#╙🖇mods-making-discussion
1 messages · Page 99 of 1
oh yeah, this https://github.com/themrdemonized/xray-monolith/pull/140
this shit like almost literally just happened
lucy got resurrected and posted 1.6 preview code just to compete with the guy that revamped the scopes code
mod it! mod it! mod it! mod it! mod it!
Does this guide not work anymore ?
Where in that message am I defending GAMMA
I see you crying at your helplessness. 
Like your "helplessness" at writting in english
I think the Redux thing is cool and all, just that people are getting their hopes up immensely like it's a "drag and drop on mo2" type mod for anomaly, and afaik it's not
And you're way off if you think me of all people is "defending" GAMMA
maybe it is people haven't seen it in this “format” before, I think that's why they have such expectations.
Yeah people in this server particularly tend to be pretty ignorant about STALKER modding as a whole
Thinking everything from SoC mods to total conversions of Anomaly should be compatible with GAMMA
Or that remaking the attachment system to be modular is a one week affair, instead of the titanic task it is, as i'm sure the Redux devs probably know
Yes, that's right, we haven't seen a single person who defends Gamma like you anymore.
It's time to realize that all stalker modding doesn't lie on Gamma
literally
yes
So you're just dumb then or
ok
BOTH vanilla and GAMMA
So i'd be "defending" vanilla too, right?
I still don't get how you make the connection of me pointing out the fact that the video is neither vanilla nor GAMMA
To me "defending" GAMMA
And conveniently forget the vanilla part
This might just be a language barrier
Chad developers of Stalker Anomaly Redux:
Create balance and mechanics, enhancing the player experience
Optimize code, reduce crashes and lags
Are calm about others using their work
Open to criticism and communication with the community
Virgin Juan from Stalker GAMMA:
Didn't even create GAMMA but acts like its owner
Plays a mod for a Soviet-era game but hates the Russian-speaking community
Posts mods publicly but whines when someone uses them
Can't balance but is convinced his ideas are the only correct ones
I dont even fucking like GAMMA dude
What are you on about
Im like 99% sure i didnt even clock 20 hours
STALKER is not soviet era game as it is a Ukranian game that takes place in the 2010s
Decades the after USSR fell and Ukraine was a sovereign nation
I dont like the russian part of the community because i havent had a single good interaction with any of them

I dont defend GAMMA because I dont like it, you either cant read, can't comprehend or your google translate is messing your shit up dude
I quite literally simply said Redux is not vanilla anomaly or GAMMA
Damn that's sick. Even if it would be compatible with anomaly/gamma implementing it in the "balance system" of gamma would be a beast of a task
@autumn python @inland dock
Вопрос, че там у вас в головах происходило когда вы про это срали?
holy wall of yap
STALKER players when someone says anything about the game, modding, lore or a mix of those:
All yap and no comprehension skills in sight - only hate for Juan for something he didn't even do/say
3 сообщение = насрал 
Нет, но просто вы два дебила сказали то что он защищал гамму, хотя просто сказал что ему похуй на проект который сделан под другую сборку и имеет изменённый движок
Честное слово, моддинг в сталкере это блять просто срать друг друга потому что один спиздил у другого
А я пизжу и пизжу правильно 
Так что увы 
В случае если встретите босса, передайте от меня что он лох
Будто он сам этого не знает 
"STALKER modding" is just a synonym for "ego wars"
Увы 
i have stole enough stuff to do everything myself
even the modern warfare assets aren't safe from idiot like me 
best part is that at the end of the day it's just a bunch of nerds competing who can stay inside for longer to finish their shitty mod with their shitty code 
what the fuck is a code 
i just slap files together until they work 
so based
thank god i don't have a modder role 

only role i'm looking for in this server is the "Unfit to help"
legendary role I've been searching for

Bro here's the chance for your promotion
ok, let me open my memes folder real quick.....
I mean fuck, is there any better support than this really
true
that is just based
it's the ultimate way of playing GAMMA
Ок, а зачем как либо срёт на проект который еще не видел и не трогал?
И это не один раз, это длится с момента джайджеста на канале ребуха
В аргумент скажу что его не трогали как либо, или он жизнью обижен?
Он тянет свою хуйню в массу, про него на канале редукс, не было ничего сказано
А было бы ему похуй, то он бы вообще про сборку ничего не сказал, получает он "дебил"
Ну тогда он и не срал этот проект
Ты себе напридумывал говно в голове и срешь им
Чел делает то что хочет и он не слышал про Редукс ни слова
Кого блять? Он с момента выхода 13.03 начал говорить что это все хуйня лол блять
Хуан? 
Ахуеть ты выдал
Он это говорит потому что Редукс сделан под другой движок, то есть модифицированный
А не ванильный
По этому ему так похуй
По этому ему так похуй, что он это говорит? 
Ну высказал мнение и че?
Обычно если людям похуй, то они вообще ничего не говорят
Это ты решил ответить 
Ещё один? 
Да решил ответить на мнение, хули с этого? Ответил мнением на мнение
Блять вы че, сговорились одно и то же говорить?
"Похуй" не значит нихуя не говорить
Только твоё мнение это был высер 
Да потому что если похуй на какой либо проект, то она даже внимание на это не будет
Ровно как его
Высер на высер
Ничего дельного он не сказал
Или он 2 дня мусолит что это не для ванилы?
Передам вышестоящим
Он буквально сказал что модульная система это дело одной недели
Не скажу что все вышеописанное не высеры, но и хуан высирает знатно
Оба высрали хуйню
Но модульная система не нужна для меня
Ну это личное дело каждого, там уже и Люси че то делает
Тип круто все дела, но как же poxyi
Хорошо, пусть покажет через неделю
Всякую херню развели с человеком который аномали даже не играет 
SOVIET ERA GAME


Брось кетамин
Дак а ты поиграй, после тонны работы с файлами игры и милльоном часов в дебаге
Спасибо, им нету на этого времени
А мне зачем
Хуан не играет в Гамму
Люди не тратят миллион часов на одну игру
Какие ж вы душные
Не душные
Я для красного словца говорю
Просто ты сам влез сюды 
Че к чему чел
А че здесь мне не рады или шо?
Нет, просто сам встрял 
Разосрались из-за чего
Хуан сказал "Так это видео даже не про аномали и не про гамму, а редукс"
Челикс, который вылез из подворотни: ААААА ТЫ ОБОСРАЛ РЕДУКС
Написал что у любого упадет писька на игру если ее моддить
Пишут какую то хуйню мне
Факты

Нахрен вы ему
Он переводить не будет
Что нам переводить?
Всё

Видео не по теме скинули, недоразумение, игра советских времён не тянет на обвесы
Не осилил Хрущев Агропром, там контроллер страшный
Лиманск осилил зато

I would assume if it is that simple someone must have done it before. I've searched and found nothing, so here it goes: is it possible to repopulate Jupiter Underground by editing smart terrain info or that stuff is inside all.spawn?
I think I've found where territories, resources, lairs and bases are configured, but although I'm fairly comfortable with stalker mods and editing stuff I'm no expert in the population system
I wonder if it's working the same way as it was in SOC
I vaguely remember Stalkersoup where you had to re-start the game once to generate an all.save and maybe my memory is mixing things up but I think it was a little bit related to spawns.
Have you tried looking at RE:BOUND encounters?
I know it's for mutant/surface spawns but we never know. There might be a way to script underground spawns no?
I will take a look. Thanks
the attachment system for anomaly just casually came back out of nowhere in the span of a week
crazy
no. as far as I remember we tried to work on spawns inside labs but problems was mutants were spawning outside map/below it ect and just falling into abyss
Damn
I like how my name is spelled in Rus/Ukr
Ngl
How difficult to make more traders spawn in Survival mode (Butcher for example) ?
Pronounced about the same too, thankfully
How?
