#βπmods-making-discussion
1 messages Β· Page 104 of 1
you need to add retooling
How do I add retooling?
All of this is to just make sniper weapons more effect against mutants. I want to add a hollow point round to a base remington 700, but Im having trouble getting it to work. it was easy when I didnt use mags redux since i could just add it to the ammo category in the gun's config file and it would just work automatically
do i have to just export it as OGF and im fine?
How does one edit the stats of a weapon? I know how to edit the damage, I am just unsure of where handling, accuracy and the like are
Thank you!
do note that "handling" is an amalgamation of like four or five different values
and my practical advice is "give up completely on doing anything to recoil"
handling as seen in the weapon's stat cards means actually nothing
handling as seen in a weapon's UPGRADE card is the amalgamation of like four or five different values
if they're trying to edit the weapon's stats and want to change "its handling", i'm pretty sure they're about to have a fun time wrangling the different dispersion parameters
simply get my handling as ergonomics mod
Well that is confusing
i really need to dump my knowledge into the modding book
i feel like i'm the only guy in the anomaly scene that has spent this unhealthy amount of time understanding numbers in weapons
Can someone tell me where I can find the configs for the Knives, more specifically where I can change what % of pelts I can loot with them?
like this shit for example is actually wrong
it's not a multiplier
but i do get why and how someone could reach this conclusion
look inside item_knife.script
not there
pelt % on knife type is not in there
maybe ui_mutant_loot.script
in that script is where the monster loot is generated
not just the ui elements
i'm about to go dig through the git commits
I | Il
lI | I-
found it, G.A.M.M.A. Artefacts Reinvention/gamedata/scripts/zz_item_artefact.script
it isn't in the files i would've guessed it was
oh it was in in item_artefact
daym
third (and a half) time's the charm
my trick is "use discord search to search #π’development for a git commit that makes the change to gamma mechanics that i'm looking for"
touchΓ©, I'll try to remember that
in this case, found this obvious marker, then scrolled down like three or four commits from there
everyone's gangsta until you get to situations like tosox's no log spam being silently added
yeah but for actual changes to gamma mechanics it works well enough
ye
yeah that slider's range has no impact on the sats dispaly.
looks like you have some sort of xml problem that places the bars wrong. could be a dxml patch problem.
honestly as momo said, the entire gamma 0.9.3 UI change to remove bars in favor of numbers is jank enough that I'm not gonna touch it
who would've thought that copying the entire ui_inventory.script just to add new stats would cause such a nightmare 
more than that it's the fact that it's forcing an entirely new ui structure on everyone
So you're saying we should beat up ask Igigog to reword some entries 
hang him upside down covered in honey from a tree full of nests
hello
holy this exchange has no right to being this hilarious
!mo2search // no, but it'll be easier given that you can search for mods using the mod name search bar
@tidal leaf 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
find or add
![item id of outfit to change]
player_hud_section = the arms you want it to use
if you have errors i advise you double check the item ID you got, because i've been searching military_merc_outfit with no hits, i don't think that's an actual outfit ID
yikes me too
its the skat 9 mercenary armor
i tried using the debug to find the name of i t
cs_heavy_outfit is also not a real id or player_hud_section
i mean debug mode works but which line were you reading from it?
ill ss it
oh wait my bad, cs_heavy_outfit IS a valid ID
according to the unmodified basegame configs - and i don't think anything in gamma changes this, having just checked:
cs_heavy_outfithas the following:
player_hud_section = actor_hud_cs3b
so the edit you would want to make is
![military_merc_outfit]
player_hud_section = actor_hud_cs3b
okay thank you
so just to make sure im doing this right i just got to go to here
and make the changes?
no, edit the one from G.A.M.M.A. Hands Legs Model Swap
because it overwrites every other version of that file
okay i see what you mean
ssince i dont see it in there im going to add that at the end and save
yep
thanks brother i appreaciate your help very much and thanks for your patience!
How can i lower damage from all knife. i try edit the m_knife.ltx but no change in the stat whatsoever. what is the problem and file that edit it? thank you
can you screenshot it ingame
Damage of the base gamma knife to high for me. i try to edit hit_power, hit_power_2, hit_power_critical_2 in m_knife.ltx with text editor but the stat in game still the same.
probably because the stats are written in the xml
ok thank you. you are right. but is that these hit_power, hit_power_2, hit_power_critical_2 edit knife damage?
i think so but i havent actually looked at the knife configs lmao
only hit_power is used for knife attacks against stalkers, hit_power_2 is for the altfire but only used for non stalkers
_critical is unused iirc (and i'm very sure of this)
i don't know if i should post this here, all of my scopes doesn't work with defult gamma scopes. Anyone can help me?
ok thank you @random fulcrum
de nada amiga π
is there a mod that changes actor model to HD or nah?
Hey does someone know if it's possible to adjust the horizontal line to be lower? as you can see for this specific texture is too high
does anyone know where the file that stores the image of Sid on the item "Picture of a love one"?
i just dont love sid
Hi! Does anyone use Aydins HUD? After the GAMMA update I get crashes with this HUD.
The Visible body mod from gamma can use the HD model if you have HD models installed. After that just tick the box in MCM.
Thanks m8, i have KVMA HD models is this what i need?
I don't know. Just flip the switch in mcm and see if it's done.
Thanks m8!
If I increase "panic_threshold" in "m_stalker.ltx" will it make NPCs more or less braver?
what is dltx
#π¨modded-gamma-support this is not a support channel
this is not a support channel, ask #π¨modded-gamma-support
why people reacting with that
DLTX is the holy grail of stalker modding
its like PTF for Kingdom Come Deliverance
solving many incompatibilities
context: #βπ°β’newbies-chat message
can someone sugest me the correct configuration for this hud image at the paint.net pls i'm not sure about wich option should i pick
So I have this weird bug while modding stuff. When I add any attachment on a gun and try to aim down sights the first time, it won't zoom into the 2D scope until I press the "Sight Aim Mode Toggle" key. (guns with permanent scopes work fine)
Issue comes back when I take off and on any attachments, in which I can fix by pressing the "Sight Aim Mode Toggle" key again.
Yeah it does that sometimes when you're in the debug map, but shouldn't happen in normal gameplay
Are you sure?
for the two whole textures i've exported, i used BC3 DXT5, filter type Kaiser, but I always use Nvidia Texture Tools instead of Paint.NET. The equivalent seems to be "BC3 lineal DXT5"
and no mipmaps for hud textures of course
Thank u very much
my source is https://youtu.be/HwTYYH5zLjo?si=aaV6CunuP5ER0G28&t=1526 just as an fyi
(linked from anomaly modding book page on textures)
does the grip on it looks okay-ish, or do i move it slightly?
What does it look like from first person
Literally doesn't matter as it can be adjusted in game
hud editor
i can move slightly down
like this
good enough
wait i literally adjusted it perfectly 
If you rely on adjusting it in game, then you can lose what you're trying to acomplish in the animation, or what you're trying to show
i don't really rely on adjusting it in-game
mostly i just polish the animations that is already made onto other guns
im not ready to do stuff on maya
You're not making new anims?
i dont have the right plugins
because the two i need
are fucking 60 dollars
man what the fuck π
Blender is free 
ik but it requires some additional stuff
yea 
Anything would
Blender requires 1 though?
as far as i know from people who makes good anims on stalker 
x-ray
BUT if you want to edit the animations
get absolute snap
good thing
literally saved me from insanity
Blender not having functional snap tools should be a crime 
fr tho 
It has a lot of things missing that are useful for animation
but for now this is a good camera position

