#╙🖇mods-making-discussion

1 messages · Page 105 of 1

regal bolt
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How to enlarge starting loadouts menu? l'll planning to switch for wildscreen mode in the future

Playing with Sota UI + EGUI (both modded a bit), btw

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l mean, how can l fully close those flanks? Want to make 21:9 black screen of "starting loadout menu"

summer girder
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Penta mentioned

boreal mural
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Hey has anyone recently made mods that add quests

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Ive been out of the loop for like 6 months since my pc died

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Going to go back to trying to make my own questline

boreal mural
#

I havnt launched warframe in years but i remember there was some kind of grenade launcher nerf

summer girder
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Probably

still vale
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hey, can anyone tell me the console command to start a quest? I know one to finish quest, but what about starting one?

misty mulch
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new one just seems buggy ish

shell grail
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i have a suggestion, shouldnt weapon sway effect be minimal if you alt walk (slow walk) while ads?

jade oxide
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slightly less

shell grail
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yea, regardless the gun still shoots at the static center

plucky yarrow
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how do i remodel and stuff, i want to get into that

celest forge
green topaz
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Hello everyone. Blue textures of the Rhino Duty exoskeleton. from the third person, everything is fine. How can I fix this?
I just need to fix the error with the blue texture polygons for the RHINO armor of all factions. I've just tested the other suits and they're fine. The texture bug is ONLY in the RHINO armor, no matter which faction

undone spruce
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that looks like the game isnt finding the textures declared in the ogf files for the hud exo

you probs gotta check in ogf tool if the textures paths are correct

green topaz
undone spruce
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that cant be done with files alone, you must modify the ogf files itself

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but thats a problem with the mod , see if its isntalled properly or if its a known bug from it

celest forge
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Me when I forgot to set the lead_gun bone restraint before making all of my animations for a gun and noticed after literally making them all

green topaz
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I do not know if this error is known, but I do not think I have met anyone who has it. I need to look more carefully.

green topaz
bold sage
rough lion
#

How do I change silenced shot sounds again?
Was it **"snd_shoot_sil" **or **"snd_silncer_shot" **or something else

undone spruce
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i think its snd_silncer_shot

rough lion
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yeah it was

jade oxide
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snd_silncer_shot for npc
snd_silncer_shot_actor for... well.. actor xd

rough lion
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the virgin "player" vs the chad "actor"

jade oxide
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lol

plucky yarrow
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we need this kind of revolver

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only if i had time and the knowledge

random fulcrum
#

you only really needed time and knowledge to use google

plucky yarrow
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this picture is from a mod but its not compatible

celest forge
#

Isn't that literally a picture of a mod for Anomaly

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The Soul Crystal retexture for the Teivaz Colt .357

random fulcrum
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yeah it is

celest forge
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There's a lot of people who use that mod with GAMMA

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It's very much compatible

random fulcrum
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bro probably just saw the red text in the moddb page that says it's archived

quiet elbow
stray grotto
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not sure where to ask.. how do I include/exclude weapons for lowered sprinting animation mod?

fair canopy
verbal siren
verbal siren
quiet elbow
quiet elbow
rough lion
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I'm trying to edit some smart terrains for "New Levels", if I add ***"{+redemption_6_switcher_3_pressed} 0 ,1" *** it should stop Monolith from respawning after pulling all 3 levels in the "Collider", no?

shy osprey
#

Does the Frosty Weapons Pack work on DX9?

drifting moat
verbal siren
small thistle
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I can't write to the thread FWP

faint sable
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mainly it fixed the ctd for my guns, guess I messed up on the 3dss part, let me know if it does fix it however, for me I just tested it on debug mode with your setup of the rifle and it seems to work

small thistle
faint sable
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hmm

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are you using 3dss right

small thistle
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yes

faint sable
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imma re-test that gun hang on

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give me few minutes

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safest bet is to download the pack from the link I gave, and giving it highest prio from fwp so
FWP
9x39 pack install

small thistle
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ok i try it

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thanx

quick veldt
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dumb question: how do i get in again XD?

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nvm it's esx

faint sable
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oh right it'd conflict on the ones within the fwp pack itself, since the fwp contains everything together, this will be changed in the next update I am working on. for now just delete any duplicates it states until the game loads, i'd start with what that error says and repeat until it boots up.

small thistle
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okay

quick veldt
small thistle
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I tried to put them in different positions, either there was no animation of changing the magazine or this error

faint sable
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yea I mean it doesn't look wrong, you don't need the patch if you just re-downloaded the zip from the mediafire link I gave or the moddb version of the 9x39 pack

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you also need to go through the fomod setup and tick the 3dss toggle on for the 9x39 if you haven't already

small thistle
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still the same error above

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3dss was turned on

celest forge
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Bad mod delete it

green topaz
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Hello there. please tell me the mod that allows you to place the armor plate inside the suit and not on the belt. I've been looking for 2 hours, but I can't find it.

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It is advisable that this mod supports the animation of putting on and removing the armor plate.

undone spruce
celest forge
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Very nice model

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What gun is it

random fulcrum
celest forge
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Ok Sherlock Holmes

undone spruce
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i still think the texture looks flat, but i cant get it better than this for now

celest forge
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You should focus a lot on the roughness map if you want it looking ok in game tho

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Assuming this is for Anomaly

undone spruce
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yeah, my biggest problem has been balancing a bit for the game shaders to not make everything looking shiny, editing the normal R channel on photoshop seems to be the best solution for now

celest forge
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What animations are you gonna use for it

undone spruce
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im making my own, since ive done for some DA pistols i could import some from them

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DA and SA

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for now theres
3 variations of colt 38 revolvers
2 variations of taurus pt-22
colt 25
22lr revolver
trejo 22
and this savage pistol 32acp

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im still looking for a 380 pistol to make

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thinking of releasing it along the ammos

celest forge
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What's DA and SA

undone spruce
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Double action
just to say the hammer doesnt stay cocked after the slide moves

celest forge
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Oh alright

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You've made all of those for STALKER?

undone spruce
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yeah

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mostly because i had free time in the recess that ends today, so ill just see it to the end and see if i be able to release it

celest forge
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That's really cool

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Can't wait to see them

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I can help with icons if you want

undone spruce
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thanks, ive already done some of them picking from what i could find on discord history, i think theyre ok, but i still think some will have to be redone

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those are that already done till now, i think only making a 380 pistol, the savage and trejo animations, some ammo texture, some icons and sounds

celest forge
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LMK on the icons

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I just love to make those

small thistle
jade oxide
drifting moat
summer stream
jade oxide
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i love the quality of the mesh model

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makes the gun look so goofy but i love it

fossil folio
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Anyone knows where MCM settings get stored?

sweet dew
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hello
screen 1 - i have returned recipes of containers
screen 2 - i am able to craft them
screen 3 - they exist in the game, i can get them in debug mode

but crafting gives me nothing. literally it consumes resources and give nothing as result

any ideas? thank u

drifting moat
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Try this

misty mulch
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normally in gamma that's "GAMMA MCM Values - Rename to keep your settings"

snow cove
# drifting moat

I did something similar recently, to return the recipe to the veles detector, do I also need to make a similar file for it?

sweet dew
# drifting moat Try this

thank u!
but unfortunatelly dont know where to place it. and what files it overrides. i have never worked with scripts.
i need to just put it somewhere? add this code somewhere?

placed it in \gamedata\scripts of my mod archive and it gave nothing.

sorry for stupid questions and taking your time

shy osprey
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I launch the game with the frosty weapon pack on DX9 and get this error
3DSS disabled

random fulcrum
queen pineBOT
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@shy osprey
UGP is no longer available in Gamma as it has been superseded by FWP from the same creator.
UGP(FWP) Discord invite link: Accept
Latest FWP thread in this server: #1277740537344168016 message
Frosty Weapon Pack install video:
_ _||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _
https://www.youtube.com/watch?v=0mAgUuvs1FY

Frosty Weapon Pack : Adds Escape From Tarkov Weapons, And Frosty's Weapons. Adds 78 fresh and reanimated guns to give a new flare to your gunplay!

