#โ๐mods-making-discussion
1 messages ยท Page 95 of 1
What's the name of the icon editor used for modding stalker anomaly icons?
You have to somehow query the stalkers that are X feet from you and get their state.
Pseudo-code incoming:
`local stalkers_near = something.GetLocalStalkers
foreach stalker in stalkers_near
{
if (stalker.state == "guitar")
{
db.Actor.healorsomething()
}
}
`
Thank you
Hey, so I was reading older chats about adding weapons to npc loadouts and I was wonddering if anyone could help me clarify. I'm trying to add an anomaly weapon to Gamma's NPC loadout pool. So for example if I was adding the Sig MCX mod it would look like, "D:\GAMMA\mods\SIG MCX\gamedata\configs\items\settings\npc_loadouts\mod_npc_loadouts_mcx.ltx". The author has this by default for various faction's veteran and master npcs:
![freedom_veteran_primary]
wpn_mcx
wpn_mcx:r:r
wpn_mcx:0:r
![freedom_master_primary]
wpn_mcx_tac
wpn_mcx_tac:r:r
wpn_mcx_tac:0:r
Would I need to change anything to make it compatitble? What if I wanted to add it to stash drops? What would I change in Groks Stash Overhaul?
loadout looks right. treasure_manager.ltx is the vanilla file, althou vanilla anomaly doesn't put weapons in stashes. Grok may use the same ltx, if it uses another one i don't know what it is called.
engine, you're fucked
Have you even done engine edits?
yeah
so thats why lmgs are in assault rifle section?
Could you atleast point me in the right direction to see if maybe I can figure it out myself
stash drops uses grok_treasure_manager.ltx and there's another stash tiers ltx, don't recall the exact name but both files are provided by the same mod
mo2 file search is your friend
and yes you can dltx those files too
creating weapon classes is above my pay grade
i have like skimmed over the revolver class
as a "wow it's a thing" thing
Would be more editing the existing ones rather than creating a new one
Basically all the Weapon*.cpp files.
You can look into class_registrator.script to see what class in w_*.ltx file corresponds to what engine class
I don't know what i'm doing, i'm trying to get the fork open in vs2022 and compile the engine
Example class = WP_AK74
From the script:
cs_register (object_factory, "CWeaponAK74", "se_item.se_weapon_magazined_w_gl", "WP_AK74", "wpn_ak74_s")
CWeaponAK74 you find in WeaponAK74.h
class CWeaponAK74 : public CWeaponMagazinedWGrenade
So you can look into WeaponAK74.cpp to see about the class. But you can see also that it inherits CWeaponMagazinedWGrenade etc
idk either, ive done nothing with the engine, but thats probably the direction you have to start digging in for what weapon classes are 
How come?
Does it throw an error or something?
@simple scaffold what could be the cause of axr_options getting nuked by mcm? Most mcm based mods seemed to work fine until recently
define nuked?
Like deleting it completely. The file reads 0kb and is blank when I open it
interesting. thats new.
enable logging in the MCM settings and send me the logs/mcm/ui_mcmxxx.log and the xray log after it happens next time. if you have a backup axr_options from just before this started that might be useful as well. atleast it will save me from having to build all of it by hand from the logs.
Yeah I've been keeping backups of it because it happens so often 
I'll see if I can get it to happens next time I play
if you know what mcm mods you recently added that would be useful as well.
current theories:
mcm settings paths from some mod have chars that are freaking the ini save out.
mcm section is just too big and messing up the ini save
you recently updated windows 11 and the MO2 UVFS bug is involved somehow.
recently* meaning the last month and a half, windows rolled this update out slowly aprently.
I'm talking bout some important sfutt with GF. I will help you after
Wanted to check out the engine code anyways 
So I did upgrade and update win11 but I've been having this mcm nuking issue while I was on win10 as well
Is there a limit to how big the mcm section can be? Most mcm mods I have are from more seasoned modder's. granted I know that doesn't mean they won't make mistakes
Also if it's of any help for general information, it happens pretty much any time it wants; before anomaly loads, midway through loading a save, on transitions, sometimes on changing one or two mcm settings
It's also inconsistent. Changing the same mcm setting could nuke axr_options once or twice but work the third time
idk. MCM makes axr_options the largest ltx that is not read only. i don't think anything else would have ever come close to testing the limits of the ini save code.
capital letters in MCM paths can cause issues but typically only with reading that one setting.
IDK what non latin chars or wierd punctuation may do.
Maybe deep nesting of files can fck it up too? We had such problem at work a few months ago. Our repo was in the typical (so user/name/source/repos) place but had some long named projects and I don't exactly remember what fucked up, but something stopped working for a few ppl.
The solution was to put the repos folder to the root of the drive
axr_options is in the root of the configs path. assuming ppl do the smart thing and run anomaly once directly before setting up MCM it should be in the actual gamedata/configs folder even
MCM can tell axr_options to save to disk at any of those times and probably a few others. Something is making the engine code that saves ini files break.
your hardrive isn't stupidly full, fragement or otherwise corrupted?
Or maybe the RAM?
i would assume gamma would be falking out over way bigger things than a text file first.
Not AFAIK. I generally keep my hard drive clean and I've got a separate one for games
Ssd*
Oddly enough, nuked axr_options is my number one crash
I've got 32gb of ram + 30gb page
Totally unnecessary I'm sure
You could try de-fragmenting the SSD
spitballing probably won't come up with anything you didn't think of already.
the detailed mcm log, and the pre breaking axr_options file will show what mcm is trying to save. Ultimately the engine ini file code is failing maybe it writes to the xray log.
True. Once I get a crash again I'll let you know and send the necessary files
if you can character count your current axr_options real quick i might have an answer.
Sure I'll be home from work in about an hour
TCO's qbz191
I think it's org quality let me find the source
this
simply apply a couple of decimate modifiers
which I just did
a couple thousand
now its like 70k faces
๐ญ the tco kriss vector I did has like a 70k wm and went fine
sorry 50k
I'll just decimate it more
probably also look into straight up deleting parts of the model that aren't at all visible
true
yeah also that
you can also delete stuff that won't be visible like triggers and pistol grips
yeah kill it
frankenstein the world model using parts that are lower poly
like idk grab a pistol grip from vanilla anomaly world models
and paste it into the model
that could work too
hmm actually it is the individual lines that have a length limit of 4k characters not the entire file. the entire file is limited to 4million ish characters. well u32 bytes which is roughly the size of a DVR or about 4 gigs. so probably not hitting htat.
hey guys, so here is the deal, I want to add more tasks to ISG pool so I created my own versions of the following files:
gamedata\configs\text\eng\st_quests_general.xml took original from G.A.M.M.A. Massive Text Overhaul Project - SageDaHerb and Dr.Pr1nkos
gamedata\configs\misc\task\tm_dynamic.txt took original from G.A.M.M.A. Dynamic Tasks Balance
gamedata\configs\items\settings\fetch_list.ltx took original from G.A.M.M.A. Dynamic Tasks Balance
made a dedicated mod with my edits and placed it almost at the bottom so that there is no overrides. The game boots successfully and I started a new game just in case but the taskboard uses old quests like my mod doesn't exist.
Any idea what I might have missed?
Is there a way to get all available weapon id's? I mean the id like wpn_p90
in gamma?
or like generally
I want a printout on startup for easy reference
https://docs.google.com/spreadsheets/d/1-uQhAhds1beLtSAdaO-eUdXqnvriIwfNjXrKbiWmklM/edit?gid=1574159706#gid=1574159706 you're in luck then
that would be a "section".
are you talking from a script? or something with a lower skill floor?
i mean it depends why you want it too, if you want just a reference use my spreadsheet, but if you're checking if something is/isn't spawning (in a specific area) you prob want what raven's cooking
Basically wanna play around with the loadouts of factions, the spreadsheet is nice already for that thanks but the case of the scripts I am also interested in since I wanna play around with mods myself a little
debug item spawner.
my sheet does already list off every weapon that should show up in the debug item spawner, minus melee weapons
doesn't say which factions equip it tho cos i never did get around to writing that script
i fed all the weapon configs in GAMMA + as many overwrites affecting weapon stats as i could find, into a python script to generate that csv
Aight, thanks both ๐ Appreciate the information ๐
made the w model 60k, should be fine and game not going crazy
the funny thing is that there is a function that lists almost every item. but it only has meele weapons. guns are not in it. no idea why.
you'd have to parse every section in ini_sys and check if it had an ammo list and wasn't in the fake ammo weapon list.
thanks for the help tho @lilac idol @random fulcrum
np
although world models with high poly counts will potentionally lower performance
and higher poly counts is like 30k-ish
yeah you can't gauge the performance of a world model while in the debug map
if you load into that map the game is completely empty of everything so it's only you yourself that's ticking stuff
what happens if you come across a squad of goons that have the gun equipped
๐ญwell I guess I have to test more for that thing
make a dltx patch to clear a loadout section
and then make it have only that particular gun
then start spawning squads that can use that loadout
cool I'll try
why is batman talking to the green goblin?
is it more dependent on engine or computer spec tho
yeah
engine
one threaded
alright
Thank yall for your help. Looks like the Sig MCX was spawning properly. Now to test for the MDR and Sig Spear lol
Greetings people, very unrelated but is there any way i can make tracers visible again when using a suppressor? I cant seem to find the file responsible for that and im starting to think that its an engine thingy
allow_silencer_tracers 1
or something like that in console
also in the modded exes settings in the main menu settings menu
if none are true then update modded exes
excuse me but how do I clear a section
do I put a ! in the section or something
idk if this counts but I tried to spawn many worldmodel and it seems no gamebreaking
!![killer_master_primary]
@[killer_master_primary]
your_gun:r:r
ah this way
I'll try
wait is there even a @ for dltx
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 1214
[error]Description : fatal error
[error]Arguments : Can't open section 'isg_master_primary'. Please attach [*.ini_log] file to your bug report
stack trace:
! [LUA] 0 : [C ] line_count
! [LUA] 1 : [Lua] ...omaly/bin/..\gamedata\scripts\xrs_rnd_npc_loadout.script(111) : init_settings
! [LUA] 2 : [Lua] ...y/bin/..\gamedata\scripts\remove_gun_from_loadout.script(14) : init_settings
! [LUA] 3 : [Lua] ...omaly/bin/..\gamedata\scripts\xrs_rnd_npc_loadout.script(31) : on_game_start
! [LUA] 4 : [Lua] d:/anomaly/bin/..\gamedata\scripts\axr_main.script(325) : on_game_start
! [LUA] 5 : [Lua] d:/anomaly/bin/..\gamedata\scripts\_g.script(82) :
it just throws me a crash
read the argument
well I'm overriding it like you posted
and I cant find the ini_log whatsoever
I'll do it later have stuff to do
in the ammo itx for gbo, why are there often 2 values for a single variable separated by a semicolen?
like k_hit often has 2
it's a comment
so which one is the value actually used?
take a wild guess
id assume the one before the semicolon but im not knowladgeable enough to say for sure
wish there were a shorter handguard of some kind to fit onto the mk47 isg im working on
mk47 assets are from tarkov so just port another handguard if you'd like
all i know is some ogf-bashing with blender and a little bit of dltx so 
You can't move stuff via gizmo? Okay..
That won't work
There is no easy way to clear a section
im trying to make this mod https://www.moddb.com/mods/stalker-anomaly/addons/winchester-1886-and-marlin-dark-tracker-lever-action-rifles to work with more optics. i want to put for instance a SwampFox Trihawk Prism Scope 3x30 in the config file of the gun but nothing is happening. i see the status with this exact scope has changed to compatible but when i try to put the scope on the gun, nothing happens. i just hear the sound of me adding the scope. + when i open details of the gun, the scope is newly in there with all the other scopes
Is there a tutorial showing how to addapt other games models into stalker, what I want to do is take a gun from Squad and get it into Anomaly/gamma
so that's why I'm just crashing
thats not how it works, you have to make a new model with that scope and also put the scope model related lines in ltx, its not just add a scope attachment
There's a full gun porting video from Lun4t1c
https://www.youtube.com/watch?v=HwTYYH5zLjo
We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:
00:27 intro
01:36 tools of the trade
03:30 content overview
Part 1: having a plan
04:01 intro to planning
Part 2: editing textures
06:57 intro to textures
29:27 thm files
Part 3: working on mesh...
Imagine GAMMA in CO-OP. This would be huge worldwide ๐ฅ
imagining making the gamma code work in coop. it would be a dumpsre fire
evrything that makes gamma gamma is a client side script. even the damage calculations.