now i need uhh.. edit the idle animation
for a note
it's 140 frames
im only at 29 frame 
there is 12 motions
each require it's own edit
just a question
what do i do on reload 
since he is basically holding his hand on the magazine
why would you even use maya
this is literally
the best tool for animating

I don't see the point in spending basically 300 euros per month on an animation tool outside of a professional environment
Also true
spending 300 euros?

per month, yeah
of course not, we absolutely don't do that here

anyways now question
so here is the reload
the default position of hand is on mag
do i
- make it go off the mag and then reload the mag
- make it stay on the mag and let him get a grip on the mag release
- just dont give a singular fuck

Wouldn't it be easier to just animate this from scratch instead of editing a set that clearly does not fit the gun
well depends on where the mag release is and how noticeable it is during the anim
sir
also yeah kinda
It's just that that pose is not natural at all for that mag
You would use your whole palm to grab the bottom part and pull, instead of the tiny bit of the back sticking out
I mean I imagine you could kinda grab it with the very last joint of your index/middle finger
that's why i said
does it look good or not
The mag and release on this rifle is similar to a barret, its a paddle release and the mag is huge, you can just grab the bottom and pull it out
for god's sake
so i can just
make him grab the mag and pull it out without holding onto mag release? 
if yes, that would be amazing
could you add ik bones?
Also is that correctly proportioned
because then it would be stupidly less painful
The gun looks MASSIVE
The hand looks like a kid's hand on that pistol grip lol
nah but fr tho scale that down
You could also try something like this
#mw2 #modernwarfare2 #warzone2
SUBSCRIBE
mw2 intervention weapon animations,warzone 2 intervention,mw2 new intervention weapon animations,mw2 intervention inspection,intervention reload,mw2 intervention reload,mw2 new intervention reload animations,modern warfare 2 inspect animations,warzone 2 all intervention inspections,mw2 fjx imperium anima...

honestly i loved how they made the intervention
yet how dogshit it is without any quickscoping and etc

tbh this pose wouldn't look quite right for anything that isn't a magout, and I think this particular set uses the same poses for both mag in and out
i dont know what the animation theyre using looks like so yeah would depend
honestly would be better to make new anims but I understand the limitations
l96 reanimation
oh
it's not like i have any other choice 
I have become numb to this reaction 
(there is no other good animation for sniper rifles, not considering IWP or BAS(new one))
There is tho
no im not counting this one
I mean he's talking about publicly available
they're not out yet
bro doesnt even press the mag release 
stronk hands
where is our animations 
https://youtu.be/lQ8x8jXTm2A?si=vkPrt8y0KNqFteGZ yeah then I think that it could work
Used Grok's G.A.M.M.A modpack which downloads mods from moddb directly. https://discord.gg/KT2bEHZQbh
Sounds from JSRS and Insurgency Sandstorm.
you can grab the mod here: https://www.moddb.com/mods/stalker-anomaly/addons/l96-reanimation
True. Sorry. Soon. You gotta wait a little longer
we waited long enough
release it 
That is also true
Truly the fucking goat of Stalker Anomaly gun anims
i will call one special person who will do it
i can do it myself
and he will do it perfectly 
π€
yours truly
he is the one who made #1269027917740904532 and etc
plus he also made some stuff for my guns 
well i do the models, textures and configs
he does sounds
who do you ask
We have the same split π
now make the anims from scratch 

i no wanna
π
Eh, for Maya it was the Base OverRig scripts, but it's useful for retargeting and stuff, from what I understood.
Probably more fun too lol
i am not going the same way as yours 
tbh editing is more fun for me because im trying to make the animations more fluid
is there a mod that brings back the spawn of cut weapons?
i love the upgraded as val and would like to bring it back to my game!
my first 5-10 sets werent good 
I swear I've seen some mod in #1035807043933720576 that does that.
im gonna do stuff from scratch only when i get maya
with plugins
that would be slightly easier
Blender π π
Except when I have issues with it
Then it is the literal worst piece of dogshit ever coded
blender has its own issues
blender goated until I disable a constraint