FWP IS :
9.2 GB UNPACKED
2.3 GB PACKED

DOWNLOAD LINKS

UPDATED 5/5/2025

FROSTY WEAPON PACK (GOOGLE DRIVE LINK) : https://drive.google.com/file/d/1mV7qLX1rUZQhOVtNQPzT9fY5Kgfkx86o/view?usp=sharin...

▶ Play video
drifting moat
#

If you have workshop optimization mod put the file at higher priority than the workshop optimization mod and try again

drifting moat
sweet dew
random fulcrum
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do fucking not

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serial killer behavior

undone spruce
slow bolt
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and then post it here

drifting moat
steady apex
sacred token
jade oxide
shell grail
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Does anyone know if rosktok arena will be removed? ik the door is what's sucking the fps

fair inlet
ashen hatch
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Can anyone make a mod for basic needs like pissing and shtting?LipBite

jade oxide
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are you subnormal? lol

ashen hatch
summer stream
celest nimbus
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[Mod Idea/Question] "Tactical Listen Mode" – focused hearing while holding breath

Hey stalkers,
I’ve been thinking about a feature that could enhance immersion and stealth gameplay — especially during night ops or in heavy weather.

Concept: While holding the F key, you enter a Tactical Listen Mode — in addition to the existing GAMMA mechanic that highlights nearby lootable items.
This mode could include:
-Ambient noise (wind, gunfire, general environmental sounds) gets muffled
-Footsteps, mutant sounds, and rustling have an extended audible range (not louder, just detectable from farther away)
-Slightly increased chance for nearby mutants to make growl sounds?

(Bonus: weapon shifts into a high-ready stance as a subtle visual cue)

I rely on audio a lot in GAMMA, and this would be a great way to scan for threats while moving cover to cover — stop, listen, decide.

I’m totally new to modding in GAMMA, aside from some .ltx tweaks for HUD positions and adding custom portraits —
…well, besides spending way more time adding new mods, getting them to work, briefly playing, then immediately thinking of one more thing to tweak or add to the already monstrous load order… all while praying I don’t break everything. 😅

Would love to hear what more experienced modders think — maybe someone out there feels like giving this a shot?

novel ruin
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i think replace extend range for footsteps with a louder footstep then it can be done. though

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you will need to know how to code for that, but it is an interesting idea that i might or might not stole it

random fulcrum
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that's a shit ton of engine editing unless you're willing to have a nightmarishly heavy script that simulates distant sounds

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imagine needing rdr2's eagle eye

novel ruin
random fulcrum
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yeah that is what i implied

novel ruin
random fulcrum
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so that freezoom shits the bed even harder

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that goes hard

vale canyon
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am i doing something wrong when opening level?
is this supposed to be like this?

drifting moat
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I don't think you're supposed to do it in blender

vale canyon
vale canyon
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when u set path to unpacked gamedata it does resolve all other needed paths.
u just need to unpack all the db archives i suppose

drifting moat
celest nimbus
# novel ruin pretty pretty dam hard to do, i would said impossible. ambient noise can be hand...

Well... ok, guess I'm out then 😄
No way I'll be able to just learn coding anytime soon with the time I have.
But knowing that reducing the volume of all sounds is possible, and that instead of extended range you could just adjust the chance of a mutant making a sound – that already sounds pretty good.
Feel free to steal the idea if you actually end up working on it!
Would be nice if there were at least an MCM config so I could still bind it to F 😉
(I barely use free zoom anyway... though that idea's not bad either.)

regal bolt
#

Hey guys
I keep getting this issue whenever I'm using 3DSS with HDR. Anyone know why this happens?

random fulcrum
#

damn that looks wicked cool

fair canopy
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Probably cause hdr is blowing out the chroma in the scopes

jade oxide
regal bolt
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Here's my current config

#
r__color_grading (0, 0, 0)

r__enable_grass_shadow off

r__saturation 1.1
r__gamma 1
r__exposure 1
scope_factor 1

r2_sun_lumscale 3.
r2_gloss_factor 0.001
r2_gloss_min 0.56
r2_sun_lumscale 3.
r2_sun_lumscale_amb 2.5
r2_sun_lumscale_hemi 0.97063
r2_tonemap on
r2_tonemap_adaptation 3.0
r2_tonemap_amount 1
r2_tonemap_lowlum 0.55
r2_tonemap_middlegray 1.4
rs_c_brightness 1
rs_c_contrast 1
rs_c_gamma 1.
r2_sun_depth_near_scale 0.9998
r2_sun_depth_far_scale 0.99988
r2_sun_tsm_bias 0
ssfx_hud_hemi 0

shader_param_1 (1, 1, 1, -0.2)
shader_param_2 (0, 0, 0, 0.03)
shader_param_3 (0.0, 0.0, 0.0, 0.67)
shader_param_4 (1.12, 1.12, 1.13, -0.4)

r4_hdr10_bloom_blur_passes 20
r4_hdr10_bloom_blur_scale 1.
r4_hdr10_bloom_intensity 0.06
r4_hdr10_bloom_on 0
r4_hdr10_brightness 0.
r4_hdr10_colorspace 0
r4_hdr10_contrast 0.31
r4_hdr10_contrast_middle_gray 0.67
r4_hdr10_exposure 5
r4_hdr10_flare_blur_passes 12
r4_hdr10_flare_blur_scale 1.
r4_hdr10_flare_center_falloff 1.1
r4_hdr10_flare_ghost_ca 3.
r4_hdr10_flare_ghost_dispersal 0.6
r4_hdr10_flare_ghost_intensity 0.04
r4_hdr10_flare_ghosts 1
r4_hdr10_flare_halo_ca 10.
r4_hdr10_flare_halo_intensity 0.04
r4_hdr10_flare_halo_scale 0.47
r4_hdr10_flare_lens_color (1.000000, 0.700000, 1.000000)
r4_hdr10_flare_on 0
r4_hdr10_flare_power 0.04
r4_hdr10_flare_threshold 0.
r4_hdr10_gamma 1.5
r4_hdr10_on 1
r4_hdr10_pda_intensity 1.01
r4_hdr10_saturation 0.1
r4_hdr10_sun_dawn_begin 4.5
r4_hdr10_sun_dawn_end 6.
r4_hdr10_sun_dusk_begin 18.5
r4_hdr10_sun_dusk_end 21.
r4_hdr10_sun_inner_radius 0.2
r4_hdr10_sun_intensity 80.
r4_hdr10_sun_on 0
r4_hdr10_sun_outer_radius 0.4
r4_hdr10_tonemap_mode 1
r4_hdr10_tonemapper 6
r4_hdr10_ui_nits 100.
r4_hdr10_ui_saturation 0.5
r4_hdr10_whitepoint_nits 100.

ssfx_hud_hemi 0

shader_param_1 (1, 1, 1, -0.2)
shader_param_2 (0, 0, 0, 0.03)
shader_param_3 (0.0, 0.0, 0.0, 0.67)
shader_param_4 (1.12, 1.12, 1.13, -0.4)
regal bolt
regal bolt
jade oxide
#

ah funny, I forgot there was HDR to enable in modded exe.
i got a HDR10 monitor and I enable it through windows, I leave it off in the modded exe parameters lol so i have zero issues with 3DSS

regal bolt
#

ah alr

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I'll give that a shot

jade oxide
#

i don't quite know why there is HDR settings in gamma, maybe for fine tuning ? have you tried like I do, disabling it and having it handled by windows ?