Ah so .ltx files need a game restart to work.
It's easier to debug now 
they are loaded on game start iirc
which channel can i get specific parts of gamma im looking for the weapons/weapon reanim pack
thx now i gotta look forever to find a non dltx weapon pack
Is someone willing to finish this guy's addon? This would replace the portraits with "Fixed Vanilla Models" stalkers but it seems abandoned and only half done. Don't know how tedious that would be. https://www.moddb.com/mods/stalker-anomaly/addons/dltx-enhanced-portraits-addon-test-update
https://www.moddb.com/members/flowertucci1978/images
anyone know why dltx just completely breaks my game on 1.5.3
how so?
shader compilation failed which is weird because i got it to work even with enhanced shades and sss but i changed my grass setting and it broke it all
and you think this was caused by a dltx weapon mod?
yeah the weapon mod only works with dltx8 and dtlx exes but still crashes every now and then mainly when tabbing out
btw its called ultimate weapon overhaul i got it on a reddit thread
so this outdated mod breaks your game, not dltx
why use it? its old
gimme a sec im checking the reddit thread
the mods only like a year old
A year is a long time for thighs to change
Is it the provak's one?
And if soemthing is changing a lot of things, it's got a lot of places things can go wrong
Are you sure its ultimate weapon overhaul and not ultimate gun pack? 
no im sure thats what its called anyway
dont think so
reddit link?
i dont mind changing out the mod would you know any other mods that attempt to full replace as many guns as possible?
yeah, Stalker GAMMA
Provaks is the only mod that I can find with that title
i cant really run gamma that well i run like 30fps
And provaks is old, and buggy to being with
Not to mention it assumes you've got nothing else installed cause it overwrites a bunch of shit
yeah, it's provak's
mb lol i couldve researched it myself
i might just get gamma but idk if i cba to wait that long
is gamme on 1.5.3 yet?
yeah
im just gonna get that then thanks for the help anyway lol
30 fps in GAMMA or Anomaly vanilla?
nah gamma i run like 240 in vanilla
there's a lot of helpers here to make your GAMMA experience smoother than 30 fps, lots of possible tweaks
what are the base pc reccomendations for gamme anyway im curious
no idea, but people play on real potatos (dx9 though)
its not to much effort to switch it to dx9 is it if it is id rather play on 20fps lol
not much effort but you lose a lot of cool views
fair enough cant you just crank down the graphics on dx11 though or does that not change much>
crank down grass and shadows, should be enough
and if i turn off reshade i should be running fine thanks for the help im gonna go download gamma for like the third time lol
reshade is off by default
is it i never knew lol
depends on which ltx
some only require a save reload. those read only by scripts
others, all those imported into system.ltx, can be reload from the debug menu.
weathers might actually need a game restart. fonts. but not many tbh
Thanks! Yeah in my case the debug reload is enough.
Is there a way to make some icons not stretch when playing on higher resolutions? On 1080p they look perfect, but any higher and they get blurry.
I mean
Isn't that what increasing the resolution does
Stretching all the textures to your desired resolution
You know like sometimes people complain that they can't read the small text in 4k? I'd like the icons to do the same, be small, not resize. But I guess it would break the inventory layout.
try making this 20 or 10
edit: won't help with detail, just make the icons smaller relitive to the rest of the UI, which isn't the problem.
except when they don't. default inventory ui icons are scaled to 41 in the 1024x768 UI space. and that can be changed. but there are limitations related to the way the UI space gets streched. you start loosing detail fast as you scale things.
edit: this value makes them change size relitive to the rest of the UI, but the whole UI is scalled together up if the player has a 4k monitor. detail will be shit.

