#╙🖇mods-making-discussion
1 messages · Page 98 of 1
i was just tihnking about some shaders making certain weathers/indoor/labs super super dark
You should just bare with it
well its a common issue
im playing an invictus run, but its max graphicced out, is there any way to make this feasible? cus obviously i dont wanna endanger myself with a calm collected shader swap mid gameplay
There should be a trigger for indoors so it can be triggered, as I think..but not fully sure, since it's stalker
you can try to solve with with a tonemap/light settings/reshade
its a niche situation, and the norfair_core is pretty dope actually
wait theres an actual solution then?
Like when your eye is adapting for dark areas after you got literally flashbanged by sun
oh ye i forgot about that one
Via reshade
i listed 3
ooooooooooh facts

cus i was wondering, in the merc base those light bulbs are just so scuffed 💀

or those wall windows upstairs letting in no light is kinda sad
goodbye
fAdp_BrightenHighlights=0.250001
fAdp_BrightenMidtones=0.050000
fAdp_BrightenShadows=0.250000
fAdp_DarkenHighlights=0.000000
fAdp_DarkenMidtones=0.000000
fAdp_DarkenShadows=0.000000
fAdp_Delay=0.600000
fAdp_Equilibrium=0.500000
fAdp_Strength=0.850000
fAdp_TriggerRadius=5.000000
fAdp_YAxisFocalPoint=0.700001
why you gotta do them dirty like that dikpiks 😭
ye i know how you be
so i can fuck around with this on any shader i find sick?
"I have business offer
You get: Help & Suffering
I get: Pleasure"
i mean if youre using reshade anyway
i actually got no clue what im using g
i used the enable shaders jawn from gamma since they removed it
I MEAN, its rough out here bro, i got no god tier understanding of all this jazz
you aint gonna break me
i just wanted to max out my game to make an immersive invictus run

bro doesn't know Bliss by PIPNIK™ 
jokes on u bitch, u already made a guide
!true
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i do, just didnt have that eye adaptation jazz
homeboy GLAZIN
u want some oil too young buck?
homie tf do u mean it does have it 😭
😭
i meant with my own shaders mf
i'm gonna Maybe myself
yeah i sent you the values
actually fuck it ill copy the whole fuckin thing
just put it in whatever the fuck you want
i appreciate it gang
wow relax with the attitude
🪢

