#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 97 of 1

slow bolt
#

you dont

main plover
#

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

slow bolt
#

its removed from gamma

slow bolt
#

though idk why

safe jolt
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Sorry, thanks !

slow bolt
#

Just have the texture be the same name

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this way only variable is the texture itself

main plover
#

yes but then I have to create multiple textures instead of multiple xml, xmls will be faster

slow bolt
#

you are not creating the pathes?

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well yeah, xmls will do

main plover
#

I was considering to make fallback in script itself But I dont want to overrite scripts for simple texture mod

slow bolt
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scripts for textures?

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okay, i am lost

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What exactly is it that you are doing

main plover
#

I am editing icons on armors

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it's one file with also A,B,C,D tiers of weapons and armour tiers heavy exo etc

slow bolt
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ah. I see

#

so what exactly do you want to do?

main plover
#

I want to make fomod that will let user choose which patches to use right now it's monolith and ecologists

lilac idol
#

you don't need to manually make an xml just use the fomod tool

main plover
low arch
#

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 shrug Either way language makes totaly sense!

lilac idol
#

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)

teal compass
lilac idol
#

no i mean the animation itself

teal compass
#

oh animation

lilac idol
#

because some npcs hold the gun differently

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idk how that works

teal compass
#

I think that is defined by the weapontype?

frank flicker
#

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 😁

teal compass
#

mod_parts?

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I think armors have parts defined in some ltx

misty mulch
#
![con_parts_list]
my_armor_id = prt_1, prt_2, prt_n
prime pecan
#

or u can just compare different weapons ltx

brisk crown
#

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)
drifting moat
misty mulch
#

the ones added by modded exes are present in callbacks_gameobject.script but otherwise, afaik: No

sacred token
prime pecan
#

but it should be somehwere for sure

main plover
#

any ogf UV wizard here?

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In blender UV looks proper but when exported 2 sides of model mirror texture

celest forge
#

Post screenshots

main plover
#

Oh I am back had timeout by accident

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In game

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In blender ^

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I did 2 patches like that but idk what went wrong with IPSF one

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@celest forge

brisk crown
#

is it right to get "psy damage" on jumpscare? or just a "scare" (doing a mod), when the bottle slips and hit your toe KekSkew

random fulcrum
#

adding more mechanics to the psy bar is always good since it's borderline unused really

regal bolt
#

hey guys

#

looking for some help with making adjustments to mutant skin anim timings

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I'm using FDDA Redone, but there's a huge delay between exiting the skinning menu and playing the skinning animation

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anyone know what I need to change to fix that?

undone spruce
#

?

drifting moat
#

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

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Wait. I think I don't need much.

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That's my custom keybind I just didn't know it got registered like that

fair canopy
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Holy shit huge

drifting moat
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Okay I actually fixed the hack part

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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.

drifting moat
#

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 pepew

pallid acorn
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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.

drifting moat
pallid acorn
drifting moat
#

It wasn't about traversal. It was about editing map opacity

pallid acorn
#

How long ago was this?

drifting moat
#

But hang on that was not on PDA. It was for minimap. Sry I'm tired and forgot how to read properly pepew

pallid acorn
#

No worries. I mean I appreciate getting any extra help and or direction one way or the other.

drifting moat
#

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

pallid acorn
#

Unfortunately anything I'm finding really only relates to the minimap. Hmmm

undone spruce
#

Is it possible to have a gun in the bolt slot?

teal compass
#

I think the icon would just be cramped

pallid acorn
teal compass
random fulcrum
#

it's separate from the vanilla map

pallid acorn
wet iris
#

Which friend has the mod Sig Spear Expansion?

main plover
thorn stratus
#

somebody knows the script responsible for the field armor kit to repair parts?

somber cypress
#

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

undone spruce
#

Will probs also remove any custom ammo selling as well, for those you got open the traders .ltx and remove just the guns pointers

somber cypress
#

Thank you kindly πŸ‘

undone spruce
#

its gamedata/configs/items/trades

bold timber
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Can anyone tell me what get_protection do?

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does it exist just to display all the protection value on the player inventory stat?

boreal mural
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Hey has anyone scanned in a gun they have themselves to do as a mod?

