#╙🖇mods-making-discussion
1 messages · Page 103 of 1
Sir, you are in an anomaly modpack server
😭

Ну ты видел, не? 
Will your legendary s2 sdk also fix the fucking performance?
I'd rather stick to sth that I can actually play with decent fps.
watch your mouth anomaly fan
it's kinda funny how every now and then a random bozo shows up to say some delusional nonsense here in mods making discussion
it's like every couple of months or so
keeps this channel healthy and alive
go earn some money and buy yourself a nice pc kek
Хотя я хз, вы тут будто все русскоязычные
Ну иди нахуй, тогда.
А давай лучше ты пойдёшь нахуй и перестанешь быть истеричным хуесосом?
Я с тобой вроде не аггрессивничал, так что выпей пару глицинчиков
С такими разговор крайне короткий.
Ты просто тупенький, такое бывает
Вместо того, чтобы расширять то что уже есть
Лучше идти на новое
Плюс синдром утёнка (что обычно для тупеньких)
Конечно, там жи лучше 
Ты наверное ещё веришь, что моддинг весь перекатиться на с2 
Каждый сможет запустить
Есть такая вещь, эволюция. Да.
Это регрессия
Hell naw they speaking in moon runes already
Чел, научись для начала по-русски писать
С2 хуже по ряду причин
situation critical in no time
Он сука украинец 
it's equivalent to when the tactigooner pulls out the combat footage
И?
N?
А где я ошибку совершил?
Эти причины с тобой в одной комнате?
Ладно
Я говорю, очевидный синдром утёнка
Да
I mean I assume he pulls the flare out or whatever
"аыыыыыы новое плохо, раньше трава была высокополигональней"
And you can holster it back
In which case the hand positions are in fact part of the anims
Перекатится
Ой боже, одна ошибка.
Это всё дрочево с костылями
Да там долго ещё до идеала
И всё равно картинка даже не близко - ну, например, к этому
Ебать ты конечно конченный 
Clearly none of you own an air frier
АХУЕТЬ UE5

АХУЕТЬ ГРАФОН
Иди лучше поиграй в новые игры на UE5
Где нету оптимизона
Тебе жи приятна когда на RTX 4090 gay edition 0 фпс
Те показать кое-что?
Это объективно
Не, спасибо, с фанатиками и утятами не очень интересно, вот честно
Это васянство для как раз утят по типу тебя
С2 это ходячий костыль на UE5
Мне на это смотреть больно
Ну так докажи
Жду, когда ты нормально оптимизируешь то, что они используют.
Где это васянство
Ходячий костыль - твоё утятство
Чё такое утятство?
Объясни на русском языке
Ты как аутист это повторяешь 
Без фактов
Чел, ты не можешь отличить фотореалистичную графику от своего уродства с деревьями в три полигона, уродской цветовой гаммой и общей вырвиглазностью. О чём с тобой говорить.
Когда по сути, С2 это ходячий костыль который надо дорабатывать как Киберпук
То есть
Опять новый артист?
Красиво в 0 фпс.
И то, пока не всматриваешься в детали.
Как Люмен нахуй обсырается 
Насчёт графона может думать в другом месте
Надо обратить внимание на уровень фанатизма и утятства местных - я просто сказал "хотя мне интереснее, конечно, будет заниматься С2". Реакция была - будто от взрыва бомбы
"АЫЫЫЫЫЫЫЫЫЫЫЫЫЫЫЫ, С2-ДРОЧЕР, ИДИ НАХУЙ, АНОМАЛИ, АНОМАЛИ"
Жесть
Чисто психическое отклонение)

Псих.отклонение это считать то что С2 будет лучше в моддинге
Играю на ноутбуке на ультра в 90 фпс
Чем аномали
DLSS 
Так что ещё раз говорю, пойди денег заработай и купи норм машину
Ультра мыло 
Ты лучше объясни
Какой здоровый человек будет считать С2
На движке который нужно ещё оптимизировать
Как фотореалистичную картинку?
Это как с Source 2
Гамму ебанули и всё

Kingdom Come 2 looks and runs way better and doesn't require an RTX 4090 to run at an acceptable performance

true facts
KCD2 was optimized and better in many factors
plus looks MUCH better than S2
Even people with top-of-the-line PCs report shaky unstable performance on S2
so does it REALLY solve the "bad pc lol" issue?
hell no
I already have s2 at home, it's called far cry 
UE5 is a blurry, noisy, stutterfest. Untalented devs use it because they can just enable Nanite and Lumen rather than actually making baked lighting and shadowmaps and proper LODs

ofc i show up as it started and finished
I may be alone in this, but can someone please add more revolvers to GAMMA? stuff like Colt SAA, Magnum Research BFRs and the ugly Chiappa Rhino? xD
Theres a bunch of revolver mods in ModDB
I just saw the Chiappa Rhino! Thanks man!
@lilac idol thoughts
A bit too relaxed pulling the handle imo
make sure the thumb looks like this for the handle
Pacing on that return to idle doesn't match the pacing on the other actions, hand should return to the mag sooner and weapon should be ready sooner
Especially when there's no interrupts in stalker, gun is ready to shoot once the anim is complete so you want to make sure that's fast so the player isnt stuck in the end of the reload when the gun has already been reloaded
(as far as im aware)

Like this?
player is able to shoot the moment the motion mark calls
motion mark?
for that pose i think you should tense it up
Why don't you just go fuck yourself and stop being a hysterical cocksucker?
-#
Translated from :flag_ru: Russian to :flag_gb: English
Like this?
yeah, you'd have to manually define the exact frame where the gun is loaded
now in the viewport
rotate third joint to the left so that it looks firm
move the finger a bit more to the left and it'll be fine
I'm doing it taking the shouldering pose as a base, there's a bit of pushback but not too much because the gun is pressed against you
Like this?
rotate the second joint on the Y axis to make it more straight
rotate the wrist a bit on general X axis
i can't explain the reasoning behind that one
Well it just looks like the dude is casually reloading the gun, without any rush whatsoever
On the X asis inward or outward
Yeah I don't like to make animations super jumpy or super fast
I dont mean very fast or jumpy. Just logical.
Mag animation looks normal to me, as for mp-40 you need precision to fit that mag. But afterwards it a bit too slow, like the dude is taking his time without any care
Pacing slows down at the end
in game when you are figthing it would look very out of place
When it should increase, doesn't make sense to calmly and casually reshoulder your weapon when youre in a firefight
i think that revising the curve that barrel defines would help
You could probably shave 5-7 frames off and not make it look too fast or jumpy
in the sense that rn it's somewhat linear, try to give it a bit more jump to it
A bit offtopic, but can you check your DMS?
