#βπmods-making-discussion
1 messages Β· Page 97 of 1
I want to create fomod so people can choose which faction patch to use if fallback works I don't need to create separate xml for each combination of patches
yep, you will create multiple XMLs
though idk why
Sorry, thanks !
yes but then I have to create multiple textures instead of multiple xml, xmls will be faster
wait
you are not creating the pathes?
well yeah, xmls will do
I was considering to make fallback in script itself But I dont want to overrite scripts for simple texture mod
I am editing icons on armors
it's one file with also A,B,C,D tiers of weapons and armour tiers heavy exo etc
I want to make fomod that will let user choose which patches to use right now it's monolith and ecologists
you don't need to manually make an xml just use the fomod tool
yes but I still need to change how mod handles patches icons to not create thousand of combinations of single texture
For contextual things, I generally prefer 3rd person text rather than 1st person, like "You've got to get a better grip, maybe your arms hurt or slipped..." etc., but if the rest of the mod is based around internal monologue then yea that sounds natural to me. Maybe Shit, instead of Oops would be better but depends on what you're going for
Either way language makes totaly sense!
hey guys does anyone know which value in an ltx determines the 3rd person idle animation of a weapon? (basically when an npc has it in his hands)
orientation = 0, -2, 0
fire_point = 0.0, 0.158, 0.845
fire_point2 = 0.0, 0.097, 0.722
strap_bone0 = bip01_spine2
strap_bone1 = bip01_spine1
strap_position = -0.26, -0.11, 0.25
strap_orientation = -15, -9, 110
ph_mass = 4```
no i mean the animation itself
oh animation
I think that is defined by the weapontype?
probably class
Hi, i have a little problem, i have created a new armor, but i dunno how to add parts to it and etc, when i loot it i cant repair it or dissemble it, the armor isnt even in the repair menu (heavy armor). Thx for help π
you need to make a separate DLTX file to overwrite parts.ltx, to assign parts to the armor
![con_parts_list]
my_armor_id = prt_1, prt_2, prt_n
animation_slot = if 10 - then npc hold gun like it has vertical grip, if 9 - none grip hold
or u can just compare different weapons ltx
thanks I'll give it a try
Thanks it worked
question, how does one create a item on actor's feet? (this is not working)
local broken = alife_create_item("prt_i_scrap", db.actor)
db.actor:drop_item(broken)
Is there a place where callbacks are explained in more detail?
This list is cool: https://igigog.github.io/anomaly-modding-book/scripting/callbacks.html, but without looking at engine code not all callback's parameters etc are informative enough.
the ones added by modded exes are present in callbacks_gameobject.script but otherwise, afaik: No
is there a list for this?
Just take a look at how addons use it
idk, thats what i know from editing protecta ltx
but it should be somehwere for sure
any ogf UV wizard here?
In blender UV looks proper but when exported 2 sides of model mirror texture
Post screenshots
Oh I am back had timeout by accident
In game
In blender ^
I did 2 patches like that but idk what went wrong with IPSF one
@celest forge
is it right to get "psy damage" on jumpscare? or just a "scare" (doing a mod), when the bottle slips and hit your toe 
adding more mechanics to the psy bar is always good since it's borderline unused really
hey guys
looking for some help with making adjustments to mutant skin anim timings
I'm using FDDA Redone, but there's a huge delay between exiting the skinning menu and playing the skinning animation
anyone know what I need to change to fix that?
this was the only file that I found that appeared to control mutant skinning
Recent W.I.P.
Separation of the UBGL switch keybind from the alternate scope switches. The solution is a bit hacky rn. I need to figure out 1-2 things before I can release
Wait. I think I don't need much.
That's my custom keybind I just didn't know it got registered like that
Holy shit huge
Okay I actually fixed the hack part
I just need to test stuff, but I might just release a [BETA] like we did with Juan for the SSRS
Which weapon has a grenade launcher by default as part of the weapon? This guy seems to only have one on the icon.
groza storm
I closed the game already... But I think I checked that out and worked with that too. That's the one with the long ass mag, right?
Time to sleep tho. This took ~16 hours to figure out 
I have a question;
Does anyone know what file(s) dictate how the map is drawn/layered together in the PDA?
I'm trying to add a whole new layer on to the map without just editing a texture.
Oflin was helping somebody with this in https://discord.com/channels/912320241713958912/1029824156289732649 try searching the chat with: "map" or something like that
From what I can see of what Oflin was talking about seems to be more about locations on maps and things like that.
I'm not asking for information about maps or anything to do with in-game traversal or anything like that.
I want to find the file(s) or config(s) within the games files that control the actual rendering of the map for the PDA.
It wasn't about traversal. It was about editing map opacity
How long ago was this?
But hang on that was not on PDA. It was for minimap. Sry I'm tired and forgot how to read properly 
No worries. I mean I appreciate getting any extra help and or direction one way or the other.
You could still look up the conversation. Maybe you'll find useful files among the ones oflin sent. It was fairly recent. I think 2-3 days old max
Unfortunately anything I'm finding really only relates to the minimap. Hmmm
you can probablt check what this mod modifies
Is it possible to have a gun in the bolt slot?
I think the icon would just be cramped
Unfortunately this is all just texture swaps. Thanks for finding that for me though, I appreciate that.
ah that's what I thought because the characters will show up on the minimap lol
look at how new levels adds the world map texture
it's separate from the vanilla map
I see, I'll have to look in to that tomorrow. Thank you for the advice.
idk but I created it again and it works 
somebody knows the script responsible for the field armor kit to repair parts?
Should say I've never tried modding, was told to come here and ask for assistance on the matter on how do I make it so that extra weapons I added to the game follow the GAMMA rules of only being drops from NPCs? Some of them are appearing on shops/vendors
Go into the mods folder and find the traders folder
I think its gamedata/configs/items/traders
And delete the .ltx inside those folder
Will probs also remove any custom ammo selling as well, for those you got open the traders .ltx and remove just the guns pointers
Thank you kindly π
its gamedata/configs/items/trades
Can anyone tell me what get_protection do?
does it exist just to display all the protection value on the player inventory stat?
Hey has anyone scanned in a gun they have themselves to do as a mod?
Im curious if i can try to scan in an MPX i got irl for a mod
3D scans always need more thinkering and fixing than what its worth
To optimize it to be low poly, fix the normals, UV map and texture it would be easier to make a model from scrap
Or just buy an existing model
yeah it's probably possible, but far from practical
Also there's plenty of mcx mods to begin With
No, thas the retrogue one
wait so this is retrogues'
I did not recall having the right one
yo
what's the DIK Keys keyword for the right alt key?
Left Alt (LALT) -> 56
Right Alt (RALT) -> 184
so would I do DIK_keys["DIK_RALT"]?
Exactly!
yeah I thought this is the old cw but whatever
I was wondering where it is
alr thanks
!mo2search // so doing that only removes it from traders. to add it to loadouts, you'll want to create a DLTX override for the npc_loadouts root file - detailed instructions for making DLTX overwrites is in the pins.
As for what the content should be, the comments at the top of npc_loadouts.ltx should show you, if you are having trouble, use the MO2 file searcher to locate it to read
@somber cypress 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. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
Also I highly recommend Total Commander. It has very good text/file search capabilities. It is a must have for me
If I do base reposition do I need to do reposition for all the available scopes?
The question of nature if it's must or should
Would "RE:TUNE: Anomaly Bullet cracks and impacts" work instead of "Wepl hit effects" in gamma?
iirc those mods don't conflict
Hey guys, what LTX should I be looking for in order to edit outfit Ballistic Resistances? I know I could DLTX it, but not sure what to enter... fire_wound_immunity?
_immunity values in the outfit's definitions are for the damage the item takes when you phisically damage it
as in, for example, shoot the physical and dropped item
or drop the item into an anomaly
ballistics is modified in the bones_koeff section for the outfit
you need to edit the one for bip01_spine for the armor
and for helmets it's bip01_head
for br class it's hit_fraction_actor in the outfit's definition
Okay thank you! And how can I find which bones_koeff section applies to the armor I'm wanting to edit? Is there an Ltx for outfits?
Unpacked Anomaly, gonna edit those ltxs in the outfit folder, see how that goes
does anyone know how to make a script register a right click imput?
Here's an example: https://igigog.github.io/anomaly-modding-book/scripting/wetting_hands.html
Also check out: https://igigog.github.io/anomaly-modding-book/scripting/callbacks.html
I have that open right now I couldn't find anything relating to the right click action and the DIK table doesn't seem to include mouse buttons
Oh that's what you mean. Well if I were home I could help you. Unfortunately for you I'm getting off the bus to go to work
np
better yet is actor_on_weapon_raise when the gun is brought up to ADS or is it for when you point the weapon forward (bring it up from the rest position aka I don't want to point my gun at allies stance)
yes it's when you retract gun from lowered state
there is another callback for ADS
zoom in and zoom out?
yes
cool
what would I put in the game_object to make it work with anything being ADS'd
nvm I think I got it
How can I make my own flag for Hideout?