I mean they're still generally small tho right
If you stretch them they will look like ass
yes.~~ if you have a 4k screen and set the icon size to 10 from 40 the icon will be roughly the same size as the icon on a 1080p screen, but it will have lost a bunch of detail.~~
Or use Utjan's HD icons framework, remake all the icons to be like 5x the size and have that mod be the same size as anomaly
ez
For that to properly work I think you would need vector graphics
Ok who can make us a mod with full frontal nudity
So if you take armor off a dead guy there will be their sausage right there hanging out
Or you can choose to walk around wearing only pelts and then your swinging cod will be on display if you're in 3rd person mode preferably it has some kind of ragdoll physics too thx
Might be better off asking for that in a skyrim or Sims forum
Not to mention changing armor on npcs and whatnot is difficult/buggy
still going to have it look like crap. he doesn't do anything to change how the 1024x768 UI space is handled on hihger resolutions.
DNPCAV, but you need to make a custom version of DPCAV Variety that has nude model. (dynamic npc armor visuals)
Will it have tesselation for all the little details
the models i used all have clothes on. you have to find someone else to make them nude. but dnpcav can make an NPC look like you took their armor off.
you could just use the default naked player model
maybe that's the one used in dnpcav idr
but there's that model
dude in a sweater is what the player looks like with no armro and is what dnpcav uses by default. the variety addon adds faction colors to the sweaters.
anyone know if can be added more that 12 sound file to a material on "material_pairs_footsteps"?
I don't want to put the cart before the horse so to speak but let's say we get that full frontal nudity mod is it theoretically possible for both circumcised and uncircumcised variations also with a length/girth adjustment slider in MCM
Everything is possible theoritically. The boundaries of a game engine/game is largely defined by the capabilities of those who develop it. There are exceptions of course.
Lets put the XXX back in X-Ray
have fun with that
Can make a red light district near the warehouses outside of Rostok maybe
We already have cocaine in the game why are they hesitating to finish the formula
What can be edited with sounds? Like change reverb, eco and stuff
there was a guy with a dragon pfp that was working on fixing eax for anomaly
had the fork hosted on his github but i don't remember the name
other than that nah you can't add reverb or echo in ways other than baking it directly to the sound file itself
I tried, even with 13 I got crash on launch with wierd log
I thought it could be a string length limit but apparently it's not
but maybe it was a skill issue on my end
btw I just named the file like that, pretty sure it applies to any mat pairs
does any one know where the names of the quest icons can be found? I found the one I want in ui_icons_mlr.dds but I can't seem to figure out where to find what it's called
do a search using notepad++ for a file referencing that texture
if i click cancel after getting a hit will it still show me what that was?
I'm tired so i just did the entirety of gamedata 
yeah there's a limit defined in engine
#define GAMEMTL_SUBITEM_COUNT 10```
anyone know how to edit thirst or sleep?
Scratch that I messed it up Does anyone have a copy of gamma medical balance?
nvm fixd it
I have a problem with my mod. It's about ammo maker. I have added a new gunpowder to the game. Basically copied exactly as it says in the original file (other three gunpowders), except that I added an @ sign to add the section. (see file). Everything works perfectly in the game, but some dealers have 1 to 2 9x19 ammo boxes flying around / float in the air. This is just visual. It's probably because of the file, because when I take it out there's nothing visual to see. What's wrong here?
Filename: mod_system_gunpowder_4_havoc.ltx
Path: gamedata/configs
@[powder_4]:weapon_ammo_parts
icons_texture = ui\ammo_parts_havoc
inv_name = st_powder_r7
inv_name_short = st_powder_r7
description = st_powder_r7_desc
inv_grid_x = 5
inv_grid_y = 2
inv_grid_width = 1
inv_grid_height = 2
Stupid question, but can be change?
looks possible, but I never did engine edits
maybe you can ask demonized
where i can contact him?
he is on this server
btw thank for you answers 
What state i can use if i want to make an addon to play a rattle sfx when have a weapon equiped? but just when i have the weapon equiped on my fov and i can shoot and reload
Can we edit the anomalies ? Like their properties, damage dealt, effects, etc ??
wpn = db.actor:active_item()
state = wpn and IsWeapon(wpn) and wpn:get_state()
if state == 0 or state == 5 then
snd_obj:play(db.actor, 0, sound_object.s2d)
end
probably something like this
Thank you Oleh, you are a god send, it works!
Just one more things, there is any info if the weapon are diferent? like smg, rifles, shotguns etc? that way I could make each gun sound different when the player runs.
all guns have a class param in configs
you can copy how debug menu spawner separates guns for example
this?
yes
Anybody ?
i think yes, you can ask on arrival channel maybe
Hello gentlemen, I'm in the middle of something interesting and I have a question:
I want to make that at a new game the player has no choice of difficulty level (i.e. only one difficulty level), how would I realize it?
Not sure if it's engine limited or not, but a good start would be to look at what files the soulslike mod modifies (or any mod that has a checkbox on new game screen)
My question is mainly aimed at ppl who add new items/guns through mods. How do you test if the given rarity of an item is balanced? Do you just go by already existing stuff, or is there a way to simulate? Or can I simulate this by just spawnimg in faction members and checking what they spawn with
it's bold of you to assume they're tested for balance
no seriously most of the time they just get slapped in the faction+rank loadout that seems to make sense
given the ability of individual users to customize spawn rates for stalkers by rank (via ZCP) plus general ability for squads to move around, PLUS the inherent randomness of spawning, you have basically very little guarantee for probability, unless you want to invest way, way, WAY more effort than it's worth in mapping it out
and don't forget that completing certain ingame quests, like Brain Scorcher, change spawns again
it's all vibes
Not tryin to do anything actually. I just wanna see a specific weapon actually getting spawned on an enemy because I've never seen the damn gun and it's supposed to be kinda common. And I just can't get over the fact I haven't got my hands on it yet.
Plus if it's for some reason bugged then other stuff might be too. That's a bigger concern of mine
What gun?
Thompson Model 1921
both wpn_thompson_m1a1 and wpn_thompson_1921 are present in csky, freedom, merc, zombified loadouts in vanilla gamma
Freedom loadouts seem as good a chance as any of them, guns are in sections [freedom_novice_primary]and [freedom_experienced_primary]
that's probably your best bet
Guns sometimes depend on your faction. If you're loaner then no wonder you haven't seen one
Yeah I know who at what level is supposed to drop it. Thanks still. Found a couple m1a1, but never a 1921. It's kinda a unicorn for me. Don't wanna modify drop rates. It just feels weird. I have almost 200 hours ig
First playthrough was. Now I'm a Merc with around 5 ig days
You mean that my faction affrcts what other factions drop??
So just keep killing loners
Kind of, unless you make it a habit to kill friendly or neutral factions
About to do BS. I just need like a little more ammo. So I won't be killing Loners for much longer. But thanks. I'll spawn in some loners and just at least make the game drop one so I don't feel like it's hiding from me
I want to use vanilla helmet overlays, but change something in the config actor_effects.ltx:
[settings_helm] helm_tactic = hud_mil , true , 2.5 , true
First parameter is the textures 1-12, depending on condition. The rest I don't get: true, 2.5, true?
where can i find the anomaly sdk?
you have tools in the pins
there isn't an "official" anomaly sdk
you'd have to use the coc one
and 95% of the time you won't need to use the sdk at all
I most likely will, thank you.
Where can I find a list of weapon upgrades with their effects? Weapon configs have entries like upgrades = up_gr_firstab_xxx but where to find them? I want to change installed_upgrades = on specific weapons.
really quick question - is there any way to make the mosin/k98 have a zooming ability without a scope? so like ADS down iron sights and then zoom further in, kinda similar to DayZ?
that's just free zoom though
i knowww
my problem is, is that the scope that comes with it uses the 3d scope format - and that does not work with the NVGs that I use due to lenses becoming opaque
would bringing back 2d scope for these 2 weapons satisfy you?
possibly - but i do like it without the scope personally
you could swap the models
you can turn off the blur scope in mcm settings
unless you don't want to
that doesn't fix the issue - what I am referring to is that rifle scopes specifically are not compatible with these NVGs - turn on NVGs and then ADS - the scope becomes opaque - unless you''re referring to a different issue
modded nvg from outside of gamma?
๐คฏ what, the mcm setting should work for all 3d scopes tho
Yessir - it is the T-7 Thermals mod, but I am specifically using the infrared version of the set - sorry shoulda specified not normal NVGs my bad
that's a thermal google, not nvg lol
Yeah yeah i am aware, mixed up
I haven't slept in a day hahah, been doing 3d modelling for some guns all day
that's a modded vision slot item that's made before 3dss so no wonder it won't work
actually that's how it works irl
Yep I know that's how it works irl
but regaring your question of freezoom with ironsight
you can swap the scopeless model in place of the scoped model
I will need to look into it a bit more then - I am simply curious if it is possible to have a freezoom with no scope
you can put these lines into weapon ltx and try, I never tried so its up to you
scope_zoom_factor = 25
zoom_rotate_time = 0.25
scope_dynamic_zoom = on```
those are like the scope related lines and idk if it will work for ironsights
Freezoom is for unscoped guns...
Look I know, I was just simply curious if something similar was possible. That's it.
This works to roughly what I was both expecting and hoping for - thanks for the help.
I can fine-tune from here.
good to know, enjoy anyways
where is that weapons.ltx located?
depend on which weapon you are changing
usually its w_gunname.ltx in configs
so each weapon has it's own?
yes
wdym
do any of the gamma mods get loaded after?
some do
so with one Anomaly folder and one GAMMA folder - where are those weapon files? ๐
usually in folders like gamedata\configs\items\weapons
gamma should have a lot of those
ok that will help thanks YukiZ
so it would be editing each weapon such as w_beretta.ltx? i'm not finding a find called "weapons.ltx"
im not finding a file called..
yes they are seperate
they dont come into one file or else the ltx file would be large as hell
does anyone know in which xml I can find artifact names + descriptions in gamma?
or are they using vanilla descriptions
287- G.A.M.M.A. Massive Text Overhaul Project - SageDaHerb and Dr.Pr1nkos should have all the xmls ingame
try look in there
you're right, thank you, didn't show up in mo2 search!
doesn't have all of the files (e.g. dark valley sultan dialogue) that's why I was asking ๐
so I said "should"
yes
if not just unpack the anomaly gamefile using the unpacker and find in that
Do a filter search in notepad++ after finding the section you want
so how do I change one upgrade item in upgrade tree? say like I want to change this caliber change from 556x45 to 762x39? do I make a new upgrade scheme with the changed upgrade in that?
nvm its acutally simple, just have to change the description
Is that Juanโs Qbz ?
One thing to keep in mind: if you are changing the ammo class of an upgrade that other guns also share, those upgrades will get that changed ammo class as well. Just be wary of that.
Not all 5.56 upgrades are the same, but some guns use that identical 5.56 upgrade.
Changing the description just changes the description. It doesn't change the effect
the icon is just placeholder
I made a new name with whatever_qbz191 such
what about this
cost = 5380
value = "7.62x39"
ammo_class = ammo_7.62x39_fmj, ammo_7.62x39_fmj_bad, ammo_7.62x39_fmj_verybad, ammo_7.62x39_ap, ammo_7.62x39_ap_bad, ammo_7.62x39_ap_verybad
condition_queue_shot_dec = +0.0001
condition_shot_dec = +0.0001
misfire_start_prob = 0.0005
misfire_end_prob = 0.005
inv_weight = +0.15```
That is one you showed in the screenshot, yes? And it works too?
yeah
I havent try installing it imma do that rn
or probably I can just use galil upgrades
idk
I can try and help you out tomorrow if it doesn't work. I'll look back at my Script Caliber Conversions mod to get re-acquainted with the upgrade system.
I am fixing one of my scope model I will try asap and thank you๐
Oh
yep works properly for me
no crashes or such