i will, i will

i dont anymore
no rly i appreciate it gang
🗣️ 🔥 🔥
but im still using ADEGA, that says something about my autism
this whole conversation shouldn't even be happening here to begin with lol
ye im out
this would fit #╟🎑reshades I guess
u invited urself over here, this aint none of ur business
facts
but aint nobody here to stop us
anyways, ill try my hardest to mod the rest of my shit, appreciate it guys
me :
Nah
@josta 
This my business now 
this communication couldnt be deciphered by the smartest people on earth
move yo asses to #╟🎑reshades
exactly, and the 3 of u mfs replied 🚙
🚙 le mod mafia clown car has arrived
🚙
💀
Всем привет. Куда я могу задать вопрос по ultimate weapon pack моду?
Я скачал его, но у меня есть некоторые проблемы с ним
@regal bolt
UGP is no longer available in Gamma as it has been superseded by FWP from the same creator.
UGP(FWP) Discord invite link: Accept
Latest FWP thread in this server: #1277740537344168016 message
Frosty Weapon Pack install video:
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https://www.youtube.com/watch?v=0mAgUuvs1FY
Frosty Weapon Pack : Adds Escape From Tarkov Weapons, And Frosty's Weapons. Adds 77 fresh and reanimated guns to give a new flare to your gunplay!
FWP IS :
9.2 GB UNPACKED
2.3 GB PACKED
DOWNLOAD LINKS
UPDATED 12/29/2024
FROSTY WEAPON PACK (GOOGLE DRIVE LINK) : https://drive.google.com/file/d/1mV7qLX1rUZQhOVtNQPzT9fY5Kgfkx86o/view?usp=shari...
!ugpru
@regal bolt
UGP больше не доступен в Гамме: вместо него создатель работает над FWP.
Дискорд сервер UGP(FWP): Перейти
Новейшая ветка FWP на этом сервере: #1277740537344168016 message
Видео-гайд установки FWP:
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https://www.youtube.com/watch?v=0mAgUuvs1FY
Frosty Weapon Pack : Adds Escape From Tarkov Weapons, And Frosty's Weapons. Adds 77 fresh and reanimated guns to give a new flare to your gunplay!
FWP IS :
9.2 GB UNPACKED
2.3 GB PACKED
DOWNLOAD LINKS
UPDATED 12/29/2024
FROSTY WEAPON PACK (GOOGLE DRIVE LINK) : https://drive.google.com/file/d/1mV7qLX1rUZQhOVtNQPzT9fY5Kgfkx86o/view?usp=shari...
Автор забросил.
Мне казалось, он тут был. И я его скачал буквально на днях. Толи позавчера, толи пораньше
У меня так-то все работает и пушки новые имеются, стреляют, не крашат и у неписей дропаются, но есть вопросик
У меня среди всех 66 скачанных модулей для МО2 не работают 8, 9, 56 и 58
Я пока их отключил на время, но если снова подключаю, то игра не запускается
Hello, I'm trying to make certain weapons work onehanded with detectors and the rf receiver, I've tried following guides but nothing seems to work for me. Any help?
Find ltx file for the guns. Set one_handed to 1.
?
Still doesn't work
What kind of gun are you trying to mod? Plus show me the section it uses, like wpn_####
MP9
For some reason the ltx file is out here instead of config/items/weapons
It could be rewritten via other ltx that contains the same lines, you can check for conflicts
Because it was made a mod_system at first.. duh
Author is a smartie
(frosty)
Soo.. that means?
That means you need to find conflict related to mp9 within other files
Не подскажите, где скачать АТО 5 с данного канала Ютуб? Я вбил в поисковик, не отображает
Moddb зашёл, потом ищешь
Пока что оно недоступно из-за того что сайт может проверять на наличие вирусов
I can't find other conflicts within the mods folder, I'll just not use it one handed..
Damn..
You know you can make an empty mod, do the same way AND make the same ltx file, yet add ! before [wpn_mp9] section so it can be overwritten
Then you just simply make it a 1
Like
![wpn_mp9]
single_handed = 1
What's weird tho, if I pull out the detector with my knife out and then put the mp9 in the knife slot, the character briefly holds the mp9 with one hand but instantly puts the detector away
Simple yet it works
I'll try that
Like so?
I mean this
Have never made mods before, so I don't really know what I'm doing
No, remove the spaces BEFORE single_handed
and type two times tab after it
so you will do enough space and then you do = 1
the whitespace doesn't matter
doesn't matter how many spaces or tabs exist before the line. or after.
it's only for human readability, ltx files don't care about indenting
So, it still didn't work
I tried downloading this mod: https://www.moddb.com/mods/stalker-anomaly/addons/dltx-machine-pistols-sawn-off-in-sidearm-slot
Unpacking, editing some files to work with the MP9, then repacking and putting it into Mod Manager
It allows me to put the MP9 in the knife slot but it won't even let me pull out the detector
I went into debug mode and tested the other weapons that were in the file and they worked no problem
The MP9 bugging out for no reason
Maybe try adding hand_dependence = 1
no idea why your MP9 freaks out.. Mine works fine with a detector
Can you show me what you did into the files?
Exactly what you did but made hand_dependence 1 as well (ignore the irrelevant entries)
Slot 1, hand dependence 1, and single handed 1.. That's all you need really
It just doesn't work @near dirge
Nothing even happens when I press 6
usually it would unequip any weapon I have and pull out the detector and knife
What file to edit to change what items and what prices Sidorovich uses? I tried editing trade_stalker_sidorovich.ltx located in C:\GAMMA RC3\mods\G.A.M.M.A. Economy (don't disable, turn on Black Market to buy gear)\gamedata\configs\items\trade but nothing changed.
It seems to be the highest priority plugin what sidorovich trade file in it so this makes no sense 😦
Im sure many of you have adjusted prices or added items for sale before so this must be a common question, but I could not find the highest priority trader plugin file by just searching for key words.
wait what the hell........
it's MY mp9 that doesn't work???????????????'
I spawned one in thru the F7 menu and it works just fine
Yeah they do that
When doing changes like that its better to drop and spawn a fresh one
Man.....
is there any function/api documentation anywhere?
I'm trying to find out what functions do and what functions are available for use
hahahhaha no
generally in order to figure out what functions do, i have to trace back the fucking origin script file and read the function
which file edits trader stock? I tried the ltx files of gamma economy dont disable, and black market, but sidorovich stock didnt change 😦
tried adding af_fireball for test, and adjust overall sell and buy prices drastically, relaunch, new game, no changes, two attempts 😦
I run stock randomiser, with black market, vanilla gamma otherwise.
day ruined
is this after waiting ~24h for trader stocks to refresh?
oh right new game
i assume you turned off stock randomizer as well?
is that part of trade destockifier or alwyas on in vanilla?
part of destockifier
I made no changes to MCM or other options, just stock new game fast click, cordon spawn, check sid inventory, no changes no matter what I put in his black market file, or gamma economy ltx file.
i mean, when you are testing your changes, are you working with completely unmodified vanilla gamma or are you still using your custom modlist
because yeah trade_stalker_sidorovich.ltx is what controls his trade behaviour
Nothing changed except enable black market according to bot's instructions
I even changed
buy_item_exponent = 0.25
sell_item_exponent = 0.15
to those numbers, from like 2.5 and 0.75, and no changes in prices >:o
turn off black market as well if you're testing
unfortunaly I can't work without documentation. no time to dig into game files and figure out what's what. thanks for the help anyways veerserif
may as well start from a blank slate
what is the best way to retexture weapon? Because I opened dds for ak 105 and my brain not braining anymore
Is npc looting behavior in gamma just fundamentally broke
wydm "fundamentally broke"
are you trying to re enable it or alter it
im trying to enable it and from all the addons here i assume the sentiment of its broke is accurate
!claim
@rotund iris
To make NPC's stop claiming loot from dead bodies, disable:
- G.A.M.M.A. NPC Loot Claim Remade
If you want to make NPC's actually loot the dead bodies, disable:
- 311- NPC Stop Looting Dead Bodies - DTTheGunslinger
that's all you have to do
it's "broken" in the sense that npcs will loot mid fight instead of, you know, shooting at things, and it's possible for an npc to loot so much it causes an out of memory error when you kill and try to loot them
but nothing stops you from turning it back on
what if instead of having the messages about not looting a corpse you actually just can open the bag but it's completely empty
like just clear out the npc's inventory
That is how it should have been
cause that message made no sense otherwise
I thought it was a quest NPC or smth
I previously asked this in the 'newbies' chat, but I'm looking for additional insight into the 'Hardcore AI' option from possible modders. The general consensus is that it improves AI accuracy when the player is moving, but I’d like confirmation on how Stalker AI works overall. Specifically, do higher-level stalkers gain increased accuracy, or are there any other factors that influence their aiming precision?
it was the gamma economy dont touch plugin after all, thank you for help, I just entered new item in wrong section
❤️ Destockifier did not change it really it seems, not noticably at least, testing was still successful with destock enabled.
Now, can i ask, last question for me today: which file is responsible for dis-allowing you to sell outfits and guns to any merchant? Do I just alter trade_generic_buy and trade_generic_sell files and add outfits back?
This is something I read in the chat a while ago:
AI calculates where to shoot based off of player speed. Gamma changes the base player speed, but the problem is that this change is not taken into the AI aim lead calculation. So in the case of GAMMA this option makes AI aim shittier.
where would i find the stats of weapons, are they in the .ltx files of siad weapons or are they somewhere else?
Yes and no. Afaik the configs of a weapon can be scattered across multiple .ltx files
yeah i think they have presets and only load said presets in the .ltx
good to know ig
thanks
mainly still in the .ltx files. most (though not all) weapon config changes in gamma are in direct overwrites barring a relatively small number of DLTX files
literally just lets ai lead shots on moving targets
You better load values directly from running game
yeah im gonna just quit pretending like i know what im doing in the ltx files ngl, i've been trying to add a laser to m249 for an hour now lmao
that isn't possible purely through ltx edits
you'd have to edit the models
yeah i managed to make it play the animation and do the clicking sound but the dot doesnt show
there's no such thing as a "gun attachment system", you'd have to create a whole new item that would be "m249 with a laser on it"
i thought it had something to do with bones but there doesnt seem to be a bone for a laser
guess i was wrong from the start then yeah
making a whole new item seems more difficult than i could handle
yep. attachment systems are a huge pain in the ass and not easy
i'll take your word for it mate
i mean shit anomaly technically treats "gun" and "gun with a scope" and "different gun, same scope" as three completely separate items that you could arbitrarily give different stats to
oh is that why when you put a scope on a gun it goes back to your inv from the eq slot?
and that's for a type of attachment the game can handle
yes, the way attaching/detaching a scope works is that the game literally deletes the old gun and spawns the new one in your inv
gotchaaa
- the scope you just separated, in the case of detaching scopes
yeah
and in any case, that's for a type of "attachment" that the game can handle. the game doesn't have a system for LAMs. so that's why every gun with a laser is a completely separate variant
yeah i did manage to add a new scope to that m249 and managed to add an alternative aiming to it too so i guess it will have to work without the laser
i really did think the laser part was going to be the easiest lmao
oh well
Check themrdemonized repo's newest release
It's not exactly that, but a good step towards an actual attachments system
yeah i was gonna say i don't think that's exactly an easy to use new system
that iwasamistake here can use to learn how to mod
how does one even learn how to mod
you want to do something, you read the pinned links, you figure it out
i would assume there aint many tutorials on specifically stalker modding right?
or in this instance you want to do something and then rapidly learn that this specific thing is very very difficult.
read the pinned messages
in this chat?
i'll let you figure that one out
yeah im quick like that
there seem to be many resources to learn from
thanks for info
i'll check it out
Oh that's for sure. I actually tried to test it but without an example didn't manage to get it working. Have to say I've never added a weapon via .ltx so that might've made it harder to test.
Yeah I mean honestly I've been wondering why the whole attachment system for Anomaly has always been so jank.
I know it's an old-ass game with an old-ass engine, but I would've thought someone might have figured out a better system for attachments by now.
So like, is it one of those things where it's kind of hard-coded in the engine and it's basically impossible to create a better system?
Or is it more-so that creating that new system would just be too much of a pain in the ass, especially with reconfiguring/porting all the weapons currently in the game (not even factoring in modded weapons) to function on that new system? So like it's 'technically' possible, just too much work and ain't nobody got time for that?
Cuz like personally I had an idea for how to make a more cohesive weapon attachment system (One that could actually support integration of grips, lasers, scopes, etc without needing a million copies for every combination of attachments), but I genuinely don't know if it'd even be viable within x-ray's engine? This is also considering that I barely know anything about how I would even actually go about making such a system myself, code-wise. But assuming the engine could handle what's needed, and based on my observations I think it could, I feel like it should be possible.
considering it was just added to the engine a few days ago, its not impossible
the problem is for forgrips and shit it doesnt just take a few lines of code. you also need animations. you need to tell the game to switch between animations as well
and then why would you do foregrips and all the work if you werent going to adjust stats and stuff
Of course of course.
I mean I know it wouldn't be easy, I was just wondering if it was possible.
Which evidently, it is.
take a look at desolation
I have no idea what that is
it has a full tarkov style system. but it was also built around it based on anomaly 1.5.1
Oh I see I see.
theyve been working on it for 4 years
Main constraint imo is the animations
X-Ray, afaik, has no way of making procedural transitions of animations
So if you want a gun with a foregrip attachment, you have to make to sets, one with and one without
Same with different mags, grips, barrel lenghts
That's already the case with the UBGLs
Well I dunno if it's the same thing necessarily, but don't you kinda get something like that with pistol/detectors?
Cuz like most detector compatible guns usually have a two-handed animation, but of course when you pull out the detector, it's using a different animation for the left hand, right?
I'm sure it wouldn't be the exact same thing, but surely someone could in theory do something similar, no?
Cuz I mean, and correct me if I'm wrong, but I don't think mod makers are going out of their way to make paired pistol/detector animations for every combination of pistol & detector? Like they just kinda work together.
And forgive me, I may have no earthly clue what I'm talking about here. But like, that makes sense to me?
I'm not sure about the intricacies but that's kinda different
Because that's pretty much separating the hands completely for two different things
While the other thing, for gun animations, I don't think you can animate both hands separately
Well so how does that work with pistols/detectors then?
Cuz I mean the way I see it, wouldn't it basically just be instead of a detector dictating how the left hand is animated, it's just a config setting based on the attached grip dictating the left hand animation? Like I said I'm sure it wouldn't be the exact same thing and I'm sure if it were even possible, it'd take some finagling. But beyond arbitrary engine limitations, I can't see a reason why something similar wouldn't work? But then again I don't really know one way or the other. These are just my thoughts with my extremely limited knowledge.
If I had a better understanding on how xray worked and was just generally better at coding, I'd try to do it myself to see if I could figure it out.
I just figure I'd pose the question in case someone who might know better could tell me otherwise.
it's the same animation but it hijacks the left hand for the detector
no you can't apply that to a foregrip
only hack i can think of is making the foregrip itself a detector of sorts thats held in that position