I did but I got busy, sorry. I don't have a personal version of Maya available so I have a need for that right now. When I do and if I need it I will let you know though 
I'll just start over I guess
Oh, I see. Thanks for the clarification 
What you have is good. The magout, magin and boltpull have good and consistent pacing, just that return to idle that doesn't 
Probably easier to start from scratch than to fix it
Every time I try to fix an animation too much I just end up making it worse and worse and worse
I feel that man
i think that for regrabbing the gun it should be pointing and positioned lower than the idle pose itself
that helps sometimes for making a b2i
Pretty much what I want to avoid by making my animations too fast
Would rather make my anims look like the guy is taking his time than a MW2023 style lol
You can make it fast without making it shaky
for my case the poses for the begining - regrabbing and back to idle look like this compared to eachother
"Shakes" on COD animations are done on purpose to emphasise actions. Compression in game helps to mute that a bit but the raw data is exaggerated to account for the compression and interpolation when the anims are authored at 30fps and rendered at 60fps or higher. Camera animation also helps "de exagerrate" that as well
although some would say that my anims are shaky so take it with a grain of salt ig
also yeah, this is why i disagree with the "too shaky" crowd
I get that it's done on purpose to emphasise actions
I still think it looks like the character is having a nervous breakdown
I mean if you think about it, in a fight your adrenaline is on max output youd be shaking too 
It's fine, but I feel like some of the people in here, for example, would complain about the animation being too slow while they are fighting some NPCs 
But i understand it can be a bit tooooo exaggerated at times
And you would probably try to reload as fast as you can, not taking your time 
i wouldn't say his anim is slow, it's just lacking some emphasis from poses
For sure
if you took those same amount of frames and gave it another look you could even call it too fast
I think I've seen people in here complaining that Spas animation from Firebreath is slow 
But the pacing matches/works with the actions
me irl
De dónde es Puyol?
maybe try having a curve like this for the Z location, if it works it worked
not shaky enough
Ok but seriously
although most of the time when making this stuff you want to mess with the channels one at a time and do random shit until you pull it off ngl
player should down 6 redbulls before he reloads
Made the hand after the pull shorter and the b2i shorter
yeah that's more like it, make the location curves more steep since you want to make it feel like you're hitting a wall when the hand regrabs it and pulls it back to the shoulder
No one will see that in game lil bro chill
I cant even find mine anymore 
don't think so
Closed bolt Tec-9 jumpscare
trigger discipline 
mine is somewhere in the mods posting channel
Also, the best part, I made it without a rig

I need to remake that too
https://youtu.be/EaYkerlRf3E I remade it like 4 days later using a rig, which I thought looked nicer
one day ill remake the vector
no but fr it ain't bad
Pa1nkiller will
He's no one
No, I won't.
ambulances in old gta games when they run over like 100 citizens before reviving this one guy
Momo i'll make an exclusive Spencer carbine for CACA when the time comes
Not much more work on this
What shake
it looks like he is hit in the head 3 times
Cause its a big gun and you're reloading it 
Camera shake
mf getting slapped
@slow bolt |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1238576478774493224/1358124693978087586/z8kzXT0.mp4?ex=67f2b3af&is=67f1622f&hm=6a9b2457de326a3b5c0cc05eac089e3024960054df0c34e78447d4fe55f0fed0&
I literally just animated the camera itself so i don't think its even set up properly for the game 
the mag bump is a bit too strong as well
it feels too powerful
maybe without camera shake its fine
its like he is putting strength into every action, when that would not work irl
if you're using FB's rig you can just rotate the camera and then export it as anm
Is there something out there that can make blackjack playable with anyone? I want to play it with my companions lmao
dont really gaf about the money
Is it possible to create a script where the Minimap only appears when using certain helmets or exosuits?
Or, when using one of the higher tier Milspec PDAs?
short answer: yes
long answer:
you can call this function to toggle the minimaps visibility
-- Credit: RavenAscendant, this is from Minimap Toggle
-- modify this to work with your need
function toggle_mm()
minimap_enabled = ui_options.get("video/hud/show_minimap")
ui_options.set("video/hud/show_minimap", not minimap_enabled )
local maingameui = ActorMenu.get_maingame()
if (maingameui and maingameui.UIZoneMap) then
maingameui.UIZoneMap.disabled = minimap_enabled
maingameui.UIMotionIcon:Show(maingameui.UIZoneMap.disabled == false)
end
end
i'm assuming actor_item_to_slot would work fine as a callback to hook into for checking when the player equips stuff
I am wanting to make a dx 8/9 patch for the Blades of the Zone mod, how could I do that? Because I don't understand GIMP very well myself
Greetings... me again xd Does anyone know how to change the color of the messages that appear? They are white and now that I use the INVERNO mod it's a bit difficult for me to read them.
You can use any of the other tools for it, but currently BOTZ uses BC3 type.
Which is SUPPORTED by DX8 and DX9.
But THM file isnt made for BC3, rather other type which isnt supported.
So u need to edit THAT.
Set it as this.
Then you should be good.
Got it
(Just the texture format and kaiser, that's all you need, rest is on you)
Guys, I would like to learn how to set up parallax reflex sights!! Tell me what I need for this and are there any guides?
https://discord.com/channels/912320241713958912/1342340126952394832 ATHI beat you to it

also yeah this is not the place to ask for mod recommendations
i am ASSUMING you are trying to make the damn thing
plus wouldn't that be included in gamma later?
He stopped it. And I myself want to learn and finish the weapon in gamma
i'm sorry when the fuck did that happen
last update march 3rd
so you literally think just because there isn't an update it's 'dead'
ok
good luck
Plus there are weapons from other weapon packs that I would like to customize the PRS for.
by your definition gamma's dead
@summer stream literally posted the instructions FROM ATHI that teaches you how to do exactly that.
I didn't say he was dead. He stopped it, but for how long is unknown.
we can all live together
stopped what? Entire gamma weaponry is covered
So i've been trying to make a mod, to basically counter the annoying ammo-parts moving when you got like 3k+ so you don't need to either take all which lags your inventory or click like a mad man for a few minutes, as you see in the video, what i managed to do so far
works when moving parts only from an external container to the player inventory which is what we need tbh works with stashes/corpses/companions/traders(cheating)
i can move/generate ammo parts stacks fine, type 1 you get 1 stack, 2 = 2 stacks etc ..
problems:
it always only substracts 1 stack from the external container no matter what number i input because 1st stack is real and getting moved but the ones after are being generated, i take 10 stacks it only removes 1 from stash for e.g as you see from 565 in the video to 555 even though we took 2 stacks of 10
you can take more than what you actually have, for e.g you have 20 stacks of an ammo part, you can type 50 and still give you 50 stacks in your inventory again because they are generated
also you can take free stuff from traders by doing this if you make it available for all items, that's why i just restricted it to only ammo parts,
i'm not a modder, i barely know stuff about lua n all that i just looked through other mods and copied what they do sort of, i couldn't figure out how to move multiple stacks of ammo parts, it always just moves one stack only, since the ammo section moves with the first stack, and when the code tried to go back and move more of the same section it's not available since that specific section doesn't exist in the stash anymore since each stack/item has its own id or something, so i tried generating more after the first stack which worked but couldn't figure out how to substract the same amount from the stash,
so yeah no too much time to invest here thought it was simple but i guess not, here is the mod if anyone wants to take over, feel free, that'd be a cool feature to add to inventory management
funnily enough your entire reason for this mod is invalidated with #1350188786465902623
So only reason to not take all is if you have so much you wont be able to move
not all weapons are gamma. M4s are not made
that's just for workshop i do use the mod it's amazing, what i meant tho, you go out for an adventure from your base, to craft ammo on the go, you need ammo parts, do you really just take like all the ammo parts you have, mid-late it;s like 10k+ parts, it makes opening my inventory lag a lot, and putting it in my companion same thing it makes their inventory lag, and makes teleport companion take like 10 second to tp them if you use it,
i want to only take maybe 1k of rifle stuff 500 of sniper, shotgun etc .. not take all parts on me if that makes sense i dunno lol
and for that you need to sit for a few minutes clicking lol
@lilac idol Unjam
A little clarification: 3dss covers all gamma weapons, but PRS does not. Athi went through them alphabetically, and so far he got from 9a91 to D (Desert Eagle).