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i know some games like Minecraft can't support it, because of java or something, as i've read, but to be fair, i never bothered tweaking it for gamma, it just straight out worked out of the box ^^

regal bolt
#

My monitor can accept both HDR and SDR video, but if STALKER is only streaming SDR, it won't display in HDR

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it'll just be interpreted a bit differently so that it is displayed as SDR

jade oxide
#

wait, you are streaming it ?

regal bolt
#

but with HDR10, the game is run and displayed in HDR

regal bolt
#

as in a data stream

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not a live stream

jade oxide
#

oh I see

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i have zero idea why it works like this on your end hehe

regal bolt
#

It works with HDR off

jade oxide
#

i just know for mine, it will display HDR i don't need to tweak gamma

regal bolt
#

while that's true, you're not getting real HDR

jade oxide
#

game "HDR" off, but my monitor on I do get HDR

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ah yes probably

regal bolt
#

it displays SDR video in an HDR format

jade oxide
#

but significant picture color & quality change though

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which satisfies me

regal bolt
#

instead of displaying actual HDR video

regal bolt
jade oxide
#

yea i get ikt

#

well i could try it actually i'm curious let's see

regal bolt
#

I'm just looking for some better contrast and visibility

regal bolt
jade oxide
#

what file is that, that you linked ?

#

im trying default modded exe settings first

regal bolt
#

those are just the settings from my config

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I'll send it to you in DMs

rough lion
#

How could I make my own prefetcher for my assortment of mods the most efficient way?

tawny sedge
#

hey guys, im looking to create a gun mod and add the CR 21 into stalker but im little lost as to how to develop it, i know how to 3d model and animate but im so confused on the developing side to it. Are there any resources that break down modding ?

drifting moat
#

But I'm no gun guru never did one. Try YT it has tutorials even from Juan

tawny sedge
#

alright ill take a look, and let you know, also quick one, for weapon modding do you think theres anything diffrent i need to do for gamma and anomaly and efp

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thank you for the advice too

drifting moat
#

Yes. For anomaly you need to configure weapons so they appear in shops and vendors will actually buy it

tawny sedge
#

oh yes thanks

#

what is juan's yt? also sorry if my question annoy

lilac idol
#

juan has a tut for adding scopes

drifting moat
lilac idol
tawny sedge
#

ok so, i know how to model and rig stuff, and i already have the xray plugin for blender, i just need to know how i can take the gun i want to make in blender and use it in gamma, anomaly and efp

main plover
tawny sedge
#

pinned where?

drifting moat
tawny sedge
#

alright, thank you

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jeez 2 hours is crazy work 😭 shoutout lunatic though

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thank you all so much, ill watch this and get started and see how everything goes

drifting moat
#

Gl mate

rough lion
undone spruce
#

i kinda wanted to show the front mag release from the savage but i dont think its possible in a sensible way

sacred vigil
#

I'm slowly figure out the textures in this game, i just really need a resource for file paths/the actual anomoly files themselves. I cannot find the textures for the vest and the electronics on the Nosorogs to edit. Anyone able to point me to a resource or the file path itself?

#

i found the textures for the helmet and the nosorog parts, but the rest i cannot track down

undone spruce
#

i think the fastest would be to open the ogf files in ogf tool or the toolset ogf viewer and check the texture path

sacred vigil
undone spruce
#

there is

#

in blender, using pavel's blenderxray plugin

sacred vigil
#

oh sweet, i was hoping there was a plugin, tyvm

sacred vigil
#

worked like a charm, got the filepath. I feel more powerful now. SEAFOAM GREEN BEGONE

formal minnow
#

Hello im need help with something

#

i want to make a radio mod

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however i just have one questionn

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i asked people about music i can put to the radio

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they said for some music you need copyrights holder permission

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how do i check that certian music

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permission or not

novel ruin
#

if you want to know how: do !music in #🤖bot-commands

drifting moat
novel ruin
summer stream
#

god wont help me

drifting moat
#

In general breaking DC TOS = breaking GAMMA server rules

drifting moat
main plover
#

Is substance painter only/best option to just make retexture of 3d model?

#

Because I can't work shit on flat uv maps

summer stream
#

you can bake on lighting using it
you want a retexture? bake mesh maps, then re-do the metallic map and etc for it
you need to manually paint it, but it will be worth it

#

but i mostly use photoshop to retexture some aspects clueless

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i even did normal using it

main plover
#

I want to change camo for one of factions from kvma and I am wondering which option would be easiest to work with i can learn new tool always stalkersad

summer stream
#

you want to change the general texture? use photoshop

#

paint or gimp can be used too

#

normal is different kind of stuff

#

same to metallic ones

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simple retextures : photoshop, paint.net, gimp
complex retextures : substance painter

main plover
#

Ty will have that in mind

jade oxide
# formal minnow permission or not

everything is under copyright basically. So you can't legally speaking (except if you are like me and you don't care, but i don't bother making music playlist mods...lol) distribute any music, except if you find the mention free to use or whatever the license is named I don't remember.

That's why some youtubers and many content creators use those famous right-free music things available on youtube, which sometimes are very close to famous real music compositions

tawny sedge
#

hey guys, so i watched the video on modding and im testing it out with a previous model i made, i ran into a little issue with editing the channels of the normal map on gimp, is there a way for me to duplicate and replace the green red and blue or will i have to just download photoshop ?

tawny sedge
#

nvm i sorted it out

rancid falcon
#

@soft badge hey plz help me mod

agile flicker
#

Hello, does anyone have any documentation on how to make a custom npc? I'm not trying to make anything fancy, just a guy with a custom name that i can turn into my companion

viscid kayak
turbid lily
#

I need help to translate the base game sound files into english, if any russian and english speakers can assist it would be much apperciated. This is for Anomaly Subtitles btw.

fair canopy
#

Which stalker mod recently added the 3d rendering icons? Was it a coming soc gunslinger update?

brave niche
drifting moat
# fair canopy Which stalker mod recently added the 3d rendering icons? Was it a coming soc gun...

New year, new update for OXR Gunslinger! You can download it here now! https://www.moddb.com/mods/openxray-gunslinger/downloads/alpha-v020

This is the first long-format devlog, voiced by yours truly. I spent a lot of time working on this feature, and had a ton of fun, so I really wanted to share the process and hopefully provide some unique ins...