but that would look and feel awful
not only that but the logistics of conveying the mechanic to the player in a proper way
and also updating the items around
remembering the previously held detector
safeguards for when the previous detector was stashed/destroyed
etc
it's a nightmare
doable, yes, technically
but a nightmare to do in a way that's even remotely close to airtight
with systems like that you can't go for anything less than airtight
I see what you're saying.
But I mean if one were to go through that effort, couldn't it be possible to basically just mimic the system used by the detectors rather than hijacking that system itself? That way it wouldn't touch or interfere with actual detectors.
It would, for all intents and purposes, function the same on the backend, it'd just technically be its own separate system.
And I mean I might be talking out of my ass here, but those are just my thoughts.
That's the thing, with detectors it looks alright-ish because they're two separate entities
But with a mesh that's attached to the main gun, it could potentially look mega janky
Also, again, considering X-Ray doesn't have a way to do procedural animations
There's no way to do smooth transitions between normal grip vs foregrip vs diagonal grip, etc into mag or charging handle or whatever
It'd have to be made manually
that's how desolation and gunslinger do it afaik
They just tough it out and make several anim sets for each attachment
Ah you know what I think I get what you're saying now.
So in other words, it's basically the same amount of work either way, just one way would be way more convoluted in its implementation.
Pretty much yeah
Imo that's the main gripe with these modular attachment systems in this engine
To hell with it. Let's just make our own xray engine, with blackjack, and hookers.
POV 4A meetings
I'm currently trying to disable the FOV zoom when ADSing using scopes by editing the scope_zoom_factor to 100 in the ltx files for the guns, but as ive tested on the Siber M4A1 I can't seem to get it to work. I don't know which files i need to edit to get it to work.
i also dont know where to ask this lmao so im trying my best
What happens then when you have a gun in your hand and you put a grenade launcher on it? The hand moves to the right position so it doesn't clip the GL. That's not animation
disable freezoom
i'll try that
you have to disable like 4 mods that are called freezoom to fully get rid of it
but it makes the game more stable
i found like two that are called free zoom, kutes rewrite and slowvibes free zoom
darnit. i disabled anything that had 'zoom' in the name, but it appears theres no easy way out. its gotta look like the second screenshot
I got it! I just had to find another config file further up the priority list in mo2. now i just...have to find a way to increase the render resolution of the scopes as theres no option in the mcm menu.
it does in fact clip
and that's just a switch from normal idle animation to GL idle animation
But the same could be done for the grips, no? Or in other more polished games you absolutely don't need to animate the grip, GL idle animation? The hand just "knows" how to interact with the differemt grips?
Still this modular Anomaly update could be good for lasers, sights etc
afaik some games just use a different idle pose for grips that then apply to all the anims automatically
so here you still need to animate everything by hand
which isn't the biggest deal tbh, but it's another limitation that adds up
The guy who made that should've uploaded an example to his github at least. When we did the SSRS with Juan I made a small section on my github page dedicated to a little explanation and example on how to use the new engine class
That's such a lifesaver. Would take ages and a very skilled person for it to be implemented for the monolith engine
Getting to a point where the attachments could be added dynamically (other than grips) like lasers, sights would still be a great step forward
I don't think that will come any time soon
The engine got a basic system for it now. Only works for scopes atm.
yeah but the grips thingy specifically probably won't
that said, party_50 the goat fr
Yeah that would need an animation overhaul basically
Engine side
Guys, here's a question:
I play a sound using the play() method when I press a button.
How can I track when the sound is finished playing? I need to execute some code after the sound is played.
Idk if there are callbacks for it specifically. I think not. Your best bet is chrcking how long the sound is anf before playing it you register a timed event
That came to mind too, thought there might be something separate for that. Thanks.
Try checking the lua_help.script file. It has most stuff that are exposed by the engine
*most if not all
Yeah, that's where I looked. I found the playing method, but I guess I don't really know what it's for. It's supposed to keep track of whether the sound is playing or not, but when I put it in a loop, the game froze on purpose, XD
I'll take a peek
Look. This might help you.
In general, I did as you suggested, through CreateTimeEvent()
I don't know why you need to know this, but thanks for the tip
No problem
Hello everyone, has anyone installed Anomaly texture overhaul 5 on their g.a.m.m.a.?
The first slider in MCM > 3D scopes menu
ye, it just zooms in more.....
i did it
thanks for the insight of how the game treats attachments as different guns
i would've never guessed that a laser itself is a 3d model with a red plane at the end of it
snd:is_playing()
or whatever you called the sound as a variable
but that's the method you want
or yeah the playing one i couldn't remember it quite right
iirc is_playing is used in particles
great naming conventions and consistency
If set to 1, the image inside the scope has the same resolution as the image outside.
Yeah, its just got no zoom at that point. 😭
Zoom inside (the fake PiP effect) is done by resizing the pixels. So you have either zoom or nice resolution.
yee, ive come to unfortunately realize that 😭 the engine aint built for proper pip yet
I mean modders tried PiP. And it works, but performance is shit.
PiP sucks
Do not use it
tarkov uses it aaand
you know the story
performance sucks a lot
So true.
ghosts had it but they never brought it back seemingly for a reason
that is indeed animation
When you make a gun with a grenade launcher you have to double the animations, making a variant of each one with the left hand on the grenade launcher
As showed in the animation sections for the BaS AK74N
I noticed Gamma now uses a new file for weapon descriptions, so I am changing my weapon flavour texts to become more international, to fit into the modern day 😎
"A well-kept, modern African folding blade, made of a blend of titanium, stainless and high-performance steel. Ideal both for guerrillas and government special forces operators alike. It is extremely good at piercing soft body armour and dealing good damage to flesh, but does not excel in either. The word 'Sebenza' is Zulu, and translates to 'work' - it is used similarly as the slavic word 'Rabota' for both ordinary jobs as well as military missions or mercenary contracts."
I encourage everyone to test these things around, see what fits your playthrough the best 🥳
And yes I am available to share these with anyone on dm, no need to credit me for any mods you use or publish either 
GAMMA uses a mod that overhauls most text of items in the game
it replaces most gun descriptions with the first paragraph of their wikipedia article