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Im curious if i can try to scan in an MPX i got irl for a mod

celest forge
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3D scans always need more thinkering and fixing than what its worth

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To optimize it to be low poly, fix the normals, UV map and texture it would be easier to make a model from scrap

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Or just buy an existing model

lilac idol
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yeah it's probably possible, but far from practical

fair canopy
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Also there's plenty of mcx mods to begin With

celest forge
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MPX

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Not MCX

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Only MPX mod i know of is the Retrogue one

teal compass
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old cw has one right

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I think I saw it in the icon mod

celest forge
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No, thas the retrogue one

teal compass
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I did not recall having the right one

regal bolt
#

yo
what's the DIK Keys keyword for the right alt key?

drifting moat
regal bolt
#

so would I do DIK_keys["DIK_RALT"]?

drifting moat
celest forge
#

Oh

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I forgor about that

teal compass
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I was wondering where it is

regal bolt
misty mulch
# somber cypress Thank you kindly πŸ‘

!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

queen pineBOT
#

@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. ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

drifting moat
#

Also I highly recommend Total Commander. It has very good text/file search capabilities. It is a must have for me

main plover
#

If I do base reposition do I need to do reposition for all the available scopes?

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The question of nature if it's must or should

celest forge
#

Must

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Unless you don't want to aim with any scopes and only irons

short moat
#

Would "RE:TUNE: Anomaly Bullet cracks and impacts" work instead of "Wepl hit effects" in gamma?

fair inlet
lethal garden
#

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?

random fulcrum
#

_immunity values in the outfit's definitions are for the damage the item takes when you phisically damage it

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as in, for example, shoot the physical and dropped item

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or drop the item into an anomaly

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ballistics is modified in the bones_koeff section for the outfit

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you need to edit the one for bip01_spine for the armor

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and for helmets it's bip01_head

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for br class it's hit_fraction_actor in the outfit's definition

lethal garden
#

Unpacked Anomaly, gonna edit those ltxs in the outfit folder, see how that goes

sand flax
#

does anyone know how to make a script register a right click imput?

sand flax
#

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

drifting moat
sand flax
#

np

sand flax
#

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)

fair inlet
sand flax
#

zoom in and zoom out?

fair inlet
#

yes

sand flax
#

cool

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what would I put in the game_object to make it work with anything being ADS'd

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nvm I think I got it

rustic lotus
#

How can I make my own flag for Hideout?

nocturne night
#

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.

misty mulch
#

actor damage balancer is only concerned with incoming damage, damage that only the player takes

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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

dry ivy
#

heyall

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im adding a scope to a gun

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and im using Jmercs tutorial

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and when im assigning a vertex group it shows these 2

lilac idol
#

lens is a 3dss specific vertex group that is assigned to the physical lens of a scope

dry ivy
#

so should i ignore it?

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should I not follow the step that says to select all vertices and assign them to wpn_body?

lilac idol
#

idk what the guide says but everything should be already assigned to wpn_body

dry ivy
#

alright

fair canopy
#

Again, the lens is assigned the physical lens to hide it. If the gun does not have the lens bone it won't work

tawny oriole
#

ΠΊΠ°ΠΊ ΠΌΠΈΠ½ΠΈΠΊΠ°Ρ€Ρ‚Ρƒ ΠΏΠΎΠΌΠ΅Π½ΡΡ‚ΡŒ?

somber cypress
dry ivy
#

working on weapons is really fucking confusing

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because theres like 700 patches that do 1900 different things

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you dont actually know what you're changing or copying

lethal garden
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Ive tried increasing Outfit Ballistic Resistance via DLTX, but its making no difference in the stats. Any idea?

dry ivy
#

as someone who has no idea that would be my guess

misty mulch
#

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

modest sequoia
#

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

misty mulch
#

probably faster if you share your modified file here

modest sequoia
#

mostly simplifying drops as i don't bother with repair stuff

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but single bullets, black powder etc.. are spawning with new update

misty mulch
#

so better change that too. or better yet, don't, convert all your changes to DLTX while you still can.

modest sequoia
#

well i've done death_generic too...

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lol

misty mulch
#

then shrug beyond me.

modest sequoia
#

i'll have to read up on dltx

misty mulch
#

i wrote a guide, first pin

modest sequoia
#

i know it exists

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k

misty mulch
#

read igigog's modding guide on dltx for the rest of it

modest sequoia
#

death_generic also references death_outfits. gonna peek there and see whats up

lethal garden
misty mulch
#

bones_koeff values are in damages.ltx

misty mulch
crude patio
#

Hey guys. I don’t 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 it’s strange that none of it made it to the zone. It’s such a cheap device in RL.