▶ Play video
celest forge
#

That is very impressive from a technical standpoint but the end result is awful imo

#

Like, the icons look really bad

lethal garden
#

Anyone can tell me whats causing these lines across surfaces like this when using a flashlight?

drifting moat
celest forge
#

From what I understand, it only renders the items that are on screen at the moment by putting them in and out of the sheet dynamically, so it renders only items in view, not all the inventory

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But I personally think they look like shit

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Flat and dull

#

Setting up icons isn't that bad specially with tools like SIE which pretty much does it for you

drifting moat
celest forge
#

Well, like he explained in the video, Anomaly uses an icon atlas

#

All item icons are stored in the same huge file, which is rendered anytime you look at any item, but then you just pull the coords from that atlas

#

Problem is all sorts of mods that add items not using an atlas, but individual icon files

random fulcrum
#

i mean surely it just uses the atlas as the vanilla example

#

as in there is handling for loose icons

celest forge
#

Yeah, but what I mean is that it's somewhat performance taxing to have to render all of those dozens of individual icon files

#

Instead of just the big atlas

#

That's probably part of the lag when you open your inventory/stash in heavily modded Anomaly

drifting moat
#

Hmm. So in theory if I would use oldschool icons and would put 1000kg of those items in a stash it wouldn't lag nearly as bad?

celest forge
#

This is all a theory, I don't know much of the lag is because of the icons rendering

#

You'd have to test it

drifting moat
#

Ah. I want to do so much, but don't have enough time. I think I'll quit my job and just become a full time modder until I starve to death. Opinions?

lethal garden
#

Anyone know what's making darker colors/the sky appear like this? Some hues are brighter than normal, shadows are a bit darker.

summer stream
#

dear sir that's compression kek1

misty mulch
#

partially caused by DX8 as well (including the brighter/darker than normal issue)

viscid kayak
#

ooohhhkay going a little bit crazier now

local base_set_random_stash = treasure_manager.set_random_stash
function treasure_manager.set_random_stash(no_spot, hint, bonus_items, id, dbg)
    base_set_random_stash(no_spot, hint, bonus_items, id, dbg)
end

how could this code alone cause the "find the documents" missions to never register as complete? Like, how could anything possibly be set up in a way where switching function pointers around just breaks stuff??
am i crazy? did i set up this monkey patch wrong?

drifting moat
viscid kayak
#

well I know for a fact it's getting called, cause it does the other stuff I told it to before I commented it out to figure this bug out

drifting moat
#

Ah okay

viscid kayak
#

wait I'll grab screenshots to explain the weirdness in a bit

#

hdr10 on so all screenshots are deepfried woohoo
1: stash first open, looted all, no "Stash found" popup
2: stash close, then open again, loot has regenerated, close without looting anything
3: open and close a few times, loot regens on every open, picking anything up doesn't progress the quest
4: the quest itself
all other stashes are not bugged, it's just this one quest

#

function that spawns items like this miiiiight be this one? but i don't get why anything here would throw a fit

#

in tasks_nta_stash.script

drifting moat
viscid kayak
drifting moat
#

That's what I do when I get stuck. I start checking everything no matter how irrelevant I think they're. It usually works

lethal garden
#

As far as 'compression' goes, is it because Im playing on a lower resolution?

viscid kayak
#

im stuuuuuuuuuuuuuuupid, set_random_stash has a return value kekfacepalm

lethal garden
#

Any advice for fixing this? ^

viscid kayak
#

i got nothing

viscid kayak
#

oh it only returns shit in debug mode and taking that into account didn't fix anything
nvm nvm it does I just wrote to the wrong file

lethal garden
#

Heres some more shit for me to complain about.

main plover
#

4:3 keksad

slow bolt
queen pineBOT
#

@lethal garden 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): #🔨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.: #🔨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.

slow bolt
#

Dont leak into other channels without your instane pack of mods pls

languid burrow
#

Does it look like something usable, in theory? An additional alternative storage system with nearly unlimited storage (in terms of available free x-ray IDs). On the left - storage inventory, on the right - actor. Can be integrated with furniture mods, implement banking or item delivery system between locations and so on.

QoL stuff like grouping/sorting/searching/mass withdraw or deposit/etc will be added.

misty mulch
#

could you hypothetically insta kill your game using your mod by suddenly "withdrawing" 10k ids worth of items in one go

languid burrow
drifting moat
random fulcrum
#

i've wanted indexed list stashes ever since i first played ogsr

#

shit is just magical

#

i'd argue it's even easier to navigate

hidden gyro
#

Hello, i dont know if this is the correct "room" for this i will ask. I was thinking about a mod for GAMMA that would allow you to turn grenade launcher grenades into throwable grenades. You cant buy normal grenades because they are "too powerfull", yet you can buy and find launchable ones often. It makes grenade launcher so good to have on your gun. So why not make a recipe that would allow you to turn them into homemade throwable grenades. They dont have to be as strong and can have variable fuze. Thoughts?

drifting moat
random fulcrum
#

yeah the search bar was sorely missing in ogsr

#

also a way to sort them by weight or quantity

#

other than just name

#

if stashes had all of that it'd be killer

undone spruce
#

so news on my world ogf woes
immediate crash when spawning weapon on inventory = motion ref declared on ogf
crash when dropping the weapon off inventory = still no fucking clue

celest forge
#

Post the log

undone spruce
#

[error]Expression : _valid( c )
[error]Function : CPhysicsShellHolder::correct_spawn_pos
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\PhysicsShellHolder.cpp
[error]Line : 214
[error]Description : object: wpn_sav190719968 model: dynamics\weapons\wpn_sav1907\wpn_sav1907_world

thatrs the only relevant part

#

hmm checking the exe code, let me try smth

celest forge
#

How did you make the world model

undone spruce
#

i pulled the hud model, deleted the bones and vortex groups that weren't needed, modified the mesh to reduce tri count, and redid the vortex groups

#

the only way i can make it work is copying teh skeleton from a already working world ogf, modifying and parenting to my mesh, then without problems

#

which i have no problem doing, i just find it weird not knowing if its a detail or export problem from xrayblender

just find it weird im the only one showing these problems

#

either way, another pistol finished

fair canopy
#

You need to set a collision box on world model

undone spruce
#

?

fair canopy
#

Not that I know of

#

It might be mentioned in lunatics video

naive snow
#

If you search in discord in this channel, I faintly remember running someone through the process of setting up the collisions for the world model

naive snow
undone spruce
#

oh, i see now

#

thanks, ill see to set that now

fair canopy
#

You can also just set your hud model as your world model as long as it has a collision box. You don't need to delete any bones

#

Just set everything except the gl and silencer to wpn body

naive snow
fair canopy
#

Well then just decimate that bitch a few times

naive snow
#

The Juant special

undone spruce
#

i wasnt aware of those collision boxes

#

the way to modify those boxes are throught text lines?

naive snow
#

Nah, you modify in blender, you get the scale and everything through the gizmos. Otherwise use the Fit to model or whatever option, works pretty good overall

undone spruce
#

im seeing now, dont mind, forgot how to read

hollow minnow
#

How do u port mod from Anomaly to IWP?

slow bolt
#

Wouldn't IWP server be the place to ask?

#

considering it runs on CoC source code - its not gonna be pretty

naive snow
celest forge
#

What's the last one you remember

naive snow
#

Oh boy ehhhh whatever was momo's service riffle or something?

