they can drop - what keywords to look for?
npc_loadouts*.ltx files for guns. death_outfits.ltx for npc visual -> outfit drop
Many thanks
Can anyone help me to understand how to edit ammo costs in the game? I found the file in gamma economy mod, but I am not understanding why the changes I am making are not being reflected the way I intend in game. I am waiting the 24hr stock change period for traders as well.
thought so
I know, I was just testing if this will work lol
Did you ever manage to change the prices at all?
Probably some other dltx file changing them
hope not
pre-formatted csv for visual-model-to-outfit-drop mapping so you can open it in your spreadsheet editor of choice
You are a Zonesend, thank you veerserif
fyi, if you compare it solely to death_outfits.ltx you might find it a little weird, that is because i ALSO pulled from mod_death_generic_g_a_m_m_a_no_integrated_helmets_in_armors.ltx DLTX file
so that csv should represent the complete set of mappings including both the base death_outfits file and the dltx overwrite, though given what i now know about messiness in overwriting that... it may still be a little different than what you would observe in game. but it should be close enough, for most uses
Hi so i'm in blender and i'm trying to figure out how to port one of the arms into it so I can change the hands for these
And I don't know how to do that.So can somebody help me?
why does the cube have arms
same thought tbh
That makes sense
Where can I find the config file for the "Bear" shotgun?
It says bm16 in the item description, but the bm16 I see is only for 12 gauge
Nvm I got it
wait, how have i missed this? each gun has only 1 silencer option?
so by game code , i cant even add another option because there is only 1 option for a gun?
Imagine stacking suppressors
Like, 1 on top of the other. Like multiple Chirgurgh shotgun suppressors lmao
no, no...thats not the idea at all. i mean, each gun has only 1 supressor option to choose from
yes, the only reason multiple suppressors are in game is because some guns are set to use a different suppressor
in the original games, all suppressors were universal
i know all , that. i was genuinely thinking of making something. like , idk a gun where you can pick between 2 different silencers. i dont think i can do that knowing the game recognises only one option for it
you could sort of sidestep that by making each suppressor a scope instead, like some guns in GAMMA have their upgrade kits
downside, can't do scopes, and/or it ends up a permanent change so you can't go to the unsuppressed weapon again
i wouldnt care too much about the pernament change, but it creates a new problem
as each scope / dot and whatever counts as a whole new gun ingame....that would be a lot to make and now i would need to remake double of all guns in the game if i want to go and do it that way
i much rather not
well, double for each optic you decide to make work for it
I don't think any gun in the game can use every optic existing in the files
I am well aware what you meant, I was just insinuating a funny idea lmao
no, but i think you understand how that is too much work for something so ...simple? im not dumping that much time on that. not that im not willing to put in some effort, that is just way too tedious and much for such a tiny thing
got it lol
Also does anyone have an idea about this? How to edit the cost of items in the economy, say I want to increase the cost of a mag of ammo?
what did you change previously?
the trader files in the gamma economy mod, I tried to cchange the values shown but didn't really have much effect other than changing the amount and types of ammo he sold.
because i believe over there you can only change the markup he can have of an item. like, 1.2x times more than the items value itself. no?
oh, if you want to edit the cost of ammo you can just do a DLTX edit
like,
cost = 9001```
it won't change the amount of ammo on offer or w/e but it will effect the price it's sold (and bought) at
where did you find that file or whats its name?
not anywhere, DLTX is an engine thing where you can edit certain .ltx things like item stats without having to hard overwrite existing files
here's my still-not-updated DLTX modding guide if you want to try it by yourself
or I can slap together the file structure and guide you through the editing process
here's a template, just install via MO2 and then open it, change the values as you see fit, and have a test or two at how it works and adjust accordingly
actually, seeing a example for once and explained does make it look easy. i do have couple of dumb questions tho
I may have dumb answers to those questions, so go ahead!
im not certain its great to be in here, but alright. first of all. if i edit possible loadouts for npc's, i assume this can no longer do that and i have to edit the original files there
loadouts are a harder thing, that I've not messed about with
I think DLTX can be used for that, but probably only to add guns and items, not to remove ones they already have
No, NPC loadouts can be DLTXed in gamma
Gamma primarily uses npc_loadout_factionname.ltx files to define loadouts on a per faction basis, these can be edited by dltx
The actually tricky part is understanding how the different sections in the DLTX file maps onto different faction ranks and spawnd
alright. so i assume it would be easier overwriting what is already there
And you can absolutely delete lines, you just do
![section_you're_editing]
!line_to_remove ;this line MUST start with !