All names are pronounced the same, since names are not supposed to be traslated
Actually nerd moment
You've been caught in the elaborately laid out trap
Mods, take his prescription glasses away
el gringo en el chat:
@earnest sun (ertemm) has been banned for reason: Compromised account
xyah or something like that
xayah league of legends

I have. Looks sick
So im porting Stalker 2 icons and doing similar ones, can anyone help me tell what it lacks or what i need to do so these icons looks more like the S2 ones?
@celest forge 
Get hit by ХУАН
stalker obamaly when
Is there some sort tutorial how to swap animations between guns? Same family of guns ofc like AKs and ARs
the models look nothing like the S2 icons so I don't see the point of doing this, btw S2 icons are generally sharper (something like an unsharp mask filter passed on it) and probably rendered with multiple light sources pointed at different parts of the gun
you have to assign a different omf file (animation file) to the weapon's ogf as well as changing the armature and configs
So for a complete idiot and a newbie what would it take as an example, to swap regular ak74 animations for ak12? This even feasible without significant edits?
it would just require blender
and you'd have to edit the armature of the model you want to change the anims to
aight maybe eventually i'll try, ty
Blender that's not newer than 3.6
no it was actually updated up to 4.3 recently
the new x-ray plugin will work with newer blender versions without issues
Hi guys. I have a nearly finished mod for Hideout Furniture + developer tools for quickly adding new posters. With poster searching and collecting, similar to "Pinup Collector", only now posters can be hung on the wall.
Anyone know LUA scripts?
I want to implement viewing of the found image as it is done with "anomaly maps", but I can't figure out what code exactly does this.
- I want to understand how to safely remove an item from the game if the mod is removed.
Plz help.
im putting together a modpack rn and im not 100% where the fuck this grey box is coming from
does anyone have any ideas?
could it possibly be a conflict with arszi's radiation?
i think i fucked up one thing
bump is now purple 
Is there any way to force refresh all random tasks available?
F7 -> F5. Is there a way I can do this without reloading the game?
Western Good implements magazines akin to viewing maps items on anomaly
removing mods is complicated because you must remove all calls of the items that are going to be deleted (aka remove from existence and history every item that has spawned in game)
Thank you, I think this is what I was looking for
afaik, no, because the entire point of how "reload scripts" works is "makes a console save and reloads that save, which is when (most) scripts get refreshed"
Actually doing it that way was sufficient enough
Which file overwrites my trader files? I made generic NPC trading have more favourable prices, but something overwrites it 😦
He offered the same price for junk loot as sidorovich and sid had the same as Loris and others I think
it does not show on MO2 that the file would be directly overwritten
i run gamma economy plus black market
Ok, a mod that renames all stalkers with pr0n star names, go !
"Doc Sausage"
"Cheeki Spanky"
"Sack Hung Rov"
"Father Baker Valerian"
"Vagsilliev"
"The Fap Granter"
"Just the Hip"
wow.
what file is responsible for deciding how much money each NPC has? (trading screen, so I can sell more to them)
Where the fuck is the LTX that contains medicines?
Do anyone know the name of this mod where if it show you what items you neeed for a quest
This technically isn't true anymore. If the game cannot find the section of an item, it will automatically delete the item
The only scenario where this is still an issue is if you remove an NPC section
In this case, the game will crash when trying to spawn the items that were in the NPC's inventory, because the parent (the npc) doesn't exist
Like Ron said, you can utilize Western Goods' core module. On its own, it does not add content, but it will give you a system to create readable items
I wrote a guide here : https://github.com/nltp-ashes/Western-Goods/wiki/Extending-ReadableUI
It's not perfect, but someone has managed to use it to create new readable items before, so you should manage I think
You can always ask me if you have questions.
i know im not ment to ask this here but is this a mod bug?
how do i get here
i dont see any travle points on the map
its called yuzhniy
for the New levels 0.53
Ask #🔨modded-gamma-support next time please.
Not really a bug but here is the mod youre looking for https://discord.com/channels/912320241713958912/1146322508124000277
Hello, please give me the name of the addon that adds a rangefinder
Western Goods
So question here
what do i do if the draw anim snaps instantly in idle
yet in blender it looks absolutely fine?
and default anomaly :
pretty sure you're talking about the fluid aim bug
here's the fix
idk if you're still looking for it, but there's no way to unlock every route to those levels without accessible zone enabled im pretty sure
i had one playthrough without accessible zone and i had every route from maps and traders but they were still inaccessible from some levels
you gotta open the debug menu and use unlock all routes
Thank you very much. This will help me a lot.
Hello guys, IDK if this is the correct channel to ask / suggest(?)
I've tried looking for it but with no clear result, would there be a way to make a mod to change your portrait in-game from MCM or something? Because doesn't matter the portrait mod I use, it's never 100% accurate to the suit I wear.
Is there a mod already that let you choose / change your character portrait in-game or there is no way? Thank you!
Is it safe to unpack anomaly even with saves? I don't want to risk corrupting them
I unpack several times a week. Never had a problem.
Alright, thanks 👍
@dapper lynx Which unpacker should I use? I'm trying to modify some armor stuff
It might be easier to use the debug mode in the game. There is a function to change armor.
even armor meshes? And it's permanent?
I think you need to start with this
Alright
now dltx is used and everything is not the same as before
i was wandering if changing hit_impulse of w_vssk.ltx was enough to increase it's damage or if that's just the description or something
impulse is the force applied to physics objects
such as ragdolls or breakable boxes
it has nothing to do with damage
can i increase its dmg by looking further in this file or is it more complicated?
yeah just increase the hit_power number
each one is for each one of the player protection settings
just set all of them to the same value if unsure
which one is for the head? 
I'm not sure what that means 
but thanks I'll make all of them something stupid high, hopefully it doesn't break anything
one last thing is i clicked the file from mo2 and I'm i good to just hit ctrl+s to save? or should i make an entire "mod" and put it at the bottom?
Are there any mods that remove negative effects from artifacts?
Any hud mods
#1035807043933720576 Go search there
In theory how hard would it be to create a new storyline/line of quests for stalker gamma ?
Your best bet would be to ask iTheon for help - the guy who made the "New Tasks" mod
hi. is there a way to use debug mode to find item stats (item "kind" and "class") or would i do that out of game somehow?
better, how do you get a list of all items, i see how to spawn items in debug mode, but no clue how to create or find a spreadsheet with the info prepared necessary to change how to use the items
maybe this extractor will help? 🙂
sadly not enough time to learn this. no help found via searching the anomaly or stalker modding guides. the unpacker included in the tools directory doesn't function to extract the .db0 files and in the debugger it states the files can be unpacked. i don't see how the guides can be useful other than a reference. so i'd be interested in tutorials targeting those with limited time on how to mod the game. that'd be awesome.
what are you talking about
just use the unpacker
not the unpacker_all as that one unpacks all (shocker)
the "unpacker" one gives you only the text files
you can see all the stats there
okie thanks is that a mod?
anyone knwo which mod does add this armor
actor_armor_isg_seva
any mods that remove aug_new_kits_preset.ltx?
Write a loop that passes every section in ini_sys and any that have a kind field set store the section name, class, kind and whatever else info you want to a table.
After that make a new file. For each entry in the table write the values separated by a comma onto a line, make a new line for each item. Save the file as items.csv
Open that in Excel
brilliant. thank you.
oh i wasn't aware there was a difference between the two. i didn't read the batch files. thanks.
sorry. I was blind I was looking under /db/ for the extracted files, not /tools/_unpacked/
It doesn't touch the actual files used by the game. It just reads them and makes an uncompressed copy.
accessible zone is an option in anomaly
debug menu is part of the game too
enable it in the anomaly launcher
i wanted to up the dmg for vssk but it's actually really good so i should learn how to aim, but i tried changing rpm and it did nothing:(
is it because of the animation? or because it's a bolt action?
Because of animation.
Changing rpm is only one step. Next would be animation speed and the audio file for bolt action.
Hey guys I have a small question, How hard would it be to implement an item to a quick wheel mod.
