#βπmods-making-discussion
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Gotcha
I accidentally became a QoL modder
Was not my intention at all
But I saw that some stuff annyoing stuff were present for ages and those just bug me so I feel like I have to fix them
Start creating something again and see if there's still a spark
i guess the recoil mod and the ergonomics mod are also extreme gimmicks in their own right as they stray far away from your usual anomaly shit
The recoil mod seemed cool. Guns need more variety in usage
if base mod config already use "!" overwrite tag do i need to zzzzz overwirte? 
you just do ! without the zzz
zzz is used for it not to be overwritten by other files
which could possibly have the same name
So if my config has diffrent name and still has !
and is higher prority it will be more important?
Coffee & Energy drinks damage limbs when drank. What causes this?
please read the DLTX guide, second pin in this channel, ctrl-F "conflict" and you'll find the section.
faust what did you even make ong
i have an object fetched like so:
local target = target_id and alife_object(target_id)
how can i check what "type" of object it is? Is it a stalker? A squad of stalkers? An item? A mutant?
hmm, i see entity_type field, buuut what values can it assume?
The "type" so to speak is alife object, it can be anything
From monsters to boxes
There are helper functions in g script to help identify what it is exactly
i see them, the Is... set of functions, thanks
indoor gun sound teaser, in dev
also that loud sound for some reason not played every time, not sure why, might be because of it being too loud
. Seem not related to the mod
Looks ready for main 
hey dumb question but is a French localisation in the works ? Cuz if not i would like to work on one
ok
Hello people, how can I lower the bar that is under the blue one, I have taken energizers, beard tea and I can't get it to go down?
Is there additional outfits mod?More armors?
this channel is for making mods, ask in #π¨modded-gamma-support cause I think that right there is bvcx's Cold System mod
okey thanks
you gotta stay warm before that starts decreasing afaik
below the first threshold on the blue bar
I think
Therefore you are
If you are right about that but I got distracted I look to see if there is a way to recover?
If you are right about that but I got distracted I look to see if there is a way to recover?
homie just sit your ass near a campfire and wait i guess
sleep near one idk
i haven't played with Cold System on

Baseball mod confirmed
Yeah it lacks fun and fact atm
Stalker desperately needs more melee stuff
literally was doing an update for it
plus tried to ask lizzardman for karambit anims

No not like knife skins
i know
those aint skins
karambit will be a separate knife
with its own stats
AND a normal animation
I meant "skins"
not like cs:go
i know the "skins"
which are just replacement
i want to make them separate
Somethink like swords or brass knuckle. Stuff like thast
But the double dagger looks sick ngl
now that i think, i should install Blades of the Zone and play a Sin playthrough starting only with the cultist knife 
not the fucking
candy bar knife 
i already forgot that it had both cultist knife and the
gladiator one
anyways if you want to see some new stuff
ask lizzardman
i aint the one who can properly implement the anims
i just edit em
Western Goods magazines are censored to comply with ModDB and GitHub Terms of Uses.
By popular demand, I made an uncensored version, which I only distributed in DMs and on demand.
Surely people are now distributing this NSFW version « behind my backΒ Β». I didnβt tell them not to. It didnβt even occur to me that they would (although retrospectively it was obvious this was going to happen).
I am not responsible for what these people do with these files. I know the way I distributed them was the best possible to both comply with ToU, and content people.
Neat 
make a hand pack using good meshes and tolerable weight paint and my life is yours
nuh uh
The zone FM logo in the PDA, what are its dimensions and file type in the game files? Thanks
@drifting moat Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
Ahh haha we were all retarded at modding at some point. Thanks for feeding this peasant 
Ask broader questions like:
- How do I search for files like image files?
- How is the size of UI elements determined/stored?
This way you don't get a solution to 1 super specific problem, but what you'll get is a skill that will help you solve a lot of similar reoccuring problems.
Give a man a fish vs teach him how to fish type of thing. Help us help you better.
This: https://xyproblem.info/
Courtesy of RavenAscendant
I couldnβt determine if UI elements are different or the same as whatβs found in the PDA
But appreciate the help
I fcked up with the audio files example. It was ment to be image files
I edited it
Why do no tasks have a task giver? Is this a side effect of acquiring tasks through taskboard?
nevermind, i see that taskboard keeps track of task_giver_id properly.
Looking very nice. You plan on implementing this for all vanilla tasks?
You could display the list items (Faction, Rank etc...) like this:
i'm hookin into task_objects.script so it should work for all tasks as long as the functor for the task returns some target_id. I plan on keeping a history of targets in the task and display the entire history with dates of transition from one target to another. Also i want to display the task giver so that you can find the guy and cancel the task by talking to him.
history will probably have to be stored in plain string form because stalkers, squads, mutants etc die but it might still be helpful
i haven't looked into item fetch tasks yet, i don't think i get a target_id for those.
I've also ran into task_objects.script instance with no task_id, so just a heads up. Make every variable read resilient to nil
Guys, help me figure this out pls.
There's probably an "empty" particle in anomaly. How do I reference it?
UPD:
Not sure if I did it right but I used this particle. It seems empty.
hit_fx\hit_human_bush
Hello all, on occasion I have been meleed by a fellow faction stalker member when I had inadvertently shot them during battle. For the life of me, I am unable to locate that behavior within any of the scripts. Any ideas where this is located?
I think it's called in a "stupid" name like isAbused
Haha. Thank you. Looks like xr_abuse.script is where I need to be. It has a couple comments like "Punch in the face" and "Should you kick someone in the face?"
for which the answer is yes, of course.
You have serious error: the bind_stalker.script doesnt found in gamedata/scripts!
(c)
But l have it... Why it says l got a serious error?
hey guys, so i made a ammo check animation for a gun that dosent have one(it uses the reload anim), but the games ignores it, i added a mod_system.ltx file and put the anm_ammo_check values, but it still uses the reload anim, what could i be missing? edit: ok so i added a inspect animation and now the ammo check works wtf 
Go to https://discord.com/channels/912320241713958912/922555488665743391 or https://discord.com/channels/912320241713958912/928715640968212582 if you use additional mods
Who can port this to Anomaly? https://www.moddb.com/games/stalker-call-of-pripyat/addons/gunslinger-unofficial-food
Ah. The tacticool eating anim
Balkan eating style
Test message
ΠΡΠ»ΠΈ ΠΌΡΡΠ° Ρ Π½ΠΎΠΆΠ° ΡΡ Π½Π΅ Π΅Π» Π½ΠΈ ΠΊΡΡΠΊΠ°
Im gonnasurprise you but in russia eating meat from a knife is not news
i did it when i was small my dad taught me
Spork needs a new update. Introducing the Spnife
ain't gunslinger uses different bones
That didn't stop people from porting Gunslinger stuff before
yes it didn't
but it doesn't matter anymore
i cast
"fuck the bones"
(i break every thing there)
simply retarget
People were asking 'Stalker 2 GAMMA when?'. Looks like we're going to have everything from S2 ported to Anomaly first. 
when using @faint sable it is happening
This isnt the support channel
Go to #1325204994361786368
assuming I have object fetched by alife_object(object_id) and that object is
IsStalker(se_obj) or
se_obj:clsid() == clsid.trader or
se_obj:clsid() == clsid.script_trader or
se_obj:clsid() == clsid.online_offline_group or
se_obj:clsid() == clsid.online_offline_group_s
How can i find out if the object is traveling somewhere and if so, what is the desired location that object wants to reach?
I think I need a kick in the face... took me ten and a half hours realize what you were referring to. Hahaha
You should check either the alife or the ai scripts. I'm pretty sure that stalkers store their destination in a variable.
Alternatively if you know what type of class the AI uses you should check the lua_help.script to see what engine methods are exposed to lua (what engine stuff is callable via lua code) to see if there is a function that returns what you're looking for.
Does anyone know if this glass overlay texture has its own file?
Is that not the texture file for the image in question? If so I'm assuming it's baked in.
I thought it would be, but I've seen loading screen mods (Even the gamma one) also use the same texture on new screens, so I figured there might be a separate texture somewhere for it
That's a fantastic question. From experience with similar games and not this one (since I'm so new to modding Gamma) I would assume mod authors find away to remake the overlay or do some photoshop trickery to cut the glass out and use it elsewhere.
Are you trying to make your own loading screen images? Might be better to simply make your own new glass overlay. I'd be happy to help! (if you're not capable yourself of course, I don't want to assume).
Something like this would probably take like... 10 minutes in Photoshop max. 5 if I can find a decent base image to work from.
Yeah, the loading screens are about 2 years old at this point, and I wanted to update them to align more with current GAMMA and the new SSS that'll be added when they're pubicly released
If I can't find the file I'll let you know, thank you!
Funny enough, I was thinking of doing the same thing for character portraits after I release the first version of my Readables Expansion mod. I've seen a couple mods for it, but I feel like I was seeing some AI gen, or the styles weren't quite base game enough for me.
I just got my hands on a bunch of the Stalker 2 models for SFM so I figured I'd make some nice renders to sub in and try to recreate the base gamma ones as best I can.
Yeah, it's a number of DDS texture files with names corresponding to headgear damage. I can dig up the files when I'm on my PC.
That'd be great! Any ideas what words the file names might contain? I could check them out myself π
Is there a way to turn an offline object into an online object?
I need to check the parts condition of an object even if it's on a different map.
Wait. I think I can use se_load_var().
@buoyant slate
My memory isn't that good. It would be faster to download some kind of gasmask overlay mod from moddb, like this one, and look for the files there. The filenames used should be the same as in gamma.
https://www.moddb.com/mods/stalker-anomaly/addons/drunks-miserable-masks-v7
Yeah that helped a lot, found them now from this. Thank you!
Looks like they're all located in textures/dinamic_hud
First time opened icons file that I was editing in photoshop instead of gimp wtf