Refer back to the DLTX Syntax guide, it's from the modding guidebook in the pins here
could you send me a link to the guidebook thing?
Check pins, am on phone right now
https://igigog.github.io/anomaly-modding-book/addons/dltx.html but seriously. Check the pins of this channel, there are a LOT of resources there
thank you, i did find the modding book link
ffs, half of the people could have told me this exists instead of laughing at my dumb af questions
fuck me, can i just dm you? i got many dumb questions at this point
Fine but I reserve the right to disappear at stretches while trying to put out fires in base support
Just so you have realistic expectations from me e: also i mostly only do config stuff, i can code somewhat in python but don't know lua (so won't be of help for script mods)
you can still ask here as well, someone usually will answer even if you feel the question is dumb - or direct you to info you could use or give you examples of mods that do something similar. seeing what other people have done and how they do things is great to find solutions for things you want to do
asking stuff in a public setting is also good because then someone else might get info out of it as well
Modding Question.
How is it possible to add new items to the death_generic.ltx and death_items files per dltx?
I did it like this:
Folder: gamedata / configs / items / settings
File: mod_death_items_vc
![base]
vc_item_1 = 0.01
vc_item_2 = 0.01
vc_item_3= 0.01
vc_item_4 = 0.01
;;--==================================< Stalker >========= =========================
![stalker_professional]
vc_item_5_stalker = 0.002
![stalker_veteran]
vc_item_5_stalker = 0.004
![stalker_expert]
vc_item_5_stalker = 0.006
![stalker_master]
vc_item_5_stalker = 0.008
![stalker_legend]
vc_item_5_stalker = 0.01
For my understanding, the corresponding items should then spawn from the stalkers because I added them to the main file.
I spawned and looted 100 expert stalkers. Nobody had any item from a total of 20 new items with them. The spawn chance for many items is between 0.001 - 0.01 = 0,1 - 1%
the root is death_generic so your DLTX file name needs to start with mod_death_generic, not mod_death_items
sorry, I forgot to say that. Of course I also created this file. mod_death_generic_vc and added the corresponding items there.
![item_count]
vc_item_1 = 1, 1
vc_item_2 = 1, 1
vc_item_3 = 1, 1
etc...
In the death items.ltx I would like to add faction-specific items sorted by rank. that's why I asked.
You cant dltx directly into death_items.ltx
that's what i'm saying
everything you have in the mod_death_items_vc, should go inside mod_death_generic_vc
You can dltx only into roots - files that are loaded inside of a script directly or make their way into system.ltx through #include chains.
In this case death_items.ltx has no script that loads it, but it is included inside death_generic.ltx with
#include "death_items.ltx"
And if you look where death_generic.ltx is used you can find inside itms_manager.script:
ini_death = ini_file("items\\settings\\death_generic.ltx")
ok thx, but how can i edit factions-specific loot? I'm currently creating a mod that adds faction secret documents. Each faction has personal documents. item_documents_stalker = stalker
item_documents_bandit = bandit. etc.
I want each faction to only carry its own secret documents and not from other factions.