Yes, I was told about this, but I still couldn't find it, so I decided to ask for help here
I'd say that if you are doing from scratch then use blender, if you want to retarget some stuff get that plugin, and check the vids about it.
Π― Π±ΡΠ΄Ρ Π΄Π΅Π»Π°ΡΡ ΠΎΠ±Π°. 
This is an edited AK47 set 
how??
ah i see
/j
AK 1874
on brand new caliber called
.30-06 springfield

who me?
ΠΊΡΡΠ°ΡΠΈ, Π²ΠΈΠ΄Π΅Π» ΡΠ²ΠΎΠΉ ΠΎΡΠ²Π΅Ρ, ΡΡ ΠΊΠ°ΠΊΡΠΎ ΠΏΠΈΡΠ°Π» ΡΡΠΎ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΡΠ΅Π½Ρ ΠΏΡΠΎΡΡΠΎ Π²Π΅ΡΠ½ΡΡΡ ΠΏΡΠΎΠΏΠΈΡΠ°Π² ΠΎΡΡΠΆΠΈΠ΅ Π² "Π»ΠΎΠ΄ΠΈΠΊ". ΠΠ΅ ΠΏΠΎΠ΄ΡΠΊΠ°ΠΆΠ΅ΡΡ ΠΏΠΎΠ΄ΡΠΎΠ±Π½Π΅Π΅?

Π’Π°ΠΊ..
- ΠΡΠ΅ΠΌ Π² Π΄Π΅Π±Π°Π³Π΅ ID ΠΏΡΡΠΊΠΈ.
- ΠΠ΅Π»Π°Π΅ΠΌ ΠΏΡΡΡ
gamedata\configs\items\settings\npc_loadoutsΠ² Π½ΠΎΠ²ΠΎΠΌ ΠΌΠΎΠ΄Π΅. - Π‘ΠΎΠ·Π΄Π°ΡΠΌ ΡΠ°ΠΉΠ»
mod_npc_loadouts_(ΡΡΠ΄Π° ΡΠ²ΠΎΡ Π½Π°Π·Π²Π°Π½ΠΈΠ΅) - ΠΠ°Π»ΡΡΠ΅ ΠΏΠΎ ΠΊΠ°ΡΡΠΈΠ½ΠΊΠ΅ Π²ΠΏΠΈΡΡΠ²Π°Π΅ΠΌ ΠΏΡΡΠΊΠΈ.
- ΠΠΊΠ»ΡΡΠ°Π΅ΠΌ ΠΌΠΎΠ΄ ΠΏΠΎ Π³Π°Π»ΠΎΡΠΊΠ΅ ΠΈ ΠΏΡΠΎΠ²Π΅ΡΡΠ΅ΠΌ ΡΠ΅ΡΠ΅Π· ΡΠ±ΠΈΠΉΡΡΠ²ΠΎ Π½Π΅ΠΏΠΈΡΠ΅ΠΉ.
btw this pose doesn't look quite right to me, I think you could improve it by rotating the wrist downwards and tensing up the thumb
make it look like he is applying PRESSURE on it
not just pushing it down like a toy 
Like you tense up around the hoes?
ΠΠΠ£! ΠΠ³ΡΠΎΠΌΠ½ΠΎΠ΅ ΡΠΏΠ°ΡΠΈΠ±ΠΎ)
either gunslinger or shinyhaxorous
oh i know shiny
Shiny's
dont think ive seen his deagle set tho
anyways ill just keep waiting until someone will make proper animations
for now im editing 
Not my best work by a mile, but I've been sitting on this for more than a year so... yeah why not. I'm sure some of you all will still enjoy using it. For anyone that's curious I'm using the Escape From Pripyat modpack.
Link: https://www.moddb.com/mods/stalker-anomaly/addons/desert-eagle-re-animated
these?
if that's what gamma's using then yeah
those are pretty good
but still gives out the shaky vibe
That's the set yeah
bit jittery yeah
also i think yeah it uses that thing now
good though
Like so, my dearest onda vital?
there was also the unholstering problem
yeah it's shiny's after all, he makes pretty good stuff
looks more realistic 
nah, you gotta change the pose more
thumb is too linear
vanilla hands moment
the sharps has to be half cocked for it to be opened!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
for the first pose tho, the rest is alright
mr electric saw off his left foot
How are you more of a gun nut retard than I am
autism :
it's like the literal only gun gimmick i know about
Guys I fixed the animation!
dang
that shit turned into cod anim
yeah send this guy to bolivia
Hi all! I'm trying to fix the MP412 Rex freezoom when you have a 1x optic attached. Does anyone know how? I've tried setting 'scope_status = 0' for the 1x optics, but that makes them disappear from the gun (strangely, the rail is left behind.) I've also tried adding the proper sections to the original LTX from Pretty Pistols Pack and removing them from the 3DSS LTX, but this either results in the 1x optics no longer being compatible with the gun or having them disappear again, leaving the rail behind
Nevermind, I just figured out why it doesn't work. There are no meshes w/ optic for the MP-412 under meshes/dynamics/weapons/wpn_mp412
@random fulcrum are there any none script ways to make a gun deal more damage on headshots?
no
lower head resistance or dmg multiplier on head for every npc
although script based is like 5 lines long
nah brother like literally 5 lines long
making it longer would be for idiots that can script and are dumb enough to prove a point
I literally know 0% about scripting in general
I can barely tell functions apart when I have to edit one for whatever reason
Time to pick up a new skill 
It's not that hard especially if you just want small stuff and especially lua
Do you know why sometimes when I spawn a group of NPCs in debug mode, they kill each other and me? I'm a default loner and spawned a group of Clear Sky, they started shooting at each other and the last one turned on me. Just curious. When I was testing earlier, teams of Monolithians would also kill each other.
Weird. I had no such problem when I spawned squads
Even when I spawned a bunch of loner squada to dark valley bandit base. Ther wasn't infighting
I'm using the Combat AI Redone mod, maybe that's messing them up. Gotta see what happens when it's off.
on fake_start?
Yep
well it's unique to that level
idk if intended or relations aren't setup until you leave it
brother imagine if it was more permissive
when you have insane shit like the bas world models
like 30k tris for a small ass model