I'd add an anticipation frame or two before he pulls the bolt
hello fellow stalkers! I am using a mod for music in GAMMA, but for some reason, pripyat and outskirts have the same music
I want them to play different songs, but every time I am doing it, the game just play the music from outskirts for pripyat
nevermind
my dumbass forgot I put a config file from the ost mod into GAMMA soundtrack config folder and forgot to change the songs 
So not all then. Weird
So I'm still trying to know if there's a way of decreasing the intensity of white spots while using Beef NVG
I tried to make changes here at line 115 but no luck, it only changed the color
Hello all. I'm messing around with npc movement and am a bit stuck. I've managed to get NPCs to move toward me which, I'm patting myself on the back because I'm a train wreck with this stuff and still managed to get to this point. Haha! Anyways, The issue is that when the npc is standing idle when being told to move to the player, the npc remains in the standing animation and just slides towards me. I assume I need to reset/reassign the animation but have no idea where to go with this. Any guidance from the wise ones here?
Here is my train wreck function:
if not npc or not npc:alive() or not db.actor then
return false
end
-- Get player position and nearest accessible vertex
local player_pos = db.actor:position()
local target_vertex = level.vertex_id(player_pos)
-- Configure movement
npc:set_body_state(move.run)
npc:set_movement_type(move.run)
npc:movement_enabled(true)
npc:set_desired_position() -- Clear previous targets
npc:set_path_type(game_object.level_path) -- Use level navigation
npc:set_desired_direction() -- Reset facing direction
state_mgr.set_state(npc,"rush",nil,nil,{look_object = enemy},{fast_set = true})
-- Path to player and start moving?
return utils_obj.send_to_nearest_accessible_vertex(npc, target_vertex, "run_to_player")
end```
Hello guys , I'm searching the way to modificate armor properties within the .ltx but i can't find it , i tried by debug mode but read that it will just reset it because of a certain cache file , anyone has a clue to help me go around it ?
The best answer i could find :
To edit armor stats in S.T.A.L.K.E.R. Anomaly (including the GAMMA modpack), you can use the in-game Outfits/Weapon Stats Editor or manually modify the configuration files. Here's how:
ModDB
+5
Igigog
+5
ModDB
+5
⚙️ Option 1: Using the In-Game Outfits/Weapon Stats Editor
This built-in tool allows you to adjust armor parameters directly within the game.
Setup:
Unpack Game Data:
Use the db_unpacker tool located in your game's tools folder.
Extract the outfits folder into gamedata/configs/items.
If the items folder doesn't exist, create it manually.
Igigog
+4
ModDB
+4
Igigog
+4
Access the Editor:
While in the game, equip the armor you wish to edit.
Press Esc to open the main menu, then navigate to Debug → Outfits/Weapon Stats Editor.
Igigog
Controls:
Use the arrow keys to navigate parameters.
Press Numpad 8/2 to increase/decrease selected values.
Hold LShift for a 10x step size or LAlt for a 50x step size.
Press Numpad 5 to copy current stats and Numpad 6 to paste them.
Press Esc to exit the editor.
Igigog
🛠️ Option 2: Manually Editing Armor Configuration Files
For more granular control, you can edit the armor stats directly in the configuration files.
Steps:
Navigate to Armor Files:
Go to gamedata/configs/items/outfits.
If the outfits folder doesn't exist, create it and place the unpacked .ltx files of the armor sets you wish to modify.
ModDB
+4
ModDB
+4
Igigog
+4
ModDB
Edit Armor Parameters:
Open the desired .ltx file using a text editor.
Adjust parameters such as bone_keoff (bullet protection), impact, explosion, fire_wound, and burn_immun to modify the armor's resistance to various damage types.
Refer to other armor files for reference values.
ModDB
+1
ModDB
+1
Note: Be cautious when editing these files, as improper changes can affect game stability. Always back up original files before making modifications.
Igigog
I'll try that and tell if it works
Chatgpt rocks 🥲
Sup fellas ama would like to create a mod and in principle I think it is easy (I hope), but I am 0 in stalker modding, but I know programming languages.
The goal of the mod is to recreate the last survivor mode from Dead Air. Remove all NPCs except zombies and mutants, even traders. Fill the stashes with random loot (completely random, even an exoskeleton) and in general, that's all. Well, and add the ability to select this mode to the menu. Is it feasible?
I dont even know maybe someone will write this for money, but for the admins - I dont wanna get banned, this is a trivial question, please don't ban me.
Worked for me i now have access to the armor files , if you want to do the same just ask chatgpt "how to edit armor stats in anomaly stalker gamma"
You need to use db_unpacker.bat located in anomaly file under > Anomaly>tools>db_unpacker.bat
it'll create a _unpacked file
still located in anomaly>tools
then you have to go to
anomaly>tools>_unpacked>ccnfigs>items>outfits
yeah no
gamma edits all those
you need to create dltx edits of your own or find the files that edits your suit
and dear god dont use chatgpt
why not ?
right
do you know where to find the file that edit it ?
not right now
had to try by myself to be sure sorry i'm a hard learner 🥲
just search for the outfit's section
there is only outfits in there bc i created a file with them
seems to not really be attached to the game or maybe the file do reset the stats
thanks for reaching i'll search for it
welp did not get what i wanted i'll try later on
am i remembering wrong or was there a reason not to specify hud fov in the config file for a weapon?
the reason i can think ringht now is that it kills freezoom
Easy fix: turn off free zoom mod 
@lilac idol Had to remake it because the rig spazzed out, I think this came out better
conflicts with the adjustable zoom position mod
-200/10 user is not slamming the shit out of the gun to unjam it
💔
yeah that's fine
Hi. Please tell me where I can change the assignment of the 'shift+t' keys for the "take everything" action from a corpse? Autopickup is not what is needed - you can't take everything whole. Thank you.
Hello people !!!
I've been following the steps in this tutorial to 'tweak out' a few of the guns with some scopes that aren't available for them. https://www.youtube.com/watch?v=u8crq79zMfs
I've had luck tweaking out the 'EFT MOSIN' and EFT SVT-40', but then there are some weapons which I just can't get to export from blender, even though I follow these steps to the letter.
One such example would be the VSSK. The weapon has quite a lot of vertex groups than what I've seen in the tutorial/the weapons I've modded thus far. And, upon exporting, I get an error along the lines of 'the mesh has vertex groups not tied to any bone' or something similiar; can't remember the exact words.
So, TL;DR -- Any more scope modding tuts out there ? Or am I doing something wrong here !?
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Does anyone know how to remove vanilla weapons? so that they don't appear at merchants and NPCs
Something like this? https://www.moddb.com/mods/stalker-anomaly/addons/remove-vanilla-weapons-bas
ty
hey guys. i need your modding knowledge about a file.
i'm trying to put some weapons in the npc loadouts config file and i dont know what some number means exactly.