I'm trying to change the AP values so it can penetrate helmets better. Can someone explain to me how I can do that? I know that actor damage balancer is where I find the values is just that I don't get what is going on in there.
no you'd be changing the k_ap value of bullets, the ltx file in question is weapon_ammo.ltx, you want to make a DLTX override to change these values (check first pin)
actor damage balancer is only concerned with incoming damage, damage that only the player takes
and yes in gamma this means that player-to-NPC damage, NPC-to-NPC damage, and NPC-to-player damage, all play by different rules
heyall
im adding a scope to a gun
and im using Jmercs tutorial
and when im assigning a vertex group it shows these 2
lens is a 3dss specific vertex group that is assigned to the physical lens of a scope
so should i ignore it?
should I not follow the step that says to select all vertices and assign them to wpn_body?
idk what the guide says but everything should be already assigned to wpn_body
alright
Again, the lens is assigned the physical lens to hide it. If the gun does not have the lens bone it won't work
ΠΊΠ°ΠΊ ΠΌΠΈΠ½ΠΈΠΊΠ°ΡΡΡ ΠΏΠΎΠΌΠ΅Π½ΡΡΡ?
this was relatively simple to do, many thanks
working on weapons is really fucking confusing
because theres like 700 patches that do 1900 different things
you dont actually know what you're changing or copying
Ive tried increasing Outfit Ballistic Resistance via DLTX, but its making no difference in the stats. Any idea?
probably a gamma patch overriding it :shrug;
as someone who has no idea that would be my guess
cos bullet protection is not governed by fire_wound_protection as momo explained #βπmods-making-discussion message
you would either need to reassign its bones_koeff section or change its bones_koeff section (which may or may not be shared with multiple armors)
bones_koeff values are in damages.ltx
ok here's where i should ask.... is death_items the only place that controls what drops on an npc? it doesn't seem to be respecting my commented out items anymore
probably faster if you share your modified file here
mostly simplifying drops as i don't bother with repair stuff
but single bullets, black powder etc.. are spawning with new update
ah. cos the base LTX that #includes death_items is death_generic.ltx
so better change that too. or better yet, don't, convert all your changes to DLTX while you still can.
then
beyond me.
i'll have to read up on dltx
i wrote a guide, first pin
read igigog's modding guide on dltx for the rest of it
death_generic also references death_outfits. gonna peek there and see whats up
Where can I find the file containing bone profiles for outfits? Thank you for your help! salute
bones_koeff values are in damages.ltx
read both my messages tho cos it's important
Hey guys. I donβt code but I have a mod idea hopefully one if you would like to take up. It would be amazing for the headlamp lights to improve with each upgrade in addition to how the NV does. Like it should brighten a wider area e.g. similar to the glow-stick but brighter.
With the development in flashlight technology itβs strange that none of it made it to the zone. Itβs such a cheap device in RL.
Edit: Kind of annoying that some areas donβt work well with NV and the headlamp does provide enough visibility to do it justice.
True, NV plus headlamp always save my ass in pitch black areas
how does silencer_x = 270 silencer_y = 27 work? I am trying to place my silencer at a suitable place but I just cant find the exact coordiante for the silencer, is there any tool for this? thanks!
can anyone tell me where bleeding system is managed?
been trying to make bleeding mechanism to not happen when armor plates hasn't been penetrated
but somehow it's still happening
thought
if shit.type == hit.fire_wound or shit.type == hit.wound then
local bleed_chance = math.random(1,100)
local bleed_mult = 1 + damage
local bleed_score = bleed_chance * bleed_mult
if bleed_score >= 85 then
db.actor:cast_Actor():conditions():AddWound(damage, hit_type, bone_id)
end
end ```
this code inside shit_booster fuction in grok_actor_damage_balancer is the only the managing it but even after messing with it with my custom flags it doesn't seem to be working
Another mod idea: allow glow-sticks in grenade slot
Would be easier to throw around
Best to place them there when in cities to avoid throwing grenades too, lol, keep making this mistake
Wasn't there a fixed version of Duty Expansion somewhere sometimes ago?
seems like they removed it
https://discord.com/channels/912320241713958912/1184126640775761970 included in this for some reason
Hello) I want to try to make my first scripts on lua for stalker.
Where can I find documentation with list of basic commands and functions?
And of there is none, how the hell to start?)
Total commander search function is a good friend for modding or MO2
True
it doesn't happen when you don't get pen
rupture damage (melee attacks) ignore armor
that's also by design
remove the or shit.type == hit.wound bit and be done with it
Thank you for the information. What I'm trying to do is have a formula for the armor plate mod itself, and set a flag that is true only when the plate is not penetrated, and use that flag to prevent the bleeding effect from showing up, but it didn't go well.
Got another question, does a variable like no_pen only work for BR values?
Would be possible to rework loot claim so player also claims loot when killing NPC?\
Isn't that an MCM setting?
It has MCM setting?
Like NPC will leave your kills alone, but they don't let you loot theirs
Because I dont see MCM script here
I remember seeing something related to loot claim
I would check IG MCM menu
hai
hi
some fresh gloves cuh
nice variable name
what would someone have to mess up to get 2 of everything off corpses? 2 patches, 2 packs of roubles, 2 bandages etc...
no clue why every corpse is doubling up
could anyone perhaps explain to me what exactly k_impulse does beyond merely affecting the physical push-back ragdolls/objects receive? does it also somehow affect the damage and/or the chance of enemies reacting to being shot, or is it purely regarding the physical force of the bullet?
nothing
just physics push force
I can't for the love of god figure out when/where/why 1 specific engine variable changes. No amount of logging seems to help.
Is there a way to find out if it's changed by Lua?
The lua_help.script doesn't seem to have answers either.
welcome to stalker modding, you dont know shits untill you do 
just make simple mod by reverse engineer other similar mods untill you used to it
I'm used to modding/coding in general. This problem is just a slick one and would've liked some extra help.
Persistence will in the end help me solve it I hope. Thx for the advice still.
(deleted previous answer because it was cringe)
a lot of the time, i just dont know a single simple function to make my stuff. You should join the Anomaly discord and ask coding related stuff there. Most people there is more expierence in coding in general, and even some Anomaly dev that willing to help you out.
Hey, so, task objectives are no longer located in neighboring maps, for example: Jupiter tasks while Im in Rostok. I know this was addressed by one of the GAMMA mods, what should I look for in order to fix this?
Will do. thanks
There's a tool for icons
bro that was a day ago
I already got it thanks
Hey, so, task objectives are no longer located in neighboring maps, for example: Jupiter tasks while Im in Rostok. I know this was addressed by one of the GAMMA mods, what should I look for in order to fix this?
Hi, guys! I have very philosophical question about overwriting scripts.
Situation is simple:
- Gamma has a mod that code is un-monkey-patchable (guards_spawner.script)
- I need to inject code during execution of specific function from that script
What should I do?
- Untangle code to my needs and PR over-written script for merging
- Just copy-paste function in my mod and add necessary changes
- Go with first 1 option and temporary include over-written script into my mod
As much as I would love to go with 1 option I
- just afraid it possibly can never be added to Gamma at all, lol
- understand that's a lot of effort to review refactoring PRs at least once
P. S. I went with the 3rd route but still curious to hear advices on this topic
yeah if its a refactor it most likely won't be merged
I will need an additional pair of balls to ping those who can review then 
also I don't recommend adding overwrites in gamma repo as you can't delete them
Can you elaborate? Refactoring exactly source code sounds like a good idea, isn't it?
not sure how it works exactly but afaik user has to delete resources folder and force zip extraction to delete files from cloned repos
Oh, damn, thought I can just make PR with scripts and call it a day, like this
Files already existing in repo are fine
You can add new files it's just better to avoid
then again, Grok often doesn't merge complex script changes
Yup, making only small changes, basically just extracting code into functions now
Thanks
Can't check out the mentioned guard_spawner.script. Why isn't it monkey patchable?
I need to control faction like this, for example https://github.com/SaloEater/Warfare-Alife-Overhaul-Gamma-Patch/blob/master/gamedata%2Fscripts%2Fguards_spawner.script#L142
Hi
i want to delay the pop-up item details a bit more, but don't know/can't recall which mod was
instant tooltip ?
i want to edit some weapon stats, if I directly go into the ltx file from the mods folder in GAMMA directory, do I have to resintall the mod in MO2 ? I don't really know what im doing here
Extrapolate from that guide
if i wanted to find out whether a gun is obtainable through npc loot, would i just be able to run notepad++ through the vfs and search its section name in the npc_loadouts folder?
Pretty much yeah, though there may be DLTX files that change things outside of those files
im definitely a beginner to anomaly modding, so correct me if im wrong, but wouldnt those dltx files be located in the same folder, and the section name would show up in those too?
DLTX files are going to be located in separate mods, but in the same folder structure
Forgot what it looks like through vfs, I usually just filter Data in MO2
looks like this for me
Yeah that works
ok thanks
i have already done this lmao
the other thing to note is that the loadouts in npc_loadouts__name__.ltx are functionally unused
dang ok 
is this pinned somewhere?
in the sense that i used it to make the updated gamma weapons spreadsheet? https://docs.google.com/spreadsheets/d/1-uQhAhds1beLtSAdaO-eUdXqnvriIwfNjXrKbiWmklM
then yes it's in the pins of #βπ°β’newbies-chat and in FAQ via the !sheet command
ok thanks a lot lmao
np - if you want the "component" parts of that for whatever purpose i am happy to share
e.g. the raw csv file or whatever
nah i just wanted to make some custom starting loadouts but thanks
actually didnt notice the database was updated 
Is it possible to reset MCM settings without resetting all the settings?