13k tris handguns
Thats not horrible
its not, the problem isnt tri size
its always some bs that makes the game crash, mostly exporting errors
i just copy a armature from a similar weapon, mate with the gun mesh and edit the armature a bit
if i try to create the armature from scratch, it throws down errors, ill check later if its just blender illiteracy from my part
You aren't setting up the world model correctly. Simple as.
Uh fun fact: i dont know how to deal damage to npc, and how to get the npc that being shot. Xray just need a lot of digging sometimes 
xray has its own set of suffering things for each type of modding 
hopefully now, regarding sounds, I pretty much got all tools I've been needing and now it's just a walk in the park π€€
I have to try your v4 btw @novel ruin . You worked on it very fast I didn't expect so little time between v3 & v4
Is there a mod that shows the Lucifer condition on the HUD?
if you have problems with world models make sure to set up the armature correctly and allat
also world models from 30k and up is death
Can someone give me a brief explanation on how to add retooling in mags redux? Specifically how to change what retooling group an already existing magazine belongs to? If it's even possible
I just want to add a 357 ammo retool option for a standard Remington 700 magazine to clarify
create a new mag and base type config for that 357 mag, then add a retool group to that mag and make sure that the name for the group is unique
then using dltx add a retool group to the rem700 mags
what is this error about, i've followed frosty's suppressor mesh tutorial step by step
you're either missing an armature deform modifier or didn't assign the vertex groups
i assigned 6 times
or it isn't parented to the armature
you're probably missing vertices
do i need to select all vertices
you're still missing vertices somewhere
then it's another mesh
I'm also guessing that you actually assigned those to the group
selected the entire thing
yup
i spammed assign like frosty
(with the armature deformed to the gun)
then enter edit mode and manually select and hide all the vertex groups
its tedious isnt it
then you'll find the missing vertex
how do i hide all vertex
how do i hide them
have you checked that the bone matches the name of the vertex group
you don't have to rename the mesh
that's done automatically
I'm talking about the vertex group
Got one more question. How easy is it to edit the damage and armor penetration of ammo? I already know how to edit weapon damage and change the ammo they use
its easy (i think) if you use Artiballistics or Artigrok as a base
you can edit the stats from there
anyway how the hell do i add the suppressor to the 590
Does gamma by default have that?
I guess it would just be something along the lines of "go into gboobs and edit the values in there" right?
Or at least that would be the first place to look
Got it. Thanks for your help TOAST β€οΈ
nope
ammo info is NOT altered by grok's ballistics scripts, simply dltx the ammo sections as you would for guns (e: ok technically it multiplies k_ap by 10 in the script and therefore all k_ap values need to be divided by 10 in configs, but, i don't think that's what you meant)
the two parameters of interest are k_hit (damage multiplier) and k_ap (armor pen), note that GBO multiplies k_ap by 10 as part of its calculations
guess i was horribly wrong
so e.g. a bullet with k_ap = 0.001 is the same as vanilla anomaly k_ap = 0.01
So I need to use dltx to open the ammo sections. Is that in the bade anomaly folder or gamma's folder?
check my dltx guide, second pin in this channel
fyi gamma, by default, comes with only one DLTX that alters ammos, mod_system_gamma_ammo_balance.ltx so your dltx file has to load after it, just make sure whatever you name your file starts with a letter that comes after G in the alphabet
And this is the same dltx I should use as a base? Or do I just make edits and those will override the main file
"DLTX" is a method
i used it as shorthand for "a file that uses DLTX to make edits to configs"
it is best practice to make your own mod folder with your own DLTX file, to make your own edits. that way if you ever need to update GAMMA, your changes won't get undone, and it's easier for you to find your changes to the modpack
Alright then, I'll read your guide and see what I can do
if you get stuck, upload what you've got here and i can help
Yeah that's smart, I used to do that when I made mods for other games
Xray is just more complicated 
ehhhhhhh
depends on what you're comparing it against
i actually think it's way easier to start since you can do so much purely through config edits, which requires 0 additional tools beyond Notepad
That makes me feel a little better actually 
I'm not trying to do anything crazy
Just to make the basic versions of the sniper ammo more suited for mutant killing
So I don't think it should be TOO difficult