I want to make it so that filters from the 'Toxic Air' Mod can be used in the 'Quick Action Wheel' mod
none? pretty sure that's vanilla
completely different file and completely different system that has nothing to do with gun stats
better yet, read my actual DLTX guide, first pin in this channel
could you help with rpm? why doesn't changing that affect the gun?
Because its a bolt action
The animation has to play
If you just make a bolt action's RPM really high it will just interrupt the animation
But it wont make the shooting animation faster
so i need to do both? change the rpm and speed up the animation?
To fix the audio you'd need to remake the sounds basically
Since the shoot, bolt back and bolt forward are just baked into a single file
i looked into the .anm files and it looks like it's hex code, i thought it would be easier 
but I'm not giving up
.anm is just camera anims
I'm going to try and look if there's a tutorial somewhere
i was going to basically look at the files and try to copy paste around or something to figure it out
but it seems a bit more complicated
It's not something you can do with editing a config file
I'm looking at a video for anomaly 151 i assume it's valid for 153 as well
Lies
can i speed up the anim with a config file?
oh the anim yeah
The sound, no
If you're ok with a completely off sync sound then yeah you can
You technically can, but you'd have to find out the sound path for the sound played and change the frequency. And I don't know of a good way to find the sound of an animation just through script.
one by one, i need to speed up the anim to get the rpm higher i might not increase it enough to be out of sync
(or slightly out of sync)
is the number behind the anim the speed? like i can see some of the animations have
, 0.0001
or
,0.7
at the end
didn't it was written down the config file for the gun?
like you go into ltx file
you look into sounds
see the bolt cocking sound
go into audacity and speed it up
I am mainly talking about a more "code-based" approach. Only reason is because I have "Reload Speed" perks in my RPG Perks mod, but it obv has sound desync. You could look into the LTX, but you'd have to ensure you get the right sound from the right animaion, it goes to the correct path (in case someone DLTX'd it), and you have to find a way to stop the sound then play the "sped-up" version. Probably do-able, but seems too much of a pain to try all that.
Mostly when it comes to scripted animations. They handle their sounds differently.
sped up could be just another file written down in ltx file
just a question, when you sped up the file and u use the reload speed perk
could you possibly force it to use sped up version while in game? or you need to manually do it?
it was in fact the speed and i adjusted it slightly to make it shoot faster and made the mag size 8 instead of 5 
thanks everyone
(won't ping because i was raised right
)
Is it possible to export multiple motions for an omf from an animation rig in blender? I'm noticing that when i export the omf for the hand armature, the only motion that gets exported and shows up in-game is whatever was last selected, and nothing else even though all motions show up in omf editor.
for exporting as omf you first have to export the separate animations as a skl, then import the skls files to a suitable armature, is possibly on a new blender file, and from there, export as a omf
much appreciated, i figured this is how it was done. I was mainly wondering if there was a faster way of going about it but i suppose not
Is there a mk18 mjolnir mod with 3DSS??
nah batch export is only available for item motions
hand motions require you to export them one by one while the corresponding item action is also assigned
do you follow the same process as what RonMaxx said above when you animate?
How does recoil in GAMMA work? AFAIK it references a pattern, but I can't find it
It doesnt work with patterns
I kind of found out there's config for Grok's Enhanced Recoil and I just created DLTX file for it
it doesn't use patterns
I see it already
is it possible to change the mesh of a gun through the upgrade system?
like, if i have a bigger magazine or shot tube than standard through the upgrade system, the mesh of the gun also changes
Yes, clear sky does that
clear sky doesn't do that
it's in gunslinger
but it's a gunslinger thing
engine stuff
Yes it does
I remember
When you do the 45 round mag upgrade for the AK
the mag mesh changes
Unless i'm like SERIOUSLY tripping rn
nah its working now it was a bug
what did you do? if there's a way to access all of the routes to them without turning accessible zone on id like to know about it since i hate using it
Yo bossmen, what do you guys think is the best gun addons to add to the GAMMA set up?
tbf I just want my SR-25 in game to have a laser and a foregrip...
Someone has done something similar?
Hello! Do i understand right, that there is no way to update only selected parts of file using MO2? like applying diff/patch? To avoid updating mod each time when file changes in other mods?
Hello. Is it possible for me to edit an armor / weapons condition ? Like I have it in my inventory or equipped and I need to change it from 100% to something lower. Preferably edit the parts themselves. Is it possible or am I asking for too much ?
It's not possible via an in game editor AFAIK, but you can:
- Drop it and shoot it.
- Set
TimeFactorto like 20 and just shoot the weapon so it degrades.
I see you. I've been looking in the debug menu, mods and even the files inside the anomaly / gamma folder.
If it doesn't matter which weapon or armor just spawn in a stalker and kill it.
Not really. You either need a monkey patch or you need to manually apply the diff.
I'm "recreating" one of my save files. So I ported a lot of things over. The small number of armors I have, I can live with them being 100%. All my repair parts being 100% is also fine to me. But when I ported all the weapons, they are all 100% which I find overkill. I'm trying to get it down. I don't want to have a VSSK and other really good finds in my stash 100% nor I want to sell them or just throw them away. That's what I'm trying to achieve.
But the "shooting it" sounds like the best way to do it so far. Thanks for that.
launch the game with -dbg_dev and you get a context menu option to change condition
the other way i do this for testing is to turn on gear degradation on travel in Fair Fast Travel, set godmode on, set fast travel to cost 0, and fast travel a few times
although dbg_dev is probably the more sensible way
I really just need the weapon's condition to lower. + I just realised I also need to edit the skills values (endurace,scavengning,strength and survival)
Biggest lead I have right now is apparently I can edit what I need in the savefile.SCOP but it's in binary form and I can't open it normally in any program. Apparently you can convert it into a LUA code, but I don't know how yet. :/
I was also messing around with cheat engine to see if values change when weapon parts degrade, but it doesn't work 
I'm getting desperate. I stumbled onto this xd
Huh, weird seeing Zone Reclamation Project here
Context menu ? Like when I right click on the weapon in my inventory ?
I mean I do have debug menu enabled.
I'm so lost. Can you help me with that a bit more ?
Hey legends one thing that irkes this shit out of me is the scopes shaders, it looks super clean, not reflections, color tint, or a whole lot of parralax( ithink) how hard would this be to do is it a simple as ediitng that shader scope image file or reticles? Stalker 2
So has anyone made a new storyline for anomaly ? If no how hard would it be to add a new one?
Top 3 hardest things to mod for anomaly
So no one did it yet?
No
It's that hard
There's only like 4 people in the entire modding scene that know how to make quests for anomaly to begin with
What's the problem?
best you can do is reverse engineer Western Goods and other mods that add tasks/quests to the game
or use something like WTF https://www.moddb.com/mods/stalker-anomaly/addons/weird-task-framework
then get creative on how you're gonna make a storyline
not rocket science really, just requires some good amount of Lua scripting I guess
I see, thanks for the help
I highly recommend WTF cause it's well documented and will reduce a lot of the scripting logic you'll need to write by hand
So in other words anomaly isn't really a good base to create a new storyline 🤔
nah, base Anomaly tasks are a nightmare to work with
like, if you try to create a task purely with vanilla shit it's one hell of a job
I honestly thought it would be easier since so much people added so much add-ons for anomaly but I guess nobody really got a new story line (I am a absolute newbie and just thought if it was possible)
it's much more of a lack of documentation situation
which leads into it being treated as arcane knowledge
and the only guy that put serious time into tasking also quit the scene a long time ago and disowned the tasks framework he was working on
oh no wait he came back
you have igigog (the guy i'm talking about here), itheon, and xcvb
as "easily reachable" task creation dudes
iirc itheon made his task pack with vanilla resources
ya igi is back and is working on WTF again
hey guys, I wanna change the tracks of an existing radio station (idk how hard it'd be to add my own) and I found these tracks in the anomaly unpacked files. could somebody tell me where I can find the config for this to reduce the number of songs (don't have enough songs to add yet). Don't know what I'd look for in the cfgs 😅
hey folks
so i downloaded a mod for the vision slot
it allows for more weapons to be put there
i would like to edit the mod to allow for the mp5 frasier
this is what the config file of the mod looks like
any ideas where i can find the line wpn for the frasier?
go into debug mode
find the name of it
write it down into ltx file with ! before wpn line
it should work
that worked
thanks 
hello. i am looking for gun mods. generally any that adds more gear into gamma is fine, but ive heard of the halow eapons pack. is there more futuristic weapons mod, per chance?