[7:00 pm]
Without also entering the game.
[7:00 pm]
I want to reset the SSS settings without entering the game. I get compilation error.
Copy paste axr_options.ltx from
Grok's Modpack Installer/G.A.M.M.A./modpack_addons/G.A.M.M.A. MCM Values
to
your GAMMA folder/mods/G.A.M.M.A. MCM Values
folder names aren't exact, I'm on my phone, you'll figure it out
Trying to pick up on Blender, just watched some of Lun4tics guide, zipping SDK tools now, anyone know a guide on adding these plugins & such to blender? Or where to install them?
Guys ... could someone guide me ??
So, I'm basically trying to follow this tutorial I found on YT about adding scopes to guns --
https://www.youtube.com/watch?v=u8crq79zMfs
I'm attempting to add the Marchf scope to a mosin nagant. I'm fairly sure I followed the entire thing as it says, but I get the following error when trying to launch the game --
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_7517d29b6fe773f00a86a592821c51c8>::operator ()
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 815
[error]Description : fatal error
[error]Arguments : Section 'wpn_eft_mosin_marchf_hud' has cyclical dependencies. Ensure that sections with parents don't inherit in a loop. Check this file and its DLTX mods: e:/s.t.a.l.k.e.r. -- anomaly/bin/..\gamedata\configs\system.ltx, mod file mod_system_zzzzzzzzzzzzzzzzz_grok_artifacts.ltx
Any help/tips/suggestions on what to do would be greatly appreciated π
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Alright, and for OMF & OFG tools, I can keep them in their seperate folders correct? Just open them when I need them like with OGF Tools? Which ive used for a little while now
Alright, so just like SDK, I install PavelBlend & AXR Toolset as plugins also? Thank you sm for the help btw! π
there is uhh
Understood.
mega.nz is aggravating as fuck. I havent even downloaded shit yet & its saying ive exceeded my 5 GB quota when attempting to download XRay SDk
I have a problem. level.press_action - calls on_key_press.. What should I change? I need calls only by real player key press
function on_key_press(key)
if dik_to_bind(key) == 5 then
if IsMoveState('mcAccel') then
if IsMoveState('mcCrouch') then
level.press_action(bind_to_dik(key_bindings.kACCEL))
else
level.press_action(bind_to_dik(key_bindings.kCROUCH))
end
end
end
end
This is a dltx error
Bro where can i download XRAY SDK? Modding guide sends me to Blomp Cloud Storage, which isnt doing a damn thing.
what did you depend the marchf mosin section on
So your problem is basically recursion?
yeah, I think I should Use a Flag to Prevent Recursive Calls. But I thought that it is bad to create vars outside of function
Anyone know where i can find the XRAY SDK needed for PavelBlend? Modding guide links arent helping.
If you create a local won't it be scoped only to the on_key_press? Try do declare one and see if it persists through the recursive calls
I think they advise agains creating global vars in callbacks
I tried this.. but.. I still have recursion.. IDK why
function on_game_start()
RegisterScriptCallback("on_key_press", on_key_press)
end
prevent_recursion = false
function on_key_press(key)
if prevent_recursion then
return
end
if dik_to_bind(key) == 5 then
if IsMoveState('mcAccel') then
prevent_recursion = true
if IsMoveState('mcCrouch') then
level.press_action(bind_to_dik(key_bindings.kACCEL))
else
level.press_action(bind_to_dik(key_bindings.kCROUCH))
end
end
end
prevent_recursion = false
end
Because it runs Async, so first the complete Lua on_key_press(key) will run. Then the engine will call on_key_press(key) again because of level.press_action(bind_to_dik(key_bindings.kACCEL))
What about. Now this is some heavy hacking incoming.
function on_game_start()
RegisterScriptCallback("on_key_press", on_key_press)
end
function on_key_press(key)
--Code to unregister on_key_press
if dik_to_bind(key) == 5 then
if IsMoveState('mcAccel') then
prevent_recursion = true
if IsMoveState('mcCrouch') then
level.press_action(bind_to_dik(key_bindings.kACCEL))
else
level.press_action(bind_to_dik(key_bindings.kCROUCH))
end
end
end
--Code to register on_key_press
end
you mean this?
function on_key_press(key)
rawset(_G, "on_key_press", nil) -- Disable function
if dik_to_bind(key) == 5 then
if IsMoveState('mcAccel') then
if IsMoveState('mcCrouch') then
level.press_action(bind_to_dik(key_bindings.kACCEL))
else
level.press_action(bind_to_dik(key_bindings.kCROUCH))
end
end
end
rawset(_G, "on_key_press", on_key_press) -- Restore function
end
it prevents the first call, and sometimes even crashes the game 
Giving up on this blender shit for now, shits a fucking pain in the goddamn ass.
Installed addons via preference menu, and theres no change, still cant load .ogf files or none of that good stuff
What do you mean when you say depend ?
If you're asking which model I used the gun model and its LTX properties from, then it was the VSSK
you have to be in 3.6
yeah I will show you what I mean
[wpn_m60e4tac_efty]:wpn_m60e4_eftySo here, the[wpn_m60e4tac_efty] depends on the properties inwpn_m60e4_efty
that errors mean that you depend your marchf section on a section that also depend on other sections
and the engine freak out becasueof that
fix is just don't depend it on other weapons and came up with a new section
or depend on other section that doesnot depend on other guns
"it prevents the first call, and sometimes even crashes the game" No game no problem
Ah okay awesome! Thank you dude!
I was using an earlier version
np
Hmm ..
So i'm using the 'mod_system_zzz_oft_obrez' file to edit the details of the mosin. And, as far as I could gather from that tutorial, I'm supposed to copy the scope hud details from the gun I stole the scope from (in this case, the VSSK) ..
I can gather that I have to add this section and edit hese four properties.
Could you tell me what I'm missing in this ??
first line, inherit to wpn_eft_mosin, you are not inheriting to its own
what you did is just let the section depend on itself
which does not make sense
Ahhh ... yess ... it should say [wpn_eft_mosin_marchf]:wpn_eft_mosin right ?
yep
try that and launch again
ON IT π π
yeah, I found error in my logic. it is now work
function on_game_start()
RegisterScriptCallback("on_key_press", on_key_press)
end
prevent_recursion = false
function on_key_press(key)
if prevent_recursion then
return
end
if dik_to_bind(key) == 5 then
if IsMoveState('mcAccel') then
prevent_recursion = true
if IsMoveState('mcCrouch') then
level.press_action(bind_to_dik(key_bindings.kCROUCH))
level.press_action(bind_to_dik(key_bindings.kACCEL))
else
level.press_action(bind_to_dik(key_bindings.kACCEL))
end
end
end
prevent_recursion = false
end```
Sooo ...
The game launched .. all seems to be fine n dandy ..
BUT
when I attach the scope to the gun .. it attaches .. I hear the sound .. but the gun doesn't change ...
I think I messed up somewhere else π¦ π¦
did you make sure the scopes = something has the marchf scope?
I did ... Just re-checked my exported model in blender .. and somehow the scope is like 10 metres away and below the gun model π
blender moment I guess
then try to fix it and try again
WOO HOOO !!!
Now ... Another problem ...
How do I actually USE the damn scope ?? π
When I ADS, it doesn't go all the way
are you 3dss?
if yes then it's another setup
Unfortunately .. yes ...
Could you guide me towards a tut or some other guide ? You've been too kind up until now π π
so you need a 3dss d ltx set up , check the mods you have with 3dss you can see some examples
More specifically you need 3dss lens for the scope to work
I guess ask ATHI for help?since he did the 3dssg
used his yt guide when converting a pack
https://www.youtube.com/watch?v=dOhIR-AhXp0
Tutorial on adding the lens hider function to 3DSS scopes for STALKER. Lens hider is used in the GAMMA mod pack and can be left out for other 3DSS packs if they do not use lens hider functions.
Eyo peeps.. Where would I find the script/xml that edits the time on the HUD? I want to change the colors but can't find the values anywhere
This is so mid
@fair canopy do better
set bitrate to 1 
I would love to hear that
Now that ive downloaded SDK 0.7, what do I do with it guys? Install into a seperate folder?
Correct. Unzip it to a suitable location of your choice like at the root of a drive.
Okay thanks man, trying to learn how to use Blender. Havent even figured how to open an OGF yet.
Why are you getting the sdk then if you're trying to learn blender?
Been following Lun4tics guide, figured I download all the resources he referenced too just in case.
I really just want to customize some already existing guns or add some scopes that I'd like to have
ZERO idea what im doing
Then you just need Blender, no need for the sdk at all
Ah! I see, so just the PavelBlend Plugin, what about the AXR Toolset?
At which point you'd be better off using Juan's tutorial for adding scopes
@celest forge emerald man, where's your scope tutorial?