VERY complicated. that actually requires direct modification of the GBO script.
and also understanding its (again, very complicated) mutant damage function
Even if I just edit the ap and damage of the ammo type?
yes
couldn't he just boost the k_hit and lower k_ap
no point in lowering k_ap
i mean doing this makes it OP against everything, also, there is no such thing as "tissue damage"
I mean yeah, but given that he wants it to make more damage lowering ap would make sense
lowering AP makes it categorically shittier against all humans
Right
that's why .338 Federal is so shit for humans fyi
Like 357
at this point just use artigrok bro
basically nonexistant AP and a k_hit of 10.7
artigrok adds extra ammo
so is it your goal to make all sniper ammos worse against armored stalkers and better against nonarmored targets?
I mean it depends on whether he wants more damage in general or a specific damage multiplier for mutants while keeping the same damage for humans right
For example, basic 7.62 51 will be for mutants, and the higher tiers will be for stalkers
yeah that still involves editing gbo script because "non-HP rounds" (determined by a hardcoded table) do 0.85 dmg against all mutants
last one would be more complicated
what defines that?
handwritten local table in the top of gbo script
so modded ammo types aren't affected?
nope
Is it compatible with mags redux?
yeah
this is why i keep saying that gbo is overcomplicated
(atleast i hope)
what's even the point of that lmao
and it's overcomplicated On Purpose b/c grok wants nothing to change his implementation of ballistics dmg
although he definitely forgot that he wrote in per-ammo and per-mutant-type damage multipliers
because he forgot to use this system when he wanted to design a mutant killer sniper round
me when a hunting rifle doesnt do anything unless i chamber it in expensive ammo
Even the expensive ammo doesn't do anything
Shooting a dog with a round from a Mosin should just kill it outright
But it doesnt
so of there's a table with all the ammo types affected by this there must be a way to remove them from said table?
anyways, i tried with another salvo12 mesh (from BaS, the KS-12 ISG suppressor) and it spat out the same error
I haven't looked at the script nor I want to, I'm just curious
here is how you would have to do it:
- add the specific ammo type to the
hp_roundstable ingrok_bo.script, with some... appropriately high value (e: actually i double checked and these numbers come from nowhere, so invent a number ig) - add another if statement to give it
ammo_mult = 1.00, the mutant dmg multiplier, lines 308 - 350 - (optional) add another if statement for the pseudogiant specific damage multiplier, lines 381 - 408
for every ammo type
removing it from the table would cause unintended damage behaviour when shooting stalkers with that ammo, and adding it to the table is insufficient to fully implement all ammo based mutant damage changes, as you can see from my message above
specifically the inclusion in that table is what penalizes hp rounds damage on a nonpenetrating shot against human enemies
because all hp ammos have higher k_hit than their AP counterparts
needless to say this is in Lua
how would i go about making a recipe unaffected by "artificer eagerness" (less components to craft)?
So added ammo types are just inherently stronger due to not being touched by GBO?
yeah
but also no
if you were to add a new hollow point like bullet it'd be stronger against stalkers but weaker against mutants
Crazy
crazy indeed
gbo is just really fucking bad
and the worst part is that it's by design
as veer outlined above
just ego and pretentiousness
So much for "modular experience that you can tweak to your liking and expand on"
artigrok has a bug where if you install it without GBO hollow points would pen 245 (unlimited armor)
which can pen an exo reliably
What file do i need to edit to make exoskeletons and nosorogs have lower recoil on weapons
Kms
inherently "doesn't fit in with GBO" more like
i mean, the strong version of this is never true, it is and has always been "Grok's Automated some parts are more Modular than others and compared to other kitchen sink mods, it's technically more modular, but there's bits you can't touch Modpack for Anomaly"
the least modular parts are the economy redesign, artefact crafting, ballistics system, and now the UI
"This car is modular because you can take off the wheels" ahh modularity
frankly i think the original mistake was to call it modular but i'm not making the modpack so
GAMA doesnt look as cool tho
could've been modpack manager
because it's obtained through a custom wabbajack like script
we had badm
modularn't
You think I should just install Artigrok instead?
artigrok is still just gbo
but with gimmick (unrealistic) ammo
but still just gbo
you also can do that with regular gbo
dunno what's the difference
gameplay would be mostly the same
what do you mean when you say "edit the values directly"
i.e. you're still playing around gearscore checks that determine wether a guy explodes or not
because the stumbling block here is that you cannot cleanly only apply increased damage to mutants purely through config edits
brother that is how everything works
which is what you said you wanted to do, increase damage done to mutants by certain sniper rounds
artigrok adds some unique ammo's and unobtainable ammos (because they're under "old ammo's)
.45 AP and .357 AP
and then some "chaos" rounds
Oh, I see
that does not fix his "make some sniper ammos do more damage to mutants" problem
yeah so artigrok will not fix the thing that he actually wants help with
you could crank up all damage dealt by those rounds easily, or all armor pen, it's the part where you only want to increase damage to a specific enemy type that makes this tricky
Guess I'm doing it your way then 
there's not a mod out there that would let you target a specific enemy type purely through config edits. it has to go through a script.
I didn't think so, I've already looked. So I'll have to actually change the specific ammo
I'm at work, I'll take a crack at it when I get home
I'll use the dltx guide and the highlighted comment for guidance
dltx is not useful here
you would have to follow this message, you are directly editing a lua script
not a config file
the thing (the mod), a mod i made eons ago that started out as gbo/adb but unfucked but ended up being hardcore spaghetti due to feature creep, has this
You could edit or remove the "outfit_restrictions" line next to the outfit's filename so it lets you equip a separate helmet
you're awesome man thank you.
Here's a reference of what those lines do
gotcha
Having some trouble finding the gro_bo.script
Is it in the GBOOBs mod file?
Or in a seperate directory?
in the mo2 window
right hand side of the ui
there's a folder view
that's your virtual folder that respects mod priorities
search grok_bo.script in the little filter bar
that'll show you the file with that name that is actually being loaded into the game
instead of fishing through the entire modlist trying to find which one has priority over the rest
How would one go about reverting the increased lurker spawns that was added to Gamma a month or more ago? When paired with redone there are like 20+ lurkers in truck cemetery for me on every run I do
!mo2search // What momopate said, but with a picture
@sand grove 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
Got it, now Im gonna start messing with it
This is one of the only parts of gamma that I do not like
A marksman level catridge should be excellent at killing animals
hey i said the same thing
look at this diff and then do the opposite of what it did? https://github.com/Grokitach/Stalker_GAMMA/compare/f2450fa53385...15bab8b25864
can someone point me to a tutorial on how to add/mod guns into anomaly/gamma?
how to install a mod or how to make a gun mod?
How do I make important NPCs like Strelok as my companions not panic at all?
@misty mulch
Does this look correct? I havent edited the values yet but wanted to make sure its formatted right
making a gun mod
yeah looks fine. the way to check it is to temporarily disable the Tosox Mini Mods pack or w/e it's called in gamma, and go shoot your modded ammo at a mutant. Every shot that connects generates a hit report in the log, you can just read it and see
you can either read the log with ~ (pgup/pgdown to scroll) or quit the game and read the log in Anomaly/appdata/logs/xray_yourname.log
fine sir the hp_rounds table stores the DIVISOR for damage against stalker mobs when you don't pen their armor, NOT their multiplier against mutants
Damage seems kinda low
So I assume I need to change the multiplier right?
It took like 5 shots to kill one pseudo dog
Do I need to make a similar entry for all the rows below it too? Are they mutant specific or is there one section for all mutants
Nevermind, there is a definte increase in damage

