#╙🖇mods-making-discussion
1 messages · Page 96 of 1
since i don't have a nvidea card, my dds plugin is like these, to make icons i should select dxt5 and no mip maps, right?
So they look like they are the right name. I am going to double-check again.
maybe it's a faulty anim export
which one is uncompressed
Well it has a reanimation of the Fort 500 and the TOZ194, so I might be able to get away with it since they appear to be using almost the same animation set. Worth a shot lmao
The Fort works just fine
should be something like "none"
is there a better plugin for .dds for non nvidea cards? (photoshop)
Yeah something seems to be wrong for sure, mostly if the names match up.
GIMP
Paint.net
that's definetly an animation conflict
The Fort 500 is fine. But the TOZ also in the pack is bugged lol
try putting the animation in blender and see how it looks
the one i'm using is this one https://developer.nvidia.com/tools-downloads#?dn=texture-tools-for-adobe-photoshop-8-55
looks old
if this is gamma then weapon sound tweaks change the anim
Of course it does lol
I'll check it right now. EDIT: I have it turned off for IWPS. I should check there in case.
you guys use paint.net? ima try that, i get confused while using gimp with the shortcuts (cuz it looks somewhat like ps)
might also be a hand animation conflict
like this #╙🖇mods-making-discussion message
From the looks of it, it appears to be using (or trying to use) the same animations as the Fort 500. Going to mess around with that and try using the Fort reload animation name just in case. If not, I'll just settle for the Fort 500 which I was really after.
Found the culprit - IWPS. Oleh was still technically right lol
I was searching for the wrong section. Was using the gun's section and not the HUD section. Notepad++ is so damn useful.
in what way? like in every sense of the word?
- crash at any time
- broken models and wrong weights on some
and every iterative of the mod inherits those issues?
idk if EXP's hd models are also based off them but they did take them out in later updates so it is telling, i guess
There is a way to make AI always see you through bushes at a minimum distance like 1m?
i can think of an extremely expensive way of making this
does this parameter have anything to do with it?
I'm really annoyed by the fact that a NPC can stand at melee range of you while you are inside a bush and not see you 
are u thinking on raycasting the actor's position on every npc movement or some shit 
yeah lmfao
that's the first thing that came to mind
have a ticker that has a proximity check for the player and a bush
I'm not sure the engine already supports something like that, but I'd say the "easiest"/dirty way of doing it is checking for NPCs nearby the actor every 250ms or so and make them aggressive if that's the case
yep lol
I think that there are methods to iterate objects near the actor, if you can use a short range and make sure that's not being called often
maybe it won't be too expensive
but it still is 
would still need to account for other people in the squad
or other nearby people
and handle aggro correctly
yeah, the aggro part is the nightmare in this shit for me
saying that because i don't know how aggro propagates really
cause in theory you'd have to state manage the already aggroed NPCs i think
like what if the script picks the closest guy to the bush and only he aggros and the rest of the squad is none the wiser
or just make sure they're not being re-aggroed
or what if it accidentally makes a neutral to you dude aggro'd too
yeah you'd have to make the aggro logic iterate over the NPC squad and aggro all of them i believe
sounds... idk how to describe it
what if the squadmate is already dead 
it is just a matter of tuning the visibility factor through bushes and or getting good at the game
Yea, I usually just don't sit inside the bush, but it is funny cause it is actually the most op way to wipe enemies, specially if they are out of nades lol
if you play on autumn or winter it's even worst x.x
at least summer you can't see shit from inside it
then don't do it
based players ignore stealth and go in all guns blazing
I really dislike companions and playing on a higher difficulties make it hard to just blast stuff away, but it is what it is 
Is there anyway to force an outfit to have over 5? I'm not sure how GAMMA did it, the config files refuse to change over 5.
Context: Have no nitro so I can't DM this to @celest forge
yay now it makes sense to use this scope on toz
looking forward to this, when i started playing and repaired an m37 was dissapointed by the lack of slugs for 20 gauge, that scope offset is bugging me but thats not your problem lol
gonna have to fix it yourself if it bothers you
yea ik, im only now starting to get under the hood
btw do you know how gamma managed to get above 5 slots for outfits?
i mean, youre going to need to edit the model to change the scope position
and yeah via a mod that lets you go past 5 slots
there's a mod that has 20x70 slugs and other experimental ammo, but I've only wanted 20x70 slugs, so i had to make myself, i tried making a standalone but I'm kinda newbie, so I kinda integrated with gamma files to make this work
it has a dmg between a hydrashock and 357-hp
is there a mod that exists for that or do I have to figure that out by myself?
whats the penetration like?
its in gamma...
more like 9x19 fmj, br1 (19)
the belt scroller?
probably
better than buckshot, also 106 sniping will be goofy
the bullet is very heavy and slow, it drops more or less like 9x39
to be expected, still very possible to hit at a decent range
i've spawned some renegades in the great swamps water pump and tested (firing from the car), it feels like firing a mossberg with scope, but bad lmao, even aiming at the head, sometimes i saw the bullet hiting the torso or arms due to spread + bullet speed
this is my first mod for this game, i used to make mods for other games
I want to start getting into fairly simple mods, like I want to make reefer a perma companion similar to how hip works, I lack experience tho
finally another reefer's fan
real, i saw a vid of someone getting him to x19 and thought it was funny
would be nice, he dies a lot in dark valley
then wondered if I could edit his stats, and possibly add an option for him to be a companion after finishing his quest
yup x8 woops
hey anyone know for send_tip dynamic_news_helper.send_tip(reply, se, math.random(5,15), 10, sender_b:character_icon(), "beep_1", "npc")
what is that 10? The amount of time the msg is on the screen or what
would be nice for a bandit/renegade/merc playthrough
since bandits/renegades/merc can't have hip, so they may have reefer
hello i have a question, is gamma compatible with the mod mag redux?
yup, already got a simple quest for him too, no adding a whole lot
of course
ok then, can anyone help me install it, bc i want to install it but im afraid i will fuck my game
Not the channel for that really
what channel then?
!mags
@steep wharf How to enable magazines in GAMMA: #╭📖faq message
Do not enable 207- Mags Redux or Mags Buyable at Traders!
told to ask here and see if yall know anything - does anyone know if its possible to turn off the sounds for the eating animations? ive got misophonia and the sound of eating makes me nauseous
have you checked the FDDA options in MCM if there's no option for that already?
also, would u like just eating or drinking too?
i dont see options to turn it off [i dont know how to mod lol] but i found the sound files. do i just need to delete the 'item usage' sound for food?
you could try to do that
guess i will, then. i can always just reinstall the mod if i end up breaking things i guess
i wouldn't do that cause it will cause a stutter every time you use a consumable
cause the ltx file will be referencing an unexisting sound file
but if u don't mind that go for it cause i think it won't crash the game
would it be possible to edit the file then so it wont try to reference the missing sound files?
so, i think you can either change the ltx files and use $no_sound instead of the file path, or you could monkey patch fdda to mute the sounds
well yea then just delete the files, that'll be easier
i dont have any saves so im not worried about breaking anything. i guess ill just delete the files and see what happens. would it be possible to edit the ogg file to make it muted and then just replace it so the ltx will still have a reference but the file itself wont have sound?
yeah you could also do that
i believe in the game unpacked files there's a muted sound file already, you can just copy and paste and rename that one
do you happen to know where i could find that?
here
thanks, i appreciate yall
i guess $silent.ogg might work as well not sure
🫡
can someone teach me why when i try to make a gun use
ammo_class = ammo_23x75_shrapnel, ammo_23x75_barrikada
the modded gun only use shrapnel, no barrikada
only happen on barrikada tho, other ammo types works well
look at how the toz has it setup
where does one change a value to make a shotgun equipable on melee/binoc slot (i'm moding ithaka_stakeout to have just 3 rounds and actually function like a shorty)
Hi, can anyone help me with creating a custom HUD for vanilla anomaly?