the upgrades is all working, I dont think it will conflict since I just created a new upgrade file for it
I just realized that I said what I didnt meant lol, I mean I already changed the ammo class in the upgrade, just have to change the description to match the caliber change
can anyone make this compatible with gamma?
ask lvutner for the source code
hello, how can I make the script track a certain item in the inventory (similar to the hunting backpack)?
Uh...regarding mod skill expansion. Does anyone ever tinker with it? I want the max skill level to be just 50 or so. When i installed midgame, my scavenging level got so high the amount of loot is ridiculous
The mod page is dead i think
You can tweak the xp gain in MCM settings. Check that out maybe there are level cap settings too
You can just try to get it from player backpack when you need to check
Ive checkedyhe files, theyalways say lv cap is 15, but apparently there must be other dltx file changing that as my scavenging got to lv76
I had an almost 20 day playthrough and my scav skills didn't even reach 30. And I'm a loot goblin. Didn't you tinker with the MCM settings?
2.2 stalker squad size does matter A LOT lol
oh this playthrough is alredy 2 months so...
i reverted to vanilla gama skills again. its ridiculous i can get 2+ stack of ap ammo and 4artis from a single sin
Yeah that sounds way broken
Hi All, first time poster. This mod is amazing, thanks for all the hard work.
I'm trying to add some custom behaviour with a script to cancel crouch, low crouch and leaning as soon as the sprint key is pressed.
I've read through the modding guide (https://igigog.github.io/anomaly-modding-book/scripting/callbacks.html) and it seems fairly straight-forward, however I need some help with the following:
- Is there a callback for "on_sprint_start"? (Couldn't find one in the list)
- Are there functions to call to cancel crouch, low crouch and leaning? I guess in general, it would be great to see a list of available functions on the character.
Ideally I wouldn't want to mess around with manually adding and removing speed modifiers.
You could add an on_key_press listener to shift. Or find a way to read settings and bind it to whatever sprinting is bound to. I'm sure there's a better solution, but I think you can develop everything using this method and then refactor once you found out a better solution
First just create something that works. Then re-iterate and dive into details
Hehehe, I have already done that thanks!
Have it bound to if key == DIK_keys.DIK_CAPITAL because my sprint key is CAPS
I guess it's a no brainer, but I'll mention it non-the less. Do not leave that hardcoded. Find a way to get the sprint bind dynamically
Checking the XRay engine source it doesn't look like there's anything exposed to the scripts for this: https://github.dev/xrLil-Batya/xray-monolith/blob/master/src/xrGame/Actor.h
Maybe there's code to get the state of any object that implements some contract or derives from a specific base class. So it is possible that there's such thing. Just not inside the actor script
You can try to look for the code that toggles prone. I'm pretty sure it's a lua mod. Unfirtunately I'm at work and can't really help beyond this. Plus you seem capable enough to eventually find it out yourself. So good luck with it mate!
Awesome - thanks for all the suggestions, will dig around a bit.
I should've just been better at searching online lol: https://www.moddb.com/mods/stalker-anomaly/addons/sprint-cancel-aim-and-lean-toggle
In any case, perhaps some useful tips for other noobs like me:
There are essentially three codebases to search:
- Engine: https://github.com/xrLil-Batya/xray-monolith/blob/master/src/xrGame/script_game_object_script3.cpp
- Anomaly: Where you installed anomaly, use
root/tools/db_unpacker_all.batto unpack all anomaly scripts - GAMMA:
/modsfolder
Learned a lot browsing through all of this as well as https://igigog.github.io/anomaly-modding-book/scripting/codebase_introduction.html
On this specific problem, the interesting bits are:
dik_to_bind(key)to check key mapping to bind, andlevel.press_action(bind_to_dik(binding))to perform an action using a bind
I'd vote for this one to be included by default for us lean toggle plebs
technically - if you only want to unpack scripts, run db_unpacker.bat. db_unpacker_all.bat also unpacks models and textures, and nearly doubles the size of your anomaly install
whereas scripts + configs are very lightweight by comparison
By following veerserif's advice you wouldn't really need to scour the engine code. Or at least you could keep it to a minimum for when you wanna deep dive the inner workings of something (not needed most of the time).
i will say in 90% of circumstances, looking through Anomaly scripts + configs and then double checking what's in GAMMA, is enough
it's rare that you need to actively look at the engine
- there is a
actor_on_foot_stepcallback, it's listed in the link you sent- you can check for sprinting with
IsMoveState("mcSprint")
- you can check for sprinting with
- you can grab whatever is bound with
bind_to_dik(key_bindings.kCROUCH)(for crouch for example) - reverse engineer other mods from GAMMA and see how they block actions like you want to do
- search for
speed.add_speedcalls if you want to mess with the speed modifiers
no need to check engine code for this as veerserif stated, reverse engineering GAMMA mods should be more than enough to achieve what you're trying to do
So I'm using the Sig MCX weapon mod by SeDzhiMol and I was wondering if there was anyway to get it to use 3D scopes like the rest of the guns in Gamma?
ATHI made a patch for one of the SIG MCX Spear mods but idk which one https://github.com/andtheherois/3DSS-for-SIG-SPEAR/releases/tag/2.3
otherwise ask him for how, i think he has a tutorial on how to add 3DSS support somewhere
Is there a mod to make the freedom bases more like the duty base (having members of other factions be there). If there is not, how big of a mistake is it to make one my self?
Thank yall
hey, I've been wanting to exclude Limansk & Red Forests Psi Damage for Freedom only, unfortunately I have basically 0 experience on scripting, can you guys tell me if this would work?
oops after psy_better_factions would obviously need to be [faction] in brackets
I haven't made a patch for this yet. It's on my list of guns to do but I've got a lot of stuff going on so it'll still be a while longer
Oh alright. I appreciate you being willing to patch it!
okay this actually seems to work, I'm still getting the message about dangerous psy emissions, still getting psy damage, but I'm not getting killed
might be a redone thing tho, because I'm not getting killed with other factions either
So im trying to change the hand models of "Specops_Dolg_Outfit" but regardless of what I change the "player_hud_section" to, the hands model doesnt change.
Ive even created my own "mod_system_ZZZZ" ltx changing the "player_hud_section" but still no change.
Send the full scope of actor_on_first_update. Or is there just an "end" statement that we can't see on the screenshot?
beneath that is the function to instakill you after a while and at the bottom is this:
but I don't think I can change much about it rn anyways because apparently ReDone removes the instakill mechanic
this should be that function
Unfortunately his helps not with finding out why you don't get killed even when you're not freedom. By the time this script runs the psy_damage is already determined. So weird that it's not working properly for you
I mean I don't see anything wrong with this
You could just pepper the first script with print statements and see what is what
hmmm okay, then it's probably ReDone changing something in the background in one of their script files, thank you for your help!
Is that just a mod? You can see what mods overwrite files in yours by clicking on it once in mo2
But this is not the case probably because your script semi-works
Could this be the result of a monkey patch?
ReDone Collection is this huge overhaul of the game and unfortunately has a lot of script files that don't really say what they're doing either
changes tons of things so it has to be that ๐ I tried it again without my changes and I still didn't die so it's definitely that
Sorry just shooting in the dark here actually
nono, you helped me a lot! ๐ thank you
quick question
where's the hud_animation file for the ak74_n?
anyone considering of making a mod to have an option in the hud to quit/abandon quest. I got couple quests stuck that cannot be abandoned and have no map markers, basic Sidorovich get shipment tasks.
What's strange is that you can cancel quests from wanderers, but not from most static/unique NPCs, idk if there's a technical limitation to that
@simple scaffold Do you have a minute to spare? I sent you a DM
Guys
Is there a possibility to add either cutscenes (like in SoC after x19, x16 etx), or intro videos to turning on a new save? (Also like the first games)
Im trying to make some weapons and i have this weird behaviour where my gun when aimed and shooting 1-29 bullets is fine but when its empty while aimed it goes back to SoC weapon hud fov. Which numbers do I have to tweak in the config files so that doesnt happen ?
!dll
Hello how do I change a weapons tier ? I want to change a b tier weapon to a d
repair_type
pistol is a, shotgun is b, rifle_5 is c, and rifle_7 is d
Thanks
ะบะฐะบะธะต ะผะพะดั ะฝะฐะดะพ ะฒัะบะปััะธัั ััะพะฑั ะฝะฐ 0.9.3 ัะฐะฑะพัะฐะปะพ hd models
ะะต ัะพั ะบะฐะฝะฐะป 
ะะฐะฒะฐะน ัั ะฒ #โขัะฐั-ััะฐะปะบะตัะพะฒ-ru-ua
https://www.youtube.com/watch?v=IJ54rbdLqj8
I guess the ball artifact can get some animations now
postal 2
@steady apex sorry to bother. There are a few guns that draggable hud editor will write more info in cache_dmg for, some of which also tend to crash when trying to save the position
how does making patches work?
do I just make a mod that has that exact code in it but different?
nevermind, i read the documentation and have hopefully figured it out
Tell us how
well I think you find the function name of the code you want to change, then on your patch at the top you do
functionnameofthingyouwanttochange = functionnameofyourpatch
its very possible that im fat or retarded and didnt read it properly
alrighty so i have found out I dont know how to patch! because I slapped my patch into where the code normally is and it worked exactly how i want, so please enlighten me on why i am wrong about patching
Thanks it correct
Because you create a file with mod that you want to patch then you add function that you want to replace and your function name and code when you run the game it will search for that function and replace it with new one
how could this happen๐ญ
Running anim is not well defined in the LTX and it's taking another gun's running naim
so I might need some explaination
anm_idle_sprint = uzi_run
the "uzi_run" is basically taken from all the omfs in hud_hands_animation folder, so if another file also has the uzi_run they would conflict?
running animation but evil
which that would make sense since I also get your uzi and this one
oh yeah they use the same line for sprint uzi_run
My uzi doesn't do that tho does it
I need to check
your uzi sprint also uses uzi_run
let me change the name of sprint for the drummag omfs
thanks for your reminder I literally just changed the sprint anim name and it works lmao
why isnt it working
still kinda weird that it just find the certain name in all the omfs
you know what i dont think i can patch this
it has local at the start of the code i want to patch doesnt that mean i cant?
So it had the wrong anim path lol
What are you doing to it anyways
it was its uzi_run conflicting with yours lol
I changed it to uzi_run_drum and it worked
Got no experience modding but I was wondering if there was a way I can edit a specific NPCs attributes. I would like to turn Reefer into a bandit perma companion. Whether by just me accepting expedition with him as a follower or if I learn enough make it to where he's available as a companion after the quest. Any advice on where to start would be great.
oh fuck its that uzi
are you fixing it up
Uh.. which file(s) set what came out after disassembling ?
parts.ltx
source rate must be 44100 Hz
nah it's frosty's tco pack it's already fixed lol
thank god
read the first pin in this channel, learn to make a dltx patch
if you want to fuck around with functions, you are going to have to learn how to write lua
ehh im not gonna go to the effort, i was just wanting to make a patch for a thing cuz i found a fix to an annoying bug
dont actually care enough to learn another coding language
winner mindset
Anyone know where in stalker anomaly folders are defined the materials of the game? like the materials from footsteps
in materials.xr
there's tech to define them as loose text based files
but they come in that bundle
you need the sdk to unpack that
or other programs that i'm clueless to their existence, maybe the axr toolset lets you open them
This reminds me of
@misty mulch kindly please, could you unlock https://discord.com/channels/912320241713958912/1335993976377053194 I wanted to post a video but i wasnt fast enough
also, i dont even know if i want to keep it locked cause im getting lots of dms with thanks/questions/issues
oh my bad lmao