Lets say i want to add famas in freedom squads: when i edit the file i see the following command for example: wpn_ks23:0:3:25. what's the meaning of the numbers in a row? What number is the chances, propabilities, condition etc...?
edit: every time anyone tries to use any chatgpt/LLM for anomaly modding I am just going to link to this. completely useless answer from the AI as usual
Unpack Game Data:
Use the db_unpacker tool located in your game's tools folder.
Extract the outfits folder into gamedata/configs/items.
wrong, awful fucking idea, direct file overwrites for shit you aren't touching is HORRIFIC practice
Press Esc to open the main menu, then navigate to Debug → Outfits/Weapon Stats Editor.
not how you access the debug menu
Controls:
literally none of this is correct
Go to gamedata/configs/items/outfits.
If the outfits folder doesn't exist, create it and place the unpacked .ltx files of the armor sets you wish to modify
exactly as horrific as the "unpack game data" bullshit
Adjust parameters such as bone_keoff (bullet protection), impact, explosion, fire_wound, and burn_immun to modify the armor's resistance to various damage types.
bone_keoff is not a real parameter (and the closest equivalent isn't in that file). impact is not a variable. explosion is not a variable. fire_wound is a variable but does nothing (edit: in gamma OR anomaly). burn_immun is not a variable.
and what @slow bolt said: NONE OF THIS WORKS FOR GAMMA
in conclusion "the confident lying robot confidently lied again"
Do you have theanswer on how to do it ?
I remember I used to do it and it worked , I also had tweaked the armori upgrade values
But for now I'm kinda stuck
my dltx guide is in the pins.
I'll check on it , thanks
now go forward in life and internalize the fact that ALL "AI Search" is a collection of confidently lying robots
ChatGPT has vivid hallucinations when it comes to anomaly modding
unsurprising, not enough data for it to chew and regurgitate
fire_wound is unused in anomaly too
oh lmao
0/5 params incredible
also the repetition of igigog's name like it's a chant
Thankfully. Coding skills shouldn't be substituted with LLM foolery
people will almost universally prefer a deal with the devil over actually learning shit
i'm like the singular dude in my uni generation that actually knows how to code by hand
which is fucking baffling
yet it will also be more favorable because asking gpt for everything is more efficient than trial and error and even properly studying
And they're even proud of cheating their way through uni with ChatGPT and the likes
both of the latter take time and writing prompts takes seconds
yeah
More efficient in the short run for sure
shit contorting prompts into something that gives you an output that isn't instantly recognizable as AI garbage, takes approx as much brainpower as doing it right the first time
but anyways folks that's a demonic tangent that's not for this channel, i'm sorry
nah fuck ai
Not always though. I was lazy ti learn how to write a webhook. Had to massage chatgpt for 3-4 hours till it gave me something usable
ngl, I prompted ChatGPT explicitly telling it to get shit from the xray-monolith repo and it got some things right
let's be real though, at the point that you know to tell it to only use the xray-monolith repo, are you really the target audience for the advanced chat prediction bot
but more than 50% was hallucination yes
well idk, I think one of the main issues with chatgpt (or any other model) is how some people with zero coding knowledge use it
they barely prompt it and expect a perfect code out of it that does the whole thing
can't believe momo of all people is the one reminding us that this shit is off topic
Rule of thumb. Treat it and other AI/LLM whatever like an intern. Many ppl get this wrong. They think it's an all knowing magic thing. Quite the opposite.
but yeah i will continue this rant in #╟❓general-offtopic
and for niche topics like this, the best sources are always the ones written by the community
Rest In Peace chat about shitting on LLMs
Anyways. Anyone has an arcade game mode idea for gamma?
yeah steal my gun game idea, i was gonna use it to learn more lua but i'm not precious about it
just make it so that player gets a random gun in equipped slot on any kill
well, "steal" implies it was ever my idea - it isn't
Nullmoxy made something like that once
I tried to use it but couldnt ever get it workin
update of my ammo stat mod: it's like 90% there. i got the damage falloff stat working (it's the % diff in damage between a shot at 0m and a shot at 100m). BUT. What the fuck is going on with dmg
for the record the damage function is completely ripped off of momo's accurate stats, which I believe is itself from artiballs?
function prop_damage(obj, sec)
local val = SYS_GetParam(2, obj and obj:section() or sec, "k_hit") or 1
if val >= 1 then
val = val * -1
end
if (val < 0.1) then
return (round_idp(val * 100, 2))
else
return (round_idp(val * 100, 1))
end
return 0
end
eta: Oh i am also using pretty much the same table entry, see below
["damage"] = { index = 10, typ = "float", name = "st_mp_a_dmg", icon_p = "ui_wp_prop_damage", icon_n = "",
track = false, magnitude = 1, unit = "st_perc", compare = false, sign = false, sign_inverse = true,
show_always = true, value_functor = { "momopate_artiballs_stats", "prop_damage" } }
``` (i have of course changed the name and value_functor)
if i read prop_damage right... surely if val >= 1 then val = val - 1 and not val * -1 (inverting the sign)... right? cos if k_hit is larger than 1 it is adding to the gun dmg so the shown stat should be not-inverted?
and remove the sign_inverse from the table entry?
...actually, no, that doesn't make sense.
I would have to understand bullet damage to be able to help you. Plus it would be nice to know what round_idp does
oh right good points.
round_idp just returns floats with only the decimals specified in the arguments, rounded
Every bullet has a parameter k_hit, and per shot damage is roughly the weapon's hit_power * bullet's k_hit * (a bunch of other shit we don't care about right now)
i.e. round_idp(3.1416, 3) would return 3.142
i call hit_power * k_hit as potential damage
given hit_power is base damage, and k_hit is a damage modifier
yeah i've always colloquially referred to k_hit as "bullet damage multiplier" and hit_power as "gun base damage"
i feel the unga bunga stupid simple solution is "simply return k_hit * 100 rounded to 1dp"
hello, I am trying to create my own playlist using a mod that plays the trilogy ost based on map
I put another song for Outskirts, putting the timeline for day, on both the mod itself and gamma large files, but for some reason the music doesn't play
can anyone help me with this?
mayhaps it's just "in"
quite possible
this is the mod that I am using
but judging by the config, I guess it is only 2 tracks possible, maybe I should put _day?
Integers are whole numbers
yeah but what if i want a whole 3 decimal places 
"an integer number of decimal places" is where i was going, but that also doesn't make much sense
who can fathom the ways of xray devs
not i
Maybe chatgpt traveled back in time and wrote xray
maybe include decimal places?
well, fortunately i scraped all the ammo data in a nice table, so i can say that there is no k_hit value with more than 2 dp. If i multiply everything by 100 (to give a percentage), then there should be no decimals in the results
So you're done basically?
gotta fix this damage fuckery first but yeah
and a final pass on tooltip formatting lol
Is there a way to force the jammed status via script?
wpn:cast_Weapon():SetMisfire(true)
OK. The stats are working. The numbers are accurate. Now I just need to make them not randomly red
red when below 100% for damage is great tho
The problem is that "Damage fall-off" is always going to be below 100% so it's visual noise
I mean I know this is pretty minor, all things considered
i made a gross hack to get around that stuff
that could've maybe be avoided if i read more
if it's in accurate stats i will probably find it eventually, but i guess i can also live with the "always red damage fall off" stat
i guess technically the damge fall-off number is "off" since the actual equation in GBO is
wpn_hit_power / ( 1 + dist / 200 * ( air_res * 0.5 / ( 1 - air_res + 0.1 )))
but since i obviously am not going to get wpn_hit_power, i just did 1 / ( 1 + dist / 200 * ( air_res * 0.5 / ( 1 - air_res + 0.1 ))) but. WHATEVER.