I need to not just replace textures, but specifically prescribe the position of all elements, namely I have a question how to make the animation of health bars is not horizontal (as it is by default prescribed in the config), but vertical.

find slot, make it 1
uh...sry but which toz and look which way ?
@quasi narwhal solved the bush situation editing the DDS texture files of my bushes and making then dense AF so I can't see shit from inside of it 
But npcs can 
Needed help here please
Is there a fn auto 5 mod ?
Trying to edit out the green iron sights out of the M1014 but ain't finding shit on the DDS file, is it in the bump map file?
open the gun's mesh with ogf editor and see if it has a tritium mesh in it
Thanks, did not know about it.
bruh wth it kills a mono in norosog with 4 hs with 20x70 lmao, i think toz106 uses old values not the new ones with balistics and pen
it seems that every weapon at this close kills nosorogs with 3~4 hits, even a lebedev 9x19 with fmj
wow it's almost like it's a super common piece of advice everyone that has more than 2 hours in the game says in this server
also the debug map is locked to easy
nosorog helmets take like 6 (!!!) headshots from anything that isn't overkill ap
takeaway is that ap is unnecessary if your aim is good
What in tarnation is a tritium mesh, is it these?
yeah
tritium is usually separated into another mesh to use the "selflight" or something shader
which makes it bright
ohh, no wonder on another texture that had the tritium sight in still didn't make the glow go away even after editing it.
thanks again.
np
imagine how cool it would be if tritium sights started flickering when an emission is happening
or electronic sights malfunctioning like in the emp mission in mw2
id be way cooler if there was an addon that wiped out every single tritium sight from the modpack 
should be every electronic instead of tritium, since it's straight up just a radioactive material that glows. if anything, would love to see it pulse brighter in an emission
"why am i dying from radiation?!!!" "well you see the rad field supercharged the tritium in your sights..."
that's what glowie sight users should get 
i know but it would be sp00ky
if artis_on_belt > 2 then tritium_cancer = true end
Hey guys, quick question
what do these do?
r1_ssa_lod_a
r1_ssa_lod_b
r2_ssa_lod_a
r2_ssa_lod_b
LOD render distance?
it's LOD render distance?
so then increasing all the values will increase the distance that LODs are rendered in?
I guess so
if I set all of them to max then I get a lot of pop-ins
that's what I'm kinda confused about
true
as in the highest value means no grass
Yeah it's a bit annoying to deal with
also, do you know a lot about graphics configs?
new bhs cancer system where you have to use chemo drugs to heal cancer damage (green) before you can first-aid and post-heal 
@random fulcrum
just wondering if you could take a look at this atmospheric preset editor I made
and see if I did everything right, and if there's any good settings that I should add to it
tbh I'd like that
im all for realism

the actual radiation realism update would be that it is actually impossible to detect "radiation damage", you don't get any indicators when you're taking it if you don't have a geiger counter up in your hand, it's cumulative, and can only be minimally reduced through lengthy expensive treatments that don't work if you don't do them IMMEDIATELY after exposure (which would be constant)
and then you just keel over and die
"realism" is an empty useless term unless you define it very carefully
Realism is a warm gun - John Lennon
I like the part of the mod where I'm taken to specialized hospital where the doctors try to prolong my miserable life for months while I slowly melt from the inside out. That's the realism we need
imagine the immersion ...
https://www.moddb.com/mods/stalker-anomaly/addons/early-geiger-ticks-01 recently learned about this and will be trying it with some deadlier rads my next run because the rads mechanic always bothered me

how many 'zzz' do you need?
all of it.
frosty said that
and now i look into that 
time to feel pain
ah
(i have no idea what went wrong)
what the fuck is even a communities relations
if i didnt even touch it
it's the table the game reads to know what faction relations should be.
like "which factions should loners hate" etc.
so something you did fucked with that ig
what could possibly touch it
man i wonder!
how would i know lmao
the only shit that could possibly touch it is
..actually i have no idea
none could
maybe it's this strange mod
and now it launched me in
what the fuck
hot damn
oh yeah
i forgot

this is a generic "your dltx is fucked" error
clearly i forgor about the 3dss
it's w_

but yeah
it is
i forgot the fucking anim
then it launches me in the window since
the gun i have rn is old and i need to modify omf so it can go with the old name
it didnt
good
also tf
i have 1p59 written
not there
its almost zero
Hi guys. I am already tortured, spent 12 hours. I need a function that reduces the final result of stamina recovery calculation after applying all modifiers (outfit, artifacts, debuffs). I searched the whole modpack and realized that by changing max_power_restore_speed the desired result can not be achieved. Can someone tell me how to edit stamina recovery speed in GAMMA?
I would like to add the weapon to the NPC loadout. Once as a normal weapon without a scope and once with it. I don't understand the principle (...weapon:0:r) etc. What do I have to enter now? Example:
![renegade_trainee_primary]
wpn_lewd_stg44
wpn_lewd_stg44:0:r
I read in the original files that weapons without an "extension" and with ":0:r" can often be found. The first entry should probably be the weapon without accessories, but then what is the second entry?
from the comments in npc_loadouts.ltx, lightly edited:
[primery_something]
weapon:attachment_flag:ammo_type:%_weight:scope_chance:gl_chance:silencer_chance
weapon - default: / - [string]
- section name of the weapon
attachment_flag - default: 0 - [0 - (number of flags)]
- ( 0 - no attachment, Scope +1 to flag, GL add +2 to flag, Silencer add + 4 to flag. if it's set to "r", it will pick random attachement)
ammo_type - default: 0 - [0 - (number of ammo - 1)]
- (if it's set to "r", it will pick random ammo type)
weight - default: 10 - [0 - 100]
- weight of entry, any number should be able to work over 0, but it will spend more time creating duplicate entries (if it's set to "d", it will use default value)
; - scope_chance - default: 15 - [0 - 100]
- chance for scope to spawn on npc (if it's set to "d", it will use default value)
; - gl_chance - default: 100 - [0 - 100]
- chance for grenade launcher to spawn on npc (if it's set to "d", it will use default value)
; - sil_chance - default: 100 - [0 - 100]
- chance for silencer to spawn on npc (if it's set to "d", it will use default value)
if a section is omitted, the script uses the default value.
Hey I was trying to re-enable the vision slot for pistol/smg's and with a tip from oflin I edited the following file:
https://github.com/Grokitach/Stalker_GAMMA/commit/27eee54250d09955ba3fda2928926ad0d3cbf237#diff-f02674fe63695e7860611c95a62b827b611f13f98fa1d6f227b34d6ff4f67f3c
I just added the "5" into the pistol category and the game does accept pistol/smg's in the slot, but the inventory menu gets glitched and cannot actually display a weapon in the vision slot, despite the keybinding working
Does anyone know how to properly enable this to avoid the menu glitch?
ngl, its kinda useless to do that. get quick action wheel and you can swap to as many guns as you can carry
is it really useful tho, I wanted to add it but people always mention some potential issues with it
probably user error. i havent had a single issue with it
like do you assign the weapons to the wheel or it just auto selects every weapon
hmmm then I need this, thanks for the info
you can add them to the wheel
good
only problem is because of the way the game reads weapons, if you change the scope you basically changed the weapon so you need to add it to the wheel again
nothing to be done about that. its just engine stuff
yeah because every gun+scope is techinally a new weapon
but I dont change scope too often so I could not a big problem
anyway thanks I'll try it!
imagine this in gamma, look for Tulyak 23mm
https://www.reddit.com/r/CursedGuns/comments/pf4c96/tulyak_23mm_single_charge_pistol/?tl=pt-br
Or just add your most used version to the wheel and use Num+ I believe to switch when you need/not need your scope.
Bad idea with bad consequences
do you have a link or something where i could get that 20 gauge revolver? ive been looking for it for a while
In the same manner and purpose of Pimp My Gun, I too kitbashed a bunch of models to make this monstrosity.
The concept/design - Pimp My Gun (website), though I don’t believe the original individual author is known
The name “Whizzbanger” - H3VR
Models - Escape from T...