not you
true

Yes, found it 🙂
Theres also a separate file for melee items, found.
Guys how do I change the order of mods in mo2?
you can drag with your mouse, or right click > send to... > priority and write down the numer that you want your mod in
!WARNING treasure_manager.init_settings | item [helm_hardhat] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_m40] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_m50] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_metro] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_ppm88] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_protective] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_ranger] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_resp] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_respirator_gp5] is missing info | kind: o_helmet - tier: nil
!WARNING treasure_manager.init_settings | item [helm_respirator_old] is missing info | kind: o_helmet - tier: nil
anyone knwo fix for this
headgear doesn't drop from stashes so it's not a problem
Is there a way to make the firing of a weapon be delayed?
Like the animation starts playing but the shot only occurs after some frames, thinking of like a R8 revolver on CSGO
only thing that comes to mind is melee, though it's probably hardcoded in class
Hello people !
Is there a way to extend a certain animation's duration ?
I am actually looking to extend the 'Photo Of A Loved One''s Animation duration to around 3/4 seconds, if possible. The one currently just takes the photo out .. and puts it back rather quickly.
I was wondering if there's a way to tweak the animation duration or something ??
Maybe you can pausa/start animations, but I think a better way would be to actually create a new extended animation.
Look around in the lua_help.script see what you can find.
An OP way of discovering capabilities is checking said script then running a search for it in the mods folder of gamma so you can check how it's used.
the easiest way to do it that comes to mind is just editing the animation itself in blender and just extend the keyframes
Is there a metro heavy helmet add-on?
Where can l find WTF mod adaptation for Gamma?
there isn't one, if you want it you'll have to make the patch yourself
ok here is my issue...
looking down the sights is normal, but the gun looks very small in the hands
This is the size it should look
it only happens with the FN FAL at the moment, haven't seen any other issues with other guns
reposition the gun using hud editor
if the F7 menu does not work with the HUD values for the gun, how do I do this, and how do I get the correct values?
Apparently the HUD editor in the F7 menu is not functional
Veersif said just a moment ago
I cannot get the values to stick. As soon as I click 'apply' the gun resets to the original values
wasn't there a tutorial for it pinged here or am I tripping
i THINK it's this one <#1226131003681013880 message>
separate
you do not need to get the modded exes though, those already come with gamma
okidokey, so just install the zip file via the mod organizer and then activate it.
The editor does not change the mod files
When you click apply it saves the data in the cache_dbg file and you can recover it from there and substitute on your weapon ltx
installing the separate mod HUD adjuster above crashes GAMMA
so, I will deactivate that one, reload the debug gamma version I use, press F7, and then go for the Weapon HUD adjustment and then see if the values in the cache_dbg file can be copied over to the weapon.ltx file. That makes sense.
...odds are good it will get overwritten by a dltx file anyway
It should be in Gamma already i think
adjustable scope view is in GAMMA, but there is no HUD reposition mod included in gamma
it's really not in it
Have you downloaded the one that's called dragable hud editor?
that is the exact mod that is making them crash out, see above
Weird
oh wait
fwiw pretty sure that crash can be fixed by commenting out just a few lines in the script it adds /shrug
You shouldn't have another hud editor in the modlist
And yeah the one I've downloaded is from moddb
It's going to be a PITA to get the values right though
that debug menu editor does not work unless you go install one, so, go try the alternate link i sent you
Just drag the mouse with the line you wanna to change selected
I think it's h that shows the editor commands
wildo
doesn't move the gun while dragging.
Doesnt move it or you can't see it?
Try dragging hold shift or alt i think
Oh yeah your mod doesn't look like the draggable indeed
Try installing the moddb one it would show buttons for showing crusher and time speed in the menu
just installed the alternate one that veersif recommended a few posts earlier
will see how that works
Pressing save on hud editor will save your edits into cache_dbg.ltx file in gamedata/configs. From there you can copy-paste changes to your ltx file of the weapon. PLEASE MAKE SURE THAT YOU HAVE cache_dbg.ltx FILE IN gamedata/configs DIRECTORY BEFORE SAVING
read its description on moddb, there's videos
Thank you. The alternate version does not crash GAMMA and also the weapon is movable with the mouse.
I mean the adjustment can be done with the mouse

Yeah its okay if it's empty
Just use the most when click save and itll have the new data
i will be honest with you: don't ask me how to use it, i've never repositioned a weapon in my life
For your issue you should only change the first 2 lines
Just the 1st line actually
Yes, it looks like it indeed.
FINALLY WE CAN USE 4.3
Figured that one out pretty quicly 🙂