Could be useful, but not needed
Now, when attempting to install PavelBlend as an addon, Im not noticing any new plugins or changes. Not sure what I should be looking for. Using Blender 3.6.9
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
probably should pin this thing
Alright, when install PavelBlend addon, the XRAY import-export plugin is not present smh
Follow Guides on Youtube specifically for pavelblend
Such a dork fml
If it's installed properly it will be available and displayed in the add on list, at which point you can configure the paths if you wish. The addon will be available in the side bar of the viewport and under the different tabs of the properties
anyone know how to change the soviet propaganda poster image?
or possibly the picture frame OR the zone map image?
or possibly any of the posters aswell
There are already bunch of ragdoll animations inside of this demonized mod. If you would want to try creating your animations, I would love to join tho
If I remember correctly, some of world objects are baked into all.spawn, but I just failed in decompiling it
So maybe I'm wrong
Replace the associated picture with a new .dds of your choice
The mod you mentioned is a completely different thing. Demonized just enabled death animations based on where you shoot an enemy.
The modders resource Blindside made overhauls how ragdolls themselves behave.
sweet jumping jahucifer - deleting my whole gamma install with learning errors and starting from scratch was the best thing i did yesterday - solved weeks of crashes and bughunting :/
Yea, but death animations seems be the only place where they are used at all. Was just clarifying obvious fact
They are not 
Death animations just re-enable something that was already in game. Meanwhile blindside made a physics library that has to be manually applied to the models.
Its basically a "how heavy and stiff parts of the model are"
have you ever thought about going insane
it's fucking 194k files for my work 
and it's all just some simple stuff
Any grass mod for new levels mod?
Hey Guys, so, I enlarged the suppresor on some Meshes of this rifle, now, when In game, the suppressor appears in the reciever (2nd Photo), but this is how it appears in blender.
I enlarged the suppresor on one mesh, copied & pasted it onto others.
You need to set up position for silencer in confing right now it's behind scope
you can import omf for the gun and give it any animation, that would be how the gun parts would actually be in game
Some of the monstrosities I've created my first blender run.... yikes
[error]Expression : BI_NONE==iRoot
[error]Function : CKinematics::Load
[error]File : C:\Users\Bence\source\repos\xray-monolith-engine\src\Layers\xrRender\SkeletonCustom.cpp
[error]Line : 263
[error]Description : assertion failed
Also ^ Getting this CTD when trying to equip some of the custom meshes
anyone please can help me the artifacts melter is missing does anyone knwo where i can find it
Check Ecologist traders
Missing as in the item isnt present in-game at all? Have you checked the Debug Item Spawner?
it working it just icon missing
This file path is very weird
exactly.
maybe something with the parent bones or something idfk im very fucking new to blender
its a pain in the ass
Hi guys, small question for Gamma users, I'm running Anomaly with the Pretty Pistol Pack and the MP443 Grach is missing a suppressor.
Is there a possibility to attach a suppressor in Gamma?
Is it on the model from the PPP?
I noticed this #βπ°β’newbies-chat message
So I'm guessing it was added somehow?
@simple scaffold excuse me for a ping, but curious, do you know what can be a point of entry in researching why squads unable to transition from Bar to WT:
- Squad leaves Bar (on the PDA map)
- Squad enter WT (on the PDA map)
- Squad disappears from PDA map after crossing red line
- Some time after it will appear on PDA again on the blue line
They disappear from PDA map also when they go from WT to Bar
I just hope very very much maybe you know how do npcs travel from level to level π
P. S. They act normally in RE:Done mod but I'm still researching its configs
I mean this part:
C:\Users\Bence\source\repos\xray-monolith-engine\src\Layers\xrRender\SkeletonCustom.cpp
This implies that the engine is running from C:\Users\Bence\source\repos
Have you forked or cloned the monolith repo?
Is this something you've set up?
You can DM me, so we don't spam this chat
Simply Shows You How To Add A Silencer Mesh Model To A Pistol That Does Not Have One!
You must use Pavel Blender 3.6 And The OGF Blender Addon
Can you elaborate please?
unironically this is what made me start modding lmao
The .exe files know where they come from exactly?
Because that's my monolith repo fork path there.
Oh, nevermind then 
I didn't have the full context, don't mind me 
My b
For me it was these 2 guys. Thanks to them I lost countless hours of my life now to modding
yeah I also started because I didn't like something lol
make sure there are no duplicate root bones
Yay! Nice thanks! I knew how to do it for SOC but missed the updates for Anomaly/COC π
npπ
WOW. Wait, you don't need to pass by the SDK to do that?!!!! Just WOW. My life is changed forever. You mean I can modify meshes without messing around with SKL/OMF files?!!!
yeah of course
WOOOOOO MY FUCKING GOD. LET'S FUCKING MOD ALL WEAPONS FOREVER π
never in my life have i even downloaded the sdk lmao
I'll go learn Bender (I was using Milkshape π)
And fucking redo my Beretta Cleric with recoil compressor and custom textures
Pal @lilac idol, you just brought my bones right in front of the Wish Granter and kicked my skeleton to heaven

For me it was Millenia with a veeeeery old video that I cannot find where he was doing a shotgun from scratch and importing it in SOC/CS (can't remember)
Man things changed for the greater good of the holy Zone
Holy damn boar
To hell with those SDK import/export and all the mess with omf and skls π€£
Guys, how fast can you switch between two wpn_name_hud.ogf files in the game? Does the engine allow for insta switch or does it have to play the holster animations?
hey gamers, wasn't sure where exactly to ask this, but does anyone know which font the gamma logo uses? what the font didn't give me anything
if you have to change the section then it'll always act like a new gun. If its a script based switch like a silnencer or gl then it'll always just happen on that model since there is no section change
does someone know why my icons have that weird white halo in the letters and the icons? i exported them using intel texture works without compression and mip maps
wow i had a positive impact
make a SLIGHT shadow beneath them
so it doesnt have that weird white halo
How can i do that?
Because you're cutting out with alpha against a white background instead of either dilating your base color channels or exporting with a black background
explain that to me if you want
How do I enable tracers for suppressed weapons?
How do I make important NPCs killable? I want the Morrowind approach π
Isn't tracers just a .ltx config?
Tracers - there was a setting in the modded exes options.
The alpha channel of your texture, it acts like a mask. It cuts out the base color of your image. If the background of that base color is white, then since it's not a perfect mask, you cut against white. Hence the white outline. You want to cut against a black background or make the border of your icons slightly bigger to cut against
Thank you!
if you have to change the section then it'll always act like a new gun
OK, but does the engine allow for the old weapon to disappear and the new one to appear instantly? Or do you have to speed up the holster/draw animations through scripting?
Right, it was turned on to hide them. Thank you!
I know remove weapon method in scripts doesn't have holster anim
not the case for draw anim, though you can state switch to skip it
SD's right. Its the usual reason you get to modding
i've been doing this for a very long time for exactly these reasons
You like the game a lot but something about it bugs you? Fix that
Either using cheats to bypass or fix it, or by modding
And the satisfaction when finishing something the exact way you imagined it is 
What is the software you guys using for texture making for GAMMA mods. I want create my own texture.
All i had is the real 3d object and some pictures . nothing else . Any software for new beginner ?
I want to make script that can swap between main weapon slots (2and3). Is there anyway to get weapon slot number of the current equipped weapon in player hands? Or maybe some workaround?
During firefights I often accidentally unequip my current weapon when trying to switch to the weapon in another slot.. because I often cant remember in which slot my current gun is
Thanks for the tip! It took me the day but I now know how to add more weapons & do basic stuff in Blender.
Before that why not try quick action wheel? You can set your weapons on the wheel and cycle them that way
Yeah, I have it. But sometimes i donβt want to open it in and change its page to βequipmentβ page. I am too lazy and prefer to press one button on one action
(Even if it will make hours for me to code)
bruuh
https://github.com/Ishmaeel/toggle-scope/tree/main/gamedata/scripts
Can anyone take a look at these two and tell me which part controls the double-tap functionality? One key press is used to attach/detach the scope, double press is for cycling between different scopes. I just can't find anything about the double-tap there. And if it's not there, where is it? I want to change the doublePressThreshold or whatever it's called. Is this a global setting?
Its handled by MCM
Anyone could share with me drop condition mcm setting default ??
Bruh which hands mod that and which gun is that
Share mods dude
The hands are from THAP Rework and the pistol is the MP443 Grach from Pretty Pistol Pack + a custom camo applied on the body and suppressor textures.
I made it today. It's super basic.
Nothing really fancy tbh
May share at one point but I need to figure out all the credits. May take a while cause there's technically a bunch haha
can i link a new texture to a gun just by export from blender? when i do it, it doesnt work and i have to change it in OGF viewer for it to work properly in the game.
the file path i mean
@undone lily When you get the chance, you have any idea why crafting the old artefact containers don't work anyomre? I tried adding them back into the craft list via DLTX for this mod (https://discord.com/channels/912320241713958912/1345570393548652644) and whenever those containers get crafted, they don't actually create the item but it takes the crafting materials.
For it to work properly, I needed to have the material in Blender properly named like my texture.
Also when exporting to ogf, you it was only working with the "Generate Texture Paths" or something option (the one containing Texture, will specify the proper name tomorrow when on PC)
Ex if I wanted wpn_grach_camo.dds on the weapon body:
- Select the body mesh in Blender
- Material/Texture (Red Round icon in Toolbar)
- Change the attached texture (ex wpn_grach.dds -> wpn_grach_camo.dds)
- Change the name/path in Blender (ex \wpn\anomaly_weapons\wpn_grach\wpn_grach -> \wpn\anomaly_weapons\wpn_grach\wpn_grach_camo)
Maybe there's a simplier method but that's the one I found that worked.