Anomaly Book doesnt really explain what a root is (atleast i didnt find an explanation
) but there's tools for this
https://igigog.github.io/anomaly-modding-book/addons/dltx.html#ltxdiff-findroot
Thats with the sections you used in mod_death_items_vc:
vc_item_5_stalker = 0.002
![stalker_veteran]
vc_item_5_stalker = 0.004
![stalker_expert]
vc_item_5_stalker = 0.006
![stalker_master]
vc_item_5_stalker = 0.008
![stalker_legend]
vc_item_5_stalker = 0.01```
You just need to put them inside a mod_death_generic_whateverhere.ltx file
ahhhh... ok... this way. Thank you a lot. I'll test it now 👍
The dltx root stuff is probably the most annoying thing to figure out about it
good luck
I set the spawn rate to 90% (for testing) and yes IT WORKS 🙏 nice!
yeah the "root file" concept is glossed over very fast
im trying to figure out how the fuck do i even use that tool atm
im here and i have no clue what im doing
i need to sleep, but i would love if someone would explain what im doing right or wrong based on that screen, because i am so lost atm. This program looks like something someone would use to steal my steam account or something
so - you basically never want to, or need to, run the DLTXify tool ever. That is meant to convert a direct file overwrite into a DLTX file. Which you don't need because you're making it a DLTX file from scratch.
You only need to care about the LTXDiff tool. Make sure you got that one.
I think I just thought up a method to automatically set the minimum necessary width for text windows
First you start with a really slim text window, set its text, and set its height with the automatic height function that does work.
Save the height, and repeat the previous steps, this time set the width a little bigger.
Repeat until the height doesn't decrease anymore.
Is there a simple way to get all the id's of the guns and armour in Gamma?
Including the ones you add?
Is there anywhere an explanation on what the npc_loadouts parameters change, for example whats the difference between wpn_bizon and wpn_bizon:0:r , i couldn't find anything about it in the anomaly modding book
according to the anomaly script its something like this
loadouts[section][cnt].sec = tmp[1]
loadouts[section][cnt].attachment = tmp[2] or "0"
loadouts[section][cnt].ammo_type = tmp[3] or "0"
loadouts[section][cnt].chance = tonumber(tmp[4]) or 50
I guess its "weapon_name:chance of att:what ammo type:chance to spawn it"
got it, thanks!
attachment flag
and ammo index
read npc_loadouts.ltx
that has the explanation
there's a bug in item_knife.script at the line 84, function degradate() (It's not working) localized in G.A.M.M.A. Cooking Overhaul
Here is a fix I've made for it, now knifes do degrate when skinning
function degradate()
local num = 0
for knind = 1, #knifesm do
local obj = db.actor:object(knifesm[knind])
if obj ~= nil then
local cond = obj:condition()
local wpn = obj:section()
if knifes[wpn] then
num = knifes[wpn]
end
if (cond > num) then
obj:set_condition(cond - num / 4)
else
obj:set_condition(0.01)
end
end
end
end
dunno if i need to report this to a modder or a helper
hold on what the fuck is that
ah it reads from a table
fatal lapse in judgement
i dunno why it was not working before, so i tried to fix and it worked this way 
that's an honestly weird way to do the degradation huh
so every thing you skin deals the same damage to a given knife depending on where it's put in the table
but why does knife1 not degrade?
only knife 2 was degrading
no shit?
i never noticed
gahdaym
i just thought they just were way too durable
never bothered to check that script
the more you know
there's no knife1? just wpn_knife and wpn_knife2 idk if that's the reason
didn't remember its name but ye i was referring to just knife
yes, knife and knife2, no knife1
alr but thanks because then the sharping stone actually is useful now🤣
i remember it working way before when i downloaded this mod before g.a.m.m.a. was a thing
i was always wondering why were they so durable
but not knife2
I used to play efp4.2 when the degrading was working
then here at gamma I was wondering if the no degrade is intended lol
now I know the answer
it was but it only working for one knife
since axe can't skin (sledgehamme is axe3 lmao) they don't degrade
🤣 and in my playthrough I skipped that knife since I got a m9 in a stash
wait what you can loot knives from stashes?