shit yourself
Book Tyrion jumpscare
@azure bluff Idk if you made progress, but in the debug map you can see the target of the current/assigned target of an npc/squad.
How to make my game look better
About loadouts: wpn_m4_tac:r:6:10
What do the r, 6 and 10 mean?
check npc_loadouts
I donβt know where to ask this, but is there a mod that mutes the voice actor? If not, where can I find the files to remove or disable the voice lines?
Gentlemen, good day, I came here with help, I have been trying to understand for a very long time how you can change the armor model, but I did not understand in any way, only on the vanilla version of the game everything is quite simple. Is there a mod that allows you to choose any other model from the available NPCs?
Hi! Is there any way to increase outcoming damage in GAMMA?
For someone who has never made a mod what would be the best place to start? I mean like simple config changes or new weapons and models and so on or if y'all think I should try a simpler game
Check this out. Read the anomaly modding book and then, just try to create somethimg and see for yourself #βπmods-making-discussion message
I've got a lot of experience modding other games and I'm new to modding Gamma myself but the easiest things you can do would be texture editing (depending on your tools and aptitude) and config editing. You might also be able to emulate or build on other mods, too.
Like right now I'm making my own expansion for Western Goods - Readables. I'm basically just looking at its files, seeing how it implements the existing readables and its functions, then mirroring those but with my own content in a new mod.
After the readables expansion I plan on looking at player/NPC portraits and/or adding new furniture to Hideout Furniture because I'm dumb and want some Sims in my Stalker.
check the addon:
https://www.moddb.com/mods/stalker-anomaly/addons/dltx-151-more-portrait-icons-and-actor-visuals
should already be included in gamma
in mod_system_PORTRAIT.ltx
its defined for the outfit of the player (![cs_stalker_outfit])
the actor visual which is the third person model, the path is for the .ogf of the visual you want, its inside gamedata/meshes and from actors you define in the line
B:\MO2\mods\Fixed Vanilla Models&Textures [PRE-RELEASE]\gamedata\meshes\actors\stalker_nebo
actor_visual = actors\stalker_nebo\stalker_nebo_lc_custom_6
are there any games that are easier to mod that you've modded bc i feel that gamma might be a big first step
In my opinion- Any Bethesda game. By extension, or for the same reason, ANY game that has dedicated modding tools. For Bethesda games you have the Construcion Set/Construction Kit/Creation Kit/Cretion Kit 2.0 which are all basically the exact same program but for each game.
You can do something as simple as creating a sword with a dumb name and stupid stats to just creating a nice little custom house for yourself. I started with doing custom houses and level design in Oblivion, myself.
And it's all pretty damn well documented too, and a lot of stuff carries forward and back. If you use the Oblivion Construction Set you'll know how to use the Fallout3/NV GECK and the Skyrim/Fallout 4 Creation Kit or Starfields Creation Kit 2.
I wish stalker had some reliable modding tools
Same. If there was a well-documented Level Design workflow that's at least SOMEWHAT noob friendly, I'd be doing that instead of adding porn to the game.
it doesn't?
sure yeah level editing is literally unreliable by itslef
but anything outside of that?
Not like... Dedicated. As far as I'm aware. More a mish-mash of using third party programs in an effective order.
As opposed to the Bethesda Kits, or the Witcher 3 modding tools, or Project Zomboids modding tools, etc.
Nothing for UI, scripting can take a lot of experimentation. Code is absolute spaghetti.
yeah definitely not dedicated, but there are tools for almost naything
For weapons and icons there are good tools that's true. Unfortunately I do neither
I may be misremembering or it may be wishful thinking but didn't GSC say they'd be releasing dedicated tools for Stalker 2? That mightve just been a fever dream.
Yes they said that
yeah but they haven't as far as im concerned
Also said that they'll add multiplayer soon after releasing the game
They're still bug fixing before focusing on anything else, I guess. But hey, it'll be interesting if they ever do get around to it. I'm not familiar with any UE5 games that have their own tools like that.
As much as I love and appreciate the work they did in making it all one cohesive, mostly geographically correct, Zone it does kinda mean there's not a whole lot of room for expansion as far as mods go. With the original trilogy it felt like you could practically put anything nywhere because "The Zone is fucking weird bro". But it's all on one map now so like... where would you go? Start building outside of the Zone?
That's assuming map expansion would even be possible with the tools. If it even has a level editing component.
For all we know it might just be a fancy config editor π
may i remind you that spatial anomalies and pocket dimensions are a canon thing in the stalker universe
and how limansk was actually a legend up until the super emission at the start of clear sky popped it out of a spatial anomaly
there's also potential for having stuff east of the pripyat river
op2 does that and chooses to place the more fantastical maps east of it
which imo is such a golden design choice
What I mean to say as in the in-game physicality. You can add as many locations to the OT as you want because it's all level transitions as opposed to Stalker 2's everything-is-in-one-open-world approach.
east of the river still makes sense if that's a concern
north of the powerplant too
That's kinda what I was thinking. North especially, because of that OP2 you mentioned or some similar modpack. I know there's one or two out there that adds Pripyats sister city
that would be pretty dope. And the Zone does expand a few times over the course so you have the hand-wavy explanation of "Zone bigger, deal with it."
limansk is sort of just chernobyl-2
sure it got retconned in stalker 2 because chernobyl-2 actually exists there now
I read that the towers in Radar as well as the towers in Limansk(?) were meant to be based on/inspired by the Duga, so now in Stalker 2 we basically have 3 Duga in essence. At that point, I guess you can really get away with anything.
anyone had any luck with getting new levels 0.53 to work with gamma?
are you making a mod about it?
!support
@stone knot If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #π¨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #π¨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
hey guys,does someone else get shaky animations when you export the .skl files to the .omf in blender?
you mean from skl to omf?
yes, the skl looks fine but once i export it it gets shaky
can you show a vid of it?
hold up i have to install obs
first one is the .skl file, then its the exported version, it's a slight shake but it is there,I think it could be the quality of the xray addon?
hmm I'm really trying but I can't tell the difference
try looking into the graph editor and see if everything matches between the 2 actions
the XYZ location f-curves of the lead_gun bone in the graph editor lose quality
they are completely smooth in the original .skl, weird
yeah that's weird indeed
try pressing T and the select Beizer
interpolation might be in linear mode
i mean the are all in linear interpolation but since there is a keyframe every frame it dosent matter, what matters are the values of the keyframes (i think)
if the game runs at more than the fps the animation is authored it will play the inbetweens
what they didn't say out loud is that it won't be co-op tho :3
yeah prolly this, you're better off checking in game before getting to any conclusions
oh damn I didn't know brightside was here
Im a lurker
Thanks π
I've been trying to get into stalker/gamma modding but... this engine really shows its age 
nah it's quite easy once you get the hang of it
I'd say that the hardest part of making animations mods is just exporting the anims for the first time if you're not familiar with it
but if you need anything I'll be glad to help
Blindside ran me through the process like 2 years ago, but I've also found videos on YT
Yeah if I have any issues ill be sure to ask here
there's a few new methods that have came along but tbh they are quite grounded
i checked the anim in game and they are shaky as well,you think it could the be the frame rate i selected in blender? also sorry for bad english
i think so? i dont know its thats it
i mean like i dont know if thats were you set the fps
yeah that looks right, assuming that you haven't messed with time stretching it should be fine in that aspect
let me wrap my head around it rq
try setting the interpolation to bezier, set it to 60 FPS and set the time stretching in after to 50
that should simulate how the anim should look in game, since it will play at 60fps once you're playing with it
like this?
nah old should remain the same
oh ok
hold on I think I actually misinformed you pretty badly 
mods give this fucking IDIOT the unfit to help role
yeah seems fair
Unfit to mod
well first of all, did it work with what I said first? I have never tried doing that but it might actually work
if it didn't then you can try to simply duplicate the amount of information for the action by adding more keyframes
you can do this by scaling all the frames by 2 from frame 0 in the dope sheet (S + 2), then in the action tab for the x-ray add-on you have to set speed as 2
and then in omf editor you'd have to make sure that both the hand and weapon anim have a speed value of 2
i mean the first part made the animation faster, but im not sure i did it rigth, i will try the second thing
its still has that minimal error in the curve, but its only in the location f-curves, the rotation curves are perfectly fine, its so weird
already stated 3 years ago
Too based
honestly, I didn't see that, and I don't think most people did either
I doubt pvp multiplayer will come soon anyway, seems like it will take some time
I mean, ngl, I felt coop is kinda implied for a game that's entirely story based when they talk multiplayer. ngl I felt the deathmatch stuff with the og games was an odd decision too
I agree with their take of coop
Balancing the ENTIRE game and story with coop in mind so that 1/10 of the playerbase plays maybe 2 hours with a friend and then never again seems like a horrible trade off
Coop story campaigns need to be obligatory ala It Takes Two to be good imo
I mean, I think it's just being overthought. it would be perfectly fun not balanced for coop
Anything else is a poorly implemented gimmick
tbf I think my view of coop might be skewed, I just treat it as a way to fuck around with friends rather than to treat the game seriously
from that perspective, it's more understandable now
Thats what 99.9% of people wouldve used the coop as
Hence why i insist its not worth it
From the devs perspective
yeah, I've come round to the other side now lmao
Imagine spending a collective tens of thousands of man power making a game and then all it will be remembered for is "STALKER 2 CLIPS WITH THE GANG PT. 37 - THE RIZZLER IN THE ZONE????"