Edit: Kind of annoying that some areas don’t work well with NV and the headlamp does provide enough visibility to do it justice.

rotund lotus
teal compass
#

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!

bold timber
#

can anyone tell me where bleeding system is managed?

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been trying to make bleeding mechanism to not happen when armor plates hasn't been penetrated

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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
crude patio
#

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

rough lion
#

Wasn't there a fixed version of Duty Expansion somewhere sometimes ago?

#

seems like they removed it

narrow coyote
#

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?)

drifting moat
#

Total commander search function is a good friend for modding or MO2

summer stream
#

any thing with a search function is good

drifting moat
#

True

random fulcrum
#

rupture damage (melee attacks) ignore armor

#

that's also by design

#

remove the or shit.type == hit.wound bit and be done with it

short moat
bold timber
# random fulcrum 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?

main plover
#

Would be possible to rework loot claim so player also claims loot when killing NPC?\

main plover
drifting moat
#

Like NPC will leave your kills alone, but they don't let you loot theirs

main plover
#

Because I dont see MCM script here

drifting moat
#

I would check IG MCM menu

summer stream
teal compass
#

hi

summer stream
#

some fresh gloves cuh

drifting moat
#

nice variable name

modest sequoia
#

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

shadow coral
#

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?

random fulcrum
#

just physics push force

drifting moat
#

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.

novel ruin
#

just make simple mod by reverse engineer other similar mods untill you used to it

drifting moat
novel ruin
lethal garden
#

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?

verbal siren
teal compass
#

I already got it thanks

lethal garden
#

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?

sudden inlet
#

Hi, guys! I have very philosophical question about overwriting scripts.
Situation is simple:

  1. Gamma has a mod that code is un-monkey-patchable (guards_spawner.script)
  2. I need to inject code during execution of specific function from that script

What should I do?

  1. Untangle code to my needs and PR over-written script for merging
  2. Just copy-paste function in my mod and add necessary changes
  3. 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

  1. just afraid it possibly can never be added to Gamma at all, lol
  2. 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

fair inlet
sudden inlet
fair inlet
#

also I don't recommend adding overwrites in gamma repo as you can't delete them

sudden inlet
fair inlet
sudden inlet
fair inlet
#

then again, Grok often doesn't merge complex script changes

sudden inlet
drifting moat
final cairn
#

Hi
i want to delay the pop-up item details a bit more, but don't know/can't recall which mod was

sudden moon
#

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

quartz hill
#

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?

summer girder
#

Pretty much yeah, though there may be DLTX files that change things outside of those files

quartz hill
#

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?

summer girder
#

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

summer girder
#

Yeah that works

quartz hill
#

ok thanks

misty mulch
quartz hill
#

dang ok kekl

quartz hill
misty mulch
misty mulch
#

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

quartz hill
#

nah i just wanted to make some custom starting loadouts but thanks
actually didnt notice the database was updated PepeKMS

cerulean mantle
#

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.

misty mulch
#

folder names aren't exact, I'm on my phone, you'll figure it out

lethal garden
#

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?

summer stream
#

you go into settings and find addons

#

then you install the addon

#

shrimple

wintry rampart
#

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 πŸ˜„

lethal garden
# summer stream shrimple

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

summer stream
#

yeah

#

you can keep them in separate one

#

but i keep them in one

lethal garden
# summer stream yeah

Alright, so just like SDK, I install PavelBlend & AXR Toolset as plugins also? Thank you sm for the help btw! πŸ™‚

summer stream
#

there is uhh

lethal garden
#

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

narrow coyote
#

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
lethal garden
#

Bro where can i download XRAY SDK? Modding guide sends me to Blomp Cloud Storage, which isnt doing a damn thing.

teal compass
drifting moat
narrow coyote
lethal garden
#

Anyone know where i can find the XRAY SDK needed for PavelBlend? Modding guide links arent helping.

drifting moat
#

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

narrow coyote
# drifting moat 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
drifting moat
#

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
narrow coyote
# drifting moat What about. Now this is some heavy hacking incoming. ```lua function on_game_s...