i thought it was intended to be bought only, hmm i wonder
I can't remember much since I have edited stash loot in zcp, but yeah I think I do find several knifes in stash, even a oracle nvg
one thing i would like grook to add, is the m79 back, since we have the rpg7
dunno why it is commented everywhere
I think it is a hard time to balance explosive in gamma, that is why its not added
although I added like several launcher myself lol
i mean if they are one shot, they will be just like the underbarrel ones
the problem with underbarrel ones is that clunkyness to change the aim mode until you get into gl aim mode, also sometimes when i kept the under gl loaded, and switch zones or do a load game, the round inside vanishes
probably a proper gl would not have these issues
indeed so that's why I added it back
line 40, ish_item_stats.script from mod 124 - Nitpickers Modpack
i think
alr then
thanks
it keeps causing a crash
so I think I'll just disable GAMMA Accurate Defense Values for now
since it was added recently
I've just been having issues since the last update
so this might be what's causing it
thx
wut
i don't understand, there's a st_pda_task_limit_reached
before update was "task limit reached"
<btn_task_limit_reached x="630" y="35" width="20" height="20" stretch="1">
<texture>ui_inGame2_pda_taskboard_task_limit_reached</texture>
<text x="30" font="letterica16" align="l">st_pda_task_limit_reached</text>
<text_color>
<t r="220" g="0" b="0"/>
<d r="220" g="0" b="0"/>
<e r="220" g="0" b="0"/>
<h r="220" g="0" b="0"/>
</text_color>
</btn_task_limit_reached>
wtf
i removed it and I'm still crashing
do you have any other files in mind that might access it?
i have no idea sorry D:
ah alr then
well thx for the help anyway
looks like grok_actor_damage_balancer has it
so I'm gonna try and disable the mod for that
aaaand it didn't work
dam
as per usual, blame GMTOP
this text string is added by PDA Taskboard, likely in a new(ish, as in, within the last year) update. GMTOP completely overwrites its text file with an ancient version which doesn't have that string. Behold: bug.
super easy fix is to copy paste the string section with the matching ID, from the PDA Taskboard copy of ui_pda_taskboard.xml into the GMTOP version
alternatively: disable GMTOP
so gmtop just completely overwrites every xml files before it
yeah
it was pretty clearly made by copying every single xml file from the gamma modpack, whether or not they were being altered, so that it overwrites every single xml file
so if any mod ever updates or changes its xml strings, gmtop will break it
and that's why relying on file overwrites for minor edits is not a good method if you care about compatibility even a bit
isnt there dxml or something tho? or they just arent practical
a lot of people find dxml intimidating to use (e: because technically it is lua)
also it's just newer than dltx
before dltx became standard apparently everyone would just do complete overwrites of .ltx files too
(to be clear i was not into anomaly modding then. so i am merely reporting things i've heard)
Does anyone have any good resources for BAIN/FOMOD installers?
I'm making a mod to increase consumable uses, but I want the user to be able to choose which components to install. I.E Food/Cooking/Repairs.
Right now, it's just 1 file.
Thanks!
well yeah I think u r totally right
I would just edit gmtop for all of those names I guess
though in short you'll probably want to make one copy of your "one big file" for each option - so a "slight increase", "large increase", "super extra 999 uses on everything increase" version. then you can use the fomod tool to basically tell the installer to pick which version of the file to install depending on the user's choice
mm. i mean i just made a very small simple DXML edit mod myself to learn how to do it.
Ahh I gotcha, I'll take a look.
I was hoping to find some documentation, or script somewhere. I'm a linux using snowflake and do most things by hand when possible, vice run something under wine.
I know its not impossible, but after I know what cause xml name errors I would just fix it there lol
Welcome to my comprehensive guide to creating a FOMOD installer. In this video, I cover the majority of how to create a FOMOD using the FOMOD Creation tool, initially used for Fallout 4 creations but adapted to also work with Skyrim LE and SE.
In addition to a basic installer, this video covers topics such as the recommended folder structure, p...
i googled "how to make a fomod"
Thanks!
Looks like most of these resources are "Yeah, use this program."
I'll take a look
oh you want to write the xml
yes I was trying to edit some gun's name and descriptions, but sometimes it didnt work, then I see you talking about gmtop then I noticed they are the last loaded ones
so yeah that's what I'm trying to get and thanks lol
if you did want to try and learn how to make a DXML mod, you could always look at the mod i made to teach myself https://discord.com/channels/912320241713958912/1268200405339472033
it is a very simple, "if the game reads this XML file, replace the text in this string ID, with this other piece of text" script
alright thank you I'll look into it
Anyone know about how these 2 items get their max_uses?