There's no halo weapons pack afaik
i saw a video about project inverno and they had a halo sniper rifle
That's not part of a weapons pack
How can I look into loot tables and/or trace back what makes every weapon have a silencer and every body drop a m203, vog-25 and pg-7v with 2 grenades?
This is oddly specific and applies to all stalkers that spawn. That's with "god of the zone" spawner mod on CoP, and I get that "god of the zone" is the problem, but I can't really understand what exactly causes this
is there any more melee weapons mod
Artis ammo mod adds hammer with attached artifact for extra damage
ohohohohohoho thank you
https://discord.com/channels/912320241713958912/1065168136577482753
From my mod here. You need a Compass artefact, a Sledgehammer, and the Artefact Melter. Craft the special hammer with random anomalous effects 🔨
thank you
wait, is that supposed to be mr house pfp
Mr. House but it is Michael Scott from The Office lol
Guys does anyone knows how to install this? I hope this is the correct channel?
I can't find any file replacemenet in HIDEOUT FURNITURE, and if I install it normally on MO2, in-game, I still get nothing.
Is this mod to be seen on the big white CRT PC screen or for other PC scattered around the zone?
What it should do is that it should add a GIF style screen, I remember I've seen the original blue flickering screen, but I can't remember where... Thank you!
I mean, I found where the texture is, but... what do I replace? It doesn't work 😦
EDIT: I see, Sidorovich PC shows this mod when activated, however, it's the same PC CRT screen from HIDEOUT FURNITURE, but I think of course it uses a different asset, I wish there was a way to connect the same assets together so it shows the animated screen
What mod completely change the map layout?
Greetings. I am also someone who does 3d, and now I would like to know where do you go to learn how to make stuff and put into the game
Especially guns
We have
pins
Ah ok ok
#╙🖇mods-making-discussion message
this is where you start
Thanks
the most simple thing
This is the modder's Rookie Village
yep
anyone knows, or has made, a mod that changes energy drinks to white monster energy?
⏫
Guys, does anyone know if there is any python library for working with OGF (to change texture path for example)?
Does anyone know an addon that makes the game more atmospheric?
turn your view distance all the way down and increase your fog density 👍
no but in all seriousness it's probably just sifting through audio mods and messing with your sss settings
does anyone know what exactly this boolean is doing https://github.com/Grokitach/Stalker_GAMMA/commit/9fb471db75e6a1ce00c995ec16a07d716925ce6f
im trying to get the tasks to be a bit further away since it seems they're generally within 1 or 2 levels of the quest giver
i know gflat made an mcm option for measurement tasks maps range but im not home right now to see how he did it
That's exactly the option for that probably. Check tasks_bounty.script and look ctr+f find "p[" there are comments explaining
Yeah I am not in front of my PC either to help you in depth, but I was just fiddling around with exactly this yesterday
oh are there scripts for each type of task? i think i only looked at the ltxs
that is beast
thank you
The methodology can differ/script. Some are very customizable some are not so much
Look at this. I made MCM options for some of them. #1350922924378423457 message
that's awesome
ill definitely give it a try
I've edited some weapon textures and replaced them by saving the edited diffuse and bump as DXT5 in my own folder in MO2. However when I'm loading the game the game crashes or is playing as 15fps. I used NVIDIA texture tools for PS in order to save the textures. Could it be causing this problem? Should I use the SDK? Which tools can I use to save those textures in Anomaly format
I don't know what the pros are using, but so far I've had a great run with the simple Paint.net app.
that's fine, I guess my only problem is converting the textures into DDS in a correct way
Hello
How to apply changes in config?
1st - possible change
2nd - directory with the file
3rd - applied in menu
what is the problem? doesnt work
I expected changed price when I sell
put ! before the [
it will overwrite
U mean this?
it isnt a copy of the original section. I change cost in the original af_itcher. Is it okey?
still doesnt work
remove :af_base there
still doesnt work. exception
maybe i had to copy [af_itcher] and modify the copy?
you just need the string with the thing you want to change
that's all
not the entire file
Switch filter type to kaiser
And compression quality to highest
and make it as a separate file
like
configs/mod_system_zzzz_namefile.ltx
question
why you do that
That's why your mods are normal
and not highest
STUPID!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
i think this will be helpful
no book
just an .rar example
uhhhhhhh
it has .ltx format
![wpn_gunnamehere_hud]
lines here
that's how it works
! means overwrite
renaming this file to mod_items_z_example.ltx should make it apply
add more "z" if that doesn't work lol
gamedata\configs the direcroty for file?
thanks, I'll check if it works
same folder as items.ltx is
common guys
pls 1 .rar. Completely dont understand
the most wierd thing i have ever seen
i can make an example when i get home in 2 hours but i think you will figure it out by then
let it be in 2 hours. it will really help. thank u
btw i an sure that guides are important, no doubts. its impossible to implement something difficult and interesing without them
but... configs? 1 example better than hundreds of lines with words
put !, rename, directory... arghh
i believe it is simple but only if u are already can
you're asking someone to basically solve the thing for you
there are so many different variables in config, you're just asking someone to make the mod for you
the whole reason i wrote that dltx guide is exactly because i was tired of making people's mods for them, basically. that guide contains everything you need to know, to make pretty much ANY kind of config edit.
Sometimes ppl prompt this chat like it's ChatGPT or some other LLM
yeah im gonna be honest i think i started actually trying to make my own edits like a week ago and i have no clue what im doing
this works though
the process of checking for files that do things similar to what you want to do and editing them seems pretty solid so far
Hi guys, anyone knows where to find the grenade throwing logic in scripts? I'm trying to reduce the grenade spam without needed to modify the loadouts. Is this possible? Thx!
it is handled by the engine. you can't properly make an NPC throw a grenande from a script as far as i can tell. only the engine combat AI can.
Ok, thanks for the tip 
and short of editing the engine the only way to control when an NPC throws a grenade is by giving them one when you want them to be able to and taking them all away when you want them to not.
Oh I see. That's a good idea I guess. I saw in the lua_helper that there were functions related to "can_throw_grenades"
But not used anywhere in the scripts
So haven't had much chance digging more into it
hm?
I aipplyed the config. Or It must be some different "price"?
add 10 "z" to the file and see if that fixes it
it works on my game
but i haven't updated in 7 months
might be because of how grok renamed the artefact files
mod_system_zzzzzzzzzzz_itcherprice.ltx still doesnt work)))
that is crazy
that worked for me with 0 issues i have no idea why it wouldn't work now
yes
the simplest thing ever to change just price of 1 artefact
but documentation is needed
asking questions is needed
and even with an example it still doesnt work
what is the problem?)
i have made it according to the book
of course it doesnt work
The zzzzzz should be at the start
tried
doesnt work in anyway
thank you for your efforts
Is that folder structure right? Why is there 2 items folder?
For sure put all the z's in front of the name as suggested before. Try with this name "zzzzzzz_z" if it does not work then idk. Never touched DLTX and myself
zzzzzzz_z_mod_items_artefacts ?
Same amount of z's you had in the name before + _z.
Don't put the "_mod_items_artefacts to the end"
doesnt work
Idk if this has any influence, but don't put a space betweem the "!" And the "[]" part
it must have mod_system at the start of the file name to work
call it mod_system_zzz or something
Oh sorrx then mate for misleading
doesnt work
you know you could just go to mod_system_grok_artifacts.ltx and change it there
its in the artefact reinvention mod
yes i can
but i need to make mode from it
how to make mode out of chnages in change mod_system_grok_artifacts.ltx?
alright i know whats wrong the original file has more z's than yours so its not getting overwritten lol
its literally called mod_system_zzzzzzzzzzzzzzzzz_grok_artifacts.ltx
guess what
Hey! Yeah, funny. Real funny, guys! That's just great! You know what? ARgh... it worked out
"modding is simple" they said..
thank u)
Hello everyone !!