Now I need to find the FN_FAL mod in GAMMA and copy the values over probµ
it's a vanilla weapon
any idea where to find the folder
?
is it in Anomaly or in Gamma folder?
ok, I'm no stranger to modding things, but looks like I'll have to go a bit deeper in the rabbit hole and find some videos on how to do this.
a dltx overwrite? override?
This position seems a lot better. Now just have to make it stick
read first pinned msg here for a guide on writing DLTX overrides
Try to find wpn_fal on the mo2 file list in the right
High changes the ltz was named like it
You should find a .ltx file inside the configs folder
ltx files for weapons begin with w_, not wpn
and also it won't show there since it's a vanilla weapon
Oh, true
yes, there is no LTX files in that summary
However, I'm not going to be able to do this, since I don't have much space left to unpack Anomaly
Gamma's a great game, but it's north of 100 Gigs
So, since I didn't want to use the FAL anyways, I'm gonna drop this, and hope that other guns don't have the same issue
making an LTX in Notepad ++ is all fine and dandy, but I'm not familiar with the Stalker Gamma or Anomaly file structure, and I don't have the space neither to unpack it.
Create a folder in gamma/mods and recreate the folder structure in there
how do you not have like 20mb
For that I need to know the name of the folder structure, which I do not before I unpack Anomaly
use db_unpacker, not db_unpacker_all
that's also enough space for the fully unpacked anomaly
you were also looking inside the models folder instead of the configs folder
that's where ltx files go to
yes, but apparently the FAL is a vanilla weapon and should thus not be found in the GAMMA modloader even on the left...?
If it's vanilla it should be gamedata\configs\items\weapons
If youre making a dltx override it shouldnt matter the file name as long as its 'loaded' after the original, hence starting the file with lots of zz
Just remember to add the ! Before wpn_fal and activate as your mod in mo2
yeah it is
ah?
gamma has an i hope dummied out reanimation mod for the fal
because otherwise it's dead weight but i digress
it's not important either
so making a separate mod with this as a base should work then?
and then just putting the corrected values from the HUD editor in there.
I think I can manage that
🙂
It could, but remember that making it as this means youre replacing the entirety of the original gamme file
If that mod is activated its replacing all vanilla values by whats in its file, if its not, then the vanilla values are the one that is working
Hey can anyone tell me how the configs/items/trade ltx files work, Im talking about the 4 numbers that come after items are listed 😦 can I message anyone to ask? I might have a few simple questions, if anyone modded these and knows please thank you 😦
I tried changing them on my own a few times but still confused about two things
(G.A.M.M.A Economy (dont disable) )
The fal animations from this mod are activated by default. I could just make a copy of that mod, remove all the code in there and just insert the positioning.
That way when GAMMA gets updated, I don't lose my values, and I have 219 mods activated instead of 218
yeha should work
the reason i insist on telling you to make a DLTX override, instead of just copying this ltx file as a base, is that if there are any other DLTX mods that change the fal in GAMMA, they will have priority over your w_fal.ltx copy
Yes, I understand
This might actually be insane
so - in your case, you'd change wpn_kiparis to be whatever the fal section name is (probably wpn_fal but you cut off your screenshot)
and then yeah, you just copy paste the changed values (and ONLY the values) from your cache_dbg.ltx file into there
generally speaking it's bad practice to overwrite more than you need to
you cut off the section in this screenshot
his ass is NOT reading
I did realise that yes.
ok so... what is inside your DLTX mod?
Yo wait up
I can read, Its just a bit deep to get into when I just started modding gamma about half an hour ago
my ass of course cannot read
that's a no brainer LOL
doesn't help that there is a second person who is having a parallel conversation with you
brother the entire point of dltx is to not do this.
do NOT do a direct LTX file overwrite.
it is highly likely to not work anyway as ALL DLTX overwrites take priority over ltx files.
and gamma has a shitload of dltx reposition overwrites in play
it is genuinely way better to struggle through learning how to make a DLTX override if you're trying to modify any LTX file in GAMMA
okay, you're going to copy paste that into your dltx file with one minor edit
This is my version of Sid's trade file's start.
buy_item_condition_factor = 0.05
buy_item_exponent = 2.5
sell_item_exponent = 0.5
discounts = discount_trasher
bolts_pack = 2, 3
adrenalin = 0.83,0.83
Does it mean he will always buy a bolts package for 3 times its price from player and less it for twice its price to player? Does it affect his stock?
And if I added it here:
bolts_pack = 2, 1
Would it instead mean that he stocks 2 of that item, for 100% of the time, each time his stocks update?
yes, probably adding the ! before the [wpn_fal_hud]?
yup
But the values are completely different from the ones in the screenshot and the ones in the mod
I mean the first values, the ones that matter for this
hey
does anyone knows how to modify a toolkit drop probability? I opened like 15 yellow stashes up north and no expert tools so far
I can see I have a mode called "Expert toolkits tier 5" enabled, does it have anything to do with probability maybe? thanks, it's just not fun to have 100+ h of gameplay and no expert tools
read the name of it: the first line in the tool is "hands position". reread the lines in cache_dbg
there is nothing wrong here, and even if there were, it's more important to make sure you have a working dltx mod before you obsess over the numbers
yes, the dbx cache file has 4 entries. Only 2 of them are the ones needed right? the values: hands_position = -0.002873, 0.039333, -0.176974
hands_position_16x9 = -0.002873, 0.039333, -0.176974
again the more important thing, right now, is to make sure you have the correct file structure and filename for the dltx overwrite to work, so go try that first
that will take some time
okay now i have time i can walk you through this. You'll have to edit the script your GAMMA folder\mods\G.A.M.M.A. Rare Stashes Balance\gamedata\scripts\treasure_manager.script
the relevant sections are lines 92 - 126, the bit that starts
local tools_map_tiers = {
(a whole bunch of map level IDs and numbers)
}
For your purposes, what you need to know is that when a yellow stash is generated in one of those levels, the game picks one of the listed numbers. 5 = "will have an expert tool kit", 1 to 4 = "not an expert toolkit". In order to make expert tools more likely in a given map, either:
- add more
5to the list of numbers, remembering to separate each number with a comma - remove numbers that are not
5to make it more likely that the game picks a 5.
!mo2search // if you need to know which level ID = which level name, check the file st_levels.xml (use the MO2 file searcher to find it)
@indigo bridge 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
Do you have an example? Usually those numbers are buy/sell multipliers
Can you add stalker_outfit into this merchant's selling so he has 0.5 chance to sell that item (50% it appears in his stock), stocks up to 12 copies of that item, and sells that item for 2 times the price and buys it from player for 3.5 times the price, and can you add novice_outfit into the file so this merchant always buys it from player character for 4.5 times the normal price of that item?
adding those two lines and those numbers into the file would clear its logic for me fully, thank you 🙂
You just got prompted the ChatGPT way 
im not a bot, Im trying to update my old changes to stalker gämmä but forgot how to edit these files for traders
Also I have the same rank as you 😄 Ive been here a while
I have no idea how either of those relate to what I said
That's actually a nice question. sells that item for 2 times the price and buys it from player for 3.5 times the price that should be done in file you just send.
But how do you edit chance to sell and stock amount - no idea, will take a look later Oo Is it really possible to set a chance?
this is a vanilla anomaly file that at the start has some logic written down on it that seems to allow chance to stock item
but those lines have like 5 numbers, so I am confused if I should write it like that on it to have it be a chance to be stocked
the gamma file only has 2 items which seem to be buy price and sell price
When I was glancing over it, it is being used in npc to npc trading. Hoping I'm wrong
the gulag file? maybe, but.. really? prices to affect that kind of unseen AI interaction? I could swear Ive seen traders not stock some of their items sometimes!
but maybe I was already using destockifier by then back in the day. Damn. Not sure..
I'm still new to modding, so def. can be wrong
Guess we need help from somebody who knows better 😦
Do you know which section I can put item into if I want the trader to buy it always for 1, 1 prices?
I think supplies_1 and make sure it's not overwritten in next supply stages
thanks man 🙂 or girl?
I shall go test it soon
but if I omit it from supplies_2 maybe then its gone.. no, you can still find low tier items even in late game
anyway thanks you just saved my mod list / pack Im gonna share with friend tomorrow 🥳
Apparently I lied, lol. Check the anomaly discord, just pinged you
I'm surprised this is not documented/documented better. Saw questions like this asked a few times
Even if someone write guide, there is no any public common place to post it 
Is there no way to contribute here? https://igigog.github.io/anomaly-modding-book/
This is made by demonized, right?
For now I would say buy_item_exponent - for how much player will buy, sell_item_exponent - for how much player will sell. In section first number - items count, second number - chance. Apparently if you have count > 1 then chance will be calculated for each one of them instead of whole
We can actually! Yea, it's probably the best place
I thought this was already available information but seems like people been ignoring the poor traders for their mods 😦
I love to tinker with these files, having some obscure-ass merchant like the forest dude and flea market and Barman have some nice niche deals for semi rare weird drops adds a lot of flavour and encourages commuting around the zone
It's really hard to find specific information about modding 😅
The reset of the weapon in non aim view works, but the aim view uses the non-aiming view as a base and when aiming, the weapon gets raised over the head of the player.
but something as basic as traders when it comes to a game modded almost to Skyrim levels as this community is for? man..
hey congrats on triple stripe, now youre pro 😎 best tier obviously
Yep. Something like that is a welcome change IMO too.
Plus if you document how the hell those files work that's ++
well anything in [supply] sections is apparently how much stocked, and second number means what chance it appears on stock when refresh happens (24h default timer, I use 48 for realism, zone is hard to smuggle stuff into)
but there is a mystery section for buy and sell both above that, I think its the price modifiers for which trader will sell to you, and buy from you an item you write into that section
but I tried typing novice_outfit for sidorovich using black market and gamma economy dont delete, but at new game no novice outfit for sale on him no matter if many restart with new games :((
Guess it's removed by some DLTX. Never checked black market so idk what it does to restore trader armor, weapon
Also on anomaly DC: #491312215513759755 message
**Trader documentation: **
To have him sell an item always -> add item name directly underneath [trade_generic_sell] with 2 numbers in similar format as copied from any similar file, first number is the maximum price he asks for it, second number minimum he asks for it.
To have him always buy an item from you, same as above, but add directly underneath [trade_generic_buy] with same style 2 numbers after it.
To have item only appear after certain goodwill is reached with trader's faction, add it to corresponding Supplies section under those first 2 sections instead. [supplies_1] means always available if it says no {=actor_goodwill_ge line in that merchant's file almost at top on the buy_supplies section.
items put into Supply sections dont have fluctuating price, the 2 numbers there means: first -> how much of this will get stocked usually, second number -> how much is the chance that this trader's stock has that item type appear at all from 1% at 0.01 to sell it and 100% chance to appear with 1 on that second number!
That's the numbers explained 🤓
files are found in G.A.M.M.A. Economy (don't disable, turn on Black Market to buy gear)
Now someone can make a !trader_modding bot command or smth out of it
or pins here
In that case I still have to solve this
Gamma Economy removes the stuff from them, you can just add it to their trader files I think if you choose right section.
Yea, guess someone just have to start agitating for pushing all useful information there.
I will definitely contribute to it with breadcrumbs of how to add animations to npcs logic as soon as I finish this
Yeah contributions to the modding book would be the best imo. Easy to search, everything in one place. Design is good
The link is for contribution, not the resource itself.
where could I find the individual weapons' ltx files? I want to have a look at the stats for the recoil, but I'm not sure where exactly they are located
In the mod's folder that adds it. If you want to check vanilla anomaly guns you have to unpack the db files first then take a look. I'm on phone now so can't tell you where they're located exactly, but I think it should be something like: anomaly/tools/_unpacked/configs/item/weapons. Now this is from memory so it's probably wrong, but it should be something like that.
all right, thanks, I'll have a look tomorrow after work
do note that the "recoil stats" in the ltx are not what's used in GAMMA for weapon recoil, since gamma uses grok's own version of Enhanced Recoil which hijacks the system completely
that's not the case
the recoil stat does use those numbers as they are used in recoil
grok's version of enhanced recoil is literally (not "quite") anomaly's enhanced recoil but isolated to its own script file and its own ltx file
otherwise completely unmodified
which doesn't hijack the system at all
you should instead note that the recoil stat ingame is a malignant tumor of arbitrary number crunching that has next to zero correlation with actual gameplay
that's your tldr on recoil
it's this way because of the sheer amount of randomness at play making it so that conveying recoil as is in any way even remotely close to understandable or digestible is literally impossible
source: i added the original recoil stat to gamma; i dissected the enhanced recoil plugin and made a thorough tutorial for it; i made the enhanced recoil gold mod (which actually does hijack recoil from the engine and does a completely new thing from it)
which does remind me that i should put all of this knowledge in the modding book
i'm "gatekeeping" an unholy amount of shit that i've gathered over the years
sorry for the diabolic rant chat
thank you for the corrections, though i will note, the conclusion is the same: by god do not try to use the recoil stat to understand anything about guns (in fact you are better off ignoring the entire concept of the stat card)
Imagine trusting the stats in anomaly, let alone gamma 
anyone could please send Artefacts Reinvention gamma
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 turn off the voice thing
i genuinely wanna know her name
This seems like a #🔨base-gamma-support or #🔨modded-gamma-support (if you changed anything in your modlist) issue
nah i fixed it
it was a mod
im sorry
awww thanks🩷
what does the function
speed.add_speed("gotta_go_fast_run", run_coeff , false, true)
speed.add_speed("gotta_go_fast_sprint", sprint_coeff, true, true)
in run_coeff "false, true"
in sprint_coeff "true,true"
refer to?
what is the difference?
I thinl this is just the script that adjusts movement speed (gamma has increased move speed compared to anomaly)
Also. Just find the function and check the code and see what it does with the inputs.
maybe it affects by this params?
i want to add walk and crouch speed modifiers in mcm menu, i managed to add a crouch coef(walk_coef is doesn't exist in actor.ltx, ill try to add it later), but it dont work at all. My script changes the default crouch value, i cant change it in game throught mcm menu. But if i change the FALSE and TRUE params in first script file it start to work but affects all other speeds.
i dont know why and trying to manage it somehow
nooooo i wanted to do it myself😭 😭 😭 😭
thx btw😂
why tf this mod is not on the list by default?
If you want to learn go ahead and them compare your solution with the mod's.
This is the channel for making your own mods, not support for using mods
Is this with GAMMA or are you making your own modpack
AHHHH my savior, thank you so much. I’ve been looking for a fix for about a month now
Could be lots of things. Regardless, a question for #🔨modded-gamma-support where again I will just tell you it's already in GAMMA, along with a weather mod designed around SSS
What file or part of code affects weapon switch speed? I'd wish to make switching to pistols and smgs faster overall, but I can also edit the weapon files separately if its set there
you can check fluid aim script
That did it! although its already pretty good, didnt notice before but technically it is good for light guns
it interrupts draw anim for some guns though, beware if you apply it to smgs
I would like to retexture the PDA. Although I'm struggling to find the file for it. I'm trying to make it freedom-colored like Stalker 2 has for its faction-specific PDAs.
Здоров всем, такой вопрос, BaS чисто на ванильной аномали, реально ли репозиции наложить, может я что не так делаю? Вылетает
you can still go off of the stats that are already available, no? you've left an understandable description of how the system functions in the enhanced recoil ltx (at least I am assuming it was you), I'm simply going off of based on what I see there and the guns' behavior in the game. Are modifications there sufficient to change weapons' behavior in-game as well, or do I need to also tinker with the base anomaly file too?
I any case, I'll try experiment myself a bit
both and that tutorial is also vague as i didn't quite understand the enhanced recoil gimmick yet
i'm a bit new to S.T.A.L.K.E.R. modding, could anyone help me with getting this texture loaded correctly in blender?
go to the shading tab, click on the hand mesh and apply the texture using the image texture node
Oh, I see why you said "no way" 
Wrote them a message, hopefully repo will get opened
Hmm that's funny...
Apparently it's fine. Github was trolling as usual
thank you! also another question, is there any way to get the texture paint to work correctly? whenever i put anything on the texture it looks like this
sorry but i don't have any experience with weight paint or anything of the sort
all good! thank you for your help anyways
Is it possible to swap the hands model used on one weapon for one thats used on another? Im not digging these RWAP Hand Models & I Havent learned how to do anything about it w/ Blender yet.
wdym used on one weapon
its not the hands its the fact that rwap animations are ass
Hand models are not tied to the weapon
i've created two weapons and both automatically send you from debug map to swamps
other two ive made with also new ammo types doesnt do this
..what?
You sure you are not just triggering a level transition by walking around?
cause its there
that happens too, but its not what happens
if i spawn the first weapon, and its not one of those, the player equips and all's good
if i spawn one of those weapons, you automatically get transitioned
mid animation even
ill get to the bottom of it
World model
hmm, i think youre onto something
but my world models are crashing the game 
let me fix that first
Is there a way to remove hideout fortune from all traders ?
bro, i cant export world ogf for the life of me
i'm trying to make a simple mesh edit to the LASS mod but for some reason it turns out like this
edit: i used OGF tool to change the path of the texture which fixed that part, but the fingers are still messed up for some reason
edit again: nvm fixed it!