[cooking]
[army_bowler]
mods/G.A.M.M.A. UI/gamedata/configs/items/items/items_cooking.ltx:[cooking]:booster_multi says their max use should be 3, but ingame it's 8
I cannot find where 8 is defined elsewhere, (grepped the entire mod directory) nor can I actually change the max_uses via a homemade DTLX mod. These are the only 2 items like this so far as I can see.
GAMMA folder\mods\G.A.M.M.A. Cooking Overhaul\gamedata\configs\mod_system_satiety_GAMMA.ltx
secret technique:
![cooking]means it looks for anything that resembles an attempt to override[cooking]- only looks at
.ltxfiles - just make it search every single subfolder of
gamma/modsdirectory
between the find in file results + the MO2 file searcher (to tell you which version of the file actually wins the overwrite wars) that's how i figure out where things get overwritten, all the time
you could even refine the filter further since all DLTX files must start with mod_, so technically my filter could be mod_*.ltx
(also i would happily guess that the reason your DLTX mod failed is that it wasn't targeting the correct root LTX file, which for items_cooking is actually system, meaning it also should be in gamedata/configs)
second potential reason is that DLTX loads alphabetically, last loaded wins, so your DLTX would have to come alphabetically after mod_system_satiety_GAMMA.ltx to "beat" its edits
the name of the file I'd like to override is named "mod_system_item_uses.ltx",
So, now my predicament is figuring out the correct way to have my file override values set in the other one
So I could just throw a few ZZZZZ's in the file name, right? in theory
gross, don't do it
literally just anything that comes in the alphabet after "s" would work
strange, the file already has "U" in it
you only include ONE root file, so your DLTX mod filename should be in the format mod_system_myoverwritefilename.ltx
you see the issue here
mod_system_item_uses.ltx
mod_system_satiety_GAMMA.ltx
it's delimited by 3 previous underscores?
the sections are as follows (splitting on _ for readability):
mod: prefix telling the engine "this is a DLTX file"
system: tells the engine 'the root LTX file I am modifying is called system.ltx'
satiety_GAMMA: name of the file. can be literally anything. THIS is what matters for alphabetical sort.
I think I'm seeing it now, I renamed it to "mod_system_uses.ltx"
Gonna see if that works
that should
Learning a lot, we really should have a wiki or something lol
in future you really want to reference the documentation https://igigog.github.io/anomaly-modding-book/addons/dltx.html
link is in pin
Thanks for the guidance! Unrelated, but I got GAMMA to work flawlessly on AMD + Linux. Anywhere in particular I should post my notes?
honestly unless you're volunteering to become our dedicated go-to AMD and Linux full time support helper
not really
if you wanna throw us a bone chuck everything in a pastebin or sthing and we'll link it at people
I'll clean it up and send it to one of you guys later.
I work full time, but have a lot of experience with that kind of stuff. I'll put a disclaimer with some relevant resources somewhere in it, so DM's to me would be a last resort
will keep that in mind 
@uncut hornet which
Sorry, solved.
Is there any way to get the current hands position/orientation when something changes it like Weapon Cover Tilt is running?
so im doing some icons, what i have to change so icons dont switch back to the old ones when equipping a scope?
tf?
why does it change?
it shouldn't happen like that
@covert topaz question to the dds file, did you save it in BC3?