When you were actually shooting for a memorable story and ambiance rich world
you don't understand i must force my single friend to drop 60 bucks on a game he won't play for more than 3 hours but definitely for more than 2 hours so he can't even refund it
did you enable high quality motions when exporting?
As I understand it, it changes everything and what is written in LTX depends on it?
I managed to add 3dss scope to the weapon but in alt aim my laser sight zooms in and stays in fixed distance
Looked trought other weapons with laser sight and can't find config that could help me π¦
3dss scope no scope/classic scope on the right
Or maybe I screwed up model on 3dss one 
Nah still doesn't change
ffs it works fine on t12
Hello guys !!
I'm trying to put a custom texture on the placeable briefcase, found in the hidden furniture mod. So i took the OGF, went through all the steps in blender, and even the export went fine with no errors. But when I place the object in-game, it's invisible/un-interactable.
HAALP !!!
check with ogf editor if it uses proper textures
ogf editor ? Could you share a link for the tool ? I used the OGF editor (could only find version 1.5) and it shows the textures perfectly. But no luck in-game π¦
Aplogies .. i meant v1.4 for the editor ... it has a cfg file where we're supposed to give it the gamedata/textures/ location for any model we intend to view with it .. and I did all that .. I'm able to see the model + textures no problemo !! :\
hey just wanted to say thanks for all the help man, it turns out it was the format type when exporting, i changed it to CS/CoP and it works fine now
error in error handling. Understood.
this pic goes hard feel free to screenshot
Anyone knows how to get the in game date in this format?
Actually this would be the absolute best
There it is,, but I'm not sure if something like that is exposed to Lua
maybe peep inside the script that handles the pda prompts
i'm a fake fan i often need to crash the game a couple dozen times before i understand how to properly chain classes and functions
For the record. I 100% expected to crash at least 5 times before figuring out this syntax: game.CTime().dateToString(game.get_game_time()). It was a pleasant surprise that I got it the first time.
just to make sure, the only lines that determine whether a gun can be used with a detector are "slot" and "single_handed," right? for some reason i cant make the ks23 NOT let me pull out my detector. i even had a dltx to override slot and single_handed to 2 and 0, respectively, and he still pulls that shit out with one hand
No I think there's engine side stuff to it too.
fuk
Like you can make pistols, smgs single handed, but not shotguns, ars, lmgs
it's just not natural
Looks like I was wrong
Wait. Actually if you can pull out a detector with a gun there's a way to prevent that 100%
Maybe the .ltx changes you make get overridden by another mod.
or someone set a single_handed = 1 there
i used the pinned ltx to make the ks23 slot and single handed 2 and 0 (along with changing in on w_ks23.ltx) and it still didnt change it
i looked for any ![wpn_ks23] override too and nothing touches it
so i actually have no idea
i guess it's not really that big of a deal since i dont use the ks that much but god damn!! what is that!!
i had like 6 or 7 z's too
that shit definitely had priority
it was slot 0 and single_handed = 1 originally though
so at least i cant put it in the vision slot anymore
this part is pretty funny though
straight up will of the monolith racking my slide
I think I made another pro modder move.
Ah. I forgot to give that guy a file extension 
Guess the XRAY engine got a panic attack because of that.
genius
poor XML was gone
buddy shat himself
Okay we're back in the saddle now π
Alright weird question with a probably obvious answer but mind goblins won't let me continue unless I hear it from someone else. Found a mod that adds 50+ non-replace faction portraits* to the game. If I take that mod, remove all of it's custom content, add in my custom content, do you think that's like... Fair play to release if I give them credit for the groundwork? Or should I seek permission?
pov : you are serious Sam, hunting for artifacts π
Definetly ask for permission if you use the code.
honestly, if you can contact the person, definitely ask for the blessing
if not, then be sure to provide credits and even link the original
in fact credit anyways
it should go without saying
but if you can contact then ask for permission
we should normalize good manners in the anomaly scene
Planned on both. I guess I was thinking about whether it depends on how simple the code is? Maybe I could even write this myself. Not sure how simple it would be to make a portrait replacer from scratch but maybe it'd be a good way to learn anyway.
!dxlt
shit, I thought that was the command for the DXLT guide
maybe it would help if I looked up DLTX instead.
Veer's rolling over in his sleep.
if you use someone's work you should make sure to credit them most of the time
did you ever end up doing this? I'm trying to do the same thing
In this case, to build on what I was meaning, was that if it was something as simple as "I put a picture in a folder" I probably wouldn't bother. If I do use anything that wasn't written or created directly by me I would of course give credit. Might still give credit in the former case too, tbh.
"Special Thanks to [Mod Author] for [Mod] which helped me understand how to create [My Mod]"
yeah that works too
do keep in mind that failing to give proper crediting can give you a reputation
which a lot of the time doesn't happen, but if the fuck up is major it can technically lead to that
Of course, no worries, I'm no stranger to general modding community guidelines.
I just like to be extra careful to doubly ensure no toe stepping π
If anyone interested in adding sounds for Indoor Gunsound Framework, like a backup sound for each ammo type. I can handle the scripting and the engine side for it, I just need the sounds.