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 kekl

lethal garden
#

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

wintry rampart
teal compass
teal compass
#

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

drifting moat
lethal garden
#

I was using an earlier version

lilac idol
#

np

wintry rampart
# teal compass or depend on other section that doesnot depend on other guns

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 ??

teal compass
#

what you did is just let the section depend on itself

#

which does not make sense

wintry rampart
#

Ahhh ... yess ... it should say [wpn_eft_mosin_marchf]:wpn_eft_mosin right ?

teal compass
#

try that and launch again

wintry rampart
#

ON IT πŸ˜„ πŸ˜„

narrow coyote
# drifting moat "it prevents the first call, and sometimes even crashes the game" No game no pro...

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```
wintry rampart
# teal compass try that and launch again

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 😦 😦

teal compass
wintry rampart
wintry rampart
teal compass
#

then try to fix it and try again

wintry rampart
#

WOO HOOO !!!

Now ... Another problem ...

How do I actually USE the damn scope ?? πŸ˜›

When I ADS, it doesn't go all the way

teal compass
#

if yes then it's another setup

wintry rampart
#

Unfortunately .. yes ...

Could you guide me towards a tut or some other guide ? You've been too kind up until now πŸ˜„ πŸ˜„

teal compass
#

More specifically you need 3dss lens for the scope to work

#

I guess ask ATHI for help?since he did the 3dssg

undone spruce
near dirge
#

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

fair canopy
#

next time im gonna use my xbox 360 mic

fathom wagon
#

set bitrate to 1 casAahah

celest forge
#

I'll make a tutorial for that when I have time and will to live

#

I promess

teal compass
lethal garden
#

Now that ive downloaded SDK 0.7, what do I do with it guys? Install into a seperate folder?

naive snow
#

Correct. Unzip it to a suitable location of your choice like at the root of a drive.

lethal garden
naive snow
#

Why are you getting the sdk then if you're trying to learn blender?

lethal garden
#

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

naive snow
#

Then you just need Blender, no need for the sdk at all

lethal garden
#

Ah! I see, so just the PavelBlend Plugin, what about the AXR Toolset?

naive snow
#

At which point you'd be better off using Juan's tutorial for adding scopes

#

@celest forge emerald man, where's your scope tutorial?

naive snow
lethal garden
lethal garden
#

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

naive snow
lethal garden
#

Got it.

#

wrong zip i grabbed

signal patrol
#

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

sudden inlet
#

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

sudden inlet
naive snow
worthy mortar
modest sequoia
#

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 :/

sudden inlet
worthy mortar
#

Its basically a "how heavy and stiff parts of the model are"

summer stream
#

have you ever thought about going insane

#

it's fucking 194k files for my work STARE

#

and it's all just some simple stuff

main plover
#

Any grass mod for new levels mod?

lethal garden
#

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.

main plover
#

You need to set up position for silencer in confing right now it's behind scope

teal compass
lethal garden
#

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

native tree
#

anyone please can help me the artifacts melter is missing does anyone knwo where i can find it

lethal garden
#

Missing as in the item isnt present in-game at all? Have you checked the Debug Item Spawner?

native tree
#

it working it just icon missing

fair canopy
drifting moat
lethal garden
#

maybe something with the parent bones or something idfk im very fucking new to blender

#

its a pain in the ass

half lance
#

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?

#

So I'm guessing it was added somehow?

sudden inlet
#

@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:

  1. Squad leaves Bar (on the PDA map)
  2. Squad enter WT (on the PDA map)
  3. Squad disappears from PDA map after crossing red line
  4. 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 πŸ˜…

P. S. They act normally in RE:Done mod but I'm still researching its configs

drifting moat
#

Is this something you've set up?

#

You can DM me, so we don't spam this chat

summer girder
#

Don't pay too much attention to the drive letter arnoldhalt

#

It's an engine thing

lilac idol
lilac idol
drifting moat
#

Because that's my monolith repo fork path there.

summer girder
#

Oh, nevermind then KekSkew
I didn't have the full context, don't mind me arnoldhalt
My b

drifting moat
lilac idol
#

yeah I also started because I didn't like something lol

fair inlet
half lance
lilac idol
#

npπŸ‘

half lance
lilac idol
#

yeah of course

half lance
#

WOOOOOO MY FUCKING GOD. LET'S FUCKING MOD ALL WEAPONS FOREVER πŸ˜‚

lilac idol
#

never in my life have i even downloaded the sdk lmao

half lance
#

I'll go learn Bender (I was using Milkshape πŸ˜‚)

#

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

lilac idol
half lance
#

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 🀣

verbal siren
#

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?