AND did you generate mipmaps for it?
i use paint.net, i saved as R8G8B8A8 (lineal, A8B8G8R8)
nope
and im not modifing the ui_bas_icons file, i created my own and used ico_ltx to overwrite
which option is better to save as?
here is your answer
because it's an LTX file, it will just overwrite the ICON only when it's without anything
the rest will use the one from ui_bas_icon
you should include that it in ltx
so how i do that
check every scope
what section is it in debug
add _[name of the scope]
and then make the icon overwritten
should be like that
is from S2, i modified the grip colour only
There isnt an easy way to do that is it?
change the icon in ui_bas
seriously
easier than writing out ton of shit
OR
make the icon overwritten in the gun section
It's like 5 minutes of copypasting tho lowkey lol
for me its easier changing the icon 
Im doing all gun icons
just use ctrl + f in notepad
So change the gun ltx?
yea
Then it's faster to change the icon on the file it self
Maybe i could do an dltx for all guns that modifies only that part of the ltx (i dont know if it works like that)
If the icon is still determined in each scope section
No that wouldn't work
You'd still need to overwrite each scope section for each gun
I'm attempting to slow down the NPC snap-turn speed but am having trouble finding this variable. Any one knows which files these might be in? ||i enjoy making small personal QOL changes to my game but this idk how to make actual mods yet so...|| (because in my opinion, npc's turn too inhumanly quick and it reminds me of CS1.6 bots... LOL)
||[Also apologies if this is the wrong channel for this, im learning the ways still, only have some experience making models and animations. Like i'm following the guides and all and]|| Im trying to get this model in the game, akin to the 12gTOZ but 3xBarrel and old looking/sawn-off so it can be a Vision slot side-arm with slow reload, like a panic last resort from when you're swarmed by rats. But its supposed to be a "relic" gun so im thinking Sidorovich could have this for cheap with a gnarly crook voice line.
I enjoy making models of fictional guns that look old, but idk of a faction best suited for it
How can i get a script to tell if a gun is in alt aim mode or not?
lens hider prints zoom type if you edit it to debug
ive looked at it but i cant figure out how to use that function 
wdym
it prints when you change aim mode if debug is true

i mean i dont understand how it's getting the zoom type change. I'm not sure what it's doing
actor_on_weapon_zoom_type_changed callback has zoom type parameters
you can also use use GetZoomType() instead
how do i use getzoomtype?
wpn:cast_Weapon():GetZoomType()
what are you trying to do btw
so i figured out a way to use adjustable scope hud to give every 3dss scope it's own hud_fov value when you aim
now i'm trying to make it so that if a gun has an alt aim mode and a scope, it uses the iron sights value when in alt aim
do you have time to take a look at the script? its working except for that
yes
i've commented out the lines related to what i was trying to do to make it easier to find them
everything else is working
also, this goes in configs/items/hud_fov_values
local alt = weapon:weapon_in_grenade_mode()
local has_gl = utils_item.has_attached_gl(weapon)
if alt and has_gl then
-- has GL and can fire
elseif has_gl then
-- has GL but is in normal fire mode
elseif alt then
-- is in alt aim mode
end

I hate editing code on mobile 
but this shit should work
as in, the whole thing?
and yeah i know the script is a mess, even i could tell that and i have no scirpting knowledge lol
im mostly doing this to set scope huds, not all the other stuff. i figured free zoom would handle it since freezooming was disabled with 3d scopes?
not sure, but I guess it would be better to handle scope hud fov in free zoom
the author plays in dx8 though 
also i never understood why we have free zoom and scope hud adjust
this'll be good for you then
grok too lazy to remove deprecated stuff
which is understandable really
Fucking baller, I was going to look into this myself after I figure out how to get the sensitivity to compensate in ADS
With how freezoom works it already half does that, but its not fit for purpose
My brain is bleeding. Whats the most no nonsense way to debug / log what a script be doin? Been looking around and messing about in lua console, still lost Nah we good
gamma 0.9.3.1 introduced hud fov bug with items and it is driving me insanwe
try removing freezoom
bug disappeared for me just as we speak..