Is there a dedicated thread for the 'Modular Attachment System' mod ? Over at modDB page theere's comments talkin bout it, but i'm unsure whether it's in this discord server or somewhere else. Anyone know anything ?
so my problem is,
i have a mod for different type of bullets, its written down into the gun
yet idk why, but it can't be put into gun?
like it shows blue like "yeah you can put it in"
yet there is no signs of it on the ammo (it says only fmj)
and its not visible in Y
tf do i do
different position = different type of ammo used
not both of them
try adding old ammo
_bad and _very_bad iirc
same for jhp, should be six in total
That was made for vanilla Anomaly, so look for it on Anomaly discord.
Ahhh !!!! Thanks !! 😄
how do i force it to export 
Question -- How can one integrate fonts from other languages into the game ? I'm attempting to make a mod in my native language hence asking 😄
very hard 
If you don't know what you do, it will take many months. A lot of unbreakable walls too. It's just not a good experience to create quests
I've disabled unarmed zombie and fracture spawns in ZCP but the game completely refuses to stop spawning them even after many level changes and save/loads. Dunno if this is the right channel for this but if anyone has any ideas please do say
but i linked them WTF 😭
it at least makes it a non-suicidal experience i guess
I'm kinda lost between all those mods including the demonized_geometry_ray.script file. Is there a proper, updated version somewhere? Most are having stuff at different places, some seems to be missing parts etc...
Is it possible to DLTX any .ltx file? There's an .ltx file added by iTheon that I can't manage to succesfully DLTX and I have no idea what I do wrong
Yeah. You are maybe trying to dltx the wrong file. You need to catch the root file of the section
That's probably going to be the case. I can't for the love of god launch DLTXDiff. It just closes as soon as it opens sadly
Ah, I don't know how to help you there. I usually just do this stuff manually
Link the file here
WTF is nice, but it helps after you know what to do. I tried to make quest-making accessible (that was the whole idea of WTF), but ultimately came to conclusion, that it's impossible by its nature. Big sad, but also that's how it is
huh.
then the name would be mod_tm_new_tasks_addon_nostepback.ltx
Since it looks like its a standalone file
Yes it is
If that wont work just ask itheon ngl
That's the part that confused me about DLTX
But he just followed that naming convention I think
I'm not sure if task manager ltx is standalone
Okay now I'm confused. What's standalone and not standalone?
Does this mean it's standalone?
LTXDiff is a command line tool. You don't launch it like a normal app.
It's a console app
yeah but if it's closing immediately then you're most likely double clicking it or something no?
also, not all LTX files are DLTXable
weather LTX being an example
Yes. I know how I should use it now
if the file is read by a script for example, you can't DLTX it (unless it's a root one already)
So maybe there's no way to DLTX this iTheon file?
How would I know if it's read by script?
There should be a filename in the script code, right?
I see
Is it possible to convert a battlefield 2 mod weapons into anomaly?
this is non sence. you can only dltx root files, but it doesn't matter if it is being loaded by a script or not.
it is the root read by the task_manager script and is not part of anything else.
it is a tm_something.ltx in the task folder?
you use gamedata/configs/misc/task/mod_task_manager_thing.ltx where thing is whatever you want.
you need to name the file after the root file. (ppl shouldn't say standalone when the mean the file is a root file)
the file must also be in the same folder as the root file.
all tm_ files are imported into task_manager.ltx so that is the root.
99% of the time ppl want to make a dltx they are targeting a file that is imported into system.ltx so ppl think that everything is in system.
in unrealted news:
busy hands detection script has been updated with an optimized detection system. can also be easily modified to watch all callbacks and even idntify which NPC has a broken NPC update callback.
i have a full written guide on how to use LTXDiff + manually trace back file roots in my DLTX guide, first pin.
this would not help you, since as mentioned, all tm_whatever.ltx files are read by wildcard, the script file just reads from task_manager.ltx which itself includes every tm_*.ltx file
lmao in fact at the very top of task_manager.ltx
;; NOTICE FOR MODDERS ;;
; unless you need to edit already existing tasks, do NOT edit the "tm_*" files but make a new one that defines your new tasks
; eg. "tm_mymod.ltx"
; it will be automatically included and won't cause conflict with other mods that add/edit tasks
and. yes. you absolutely 100% can use DLTX to modify tm_*.ltx files. I did it to remove debug-only guns from the rewards in Mortal Sin, mod_task_manager_ms_no_debug_guns.ltx
TLDR: Yes. Same way you convert any other game's mod
man i even edited the message to include the root part, give this drunk man a break 😭
the section is even called "how do I figure out my root file" https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md#how-do-i-figure-out-what-my-root-file-is
Yeah
Oh. I thought all this time when you said you meant the anomaly modding book DLTX guide. Which is not nearly enough info for understanding DLTX.
I'll check that guide our
Now this guide is what I need.
Good. Now we can remake G.A.M.M.A. in Roblox with this executor
We need a multi thread engine anyways
Native multiplayer support. I think it's a no brainer. Time to migrate
Okay so the root file of iTheon's tm_new_tasks_addon.ltx is none other than tm_new_tasks_addon.ltx
So this worked tm_new_tasks_addon_serious.ltx. The guide from you is
now I fully understand how to do this.
Where are the Character Portraits Kept in files? I've dug around for a bit but it'd be a help if somebody could just tell me where
gamedata\textures\ui\ui_actor_portrets.dds
Thanks
Good afternoon, gentlemen. I need your help or a hint. I'm making a stalker board game like a role-playing game, I need to pull out the icons of the objects for the cards. Could you help me or explain how to get them out?
No. Every tm_whatever file is included into task_manager.ltx. THAT is your root.
But then how come tm_new_tasks_addon_serious.ltx works? Also LTXDiff spat out that file as root.
because ltxdiff doesn't work well on modded files
it works because of this line in task_manager.ltx
#include tm_*.ltx
The * is a wildcard character. I'm going to just quote myself.
That tells the engine, "include all LTX files in this folder that begin with tm_ and end in .ltx", which would cover basically all of the [quest config] files.
read my ENTIRE guide, not just the section I linked to.
at minimum read the parent section, "What is a root file and why is it important"
Hey all, wanted to ask what the best weapon mods avaliable are to slap on top of Vanilla Gamma.
I wanted to spice my GAMMA experience up with new weapons rather than reshades and stuff.
wrong place, you probably just want #╟🔰☢newbies-chat or #╓☢stalker-chat , this is the place for making your own mods
Read the entire thing first time. Read it twice actually
short version: the root file for EVERY tm_whatever.ltx file is always task_manager.ltx
you can check this by looking at the DLTX files that modify other tm_whatever.ltx files
ltxdiff does not work well if you are trying to get the root of a mod-added LTX file
Because of the wildcard. Got it.
yup
So better version for me would be "mod_task_manager_serious.ltx"
an interesting thing i learned is that dlxt commands work in any ltx file. so wild card imports you could put the dltx commands in a tm_something.ltx just need to make sure it loads after the file with the sections you are targeting. tm_z_something.ltx
there is no good reason to in this case. it can make it easier to use dltx with mags redux where someone thought it would be a good idea to have multiple roots loading some of the branch files. (It was a good way to solve a problem i had and DLTX didn't exist yet so i didn't know it would make another problem)
doesn anybody know where i can change this things? settings
if someone needs it
difficulty changes
settings
Anyone knows how could I export a print screen I took with GIMP in the correct format so GAMMA will recognize it?
I tried with both .dds (for some reason gimp has 2 with seemingly no difference).
I created the .xml that adds it like this:
<w>
<file name="ui\modname\some_image_name">
<texture id="unique_identifier" x="0" y="0" width="606" height="539"/>
</file>
</w>
In the UI code I use the texture's id, but I get "Can't find texture 'unique_identifier'" not found.