just port mw19, I think dark signal uses it for at least some unsuppressed tails
and gamma uses it for suppressed
But i still wannt some modders to do it, its more fitting. Tho I would still use mw2019 for testing, where would i find those?
Im not gonna dl 3TB of micro transactions into my pc
just a lame ahh idea
what if you prompt ChatGPT to write a Python script that would batch add reverb and increase the sound volume from the vanilla weapon sounds?
I mean, you'd probably have to convert the files I guess, but it's doable
I planned to do that, without the ai part
yeah I mean, prompting could just give you some ideas on how to do that
Honestly i never trust ai on these niche stuff, or in my code tbh, and i know how to do it, a lot hacks and ffmpeg
well there are whole 2 gun sound modders for anomaly so might have to wait some time
Yea so maybe the python code is the way then. 
hey what's the plan, someone said sound modding ?
am i understanding that you need all the sounds with reverb added ?
this can be done using audacity macro function, and then python code to automate generation of new configs, injected in the proper LTX
even bash script to inject / organize exported reverb sound files into folders and you make a mod out of that and bam, you got your mod folder
am i also understanding that the script is able to recognize different type of indoors using the ray casting method ? nevermind, I think now it's just a binary decision thing from outdoor / indoor and no choice of reverberation level
maybe this sprint loop sucks less than the current one 
He's back 
@novel ruin can we go DM someday ?
I'm used to animating in Maya not Blender so there's still a lot of work to do on this 
hey so after making a new model for a gun with a sight on it the weapon is shiny after putting on a scope, anyone knows how to fix that?
nvm i figured it out
incorrect shader?
Why did it make it shiny tho
So, using the P220 Upgrade Kit, I cant use Free-Zoom with it. What do i alter in the LTX to allow FreeZoom?
Known bug, no idea why that happen, free zoom isnt check from the gun ltx 
Probably related to 3dss being enable on it but idk
isn't it just about hud_fov param
If he mean the free zoom doesnt work at all, so no zoom in the fov as well then no. Bas gun have custom hud_fov but still allowed to zoom on fov part
Im planning to use python ffmpeg, and do all the stuff from there. Im not gonna do it rn, busy with irl stuff, maybe next week
@novel ruin hmm okay. BTW, for future development, there are important gun sound keys in the engine that should not be forgotten, these are "snd_shoot_actor_first" and "snd_silncer_shoot_actor_first". I wonder if room size preset can be added too, but i guess already improving the ray casting thing to make accurate indoor detection will be a huge milestone already. goodluck
So guys. If i, for example had a 3d model for a gun, what would recommend to create animations and etc?
if you're making animations you could look into Radon's guide
it's in the modding book
Where is the book itself located?
Thanks
You are in Asset Central server, check the pins in mw-19 channel.
Have seen at least one link about sounds in there.
Are you trying Blender specifically because of Xray addon for it, or just in general 
Anyone know if it would be possible to make npc body parts create blood stains or blood pools where the body lands, for example if I shot someone in the head and wherever the body lands, blood is spawned under the head? Right now if I kill someone and the body somehow lands a little bit further away from the place they died no new blood is created making the bullet holes in them the only proof they died (Or is it already like this and one of my mods broke it somehow)
Isn't this done by painter of the zone mod?
I've been using blender for a couple of years just not for first person weapon animations, but yes mainly for the X-ray tools
don't tell me ur gonna release something with these kind of quality animations
that would be sick asf
That reload only took like 2-3 hours it's not up to my current standards 

But they do exist for Maya, too 
also true too

i was about to say it
blender plugin is way better tho
I don't have Maya at home and i don't know how to make rigs in Maya (yet) 
but maya can be used for animations
blender for the rest of stuff
dang 
Good to know though
You can use both for animations 
Just that Maya have a lot of cool plugins to easily do a retarget.
i think i should get maya in some time
Like Base OverRig 
since blender is making my brain burn 
It ain't free though, but it is really nice.
Blenders lack of snapping tools and shit constraints is painful but i found some plugins
Still shit tho lol
Tbf I'm kinda surprised to see on this server 
have you tried absolute snap
I think that's the one i have
i use that for constraints and i haven't had any issues
same 
at first i look at the animation
looks good
i look at the profile
infinity ward animator

Then I checked the Twitter, and also my friend told me that you are a legend of source modding 
Since 2006 lol
I've played gamma/anomaly for a long time, been wanting to mod it
Lurk a lot
Holy shit, aren't you the guy who did the gun animations in COD?

He also did in Insurgency 


Gamma uses some of the anims i did for insurgency and i think some of my source anims lol
yeah bas has some is ports

I'm glad they got sped up cause maaannnnn
are you currently involved in the development of any projects?

Oh is it? I'm using painter of the zone already, maybe I've messed up the settings by accident or something I'm gonna try reinstalling it and see
I don't know I would assume it does. I don't use it and never did.
Is there a way to not center the cursor when a UI window opens?
Welcome in anomaly modding world. You will see, it's a lot of fun 
@sick seal is there 3DDS for the tactical SR-25
Its my favorite gun model ever for gamma but I cant play with it because of the 3DSS
The mod is outdated, he hasn't touched it for like half a year.
that's a texture
Idk if you had progress, but I found this mod from demonized: https://www.moddb.com/mods/stalker-anomaly/addons/blood-pools-with-trails-and-steps
Thats sad
I played with it so much in the past 2 years
Which mod is this from?
Phant0ms Tactical endgame weapons
Thank you so much, I appreciate it. I haven't tried anything yet, but I did look earlier and I think I have an outdated version of painter of the zone, gonna try update it and see, and also try the mod you sent, I never saw that mod I was looking through moddb but I guess I just missed it
Came accross it by pure chance.
I didn't see any 3dss patches for this. ATHI released another SR-25 with a ton of optics: https://github.com/andtheherois/3DSS-SR25-PMC
Already have the pmc
Thanks for the updated link
how does one change the main menu video
Soon β’οΈ β’οΈ
Huge credit to Utjan for the "Tagged Patches" addon. I remembered that it allowed you to look at individual patches without needing to DLTX anything, so I re-purposed to code to do the same thing for meat. Ofc might need to see if it causes any issues for users of said mod.
I'll get more time to do some testing in the coming days just to ensure there are no major problems that might sneak up on me.
The logic that I have for the timer color:
Greater than 24hrs = white
Less than 24hrs but more than 12hrs = yellow
Less than 12hrs but more than 8hrs = orange
Less than 8hrs = red
Thank God that the time was stored in such a way that it was easy to convert into in-game hours
I almost started working on this 2 days ago.
A2 asked me to look into it a while ago. Had it on the backburner until I got some free time and got bored lol
But then I remembered I had something much cooler in mind 