Careful tho, you'll have orphans (the wpn_grach(.dds) in our example). I had no issue removing them by right click -> delete)
by change the name/ path which of these do you mean?
I found a kinda "hacky" workaround. The items still get created when using debug, so alife_create_item still works. So, this was the workaround for the crafting bug 
Texture Names from Image Paths give me no textures on gun at all, Use Export Paths gives me all textures other than the ones im trying to replace
you mean like this? it still doesnt work...
Artefacts crafting code related
Figured as much. Guess my hunch was right. I made a workaround for it though. It gets the job done without touching too much else so might keep it that way for now.
name and label set you image path, when export do unpin last , after this u can see it right path or not with ogf editor, if wrong u can change it with ogf editor and save, i can get editor in pins of this channel
Hello everyone. Please tell me how to save edited dds-textures in Photoshop so that the game does not crash after replacing the original dds-file with mine?
In what format do you save it?
I save the corrected texture in dds format using a Photoshop plugin
Do not save ICONS in BC7. (Anomaly doesnt support them)
You save them in BC3 or 8.8.8.8.
Is this only relevant for icons or are other dds-textures also saved in BC3 format?
Relevant for icons. If it's 8.8.8.8. For textures you need BC3.
Thanks for the help, I'll try again now
Everything is working
Thank you so much for your help)
for icons do uncompressed without mipmaps
Thanks 
i love how some modders are like "omg ofc you should compress your icons!!!!" but then proceed to use a weapon imported from EFT with 3x the poly count that it should have + 4k textures 
yea surely it's the 1mb UI icon file that's gonna fuck your game
uncompressed is the way to go for UI shit, change my mind
tarkov assets and 4k in the same phrase sounds funny
but yeah,
nonetheless
Does anyone know if it is possible to change the brightness from light sources individually? for example: If I use these commands to increase brightness "r2_tonemap_lowlum" or "r2_tonemap_middlegray" they also increase the brightness from flashlights, campfires and other light sources
I found this engine side:
Fcolor clr = pSettings->r_fcolor(light_definition.c_str(), (b_r2) ? "color_r2" : "color");
def_clr = clr;
fBrightness = clr.intensity(); // This returns (r + g + b) / 3.f
Fcolor fclr;
fclr.set((float)color_get_B(clr), (float)color_get_G(clr), (float)color_get_R(clr), 1.f);
fclr.mul_rgb(fBrightness / 255.f);
Now I could be wrong, but based off of this code I think the brightness is calculated from the RGB values.
You can test this by greatly increasing/decreasing the color_r2 or color values of the flashlight.
The color class also has an Alpha value. If it's not present in the .ltx you can try to add it and try with that
Does anyone know if this weapon has mags? because i never found, even in the debug mode
Modding Question:
Does anyone know how it is possible to change a trader's supply level (maybe lv. 5) so that the player has to belong to the faction? Like original Clear Sky?
I think the relevant code needs to be inserted here. But what is the code called?
buy_supplies = {=actor_goodwill_ge(freedom:2000)} supplies_5, {=heavy_pockets_functor()} supplies_5, {=actor_goodwill_ge(freedom:1500)} supplies_4, {=actor_goodwill_ge(freedom:1000)} supplies_3, {=actor_goodwill_ge(freedom:500)} supplies_2, supplies_1
{=actor_goodwill_ge(freedom:2000)} You could probably insert any function here that returns a bool,
so you could write one that returns true/false depending on if the input faction is equal to the player's faction.
This returns if player is part of a given faction.
function is_player_partof(faction)
return faction == alife():actor():community():sub(7);
--alife():actor():community() returns "actor_<actual faction's name>" that's why we need to do sub(7) so the code cuts out the "actor" part.
end
--Example: is_player_partof(freedom)
Factions:
EDIT: This below part is not 100% correct. Please verify before/while implementing.
- "stalker" (Loners)
- "dolg" (Duty)
- "freedom" (Freedom)
- "bandit" (Bandits)
- "merc" (Mercenaries)
- "monolith" (Monolith)
- "ecolog" (Ecologists)
- "military" (Military)
- "clear_sky" (Clear Sky)
- "renegade" (Renegades)
- "zombied" (Zombified Stalkers)
Hey guys quick question. On GIMP the proper way to export .dds for weapons. There's many options in the export I'm kind of lost.
Is this ok?
Should I take other compression? For the best output/quality/shader rendering later one, which one is best?
Should I also take something in this list?
And those?
Kaiser on Mipmap.
Don't touch those.
Just use BC3, that's the best compression you can get.
wdym to not "apply gamma correction" like you want bro's mod to not work with gamma?
Heck no 
Yep, ur good to go.
Thanks a lot pal
Ok another question, sorry guys but I'm kinda lost here.
In Bender, when I change a texture like this
I have this problem
Question is, can I "simply" replace a texture with a different one (different name) so it will be updated in Bender properly
?
Is there another way to do it? Watching the 2 hour video from LUN4T1C, he's importing an entire new weapon so it's pretty different how it works :/
Config of my Blender Pavel plugin:
(Cause that's where I work for models)
Texture is in the same folder as the weapon. But the name is not updating in Blender.
I am trying to go through and change hud_fov on a few weapons and I was wondering, once I change the value in the ltx file and save it, is there anything else I need to do to get the game to update? the files im editing are in D:\GAMMA.Grok's Modpack Installer\G.A.M.M.A\modpack_addons\76- Boomsticks and Sharpsticks - Mich\gamedata\configs\items\weapons
if you dont see a noticeable difference in quality, the less texture size is always better
Yeah
I dare anyone to take a look at compressed vs uncompressed ICONS and be able to tell an actual difference
If your game is already running then yes. Open debug menu -> in the top left panel you'll se an option like "Reload system ini" click that then click "reload game" or just reload a save manually
But you could just use the in game hud fov editor too to see what looks good then note the values and change them manually. Some people say that the hud editor doesn't work in gamma and it won't save your changes that's why you should do the actual setting by hand
well yeah obviously, but again
you're compressing 1mb into 800kb when some mfs release some weapon mods with 8k textures including 8k bump maps
I honestly think if you sum up all the storage you saved compressing all the UI icons in your mods you're probably saving 10mb of storage
so it's like, sure... compress that shit as if you're coding something for PS1 
I'd say compress the same image 10 times into bc1 is the only way
if you stack compression, then you're clearly saving more space right...
also, why aren't we all packing our mods into DB files since that's also the good practice 
and also make sure to save the compressed image as jpeg before compressing it into bc1 again
that way you have as many compression artefacts as possible, makes it stalker lore friendly
So dont compress icons because of this theoretical strawman person who does "guns with 8k textures and bump maps"

nah, i'm just saying that it's kinda a waste of time when there are 1000s of other shitty scripts, badly ported weapons and such that are eating your performance
but yeah, if you feel like compressing icons is making a huge difference then who am I to say otherwise 
actually, who am I to say anything
NPC transition points are in the level data. Need to use the SDK to move them.
as a guess someone got annoyed with how the NPCs failed to navigate the up down and around path right where that house icon is and moved the transition point for them to avoid it.
similar places where NPC transition point is not the same as the player one: army warehouses NPCs transition to/from bar on the far side of the fence that is the player transition. (this one atleast makes sence and makes the road look more used even if it does result in un reachable/lootable corpses)
dead city NPCs still use the transition to army warehouses that is on the road, not the tunel the player uses now. (i don't know why anomaly uses this transition location. i personally would use the road to go to AW and the tunnel to go to WT.)
Yeah but the problem will just get worse if ppl tell everyone to not care about quality because a lot of other mods don't either. A modders responsibility is to make the game better or at least don't make it worse when you do something.
well yea exactly my point
modders tend to shit on the performance in a thousand different ways, just scroll through GAMMA's scripts for example
I'm just pointing out that icons compressed or not is like 1% of your problem
ofc you should compress them if they're in a sprite that's 4096x4096
or even maybe
cause that's 1 ground texture's size (+ it'll have mipmaps, which UI icons don't)
yeah exactly
I mean, it's such a tiny, small and minor issue
why are people even caring about that when there's stuff fucking up your game 20x more that no one cares about
not like BHS having unoptimized xml files that ate your performance for years until it was recently found lol
sure, it's the good practice and people should do it
now think again
you're in stalker modding community son
there ain't no such thing as good practices when you really think about it 
"recently addresed" it was found years ago but BHS UI code was soooooo shit no one wanted to touch it with a stick.
lemme triplicate the Tri count on all the world models for my mods real quick
to me that's like the argument of a for each against for
a mid/junior developer will go bonkers explaining why for each is cleaner and understandable and omg yes use it
sounds accurate
meanwhile the senior dev will just go like "yeah, use a for loop
"
I can only imagine the day someone makes a nice revamp on the levels/maps with new props scattered around them, people with HD models running 400 weapons mods will be like "why is my game running at 20 fps" 
idk to me it feels like everyone focuses on the wrong ways to optimise shit
I mean it is more readable and easier to use. Why would you not other than just because. Yes for loops are faster, but does it really make a difference most of the time?
people act like 4k textures are the devil lol
I was just talking in general to try and do everything the right way. There are enough performance/size issues already
exactly my point 
i wasn't talking about you btw, just in general
does it make a difference at the end of the day? nope
but yeah there are like a fuckton of open wounds already
A lot depends on the context. If it's performance critical then choose the performatic one. Orherwise choose the more readable/cleaner one. Especially if working with juniors/inexperienced ppl. Less readable code = more fcked up code = valuable time spent on fixing something that could've been easily avoided. Then again. It's hard to argue on stuff like this because context is key. But that's just my opinion anyways
not really sure if this is appropriate here but where are the files to change loadouts located again?
can someone help me with a simple knife model replacing mod
i downloaded a knife mod to copy the parts needed like bones
the knife bone is a seperate child bone or are these 2 the same bone?
or is knife the pose idk
What is the highest priority ammo data file that overwrites other options in base gamma modpack? I wish to edit some ammo properties again once I get game reinstalled.