I already managed to do it for another mod of mine and I don't remember any problems occuring there, but now I just can't manage to do it.
Guessing it cant find the file itself
what settings are you exporting with?
the xml code seems correct
What gimp version?
2.10.36.0
I used this same GIMP version for my other mod where it worked.
Also if I just steal a .dds image from another mod it's loaded in no problem
do BC3/dxt5 compression
it should work
Since then format choice is locked off
No luck. Something stupid is going on for sure
the hell
okay, do it with paint.net
it should 100% work
Since i use that
if you can ofc
Didn't work. I'll just restart PC
@slow bolt You're gonna love this. I was so damn stupid....
There was a fucking typo in my folder name texture_descr instead of textures_descr
The image I copy pasted from another mod worked because that image was already "registered" by that mod in a proper way.
A fucking s just costed me ~2-3 hours of my life.
It be like that
bruh
it be like that indeed
Has anyone tried AI for moding if yes which one works best?
I use ChatGPT for some Lua syntax stuff I'm unsure of.
Cause maybe it can help with harder code
I wouldn't rely on him to solve modding domain specific stuff
Don't start generating mods with AI. Would be bad.
Why? If I don't have any skill
i made a new game.....
What do you mean by that?
Cause AI cant create a stalker mod or script
they can be used to fix SOMETHING
but not to MAKE a code for STALKER
it doesnt have enough knowledge of how it works
yep
so it would either
- combust
- break ur game
- not work
I see what would you recommend doing to get into moding stalker
Leard how to code/script/model/texture/animate/compose/mix
read the manuals
learn lua
and just simply
reverse engineering
look into code
then lua manuals
you just learn how it works
I always wanted to mod/create games but never had the skill or patience
True, well thanks for the help 👍
Try using cline with vscode and give ai the task to analyze codebase and create some simple mod that gives 500 Roubles on each game load, see if it comes with something
Hi i have a question about a mod that maybe exist or not
I remember playing Oblivion Lost 3.0 and find a pretty interesting mechanic that: if you find a artifact you don’t know the stats until give it to a ecologist and this examine for you to know the benefits and conts, that mod exist?
Does anyone know how to change the min/max slider values in the Mod config? Can't figure out what files to modify.
Some values cannot be reduced to 0. So basically I want to change that
hey, does anyone know where I can find the psy helmet texture? I looked through mo2 and couldn't find anything, item is called "good_psy_helmet" in the console, couldn't find anything for psy in unpacked anomaly files nor gamma
ah wait or is it this file actually? thought it would be a dds file
also are you guys using the blender x-ray addon? I just found out it's only available until blender version 3.4, is it worth to use that old version for it?
oh interesting, coz after adding it to 4.2 it didn't show up in addons
also open the ogf to see the directory of the textures
weird I'm on 4.2, installed it but it doesn't show up in my addons
nvm I'm not the smartest, I downloaded the whole github thing as zip and didn't check the releases 🙄 sorry!
okay got the model imported, I always though the inventory icons were just .dds files tho?
ah okay the psi helmet inventory icon is probably hidden somewhere in the anomaly files
yeah makes total sense
then within the ltx file it just selects height weight with x and y
simple
you have stalker icon editor for it
can I paste in a file through stalker icon editor or do I just use that to edit the size of the icon after placing it? dimensions of the new psihelmet will be the exact same
this isnt really a mods question but how do i make changes to the ltx files and apply them to my games, for example the rewards of a certain quest or the condition to complete it
i know how to make the changes in the code but when i save the file they dont work in game
guys can I drop in an idea of a mod here? (it's really no use, it's just for nostalgia sake and visual, but someone else may actually like it)
I'm actually trying to read the documentation and try to create it but with no avail 
Sure. Let's see the idea
Okay!
You know how the mod Body Health System does this every time you press the INVENTORY key and you are in the INVENTORY? (showing the body health system interface like that) I know it's not enabled in GAMMA, at least for me, but:
what if there is a way, there surely is with modding, don't know how difficult, to insert / completely scratch that idea of showing the body health system stats, and re-work from zero, a square showing an image of our character "DAYZ Style", of what it's wearing, could also be a generic NPC model, not necessarily the 3d rendered one we are using in the game, such as the "visibile body" mod does, like the first entry of the trilogy did, Shadow of Chernobyl, in the inventory itself.
(I know the game already shows us in the middle of the inventory what we are wearing and equip, this is why I said it may be useless and just visual and for nostalgia)
I'm sending a screenshot of what I'm talking about + how it would look like practically.
But I think so far away, you got the idea right? (sorry for my english)
what do you think? I haven't seen anybody suggesting this idea, probably because it's useless yeah, but IDK I liked it in my mind
a little texture creation
BHS mod doesnt do that by default
that is a 3rd party modification of the code
definitely doable and not very hard
ngl post in anomaly discord, mod ideas https://discord.com/channels/456765861953536020/1092863608439984128
well yes, i said anomaly discord
I'm sorry if I continue texting here, but, I joined the Anomaly discord server, but I have no permission to write anywhere, and still no access to that channel, and yes I did accept the rules 😦
Maybe there is some sort of cool down before I can start interacting in general?
Guys, I need help. I'm trying to make changes to the death_items.ltx file with the mod_death_items_some.ltx.
I need to add new rows.
I do everything as usual, but there is no result.
Direct replacement of the file helps, but I would like to avoid it.
Any ideas?
I think the filename should start with mod_system_death_items
try modifying death_generic
The problem is that death_generic.ltx works fine. It's just modified by mod_death_generic_some.ltx.
That's why I came here. I feel like I don't know something.
Because the same trick doesn't work with the death_items.ltx file
death_items is included in generic
you can edit items sections in dltx for generic
Hm
I didn't notice that. I'll try again now. Thank you!
All works fine! 😊
you need to make a DLTX file for it, the root file you are targeting is task_manager.ltx. full guide for writing a DLTX mod is in the first pin. you can look at other DLTX files in GAMMA that change tasks e.g. any of these
Ohhh ok will try that thanks! hopefully this will fixed my bugged quest
it's a good thing we like the sound of our own voices. 🙂
Hello people.
So my console + log file is literally FILLED with this --
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:912081
Error: clamp() received nil for 'min' or 'max' [143]
Time continual is:913087
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:914094
Error: clamp() received nil for 'min' or 'max' [144]
Time continual is:915096
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:916102
Error: clamp() received nil for 'min' or 'max' [144]
Time continual is:917103
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:918110
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:919116
Error: clamp() received nil for 'min' or 'max' [144]
Time continual is:920117
Error: clamp() received nil for 'min' or 'max' [144]
Time continual is:921121
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:922127
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:923184
Error: clamp() received nil for 'min' or 'max' [143]
Time continual is:924188
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:925195
Error: clamp() received nil for 'min' or 'max' [145]
Time continual is:926202
This goes on for LITERALLY HUNDREDS or THOUSANDS of lines.
I am guessing that its a by-product of the 'Lootboxes' mod I've got. Could someone shed light on why this is ?
they passed nil into clamp for min or max, over and over, about once a second it looks like
codding mistake. failure to nil check.
posibly combined with a mod conflict resulting in a nil in an "imposible" place.
Yup .. that's exactly what Mr. GPT says. It actually cited 20+ possible reasons for this log spam.
that's about all one can say with out the code.
failure to nil check is a bug in and of itself so i'd just report it to what ever mod you need to disable to stop the spam.
assuming they have clamp in thier script.
The only one I could think of was the arti_lootboxes.script, and it does.
@simple scaffold while I have you here .. I've got a really weird 'ANOMALY' that is currently happening.