fixed
is there a mod or setting im missing or a config setting to have artifacts in inventory show their name (so i don't have to hover over each one to see names)
making model changes only available on blender ?
i prob need to add a suppressor to 4 diff models
groza plain- groza scoped- groza grenade launcher - groza scope + grenade launcher
also any ideas on which suppressor model would be suitable for groza ?
just for model not the actual suppressor entry
IDK if it conflicts with anything in gamma.
i think utjan's ui improvements does this too?
maybe it's only for ammo
but easily editable to show other items if that's the case
very likely that it wouldn't look good
actually the code on utjans is pretty straightforward to add new ones
at least i didn't have a hard time when i tried
Hello guys. How can i make stamina regen slowly?
I change the param stand_power = -0.0005 from -0.005 in mods\G.A.M.M.A. Artefacts Reinvention\gamedata\configs\creatures\actor.ltx
This doesnt effect at all.
oh look at that it conflicts with sorting plus by RavenAscendant ๐
i can prob fix it
It doesn't. That is a soft conflict. Both add-ons use a utility script of mine. They are identical
i really wish MO 2 could (when 2 files conflict) open BOTH up in explorer for comarison
gotcha!
the icon layers script?
yup. cool deal.
rax_ in file name references raven ascendant i take it?
it seems to play pretty nicely - thanks RavenAscendant
local bags = {actor_bag = true,actor_trade_bag= true,npc_bag = true,npc_trade_bag= true}
function on_game_start()
rax_icon_layers.register("txt", add_txt)
end
function add_txt(cell)
if bags[cell.container.ID] then
cell:Add_CustomText(game.translate_string(SYS_GetParam(0,cell.section,"inv_name_short","")):sub(1, 10) )
end
end
so could i add a parameter to adjust font size?
I highly recommend WinMerge for that purpose.
Although if the files are different length and the same named methods are present in both files but at different lines it will have a harder time detecting stuff. Still this can be plenty useful.
Or a diff tool of you choice. Look some up and decide.
oh i use beyond compare all the time ๐
its more - i add a mod - see what it conflicts with - open the new mod in explorer- close the error window in mo2 - scroll scroll scroll to find the mod that is overwritten - open THAT mod in explorer... use beyond compare...
it's mostly the scroll scroll scroll part im complaining about lol
!lua // discord formatting pro tip
@modest sequoia You can format code in Discord by doing this.
ย
LINES
โโ`<Your code here>โ`
BLOCKS
`โ`โ`lua
<Your code here>
`โ`โ`
Hey guys
for shooting animations
should I animate just a single shot?
or should i animate full auto
alr
so how does it work then?
Is this a thing?
the anim plays upon every shot
alr
like how is this a question
what frame should I set the shot to?
Yeah it just cycles the first few frames of the animation
the first one???
like the actual shot i mean
not the entire anim
but like when the gun actually shoots
I do it on the 2nd
alr
And it looks like this
caca will require edits to animations where the gun doesn't move when shooting while ads
mechanics move (i.e the bolt, the finger, etc) but the gun itself remains still
btw how do I do the equip and unequip anims?
anm_show = ak74_eft_ins_draw
anm_hide = ak74_eft_ins_hide
the code looks like this
so how do I get both the weapon and hand anims in here?
When there's nothing after the hands animations it just uses the gun's idle for the gun animation
If you wanna be anal about it you could just do
anm_show = ak74_eft_ins_draw, idle
anm_hide = ak74_eft_ins_hide, idle
first parameter is hands, second is the gun, right?
Yes
alr thanks