you know, conveying falloff as % of damage lost at x distance is genius
good enough for government work, i'm pushing this out the door
i don't know how i did not even think about that
and chose to do a 0-100 scale from 0.0(...)1 to 1.09(...)
teeeechnically it's "% difference in the falloff damage multiplier, between 0 and 100m", but yeah it's as good as any other arbitrary number to demonstrate falloff
So, when drinking Coffee/Energy Drinks, it damages random limbs, any idea? Using Food Heals mod.
are you still running your like. 800 mod custom list? because if the answer is "yes" or close enough, i don't think anyone can say why
Any item damaging health causes you to lose limb hp
well ok come in and prove me wrong
(jk jk)
@celest forge hello, i have been looking at your catalogue of weapon mods, and i just wanted to ask out of curiosity whether those weapon models are hand made by you or otherwise
working on a starting loadout mod. trying to add the izh 18 (single shell shotgun) but its not showing up in starting loadouts.
its formatted the exact same as other weapons that do show up
any ideas?
icons wider than 5 tiles don't show up in loadouts menu
thats... interesting. any way around it?
edit the icon
so that wouldnt be an option for a mod release. thanks for the info!
I don't make them myself, i pull them from a lot of places
Is there a mod to allow me to grab objects around like in the og games?
I really should be able to drag some random crap around the map and throw them at anomalies or whathever
Recent modded exes version updated Reshade libraries, they are now compatible with the latest reshade version. However, they are NOT compatible with version 5.7.0 or any 5. version. If you plan to update exes and use Reshade, you need to update the Reshade too
@undone lily
Thanks for the news @steady apex @drifting moat
Hi, does anyone have pure echo detector beep sound? I am unable to record it in the game. There is always something else making sounda
Disable ambient sounds and be in a lonely place ?
Yeah well it may also be failiure of my pc, for not being able to record properly for some reason, but there is always some sound anomalies in the record. (ambient off, mic recording off). I would probably be able to use my recorded beep in my project, but if anyone had pure beep mp3/or something like that, it would be great
beep
How l can disable 7 arti max limit? l want to pick 10 on my body
add more belt slots to all of the outfits one by one, using dltx overrides
you'd have to make your own - guide is in the pins. of course someone else might have another solution, but that's how i would do it. the "7 arti limit" exists because outfits have a limited number of slots. You would also have to double check the mod that adds additional belt slots to see if there's a maximum (in the base game, the max is 5 belt slots)
how do you add parts to a weapon that doesnt have any
DLTX
But our DLTX expert will soon drop some valuable info
what
Wait for it
just dltx con_parts_list.ltx
define it in a DLTX override, root file parts, filepath gamedata\configs\items\settings, example below:
![con_parts_list]
wpn_am17 = prt_w_barrel_8, prt_w_trigger_components_2, prt_w_bolt_carrier_1, prt_w_bolt_6, prt_w_gas_tube_5
wpn_amb17 = prt_w_barrel_6, prt_w_trigger_components_5, prt_w_bolt_carrier_2, prt_w_bolt_8, prt_w_gas_tube_4
what does this mean
There it is
thank you
my dltx guide is in the pins
you will need to read it to make use of that info because the file name really matters
You should macro this on your keyboard
man i'd need to get one of those streamer decks if i did that
Oflin has one for sure
link the dltx guide in a bot command
back when i started doing support i just had a google doc filled with copypastas
now it's a notepad file
Oflins keyboard
when using this mod https://www.moddb.com/mods/stalker-anomaly/addons/modded-exes-wct-new-scripted-recoil-system-v1
im getting this bug
off hand detector twitching when shooting
any ideas for a patch?
@random fulcrum you thinking about modding anomaly again? Iirc you mentioned it once not too long ago. You could make a gun game arcade mode by "stealing" veerserifs idea.
That would align with the gimmick stuff you like to make
nah
Anomaly moddin brainrot got to him
nah, just fast fingies (usually)
how do i force a keybind (R for reload) because the R for unjam from gamma gives me a crash
this is the channel for making your own mods, this is not #🔨modded-gamma-support
I wanted to post there but forwarded on wrong channel xD
Could anyone help me with swapping arms/legs of one suit with another? I just don’t like how my arms look
Trying to swap specops_outfit with light_voen_outfit hud model
import the outfit you want and re-export it with the same name as the one you want to replace
also make sure it has the same directory and stuff
Import with what exactly
Is every belt attachment coded as IsArtefact() == true?
So, when drinking Coffee/Energy Drinks, it damages random limbs, any idea? Using Food Heals mod.
Okay I see! I altered the coffee ltx to restore health, which it does, but only damages limbs.
I did a purge & now only have 690 mods.
is x-ray cop sdk v0.7 still the best way to create a level or have things moved on to something newer?
how do I get the "display name" of a weapon using its ID?
Afaik yes, but you need community patches for it not to crash as soon as you try to move something
You need the section for that not the id. I don't remember the exact command, but you can find it in this mod: https://discord.com/channels/912320241713958912/1353850645878411366
thanks!
Guys I need a small help,
I'm trying to use BEEF NVG without Enhance Shaders, SSS, Atmospheric
What I found out BEEF NVG work fine in vanilla anomaly without any tweaks... But with modded exe and gamma BEEF NVG doesn't work and doesn't make the world bright except SKY...
NOW AT THIS POINT
I want to modify the BEEF NVG also need to figure out why world isn't getting bright...
As I'm new to modding or making mod I need help to figure out the issue :)
cc: @misty mulch @drifting moat mentioned as expecting little bit of idea and help :).....
No idea. Never touched any of those. Your question is too specific and sounds like a support issue rather than mod making: https://discord.com/channels/912320241713958912/928715640968212582
This chat is for either amaller questions, more focused ones on specifics or if more complex you should probide your W.I.P. stuff if you're stuck and need help. Here you're basically asking us to help troubleshoot an issue. I think that belongs to support questions and not mod dev.
I understand that, I asked there, got no help, so I started to work own and try to edit the BEEF NVG mod itself... so As I was trying to work with the mod itself I asked here
#🔨modded-gamma-support message [deleted for reposting]
#🔨modded-gamma-support message [reposted]
After digging up I found that, either a script or something making the beef nvg force to use shader... But I'm not enlightened enough to know about that script...
is it possible to add back button in PDA Taskboard?
kind of annoyed when you missed something when there is so many fetch task you have to loop back again
Probably. I might add it in next big version of: https://discord.com/channels/912320241713958912/1356436581086527639
is there any way to check logs for a mod which I'm making currently?
IIRC By default logs are in ...Anomaly\Appdata\logs
ahhhh lots of logspams 🙂
You mean you need a method to find specific log entries? Just use CTRL + F
Or if you write the logs yourself then prefix them, so it's easier to find them later
this looks nice ....
You can also use it with the Visual Studio Code console
No need to open a separate window
ohh me using linux >>> proton >>> so CMD is the only way
The .bat file actually just reads the whole txt file and keeps a stream open, so any time the txt is modified the new lines are added to the console. Pretty sure you could alter it for your needs
yeah I'm currently working on it... it's a good thing though... I think I don't need Proton and cmd even to run it I can just make a bash script and open a terminal on linux and go on.