But it is super inconsistent (since it is script bug). But when the bug happens, fdda animations stop forcing 0.45hudfov until game restart, and usually items look fine for the first use after game restart, until bug happens
not familiar with scripts but it seems like a script, probably freezoom, is locking hudfov when it shouldnt which breaks the fdda anim script that sets hudfov too?
how does one fix the sight of a weapon in vscode? or is there a better way to do it? usp tactical without sights, it's a bit highier than usual (blocking the view)
freezoom fucks seems to mostly shit its pants if you don't do this #🔨base-gamma-support message setting the step count to 5 decimal places did help, but the biggest thing would be making sure the adjust scope hud settings match hud_fov
I got this to stop happening completely and idk what I did, but thats some of what I messed around with. Also not using freezoom atm
these configs affect both dynamic anom spawns and static or just static?
from drx_da_main_artefacts
Has anyone tried to attach a debugger to the scripts? I read that it's not cooperating well with LuaJIT, but I also read that you can disable it? My only concern is that the only solution I saw to disable it was through a Lua call which would be too late to do so, innit?
I would pay for a debugger, no jokes. Debugging and reading logs sucks 
Only for dynamic. Static have same percent depending on difficulty
the newest version of my free Zoom removed hud_fov change on adsing, which is now rely on adjustable scope hud to do the change now, grok is not updated to it tho. Sorry that my god dam mod keeps making everything hard. Kinda regretted making it ngl
Yeah when you basically have to simulate a debugger by inserting a trillion debug log calls... it is a pain
is there a way to add more variation to task target scans? I have three fairly similar tasks for Monolith in Pripyat (Conquer the Enemy, Destroy the Enemy, Eliminate Enemy Forces) and they always target the same squad (can be in three different locations, but all three will always target the same one at any given time) and the same map (Jupiter).
it would be great if there was a way to just .. increase variation in targets, or maybe force exclude squads that are already the target of an assault task, but I also considered making separate tasks and putting one each in pripyat, radar and outskirts.
should be ways to check if target is already target of another task and not include it
gamma dynamic despawner does some checks like that
tasks_assault.script atleast seems to have target randomizer, but it might be that there just isnt any other valid targets

You can do some debugging with it, look for the validate_assault_task function and log the "targets" table before one value is chosen at random and its cached
yeah you're right, the random assault tasks definitely randomize, it's just these three that don't. i'll see if I can find the difference.
local target_smart = targets[target_squad]```
assault tasks use this logic
to pick random of possible targets
target can still be one that is already targeted but i guess theres atleast some variance
what id are those tasks?
lider_monolith_haron_task_1, pri_monolith_monolith_trader_stalker_task_1, and simulation_task_36
first seems to be assault task
they all use setup_assault_task
oh duh, redemption is a bounty task
well, that's a good place to start looking for the difference.
Then i recommend just doing this at first
debug the targets list see if theres even more than 1 target possible
oh yeah, i meant to ask how you log a table
utils_data.print_table
🙏 merci
havent used this myself, but should work
So it's possible to make this gun in 556, 762 and 300 blackout. Interesting
dew it.
There is already a high quality STG 44 mod
the only thing would be to make the chambering upgrade to 300 or 762
https://discord.com/channels/912320241713958912/1316605988186357921 framework for that
Anyone knows how to make survival kit an usable item again? at the moment seems like some kind of container for specific items
the survival kit is a consumable that's akin to an uber medkit in vanilla
you have a mod that overwrites its functionality
Hi, i would like to ask. Im trying an new outfit mod, how to i make spawn the new outfit on enemies upon death ? Thanks😁
It is a usable item by default
I would say you have to add it to npcs visual first - gamedata\configs\items\settings\death_outfits.ltx
thats correct, you have to assign the outfit to npc visuals in that file
Anyone know a neat way of adding/changing settings for mods in the load order?
What I want to do Is have a file or set of files with override settings that I just load last in the mod order.
I have for instance a file with weapon edits that I use. It has entries like this:
![wpn_win1886]
ammo_class = ammo_357_hp_mag, ammo_357_hp_mag_bad, ammo_357_hp_mag_verybad
ammo_elapsed = 8
ammo_mag_size = 8
repair_type = shotgun
But If I want to add a similar entry for say the skill_haruka.ltx how do I go about adding an entry for say
[endurance]
max_level = 50
To increase max skill level cap to 50 instead of 30. How would I go about this? Can I do the same things as for weapons?
This is to not have to search around for files and edit them directly and have to redo it every update.