#

Was it a shotty?

naive snow
#

Is that an in-order list?

celest forge
#

Yes

#

First is the oldest, last is the newest

naive snow
#

Okay so I faintly remember the Defender

#

You've been busy

celest forge
#

Somewhat

naive snow
#

Nice to see some new revolvers

#

Did you ever manage to get a single reload/count system going?

celest forge
#

I didn't

#

Too much work

#

Having to make 7 reloads per gun sounds fantastic from the user's POV but not from mine

naive snow
#

That's the cross to bear

celest forge
#

And this is a bear on a cross

naive snow
#

I've missed this shit

lethal garden
#

Where can I find the .ltx containing the Mutant Skins/Hides?

#

Also

#

Is it possible for me to download previous versions of GAMMA? Or only the current version?

drifting moat
drifting moat
#

*there is no easy way of doing it

summer stream
#

me with old gamma :
jokerge

novel ruin
#

you cant revert mods that is dowloaded elsewhere

#

It would take a while to dig through a lot of pr though but it should be clean in the main branch

drifting moat
#

But doing so can corrupt saves

misty mulch
#

You also wouldn't have the old mod load order

#

Although ig you could copy old diffs for that too

#

But I also wouldn't recommend it for all of that. And moddb doesn't keep old versions of mods

kind hull
#

@misty mulch great modding guide 😄

tawny sedge
#

hey what does it mean if you create a gun mod right and you followed the instructions from the 2 hour long video minus the part where you make the hud animations unique so it doesn't require the mod you used in blender and when you load the game to test said mod it shows up in debug menu but when you try equip the gun and hold it in hand the game crashes and says it cant open insert gun name _hud.ogf

drifting moat
tawny sedge
#

ohh shit, thanks, also when i export the ogf of the gun its says warning" no texture in addon or something like that ?i can get the exact words if needed

drifting moat
blissful marsh
#

greetings stalkers, whats cookin ?

random fulcrum
#

POGGIES1 is this a teaser for a cooking mod?

tawny sedge
#

@drifting moat thanks bro, ill figure it out, ill try match the gun model i made to the beretta armature from pretty pistol, export it and use the hud animation for the beretta from pretty pistols and make them standalone.

drifting moat
#

Gl!

tawny sedge
#

@drifting moat i got it too work!!!, i got some help and you were right, it missed the hud animations cuz of a typo and the texture thing was cuz i didnt have it in the right directory when exporting

#

The gun model works, now all i need to do is add the extra stuff like descriptions and make it so traders sell it in anomaly and that npcs have it on loudout

drifting moat
#

Great work. Lemme see here

tawny sedge
#

i started off with a pistol after im done with it ill work on the cr21 gun.

quasi ice
#

can someone do full auto fire mod from mk14 ebr?

kind hull
#

Hey @misty mulch I was reading your dltx guide, does mo2 override the loading in alphabetic order?

random fulcrum
#

no because the dude is sleeping on the job and his ass has still not developed the mo2 plugin

random fulcrum
#

it's a deep cut joke

#

nevermind

#

no mo2 doesn't override the alphabetical order thing from dltx

#

do fucking not stack z's find other ways to make your mod take precedence

#

or if you're not planning on publishing just go crazy who cares at that point

#

but do fucking not perpetuate the cycle

kind hull
random fulcrum
#

take a guess as to why

#

no wrong answers

kind hull
random fulcrum
#

brother

#

mo2 sets priorities by overwriting files

#

it's not obscure

kind hull
#

hmm a okay

random fulcrum
#

dltx is designed to work that way in the engine

#

it's not handled by mo2

#

unless you have 2 dltx patches named the same

#

in which case mo2 dictates the priority

#

because you'd be overwriting files

vapid raven
#

does an MIT license on moddb mean i can use it without asking perms

#

The MIT License is a widely adopted, permissive open-source license that allows users to:
Use, modify, and distribute software released under the license.
Have high license compatibility.
Have remarkably broad flexibility in how they can use, modify, distribute, or even sell software.
Eliminate almost all restrictions on what can be done with the licensed software.

vapid raven
#

so i can use the mod in a publicly released modpack

#

and do a

#

mod name - mod creator

#

in mo2

drifting moat
random fulcrum
#

if possible, always ask for permission

#

if not, always credit

#

in any case, always credit

drifting moat
#

If you ever want to use any of my mods you can use it and I don't care if you credit me or not.

random fulcrum
#

shoutouts to serious

kind hull
kind hull
#

They are broken, nobody would accept a task in Dark Valley or Cordon if ur in dead city

drifting moat
#

Some task setup scripts have a parameter that can affect how close/far the task can send you. Where it had a parameter I added functionality to be toggleable from MCM menu

#

There should be a dropdown in the MCM menu where you can select:

  • Same map
  • Nearby maps
  • Same + Nearby
  • Only far
#

I would accept a Dark Valley task. As a merc you run around DC -> AW -> TC -> DW -> Garbage -> Agroprom -> Yantar and pick up as many tasks as you can

drifting moat
languid forum
#

Does anyone know if there is a mod that makes it so that guns from NPCs dont always drop? like giving it a spawn chance same as armor?

verbal siren
languid forum
#

damn, i really wanna get a mod like this it´s kinda overpowered that you can go to a military outpost and have a decent chance at getting like a green barrel SVD or AK

drifting moat
#

Is the problem the weapon itself dropping or the fact that it drops with good parts?

languid forum
#

the weapon itself dropping, for example in late game I also dont want Sin to drop me a PKP on every second kill

#

or UNISG dropping an AMB17

#

gives you another thing to grind for

#

aside from armor and artefacts

#

since in mid game you most likely already have some of the best guns already

main plover
#

What dds encondig works for icons universally trought dx8/9/11

frosty lake
#

my first gun

main plover
main plover
main plover
verbal siren
blissful marsh
#

#restoration #ww2 #remington

Here is the restoration of an old 1945 Remington Rand from ww2. This firearm was brought back from the war and sat in a Barn for decades before finally meeting me. This 1911 is horrible pitted but does function still. This is a testament to how well designed the 1911 was. Hope you enjoy the video and consider subsc...

▶ Play video
fair canopy
#

ah the classic "let me dunk this gun in acid and then restore it"

novel ruin
main plover
frosty lake
summer stream
#

poor rpd clueless

main plover
frosty lake
#

no way

quasi ice
#

do frosty allow to do changes in his gun pack?

faint sable
eternal rune
#

hello, i want to change ammo damage, is this the right file and the right thing to change?

random fulcrum
#

yes

#

you're modifying the ammo's damage modifier property

#

@eternal rune

drifting moat
tawny sedge
#

@drifting moat is the QoL Task mod you made crash if you have re:done on?

drifting moat
#

But I will make a comp patch soon

#

very soon

tawny sedge
#

thanks man 🙂

#

what the, discord automatically adds the smiley face when you do the ": )"

drifting moat
#

Everything does that nowadays

#

:)

sacred token
#

The "Chat" settings

kind hull
drifting moat
misty mulch
kind hull
drifting moat
drifting moat
#

That option was just put there because someone asked for it. Kinda half assed (You can't choose for what tasks to overwrite, it doesn't cover all task types).

tawny sedge
#

are there any mods that add new quests into the game ?

misty mulch
#

Unless you meant "what mods add new tasks because I want to learn how to do that"

tawny sedge
#

50/50. i wanted to see what it takes to make more quests and find mods to extend my gameplay

misty mulch
quasi ice
#

what can i do if gun seems small in characters hands?