Hi there, I have a rather general question regarding "the code" which handles inventories.
Since I encountered a noticable degradation of performance when moving stuff to/from "populated" inventories ("filled" stashes),
I would like to take a look at the portions of the code which handles this (kind of stuff).
My goal would be to understand why this happens and at best try to improve the situation.
However, I have zero idea where to start looking.
Maybe someone can point me in a rough direction? (or explain why this is hardly feasible to improve).
Thanks in advance!
anyone know how guns rarity work? Im working on an endgame gun that and i want it to be extremely rare, like only spawning on master and legend isgs.
Ive reverse engineered a loadout file, i just dont know what the numbers behind the gun name in each entries do
check gamma npc loadout, there should be files with the guns chances
How would one go about adding a laser to a weapon that doesn't normally have one?
может кто подсказать название мода на это круговое мненю
Stalker pls I need to dissable the safe zones in stalker, how to find this? sr_no_weapon.script
wtf help
sir that's a binary
What is a binary
Bro I just needed to turn off this and now mistral tells me to open the config.db with
***Locate the Script File:
The file sr_no_weapon.script is likely part of the game's vanilla files. If you're using a mod like Gunslinger, the file might be included in the mod's files or you might need to edit the vanilla file directly.
Use a tool like the XRay Toolset or AKS Toolset to extract and explore the game's archive files (.db files). These tools allow you to unpack and repack game archives.
Edit the Script:
Once you've located sr_no_weapon.script, open it with a text editor.
Look for the functions action_no_weapon:zone_enter() and action_no_weapon:zone_leave(). These functions likely control the behavior of entering and leaving safe zones.
Modify or comment out the lines within these functions to disable the weapon restriction. For example, you might comment out lines that force the player to holster their weapon.***
I googled xray toolset but which one???
10/10 you opened the .db file on VSCode didn't u
bruh
yes it only worked with that it didn't work with note
just go into your Anomaly folder, inside the tools folder
there is a .bat script ready to unpack db files
also did you prompt ChatGPT for this shit or what
classic
windows script files
#╙🖇mods-making-discussion message read my comments starting from here
Okay fixed but how to make npcs liek sidorovich killable
how do you install this? Can you assign number keys to the weapons?
Sidorovich is not an actual NPC
From the code's perspective. Idk if it's possible to kill him without engine modding.
... I think I just figured out what pro animators call, a life hack
Why worry about stuff when you can just copy transforms from a separate armature 
fr
I can keep all the hand related animations and just work on the stuff that is less delicate 
Might figure out some other hacks in the meantime
god damn i had forgotten how awful the xray armature is without ik
you can also just copy the bone positions and copy paste them whenever you need it
True, but in this case scenario I pretty much wanted to just edit 3 specific bones to make the hand not stick out like a sore thumb.
Gotta go hop onto a game with friends tho so that'll wait 
even better tho
just copy paste that bitch to death
Teleport behind him and you will see he is a being that cannot be killed
Hey guys ! there is a mod to make the old stalker trilogy looks better ? ☺️
is that even related to gamma
hi, sorry but what mods are the ones that disable the wait time for the psy-helmet and the one that disable the skinning animation?
Skinning animation is not on by default. You most likely accidentally pressed the keybind for "item use animations". I think the bind is "[" or "]" on the english ISO keyboards.
It will turn off: skinning anim, vice use anim, disassemble anim.
It won't turn off: drinking, eating, meds
In all fairness, the channel description says "stalker mods and add-ons creations", not "gamma mods and add-ons creation"
Talking about trilogy isn't prohibited in these chats
Is there a way to make weapon sound play faster by editing weapon.ltx file or I have to use sound editing software to make a new sound file?
What about beard?
I understood, I forgot that sidorovich in invencible, but what about Beard?
I read here that 2 characters are not actual NPCs. One is Sido for sure the other one I forgot. Beard rings a bell, but that might be jut entirely false memory
I think it was forester
that is just a flag in his character profile or logic ltx that marks him as in vulnerable.
only sid and forester are talking levl geometry.
understandable
Latter
Got it. Thank you.
what is k_dist and which file(s) can i find such line ?
its a variable in the file that has wpn_aug_modern_mepro
so what weapon mods you got that has that weapon?
its inside the vanilla gamma w_aug.ltx file, i did change the 9mm aug to be slot = 1. but thats the only change i did
It means the section isn't inheriting the correct info. Scope sections never rewrite all that info
Hi, if someone had a pointer to the code which affects the inventory performance, that would be great. (See my previous question for more details)
Especially if I would have to deal with the engine itself or "only" (LUA) scripts.
Game engine struggles with mass item storage.
Yeah that's just called "old 90s single threaded engine being stretched to limits it was not designed for"
I saw the solution in OP-2 mod for SoC. The text based storage that despawns items when you put something in and spawns them back when you pull them out. Lets you store thousands of items that way without game engine dying.
So, I take these hints as it's "an engine / deeper" issue -- Already assumed it wouldn't be easy to fix, otherwise people would have taken care of it I guess
At first glance I found function UIInventory:LMode_RefreshInventories() within .\mods\G.A.M.M.A. UI\gamedata\scripts\ui_inventory.script
(I guess I'll try to poke around and break stuff to see if this is involved)
Every entity on the level counts towards the entity limit. Once it's reached the engine will crash.
That's why some mods had a system of NPCs "stealing" from you as a form of reduction of entities on the map.
In gamma's case, the npc despawner
Oh, that is interesting, so in an extreme case a hoarding player would cause the game to crash (or would limit the NPC-count?) because of the number of items in stashes?
its purpose is decreasing online npc count for performance
The prefromance got so much better that I turned it off.
But how can I kill beard? What kind of file would I need to modify to kill him in ogsr
Character profile xml or logic ltx. Logic file may be specific to him, or part of the one for the level.
I don't know how this works but can u guys make a mod that allows technicians to actually repair and upgrade weapons/outfits.
https://discord.com/channels/912320241713958912/1179484733764276234 if you can just search "mechanic" in https://discord.com/channels/912320241713958912/1035807043933720576
THX
absolutely yes, can and does happen rarely. most of the time, most people have enough sense to realize the massive lag on opening stashes = the game telling them to stop hoarding. but it is entirely possible to crash the game because it's out of item IDs
p90tac maybe?
how do i make sure an item is a gun and not a knife/bolt/nade ect? just to be absolutely sure
Somebody managed to do just that in the days prior 
So I should search for lvl and then find him, thx, right?
Hi guys does anyone knows how to adjust the drop of the grenades, which file is it?
trying to do something or whatever for ammo crafting recipies. no matter what i change, its 2x everything for ap ammo. what file is responsable for this?
nvm, found it
hi, сan someone tell me how to use bump texture in blender?
or tell this right or not , firs with normal second without
i find guide in pinned,and done ty
any idea on how i could increase the wepl hit sound louder ? sniping from long range with silenced weapons would be great
the farther the distance the lower the sound effect
iirc it should be possible to change the max distance param of the sound object in the script
NPChitSound:play_at_pos( ply, npc:position() )
NPChitSound.volume = volume
NPChitSound.frequency = random_float(0.95, 1.05)
NPChitSound.max_distance = 250
haven't tested though
thank you, will test it oout
most of my blender-exported gun mashup have no textures, even though all the parts i used are from guns that i have installed
what could be the cause?
it was working before but after today's edits its messed up
MAke sure this is not clicked when you export the mesh
also for some reason the recoil stat isnt showing up ingame? all i did was copy pasted tcwp's mk47 ltx and renamed the mesh paths
need the enhanced recoil plugin implementation for it to show up
it's a failsafe
otherwise your gun would crash the game as soon as you hover over it in the inventory
it works though
i know
how do i do it?
that is what i said
make a enhanced recoil plugin for your gun
just search other gun's plugin you'll get how it works
found it, and it works now
now i need to redo the meshes again 
🤯 just re export it without that option
save your blender file everytime
learned it hard way I guess
is there a zcp patch for re:spawn mutants?