I entered truck cemeteray with my squad, and after about a minute, I look at them, and they're RED. They are freedomers, so I checked my reputation with freeedom, and it had gone from 1000+ to 1,
Any ideas on where do I start looking in order to fix this ?
dynamic faction relations? when rep between two factions gets too high it resets it. sometimes with a message like "Freedom and Stalker have declared war" same thing can happen if they go to negitive, they will suddenly declare peace.
how i deal with stalker being hostile to merc, kill stalkers until the rep hits the rest to neutral.
this is a vanila anomaly feature. i do not know if gamma might modify it.
here, this can help: https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor
I was just reading the console log, and they appear to get aggressive whenever I take out my weapon. DFRC.TGR keeps doing it.
I was able to find this out because luckily I unholstered my weapon, and the log message said 'Aggrevation has been reset to 0' or something like that.
I am fairly certain it's the mod 'NPC Friendly Fire Response And Actor Surrender - v0.3.1' cuz it has this feature of aggrevating teammates.
well i don't play gamma, infact i typically run about 20 mods, half of them mine. so i don't know much about these mods. sorry.
No worries mate !! 😄
that mod is not even in default gamma
gamma has a mod specifically to make friendly fire not exist, it would be weird to then include a mod that makes npcs react to friendly fier
considering ppl call my companion mods cheaty i defiantly wouldn't play with that.
definitely
Sleeves for armors are missing textures, “purple sleeves and ultra smooth” what pin would give a tutorial to address fixing that?
Is there a mod out there that changes the names of some areas to their ukrainian counterparts (e.g. pripyat to prypiat), because im trying to do that now.
i dont know what folders/files I need to change the PDA map names of areas, but ive already got some of the text down
nevermind i got it!
Can you in theory use the animations from stalker 2 for stalker anonaly?
You need to fix them for SA, so nah.
Alright a mod that sets things on fire like far cry 2 go
Didn't want to make loadout files for re-adding the G3, so I re-factored the "remove_weapon_from_loadouts" script to do essentially the opposite 
Gonna test it after I wake up in debug, but so far the script fires and does add entries. This is more made for my edits to the loadout script, but should be useful for others to take a crack at 
Developing with NP++ what a maniac. I would go insane.
It has become a way of life at this point. Honestly was what I used when I first started modding 2 years ago.
I just make sure to copy-paste my code into an online Lua compiler to double-check syntax errors. Ain't much, but it gets the job done 
I can help you set up VSCode if you would like. Syntax highlight, error highlight, highlighting of unused stuff, warnings, color coded stuff. Also code suggestions which sometimes don't really help that much, but it's useful from time to time. It would save you from a lot of headaches. Especially when developing something complex.
I'll take you up on it another day this week. Would definitely help in the long run.
I'll just dump stuff in your DM's on how to set it up and you'll be able to do it any time.
I appreciate it. Just accepted the request.
I'll send you the info in the upcoming days
lol, fuck me I thought I was the only one too lazy to get an LSP going for this
I would not be able to develop quality stuff so all respect to ppl who can
Ilrath after setting up VSCode
What do you mean ?
If you want to port, you need to remake it for COC.
Stalker 2 has different arms + bones
Ohhh
np++ still better than people using bare notepad
which happens with worrying regularity
i still use np++ and a web syntax checker.
i have also written entier small mods into discord chat which might be the worst way.
But why? Like I understand that you don't necessarily need something else, but it's so much easier IMO to use something like VSCode
i'd have to set it up
even with good defines an ide isn't able to give me much more than i already have. maybe with thial's modding helper
what does it provide to make it easier?
being corrected by the program
giving some strings that are maybe correct or not
that's all
notepad++ has more understandable interface tbh
yeah. i have a suprisingly compleat index of the engine and script API in my head i'm not sure how much help suggestions would be. identifying function name typos would be nice i guess
Yeah it wouldn't do that for you. Actually if you have np++ set up it's probably not worth switching. Especially if you're used to it. Thought you're using it "raw" too.
i have syntax coloring for script and ltx setup it makes basic lua sugestions. know the functions i have defined in that file as well.
I love vscode because of a few things though. Git integration (I actually don't really like the interface for it but whatever), I couldn't get Lua to work properly with Visual Studio, bit I found a package that automatically sets the keybinds to ones of Visual Studio.
the LuaLS type annotations that Raven shared here a few months ago works really well 
was it from igi or smth, i can't remember
saved me from shooting my foot a few times
- it's integrated into the language server itself so you can use that in whatever editor that supports a Lua LSP
Yeah but that would only help for annotated code thougj
https://github.com/Aoldri/anomaly-definitions/
nvm it was from aoldri
you set this up and optionally stylua and voilà
can use a .luarc.json that's more strict on the diagnostics etc
Oh shit that's actually what I wanted
not everything is included here, but if you type your own code with LuaLS annotations + use this (extending it if necessary to support annotations that aren't included) you're type safe 90% of the time
the luabind classes or whatever Anomaly uses are quite cool to type with these
I don't care about my own code I can just keep that in memory. A big win are the unpacked stuff
I think it's kinda crazy that some people code without autoformatting, proper syntax checking and such on their editor directly
homie all you need is a lsp and treesitter 😭
using that shit and try/catching code that could potentially CTD was the best decision to script in Anomaly
I'm kinda new to this whole VSCode, Lua developing. I'm used to steongly typed languages and Visual Studio that has all this stuff by default, so all advice is welcome
Like I think I've been modding for only ~2 months so far
ye it's all good, it's not like Anomaly scripting is easy to get into either way lol
Yeah. Especially if you don't know how to find stuff
A simple tool for copying mod files and launching the game or reloading a save automatically. - Thial/StalkerModdingHelper
suposed to integrate with vs
i have never tested it
Yesterday I had a weird experience. I was looking for the .dds file that stores the images used in PDA->Guides->Notes entries and I couldn't find them. I realized I didn't have textures unpacked so I did that. Still didn't find the file. Then I instead of looking in gamma's anomaly folder looked inside vanilla anomaly folder and there it was among the unpacked files. I have no idea how the hell it could be missing from my gamma anomaly folder
I'm really used to coding in TypeScript which is quite similar in that sense, I'd say that like
If you're using VSCode:
- Download this https://github.com/Aoldri/anomaly-definitions/
- Install https://marketplace.visualstudio.com/items?itemName=sumneko.lua and https://marketplace.visualstudio.com/items?itemName=JohnnyMorganz.stylua
- Set these in your
settings.json:
"files.associations": {
"*.script": "lua",
},
// Since usually people do a `function actor_on_update`
"Lua.diagnostics.disable": ["lowercase-global"],
"Lua.hint.enable": true,
"Lua.hover.enable": true,
"Lua.runtime.plugin": "C:/Path/to/anomalydefs/plugin.lua",
// Can set to whatever low ahh Lua version you can, so you don't get autocompleted with
// shit that's not included in Anomaly
"Lua.runtime.version": "Lua 5.1",
"Lua.workspace.ignoreSubmodules": false,
"Lua.workspace.library": [
"C:/Path/to/anomalydefs/library",
"C:/Path/to/tools/_unpacked/scripts"
],
"[lua]": {
"editor.defaultFormatter": "JohnnyMorganz.stylua",
"editor.formatOnSave": true,
"editor.tabSize": 2
},
- Open whatever
.scriptfile and have fun
unfortunately I don't think I have any .luarc.json file as an example here, but it acts like the config. for the LuaLS in which you can force extra type checkings
you can honestly use whatever you feel like checking (some things might not be 100% type-safe since the annotations won't include everything)
I actually have the language server installed
I just develop stuff inside the mods folder. Have my git repo there too.
yea, stylua is optional but always good to autoformat your code on saving I guess
True. I am kinda a sucker for formatting anyways
Would save me time
ye the config I sent above already does that
you can install that one, and since you already have the LuaLS one, just add the rest of the stuff to your settings.json
should be enough already to at least autocomplete your shit and autoformat when you save the file and what not
that is my super power i am very good at finding things in the scripts and engine code. ask me a question when i'm not at my computer and i get much dumber.
Yeah same. Give me Total Commander and I'll get you basically anything
How does the folder structure look like for the engine code for you?
For me it's fcked and isn't actually neatly ordered in folders. All of the files are just displayed like as if they're in the same folder
i just keyword search the bitbucket repo.