So I'm currently using the mod: https://discord.com/channels/912320241713958912/1169040306117812234
I'm wanting to wear the "Monolith Exosuit" outfit, and I've noticed in 3rd person the meshes for the harness & plate on the front and back are very shiny/glossy. Like they're made of silver and wet. Anyone run into this, and know the best way to fix this? I've asked in the actual mod chat but it is a very dead chat so thought I'd try in here.
Thank you for any help given. :)
Where exactly is the cfg located that will allow me to increase the amouny of damage both the player and the npc take and/or the amount of health they have? I've been looking inside the various files for the mods, but I wanted to make sure I won't accidentally override something I shouldn't. Can I modify the base anomaly file freely, with gamma simply taking on the new values?
not likely anybody is going to help you with this mod
thought not, still worth checking to see
a better chance to find a solution in https://discord.com/channels/912320241713958912/922555488665743391 I think
hm all right, thanks, I'll ask there
edit grok_bo.script
at the top of the file lies a table with multipliers for the difficulty modes
that script handles your damage against mutants and human mobs
I assume it is located in 181 ballistics overhaul?
I saw it, ok, thanks a lot, I'll have a look
G.A.M.M.A. Close Quarters Combat
!mo2search // best to use the MO2 file searcher to find files in the gamma modpack, since it will show you the version that wins all conflicts
@shadow coral Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ||||โ|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
it's quiet because the mod is super dead + abandoned, you would probably have to learn how to fix those materials/textures???/meshes??? yourself. i don't do models so unfortunately I can't really help you out there, all I've got is "blender plugin for xray is in the pins"
thanks for the quick answer, it's much appreciated
O h I didn't realise it was in that state cause it's mostly russian - is there a better/more modern HD player/NPC models mod?
re: how much damage the player takes, edit your GAMMA folder\mods\G.A.M.M.A. Actor Damage Balancer\gamedata\scripts\grok_actor_damage_balancer.script, yes, damage dealt to the player and damage dealt by the player operate on entirely separate rules
and nobody that likes hd models is also a modder because the original modders were all on a mafia black list
honestly all the hd model mods for gamma are abandoned
this is getting some deep lore
shame :(
I figured that's the case, I had a look inside the directories of these mods too, but I didn't know you can manually check which mod takes priority. I'll make sure to do so
basically the flow is "use MO2 file searcher, double click on the file that's revealed, it will open the winner of the file conflict"
How would one go about extracting an animation from a gmod weapon pack to apply it onto an existing weapon in stalker? 
https://www.youtube.com/watch?v=-1z9DapkJZs
Weapon Pack Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2922999549
Map used: https://steamcommunity.com/sharedfiles/filedetails/?id=2821179466
Using the Character Model: https://steamcommunity.com/sharedfiles/filedetails/?id=2743974910
Cause I think these TOZ animations are better than the ones currently in gamma 
you'd need some specific animation tools for blender
you'd also have to probably re-do the entire hands animations
it's honestly better to just reanimate the thing at that point too
Only like 4 people know how to port anims
And like 3 of them are in the BaS team and are completely secretive with that stuff lmao
heck
If I could animate guns I'd try it but at that point you're better off having the current animations 
Honestly my only gripe with TOZ 106 is the fact the entire arm just sticks out like a sore thumb when it could come from under the screen more naturally.
gotta love this approach to modding
It probably would be simple if I had an IK rig but the only one on the internet does not support importing omf's
Like wtf is the point of an ik rig if you can't use it to modify existing animations bro? 
You can't import omf anims to a STALKER rig
My face when
Gmod rig has almost the same amount of bones
but you need to remake it
This shit is supposed to be from EFT but the idle looks nothing like EFT 
just a fun fact :
wrist and elbow is a different bone
while in stalker rig its connected
yup
my number 4 biggest opp when hand posing
Because
yes
And then you look at the TOZ 106 animation in Gmod that was ported from EFT and just
I want that.
I want that holding position it just feels SO MUCH MORE NATURAL
https://youtube.com/clip/Ugkx9zovYptLpp033pwWjcS-9I8LxuBPzUxw?si=xIBbEI7jCgoy60iJ
21 seconds ยท Clipped by DaimeneX ยท Original video "Combine Husks - Gmod Realism" by SkipFighter
as a person who personally works with importing them from Gmod on stalker
im officially ending it all