Will release it soon. I just need to work on it for a few more hours. Idk what day I'll have the time
Looking forward to it. I'll hold off since I am pretty sure what you got in mind will be better than the quick code I whipped up 
It's not for meat rotting
How do I put 3DSS in mods that already exist, Im thinking about "3DSSing" the Phant0m's Tactical endgame weapons pack
I almost started the same mod as you, but then I remembered I had a completely different mod in mind.
So don't let me hold the relese up 
Hmm. I'll wanna look at the code when you are done
This is something intereting to me
A very cool implementation would be to make them have condition that reflects freshness
But updating that for each item 
Plus it would slow down UI load times even more
Check your DMs.
note to self: make sure the holster animations are 13 frames or less
Just add a speed modifier to it and calculate the correct audio speed
Do you guys know where this RSASS comes from ?
EFT/EFP
Is it still on EFP ?
Last I checked.
I want to store additional info in CGeneralTask (file: task_objects.script) when game is saved and load that state back when game is loaded. I'd like to do that in a way that doesn't carry the risk of corrupting saved games if my mod gets uninstalled and I want my modifications to be tolerant to missing data so that my mod can be added to existing savedgames.
You can see the class/file here: github.com/lulnope/more_info_in_task_popup/blob/master/gamedata/scripts/task_objects.script#L449
I see 2 sets of functions:
save/load(packet) - that packet arg name makes me think that this set of functions has something to do with networking
save/load_state(m_data) - the _state makes me think this is the set of functions responsible for saving state of the task into savegame files and therefore the function set I'm looking for.
Am I correct in assuming I should modify only save/load_state(m_data) functions to add new data to savegames? Any tips on what to avoid or watch out for when mucking about in savegame states?
Hello people. I just wonder about something and i want to ask your opinion about some debug items.
Today i was trying to test some different mods and i used the debug menu to spawn weapons armor and other stuff to check them out. I knew from my early steps in gamma that there are weapons that never appear in the base gamma like xm8, mdr tech desert walther sniper etc....(propably from some mods making overwrite things on another).
is there ANY WAY to also make them accessible into the game? (with no debug spawn cheat).
edit the npc loadout configs
can you direct me to the path that the file exists? and i'll see what i can do.
as i can understand what you suggest is to edit a file that changes the drops from the ncp's roaming the world somehow. but HOW? π
Adding modifier through the ltx and omf didnt stop the clipping, even if it got faster
My draw was also clipping, but modifiying speed worked
you may start here
like to be crystal clear: this is how I figured out how the modpack works. use the mod name search bar, figure out which mod seems responsible for modifying whatever thing I'm interested in, read the configs and scripts, and most importantly, read ALL the comments inside
Is there a way to make an npc stand still? For testing damage and stuff.
no
only "way" to do this is to set the time scale to an extremely low number
and then modifying the weapon you're testing so that it has absurd fire rate, bullet speed, and magazine size
to compensate for the almost stopped game
ok thanks!
If you make them your companion and tell them to wait they'll do that.
Hey there. How do I add a new portrait to the character creator?
There is but it's convoluted, look how it's done for draggable hud editor third person mode
Is there any way I can create a military forepost where I need?Unfortunately, when I tried to spawn a military trader npc, he just ran away. And there are no military bases on the north so gameplay is not pleasant.
Heyy ! Does anyone know of there is or will be a multiplayer mod for either gamma or anomally ?
!mp
@teal shell
Read this: #βπfaq message
why do you need to add 'system' to a dltx mod file name even if base ltx name doesnt contain it?, Say, mod_system_damages_123 etc.?
You don't have to add system to DLTX. It depends
Read this. Very very helpful: #βπmods-making-discussion message
i see a lot of mods with system in their name though, is it not necessary?
thank you, ill take a look
It depends. Read the guide that has all the info you need
Where are the files for the Stalker GAMMA armors?
I would like to edit some values ββand appearance, helper told me to come here.
has anyone made a thermal googles mod?
take a look at this mod that changes stats for some armours. Take a look at what files it modifies. This should get you started. I have no idea about appearance though.
https://discord.com/channels/912320241713958912/1356093219837837312
thanks
Yeah I'm pretty sure I saw it either in mods posting or moddb
can someone explain to me how to add a custom armor I just made to the starting loadout menu? it spawns in game and all but doesn't appear in the menu after I put it there
nevermind. I'm brainrotted into forgetting a single GODDAMN letter.
how hard it is to make a npc mod ? Can you copy paste one of the npc in game and simply make a new one ?
what do you even mean
hello, i need help with something. Where i can find the nimble's config file to change the weapons he can trade/upgrade?
probably somewhere in here
thanks mate. i'll check it.
there any good lighting mods for GAMMA
texture_descr vs textures_descr costed me half a day
okay not half a day, but 2-3 hours for sure
Is it possible to run the Monolith source with Gamma? https://github.com/themrdemonized/xray-monolith