Yeah that's what the bat file does
The good thing about doing it in a text editoe/ide integrated terminal is that the debugger window won't lose focus so it won't get pushed to the back of the screen
better than anything...
I'm just trying to debug what script does BEEF calls and anomaly calls for NVGs so that I can fork beef and work on my own patch
I use total commander to look for what calls specific functions, or basically anything that requires an anomaly/gamma wide lookup
will take it as suggestion... but hope xray won't dissapoint me xD
Also if you have dev debug turned on (different than debug that is toggleable from the launcher) you can call stacktrace() inside code and it will print a callstack
You need to set it up as launch command. Sadly I don't remember the exact argument and I'm not able to check on my PC rn. @random fulcrum knows it.
seems to be a complex thing... no worries... I will try to debug without it
It is super simple
I don't touch shader anything
My skills are limited to dltx, minor dxml, and the ability to read Lua
Hi, do you think a mod could be made that would change the equipment system to a modular version? That is, instead of it being a set, you could equip yourself with exactly what you're wearing, and the appearance of your gear would be reflected on your character like in DayZ? I'd say that's the only thing this game/mod is missing.
would this be possible?
With engine modifications. A lot of them
I'm going to guess that requires engine edits
Probably never going to happen
And since stalker isn't MP and playing in 3rd person is not possible (properly) it isn't really an important aspect
Being able to equip stuff like boots, gloves would be cool. Would require a lot of work/rebalance
I understand, it's a doubt that has been on my mind for a while and I was curious about how crazy it would be to do it.
Sounds like what Stalker Belarus is doing.
These people live in 2050 haha
Looks cool. Why are these people not contributing to mono engine 
anyone you know works with shaders :3 ?
No.
Everyone I would know is already in here. I don't have a background in Anomaly's modding scene.
mono engine? how many engines there
GOTCHA
not a lot
why I get the tarkov vibe
Cause it is heavenly inspired by it.
xray?
story and everything must be same as anomaly right?
x-ray monolith engine
heavily modified
.. no
anomaly is a mix
Belarus has its own quests.
gotcha xray mono both same engine ...
Well not really.
cop is another thing

🫡 one chornobyl made lots of things lol
Or perhaps there are still some forks in between those two 
basically modified version of modified engine which was inspired from another engine

-.- why so confusing
avg stalker modding
That's a stalker modding for you 
Quite a lot of mods and even just basic story mods have their own forks.
everything is modified in their own way
idk what about bosspack
since its just default anomaly with lots of mods 
because it's had almost 20 years to get to this point?
tell me about a thing what modded exe basically does?
provides lots of functions and extensions that facilitate more complex mods
Advanced Xray, OGSR, IX-ray, OpenXray, Cry, and Monolith are the only ones I can remember that are either being worked on by their devs or have mods that are being worked on based on those engines.
ix-ray 
Any one of them parallelised?
Wdym by that?
Multi threading
ix-ray is
IX-ray 
it has multi thread
plus it will have pbr in future

basically an engine which is being worked on hardly
and which will be used for lots of mods because of what it has in it
@fair pollen can say which ones 
Some of the mods are already being ported to IX-ray.
What's pbr?
Is it open source?
to simplify it
a modern way of textures
they have normals, metallic, roughness/gloss in then
makes them look very good
Yes.
WITHOUT baking on anything
Coolio
a good way if you have the files from sketchfab or any other source
Afaik some other engines even stole some of the features from IX-ray 
I just want to see the code for parallelisation
Mono engine needs it so bad for gamma
i have no good examples of it, but here u go
screenshots from SP
who says that they will work with anomaly fork
Nobody literally
Not even me
Who said that once again?
if you are that down bad
wdym
This
I lost the plot here
but anyways i did 
basically the ways of how code on anomaly works
is different from what ix-ray has
its two different engines
I just said that mono engine needs paralellism. Didn't say anyone will work on it or that I want anyone to port anything
No one will
BAS team tried to
they gave up and went on ix-ray
anomaly engine is a pain to work with
you need to rewrite it fully and implement it
No I just want to see an example of it. I don't want to port it or anything. I'm just curious
an example of multi thread?
They didn't.

Yes.
I want to check out the multi thread code in one of the forks of the openxray engine. I just want to look at it. What's the confusion
you can go on their GitHub
Yeah I will. Thanks for the info. You too Pa1nkiller
moded exe?
BTW i'm trying to figure out does modded exe also mods the shaders somehow?
yes.
yes
SSS uses stuff from modded exes
so that's why when I disable ES, SSS, Atmos beef not working while beef is working fine in anomaly vanilla

you know that beefs nvg in gamma is installed with the Enhanced Shader option enabled right
you could just right click -> Reinstall and not pick the "I have enhanced shaders installed" option
replace when asked
this whole time
doesn't work
xD
tried every possible solution to do
https://vk.com/@ixray_platform-ix-ray-platform-12-reliz
And specifically in there, scroll up to those photos and translate what it says.
This is the biggest proof that it actually works.
that's why making patch from scratch
I'm at work now, but will do once home
as you can see, brightness is up.. but it's not illuminating the area as it supposed to do...
that's why I jumped to do the modding stuff from scratch
uhhh don't actual nvgs, on which Beefs is based, not illuminate the area? unless you have some kind of IR device
also you did delete shader cache right
yeah..
k godspeed and good luck
I mean illumination as it's not brighting the area as it's supposed to do with EH / SSS/ Atmos
I'm gonna try a old version of beef
please don't ping me with this in the future.
as i said, shaders are not in my area of expertise.
no worries...
you realise that replying to someone pings them right
Finally found solution 🙂
thanks all....
hey, trying to make this work on gamma 0.9.3 (which drastically changes the stat bars to be percentages instead). What does the line if 0 -- #ui_options.options then check? i'm trying to see how this simple patch would interfere w/ gamma's complete file replacement of ui_inventory.script
checks the size of the options subtable inside the ui_options table and compares it against 0
it's a sanity check
so probably not what is breaking the stat display
wdym exactly with breaking the stats display
is it the weird delay and setup required for holding control to work?
nah, using the script from the message I replied to breaks the number-based stat display and reverts to default bar-based stat display e.g. https://cdn.discordapp.com/attachments/922555488665743391/1364994198402764801/image.png?ex=680bb169&is=680a5fe9&hm=60d1d34217729f5ec101785e6b4c6fb9858fbee46c270dcf09365d020e85f13f&
the dangers of ui modding
gamma 093 is a cautionary tale for it
just leave customization up to the user
my time is probably better spent starting on this "make gun repair harder" idea, yes
woah mod maker did you make this mod?
No
It was on moddb
I can't possibly subject myself to the torture of messing with x-ray
dang mod maker you missed the channel's title and description
kinda crazy how bro ain't even a rookie that just joined the server or something 😭
Since the thread got locked I'll answer here: #1364785739254075452 message
@rich storm It would be pretty straightforward, but when disassembling it would be able to instantly break the game if the player was close to the Id limit
would this mod be patchable to not touch one handed weapons, or specifically not touch one handed weapons while using a detector?
currently, while using this mod with gamma, using gun such as a pistol with a flashlight/detector in your offhand causes the offhand to spaz out and glitch every time you shoot.