fuck that
The arm doesn't come from the other end of the screen like you have a stiff joint or something 
stalker modding sucks
if you really want it reanimated might as well make a commission 
animations sucks
im waiting for bas
BaS more like
Bitch Ass lack of compatiblity with all of the Stalker Anomaly mods.
Not only a different engine. A whole different armature.
which is better for your own sanity
Oh no, something that I wasn't planning on using is going on another engine

I remember what happened when I tried porting bolt animations from Gunslinger to a different stalker mod 
Skeleton ahh hands
just a little problem
my fingers are now bones
anomalous hands
I mean I could just
Adjust the hands.
All it would take is a bit of elbow grease and a lot of Forward Kinematics Fuckery
Like the only full on re-animation I made was done in FK 
https://www.youtube.com/watch?v=AHmcXrH0mkc
Gunslinger inspired remake of classic bolt animations for Anomaly

main problem on making these hands is rather the fuckery with weight
and Finger.
pinky is death sentence for you if its placed wrong
I remember when someone pointed out my sprinting animations would break the thumb tendon 
So I pushed an updated omf with properly posed fingers
me trying to make the pinky dont detach itself on hand model :
(insanity, absolute insanity)
I don't remember. I'm hijacking some existing text and don't rember exactly how it works. Maybe the mod comments someone else asked the same and I answered...
Sorry been years
me when I live in skill issue street๐ฃ๏ธ ๐ฃ๏ธ ๐ฃ๏ธ
man ๐ you
Looking through my old posts is something else
What happened here? I don't know.
IK rig had a seizure.
Oh hey, yt video showcasing the no longer tendon ripping sprint animations https://www.youtube.com/watch?v=Y3GdkUJdZTo
For reference that was the previous version 
oh yeah that's fucked up lol
thumbs are easily the single thing I hate the most when messing with hands
oh yes
the most fun part is
fixing the thumbs
you know where they bend on the pistol animations?
Here's a fun one. This is vanilla GSC animation 

The thumb is literally dislocated when you don't have any gloves 
so in a few words
the thumb is either having those weird bumps
Or its not thumbing
idk what kind of crack gsc was on when they designed the hand models
or its like eft hands
that was made thousand years ago
and they just stretch out
mostly its the other thing
Something something
"X-Ray Engine was made in paint on windows bandera"
although I have learnt that thumbs are only fucking horrible when they are in idle positions
basically
wrong weight on l_finger0 or r_finger0
with l_hand or r_hand
makes it looks wrong as fuck
like look here 
which makes making idle poses on weapons fucking horrible
the thumb has a bump there like it has a sharp rock under the glove
im definitely having fun

(never in my life im gonna try doing them ever again)
my thumb feels the pain looking at this
basically where it bends
That's just the wandering thumb bone, dw about it
aren't these thap proportions
๐ญ
which has a hole there, rather a normal thumb
I remember like half of gmod hands are broken too
have no fucking idea
but these are from old dog
im sure
the weights

womp womp :)
this is lovely stalker modding
stalker modding is fun until you make anything else outside of LTX edits
true
Fuck no 
i got GS-45 from BO6
im happy
there is also a lot of side stuff like MW19 things
idk what yall on about this shit is mad fun (gonna kms)
that shit looks like that gun from delta force
look at this fucking loser
he chose happiness instead of stalker modding suffering
I can count the polygons
bocw gun
prs-32 or what it was
i am happy
nah its not ptr32
Damn
ptr32 is basically g3 smashed with ak mag
oh also i tried the qbz-95
fun gun
DAMN
95 have no recoil in df lmao
spent my time with loved ones
fr...
i need to see if there is gonna be a port of DF characters in gmod
then ill take their arms and make them my personal ones 
some of my friends already got DF gun models
shrimple innit bruv
what's df
I dont really prefer much of its model tho
delta force
ah
its not the old delta force game tho
models are kinda mid ngl
Love it when i'm making a mod and I try to load the debug map and the game just
stack trace:
i only need the hands
yeah I dont like some of its designs
Fr...
like the vector with a long ass barrel
silly ass barrel to end my enemies life
Yuki did anyone experience the same crash with the QBZ or is my PC retarded
oh yeah @summer stream can you upgrade my qbz fine
Wait
how tf
i ain't on pc
also
when you have time
did you compress the textures
๐ญ
no
You should
COMPRESS THEM TO BC3-