is there a way to change weapon damage?
How do I get the list of compatible ammos (id) for a gun?
yes, i think x-ray monolith is actually required to run gamma but i might be wrong on that.
i play with x-ray monolith 2025.4.15 and the game works fine. Although the flashlight is like twice as bright for some reason for me after changing the exes.
I'm looking at file: StalkerGamma\mods\AlphaLion's Reworked Stash Quest and Map Markers\gamedata\configs\ui\pda_tasks_16.xml . This file seems to describe PDA tab from the screenshot. Is there any script tied to this .xml where logic of what happenes on button clicks and so on is described?
I'd like to add a button next to every task that opens additional window next to the task list.
In the weapon configs, look for this:
ammo =
gamma already installs a version of these. it's necessary for many of the mods in the pack to work.
What im mostly interested in is: debugging the source code while Gamma runs. If Gamma already uses these exes then I guess it would be fine to run Gamma in debug mode and make source code changes right?
i gotta question the premise here
gamma is anomaly with ~500 mods balanced on top
if you're debugging the modded exes, surely the sane thing to do is to only run the modded exes
the modded exes aren't made for gamma, they just happen to facilitate many mods used in the pack
i don't know if that's possible but maybe he wants to debug GAMMA lua scripts which i imagine would still require access to .exe source code?
If what you want is: Using breakpoints in Lua code then I can say i'm pretty sure it's impossible
If you want to use breakpoints or edit engine code while running the game that's also impossible
Maybe not the engine breakpoints (I couldn't figure out yet how to) but altering engine code while it is running is not possible I'm afraid
I want to make edits to the engine itself (C++), with those edits playable in Gamma (to simplify my question)
I guess my question is: is the link I provided the source code that's used to compile the engine specific to Gamma?
You then
- Edit the engine code
- Recompile the engine
- Plop your compiled engine to the anomaly folder
- Register the file through MO2
- Run and enjoy
Can be tricky at first, but once you learn/figure out how to do it it's just a bit time consuming (depending on hardvare).
But most of the time engine edits are not required for stuff. What are you trying to do exactly?
There's a bunch of stuff; but right now I'd love to figure out why the heck my FPS starts becoming so bad after some time and try fix that in the core engine (although this might be a Lua VM issue itself)
Do you have experience debugging engines or performance? I won't be the guy to tell you not to try, but fair warning it might be a waste of a lot of time for nothing.
Best of luck to you!
Appreciate the warning, I'm used to wasting my time for absolute nothing 
At worst you learn a bunch of stuff, so actually you won't do it in vein
I'm bumping my own question: #βπmods-making-discussion message
How do i modify the look and then behavior of PDA Tasks/Map Area tab? I cannot find any *.script files connected to that tab.
I had the same experience with the "Radio" tab. Found no Lua scripts relating to the underlying logic.
what about this file: StalkerAnomaly\tools\_unpacked\scripts\ui_pda_radio_tab.script ?
though for tasks tab i canno find any files even in the unpacked scripts from anomaly
Which script/config files responsing for the restriction/limit of quest mods for all fractions?
l want to edit them to can starting all 3 questlines for bandit or ISG, for example
How tf did I not find it previously
how can I add a gun to the npcs loadouts?
is GAMMA Actor Damage Balancer the correct addon to edit if I'm looking to disable all damage to a specific bodypart on enemy NPCs?
can somebody explain how to install sss? https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
it it included in the gamma? or seperate?
SSS is included in GAMMA i believe.
have you tried updating GAMMA? https://discord.com/channels/912320241713958912/947083829066207282
i think GAMMA pulls newest mod versions from MODDB/Github automatically
i think so but i might be wrong, make sure your gamma instance is updated and report back if you can't get TAA to work despite the update
eh, i guess GAMMA uses version 20 of SSS so you need to install the update separately i guess.
i'd just install it with the same priority as SSS20 in GAMMA modlist and see if that enables that TAA feature
What's a good distance for my firing sounds? And should I bother making the suppressed audio have a different distance?
TAA is only available in a beta ver. of SSS I believe, which isn't publicly released yet
I just copy the values of the vanilla sound files
Grab one normal firing sound and a suppressed one from vanilla, put them in the same folder than your sounds, copy, paste, save
Done
yeeee, don do that after all. The version in GAMMA is 22.1 so up to date
fair enough
π
that change is not public. you can only get it if you pay for beta access.
no, Actor Damage Balancer only handles damage that the player recieves
use DLTX to override npc loadout configs
dltx guide is in the pins here
as for npc loadouts, they are all in the mod called, appropriately, "GAMMA NPC Loadouts"
any idea where should I look instead?
i basically want to disable all damage except for headshots
to be clear: disable all damage except for headshots when the player shoots the NPC, or when anyone including other NPCs shoots the NPC?
because those have different answers
only on NPCs
i am aware the "target" is npcs. what about the source of the damage.
is the damage coming from the player, or from other npcs?
ok then yes go look at grok_bo.script in GAMMA Close Quarters Combat
there's a table of hitbox values. just make every single one of them 0 except for the head hitboxes (note: there are multiple head hitboxes)
In which of the configs are the starting points changed when creating a character ?
if i remember correctly: new_game_loadouts.ltx
can't remember where exactly it's placed
worked right off the bat 
go check the mod "GAMMA Starting Loadouts"
you can get a lot of mileage out of simply searching the modlist for the names of things.
thx
Has anybody tried CPUAffinity?
depends if that is an actor sound, npc sound, and if it's a layered reflection sound or not (close, medium, far).
2 choices : compare sounds in audacity or any audio software for volume and "tone" of the sound and if similar enough, copy / paste comments in new file
- or OPTION B : you created / added a different kind of sound, custom volume gain / attack / fade / tail sound and you want a practical result IN GAME. Then it's more complicated : get dust fakestart mod map, spawn a dude, give him the weapon you want to test (spawn a newbie loner rank 0 and give him the rifle, if it's a pistol, he ain't gonna use it, slap sounds & rpm config in a rifle, and use the rifle as a placeholder)
make urself invincible, give him the gun, shoot his feet with a makarov, and go in the console, demo_record 1, and go slowly away from the camera. Make sure to turn on the crosshair + distance display, and move away from the actor / npc and see how sounds evolve upon distance.
From experience I find it easy to underestimate max distance, so sounds quickly fade away too much.
a q for a place like #ββ’stalker-chat or #βπ°β’newbies-chat and not the "making mods" channel
thanks.
anyone tried adding NZK quests to gamma yet ?
so apparently some of PDA tabs are fully dependent on engine code and that's why i cannot find any code for Area Map/Tasks tab.
at least that what Anomaly discord told me
Yes that's what I meant by this. I was just in a hurry and forgot to mention the most important part xdd
U can trust whatever Lucy says. Has a fair bit of experience with the engine
Hmmm.. I have this issue with my Ak-12. Would anyone point me in a direction to fix that?
yeah get draggable hud editor
Do I need to enable debug mode to use it?
yeah
Hey i want to change some of the starting stuff you can chose for mercs how can i do it or can i even do that
Where can I add normal text for custom spawn locations in new game?
After changing things with draggable hud editor, where do I save these changes? I tried in a file I found called w_ak12.ltx, but the game doesn't pick up on the changes. Like I'm not putting them in the right place.
Changes are saved in cache.dbg file
you open it and copy the lines into the weapons's ltx or make a new dltx mod with those new positions
Right. I was able to make the changes apply now. Now I got one last issue
now align the sight
Does the 1p76 sight normally spawn ingame? Is the model on the Saiga 12 usually broken or did I somehow mess something up 
the normals are all screwed up in blender, and recalculating them doesnt really help
Does someone know what I have to change in the draggable hud editor to change the sight position? I can't find it
Additionally, I found out the source of the problem, it's a mod in gamma called AK-12 reanimation that does that. I turned it off and my scope is straight like all the other guns. Which is easier to aim through, but I'm wondering if that weird canting isn't done on purpose. Maybe the weird canting is a more realistic way to cant your gun than having it perfectly flat? Still not sure if it's done on purpose or a bug.
ok so literally just exporting and reimporting the model causes the normals to do this lol? has anyone else had a similar issue before that might know what's up
i swear BAS is held together by ducttape and staples i have no idea how they screwed up a mesh so badly 
im trying to add items on traders, but adding it to medic and technician doesnt seem to show
do i have to search the trade folder and add the items directly one by one?
there are lots of files lel
the item i want to add is syringe so i can buy them if i need
i dont want to dismantle meds
i guess also the plastic jar
so instead of just setting the material to be two-sided, they literally duplicated the entire mesh and inverted the normals, holy shit 
which files are you modifying? it's possible that theyre being overwritten by another mod
use an inject script, like the coffee addon
problem is
i dont know how
was trying to add them manually
from a mod that adds the ammo parts to technician
i tried adding manually thr metal scrap and it works
but other items such as syringe doesnt seem to appear