im slowly going insane
ive exported the world ogf off the new blender version of pavelblend, the previous one, messed up through ogf tool, through ogf viewer, changed bone params, locations, all that shit, and the worlf ogf makes the game crashing evoking the correct_spawn_pos PhysicsShellHolder.cpp error
ive done pretty much everything sort of sdk actor that i couldnt make work yet
fucking finally
ok, before i go fully insane let me say what happened
pulled the armature from the hud model and deleted whatever wasnt wpn_body, wpn_silencer and magazin, for some reason its made the game crash
whatever worked, as was what also happened before with another of my mod was just duplicate the world armature from another model and then put your mesh in it
that was one of the mods that was sending me to the swamps, trying to see whats wrong with the other one, but it works fully
sir you didnt have any vortex groups for the game to process bones
so it would crash
i had, properly assigned
Also tried several permutations of assigning the vortex groups
Also it looks like thats the issue with the game sending me to the swamps
Other gun model that sent me there had the magazin vortexes also included in wpn_body
Either that was the issue or i tried exporting through pavelblend with motions before, tho i deleted the motion ref from there before
Ill see into it fully later
(: (still need to do proper texture edit and uv map)
You could be a hand model, Elise 
lol nice work
bro is disappearing like if Thanos had snapped his fingers 💀
At first glance I thought that it's a cool death animation for some sort of anomaly
Hey guys, I wanted some help starting out with stalker modding
Can anyone help me understand how i can start
@wheat sedge i had some similar retexturing/ remodeling in mind using blender, could you help me with the workflow please?
Has someone tried porting the weapons from provaks weapon overhaul to anomaly since some of them are pretty cool
provaks is anomaly
And theyre all dogshit
is this the right channel to ask about making your own patches/fixes for mods if they don't have a thread in mods posting
Yeah
But check the pins and see if it's something that could be covered by previous videos or posts
And search on discord as well
and say what you're trying to do, odds are one of us might know
i might be asking in the wrong place actually since this is probably more of a support question, but im trying to figure out if artefact variationizer is bugged or if it's getting overwritten somehow
i don't think anyone is still on .91 or using variationizer though
I mean skif disintegrating is pretty dope looking. 😂
im using actual accurate stats and ive got the stats working but it seems like anything with ballistic res is completely untouched by the mod
okay but has anyone tried making them work with gamma?
i mean not all of them sure some are buggy but not all are that bad
I checked it out last year and I genuinely couldn't find anything that was even decent
All of them had either bad animations, horrible model or horrible textures
I mean it’s an old mod with weapons from taz and mods for cos or cop so of course it’s not up for modern standards but even so it adds weapons that haven’t till this day have been added to anomaly or even gamma to a working state
like seriously they have a flame thrower an actual flamethrower that sort of works just got to fix the ammo and then it works
Damn I FINALLY removed the annoying wait for the FDDA medkit animation
Might be overkill
But it works
how do I add new weapons, I am thinking of porting taz weapons to anomaly and some misery guns as originally made
If they already work in a version of Anomaly or CoP shouldnt be hard
But if it uses any kind of plugin or outdated function that grants it special functionality then it may not work, also your have to generate data to some guns plugins and also hope its optimized as is
Uhhh okay
But how do I add them as guns in anomaly since adding guns to CoP and anomaly is two different things
Basically, creating ltx files for the weapons
@hasty comet if you are still interested https://igigog.github.io/anomaly-modding-book/configs/items/trade/trade.ltx.html
Im not sure, Im drowning in line edit work
I tried your method and found out I had to add each outfit to each trader's buy list to get them to buy my stupid outfits again, to encourage the glorious autism of running your very own tailor shop and selling outfits with switched components and glue plastered on top for profit
game has about 100 outfits and 3000 weapons since I wanted to also sell weapon loots I can carry for low extra penny
so 3000+ lines to edit manually into each trader buy section 
I tried adding it 16 times, 16 times, like the detail supposedly in Fallout 76 as Godd Howard promised
but after 16th time editing black market presets, nothing worked, so Im going manual, 40% edited, its tiresome 
manual works but god, even my Finnish autism, I hope I have the strength
Modding at it's finest 
x) but thanks for trying to help a knuckle head of course 
Let me know if you would like to write some tools. Sounds like it's quite possible, should be easy
i’m still very much a beginner but i will answer any questions that i’m able to
I see you got to contributing
Yea, turned out it's pretty easy, so why not
Good. Especially that you did one on Trader scripts.
dont leave all this nerdy stuff to just the boys! girls can game and mod just as well these days 🙂
Gamma modding is a big scene and welcomes even knuckleheads like myself, so you can make it here, too!
exactly!! ❤️❤️
Most of the work is stealing code from another mod. Even gamma did it, they just gave credit for it, so its ok x) ctrl+v is your first tool.
Stealing property also fits the eastern europe theme of the game.
Hehe
We have fun here
So what exactly do you do?
To restore outfits to traders you can dtlxtrade_preset with file mod_trade_preset_restore_outfits.ltx in configs/items/trade/presets with
![outfits_all]:!outfits,
![outfits_all]:outfits_ecolog```
I dont mean to make them sell them, thats kinda the magic of current gamma, you can only use what you find, mostly, minus some cheap masks I put there for emergencies, for steep price
just selling to traders so you can run your cozy tailor shop
ooooh, okay
so I had to add each outfit and gun model to their buy section in the early page manually and its a pain and bloats files maybe but at least it worked 100% for sidorovich fast spawn newgame test, so thats what I take.
Unless your 4head is bigger and you got a smarter solution but maybe its not worth the brain storm, since I doubt it will lag the game, its just purchase filters, not loading new items each time you enter trader inventory.
does anyone have link to IWPS 5.0?
We only know how to make mods. These guys are the fixers: https://discord.com/channels/912320241713958912/922555488665743391
Anybody knows why freelok was disabled for reloading?
maybe some anims aren't detailed outside default fov
Some weapons aren't even detailed enough for freelook as is.
With some if you look to the right you can see where your arms end
vanilla guns or addons?
also thap or vanilla
Hi guys I’m trying to fix something from the base anomaly game, but I couldn’t figure out how. I asked in the anomaly discord but I thought it’s worth a shot to ask in here as well since it’s also somehow a mod making. Basically I was trying to revive the mercenary mechanic in zaton, his squad id is zat_stancia_mech_merc_squad, but when I spawn him, the npc logic is wrong, and I cannot fix the npc logic as it will get overwritten back to what he spawned with when I leave and come back to the area. I’m not sure where went wrong or how to approach this issue.
Vanilla gamma
Also some modded, but that's another can of worms
@celest forge I'm looking at you 👀