- You make a vertex group on the model you got.
- You put it over old knife model.
- You go into edit mode and APPLY vertex group(knife) to the model
- You then make an armature and apply it to the wpn_knife_combat.ogf skeleton.
Then you import it and do the rest related to textures.
If you know how to make bumps and the rest.
ty for this, it works for me
So, what must I do to convert 3DSS weapons into non-3DSS weapons? Im becoming familiar with blender now. A little lost,
Alright so currently I'm working on sort of doing a small revamp to the WA2000 that's already in the game, including adding 3DSS support and tweaking the animations.
Now the trouble I have is figuring out how to actually change the animations. I'm familiar with Blender and everything, I just don't know how to actually see/change the animations for the gun. Most specifically I'm trying to change the recoil/shoot animation.
Can anyone point me in the right direction and or walk me through it?
Hold on I think I may have figured it out...
Edit: I did not figure it out. But I think I got somewhere. I got the motions imported in to blender, I still can't figure out how to actually see them or edit them.
there's a small tutorial in the pins for editing animations
is there a spreadsheet or list of all the item names like wpn_sks_b so i can easilly find everything for editing new game loadouts?
Select the armature on the object mode, in the blender left lower panel, in the xray addon tab theres the motions
Click play active motion and it should load in the model
mine's empty since theres no anims, but it should be there
There's a WA2000 reanimation, i'd use that instead lowkey
Ive followed a video guide to edit OMF and am trying to edit animation of barry better knives, it shows as being different when i view in blender but in game it is still the same as before my edit. anyone have any idea?
i check the file i exported in blender and its changed
how do i disable barry knives animation mod?
do you know how? this does nothing in my game
ok ill try it but is there no way to have anomaly knife animation, no mod?
There is, but you need to manually find the model and then modify it slightly, in case it wont fit
O ok
I mainly was just trying to figure out which file is it that I need to change the animations for hands / knife
Which I still donβt know
hello all π
i wanted to make some op; cheated; one shot; all kill weapon π
as template i used w_vintorez_isg.ltx file.
ive renemed it to w_vintorez_isg_f.ltx made changes inside file so it does not crash the game but dont see the weapon in item spawner. what am i missing? or can someone point me to some up to date tutorial?
How do y'all make alternative/ canted sights, I assume it's a modding thing, but how much work is it
It's easy work if you understand the video tutorials.. There's one somewhere here on how to add a scope to a gun.. The same methods can be applied for canted sights..
I mean like actually making one too I don't know shit about modeling
I suppose making one from scratch is unnecessary
you slap the canted sight mesh from one model to another
it's just like adding any other sight
What's used to make models in general? Blender?
only difference is that you have to enable alt aim in the config but other than that it's the same
yeah
keep in mind that you aren't going to do any models tho, you're just gonna swap them one with another at most
if you're just doing sights that is
Id like to branch out
Is there any good tutorial guides for that sorta thing, a crash course on modeling
depends, do you want to make your own model from scratch?
because if you're just gonna keep it simple for now you don't really need any extensive tutorial
https://youtu.be/u8crq79zMfs?si=Y9VJ0L7niNzexPW- for adding sights this will do
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Yeah from scratch
not really familiar with actual modelling, bet there are tons of tutorials on YouTube tho
you can also join the official blender discord
can ask for help there too if needed
Did recent Gamma versions remove some of the armours from base Anomaly?
Like I didnt see stalker_outfit_camo have its own description anymore. Just
<string id="stalker_outfit_camo_description">
<text>.\n \n
</text>
</string>
kind of empty entry. What does this mean?
that the entry is probably changed/set via script
Thanks, Ill search the files for it manually. I had these very nicely customised on my last run.
Stop stalking me!!!!!!!!
Mod suggestion - How about making an upgraded version of the flashlight that reveals Bloodsuckers?
Sorry if it's not the place to make suggestions.
ok but you do it 
Not a modder. Probably talking nonsense since this might be very hard to do. Let me dream though that some will take it! The uselessness of the flashlight is annoying me haha.
Because you're supposed to ditch it asap for NVGs
Did you make that tutorial
I tried looking for it but I can't seem to find it. But eh honestly I ain't too worried about it.
I just wanted to try and get a cleaner recoil impulse but I can deal with the vanilla tbh.
Honestly I don't even know how you got to that set up.
Like I've found a set of arms, and I got the WA2000.ogf, and I found the WA2000.omf, but I can't seem to slap them together to even get my scene to look like yours. i.e. getting the rig to actually be 'holding' the WA2000 as it does in-game. When I try loading the .omf's with the rig, it just gives me some errors about not having the same bones or something. So I dunno if I just have an incompatible arm rig, or what. But clearly I'm doing something wrong.
Also today I'm running in to a new issue with one of my mods.
I'm trying to add things to the death_items.ltx config, and I've done this in the past without issue.
However for some reason certain items just refuse to populate in the drop pools, no matter what I do.
For instance, I have a [debug_droptable] to check that things are actually being added to drop pools for certain enemies.
When I add that table to say '[killer_legend]', certain items out of that [debug_droptable] DO appear on the corpse exactly as expected. But at the same time certain items will also NOT appear on the corpse as expected, despite both being part of the same table and both being set with a 1.0 (100%) drop chance. So I don't know if there's some script that's deleting these items out of the drop pools, or just preventing them from dropping altogether. But it's a frustrating predicament because by all accounts, everything should be working as expected. It's just these specific items that don't seem to want to work.
For anyone curious, the items are 'recipe_cooking_1', 'wpn_knife6', 'wpn_knife7', and 'wpn_knife9', if that makes any difference.
Oh and tangentially related but I also encounted a similar issue when trying to add on to the death_items.ltx config in a non-destructive manner.
Cuz I know you can add items to traders inventories and shit by just naming your config 'mod_tradername_modname.ltx' or whatever and then adding the whole
![supplies]
items_you_want_added
and that works exactly as expected. But when I try doing similar with the death_items.ltx it doesn't seem to work at all.
But I was able to get that same system to work perfectly fine with the 'mutant_loot.ltx'. So I dunno what's happening or why it won't work as expected.
If anyone can shed any light on that, that'd be thoroughly appreciated.
Ahh okay. So I did find that one but I was more-so focused on just a reanimation.That one's a whole-ass replacer. Which works too I suppose. I'll have to give 'er a go. Thank you for finding it for me, I appreciate you.
Tbf the OG model is kinda ass and weirdly proportioned
So are most vanilla guns
Thats why most reanimations are also remodels
But ig one could do JUST a reanimation with the vanilla model
I mean hey, as long as it doesn't recoil weird, that's all I really care about.
The vanilla recoil pattern with 3DSS is borderline unusable. You gotta wait like a full half second between shots just to get a clear sight picture again.
Would be easier to just make a new animation anim
Alright follow-up, I've found that the exo suit PSU recipes refuse to be added as well.
So I'm going to guess there's some scripts or something somewhere that's either removing certain items or preventing certain items from existing in drop pools.

anyone knwo which mod is this
pawsys/pawmenu/my_stash_icon
personal adjustable waypoint
and this one please
exo_loot.script:4: attempt to index global 'exo_mcm' (a nil value)
Write script name in MO2 on the right file tree
How can I change animation playing speed? I wish to speed up the GP-25 launcher reload animation.
you mean in scripts folder create empty file ? with exo_mcm.script ?
No-no, in MO2 there is a file tree where you can find any file like exo_mcm.script and see what mod it belongs to
Well, it's 47- Powered Exos - arti, do you have it enabled?
no thanks it got fixed now
that rig is a wip not exactly imported as files
what you'll need to do is, import your gun, and a set of arms
select the gun armature, import the gun .omf
select the hands armature, import the hands .omf
on both armatures you go to the left panel on object mode, on object properties (the orange square icon), then x-ray engine: object tab and select from the motions menu with play active motion
also make sure you import the _hud.ogf for the gun model
if you have an ogf without the _hud it's likely to be a world model, not the one the player uses in first person
and if you tried to use firebreath's rig to import the hand omf, you can't, it has to be a standard arms model with the default armature
Anyone knows which files are handling the world items spawn/respawn?
thx !