Can I have a separate anomaly install somewhere on my PC and have a separate MO2 for it?
#╟🔰☢newbies-chat message yeah I think so
how would someone go about a item which is sold by traders and its only use is to "open" it? to get items from it
at what files i could look or anything to use as a example?
Does anyone know if there's any way to completely prevent NPCs from using grenades?
You might run into engine limitations. Or maybe you'll just need to do some heavy lifting Lua wise. I think you need to figure that one out since I haven't seen anything like that before
Maybe this is a good start? #╙🖇mods-making-discussion message
my best guess would be going into npc loadouts and they have a "extra" tab where the amount of grenades and the chances of them they can have. so if you just prevent them from having a grenade in the first place by editing that, they probably wont be able to throw anything
Its the long way around, but i guess its the only way, since no simpler patch mod exists and i suck at creating mods and scripts from scratch
I remember efp has rations which you can open it to get lots of provision, probably look there?
good idea, but god damn, i dont want to download a whole another mod pack
where can i find files about delivery quest packadges?
Oh damn I misunderstood this. Thought you want to create like a bag or something which inventory you could "open"
no, no, no, the general idea is to make a a box sold by a trader which you unbox to get ammo in bulk. just a bit cheaper if you buy in bulk. balance will be thought of it afterwards
You coulds tart digging around in task_delivery. You can find the file in ...\Anomaly\tools\_unpacked\scripts
yeah I think this is fun
if you don't have the _unpacked folder use db_unpacker.bat in Anomaly\Tools
Or use the db_unpacker_all.bat but that would unpack many irrelevant stuff for you.
dont do unpacker_all it would literally double your anomaly size
since you are unpacking every asset
ususally unpackers gives you config and scripts which is enough 99% of the time
Not the zalgo mesh
the what

too new
just searched it lol now I remember

thats some armature I think
real
I am a high schooler please excuse me😭
also I don't know a lot of words in English yet
anybody knows the file name where i can find items recieved when disassembling something?
found in parts_ammo.ltx
parts = casing_p,2,powder_1,2,bullet_pistol,2```
yeah I love smashing gun parts together when it comes to tarkov models
thanks
nah, making this idea doesnt work qualifying it as ammo.
it needs more than one unit to disassemble to even get anything
maybe because ammo deosnt guarantee drop everytime
yeah, so i need other options. i tried marking it as junk, but i cant find where i see disassembly recipies of those
so fun
there is more in Anomaly\tools_unpacked\configs\items\settings\parts.ltx
yes? but the devs recommend you use zlm instead
:O, best of luck on it (pls add ammo check anims, i will kiss you)
you are in luck brother, thanks to Nickolas it does have a mag check animation!
Why is it chrome
I dont know how to add textures to it
L bozo

hi guys does anybody knows what the sound file for igniting fires is named?
Hi does anyone know the script which makes F1 grenades dissapear's from corpses
Some other guy asked something similar read these 2 messages that might help you get started: #╙🖇mods-making-discussion message
Yeah, I was looking throughout those NPC loadouts I found grenade chance but, I still can't figure out why the F1's dissapear's from the corpses
It's not about NPC's it's about your scavenging skill
So that's the place I'd start looking
I see now, I checked some files about skill's and scavenging but I am not able to found something with explosives. Like I have every other explosive in my playthrough except F1's. I see it on some corpses sometimes but it just vanish instantly.
anyone knows whats the difference between "save_var" and "se_save_var"? (just dont know why one ask just the object and the other ask the id and name)
yo how do i change what repair kit a weapon takes trying to change frostys eft sks drum to a B repair kit
more over what would a B repair kit be considered as?
If you wonder what's the name: cleaning_kit_s toolkit_s respectively
thank you
You need to change the repair type in the .ltx of the weapon. For example ->
repair_type = rifle_7
Here're mappings that will be helpful.
["pistol"] = {"cleaning_kit_p","toolkit_p"},
["shotgun"] = {"cleaning_kit_s","toolkit_s"},
["rifle_5"] = {"cleaning_kit_r5","toolkit_r5"},
["rifle_7"] = {"cleaning_kit_r7","toolkit_r7"},
i see thanks and a type B would be shotgun right?
yes, change rifle_7 to shotgun are you are all good
pistol is a , shotgun is b, rifle5 is c and rifle7 is d
If you have debug you can see the actual names of items when you hover over in the item spawner
thanks will start a new save to check
Does anyone have a UI editor or something similar?
I want to create new UI elements in game and I'm pretty sure that editing .xml files and just through trial and error figuring out what the x y coordinates of HUD elements should be isn't the meta way.
So please tell me if I want to put buttons end etc on this menu I don't have to just guess the exact coordinates.
uhhh take that screenshot and find the coordinate in photoshop for example
you might have to make different coordinate for different resolution
SIE is the icon editor but i'm not sure if it's JUST for icons or works for all UI elements
it would probably work for ui eleents as well, you just need to use the pixel location instead of the xy coordinate
Is the frosty waepon pack updated for last patch?
Okay I'll try both and use whichever I prefered. Thanks!
should be
what does precondition_parameter do? I was trying to find a reason why my upgrade section works for some people and doesnt work for other people
or that's just because gamma has a certain upgrade mod that is required to work?
I think Sidorovich likes his new friend c:
which file controls only one mutant hide in belt slots?
#1103051251974942780 message
here you go
thank, but Im trying to add it cause I have an old gamma version where is new file?
Dear stulkers, where might I find the weapon.ltx file for Juan Jmerc's Marlin?
mod_system_marlin_tracker.ltx
in configs
I did try to change that but it didn't change anything in game, it's still 48 dmg
Is it just a visual bug?
did you edit hit_power?
then they should change
They did now for some reason, must be your majick
you have to reload the system btw
welcome to modding
Fair enuf I had my fair share of skyrim troubleshooting
And while we are at it, which line changes the weapon type from D to C for example?
May the 2 of you be blessed with happiness and lots of nemiroff vodka
anyone knows whats the difference between "save_var" and "se_save_var"? (just dont know why one ask just the object and the other ask the id and name)
Trying to find where I can modify weight distribution on outfits, namely the Voyager, not under armor balancing for any outfits, anybody got a clue?
think i found buried in no integrated helmets for some reason
yup that was it, weird place to hide the weight values
trying to align the laser dot with the crosshair is so much pain 
told to ask here - does anyone know if its possible to turn off the sounds for the eating animations? ive got misophonia and the sound of eating makes me nauseous. I tried basically muting the file and replacing it but it didnt work 🤢
thanks, but not what im looking for. this is for the character, not FDDA
FDDA has sound files tho? also i dont want to mute character
Idk they said it includes eating/drinking.. I don't hear any voices when I eat, only chewing 
If that doesn't work then best I can suggest is to find an empty audio file (a 6 second sound file that's muted) and rename it to each eating sound and replace it.. So the sound will still play, it'll just be nothing..
well the post is the opposite of what i need, i want to get rid of all eating noises but keep voice lines and such. i guess i can try replacing the FDDA files with silent.ogg from the base files
Yeah do that then.. Use the silent.ogg or $no_sound.ogg and just rename it to each chewing sound..
ok, ill see if it works
Hi, how can i modify a backpack in game files?
I have an idea for a mod, but I don't know how to make it, because I am not a modder. So I am sharing it, because maybe someone will like it and create it:
A moment before the emission, a flock of crows can be heard cawing in the sky, presumably fleeing in a southerly direction from the center of Zona. However, it cannot be seen. The emission kills the birds that exist on the map at the time it starts.
I see two hypothetical ways to achieve this goal:
- Add a line of code, to the crows' behavior, that will return them all to the south direction and increase their speed at the moment of emission.
- Add additional crow respawns at the moment of emission to increase their number in the sky.