But I don't really care about that. I enabled freelook while reloading. Much better this way.
Look
bro ask for his guns
is told about a non his gun
it is literally his gun
that'd be a gazillion doubloons to fix
I can pay in Robux
I mean i dont make my guns with freelook in mind ngl
Since thats not a vanilla anomaly feature and I dont use that
Did you spawn the squad or the NPC?
Did you get rid of the corpse first?
Need to spawn the squad, corpse needs to be gone first. Still might not work
The squad contains 1 man, which is the mechanic. Spawn as squad for important npc would usually set up the correct NPC logic, but sadly not in this case. important npc’s corpse does not despawn, not sure if it’s an anomaly or gamma thing, so I deleted it with console command. I have revived multiple important npc with the same steps, however only this mechanic has issues for some reason.
My main question is, the ltx and script files seems correctly setup for this mercenary mechanic in Zaton, however when I spawn him the npc logic does not follow what it defined in these files
#Borderlands2FullWalkthrough #Borderlands2Longplay #Borderlands2Zero
Borderlands Enhanced Edition https://youtu.be/Fj9vUrsgh_8
Borderlands 3 Full Game Walkthrough https://youtu.be/iF7yZ9v2cQc
Borderlands The Pre-Sequel Full Game Walkthrough https://youtu.be/Th3Cho2moBo
Intro song had to be muted due to copyrights reasons.
Shoot and loot as you e...
my bad fellow internetist
had no idea juan had an stg44
i only get excited when he drops a gun that's from hunt but never download it because that'd mean playing anomaly
it's like that one gif where the scout opens the fridge
alright i mucked around with this again and cant find a single thing in any of variationizer's scripts that would cause the ballistic res. artifacts to be unaffected. does anyone know if there's something hardcoding the values for some artifacts? i wouldnt be surprised to see something like ballistic res. of artifacts being hardcoded after looking at how outfit stats work
like, real time?
if im not wrong gamma already show ingame time on the screen
Two Questions
- Where can I find the level transition (LTX? Looking at Extra extra level transitions mod for reference) file for the base anomaly?
I want to change two of the transitions from Truck Cem to different locations and if they're already setup, having that as a start would be great - What's the best way to find exact coordinants in game for placing things like level transition points? Like debug mode and then god mode fly around or is there a better way?
- For level transitions I would suggest to look https://www.moddb.com/mods/stalker-anomaly/addons/redone-transitions. You will have to remove old ones, create new and add bunch of configs, pretty complicated tho
- add
-dbgdevas launch argument in MO2 for dx11 game instance and then after loading saved game you 1) ESC to main menu 2) just press 2 until you see "positional hud" 3) return to game and you will have a list of your positional data on the screen 4) still have to fly around to get exact position
do you guys know if there is a mod where theres an animations where you open your backpack?
or if its hard to make
that dont have busyhands
Yes there is one. I don't know the name unfortunately, but I saw it in a YT video.
Is there a mod that adds this helmet from metro? I've looked quiet a bit but I didn't find it, perhaps I missed it
What do you mean by this? Hunt has some cool weapons. Like that magazined stake gun. That is sick
yeah its cool i stoped playing metro becuase there are spiders
and im scared of them even tho im from the land down under
A flamethrower solves that issue
I mean, what we have is close enough
The only resemblance is the name tho. Guess I'll accept my fate
Would gladly do it but uni won't let me
You can switch playing gamba to modding gamba
No thanks, I've had my fill with modding when I made mod packs for mc and skyrim
Start modding god damnit 
Isn't there an arachnophobia option? I think WoW has one
You too 
wow im not being mocked
well um lucky im not ugh poo clouer
Look the VR version has it.
Even exodus has it.
Oh wait that was posted 2021 April first. Anyways this belongs to https://discord.com/channels/912320241713958912/912320242301149215
omg thankss🩷
i never knew
when i played it was ful of spiders
oh you fucking bitch
So for you even Skyrim can be a terrifying horror game?
mate im gonna do so many things to you
i just cant say them
i watched a vido
I'm not making fun of you. I'm kinda jealous.
that had the little ones in the screen made me have a heart attack
bruh what
yes same as the fallout bugs
lucky there are mods for that