#

not all guns

#

only one model

verbal siren
verbal siren
quasi ice
verbal siren
#

Change it to 65-70

quasi ice
verbal siren
quasi ice
eternal rune
verbal siren
# quasi ice

Now it looks ok in my opinion. There is no easy way to make the gun bigger, you'd have to know how to deal with models and animations. It may look small with exo hands, but that's to be expected.

misty mulch
eternal rune
#

ok ty

misty mulch
queen pineBOT
#

@eternal rune Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

eternal rune
#

ok

soft pewter
#

Anyone know where to start to make questlines for anomaly/gamma? I have a pretty cool drawn out questline idea but dont know where to start

#

It's called "Echoes of the Vanished"

lilac idol
quasi ice
#

ok,i have another question for thoose who know: Why are all weapons in the gamma that have ar systems recharged ONLY after removing the bolt delay? Does anyone know the reason or a ready-made patch to fix?

fair canopy
#

animations

lilac idol
nocturne night
#

Hey I was wondering if someone made an edit to Darkscape. Like removing anomalies so using the cars is actually viable or shortens it so you don't need to walk/drive for too long.

drifting moat
random fulcrum
#

one of the dollchan releases has a condensed darkscape

drifting moat
#

Or at least I think they're

random fulcrum
#

it's really good

drifting moat
#

Another more open/bigger map would be cool

random fulcrum
#

the thing is that the darkscape just needs content

#

cop maps suffer from the same issue in anomaly

#

ogsr (go play ogsr) has the darkscape ripe with content

drifting moat
#

It's still too big. Content or not. Driving cars would have to feel much better for it to be fine

random fulcrum
#

it's the same map sizewise but it has like 3 hours of questing to do

drifting moat
#

I used to love just driving around in fc3/4

random fulcrum
# drifting moat It's still too big. Content or not. Driving cars would have to feel much better ...

#death_raid #race #stalker
Релиз многопользовательского гоночного режима «Race»

«Death Raid» многопользовательский проект по вселенной «S.T.A.L.K.E.R.». В рамках данного проекта одновременно разрабатываются ра...

▶ Play video
drifting moat
#

KekSkew unbelievable. And it's multiplayer too

quasi ice
# lilac idol I don't really understand this question, could you elaborate

well, look, let's say you have an m4a1, it has a bolt delay after emptying the magazine, that is, the bolt remains in the open position so that when you press the button, close it and send the cartridge into the chamber. The problem is that even after pulling the trigger, taking into account the empty magazine, the bolt remains in the open position, although it should have closed and it would have been necessary to cock it manually

#

my english is not perfect,so I may be mistaken in the wording

celest forge
#

So you want the idle empty to be open bolt and then when you shoot it empty once it closes the bolt and remains that way?

quasi ice
celest forge
#

I dont think thats possible under the current engine

fair canopy
fair canopy
#

literally more trouble than its worth

celest forge
#

I guess you could just make the empty reload use the charging handle instead of the bolt release

celest forge
#

I can't play like this

#

I'm not cag'd out or immersed

quasi ice
fair canopy
#

i dont know what cag'd out is but i think it might be publicly indecent

fair canopy
quasi ice
#

and another one, how do I replace the texture of the magazine? Let's say I want to display a 50 round magazine instead of a 30 round magazine

fair canopy
#

You need to edit the ogf and probably the animations

#

You can't really just "change" things like that unless they're already similar to what's there

celest forge
#

Definitely animations

#

Not to mention he'd have to do it on every scope model too

quasi ice
#

But thanks for the information anyway

drifting moat
#

Is there a way to get the text of a TextWnd element?

#

You guys're not going to believe it

#

It's GetText()

flat swallow
#

Guys isn't there any mod for Gamma that adds the sounds for weapons from Expedition mod? they are fcking badass

main plover
#

But it's much more than only sounds and I don't even know if it includes sounds

signal patrol
#

anyone know what the size of gammas cursor is?

#

32x32 pixels?

undone spruce
#

@fair canopy about DLTX overrides, is there a way to completely delete or undeclare a certain parameter from a existing ltx?

fair canopy
#

Yes

#

The modding guide explains a lot about using dltx and if you go to the modded exe patch notes there's a few more dltx operators explained there

undone spruce
#

i see, i'll have a look at it

green topaz
#

hello everyone. suggest a mod that adds additional pouches for magazines that are attached to the belt. I've seen this in the "bosspack" build. I have to carry a lot of magazines, but I don't have many pouches. is there any mod that will solve my problem?

#

I tried to search, but it didn't work out.

summer stream
#

bosspack...

#

Пиздец ohno

green topaz
#

блять почему вы грызётесь между собой

#

мне так то пох я на гамме сижу норм

summer stream
#

Да забей, там просто у меня пару доёбов к разрабу lenya

green topaz
summer stream
#

Но если тебе нужно больше места для магазинов :
Просто через LTX сделай

green topaz
#

не скринил правда

summer stream
summer stream
#

Похуже фрости

green topaz
summer stream
summer stream
#

Ищешь в ltx файле строчку про артефакты или смотришь в другом моде

#

Потом делаешь свой файл

#

Туда закидываешь то что надо

green topaz
summer stream
#

Потом прописываешь его как артефакт

#

И всё

summer stream
green topaz
#

так да. но заморочисто. я нашёл мод. попробую конечно если что сделаю как ты сказал

green topaz
# summer stream Там хуже

я это тоже слышал только в адрес гаммы. я соблюдаю нейтралитет. сборки есть сборки. у всех разные вкусы.

green topaz
#

Просто наблюдал там такую возможность

kind hull
quasi narwhal
#

boss can pack deez nuts

lethal garden
#

Quite New to 3DSS, and I DO LOVE to customize Reticles to my liking, now can anyone give me the run-down on what these values mean & change? How do I enable the zoom amount & how do I enable dynamic zoom?

#

Also, can I simply edit these .dds files in order to change the 3DSS reticle in-game?

verbal siren
# lethal garden Quite New to 3DSS, and I DO LOVE to customize Reticles to my liking, now can any...
drifting moat
#

Can I select a UICellContainer cell with code? Given I have the whole instance of the cell want to select.

drifting moat
reef crescent
#

how does the npc_loadouts chances work?

fathom wagon
# reef crescent how does the npc_loadouts chances work?

Depends on which mod is in use or not:

If using the Weighted NPC loadouts mod (currently enabled in GAMMA), the chance is the number of entries that weapon will have in the list for that specific slot in that specific rank's loadout. A weapon will be picked randomly from the entire list of entries. The way you get the true "chance percentage" of the actual weapon is to take the number of entries that gun will have in that loadout slot and divide it by the total number of entries. Not quite that easy when inheritance in thrown in.

If NOT using Weighted NPC Loadouts (vanilla Anomaly/no mod messing with xrs_rnd_npc_loadout.script), here is how a weapon is selected. All weapon entries are put in a list once per entry (duplicate entries will just mean there are two of them in the list). When selecting a weapon, the game will randomly pick an entry, then roll its chance value out of 100 (23 chance value is 23%). If it wins the chance roll, it is the selected weapon. If not, the game picks another weapon entry randomly from the list and rolls the chance again. It will keep doing it until it finds a "winning" weapon. If none is selected, it will then randomly pick an entry in the list and immediately select it.