- Create a simple animation consisting of dozens of crow models flying at different heights, but in one direction, which will be played in the southern direction on each map, at the time of emission. These crows do not even need to have additional interaction capabilities. All they need to do is fly south before emission.
might be able to do #2 with a particle effect.
as for #1 crows are very weird, they are handled separate from other mutants in every way and there are tons of comments in the scripts and engine about fixes/workarounds for them. i would be hesitant to mess with them too much without a lot of testing.
i don't do art tho. i play particale effects other ppl make i don't know how to make them.
is it possible to play 2 hud_animation at once, but one doesnt use the hands?
Tell me how you can change the far reaches of the earth, I ran into a problem: in the distance, the earth turns white.
I guess they can just be replaced with the right ones or something.
Подскажите, как можно изменить дальние лоды земли, столкнулся с проблемой: в дали земли становится белой.
Полагаю их можно просто заменить правильными или типа того.
Send a screenshot
If it's a bug and you have no additional mods installed go to: https://discord.com/channels/912320241713958912/922555488665743391
Otherwise go to: https://discord.com/channels/912320241713958912/928715640968212582
Anyone know where the setting or script is for "only one pelt in belt"?
I didn't have any mods that affect the ground, but it's just a grass mod.
I was disabling the fog in the game, and as it turned out, this was behind it.
I don't think they'll help me in other chats.
I think this is where the people who understand how to change this are, isn't it?
I bet this is for optimization purposes. You deleted the fog, but didn't change render distance
Games usually render stuff that are far away in a way shittier quality to save computational power
This chat is here for modders to talk about modding. This isn't a "support++" channel
Anyone know where the resistance/damage reduction calculations are? Specifically belt item calculations?
Basically I can add multiple pelts, but i only get the carry weight bonus? Not the resistances for example. (at least it doesn't show in UI)
Well, I understand that, but it's not a bug or a mistake.
They can discuss how to create a mod here, right?
Although I'm not creating a mod, I'm going to change the game in more ways than just tweaking it. I said right away that I wanted to find out how to change the land's lod.
Yes you're right. It was a slight misunderstanding from my part.
Not at all, I didn't need optimization. I didn't like the fog, which was already 300 meters away!
What kind of range setting are you talking about? Everything is set to the maximum in the game settings. Do I need to change the value in the files?
I understand that a distant texture is being used, and I just want to change it to green. Just show me where to find it!
((is it possible that the texture is simply missing? or does the absence look different?)
Are you talking about damage resistance in clothing?
Wasn't trying to imply you removed the fog for optimization. I'm telling you that the fog + weird graphics are used as optimization by the ppl who actually developed the game
You would need to use the full unpacker and actually edit the map I think.
See the message below the messag you replied to ❤️
Do you want to change the parameters of the pelt?
I'm not sure what you're trying to change in there. The white horizon or the terrain turning a blueish past the LOD distance?
A white horizon, probably. It
seems to have appeared 0.9.3 or 0.9.3.1.
The ground is white in the distance (although in fact the distance there is no more than 500 meters)
So the white horizon would be driven by Atmospheric, the mod. Each weather cycle has it's own horizon color for each color. So to edit it you'd need to edit the weather preset file for every weather + every hour
It might also be the skybox texture used for this weather, in which case you'd need to edit the skybox texture itself
Does the atmosphere really change the LOD of the soil, am I right now?
❓
Okay, I misunderstood, I'm just using a translator, and I didn't immediately understand what you meant.
I need to change the Lod?
Correct, if your issue is the LODs.
#1289442412539936778 message
Anyone knows what handles adding to weapons icons, A B C D letters?
Great Thanks I thinking about adding those indicators to weapon parts itself, because some C/D weapons use parts from lower tiers and IDK if I should try to automatize this or just edit icons file itself 
yeah its controled by repair_type
You can't edit the icon letter
that's an assigned letter by a layer system
It's not baked into the icon itself
Not to mention there is a heavy interplay between tiers when you look at parts
Tiers C and D share many parts
some even going between B and C
Maybe even a single B and D (I think so)
I edited the corresponding script to re-allow multiple pelts.
The problem is that only the carry weight is applied for the extra pelts, not their potential resistance bonuses. It's not visible in the stats at least.
I want to know what script is responsible for calculating resistance bonus from belt items as there probably is some check there too.
That's why I want to create mod that adds to icons of parts A little dot in color according to usable repair/cleaning kit but I have no idea where to get icons file
implementation will be easy i will just reconstruct any other icon mod success/failure style
search for a script with a call to the function iterate_belt
look at its files.
Thank you so much was looking trought other mods with "parts" in name
nahhh, that's the mod that handles both renaming repair kits but also adds the icon overlay for a/b/c/d parts
wait actually it just adds the actual texture file that the overlay script uses
so i guess still looking for the mod that actively adds the overlays
found the specific script, it's from your gamma folder\mods\336- Item UI Improvements - Utjan\gamedata\scripts\z_item_icon_info.script, the function is lines 859-880
now i can't write lua, though i can read it, so i prob won't be able to help you adapt the script, but there's your starting point
guys is there any file i can edit that deletes all anomalies zcp minum from mcm is i think 35% im making a stalker only warfare playthrough and doing it mostly for performance gains
Hey I'm trying to make the ammo for the M1 Garand craftable
anyone can help me with that?
Is this correct?
here is the LTX of the garand
Anyone knows why my gun shoots WAY offside when hip firing and walking
I never saw that before
hey you were the guy that made the m1 garand right? I'm trying to make the ammo craftable can you help me?
I don't know how to do that sorry
Ok man thx anyway
fire_point?
that is real cursed
Yeah adjusting this doesn't do anything
ammo_vanilla.ltx has it, for example
ammo_9x18_ap = 5, recipe_ammo_0, casing_p,1,powder_1,2,bullet_pistol_ap,1```
what about fire_point2
idk I am just guessing here
like this?
should I make a new folder inside the gamedata or place in a existing one?
yeah that but you might be making it too hard to craft
same place as that ltx file
numbers
here?
no...
Gamma\mods\G.A.M.M.A. Arti Recipes Overhaul\gamedata\configs\items\ammo
oh thx
name it a different file, say ammo_yourname.ltx
enjoy
why would some people get the can't open section up_gr_whatever error while I cannot reproduce it? is it something in gamma that is required to make a new weapon upgrade tree work?
Yo first time in this part of the server. Was wondering if there is already a mod that plays internet radio stations on the pda, specifically a .m3u file.
where are the configs located for the weapon cleaning items im trying to make it instead of how most of the parts need to be at least 60% they only need to be 40%
Many guns in GAMMA have this issue as well. It could be connected with weapon animations as for example if you press fire in the middle of the spring animation, the bullet will go in the direction of where the gun barrel is pointed. I don't know how to edit animation to test that theory more. If you find a solution please share it with me.
the bullet doesn't go in the direction where the barrel is pointed at
that said I have no idea how accuracy actually works
Is there any way to change a sights settings to be able to use it on any gun. I.e Russian sight on a nato gun
That's not a settings thing
You'd have to create the model for each scope for each gun you want it to use
Ah shame
I have some questions about sounds:
- How do I play a sound in a specific position without an object
- Will playing sounds create performance impact, if so, then does playing a sound only when the player is near them improve it?
Also how do I Raycast?
sounds are played at vector, if you can get the coordinates you can use them to position sounds
i think
@obtuse isle Could you delete the message above please?

Thakn you.
That's the script I edited to allow multiple pelts, but still the resistance problem persists. Only weight is added, not resistance
I decided to look more into this problem and here is what I found:
Gun inertia mods create additional movement of the gun model that make it deviate from the hip fire crosshair. If you disable them the base Anomaly also has the gun tilting when you move. It also creates deviation for hip fire. Tested with all "PDM_disp" set to 0 and fire_dispersion_base set to 0.
What ever is calculating the resistance has to be iterating the belt as well. Since the vanilla system would apply all pelt stats. So these extra stats have to be comming from. A script. Maybe a different script. It should still have to iterate the belt tho
Can script use methods/functions from different mod script? Or it needs to overwrite whole script to make it work?