drowsy cloud
#

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

fair canopy
covert topaz
#

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

summer stream
#

so it doesnt have that weird white halo

covert topaz
naive snow
covert topaz
rough lion
#

How do I enable tracers for suppressed weapons?
How do I make important NPCs killable? I want the Morrowind approach πŸ™‚

drifting moat
verbal siren
naive snow
# covert topaz explain that to me if you want

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

covert topaz
#

Thank you!

verbal siren
#

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?

rough lion
fair inlet
slow bolt
#

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

drifting moat
lavish nexus
#

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 ?

narrow coyote
#

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

half lance
fair canopy
narrow coyote
verbal siren
#

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?

GitHub

Quick Scope Toggle hotkey addon for S.T.A.L.K.E.R. Anomaly v1.5.1 - Ishmaeel/toggle-scope

native tree
#

Anyone could share with me drop condition mcm setting default ??

native tree
#

Share mods dude

half lance
#

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.

native tree
#

Where I can find that camp ?

#

Camo

half lance
#

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

flat phoenix
#

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

fathom wagon
#

@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.

half lance
#

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)

half lance
#
  • 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)

flat phoenix
fathom wagon
flat phoenix
#

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

flat phoenix
undone lily
fathom wagon
#

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.

exotic wren
frozen rivet
#

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?

summer stream
frozen rivet
summer stream
#

Do not save ICONS in BC7. (Anomaly doesnt support them)

#

You save them in BC3 or 8.8.8.8.

frozen rivet
#

Is this only relevant for icons or are other dds-textures also saved in BC3 format?

summer stream
#

Relevant for icons. If it's 8.8.8.8. For textures you need BC3.

frozen rivet
#

Thanks for the help, I'll try again now

frozen rivet
lilac idol
frozen rivet
quasi narwhal
#

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

lilac idol
#

but yeah, true nonetheless

plain thicket
#

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

drifting moat
# plain thicket Does anyone know if it is possible to change the brightness from light sources i...

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

cunning cloud
#

Does anyone know if this weapon has mags? because i never found, even in the debug mode

vast plaza
#

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

drifting moat
drifting moat
# vast plaza I think the relevant code needs to be inserted here. But what is the code called...

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)
half lance
#

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?

summer stream
summer stream
summer stream
# half lance

Just use BC3, that's the best compression you can get.

random fulcrum
#

wdym to not "apply gamma correction" like you want bro's mod to not work with gamma?

half lance
#

Ok @summer stream , so just this settings and it's OK?

summer stream
#

Yep, ur good to go.

half lance
#

Thanks a lot pal

half lance
#

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.

sudden moon
#

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

steady apex
celest forge
#

Yeah

#

I dare anyone to take a look at compressed vs uncompressed ICONS and be able to tell an actual difference

drifting moat
drifting moat
quasi narwhal
#

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 whatever

lilac idol
#

I'd say compress the same image 10 times into bc1 is the only way

quasi narwhal
#

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 shrug

lilac idol
#

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

celest forge
#

So dont compress icons because of this theoretical strawman person who does "guns with 8k textures and bump maps"

quasi narwhal
#

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 clueless

#

actually, who am I to say anything

simple scaffold
# sudden inlet <@155830872027693057> excuse me for a ping, but curious, do you know what can be...

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.)

drifting moat
quasi narwhal
#

I'm just pointing out that icons compressed or not is like 1% of your problem

lilac idol
#

uncompressed icons don't even add to the problem

#

like at all

quasi narwhal
#

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)

quasi narwhal
#

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

lilac idol
#

not like BHS having unoptimized xml files that ate your performance for years until it was recently found lol

quasi narwhal
#

sure, it's the good practice and people should do it

quasi narwhal
#

you're in stalker modding community son

#

there ain't no such thing as good practices when you really think about it ohno

simple scaffold
lilac idol
quasi narwhal
#

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

quasi narwhal
#

meanwhile the senior dev will just go like "yeah, use a for loop gigachad"

quasi narwhal
lilac idol
drifting moat
lilac idol
#

people act like 4k textures are the devil lol

drifting moat
lilac idol
#

i wasn't talking about you btw, just in general

quasi narwhal
#

does it make a difference at the end of the day? nope

lilac idol
#

but yeah there are like a fuckton of open wounds already

drifting moat
# quasi narwhal does it make a difference at the end of the day? nope