YA DUMKOFF
how do I do that
I can help you with that if you want
them memory leaks bouta go crazy
GIMP, paint.net or photoshop with Nvidia plugin
as i rember
photopea could work too
since it can save in the BC3 too
nvm they're already compressed
๐คฏ
oh yeah
4x size reduction
i compressed it
yeah those were left untouched
bad idea
4k textures go crazy!!!!!!!!!!!!!!!!! (completely the same as 2k)
imma look again I might left it๐ญ
my ass went in Gmod addons to get normals ๐ญ
and i made the bump using tarkov way
which is funny that it worked
I thought you said you couldnt find those textures
couldn't
maybe I just interpreted it wrong
used mw19 assets
so you changed the mesh?
you can see it here
not changed but removed the previous
and made it this way
not that good but eh

wait so their uv fits or something
could've been worse
No
Let him cook
so you put the mw19 mesh on
Do not let me cook
then where the fuck can I get the model๐ญ
LET HIM COOK ๐ฅ
I was always using the org one
the mw19 meshes?
yeah
yes but I'll probably leave that behind
think yuki
Oh that you can do
I already made like 10+ meshes of those org models
Issue, the fucking idle animation has 241 frames
like there is 500+ gb of stuff there

it probably loops the idle motions
i use it incase im lazy to get anything else
I mean you don't have to edit all the frames
๐คฃ yeah and I would probably left it like that but thanks
That's why key framing exists
don't worry its separated
honestly I would just used the gmod stuff that's already ported but yeah
most of time I was messing around with tarkov models tho
๐คฃ yeah I was porting tarkov models to gmod and I just have like 10gb of stuff on tarkov attachments
since every gun is piece by piece
brick by brick ๐ฃ๐ฃ๐ฃ๐ฅ๐ฅ๐ฅ
Theory
yea

my personal recommendation is to use old dog tourist hands when working with anims
thap 3.0
either those or the skat9 ones
(MHP)
mhp could have been so fucking good
Or just vanilla anomaly naked hands
author has skill issue
but it used thap proportions
those are honestly ass
Especially when talking about idle poses
hell yeah
this basically sums up why vanilla hands suck imo
fr..
Challenge one.. Moving
We got equip and holster
I need to remember to run blender 3.6 since latest versions don't support blender-xray 
Make sure those also work with the remingtons btw
Technically speaking it should work the same with them out of the box as all I'm doing is changing how the left hand is posed 
tbh just make new named anims to leave the rems with the old ones
I mean if it looks good with the rem I might keep it 
@celest forge @fair canopy I'm keeping the remington.
After I finalize all of these I won't mind if someone more experienced comes over and cleans it up a bit 
Anyway, night is falling.
Adios.
gn
Here I come again to ask if anyone could help me to understand why my Butcher trader from Garbage is restocking base GAMMA stuff and no changes I make to his LTX or trade_presets persist? It seems a injector is controlling the restock. Can someone help me? I've hit a brick wall. My lacking skills stop at LTX files.
I want to control what he buys.
PLS help. How can i reduce stamina regen?
uncompressed and without mipmaps
Hey, does anyone know any good mods for the a-life? I was hoping to see stalker squads actually complete objectives and stuff.
but they do
I may have gotten sidetracked from my gun modelling by doing this inside joke from a server Iโm in and now they all want it done so they can 3D print it
So thatโs why Iโm not updating yaโll on that gun yet

Child Of constraint saved the day 
I swear making the entire walking motion by hand would've killed me
were you NOT using child of contraint?
Somebody once called me a mad man for the way I made my animations 
He was using adopted child of
id go insane without child of constraint lmao
I didn't actually 
STALKER modding tutorials have any semblance of editing or engaging video making challenge
i mean
im pretty sure he did that to show someone how to do it rq
it's private too so
kek
Yeah he made it private after grok shared it cause he didn't want to be the source of that technique
why are the HD models for gamma abandoned, i assume because they don't fit stalker's style + performance issues?
it's broken
So funnily enough I was already kind of using that technique 
I've been making new reticles for 3DSS for GAMMA.
I just got done with a batch of fifty reticles, 25 FFP and 25 SFP.
These are just a few of them in-game, I just wanted to share what I've been working on.
Yes they scale and illuminate properly provided the config(s) are set correctly.
No none of them are perfectly 1:1 with their real-life counterparts cuz I wasn't about to spend 3 years testing every reticle and comparing to real-life data sheets/measurements.
Happy with how they've been coming out. 
Don't let the screenshots fool you, that's just image compression/resolution messing with some of the finer details.
I assure you they're all fully detailed to the best of my ability.
My end goal is to create a mega-pack of reticles for people to freely use as they please, but I want to finish it first before I release anything.
In the meantime I'm trying to recreate as many scope reticles as I can get my hands on.
Very nice work. I'm guessing you adjusted the size of the reticle as well?
Where necessary. I do like my reticles nice and thin so some of them definitely straddle the line between being a flickering mess or being not visible at all.
But I did my best to minimize visual artefacts with minimal adjustments to configs.
Also for the record some of these images I just posted are already zoomed in to better show some of the detail, i.e. those are not the default reticle sizes.
The Remington reticle is an SFP so that one doesn't scale with zoom ofc, but I did adjust it so it's still visible at least at its default scale.
The other four are all FFP and scale accordingly but are admittedly a little hard to see sometimes at minimum zoom, doubly-so with image compression/screenshot artefacting.
But it's a fine line between the reticle being too big at maximum zoom or being too small at minimum zoom.
They work though, like they're usable, which is the more important thing for me personally.
This is a quick gif of the reticle I set for the M98B from min zoom to max zoom so you can get a better idea of the way I have these reticles scaled
Hi, I'm here to make an addon for a new HUD (not for BHS) with my own custom elements (not just texture replacement)
I have photoshop with a plugin to create and edit dds textures.
Are there any utilities for editing HUD elements?
I quite understand that I need to edit a certain xml file, but I don't know how to set the necessary parameters for each element.
Little preview
Use mipmaps if you want to reduce/eliminate flickering
Sorry if this is a stupid question, but how do I do that?
In what software do you edit DDS files?
Photoshop with a .dds add-on
I use sth else but there should be different options when saving the DDS, like BC5, BC7 formats, error diffusion etc. Is there anything about mipmaps?
Ah, yep, I see it now.
Yeah it's all there when I save the files as a .dds
Experiment with it to get the best results
Ough, that's friggin' beautiful.
You're a genius and I love you.
Reticles look a million times better in-game now.
Also thank you, I never would have known this was even an option if you hadn't have said anything.
Is there a way to get all the animation names for a gun? I am trying to fix a Reanimation mod for the TOZ194 but its reload is bugged to use the wrong animation.
check the omf files related to the hud mesh?
check both the omf files for the gun and the hands
and also check the config to see which one is used for what
Just checking when it comes to exporting textures for armors and what not what settings in GIMP does the game prefer? Or, better question what compression should I choose?
Cool, I take you have to extract with mip maps on armors? Jw if its like fallout new vegas modding cause I'm quite familiar with it there
mip maps for everything that isn't icons yeah
question for the logic of ammo dmg
in st files - ammo-357-hp = 103 dmg,
ammo-357-hp.ltx, k-hit is 2.6
in st files - 12x76-zhekan = 132 dmg,
ammo-12x76-zhekan.ltx, k-hit is 2.7
in st files - ammo-11.43x23-hydro = 82
ammo-11.43x23-hydro.ltx, k-hit is 1.73
how does the math work with these dmg and description?
(been trying to make a new ammo, wanted something between hp and hydro)