If using my edited version of NPC Loadouts, the chance threshold is rolled for the entire loadout of the enemy. Then, all weapons that succeed with that threshold will be put into a separate list. Once all the acceptable weapons are put into that list, the game will randomly pick from those acceptable weapons and assign the picked weapon. If no weapons are found (i.e. chance threshold results in an empty separate list), it will pick one weapon randomly from all weapons for that loadout regardless of chance. This is essenitally the non-weighted approach with a bit more uniformity in its loadout creation for all slots + speeds up the loadout creation process in cases where the old loadout script could go through the entire list, have every entry fail, then pick randomly - or just go through a very long list of weapons but only pick near the end of the list.

There is a default value that is used within the loadout script xrs_rnd_npc_loadout.script if no chance value is declared.

fair canopy
#

@summer stream which of these do i need to import for the correct model?

slow bolt
#

obj, no?

summer stream
#

obviously

#

if you need to import models from newer cods you would need a thing called :
cast plugin

fair canopy
#

I thought so, I was just surprised how low poly the model is

summer stream
languid burrow
#

Hi all. Is there any way to make IntelliSense in VS Code to work with functions/vars from other *.script files?

E.g.

file1 contains function "foo"

file2 editor suggests this function when you type "file1."

languid burrow
# drifting moat Check the very first pin here

In a hacky way, this also loads variables, functions, and classes from other scripts into their own namespace - replicating how the engine loads the Lua scripts. In essence, this should allow autocomplete and Go To Definition commands to work on variables referenced from library scripts.

Sound neat, thx. :3

drifting moat
lethal garden
#

Whatever happened to Jeremussy's thread in Mod-Posting? The one with the Mk-47

#

found it.,

rocky basin
#

any mod for remplace the vainilla pso1 without eyecup ?

candid quail
languid burrow
#

Hi. I have an idea of making some kind of a progression overhaul, that will turn a playthrough into a long but rewarding grind. Is there something, that's impossible to implement or just sounds bad?

#

Progression Overhaul - "Grind Must Go On"

The main idea is to make a completely new progression flow for Anomaly and anomaly-based modpacks. The key difference is that
a new flow will require doing different activities (all of them, not one or two) to earn their specific "resources" and "rating".

Example activities:

  • Killing stalkers (looting patches)
  • Killing mutants (looting their stuff)
  • Artifact hunting
  • Questing
  • Stash looting (under question, it's boring, quite unrewarding and become even less)
  • Scavenging (maybe make looting stashes more rewarding)

NB "realism" is ignored completely. Just pure gameplay.

Activities

Doing activities means gathering corresponding items or increasing statistics and turning items in for "resources" and additional "rating".

Progression flow

Weapons and outfits are divided into N tiers, based on their price + some overrides based on efficiency. Player CAN NOT equip something, that
belongs to locked tiers. This is to make sure, that dropped gear cannot be reused without forcing it to despawn.

Next part is fairly simple: spend "resources" on specific equipment unlocks (tier-based prices) and achieve specific "rating" breakpoint to
unlock next tier. More conditions on tier unlocking can be added. (bounties, quests, etc.) Outfit enhancement (Black Desert Online) system
seems suitable and possible too.

Also, maybe there is the way to implement different tiers for "resources", to force player grind new locations.

Progression motivators

  • Most locations are "locked" behind a specific outfit tiers. Maybe the Brain Scorcher system will be reused.
  • Additional locking mechanisms can be provided through player stat-checks. (e.g. rad/chem protections)
  • In GAMMA, t3 toolkits are locked behind Brain Scorcher deactivation (Radar). t2 toolkit crafting recipe can be removed too.
  • To "beat" the game player needs to reach CNPP+ at least. This location can require exo+ tier.
#

Wow, it supports markdown. Cool

fair canopy
rocky basin
#

Nah i have a visiob like a tunnel

fair canopy
#

Then there's an issue because I removed the eye cups from pso sights

#

Unless you mean vanilla anomaly

sudden inlet
random fulcrum
#

oh so it's just living legend but you can't use gear earlier than you're supposed to

barren spruce
#

sup modders

#

any cool mods lately

celest forge
#

Storylines and quests in general are a thing that only like 5 people in the entire modding scene have done

rocky basin
novel ruin
fair canopy
main plover
#

How to stop stalkers from shootig eachother in test level

jade oxide
novel ruin
snow salmon
#

Hello! What mod is responsible for detecting nearby artifacts with your detector holstered?

misty mulch
#

it's just a lot of work as these things always are

#

given that this is the gamma server you would also have to fight uphill against everything in the gamma modpack and the decisions being made for it but it's not impossible

celest forge
misty mulch
#

yup, 100%

celest forge
#

I mean that's the answer to half of the messages here

#

Everyone has ideas, very few the will to make them tangible

misty mulch
#

ideas are cheap and that's why everyone gets shat on so hard in the suggestions channel madlad

sinful imp
#

Yo, opened up and modeled new room on Bar, everything is good, was made in blender, but from inside it seems like Game thinks that actor is "inside the wall" or "out of bounce" and game unloads meshes/textures of the level outside it, any ideas how to fix it?
Maybe i need to edit some specific mesh with "OB walls" or edit any some kind of config for the map, but i have no clue where to find it and how it named, so i need some help Blessrng

drifting moat
sinful imp
random fulcrum
#

if you become one, document it

vale latch
#

hello, does anyone know where the original anomaly sound effects for the radio are from? i mean like the beeps specificly the one you get after emmision

drifting moat
sinful imp
# drifting moat I think that the Anomaly modding book has all the SDK versions listed. Definetly...

Yeah, but over all it have no description what which sdk doing and what it is for, if i remember correct it's just list of it and thats it, and if you don't know from the start what every sdk do, you still have nothing, because there is no explanation for people who have no experience at all. This made me mad and i just closed that page because there is like zero useful info and i wasted like few hours reading all that shit just with sdk names, it does not even have links on downloads, so when i tried to look for some of sdk i found nothing or something unrelated in general, so i don't want to download every damn thing and waste like days to understand what is which tool doing, i would rather pay 100$ to actual modder with mapping experience that will spent few hours on me than i will do this trip without knowing if it actually will lead to something or i just will waste my free time, which I have had in short supply for the last couple of years.

drifting moat
quasi narwhal
#

though that's only doable via sdk, just not sure how doable due to it being anomaly

opaque ravine
#

is there any mod that narrates the text of a fellow stalker male/female voice for main or side quests?

misty mulch
#

no text-to-speech mod exists to my knowledge, but then, i don't have an amazing comprehensive knowledge of anomaly mods

#

certainly not one for gamma

patent remnant
#

what file is responsible for the distance at which npc's can hear you walk, sprint, jump, etc?

#

or can that only be done by script

patent remnant
#

thank you so much

sacred token
fair inlet
patent remnant
#

in the script?

fair inlet
#

afaik not possible

patent remnant
dense comet
#

What is Anomaly programmed in? I have many many many great mod ideas and tweaks I want to make but I don’t have too much experience outside of C#

summer stream
#

Lua.

dense comet
#

Well fuck me sideways

#

I’ll pay for a McDonald’s meal for someone if they make a mod for me, that’s abt as much as im willing to spend

summer stream
#

And how much? jokerge
(in rubles, since i suppose ur one)

misty mulch
#

isn't the engine C++ but scripts are in Lua

summer stream
#

also true

dense comet
misty mulch
#

and configs are in the super special .ltx format which is really just .ini but funny

summer stream
drifting moat
#

What's the mod idea?

summer stream
#

"more complex"
the complex :
haha i write down k_hit = 10
the bullet doing 10 times more damage with the use of gun
(gun does 50, with the new bullet it does 500)

misty mulch
dense comet
# drifting moat What's the mod idea?