It can use stuff from other scripts. Look at the unpacked ones for example. They're called throughout the mods
Good will test it out
If the script you are calling is not a base anomaly script but rather one from a mod you may want to check the existence of the script/mod, unless you want it to be a hard dependency, aka your mod crashes if the other is missing, sometimes this makes sense like a mod that adds extra features to another but can't work on its own. other times you may want to change your behavior.
for instance my ammo check mod has very different behaviors if mags redux is installed. it calls a bunch of mags redux functions instead of base game ones.
some mods provide functions specifically for other mods to use:
MCM being the grand champion of this but even Sorting plus has functions at the end of the script that exist only for other mods to be able to check, set and unset favorites and junk. Internally they are not used.
I have several addons that use the same utility scripts. rax_persistent_highlights.script and rax_icon_layers.script are both used by sorting plus and mags redux for instance. by ensuring the util scripts were in a final state before releasing the mods using them i can ensure that all the mods have an identical script so load order won't cause problems. I even allow other modders to include those scripts in tier mods as long as they do not change them.
Very helpful thank you, I am using part of the script that assigns letters and armor tier
to weapons and armor class, it's not base anomaly but must have in gamma so it will be hardcoded it will add letters to weapon parts itself and if that's start working I will try to change letters to something different to not make weapon parts icons tooo busy for the eyes
does anybody know where the random names for faction select are stored? they are not in st_mm_faction_select
rax_icon_layers can add dynamic layers to icons. (enable the junk/favorite icons in sorting plus mcm to see an example). maybe colored dots would be better than letters. keep in mind this can create inventory screen opening lag for some ppl. If you can use the inconlayer system that is part of the item section, which is static, that is much faster.
rax_persistent_highlights is what colors the junk favorite cells in SP. less versatile but also way less laggy. also the highlighting can be changed without redrawing the inventory which rax_icon_layers can't currently do.
st_generate_snames
thank you 🫶
Yes I was thinking about dots
the count of first and last names or each faction is in system.ltx so if you add/remove names you need to dltx those line. see section stalker_names_bandit https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/system.ltx#L462
oh damn that is super helpful, thank you!
Random question and I apologize if this has been asked before; I tried searching but couldn't find the answer.
Does anyone happen to know what font the GAMMA title logo is written in?
Also on a related note, does anyone know the font used in the item icons, like for the little text that says what the item is? (i.e. the text that reads 'ACOG' on the icon or '9x18 HP' on the 9x18 Hollowpoints icon, etc.)
Bonus points if you're willing to provide me with links and or files for those respective fonts.
if they are never going to change the static icon layer system in the item ltx is the best way. see how the artifact containers add the little artifact icon. or how mags redux adds the littel gear to special magazines:
https://github.com/RAX-Anomaly/MagsRedux/blob/main/gamedata/configs/items/weapons/magazines2/mag_9x18.ltx#L50
https://github.com/RAX-Anomaly/MagsRedux/blob/main/gamedata/configs/items/weapons/magazines2/base.ltx#L66
can have upto ten iconon layers. the sticker is that they have to be sequential so if an item already uses 1icon_layer you will need to use 2icon_layer for that itme but 1con_layer for all items that don't use 1icon_layer. (which is why it might be worth using the script even if it is a bit laggy for old computers as it doesn't care about what layers already exist.)
can get around the lag for the icon layer script by making it optional in MCM like SP does, or even providing a key to toggle it on and off.
I'm using A.N.U.S. currently which chooses it's own names for character select, but I'd like to have different names for the Randomize Part during Faction Select than using their premade names, I would just need to change the id name right like new_lname_stalker_0? also change name_cnt to something custom like new_name_cnt, and in the script would I need to change the local_name_cnt line to local new_name_cnt?
something like that should work.
do I need to change the circled part too or just the "name_cnt" line?
depends on how you want to store the name counts. you could just make a hard coded table in the script. or if you want to dltx system.ltx to have your numbers you don't need to change those lines at all.
hence "something like that" there are many ways to adjust how the names get chosen.
you could just replace st_generate_snames with a file of the same name that has your name list in it then dltx system.ltx for the new name counts and not change the code at all. (both eng and rus need replacing)
or you could implement the pollnet library and download a list of names from the internet.
I think I almost got it, only issue now is where in the script I added one "new_name" too much 😬
Got it!
I basically just removed the first_name line, because I don't need first names anyways if I'm using my own document
I couldn't just change the default file, because anus overwrites it with its own names for npcs, which I still wanna use alongside it
tell us, what does the meta.ini file mean in almost any mod?
"A "meta.ini" file is a configuration file, typically used in the context of modding for games like Skyrim, that stores metadata about a mod, such as its version, where it was downloaded from, and which files it installed, allowing mod managers to track and manage the mod more efficiently; essentially, it's a "meta" information file stored in an .ini format."
it tells mo2 extra info about the mod
it is generated by mo2 and rarely comes with the actual mod that you downloaded. it is basically never an issue
Does MО2 generate it itself?
yes
ok
as soon as you install a mod, even if it's empty, MO2 will make a meta.ini file for it
it is not a problem but it also has nothing to do with the mod itself
Does additive animation exist in stalker? I was trying to make a grip hand animation for my gun, I learned in source engine that you can apply additive layers to animations but idk how it is in stalker
you have to make a new hand anim
yeah I made the idle with a new hand_animation, but how do I do the rest hands animations like reloads?
do I literally replace it frame by frame
yeah
I suggest you apply a child of constraint modifier so that the hand will dinamicaly follow the gun
I tried but the hand just flies away when I assign the left hand to magazin
thanks dude
np
no one told me to click the inverse😭
maybe I'm blind but thanks I can finally progress
if only additive animations were a thing
You wouldn't have to pretty much animate a gun twice if you put an UBGL on it
you are right I just remembered
gls just doubles the omf list
yeah
how to export only selected parts image?
hey so how hard would it be to create a new recipe manual book? i wanted to make new recipe books for specific things
where are the configs located for the weapon cleaning items im trying to make it instead of how most of the parts need to be at least 60% they only need to be 40%
idkn but mb watch Weapon Parts Overhaul mod folder and find config files
okay i went to thoes configs and the weapon cleaning kit min repair is already set kinda low but in game it is still 60% am i doing something wrong?
this is the shotgun cleaning kit
idkn for sure bit i thing maybee it set up in some of configs in this mod
try to serach this file in mod organaizer and change 0.60 to what u want and test in game to change apply or not
is it normal for some NPCs to spawn without any weapon if they were spawned with debug?
or is it because I randomized everything in NPC loadouts
is .10 10%
spawning squads seems working better than spawning individuals
loaded in sadly thoes didt change anything
also those have a ! so something is overriding them i believe
I think spawning individuals in debug is bugged, squads works fine tho
I see, thanks for confirmation
Can someone tell me what the most updated and best HD models pack to use?
I haven't used gamma in awhile
Does anybody happen to know which file makes the PDA beep if an artefact is nearby?
Nobody has released anything from this right?, I've been keeping tabs over the months and nothing yet that I've seen.
https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-custom-ragdolls-for-modders
You will need to script in Lua too if you want this to work.
Forgot the concrete name of the file ~ artii_jamming_repairs has some hardcoded checks for weapon parts condition
Yeah that makes sense to me. But I still can't find anything that looks weird.
When I search the GAMMA folder in VS Code, I get 144 results in 80 files when searching for iterate_belt I looked at all of them and can't find anything that looks off. None of them mention pelts at all though. Pelts seem to count as artefacts in code or at least they seem to be treated as such.
Didn't see anything using that either.
hey, how to understand what sounds are attached to this weapon if there are no shot sound lines in the config?
could be in a different config
in the first line you can see the section from weapon_sounds.ltx gen12 inherits
this?
yes
thanks, did I understand the lines written here correctly? They use custom sounds for the shot lines and the ones that remain use sounds from wpn_saiga_sounds?
yes, sounds not defined in gen12 ltx are inherited from saiga_sounds
anyone can help me coz i got no idea what this pls
i disabled all my mods to know other problems except the weapon mods
i find wpn_saiga_sounds line and next i find all setting and path to sound files, but what do this ":wpn_ak_sounds"?
saiga inherits sounds from ak
thanks
you are in the wrong place, but I see you have the ssrs so did you replace the custom exes from that mod?