@lilac idol How do you do your camera anims
i'll confess
i've underestimated animation making
managed to understand exporting skls but ive fucked smth on blender thats messing up coords when reimporting ogfs
tbh I kinda suck with cam anima
but depending if it's an inspect or a reload or something of the sort I do this:
for inspects I make sure the cam is kinda following the gun at all times, when the gun stays still I keep the cam still but I move it around after ~20 frames to kinda give a feeling that the character is actually looking around at the gun itself
if it's a reload I generally focus the cam movement in vertical translation rather than horizontal, so that it kinda goes up and down, this is only for reactions and things of the sort btw if there's nothing going on I keep the camera almost completely static
now regardless of the type of anim I use roll on the camera for reactions, so you have a frame with no roll then in the next 2 frames you give the cam a good roll and in the next 2 frames it goes back to normal, this helps intensify the reactions, the interval between the idle, the roll and the idle again can be a bit longer depending on how strong the reaction is
I hope i explained that properly
it's 10:30pm here and I'm tired as hell
wdym
ive probs messed up something elementary on object mode, i can fix it when reimporting, just a bit work
tbf i dont understand blender workflow on anims very well
Ngl In that hozq tutorial
Someone in the comments basically said "just put a child constraint on the gun"
and it doesn't look half bad at all actually
yeah you can also do that
I literally never thought about that ngl
it does work fine, only thing is that you are missing the rolls which you can easily make
I don't personally do it but it does get the work done pretty well
I suck at them and it's why I never include them
this might be a 1000000000000000000iq moment ngl
are there any tutorials on camera motion?
yeah the fact that you get them done automatically is just awesome imo
you mean an x-ray specific tutorial or just in general
x-ray if possible
as i understand you animate through blender, and export it as a .anm file?
i see, ill have a try later
anyone knwo fix for this
![bone_position] Incorrect bone_id provided for lurker_1_weak (28333), fallback to root bone
! [LUA] 0 : [C ] safe_bone_pos
! [LUA] 1 : [Lua] .../home/games/anomaly/bin/..\gamedata\scripts\rx_ff.script(79) : check_all_in_los
! [LUA] 2 : [Lua] .../home/games/anomaly/bin/..\gamedata\scripts\rx_ff.script(133) :
![bone_position] Incorrect bone_id provided for lurker_1_weak (28333), fallback to root bone
Anyone ???
Are you making a new mod?
If yes, wait for someone to wake up.. It's 2am in most European countries.. Patience..
If no, go to #π¨base-gamma-support or #π¨modded-gamma-support as this channel won't help with crash fixes.. It's for making mods..
Camera animations are a great way to represent the players focus and or head/eye movement. This helps especially during reloads or inspects. Rolls on the camera are great for exaggerating sharp and hard actions, the intensity being based on the strength of that action
Having it constrained to the weapon can feel disconnected as its fully dependent on the weapon motion, which disconnects the feeling of controlling it separate from your body
I don't know if X-Ray compresses animations (I would hope it does), if so that's going to reduce the intensity of your animations if you have keys, or fast motions across 1-2 frames 
Bungie also has a great video from GDC talking about their first person animation process https://www.youtube.com/watch?v=CXFLu8cityA (They go over how they think about camera animations)
In this 2015 GDC session, Bungie's David Helsby shows how Bungie creates high quality first-person animation that supports Destiny's cutting edge gameplay.
Update: Due to a technical error, the last portion of this talk is not currently available on YouTube or the GDC Vault. We do apologize for the inconvenience.
GDC talks cover a range of d...
Alright so my fucking SPARTAN helmet & many other helmets have a BALLISTIC RES OF 0.8%???? What fucking LTX do i need to look for in GAMMA to change it? & where can i find the ltx containing bones? Wtf do i do about this?
Where tf do I get these scopes from? Ive got the SKS Overhaul from Meowie, but the PK6 & PK1 arent included,
anyone know how to remove the eating sounds from FDDA? ive tried replacing the sound files, deleting them and no luck. I dont want to mute the other sounds or the character so i cant just rurn off the voice thing
Using Blender, ive created a model of the AUG Freedom (9mm aug) equipped with the specter scope. Added it to the LTX
$spawn = "weapons\aug9mm_specter"
inv_grid_x = 8
inv_grid_y = 0
inv_weight = 3.2
1icon_layer = specter
1icon_layer_x = 64
1icon_layer_y = -14
hud = wpn_aug_freedom_spectre_hud
visual = dynamics\weapons\wpn_aug_9mm\wpn_aug_9mm_acog.ogf
scope_status = 1
scope_zoom_factor = 32
scope_texture = wpn_crosshair_specter
zoom_rotate_time = 0.25
scope_dynamic_zoom = on
use_alt_aim_hud = true
item_visual = anomaly_weapons\wpn_aug_9mm\wpn_aug_9mm_spectre_hud.ogf
aim_hud_offset_pos = -0.0535,-0.024,-0.1
aim_hud_offset_pos_16x9 = -0.059052, 0.026716, 0.142064
aim_hud_offset_rot = 0.0,0.00,0.001
Here is the LTX entry I made, however in game when attempting to equip the scope, it doesnt attach (does make the 'equip noise')
What must I add to the LTX?
Why do you have visual = ....acog.ogf in there?
I dont have a dynamics/weapons model of the spectre aug made
Is it necessary?
$spawn = "weapons\famas_mepro"
1icon_layer = mepro
1icon_layer_x = 110
1icon_layer_y = -8
inv_weight = 4.10
hud = wpn_famas_felin_mepro_hud
visual = dynamics\weapons\wpn_famas\wpn_famas_felin_world.ogf
Same with this FAMAS
I added a Mepro to a famas model earlier
Copy & pasted another entry, renamed a few things with 'mepro' & it works
Cant figure it out with this AUG Freedom though
You said you created a model with specter.
Yes
Pasted a Spectre onto the original AUG freedom hud, saved it as wpn_aug_freedom_spectre_hud
Let me start over
When Ive created a scoped weapon mesh, how do I assign a scope to this mesh in the weapon ltx?
Did you add the specter to the list of attachments in the ltx?
Yes I did
With the LTX, how does the game know what scope to use when I add this mesh?
I'm on mobile so won't be much help. But check the original config on how the acog is added to the aug.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : C:\Users\Bence\source\repos\xray-monolith-engine\src\xrCore\Xr_ini.cpp
[error]Line : 1214
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_aug_9mm_specter_hud'. Please attach [*.ini_log] file to your bug report
stack trace:
Look into the 3dss config. It has the specter added: https://github.com/Redotix/3DSS-for-GAMMA/blob/main/3D Shader Scopes for GAMMA/gamedata/configs/mod_system_zzzzz_3dss_aug_freedom.ltx
Now that I can get it to equip. I get this CTD
Sorry but I dont use 3DSS, I play on DX8
Look at the section name. The name doesn't match your ltx
Well, earlier I noticed my mispelled & corrected it to "specter" not know if it would help anything, I renamed the mesh & everything in the ltx to match correctly.
So, the spelling is in shape.
Not sure what the 'cant open section' thing is.
Game is looking for aug_9mm_specter_hud and your section is named aug_freedom_specter_hud
FUCK
Maybe that's how it recognizes the scopes, by the added scope name to the weapon name. I'm not sure.
Thats what i was thinking.
Lemme see if this works.
Thank you for your time Lemon. Tysm
Got it.
I fucking guess thats how its recognizes what scope goes to which mess
by adding the literal scope name into the mesh & hud name
Just learning blender
So thank you for your patience
I don't know if you're doing it for sport or just want to play with these scopes, but there's an easier way of making 3dss models compatible with dx8
Now ive got to figure how to turn 3DSS Gun meshes into DX8 Non-3DSS compatible meshes.
Wow that would be great
Open the 3dss ogf in ogf editor and delete 3 meshes: zwrite, reticle and scope back, then save the ogf. Now it won't crash the game in dx8. Edit the configs from 3dss and add the proper textures in scope_texture =
These will be the 2d scope overlays
Ive noticed this! Figured it was something like this.
I was going to try this yesterday but didn't have time.
you gorgeous person! May your bathroom breaks go smoothly, & that you shall experience the upmost pleasure during the expelling of your bowells! π
hey how do i remove the screen shaking or enhanced recoil from bas guns?
Guys ...
So I've got a rather LOOOONG modlist on top of the base GAMMA install, and although the game boots up JUUUST fine, but I end up running into stack trace errors, or errors that aren't valid errors at all. I mean, If I boot up the game again, then it'll run no problem, and won't crash cuz of that specific error.
Most times, going into the debug menu and refreshing the game seems to get the X-RAY back on track π π ...
But I was wondering, would it benefit the overall performance if I merged some mods ??
I've merged quite a few weapon packs into 3 merged mods (none of the files overwrote each other in the merges, so that's never an issue).
Would it help ? or naah ? Help/thoughts?
It doesn't matter
π
Also, does loading one HEAVY mod as opposed to 5/6 tiny mods make a difference?
Like, I'm realizing now that I don't really need all these extra damn weapon mods that I'd gotten carried away with π ...
Could removing these make things easier ? (Although, plenty of the smaller ones are all script kiddies, which I'm assuming matters more here, does it?)
no not really
if your issue is "too many untraceable errors", generally, "removing mods so that there are fewer possible culprits" helps
file overwrites are not a good indicator for mod conflict in anomaly modding
for example it's entirely possible for there to be compatibility patches that depend on file overwrites, and it's also equally easy to have one mod that completely breaks one/several other mods with 0 file overwrites
Has anyone made a tutorial on how to add a 3DSS scope to a different weapon? Like if I wanted to add the gauss rifle scope to the VPO in game, how would I go about doing that?