did it export tho
are the 22 textures in the room with us
there is 110 in my head

so just to clarify :
color map has mettalic in alpha channel
red channel in normal is roughness
the brain is braining

ao for what
imagine 
Do you guys know of any mods GAMMA or Anomaly that added UI elements with sliders?
Well maybe I should just check how the menu options do it for sound, fov etc...
Thanks guys!
ah
looks like i overdid my stuff
9k verticales
@naive snow should i even worry about my anomaly crashing or na
I am vastly outmatched in my comprehension of anything within those scripts & ltx files. What seemed like a good place to start learning to make mods has quickly proved me wrong. is there any documentation or beginner guides to getting started with modding for Anomaly?

ah look at me checking the description of the channel stupidly thinking it was the pins
Hmmm sorry I didn't follow along, what's going on?
basically
my model has almost 10k+ verticales
do i worry about it
No. BaS models range from 45k to 120k 
ight we good then 
Question, what the hell is Bar referencing with zone transitions and locations? Isn't Bar just part of Rostok?
"bar" is "the safe part of rostok". "rostok" is wild territory. check the file st_levels.xml to see how level IDs map onto level names.
the options UI is too complicated to be a good reference IMO, and I know it better than anyone except Tronex.
better would be the lighting control UI. this is the UI that is launched from a button in the graphics options when you access them with a save loaded.
This repository contains the unpacked gamedata files of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
That is perfect. Thank you!
Hey guys, anyone knows how to make icons dx8 compatible? Someone reported an issue with my mod and I would like to learn how to fix this.
Exactly! For example, I like the hand animation/model used on the M4a1_siber, how can I use that same hand animation/model on another weapon?
Im not liking the hud hand animations on some of these RWAP weapons with the FOV I use, it clips w/ the screen
HOW do I assign hud hand animations to weapons of my choice?
No
very obviously not
So, hand models are not tied to the weapons, & I cant change the hand models used on weapons>
?*
Hand model != hand animation
you want animation and not the model
Animations ARE tied to the weapon
Alright, Thank you. So, the hands/arms that are clipping w/ my screen, I'd have to configure the animation directly>
?*
I havent quite figured how to import the hands into blender yet, but thanks for your guidance.
ok i have found the issue but i have no idea where to begin fixing it: anything that is listed under af_base_absorbation (all immunities) is completely unaffected by the variationizer.script but everything outside of it (stamina, radiation, bleeding, satiety) is correctly affected. i guess the question now is is it even possible to change these values with this .script or does it need a .ltx patch
So, I tried my best to understand what the fuck is wrong with UV tile on one of the models I've got.
Trying to load it into Substance Painter WITHOUT removing this exact part is impossible. Yet when I remove it, UV is broken which doesnt let me do anything related to it, like export.
What should I do?
I wanna make certain weapons fit in pistol slots + be onehanded (like bm16 shotguns), how would I do this for weapons myself? there are certain weapons not included in existing mods i want to be able to onehand
"Be one handed". You mean fit in pistol/melee slot or be able to have a detector out while equipped?
fit in the pistol/melee slot is what i want most definitely
detector is a plus but it's not what i need specifically
Detector is engine limitation
They're most likely packed in .db files. You have to unpack them to take a look at them and you need to override their .ltx file if you want to change them. I never done .ltx override, so can't help with that.
bleh
Thought it's gonna be easy, did you?
no lol i just wanna know how to do it
little me who has been up for 18 hours at this point cannot properly process this information without sleep
i will be back
and try my best to not cause a crash
Good luck!
Crashes are fine. During development of a mod.

DLTX won't actually change the file. When the file is read by the engine it is "caught" and changes are injected inside it before passing it to the engine.
Just like DXML
yeah that's what I got from it
it's like putting better ammo in a gun
the gun shoots better
but the gun didn't change
only the bullets
More like when someone tries to reload a gun you jank the magazine out of their hands right before they put it in the gun, then you repack the magazine with some of your custom bullets and then loading in the magazine.
I think you'll be fine. Expect to fck up stuff tho. I don't think you could majorly fck up your saves with DLTX, but it's worth to create a backup and a new MO2 profile for modding.
specifically just wanna make the raptr shotgun unique by letting it be onehanded (it is logical that a center-weighted mag-fed shotgun could feasibly be held with one hand)
I don't think the character will actually hold it in 1 hand tho
I am pretty sure it works, I tried it with a few sniper rifles. Looks goofy af tho
quick question, if i have two materials on a single mesh, will it still load correctly in game?
along with two seperate dds textures
Does anyone know of a method to completely turn off inventory sorting programatically?
Wait. Is that just a mod? By default anomaly does 0 sorting to your inventory?
Anomaly does sort your inventory by category automatically
anomaly doesn't sort inventory in vanilla
it's another case of a qol mod writing itself as default behavior in people's mind
shoutouts to ravenascendant
and simpleflips
Doesn't the inventory gets sorted into like
guns, then armor, then ammo, then so and so
Isn't that sorting
it's one hell of a stretch to call it sorting but i guess in the strictest sense of the word yes, vanilla anomaly does sort
I dont quite understand whats happening, if you delete part of a mesh linking vertexes around it, it may cause the map to arrange itself in weird ways
I fixed it.
Separated mesh from others.
Looks good.
is there a way to incrase stash chance 10% for unmarked stashes
Banjajis CSI isnt compatible with Hideout Furnitures
Artefact & Furniture tabs are missing from craft menu
grok_bo_ammo_icons
Anyone know what LTX is assigning the icon_textures of this DDS file to Ammo? Checking Artigroks Special Ammo & Ballistics, the Ammo ltxs dont contain the icon textures
Cuz you need to make a patch for it to be compatible with GAMMA
We changed the ammo icons b/c the old ones were outdated (bullet effects were changed for most of them) and needed a makeover. We moved a lot of stuff around. Unfortunately, you'll have to figure this one out on your own.
Thank you
What's "unmarked stash"? There definitely is a way, question is "how difficult it is"
The ones that are not yet "given to you" by completing quests. So basically all the empty stashes that are candidates to be filled by a white or yellow stash
Oooh, like you open a random presumable empty stash and it suddenly being filled items?
I guess that's what he was aiming for
If I'm wanting to adjust the offset for the hud icons (the one for status effects), is it alticons.script I need to edit?
joke mod idea : DNR (do not resuscitate), certain NPCs will have DNR contracts (they tell you)
if you revive them from an injured state with a medkit, a random highly equipped military/isg/uss squad will come after you for violating the law (the npc will NOT be recruitable, but he will not be hostile to you because he has just recently recovered from an injured state, being in no condition to actually kill you)

that's honestly a great idea
i love gimmicks like that
this might get me back into anomaly
Damn, these are very dedicated guys apparently
https://www.youtube.com/watch?v=vsqH2XKkcEk
all weapons both vanilla and GAMMA
posts a closed source project in an all russian discord server with like 500 people
completely different fork of Anomaly, not even compatible with vanilla as it is
Yea, you right, but it still just impressive



Have fun