i tried reverse engineering by looking at the trader folders and their respective files, but i cant seem to add them to generic traders, like petrenko and sidov
how to separate gun and knife weapon types?
Wdym
so i'm trying to spawn ammo based on weapons in the player's inv.
- I'm using IsWeapon which I believe includes knives so "knife ammo?" is also being created.
- I don't know how to exclude old ammo.
nvm I got it
ΠΠ΄ΡΠ°Π²ΡΡΠ²ΡΠΉΡΠ΅, ΡΠΊΠ°ΠΆΠΈΡΠ΅ ΠΏΠΎΠΆΠ°Π»ΡΠΉΡΡΠ° Π½Π°Π·Π²ΠΈΠ½ΠΈΠ΅ Π°Π΄Π΄ΠΎΠ½Π° Ρ ΠΊΠΎΡΠΎΡΡΠΌ ΡΠ»ΡΠ³ΠΈ ΠΌΠΎΠΆΠ½ΠΎ Π±ΡΠ΄Π΅Ρ Π½Π°ΠΏΠΎΠ»Π½ΡΡΡ Π²ΠΎΠ΄ΠΎΠΉ ΠΈΠ· Π²ΠΎΠ΄ΠΎΡΠΌΠΎΠ² ΠΈ ΠΊΠΈΠΏΡΡΠΈΡΡ
Fillable Canteens
Π‘ΠΏΠ°ΡΠΈΠ±ΠΎ
ΠΡΡΡ ΠΌΠΎΠ΄ ΠΊΠΎΡΠΎΡΡΠΉ ΠΌΠ΅Π½ΡΠ΅Ρ ΠΊΠΎΡΡΡΠΌΡ Π³ΡΠ΅Ρ Π° ΡΡΠΎΠ±Ρ Π±ΡΠ»ΠΈ Π² ΡΡΠΈΠ»Π΅ ΠΎΡΠ΅Π½Π½Π΅Π³ΠΎ ΠΊΠ°ΠΌΡΡΠ»ΡΠΆΠ° ?/ Is there a mod that makes sin outfits look more like autumn camo ?
indoor gunsound generator preview: generate indoor gunsound by adding reverb to existing one. Ingame script + python script
nice, more progress π @novel ruin
is it still relying on loading gun configs for indoor ? sometimes just adding a reverb effect does not quite give the real effect you would expect...
I did a few gunshot indoor sounds tests using reverb only audacity, I find it better to reuse my shooting sample, fade the tail, use a custom recorded indoor tail sound and apply reverb only on the trimmed discharge sound, then merge with the recorded indoor tail effect.
Also any news regarding adding indoor to handling sounds, and other scripted sounds ? π
yeah this is just bas ports quality
also for doing sights make sure to grab the model from PRS
if you're adding vanilla sight models you don't have to change anything
I made this as a back up indoor sounds, it use a separate config parameter, so if there is another mod that add indoor gunsound, it will automatically get overwriten
While custom sounds will be better, its sometimes doesnnt blend with the outdoor one as well. And configing every single weapon is pretty tedious 
Added explosion sounds on the engine side now, doesnt test it yet.
I see
i can reverse engineer what outdoor tail sounds works best with indoor
reverb processing parameters configurable ?
maybe custom sounds can be only triggered upon going past a certain threshold
and transition sounds (only reverb engine processing) left for intermediate values (transition)
0 β 0.4 : outdoor
0.4 β 0.7 : reverb engine
0.7 β 1.0 : add custom layers (more dramatic indoor tail, overlapping with reverbed indoor from intermediate threshold, but quite louder so it blends well)
you get the idea ?
Yea, there is alr a threshold config in the framework. And the tail part can be made better.
Because we have raycast, we can get a general idea of the room size, and depend on that to add the tails
Planned but i need more testing sample first, so i made the generator
yeah and you can have presets for small room (dry, quickly cut tail), medium size, large room, hangar...etc, but it's rather dependant on the precision of the ray cast
Its configable but no in real-time, only when you generate them
you need anything ?
Eax alr do this. Tho been broken for a while, i like to stick to raycast because its programmable, and i like programming 
some people went to fixing EAX but all projects doing that got dropped
it wont help
you select the ones which are red only
there was even a quite old mod named radium which had advanced reverb indoor system
but otherwise just get a new model 
but author went mad and deleted everything
Lmao, look like me
: @
your mod has ton of potential, and even basic indoor, let alone the room size preset thing, would be huge upgrade and immersion
I will try my best to make raycast better, but for now we need adoption
to me it's like 3DSS in terms of breakthrough xD
Eeh, it can be 2x times better if xray didnt have a volume limit for gunsound
wdym
it has a limit
for amount of sounds
you can set
inside the file related to guns, movement, jump and other stuff
i dont remember the exact one 
The sounds played in a media player vs the sounds played in game is very different, and not very good in game
also true 
xray processes it in a different way
which can result in kinda strange ways
i don't really agree on that
or not even playing at all
sir i fucked for 4 hours because of one sound not playing 
it's not 100% but it's like 98-99% accurate to me
you just don't know how to soundmod the game :keka: or made the newbie mistake of wrong frequency or path in config xD
happens to me all the time
Idk, the sound i generated have a lot more punch than when it played ingame, its very clear there is some volume limit
i dont even touch sounds
im more of a model guy
i have never had that tbh
maybe it's just your game volume not set to 1.0
the bass can sometimes fuck it up 
i had that sometimes
Its one, i tried to crank the volume in the engine code up but still no use, the indoor sounds not getting louder 
ok you are talking about a different thing
you have two options
edit sounds and make them digitally louder
re export sounds
depends on how you make your master sound don't get too cocky and overclip already clipping sounds (like 99% of dark signal or JSRS audio)
also depends on your audio gear
No it still have a limit, i tried 
second possibility : lower all other game sounds (about 36 000 ogg sounds last time I check about a year ago) and reexport them with a dB lower gain
then you have some sort of hardware or idk issue specific to you because trust me it works xD
trust me, not intending to give a pun but, i've been modding this mod / game for like 8 years it always work xD
the only thing that is fucked though is the ogg comment system
i suspect the base sound volume not being linear between 0 & 1
also it does not work above 1 (i see people putting above 1 it's just useless)
you just need to MANUALLY make it louder
also doesn't work on stereo sounds (always played max sound volume)
via audacity
that's exactly what I said before.
i never ogg comment base sound volume it's always 1 or 2 (but in the end 1) and only rely on digital data on audacity
that's why when I first tried once to make a soundmod lowering all non gunshot or gunshot tail sounds in gamma, I quickly dropped the idea of changing comments
i batch re-exported all sounds with a specific gain decrease
and slapped back initial comments
hm ok i will try to crank it
also how do you do that
the only instance I had (and i don't explain it, because i don't care at this point) are some very specific gun sounds from some video games from which you could give them +5 dB or + 18, wouldn't change damn thing, but it's pretty rare
audacity macro, import files, amplify minus X decibels, batch export ogg quality 10 in output folder
but the commenting part & folder browsing was manual.
if I was to redo that I would use python and some libraries to browse files for me, organize stuff, and use sav&T to read / reassign proper comments
but i'm thinking maybe ffmpeg can do that
for lowering audio volume without changing EQ
well im using pedal board, its can do that better
as long as you find ur tool
if you want some audio, I made and released some indoor sounds, hidden in the gamedata files of https://www.moddb.com/mods/stalker-anomaly/addons/vanilla-g3-g3sg1-reanimaton-10
look for "gamedata\sounds\weapons\g3\stereo\if_you_are_curious" folder. I made sounds for first shot "g3_indoor_single" but the snd_shoot_actor_first_indoor isn't supported yet so you can use "g3_indoor_unsuppressed_medium_room_single_stereo1.ogg" up to XXX_stereo6.ogg" in layer. Or alternatively compare how the non indoor sounds with just the engine reverb audio processing thing you made.
I also made a version for outdoor with a much more intense tail sound, i think i haven't included these, lemme know if you want to try them though
alr thanks
lemme know if you need anything
how would i edit a weapons config file to use the inspect animation as an ammocheck animation
this is the inspect for the weapon in question
yeah, i figured out that the issue was pretty much every face on the mesh was doubled, which wasnt playing nice with the exporter i guess lol
this isn't something you can do in config file edits, you would have to modify the scripts that add ammo check as a feature to the game
oh okay
Nah, man. Just replace the animation and sound names in the config.
bones in the animation should match with the bones on the model being displayed or else the game will crash
you can't do what you just recommended with like 99.9% of weapons that aren't the vanilla anomaly ones
Was that to me? I do this with all my weapons that don't have ammo check animations. 100% success so far. The ammo check script plays the anm_ammo_check and if it doesn't find it, it plays the hide/show anims. If you write in the config that the weapon has the anm_ammo_check, put a reload anim there, it will play the reload anim when you check the mag. Example:
![wpn_tavorx95_j9mm]
scripted_snd_ammo_check = weapons\tavorx95j\tavorx95j_reload
scripted_snd_ammo_check_empty = weapons\tavorx95j\tavorx95j_reload
![wpn_tavorx95_j9mm_hud]
anm_ammo_check = tavorx95j_reload9mm, reload
anm_ammo_check_empty = tavorx95j_reload9mm, reload
You should've done it yourself tbh.
That's not the same as what momo is saying
You're saying replace the animation with any other animation from that gun. Seems he thought you meant replace the animation with another animation from a different gun via only ltx edits
Different gun? Of course, that wouldn't work.
Most likely won't*
still cant make any trader to sell syringe
i cant just make a file
then have it like this?
![supplies_1]
e_syringe = 10,1
on the trade folder or rather make my own mod with the same file structure with the trade folder
no. DLTX requires that the files have a specific filename in a specific folder location, spell out what you've done, otherwise no one can help you with your homework mod
like you gotta show us your work in progress mod so we can check the file location and name
easiest thing to do is just zip up your mod folder and upload it here
If I wanted to change the font for the booster timers, how would I do that?
i see
wait
i want to know what else is missing
do i need to specify what trader or can i make the generic traders sell the item i want to add
coz there was a mod that adds ammo parts to technician so i just copied it, and just made a new file with the same structure as the one in the mod organizer, but it doesnt work