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

ivory cloak
#

not really sure if this is appropriate here but where are the files to change loadouts located again?

flat phoenix
#

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

hasty comet
#

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.

summer stream
# flat phoenix or is knife the pose idk
  1. You make a vertex group on the model you got.
  2. You put it over old knife model.
  3. You go into edit mode and APPLY vertex group(knife) to the model
  4. 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.
lethal garden
#

So, what must I do to convert 3DSS weapons into non-3DSS weapons? Im becoming familiar with blender now. A little lost,

pallid acorn
#

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.

lilac idol
#

there's a small tutorial in the pins for editing animations

wraith barn
#

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?

undone spruce
#

mine's empty since theres no anims, but it should be there

celest forge
#

There's a WA2000 reanimation, i'd use that instead lowkey

flat phoenix
#

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

flat phoenix
#

how do i disable barry knives animation mod?

summer stream
#

Do you need different animations?

flat phoenix
summer stream
flat phoenix
#

ok ill try it but is there no way to have anomaly knife animation, no mod?

summer stream
#

There is, but you need to manually find the model and then modify it slightly, in case it wont fit

flat phoenix
#

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 don’t know

dreamy jewel
#

hello all πŸ˜„
i wanted to make some op; cheated; one shot; all kill weapon πŸ˜„
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?

rotund iris
#

How do y'all make alternative/ canted sights, I assume it's a modding thing, but how much work is it

near dirge
#

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..

rotund iris
#

I mean like actually making one too I don't know shit about modeling

#

I suppose making one from scratch is unnecessary

lilac idol
#

it's just like adding any other sight

rotund iris
#

What's used to make models in general? Blender?

lilac idol
#

only difference is that you have to enable alt aim in the config but other than that it's the same

lilac idol
#

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

rotund iris
#

Id like to branch out

#

Is there any good tutorial guides for that sorta thing, a crash course on modeling

lilac idol
#

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

rotund iris
#

Yeah from scratch

lilac idol
#

you can also join the official blender discord

#

can ask for help there too if needed

hasty comet
#

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?

quasi narwhal
hasty comet
left acorn
#

Mod suggestion - How about making an upgraded version of the flashlight that reveals Bloodsuckers?

#

Sorry if it's not the place to make suggestions.

left acorn
celest forge
#

Because you're supposed to ditch it asap for NVGs

rotund iris
pallid acorn
pallid acorn
# undone spruce Select the armature on the object mode, in the blender left lower panel, in the ...

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.

celest forge
pallid acorn
celest forge
#

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

pallid acorn
#

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.

celest forge
#

Would be easier to just make a new animation anim

pallid acorn
native tree
#

anyone knwo which mod is this
pawsys/pawmenu/my_stash_icon

fair canopy
#

personal adjustable waypoint

native tree
#

and this one please
exo_loot.script:4: attempt to index global 'exo_mcm' (a nil value)

sudden inlet
hasty comet
#

How can I change animation playing speed? I wish to speed up the GP-25 launcher reload animation.

native tree
sudden inlet
native tree
#

it not exists that why i need mod that have this file

sudden inlet
# native tree

Well, it's 47- Powered Exos - arti, do you have it enabled?

native tree
#

no thanks it got fixed now

undone spruce
# pallid acorn Honestly I don't even know how you got to that set up. Like I've found a set of ...

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

lilac idol
#

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

half lance
#

Anyone knows which files are handling the world items spawn/respawn?

half lance
#

thx !

celest forge
#

@lilac idol How do you do your camera anims

undone spruce
#

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

lilac idol
# celest forge <@1114171263104069665> How do you do your camera anims

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 properlykekw
it's 10:30pm here and I'm tired as hell

undone spruce
#

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

celest forge
#

Someone in the comments basically said "just put a child constraint on the gun"

lilac idol
#

yeah you can also do that

celest forge
#

I literally never thought about that ngl

lilac idol
#

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

celest forge
#

I suck at them and it's why I never include them

#

this might be a 1000000000000000000iq moment ngl

undone spruce
#

are there any tutorials on camera motion?

lilac idol
#

yeah the fact that you get them done automatically is just awesome imo

lilac idol
undone spruce
#

x-ray if possible

#

as i understand you animate through blender, and export it as a .anm file?

lilac idol
#

yeah

#

you can look at how firebreath sets up his camera in his animation rig

undone spruce
#

i see, ill have a try later

native tree
#

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

native tree
#

Anyone ???

near dirge
#

Are you making a new mod?

tribal aspen
#

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 Sadge

tribal aspen
#

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...