Thanks for your help FELLAS 
Why isnt this already changed by default is what Im wondering
Why make marksman rifles so bad against mutants
because you can't pander to the realismo crowd while mantaining good balance and good variety
if you make sniper rounds super effective against monsters then hollow points completely lose their point to exist
but you can't have sniper rounds do nothing to a mangy dog in a "realistic" (or said to be by its creator) ballistics setting
see the paradox
As they should
case in point
hate HP in gamma
case in point
it also creates the worst metas
Its unrealistic to make sniper rounds uneffective to a target group that "realistically" gets bodied by rounds of this caliber
I dunno
Realism does not equate to fun for me
Its needed to make people use snipers less
whats wrong with that though? i thought its about playing how you want
in call of duty almost every warzone loadout is 2 primary. they serve different purposes
same with games like dayz
@normal relic Do you have gamma installed rn
right now ? no im not at my house

G.A.M.M.A. Arti Recipes Overhaul files
fuk
@fair canopy trying to get 3DSS workin and it doesn't
I'm gonna kms
Why are there two lens meshes without textures
pa que los weones pregunten waaaaajajajjajjajajajjjjajajajjaaagria
Are you using the one for gamma or the one for vanilla?
https://github.com/Grokitach/Stalker_GAMMA/tree/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. Arti Recipes Overhaul/gamedata all the mods in gamma that start with G.A.M.M.A. are generally on Github
but inside that main/G.A.M.M.A/modpack_addons folder
Thx
Vanilla, using the GAMMA one crashes my game on launch
It works, i think, but the reticles are not showing
sooo, uhh, is there a version of x-ray with increased object limit? If not are there any hard to solve issues before the code can be changed to support like 24 or 32bit identifier?
Im in an late game run that has 63k identifiers taken up and i'm starting to think it'd take less time to try and increase object limit than start up a new run and reach the same point but with better object id economy
nope
hilarious that your solution is "edit the engine" and not "hoard less stuff" or "spawn fewer items on npcs" or "have fewer npcs" though
greed is incurable.
its easy to do
but it breaks a lot of stuff
please, tell me more
and hitting 65k limit is not going to happen unless you are a horrible hoarder
last time changing int types was attempted it broke savegames
which is funny in your context
so the literal only solution is managing inventory
crap, so it's death by thousand cuts. Even if increased the limit seems easy enough it cascades to other stuff in unexpected ways. ehhh
easy for a dev
you need to edit the engine and recompile it
yeaa i can into c++ i think, i haven't worked in c++ in nearly a decade but i think i'd manage.
i'll try to manage inventory first. If can't significantly reduce the object count i'll try to kamikaze edit the engine and see what happens to my savegames.
but ... i need everything!
I'm making a mod that uses the bonus_items in set_random_stash to add some extra items, and it works fine except for some encrypted document missions, where looting them doesn't register the stash as being looted and you get an infinitely respawning stash
local base_set_random_stash = treasure_manager.set_random_stash
function treasure_manager.set_random_stash(no_spot, hint, bonus_items, id, dbg)
if bonus_items == nil then
bonus_items = {}
end
base_set_random_stash(no_spot, hint, bonus_items, id, dbg)
end
this code alone causes that issue, and I honestly have no idea what could be causing it, anyone done something similiar before?
EDIT FOR SEARCH: set_random_stash returns an id, don't forget to return that
Is there someone skilled enough who can patch this for the latest modded exes? #1328929005809827890 message
Do you know how to code in C++
No
I've never done any coding ever and I'm lokwey 15
But i have a vision