Yes demonized i think
Or so idk i always use demonized even before that mod is in
The mod has another custom exe you need to install
or else it wont work
If you use the SSRS you need to use the modded exes that come with it. Also check if any other mods overwrite the _g.script
I'll be home in about an hour. DM me and we'll figure it out in no time
Mine was built upon the most recent demomized exes, so it's the same thing basically. Except for the custom classes for the SSRS. We're working on making this part of the Vanilla demonized exes. Just needs a bit of polish and testing
it didn't help, the textures in the distance are still white.
hey, I have a question, I have 3 lines I added to the system.ltx file, I'd like to not include the system.ltx file in my mod tho, can I just make a new file in the same folder with these 3 lines or do I need to implement that new file somewhere in a script or something like that?
it's basically just the bottom one
edit: I just called it mod(underscore)system_[mod name].ltx and that worked 🙂
actually Burn, the LOD from the texture files (generated by the ezLOD generator) are the green ones you're seeing before the gray/white ground
you can see in the bottom right of your screenshot the ground_grass and the LOD textures "merging" together
try re-installing Aydins and select the autumn options. It includes a fix for that gray/white terrain in the distance
uuuh I had sent a separate file with that as a mod to add like a standalone fix but it was in the Memory of Home thread, which is gone so 
if you want to separate that as a mod, check on the Aydins Autumn files (I think it was with the grass), it should be in the levels folder iirc
I've asked Ascii if we could fix that gray ground stuff and I believe it's planned for a future SSS release
btw it's only gonna help with the issue, not fix it 100%. the terrain rendering is kinda whack after that distance
please read first pin in this channel for the DLTX guide
if you are making it into a DLTX file you should NOT repeat categories in it
only include the section you're adding
did that, was just not completely sure if I needed to do stuff with #include or not, deleted that question after I got it working
and only included the section I added
hi, why doesn't weapon attach to hand automatically, or is that how it should be? https://youtu.be/uMd9c4tdJfA i use this guide to import step by step
video showing the toz-66 animation being edited to remove the hammer cock & fix the misaligned shells during the reload for use on the izh-58
388- Aydins Grass Tweaks SSS Terrain LOD Compatibility - aytabag
Should I turn it on?
how can i change outfit stats? editing in anomaly folder dosent work
hand attaches automatically if the animation is made so that lead_gun bone and wpn_body are followed in 1:1
if that's not the case you have to position it manually
yep i found some solution,maybe helpfull to other. rig animation
yeah you can also apply modifiers actually
what its mean apply modifiers actually?
what you just did
o shit dat boy bak
hi, sorry if im posting this in the wrong channel . i cant figure out how the drop chance values work, been trying to get a specific gun drop but no luck after 2 days of trying to get it. i just wanna know how rare it is, could anyone explain please?
wpn_eft_spear:r:6:100 would make it drop basically all the time
but...you are editing npc loadouts for isg
100 would weight it to drop against whatever other number. it doesnt mean 100%
oh. sorry i misread your message . english not my first language .
yes its only for isg and merc drop
i assume the mod is a bit outdated as it doesnt have a "weight" value to it as all loadouts have been reworked to have that. ok, this clearly needs a person a lot more smarter in this than me.
as well...wait, does it work like that? having merc and isg loadouts in one file when it has to split between two in the end? as merc and isg loadouts are different files
what
it's dltx file for this one gun
it doesnt add the weights. he's doing a dltx per section
yea, yea, i get it, but hold on, let me construct my sentence. even then it might be wrong
you dltx npc loadouts. each faction has its own ltx file. so wouldnt that mean you need to make 2 dltx files overall? or you can stuff changes of 2 files into that one dltx?
this is a very small config
afaik its just for isg vet/master and merc legend/master
no. you can change anything that loads into the system in a single file
ah, ok , my bad then.
so if i were to set wpn_eft_spear:r:6:50 it would increase the drop chance right?
that just adds spear to the weapon spawn on those npcs
idk what default weight is but bigger number means more chance to drop
not necessarily. you have to look at the drop chance of everything in that drop list and then divide it by the total to get a % drop chance
its easier to look at something similar, take that weight, and then multiply it by some number to get a better idea of the drop chance when compared to weapons of a similar weight
i guess just spawn the gun with debug to see if it even works first. then you know its just your chances in the way of finding it
ill just set it to 100 and call it a day , im not smart enough for all that
tysm for the help guys
i did , it spawned but i dont wana cheat it in i wanna get it legit
its an already existing gun that he's adding weight to. it works.
aaaaa ok, i know nothing about the ar platform ingame
its not even an ar, but thats a whole different topic

completely mental shit
what
hi if you dont mind would you look at this to see if its right? I fiddled around with the child of constraint and I want to know if this is right, also I wonder well the animation stay like this when I export this? thanks!
that seems right but I genuinely have no idea about how editing baked anims works
yeah I wish I could use the rig and use ik bones there but I figured that I cant put baked animation into that
or somehow I get the unbaked ones
yeah it's not really possible, at least to my knowledge
well if Nickolas still has the unbaked animation I might be able to do that
or else I'm doomed
anyway thanks
np
So there's some clean up left but I don't think I got it in me to do it xD
And when I say clean up I mean holy clipping batman
Note: Didn't work with sprinting due to lowered sprint script being in GAMMA. I only did basic adjustments on the rest of the animations to work "well" with the adjusted shoulder and elbow positions.
Here's to hoping someone better at this than me can work the rest of the magic in?
Chances are someone will look at this and say the things that are left unseen are eldritch level of horrifying 
imo except that little wrist twitching during draw everything is perfect
good one still
Works with remington 700 well as well
yeah they use the same anim no wonder
That being said a cleanup from someone who knows what they are doing would be nice
90% of the animation is original toz anim from bas
10% of the animation is hackjob to make the left arm pose differently 
Two Child of constraints on upper arm and lower arm
One Copy Transforms (all) on hand
One Copy transforms (positon) on "wrist"
And tons of hopes and dreams
The eldritch magic that is using one spare hand model to make the left hand have some kind of a base to follow 
Yeah omf is alphabetical
because like you dont assign the hand animations file path in ltx
ah that's why the zzz trick is there lol
yeee
Sling looks sick
I mean that was always there
yeah the sling is there forever
it looks like the hand came from someone else lmao
It makes my wrist physically hurt if I try to hold my arms like in the original 
Holding it from below feels a lot more natural
I just tried it
I felt like my arm is gonna tear apart
@lilac idol mind if I ask you to take a peek at the omf to try and clean it up? 👀
I done what I could with my limited skill at animating guns 
I don't mind taking a peek but it will be tomorrow tho
Fair enough
I'm tired as hell rn
this is probably the first time I want to go fully insane
onyl reloads left
child of constraint saved my life
The position of the weapon and high FOV does not help with that long arm. Less of it would be visible if it was pulled back into the shoulder more
anyone know the file location/name for the guitar tracks and the OST?
Ok ok ill try it
I have zero experience in animation but how is this grip transition going
Great
ngl man this straight up looks like a broken wrist
good
I am finally done
what a guide u use to make this? looks smooth
video showing the toz-66 animation being edited to remove the hammer cock & fix the misaligned shells during the reload for use on the izh-58
- child of constraints
I have now unlocked true modding power:
I have found a way to intercept the AP value of ammo when specifically being looked up for player-to-NPC damage calculations for GAMMA 
Also for ArtiGrok and can also be expanded to other mods like ArtiBalls that change/modify damage calculations.
so there is a way to buff ap for player only? nice
Without having to overwrite the grok_bo.script file (or whatever script calls the specific lookup function), yes.
Monkeypatching is pretty powerful. I attempted it once before, but I didn't approach it the right way so it didn't work.