β–Ά Play video
lethal garden
#

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?

lethal garden
#

Where tf do I get these scopes from? Ive got the SKS Overhaul from Meowie, but the PK6 & PK1 arent included,

cosmic glade
#

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

lethal garden
#

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?

verbal siren
lethal garden
#

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

verbal siren
#

You said you created a model with specter.

lethal garden
#

Yes

#

Pasted a Spectre onto the original AUG freedom hud, saved it as wpn_aug_freedom_spectre_hud

lethal garden
#

Let me start over

#

When Ive created a scoped weapon mesh, how do I assign a scope to this mesh in the weapon ltx?

verbal siren
#

Did you add the specter to the list of attachments in the ltx?

lethal garden
#

With the LTX, how does the game know what scope to use when I add this mesh?

verbal siren
#

I'm on mobile so won't be much help. But check the original config on how the acog is added to the aug.

lethal garden
#

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:

verbal siren
lethal garden
lethal garden
lethal garden
verbal siren
#

Look at the section name. The name doesn't match your ltx

lethal garden
#

So, the spelling is in shape.

#

Not sure what the 'cant open section' thing is.

verbal siren
#

Game is looking for aug_9mm_specter_hud and your section is named aug_freedom_specter_hud

lethal garden
#

FUCK

verbal siren
#

Maybe that's how it recognizes the scopes, by the added scope name to the weapon name. I'm not sure.

lethal garden
#

Lemme see if this works.

#

Thank you for your time Lemon. Tysm

lethal garden
#

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

verbal siren
#

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

lethal garden
#

Now ive got to figure how to turn 3DSS Gun meshes into DX8 Non-3DSS compatible meshes.

verbal siren
#

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

lethal garden
verbal siren
#

I was going to try this yesterday but didn't have time.

lethal garden
#

you gorgeous person! May your bathroom breaks go smoothly, & that you shall experience the upmost pleasure during the expelling of your bowells! πŸ™

cunning wigeon
#

hey how do i remove the screen shaking or enhanced recoil from bas guns?

wintry rampart
#

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 πŸ˜› πŸ˜› ...

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?

fair canopy
#

It doesn't matter

wintry rampart
#

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 πŸ˜› ...

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?)

misty mulch
#

no not really

#

if your issue is "too many untraceable errors", generally, "removing mods so that there are fewer possible culprits" helps

misty mulch
#

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

cursive dove
#

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

celest forge
#

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

cursive dove
#

Would I need the OGF editor and OMF editor for that?

#

If so, is there a trusted link to download those tools?

celest forge
#

OGF, OMF, Blender with the pavel plugin

#

"Trusted" as in any official links by GSC no because they're all community made tools

cursive dove
#

Yeah like the community links

#

But its all good I found them in the pins!

hasty comet
#

Are there any plugins in current Gamma that affect melees in general, outside of editing m_knife.ltx?

cursive dove
#

I think that someone made a tutorial before, Frosty if I'm not incorreect

main plover
#

Glock hornet is part of anomaly sdk?

rotund iris
#

how do i change what guns are asked by lukash/trapper quests?

celest forge
#

No

#

Also there's no "Anomaly SDK"

main plover
#

xray sdk whatever

celest forge
#

Still, no

lilac idol
#

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

main plover
#

I want to modify glock_modern but idk how to find mesh/files for it because it doesn't show up in MO2 explorer

fair canopy
celest forge
#

shut up nerd

#

This is all your fault

fair canopy
celest forge
#

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 – I just couldn’t 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? He’s 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 shouldn’t have. I took him into my own mod thread! What was I thinking? He’ll never change. He’ll never change! Ever since he was 20, always the same! Couldn’t keep his hands out of the SDK! But not our ATHI! Couldn’t be precious ATHI! Modding them blind! And HE gets to be a modder? What a sick joke! I should’ve stopped him when I had the chance! …And you, you have to stop him! You-

fair canopy
hasty comet
#

I knew community was divided but still...

celest forge
wintry rampart
weak galleon
#

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

cursive dove
#

Hey guys I'm getting this issue with hand placement on the weapon when I added the razor hd scope to the ak74:

cold flame
lethal garden
#

$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

fair canopy
#

you dont need this

#

first off

#

make sure your section is correctly named according to the scope section

lethal garden
#

"1p78s" instead of 1p78gs i caught it

lethal garden
#

Im absolutely delighted working with blender.