How do I make a fomod installer?
when i use SSS my game crash with "shader compilation failed"
DX10: c:/anality\gamedata\shaders\r3\heatvision.ps is missing. Replace with stub_default.ps
! c:/anality\appdata\shaders_cache\r4\ssfx_water_ssr.ps\204811110011000000000010000011122111001028012324001241000000
! error: common_functions.h(49,30-46): warning X3206: implicit truncation of vector type
common_functions.h(69,2-37): warning X3206: implicit truncation of vector type
common_functions.h(74,9-59): warning X3206: implicit truncation of vector type
common_functions.h(106,2-37): warning X3206: implicit truncation of vector type
pbr_brdf.h(67,11-30): error X3004: undeclared identifier 'SRGBToLinear'
pbr_brdf.h(185,10-27): error X1507: failed to open source file: 'pbr_brdf_blinn.h'
Take this to one of the support channels
Download the fomod tool from nexus mods and follow the instructions.
https://www.nexusmods.com/fallout4/mods/6821
Anyone knows how to introduce surgeon kit again on gamma? I am not sure what steps should i follow
I was wondering if gamma has some kind of script or config ltx for blacklist objects and this could be one of those
I think it's not a blacklist. I think gamma just uses DLTX to "delete" stuff
Thanks now i have to find that specific ltx 
Anyone knows about this particular file?
The question is, which mod has the surgeon kit. If the item is somewhere in the files, but removed from loot and vendors, it should still be available in the debug mode.
It is at the debug mode, i think it should be on fdda
Write down the item ID and use Notepad++ to search all ltx files for that ID.
But the thing is, if there is a dltx with things removed , and if this thing exist probably would not be reference as surgeon kits or removed things from game or something like that
I will try to take a look for the moment with the id and pray to have some luminiscent moment of luck 
Each vendor has a list and each stalker type has a list of items that can spawn on them. That list may consist of a number of ltx files. Grok might have simply removed the kit from those lists. So you need to reintroduce it there with your own dltx mod.
And if Screwyou's bhs mod already does that, you can see how he did it.
Oh thanks! This probably would be very useful
Better ask the creator in anomaly discord
Gotta love when shit just exports all wrong
need.
Then help me figure out why the animation is exporting wrong or i'm going to scrap this fucking thing
uhhh,, ummmm
ill pray for you
what's wrong
Try exporting as individual animations files and then put it back together in object editor and export the omf from there
thanks for the advice. messaged the mod creator and he sent me a patched version. he should be uploading the patch to moddb now
Watch the vid, during the "add_cartridge" animation, the shell that comes out of the cylinder is completely offset
Will attempt
have you compared the original anim with the exported omfs
wdym
import the converted anim in blender
to see if it's an export issue or another factor
Yes
Someone in another server told me to export as SKL from Blender, then import that into the SDK and then export that as OMF
But I have 0 clue as to how to import stuff into the SDK
@lilac idol Mind to take a look if I send the .blend?
yeah i don't mind it youll just have to wait for a bit tho
When editing weapon/attachment positions for something like mas, is there a way to reload the ltx files with the new hud values without restarting? I've tried several of the debug screen reload/refresh options and nothing seems to do the trick.
f7 > numpad 0
> f5 usually
also check if you properly exited the hud editing mode
and that you're editing a dltx file that has priority
which is a gamble on how many z's it has in gamma's context
What I am seeing is that after num0 and f5, nothing changes, but after a full restart my weapon hud values will be reflected. Is there some set of files that does get reloaded by that and some others that are not? I see people saying to do the num0 and f5, but that it may not reload all files. Or are you saying HUD values are 100% reloadable and I'm for sure missing something?
For future people, I was stupid, f5 seems to do the trick. I am not sure what specific thing I kept missing, but following the above order works.
@rich storm sorry to ping you directly the post is locked, but you gave me an idea, and it actually kinda worked, i managed to make "ammo pouches" that you can craft basically to bundle up your ammo parts, in 4 categories pistol/shotgun/rifle/sniper pouches that you can craft in the ammo section with ammo parts which kidna served me as the needed move amount so you don't have to sit there clicking, you just bundle up what you need (around 4 pouches each is enough i think) and that's it, when you use them they will give you back the amount of ammo used to craft them, so hell yeah i sorta fixed my problem now which is nice !
one slight problem, i didn't know how to prevent the artificier eagerness achievement to kick in when crafting the pouches, so you will basically gain a free stack of each part when using it to get them back, you craft with 135 of one part, when you use it it will give 150 type of thing but i guess that's what achievements are for, so ehh why not i guess,
obviously this is not polished at all i just kinda sticked it up together, with the icon of a bolt pack lol no descr for some reason etc, weight and cost are sort of accurate tho, you can modify everything the amount etc .. in the scripts, so feel free, here is the mod
i was just asking it as a hypothetical but nice lol
another modder already pinged me and said "possible but would nuke your save if decrafting caused you to go over id limit" (the great scary id limit) lol
scary indeed lol true tho that can happen if you're unpacking 1k+ parts at once, but the pouches only contain around 100~200 parts each which is what makes sense to craft on the go, you don't need to unpack 1k parts, just enough for like 100~ rounds and you always unpack more if you need more, os carrying 3 or 4 pouches should be enough, i don't think that will trigger id limit, + you can also bundle up all the ammo you got in your base too so that will actually loosen up the id limit by a lot, no shit jupiter yanov station base gave me like 10 extra fps or smthn when i bundled up around 10k parts lmao
Hey guys I'm new editing textures, I'm trying to edit some sky textures, I tried with both Paint.Net and Gimp, I can open the image without a problem but I'm probably messing up when saving the texture, the format is correct dds but when in the game the entire sky is black, any tip for the correct options when saving the texture?
idk why but SSS just do my anomaly-dark anomay
What type of compression are you using?
Plus what compression is set on default there?
As far as i can see,
the textures for skies are using DXT1 type.
Which is BC1 if you are using Photoshop plugin.
Others will use DXT1 and etc.
How to add your songs to the radio pda (namely the radio, not the media player)
just wanted to ask, what does the ":r:r" part mean? coz i kinda cant get it to drop
r = random
Anybody have an idea how long until a controller mod is available?
there's a bunch of programs that let you translate controller input to m&k input at least, but im not sure how well this game would play on controller tbh 
There is one in development
IIRC @haughty wind will make a video on it when it releases
anyone know a guide for FOMOD?
How to add your songs to the radio pda? (namely the radio, not the media player)
You mean the in game readios that are scattered around in bases? I think a guy asked same thing 1-2 weeks ago. Try searching back
I think he meant the actual PDA radios, like as in new songs on them
though I have no effing clue where that's changed 
You're right.
@teal mauve Is currently making one. Though he's on a bit of a dev break atm. Also currently dealing with soem medical stuff so it'll probably be a bit. But I'll definitely show it off whenever there's a demo ver. he can send me
Damn, Lucy did us a solid one.
https://github.com/themrdemonized/xray-monolith/pull/185
My favorite change to the engine repo so far
A lot of vs2022 projects didn't have their filters set up correctly and files were not sorted into folders/filters in the solution explorer
Before vs. after:
yepper
Im gonna pretend I know what changed. 👍
Before this all of the files were appearing like they were in 1 folder. Now they're neatly organized in folders.
oh shit thats great,
Same folders open different branch (here Lucy's change isn't in effect)
As you can see this was horrible
that's cool finna keep using vsc
i added some text to label the pouch icons, also the description wasnt showing because you were pointing to _descr instead of _desc, i also changed the description itself a bit, but you can change that back as you wish
Anyone know how to give a gun 3DSS? Have a mod gun I enjoy, but it doesn't have that so I am curious how to add it
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
this one is from juan
Thank youuu
It's in the readme of the fomod tool.