i was able to add metal scrap and plastic jar to technician but somehow i dont know what trader can make syringe a buyable item
assuming i have object_id of a stash, how can i find out if it's "active" (marked on the map & with loot inside) or not?
i think i know now... I have to have the id of the stash before it get looted and i need to RegisterScriptCallback("actor_on_item_take_from_box", function(box) DO SOMETHING HERE end)
There's a file called font.ltx in the unpacked anomaly files. You can see all available fonts there, but they are actually referenced by a different name. When I checked all available fonts I had to peek at engine code too to get the exact names they were referenced by. I'm pretty sure they're mapped somewhere in Lua too though.
Then you would need to find the XML that describes those booster UI elements. This might be hard because I think they're created dynamically.
There should be a way to combine these two helmets into one
There is.
LOL
sure but to write that I would first have to stop playing the game
I do need to learn Lua though
Excuse me people, what I need if I want to use Skills Expansion 2.1?
Would it be unbalanced to turn two light helmets into a medium one? ACH-7EX basically looks like a combination of the two.. sort of
combine them in paint.net
well i mean, can't you just really combine them with paint.net and create a new game item via ltx? 
unless you really want to get rid of the 2 original ones, then it's a bit more complicated
Yeah I think he meant to combine them with crafting
yeah i think in that case he could still add it as an item, then make it only available in a crafting recipe (not autoinjected on traders)
would just need to check how to add new crafting recipes and it should work
not sure if bro wants them dropping on npc loadouts and shit though 
Hi everyone!
I have a question for any modders who are savvy with Blender. My girlfriend is taking an exam in Unity and wants to use Blender, and I know this is way off-topic, but I've been a part of this discord for a while, I know you modders here are very talented, and this is where I feel the safest to ask for help.
If anyone who has Blender experience, has 15 minutes to sit in discord with her, please reach out.
Thank you,
- Gore
there root file is not called trade_generic, so your DLTX is modifying nothing, so nothing will happen
e: you also completely forgot to name your dltx file
time to study up, reread this section of my guide. you have MULTIPLE roots, either trade_generic_mechanic or trade_generic_medic. https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md#what-is-a-root-file-and-why-is-it-important
I'm not going to add any models, I was just thinking about adding an upgrade kit that, when used, turned the two headgear into a new one... but uh, what's the point? Its light armor. Being able to turn 2 light armor into a medium armor piece is just bypassing advanced tools; which I don't like.
i also tried adding it on the trade_generic_mechanic and trade_generic_medic, but the syringe doesnt seem to be added
did you give your dltx file a name as well? it should be mod_trade_generic_mechanic_someNameHere.ltx
Well I know maingame.xml is the one that controls the appearance of the boosters, but the trouble is that HUD Icons Time doesn't make any changes to that file. It only contains a script
oh so i can make the file name mod_trade_generic_mechanic_syringe.ltx ?
im still learning how to make my own so im still confused with this things
or rather, add items to traders so i can buy them if i need be
And I tried adding lines to specify the font in the boosters section, but it didn't do anything.
yes. again, go read the link I sent you.
i will tell you though, for whatever reason, i have never been able to alter medics' sell inventories.
ill try again
if it works, i guess i figured it out
atm im waiting for this emission on my game to end first then save then make the file
...never alter mod files while your game is running.
i am not
i need to save then quit then make the file
ok good
what happen if i did? just wondering
did someone did it while game is running
aight hope this works
firing up the game again
btw i already tried adding the syringe on mechanics, forgot to tell
coz i have a mod that adds ammo parts, and i just included it and it doesnt seem to appear but metal crap and plastic jar appeared
im now testing if it will appear in medics
aight it works
medic now sells syringe
lets gooooo
thank you brother
was finally able to add this shit
best case scenario, it crashes. worst case scenario, corrupted game file, entire save and/or installation needs to be deleted and reinstalled
Idk about .ltx files but .script and .xml files I always modify while game is running. It's actually fine those won't take effect until you reload a save
i'd much rather scare them into the habit of not fucking around with modding while the game's up
mo2 locks when you run the exe for a reason
and if homie doesn't know EXACTLY how to do it, the chances of breaking shit is exponentially higher
given what codefluff up there is saying, they're just playing on their normal regular save
not a testing save
although, i mean, if y'all think i should not warn people away from doing potentially dangerous shit, that's quite easy 
Nono you're right
nah, let the world burn. in fact stoke the fire.
actively tell them to delete *.dll files and so on
perhaps i will downgrade to "don't futz around with mods if you're playing on a save you care about"
Does anyone know if adjusting the brightness from the detector screen is possible? I know how to change the flashlight brightness by changing the color and color_2 parameters but i don't see a similar option at the detectors settings
@lilac idol thoughts
i think you should shoulder it after pulling the mag out and keep it there until the new mag is drawn
so instead of this, pull it to the right and tilt it a tiny bit more
maybe add some roll to the right if the pose looks better with it
Like so?
add more tilt and pull the weapon closer
i would also suggest reducing the tilt during mag-in and move the weapon upwards instead
i think itkinda falls into the issue where these 2 poses are really similar, you should exagerate the shouldering more
Ok I think this is pretty ok, no?
https://youtu.be/kfmpHw_2VL8?si=wNS1Yilyj2WEZ2aw&t=31 Compared to the old one
I wasn't too happy with the first set of anims I made so I remade em.
Felt like the reload was a bit lackluster for the old kne
i think it needs more struggle for mag-in as well as a better hand pose for inserting the mag
wdym struggle
Guys, how do I change prices specifically for guns and armour? I wish I could make it profitable. That's stupid (for me, please dont argue about that) that they pay 1\10 of the price they ask for a gun
I wish I could rebalance economy as I see fit
In what specific file do I find smt like this?
wpn_beretta = 0.7, 0.2
that's a selling price coefficent
....but gamma doesn't allow selling guns at all so what are you up to exactly there?
For Black Market I assume
ah, i see
idk how to put it into words
Black Market. I just roleplay as a technician
If I decode game files, will the game run or perform worse?
by decode you mean unpack?
i think you should unpack them outside of the game folder
so then they do not influence the perfomance because they're not executed
then you write mods based on those files and install the mthrough mo2
Figured out the font change thing finally! It was actually simpler than I thought
Thanks to your advice
Glad you did.
Thanks. Yeah I didn't know before, but there are functions specifically designated to pull each of the fonts that come with Anomaly, and you just need to do a SetFont() call for the corresponding font function you want
basically one of these cod reloads
where the character is struggles to load in mag
missing to put it in hole, etc
I can't find \gamedata\config\misc\trader_generic_buy
Did you unpack the db files?
Not yet. I already gave up XD
That should be like step 0 when you decide you want to start modding
You'll find most of the stuff you need there amongst the unpacked files
how can I change weapon animations
wdym?
weapon holding, reload etc
I want change these
I'm really curious. Did no-really-body make Flares? Regarding the fact they even were to be in S.T.A.L.K.E.R. originally (Clear Sky)? https://stalker.fandom.com/ru/wiki/ΠΡΠ²Π΅ΡΠΈΡΠ΅Π»ΡΠ½Π°Ρ_ΡΠ°ΡΠΊΠ°
S.T.A.L.K.E.R. Wiki: Zone Chronicles
ΠΡΠ²Π΅ΡΠΈΡΠ΅Π»ΡΠ½Π°Ρ ΡΠ°ΡΠΊΠ° (ΡΠ°ΠΊΠΆΠ΅ ΡΠ°Π»ΡΡΡΠ΅ΠΉΠ΅Ρ[ΠΏΡΠΈΠΌ. 1]) β ΠΎΡΠΌΠ΅Π½ΡΠ½Π½ΡΠΉ ΠΏΡΠ΅Π΄ΠΌΠ΅Ρ ΠΈΠ· Β«S.T.A.L.K.E.R.: Π§ΠΈΡΡΠΎΠ΅ Π½Π΅Π±ΠΎΒ». ΠΡΠ΅Π΄ΠΌΠ΅Ρ ΡΠΏΠΎΠΌΠΈΠ½Π°Π΅ΡΡΡ Π΅Π΄ΠΈΠ½ΡΡΠ²Π΅Π½Π½ΡΠΉ ΡΠ°Π· Π² Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ΅ Items_category.xls.xls (16 Π°ΠΏΡΠ΅Π»Ρ) ΠΊΠ°ΠΊ ΠΏΡΠ½ΠΊΡ...
And nobody got such an idea ever? That's just odd
ghentuong had made one like 2 years ago but it's no longer on moddb for whatever reason
The closest thing we got are glowsticks
ah he deleted it because it got merged into a bigger mod
@brisk whale
Ah yes, flares that you can shoot from UBGLs or as traps
wtf this looks like ai generated it
this cry of fear is not my cry of fear
Why cursed xD Ye, redacted CoF screenshot. Thinking about doing a true Stalker 2 screenshot concept-art.
Vasyanka bullshit
i wouldn't dare call anything ghentuong has made as vasyan shit
dude's extremely creative
and only posts shit that pushes the limits of the engine
still
maybe you can add the flare to that from other games?
and then animate it being ignited

Just pmed the dude who made this
So ye, maybe we will do that. However I'm a lot more interested in modding S2 obviously.
go on, mod it
So gonna take it as a "training"
it supports more stuff than anomaly

just by considering the fact that
these platforms are like decades old
yes anomaly is very moddable
yes it has a lot of benifits of what u can do without knowing anything
at the same time S2 is just an UE5 bullshit
where you just mod some simple stuff as mod_system_randomshit
kek
calm yourself, anomaly fan
you think i'm an anomaly fan 
Once S2 SDK is released, everything previous is just gonna be an old-era, n u know that.
nope
didn't say "its ideal, nothing to improve", so dont understand where do you see the cope
I see italian pasta only
True. Its best to not see it
ain't no way bro called hand positions as animations
ye, dats a mistake, although forgivable for me - aidnt a modder myself
big talk for a guy that doesn't mod then