#

Monstrosities

celest forge
#

Get notepad++

#

Use the replace function so its automatic and you dont make any typos

slate prawn
#

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

drifting moat
covert topaz
#

what do i need to do so my icons work for dx8/9?

verbal siren
covert topaz
verbal siren
covert topaz
#

2099 x 987

verbal siren
covert topaz
#

size matters? didnt know

verbal siren
lilac idol
#

only thing would be the size of the canva and maybe you have mip maps there

brittle trellis
#

Could anyone point me towards how to make a patch for bhs overlay to work with nvgs in dx8? (Not using beef’s nvgs) Overlay disappears and I have to hit h to get it to show up again.

covert topaz
#

which font does the kits and sights uses?

sudden inlet
#

@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?

barren spruce
sudden inlet
barren spruce
#

its anti-xgp propaganda

#

the bane of all modders

fair canopy
#

Is that supposed to be a shit post?

near dirge
#

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..

gusty heart
#

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

lilac idol
#

no, that's not a thing in anomaly for now

barren spruce
#

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

gusty heart
#

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

celest forge
#

Yeah because thats only config stuff, really

gusty heart
celest forge
#

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

gusty heart
#

the gunslinger port

#

does it have it?

celest forge
#

No

#

Gunslinger port is only animations

#

And the model I guess

#

It doesn't add any actual functions from Gunslinger

gusty heart
#

is there like stock anomaly guns that have that?

#

because i have seen screenshots of ar15s with drum mags

celest forge
#

That's not vanilla Anomaly

#

That's the AR-HERA and AR-15 Butcher from BaS

#

Which come with the drum by default

fair canopy
#

That looks like a shit post

barren spruce
#

yeah thats why it requires you to read it

celest forge
#

It really just looks like a meme image

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Made by a schizophrenic

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type shi

fair canopy
#

I know what xgp is. But you've got insane scribbl a and the joker emoji all over it

fair canopy
#

Maybe it's because I didn't grow up where everything i consume is a meme

barren spruce
#

nobody would even look at it if it was a seriously formulated statement

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gamma players cant read remember

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also, this is how i like to express myself

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and also i dont really care since the mods dont even care anymore at this point

fair canopy
celest forge
#

Gotta put on the retardo glasses to get it

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Put on your thinking cap dude

fair canopy
#

Syndrome was right. When everything is a meme, nothing is

ebon sequoia
#

is there a a patch of some sort to make the HeatVision mod compatible with gamma?

gusty heart
fair canopy
ebon sequoia
gusty heart
#

i know i shouldnt be asking this but do you know if bas guns have ammo check animation?

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or mods with them

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i really like them

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ive been trying to find mods with them

barren spruce
#

irrelevant

celest forge
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They don't

barren spruce
#

will post an update soon

celest forge
#

Only a handful of gun mods have ammo check anims

gusty heart
fair canopy
ebon sequoia
#

RIP

celest forge
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Uhhhh

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Any from firebreath

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The SVU one

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The SVD reanim mod

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Idk I don't use or make mag checks ngl

fair canopy
#

Coward

gusty heart
gusty heart
celest forge
fair canopy
sudden inlet
#

@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 jokerge

steel rain
sudden inlet
steel rain
sudden inlet
steel rain
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and focus on that so many more ppl could use it

sudden inlet
#

Thanks for honest answer, man

mortal trout
#

is it not possible to make dynamic shaders/hotkeys to change on the fly?

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most shaders only rly work for short period of time

summer stream
#

Which kind of shaders?

mortal trout
#

uhm

mortal trout
mortal trout
summer stream
#

Cope about it, they were made specially for outdoors.

mortal trout
#

guys, fuck sake. my shit always works, it just stops looking nice during certain weathers

barren spruce
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i feel like he is just typing random words

summer stream
#

Not everyone is willing to adapt it for indoors.

mortal trout
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fucks the matter with the both of u

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its a normal question

summer stream
barren spruce
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we just dont understand you

mortal trout
#

i know, ive had too much sunshine today

summer stream
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You are just not putting words together normally, so yeah

mortal trout
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and i forgot sunscreen

summer stream
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It turns into nonsense, basically nah