Well, if you want to make engine mods, you need to learn how to code in C++
So that would be the first step
This channel is kinda dedicated to STALKER modding only, not making new games on other game engines
Oh
Well I'll be back here when I become a buddies monk that knows c++
Also how hard is it to use stalkers engine?
Or should I mod stalker 2 first
Just worry about learning some c++ before you jump the gun,
You'll be using the same language either way
How can I make the PDA continue to play music when I switch a map? I have to go into PDA every time I cross over and re-select my playlist.
Hey, I want to remove headlamps from traders and the starting loadout. Which file should I look for?
which is the best way to generate bump maps from pbr roughness maps from substance painter textures?
simply converting roughness to gloss makes everything too shiny and LUN4T1C's method tho better doesnt appear right to me
i think ill just throw gloss luminosity to 50% or smth
When you change levels the entire game essentially resets, saving and loading data
so it would somehow need to store time the music played for and start from that
Personally i just use the roughness map
Because using metallic/gloss maps makes some parts of the gun, the ones that the metallic/gloss say are "dull" just go void of detail
This for example is just roughness and then normal map to bump map conversion
juan this shit is of utmost importance
is the hit_power for the sharps 1.49
@celest forge
it has to be 1.49
Why
it's a reference
How do I get the icon of an item?. The one that's used in the inventory grid
I want to display it on a custom UI
Icon file and coordinates are in the item's config. The main one or dltx-ed one.
Determined by coords in the item's LTX file
icons_texture = ui\sw19j_icon
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0
For example
But I need to dynamically do it for any item
Found it.
function get_icons_texture(section)
return section and ini_sys:r_string_ex(section,"icons_texture") or "ui\\ui_icon_equipment"
end
Damn the thing I wanted worked first time. This modding shit is easy 
We're getting a new SAM update this quarter, gobbles 
Idc. I want V2 to also have OPO and WPO compatibility patches.
Apart from that the only thing I need to fix is the fact that batch repairing with a repair item that has a condition (like multitool) insta crashes your game 
There is topic only for creating new mods or for other questions, related with it?
l have a question with new questlines, but l dont know where l can ask it
https://discord.com/channels/912320241713958912/1029824156289732649 most ppl are there
reasonably awesome
@quasi narwhal So it's caused by autoformat?
yeah for sure
That makes sense actually
it's autoformatting on file save
But I think I turned it off
how would i make a custom suppressor for a weapon?
it's nice having it tbh
i think you're in the wrong chat
I didn't like the way it wanted me to format table definitions etc. And I was lazy to configure ti
in the example you sent, if you add a new line break as in like
local table = {
-- save here
}
This is how I like
local table =
{
hehe = "hehe"
}
you can change that, if you're using Stylua for example, you can create a stylua.toml in the project root
I'm just not sure the name of this exact config
No extensions for formatting
{
"files.associations": {
"*.script": "lua",
"*.ps": "hlsl",
"*.cs": "hlsl",
"*.gs": "hlsl",
"*.vs": "hlsl",
"*.s": "lua",
"*.level": "ini",
"*.ltx": "ltx",
"*.seq": "ini",
"*.part": "ini",
"*.part1": "ini"
},
"workbench.sideBar.location": "right",
"git.autofetch": true,
"security.workspace.trust.untrustedFiles": "open",
"editor.minimap.enabled": false,
"workbench.editor.pinnedTabsOnSeparateRow": true,
"workbench.editor.languageDetection": true,
"Lua.diagnostics.disable": ["lowercase-global"],
"Lua.hint.enable": true,
"Lua.hover.enable": true,
"Lua.runtime.plugin": "C:/AnomalyDefinitions/plugin.lua",
"Lua.runtime.version": "Lua 5.1",
"Lua.workspace.ignoreSubmodules": false,
"Lua.workspace.library":
[
"C:/AnomalyDefinitions/library",
"C:/Anomaly/tools/_unpacked/scripts"
],
"diffEditor.ignoreTrimWhitespace": false,
}
hmmmm do you have a [lua] entry in your settings.json?
Above is my whole settings.json
It's not formatting btw. All it does is delete some code sometimes, but it does not do any formatting
so it's probably autofixing them, hmmm
if you leave an error in a file and try to save, does it automatically try to fix that?
either way, try adding this to your settings.json:
"[lua]": {
"editor.defaultFormatter": "sumneko.lua",
"editor.formatOnSave": false,
"editor.codeActionsOnSave": {
"source.fixAll": "never"
},
"editor.tabSize": 2
},
I use tabSize 2 which is 2 spaces, you might wanna change that to 4 depending on your preference
This is so cursed wtf 
bro wtf lmaooooo
I wonder if it's your Copilot or some other extension going crazy
cause it's either that or something in the Lua extension, but I've never seen that before lol
I've never used copilot in VS. I don't even have it set up
Definetly an extension.
This started happening after I followed this tutorial: #βπmods-making-discussion message
I removed some stuff like autoformat because reasons mentioned before
I didn't install something correctly probably. Or corrupted something
well that shouldn't be the case since it's just VSCode extension and settings stuff... shouldn't cause that much trouble
but I can't think of anything else besides that that could cause this 
I posted this on teams for my colleagues. I might post it on some otger relevant place
also, did you try removing some non-required ones just to see if it fixes? like the git.autofetch, Lua.runtime.version etc
Anyone know how I could remove the game over text?
What the changes to modded exe in GAMMA?
How do I remove dialog options from random NPCs? Or what files I need to edit?
nothing
gamma does not modify modded exes
you could just drop in the newest ones if you wanted
@fair canopy Question, does the BaS 3DSS mod from Pizza use the same reticles as you for the 3DSS GAMMA
Tbh I'm not sure, but ARC seems to work for both so I think they do
What's ARC
It's a reticle texture mod
Not my fault. I was doing this before she knew how to edit an ltx
Hi,
was redirected from the base gamma support channel:
quick question. I reinstalled Gamma and Base Anomaly fresh due to some issues. My Base Game is missing the "gamedata\configs\items\outfits\o_[armor name].ltx" files. Anybody know why?
Want to change the visual appearence of an armor but cant without the ltx file.
They are packed
so unless the mod changes it - its still in vanilla files
where?
its packed in .db files
anomaly/tools
there you can find the unpacker
get it to unpack configs folder by editing the bat file
db_unpacker or db_unpacker_all?
remove the cap at the front of the scope
Apparently some of the reticle textures have literally no transparency in them
just unpacker as it gives only text files, unpacker_all (as the name implies) gives you everything in the game's files
and how do I repack it?
you don't have to
create a new mod
mo2 folder/mods/your new mod/gamedata/configs/your mod file
and then adjust priorities in mo2
learn dltx
see pins
Sure enough
That's bizarre
How come you're mingling with 3DSS?
Decided to kill myself tonight
Thank you for the quick help,
@slow bolt you too!
caca is cancelled,,,,,,,
You whispered pleasantries on my ear with CACA just to leave me at the altar, FUCK you
Btw Momo how does this look
is this the whole screen
or is it cropped
if it's the whole screen then imo it's fine since you can't put the gun any closer without 3dss crumbling apart
You can
@random fulcrum could you tell me which mod changes the armor visuals? when trying to change the visual of the ltx files it uses a different visual of the one I expected.
no
ooh that is it
I'm going to make my 3DSS patches like this, to keep some semblance of consistency with what is already on
But if we ever actually did a modpack or something, I would vote for something like this, because it looks better imo
Use the instructions from mod_system_s3ds_scopes.ltx -- you have to set up reticle types for specific scopes. Some have illumination, some don't. Some change their size, others don't. Etc.
I just copied whatever reticle was on the 3DSS GAMMA Specter scope
You wanna make a modpack? What would be the main goal? I mean like would it aim to be hardcore/casual etc
Oh we just joke around with Momo that we're making a modpack someday named CACA