Oh you don't have it pulled?
never seemed necessary.
But haven't you contributed? I swear I saw your name on the repo
yeah, by giving pseudo code to ppl over discord.
i can read C++ but havn't coded in it this century
C++ dev using discord as text editor
sounds about right, cpp tooling is ass to begin with
also a portion of the modded exe repo is lua changes. there are some things in the lua side of things i know better the dem still.
but even those weren't PR just code over discord. i'm wierd but useful enough that its tolerated
Update: the script is indeed working
I only did it because I didn't want to make a DLTX and cross-reference all loadouts for where I should put it. But, since I knew which weapon(s) I was cross-referencing in terms of where to put them, I did that instead.
Doesn't bog the game down during actual play since loadouts are made before the player can actually play.
Really is only a niche thing if (1) you know which weapon you want to cross-reference and (2) know that said cross-reference in indeed in the loadouts.
Just a thing I made on a whim cuz I was too lazy to do DLTX 
For instance, was thinking of doing the same with LEWD's STG. Have it appear in loadouts where a PPSh is present.
But that one would also have to cross-reference all PPSh sections (or do a string.find).

so can it be used to replace a weapon in the loadouts with another one without modifying the loadouts ltx?
for example having a Glock spawn where an M4 does originally
Not replace - this merely inserts an identical entry into the loadout lists based on the weapon being cross-referenced. If you wanted to replace the weapon, you would simply change the section name in the loadout list entry.
if d.sec == "wpn_m4" then d.sec = "wpn_glock" end
That would replace it
But, if you wanted a Glock to be in the Primary slot loadouts option like an M4 (since it is a Primary weapon only) BUT NOT REPLACE IT, it would be this:
init_settings = xrs_rnd_npc_loadout.init_settings
xrs_rnd_npc_loadout.init_settings = function ()
init_settings()
for k,v in pairs(xrs_rnd_npc_loadout.loadouts) do
local original_size = #xrs_rnd_npc_loadout.loadouts[k]
for i = original_size, 1, -1 do
local d = xrs_rnd_npc_loadout.loadouts[k][i]
if d.sec == "wpn_m4" then
printf("[Return G3] Found M4 -> adding Glock entry")
local base_entry = {
sec = "wpn_glock",
attachment = d.attachment or "0",
ammo_type = d.ammo_type or "0",
wpn_chance = d.wpn_chance or 20,
scope_chance = tonumber(d.scope_chance) or "d",
gl_chance = tonumber(d.gl_chance) or "d",
sil_chance = tonumber(d.sil_chance) or "d",
}
table.insert(xrs_rnd_npc_loadout.loadouts[k], base_entry)
end
end
end
end
Ofc you want to be careful when doing this - don't want to be causing possible issues like giving a Glock a gl_chance when it can't have one 
Why is the icon pitch black tho
nah I just used Glock and m4 as an example
alpha channel is funky or the icon is black itself
The loadout script has failsafe in case something like that happens, but it is always best to avoid it lol
but thanks anyways, this might just be perfect for a patch I've been wanting to do for a while
I installed the G3 Rework mod. If it changed the icon, that would be why. I didn't change else anything about it.
and this is using the original remove weapon from loadout as a base right
Yes, good catch.
so you can use that to change the gun you dislike with the one you like

hmm
interesting
The code snippet doesn't replace. It adds an entry of the weapon you want.
yeah but this is still one thing that I've been craving for for some time
This would be how you would replace a weapon (in this example - replacing the M4 with a Glock)
init_settings = xrs_rnd_npc_loadout.init_settings
xrs_rnd_npc_loadout.init_settings = function ()
init_settings()
for k,v in pairs(xrs_rnd_npc_loadout.loadouts) do
local original_size = #xrs_rnd_npc_loadout.loadouts[k]
for i = original_size, 1, -1 do
local d = xrs_rnd_npc_loadout.loadouts[k][i]
if d.sec == "wpn_m4" then
printf("Found M4 -> replacing with Glock entry")
xrs_rnd_npc_loadout.loadouts[k][i].sec = "wpn_glock"
end
end
end
end
if only my brain could understand a line from lua code
it would be cool if you posted a framework of this in mods posting
its only built for python 

oh also pillii, question for you
should i try adding 3d scopes to hk
I might make it into a framework in the future. But it almost circles back around to "just DLTX loadouts" in a funny way.
or i will suffer because of animations
if it has a dummy bone that you can use then yeah
if not you'll have to add another bone
which dummy bone
the bone required for the lens hider
if it happens to have one that you can use you won't have to add one
it didnt have one, since it had 2d scopes
yeah but there's no way to dltx a gun out of the loadouts in an efficient way really
did you assign any vertex groups to them
I just said to ya
it was that way like when u told me to
get the charging handle on both sides
and it just went flying
it had only zatvor2 and zatvor3 vertex groups
well remember that the lens bone for 3dss can't be used for anything else that isn't the lens itself
i hope it won't make me suffer
How difficult would it be in theory to transfer cv98 and vssk from dx11 to dx8? The problem is that these weapons are tied to 3dssg, and therefore, in the patch for dx8, sv98 has an old model, and vssk does not have modularity.
Do you know how to user Blender
mmeh no... I once tried to do something in it, but after the first bagel I scored
But is that really the main problem there? I understand that in theory you will need a blender to transfer the sv98 model, but everything seems to be ready for the vssk.
Подскажите как мод на цветные иконки называется?? Возможно есть другой мод, который возвращает эти "показатели", как в предыдущей версии игры^^)
I don't understand where the reticle of the 2d sights comes from, I tried to find them in the textures, but they are not there, are they fixed in the model itself? It's just that there's no hint of a reticle in the textures, just the textures of the sights themselves
can someone recommend what compression i should use to save a texture?
bc3 with highest compression effect if ur using Photoshop plugin
plus kaiser instead of box
Я это увидел на ютубе у одного стримера (могу дать ссылку на видео. П.Ы. это не фотошоп). Очень радует глаз такая меню.
hi, I activated trader overhaul and i have a question. I wants to modify restock time for vendors. Any advices where/how can i do this? From the game options i can decrease this to 12h, but i want to lower value.
UI Rework G.A.M.M.A. Style by Sota
Open the wpn_sv98_hud.ogf in OGF editor
, remove 3 meshes tied to 3dss (reticle, scope zwrite, scope back) and save. Now the game won't crash in dx8. Next, in the LTX file from 3dss mod there should be a line that says "scope_texture =", so you add the 2d scope overlay texture there, without the file extension. They're usually named wpn_crosshair_something.dds and are present in gamma.
I'm on mobile so all of this is from memory, I might've made small mistakes.
do I need to combine the reticle with the view from the inside the scope through Photoshop?
No, you should get the old style 2d scope overlay.
It's already combined in the crosshair texture.
so its okay?
This one doesn't work with dx8
Look for a file named wpn_crosshair_1p59
In mo2
oh, okay, i add this, so, for new vssk attachments, i need to do the same thing? And also wanna ask, do i need to make a new folder for this changes cas in dx9 profile for mo2 3dss turned off
so i think about a new folder which have the new sv98 and vssk models, with configs
Best to make it a new mod, separate folder in mo2. There you should have the gamedata folder with configs, meshes, textures. Copy the structure from 3dss.
Same thing for vssk, but not all scopes will have the old 2d overlays.
what if ltx file dont have "scope_texture", i see "hud = wpn_vssk_marchf_hud" but i dont sure
Ctrl+F look for scope_texture
its exist only for one scope
Copy and paste for other scopes
Remove the gauss sight because 2d won't support thermal
For ps320, razorhd, ado you need to use pre-existing overlays. Creating new ones is a bit problematic.
i try to launch sv98 and textures are blue((
aaaaaaand, all icons just broke)))0)
i think now i need reinstal modpack
Probably the whole pack is not dx8 compatible. You have to convert the textures to a dx8 format.

oh, not the only icons dead
You didn't delete the scope zwrite mesh in the OGF editor.