3DSS needs additional bone

which means you need to modify the anim via adding it

I havent delved on 3DSS stuff in a while
i made it for HK
because G36 anims didnt have any wpn_scope or lens bone
kinda easy to make tho
you have to rename wpn scope
if the trigger animates its not gonna work
then the lens will also animate relative to the bone
that's crazy imagine the scope bouncing forward and back
its fine in ads but will look bad if you hip fire
3DSS changes every 3.2 seconds which is why I havent looked at how its done in a while
it hasnt change in at least 3.2 months 
it was just rapidly developed at the beginning
Nah fam that shit is not fully cooked yet
And i wont even consider looking into it until its actually done and stable
mas is different. 3dss is done other than any small shader things party changes
and those are only done in the base mod, not additions
MAS is still a thing to consider now which also merges with 3DSS and MAS is also pink raw
i dont endorse mas yes
3dss is fine
pizza is trying to push mas hard but i dont think its gonna catch on as fast as 3dss will. lewd is going to use mas but at the rate they release i doubt it'll change things much
Im not going to be alive to see the next Lewd release

Main problem with MAS is no MarkSwitch support, right?
i think
what the fuck is mas
Making a gun mod rn is a fucking chore
attachment system for scopes
ah
If you give support to all that tarkov immersion bullshit
3DSS, MAS, Mark switch, parallax collimators
would caca feature it if we go down the route of a super concise arsenal
If you REALLY want it ig
like no more than 30-40 guns
Im a staunch 3DSS contrarian
y'all having problem with that? 
MAS is literally just a modder resource
this is why i suggest people learn how to do it themselves rather than wait for someone else to do it. all you need to do is include the lens bone in your anims if you really dont want to add it
Doesnt change the end user experience whatsoever
< doesnt care about the end user
I havent even looked at how MAS ogf and ltx structure looks
its all ltx based
Thing is I dont want to give my mods more fucking requirements
BaS is already messy enough
it's honestly crazy cool as a tech breakthrough that mas is fully ltx based

mas just requires that the base models for the scopes be done, then you can adjust the position of the scope and eye relief via ltx for the gun
"You need moddes EXEs, 3DSS, GAMMA 3DSS, MAS, PUSSY, mark switch, parallax sights, Blindsides, MRAA and Dark Signal to run my guns, super easy"
its easy if you can read 
30gb of dependencies for one gun
this is why i just make guns for myself and then release them to the wild
and if people cant figure it out, sucks
I kinda do care about user experience
Which is why i try to make my mods as small, compact and concise as I can
others can just cope about it 
I dont like having 10 dependencies for a pistol
i need to make 2d scopes later but im so lazy 
Then it only works with picatinny and dovetail scopes, no?
Cant imagine it works with stuff like PU or ZF4 scopes
i mean from what athi said you can just adjust it as any other scope
like it wouldn't be any different
"oh man i love animating!"
you can set groups and stuff for mount types
that's crazy
the animation next second :
Me when STALKER rig wrists
so if you dont want smgs to be able to mount long range scopes or feel that a certain gun has to small a rail you can adjust the grouping
dude imagine the pain
behind this fucking idle anim
i literally broke it in multiple places
before it just went : "yea it looks good enough"
Are you editing existing anims or animating from scratch
Skill issue
Imagine not making your own anims for each weapon
if youre using 3dss just use the anims i already adjust for it
man im just lazy
i am
but i made the lens myself 
so idc
let me cook myself(i burned down the kitchen)

So how does MAS work with 3DSS if its not OGF based
Callate bobis
the ogfs for the scopes come with the necessary 3dss things
bobina
mas has scope ogfs. you dont have to worry about adding scopes and stuff
And it assumes the gun's armature has the lens bone
nah. tbh you dont even need the lens anymore. 3dss has lens shaders that replicate a lens
those parameters are controlled by the 3dss mod
i just havent gotten to doing it for gamma since i started with the lenses. pizza got lucky that party figured out how to make shader based lenses
only reason all her stuff doesnt have lenses and the lens bone is cause skill issue
however being able to hide a bone is useful for other things
digital ammo displays on the gun
imagine having doom 3's plasma rifle
that'd go crazy
lmao
How can i lower damage from all knife. i try edit the m_knife.ltx but no change whatsoever. what is the problem and file that edit it? thank you
Nah because you can't make the tracer a big blue ball
not even that advanced. 3dss cant cull certain other shader effects, such as those from canted sights. so you can use the lens hider to hide other meshes in ads so they dont appear in the scope
you can
technically speaking at least
Ok do it retard
because there's a bullet_on_update callback
you can just make a particle spawn on the bullet's location every tick
doom in anomaly when
When momo stops being a retard
Provinciano rebelde
just copy and paste the scope and all meshes from any of the 3dss guns i've made and delete the lens mesh. then its already 3dss compatible. no other setup required other than having the base 3dss mod
I tried to add the BlenderXray add-on to blender but nothing is happening, I apologise I am very new to blender and am unsure why that could be happening, I made sure to download the ZIp folder so I am unsure
probably didnt use 3.x blender
I made sure to install 3.6
you can use blender 4.x
Ah, the addon was updated?
yeah
Don't you have to change the LTX stuff and what not
Only for the lens hider
Otherwise it just works like a normal sight. Just adjust the offsets
But you have to delete the reticle lines from the scopes, no?
is there any other mod except one on 1.5.2 to change faction relationships?
Thanks a lot, yeah that was because i made the mod at like 2 am or smthn lol
the next day i ended up fixing it and balancing it a bit more so that you kinda need around 4 pouches per gun for a normal trip and maybe 8 for a long one 2/4 for large caliber, 4 rifle pouches would allow you to craft 120fmj/hp + 60ap for example or 80shot/40slug + 40ap for shotguns, and modified the icons, the description, weight, cost etc .. so all is good now, the only problem left, i want to make an exception so that the achievement "artificer eagerness" doesn't work on the crafting recipes technically it's not cheating since it's the reward for the achievement, but you end up crafting and using those pouches so much, those extra 1 stacks everytime do add up quite a bit lol i don't mind it, but would be nice if you know how to do that, otherwise i'll just stick to selling 1 or 2 pouches every once in a while in base to balance it out, here it is if you're interested
i'm a complete beginner to modding, but i'll see if there's anything i can "reverse engineer" to exclude it from the achievement
ok you might be able to do it by using the ammo maker system because its recipes are not affected by the artificer achievement (i think)
#╙🖇mods-making-discussion message < an example by veerserif
is there any way to scale a gun hud down without haveing to redo all anims?
i may have commited a booboo
You can scale the gun down but it won't match the anims
Anyone know if there is a mod for the IWI Jericho? Love that gun.
PPP adds one im sure
PPP?
Pretty pistols pack
nice