I'm familiar with how to add a reflex sight to a gun, just not 3DSS scopes
It's a way more involved process
You have to edit the armature to add a bone, then edit the animations to include keyframes for that bone
Would I need the OGF editor and OMF editor for that?
If so, is there a trusted link to download those tools?
OGF, OMF, Blender with the pavel plugin
"Trusted" as in any official links by GSC no because they're all community made tools
Are there any plugins in current Gamma that affect melees in general, outside of editing m_knife.ltx?
I think that someone made a tutorial before, Frosty if I'm not incorreect
Glock hornet is part of anomaly sdk?
how do i change what guns are asked by lukash/trapper quests?
Lmao
No
Also there's no "Anomaly SDK"
xray sdk whatever
Still, no
wdym?
I'm guessing that Glock hornet is a weapon in gamma
anyhow, you have modding tools linked here in the pins
anomaly SDK isn't a thing, there's the coc SDK, but there's no reason to use it over the other tools
I want to modify glock_modern but idk how to find mesh/files for it because it doesn't show up in MO2 explorer
If you know how to add a reflex sight and have done it before, you're half way there

I am not crazy! I know he swapped those reticles. I knew it was an OGF. One after the OMFs. As if I could ever make such a mistake. Never. Never! I just β I just couldnβt prove it. He covered his repo, he got that idiot at ModDB to lie for him. You think this is something? You think this is bad? This? This chicanery? Heβs done worse. That Mags Redux patch! Are you telling me that a man just happens make all those bugs like that? No! He orchestrated it! ATHI! He put 3DSS in default GAMMA! And I saved him! And I shouldnβt have. I took him into my own mod thread! What was I thinking? Heβll never change. Heβll never change! Ever since he was 20, always the same! Couldnβt keep his hands out of the SDK! But not our ATHI! Couldnβt be precious ATHI! Modding them blind! And HE gets to be a modder? What a sick joke! I shouldβve stopped him when I had the chance! β¦And you, you have to stop him! You-

Omg is this what stalker modding scene has come to??
I knew community was divided but still...
Hmm .. you're absolutely right about that bit ... NPC can use grenade launcher flashback intensifies !!!!
π That mod was screwing up like 5 different mods for me ... without any overwrites ..
u know what would be funny, that after you afk at a trader, a line of npc starts creating behind u waiting for their turn XDDD
Hey guys I'm getting this issue with hand placement on the weapon when I added the razor hd scope to the ak74:
does anyone know where you can disable the vanilla dissasembly messages? im using this addon and would like for only it to show up when i dissasemble something
https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-popup-messages-apm
$spawn = "weapons\aug9mm_1p78gs"
inv_grid_x = 0
inv_grid_y = 0
inv_weight = 3.2
1icon_layer = 1p78gs
hud = wpn_aug_9mm_1p78gs_hud
visual = dynamics\weapons\wpn_aug_9mm\wpn_aug_9mm_specter.ogf
scope_status = 1
scope_dynamic_zoom = on
scope_texture = wpn_crosshair_1p78gs
scope_zoom_factor = 32
use_alt_aim_hud = true
item_visual = anomaly_weapons\wpn_aug_9mm\wpn_aug_9mm_1p78gs_hud.ogf
aim_hud_offset_pos = -0.0535,-0.024,-0.1
aim_hud_offset_pos_16x9 = -0.059052, 0.026716, 0.142064
aim_hud_offset_rot = 0.0,0.00,0.001
aim_hud_offset_rot_16x9 = 0.0,0.00,0.001
Alright guys, created a custom model of the Aug9mm equipped with the 1p78gs scope, added 1p78gs to the 'scopes=' section but cant get it to equip ingame
What am i missing

you dont need this
first off
make sure your section is correctly named according to the scope section
Gotcha.
"1p78s" instead of 1p78gs i caught it
So thats how the game recognized which scopes go with which meshes? Using the section name "wpn_aug_freedom_1p78gs" ?
Im absolutely delighted working with blender.
Monstrosities
Get notepad++
Use the replace function so its automatic and you dont make any typos
Is anyone able to tell me what the first number following '=' does in the screenshot below? For context I'm making a craftable grenade DLTX mod
x_grenade_f1 = 5,recipe_ammo_0, prt_i_fasteners,1,prt_i_scrap,3,powder_3,2
x_grenade_rgd5 = 5,recipe_ammo_0, prt_i_fasteners,1,prt_i_scrap,2,powder_3,1```
That worked, but I still don't know what '5' does
It is hard coded into the disassembly script. You can't disable it without refactoring the actual code.
what about stalker messages?
what do i need to do so my icons work for dx8/9?
Save as uncompressed Linear RGBA.
doesnt work, im using the nvidia exporting tool
What size is the dds? In pixels
2099 x 987
Try the power of 2, so 2048x1024
size matters? didnt know
For dx8 it does
icons should work regardless
only thing would be the size of the canva and maybe you have mip maps there
Could anyone point me towards how to make a patch for bhs overlay to work with nvgs in dx8? (Not using beefβs nvgs) Overlay disappears and I have to hit h to get it to show up again.
which font does the kits and sights uses?
@uncut kestrel I honestly have no idea why you had so low price for mutants hide yesterday on stream. For me it's that high on Hard difficulty O_o
Can be something wrong with my game?
Is this another duty propaganda? 
Is that supposed to be a shit post?
Yes and no.. It's a meme but it also kinda speaks truth.. That dude should be ignored at all costs.. He joined today on his 3rd account after the first 2 got banned.. Not Pipnik, the person in the meme..
does anyone know a mod where i can install bigger mags that appens on the guns as that mag? like in stalker 2?
that works for gamma?
i know about a port for gunslinger but thats all
no, that's not a thing in anomaly for now
its not
its a warning sign
i can send you the full documentation and everything i know about this case if you feel like spreading the word
im dead serious
oh
becuase mags reduxs mags dont really make sence like a 60 round drum mags but appers as a 30 round pmags is annoying to look at
Yeah because thats only config stuff, really
so its possable?
If you want a 60-rnd drum mag to phisically show you have not only to double up the number of models (30rnd; 15 scopes + 60rnd; scopes = 62 models per gun" but also make a separate animation set to fit that mag
Possible, yes i'm sure with scripting it's very possible, harder stuff regarding weapons have been made for anomaly
but I don't think 95% of people would make it
what about the 5% i mean was there a mod for it?
the gunslinger port
does it have it?
No
Gunslinger port is only animations
And the model I guess
It doesn't add any actual functions from Gunslinger
oh
is there like stock anomaly guns that have that?
because i have seen screenshots of ar15s with drum mags
That's not vanilla Anomaly
That's the AR-HERA and AR-15 Butcher from BaS
Which come with the drum by default
There needs to be a less autistic warning
That looks like a shit post
yeah thats why it requires you to read it
I know what xgp is. But you've got insane scribbl a and the joker emoji all over it
Thank you
Maybe it's because I didn't grow up where everything i consume is a meme
nobody would even look at it if it was a seriously formulated statement
gamma players cant read remember
also, this is how i like to express myself
and also i dont really care since the mods dont even care anymore at this point
We're too low iq

Syndrome was right. When everything is a meme, nothing is
is there a a patch of some sort to make the HeatVision mod compatible with gamma?
okie thanks
It is. It purposefully doesn't work with heatvision.
there a way to make it work?
i know i shouldnt be asking this but do you know if bas guns have ammo check animation?
or mods with them
i really like them
ive been trying to find mods with them
They don't
will post an update soon
Only a handful of gun mods have ammo check anims
do you know any btw
No
RIP
Uhhhh
Any from firebreath
The SVU one
The SVD reanim mod
Idk I don't use or make mag checks ngl
Coward
real
thanksπ©·
Ok animate a gun rn
No I have the courage to not give into peer pressure
@steel rain hey! Just saw you had to make screenshots for some mcm settings.
Hypothetically, if there was a mod that allows you to make "presets" for mcm, would you use it?
From one hand it sounds like an useful addon for mcm, but from other - slightly a waste of time as no one would use it at all 
A mod like that would be usefull only to ppl making packs so yeah probaly 5 ppl would ever use it XD
Does it mean you would consider using it?
maybe yeah why? you making one?
I wish I was already working on it already, lol
No, just thinking now should I try something more complicated than simple patches
don't make a mod for 5 ppl try going for something you think is missing in the game
and focus on that so many more ppl could use it
Thanks for honest answer, man
is it not possible to make dynamic shaders/hotkeys to change on the fly?
most shaders only rly work for short period of time
?
What? 
Which kind of shaders?
uhm
some shaders are shit indoors
specifics weathers
Cope about it, they were made specially for outdoors.
guys, fuck sake. my shit always works, it just stops looking nice during certain weathers
i feel like he is just typing random words
Not everyone is willing to adapt it for indoors.
Sir, you are not saying it right.
we just dont understand you
i know, ive had too much sunshine today
You are just not putting words together normally, so yeah
and i forgot sunscreen
It turns into nonsense, basically nah