🔥 that would be so good, you can also debuff ap so player suffer more lol but good to know
Yeah, you could. Got no plans to do that though 
okay like unironically i need this knowledge
how did you patch in the middle of a function
that's crazy
I'll send a screenshot of what I did later. Had to step away for a bit.
If you look at zz_item_artefact.script in GAMMA, it does a similar monkeypatch to hijack the condition for mutant pelts depending on the knife a player has.
anyone know the mod that makes it easier to spawn all attachments in just right click in game? and no im not talking about debug
Here is how I did it.
The first picture is the function that will act in place of the ini_sys:r_float_ex in the specific scripts - selective monkeypatching.
Then, in the second picture, I apply it to the scripts I want (this case grok_bo.script and cxv_artigrok_bo.script) and with additional code to facilitate what I need to do in the first funciton.
oh that's genius
i was thinking about it like super in the back of my mind while waiting for the answer but still genius
give this man alpha modder
Ofc if you doing it for specific scripts and know where you need to have it, you don't have to worry about having to monkeypatch the SYS_Param(...) function, but I believe the modded EXEs might have that just defer to ini_sys:r_whatever_type now.
you still need debug mode to use it
youre a life saver fam
so does the weapon bone lead_gun has to 100% follow wpn_body bone or vice versa? I noticed my gun had a inspect animation where the hand move but gun stays at the same place even though its all normal in blender
apparently yes
does anyone know how to get the grabbing animation? the fdaa ones
Why do you think I asked for someone who knows what they are doing to clean it up if possible? 
Stuff like acogs, laser sights and canted are BaS stuff, right?
I think bas use a new acog model
im free rn if you want to send the file
Here's the OMF
oh pff
That's just the hand animations, didn't touch the gun.
yeah but i need the gun anims to see if it looks right
oh my god i genuinely can't understand how you did all of this without getting paid
id rather dip my balls into acid before touching any of these ESPECIALLY without ik
I mean all of it already exists in the game files
I just used constraint black magic to modify the animation in fk
yeah but even then animation editing is cursed as hell
Be glad its not the first attempt that had child of put on the wrist
When walking the wrist would swim back and forth like someone used the bone melting spell from harry potter
The second attempt just put the copy transforms constraint but only the position. I adjusted the rotation to fit the pose
nah i'm sorry but i can't be arsed to do this💀
btw avoid using hands from THAP or MHP, the weight paint is comically horrible
use old dog for that
I don't have old dog 
me editing 13 animations to add a tilted grip including reloads without ik
I genuinely should ask for money for that
ik my beloved
when I was editing source engine animations some of the anims have ik baked in them
that saved my life
not here
Now imagine that GSC likely used FK as well 

THANK YOU FOR EVERYONE WHO HELPED I FINALLY OFFED HIM
HE IS FINALLY DEAD
I JUST HAD TO FIND A BUG AND EXPLOIT IT
But why?
What was the bug you exploited?
Is that Beard? Why would you want to kill Beard? He's such a guy
and why in the mod-making channel?
I think he was here the other day asking about making a mod to make certain NPC's killable, like Sidorovich
Sidorovich is a plant, confirmed
Bro has been struggling with this for days. Poor guy
When rpg shot touches ceratin npcs everyone becomes your enemy so the "immortal" npcs deactivate the protection
The "bug" is not a bug, I wasn't suposed to be there in the first place with the gun but the immortality can be "deactivated" this way for some reason
Basically
Everyone in safe zone -> Immortal (except random guy)
Kill random guy with explosive in safe zone -> His friends become my enemies
Beard is his friend = Beard is my enemy
Beard becomes "mortal" for some reason
BAM BAM BAM BAM BAM
how ogf decides which texture from dds use if it contains multiple textures for separate models?
different texture path
l85
OK. So I know the function to create an item inside the inventory of a given object. How would I create an item in a specific equipped slot (or for that matter delete it)?
better yet which script file from unpacked game should I look at for similar functions
Is revolvers revolver pack usable with gamma?
Awww sad
I think you should look in ui_inventory.script
How i can contribute to fix Russian translation of modification G.A.M.M.A. Close Quarter Combat : https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. Close Quarter Combat/gamedata/configs/text/rus/st_items_ammo.xml ?
It seems that Russian translation was encoded incorrectly and in game it looks weird
Can i just open a Merge Request with fix?
P.S: Idk if i'm allowed to tag Grok...
Since character are encoded wrongly, it is impossible to encode it back correctly. I have fixed file for myself and i want to publish that fix for everyone else who use that mode in russian language
you could just make a merge request, although I will say that GMTOP for all its sins, does fix this
Gamma Massive Text Overhaul project
I know, i know, but GMTOP is centralized and i want to improve translations for each mode apart if it is possible
and russian language is removed from latest versions of GMTOP
then yeah you could make a pull request to that file
why would adding a scope to my gun cause a memory leak crash
like it doesnt even tell me what's wrong
nvm my brain is fried I goddamn forgot to assign 3dss omf to my 3dss scope
what school does to a man
question, my english is not the best, and i'm unsure if this sounds natural, even when using google translate/copilot to be certain
does this sounds natural do you? Context, when running or having arms damaged, you have a chance to drop the canteen of water on the ground
<string id="st_sip_purified"> <text>Purified Water Sip</text> </string> <string id="st_sip_purified_descr"> <text>Oops I've to get a better grip, maybe my arms are hurt or it slipped from my hand while I was moving, well at least there's a sip of purified water left</text> </string>
later i pretend to extend this to other multiuse foods
now i have to learn how to animate these sounds
broken_flask is a chance when getting hit
если я изменю в конфигах характеристики пищи, будут ли отображаться изменения в описании предмета(в игре)?
Hello !!
So I was messing around with the 'draggable hud editor' and was making some adjustments to some mess I made due to the mod load order or some other thing, when I learned that plenty of guns have an ALTERNATE AIMING MODE !!!!!
Which got me thinking ... does any handgun have an alternate aiming mode ??
I tried modifying the deagle's alt aim mode by adding the following to a new 'mod_system_xyz.ltx' file --
![wpn_eft_deagle]
use_alt_aim_hud = true
Long story short --- IT WORKS !!!
Now, how can we make it a single-handed mode though ?? You know, GANGSTA STYLE, tilted-to-the-side, that's the look I was going for .. but if I could make the alt-aim mode use the single-hand animation then that would be awesome ...
You want to have 2 aim modes for the deagle:
- Two handed
- One handed?
There are a good amount of ppl here who mod guns. Someone for sure will be able to give you an answer.
You can look at other gun's .ltx scripts in the meantime. Maybe you manage to figure it out on your own
YUP !!!
The alt aim mode works on handguns too .. you can switch to it by pressing the grenade launcher key toggle ..
Also, when we have a detector/flashlight in our hand, the player uses single-hand animations ... could we 'trick' ourselves to believe that the other hand is 'busy' off-camera ??
(I just hope the cursed busy hands error doesn't plague my efforts :P)
I'm pretty sure these are what you need to modify.
if I change the characteristics of food in the configs, will the changes in the description of the item (in the game) be displayed?
There are usually .xml files that store stuff like description etc. If you change the stats like how much satiety it gives I'm pretty sure that updates automatically
These files are located in gamedata/configs I believe
hi, how to change % quality of mutant hide on knife?
Hello everyone, please tell me. I saw screenshots of armor skins/icons in the range from Stalker 2, is this mod available or has it not been added yet?
does anomaly support xml fallbacks? if ui\army_patch does not exist it will use first texture_id?
<file name="ui\Equipment_icons">
<texture id="ui_dyn_eq_army" x="1" y="1" width="48" height="53"/>
</file>
<file name="ui\army_patch">
<texture id="ui_dyn_eq_army" x="1" y="1" width="48" height="53"/>
</file>
</w>
hi, I'm trying to know how we can see the general condition of the weapon and not the parts, I'm on GAMMA exp redux edition