But I would actually be open to the idea to partner up with some people to make one, obviously handling mostly the gun side
I have too much stuff to deal with to make one, but I would love to otherwise.
Or if not a modpack a much bigger scoped mod than what I usually do
Hi,
im trying to make a mod which changes the visual of some skat9 armor. Checked the ingame description of the armor visual I want to have. When updating the military skat with whats described of the target visual it doesnt result as expected. Is there a mod which changes what texture is used on the armor sets?
trying to make the armor look likte the dolg_pantsir_outfit gear
You on engine + LUA, Momo also on LUA, me on icons, guns, animations and textures
i also do engine stuff :((((((((((((
i made the modern crosshair thingamagig that i never actually commited to the git repo because i forgot about it
Do you have anything on the Monolith x-ray repo
yeah a handful of edits
what class is that
nah you're right actually i can only read c++ and just about write it but it's a trial and error language for me at this time
I KNOW that its an icon. But if I spawn the item it shows at the bottom what the name is and if I follow its LTX file I should know which ogf file its using no
i haven't put time and effort into actually learning it
The class where they taught me how to please thy mother
(Magazine fed grenade launchers)
https://youtu.be/iY37VWXLiIA i also did this (it's a tiny engine edit, 99% of the juice is on lua)
never posted it either
@random fulcrum can i get a ay dios mio me corro
re turbina
No sabe ni hacer iconos esa mierda le quedΓ³ todo feo ese malparido HK416
Se cancela CACA gente no me aguanto a este bobo
hey but it at least looks better than most of what people put out
like think rwap icons
That's not a high bar
true
Its truly not rocket science
CWeaponSSRS Juan's magazine fed grenade launcher needed it.
Other modders could make mag fed GL's too with this engine class, but nobody dared to yet. Except Juan
That's abstract
I knew it was from warframe

Time to port fortnite guns juan
A bullpup GL
yeah just take an in-game screenshot 
what was this bullpup GL MW3 had during the campaign
it was like guided or some shit like that
Ah right that's similar to this
yeah that
This would be sweet as hell in amomawy
you'd have to implement airburst
being able to set the distance at which GLs explode
aim at a a wall - press button. Aim above the wall, fire. Explodes right above the wall
Doesn't sound too bad to implement, but I have a sneaking suspicion that XRAY would stab me right in the back once I started to do
quite simply just make the "grenade" a bullet without a tracer that spawns an explosion if it travels a set distance
and otherwise it just does nothing
Then that thing would just fly straigth + it would break the SSRS class
I would have to remake it then
hello everyone, can you tell me if it is possible to launch the frosty weapons pack on dx9?
it gives the following error
I don't think so
have the ammo type have extreme air resistance
The gun that has 4 HP ink catridges
?
though I keep getting errors, bugs when drag the newest one into Anomaly folder when updating it for the fist time. If I want to do it I have to reinstall it from scratch.
does it work on dx10 and 11. or not at all?
!support
@unborn marlin 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.