Got a couple, tweaks to the stealth system to lower aggression and detection if possible, and compensating by adding unique forced dialogue with stalkers when in an enemy base (like them asking who you are and whatnot bad answers get you caught) more immersive ai that can have loners and ecologists and maybe mercs tossing bolts and navigating anomaly fields to find artifacts and actually take an artefact, maybe even a chance of them fucking up and dying, and some other faction specific activities and AI behaviors

#

No idea if any of this is feasible with the engine or with the other mods already in, I’ve got pretty limited modding experience

#

Just ideas I’ve had while playing

dense comet
summer stream
#

i think one of the stalkers game had that

dense comet
#

I’d imagine it would suck to implement since anomalies aren’t set in one place permanently, could add boundary zones around all anomalies within a certain distance of an artefact that only stalkers can see, have a % chance of them not seeing it maybe?

#

No clue what the engine limitations are

#

Or what’s realistically implementable

#

Let me know if my ideas are just impossible or ridiculously hard to implement

misty mulch
#

not only are anomalies added by Dynamic Anomalies Overhaul... dynamic... NPC pathing is simply not aware of them at all

#

and IIRC npc pathing cannot be meaningfully altered

#

I am not an AI modder but "adding an entire new AI state" seems... complicated, even if it is possible

drifting moat
misty mulch
#

yeah what i mean by "npc pathing can't be meaningfully altered" is "changing NPC pathing via map editing is functionally lostech"

#

tweaks to the stealth system to lower aggression and detection if possible
this ironically is super easy since the entire stealth system is a mod and you can fuck around with its variables in its mod config menu right now

#

adding unique forced dialogue with stalkers when in an enemy base
this shit seems. extremely difficult

#

(i am happy to be wrong on that front though)

drifting moat
#

If it's implying that the player has to be stealth for it then I don't think it would be that bad to implement

#

Would take time and commitment sure

misty mulch
#

but this "different NPCs have different (and completely separately animated) behaviours based on their faction" also seems difficult difficult lemon difficult

drifting moat
#

We get paid in praise KekSkew

misty mulch
#

it'd cost you a lot more than $30 i tell you what kek1

drifting moat
#

That's for sure

#

I will once for fun calculate how much a mod would've costed if I was on the same hourly wage as I'm at my job

dense comet
#

Big text incoming

dense comet
# misty mulch not only are anomalies added by Dynamic Anomalies Overhaul... *dynamic*... NPC p...

The way I was thinking it was having invisible regions around artifacts that when entered, stalker has a % chance to attempt to grab, pathfinds straight to artefact location, anomalies that spawn have a similar region around them with a % chance to make a stalker throw a bolt at them, if done stalker pathfinds to the artefact around the anomaly, and repeats until a clear path is made or until the check fails and stalker dies. Again if this is not possible or too hard to be done for free, then it’s just that and that stinks. But if you can imagine any possible way something like this could be implemented, that would be awesome

For the NPC faction behaviors, I can think of workarounds for the animations, freedomers being high might be overdose levels and a FEW of them could have a chance to share the idle standing stance or walking animation of zombie stalkers, I believe smoking is already an animation but call me dumbass if not. Dutiers and Mercs hunting would need unique animations though, after spawning a duty patrol with that mission, have them track a random or maybe a certain type of mutant, maybe just go to its location and the AI will kill it naturally, no need for new animations. Same with mercs but would need some tweaking so they aren’t just homing missiles. but again if I’m over ambitious because I don’t know what I’m talking about then that’s just that but I’d LOVE to see any possible way for something like this to be implemented, sadly I am not experienced enough with lua and not rich enough to force this to work

random fulcrum
#

i could not ask for money directly for my mods

#

shit just attacks my moral compass on a soul level

#

worst i've done was putting a kofi link at the very bottom of my shit in moddb but just as a text link, almost so that people miss it on purpose

novel ruin
dense comet
misty mulch
dense comet
#

But again I have no fucking clue what I’m talking about when it comes to technical shit I just have ideas

misty mulch
#

it's extremely fucking hard

novel ruin
misty mulch
#

the "achievable by a novice" version of your ideas is "tweak stealth system detection and aggression values"
the "full picture" you are painting is "hire an animator, learn Lua, possibly create a completely new system for Anomaly NPC interactions with anomalies" at a really quick minimum

dense comet
random fulcrum
#

that's hilarious

#

cause xray is c++

#

not c#

#

and despite their similar name they're like absolutely nothing alike

misty mulch
#

i get that we all start somewhere but you 100% need to scale it way the fuck back

dense comet
dense comet
#

Thanks for the talk tho yall

random fulcrum
#

but hey it works for you if you ever decide to go to gzdoom

#

zscript is super comfy if you know c#

novel ruin
dense comet
drifting moat
random fulcrum
#

yeah true

#

shit like being completely replaced as a junior by the cult of the machine

#

but i'm not going down that tangent this time

drifting moat
#

But I was taken hostage by this anomaly thing

dense comet
#

@misty mulch thanks for the words and for being patient and not being a dickhead about this, rlly appreciate it

misty mulch
#

i feel it's a deep irony that the majority of the kinds of mods people would like to make for gamma, are always some of the hardest shit to do on a technical level

#

sooooo yeah

dense comet
#

It seems like now my mission is to get 90 thousand dollars from somewhere to get this done….

misty mulch
#

i mean on the plus side you can do a LOT with scripts and configs alone, just not... that

novel ruin
dense comet
dense comet
dense comet
misty mulch
random fulcrum
misty mulch
#

that too, just do it anyway to learn how to

random fulcrum
#

why would i ever get into doing anything if there's this guy that does it better than me

#

what the fuck

drifting moat
random fulcrum
#

me too really i need the spark to come back to anomaly

dense comet
random fulcrum
#

brother i got into modding as a hobby

misty mulch
#

i learned python for this shit

#

also how to use github

drifting moat
#

Most of my mods (if not every single one of them) were made in response to many ppl complaining about stuff (rightuflly)

dense comet
misty mulch
#

also lua honestly

novel ruin
random fulcrum
dense comet
# random fulcrum brother i got into modding as a hobby

I’m DEEP into airforce pilot career path now, not in there yet but my life revolves around it. I don’t have much time for hobbies other than gamma, already only get abt 1-2 hours a day to play. If I was 2 years younger or 5 years down my career path then I’m sure I could

novel ruin
# misty mulch also how to use github

Super related, engine modding required you to have some brain cell in github, i cant believe how many time i bothered mrDemonized because i press the wrong button

misty mulch
dense comet
#

If that’s something you’re able to do

misty mulch
#

my wheelhouse is almost entirely XML/LTX and some very light Lua, making the simple ammo stat display mod was maybe my most involved Lua project ever (and that was almost entirely copy pasting momo/artiballs scripts)

random fulcrum
#

adding more misfire states wouldn't even be difficult really

novel ruin
random fulcrum
#

but you just don't have the animations

dense comet
random fulcrum
#

???

misty mulch
#

i mean if you take this as your queue to become a new up and coming animator

#

no one ever says no to another good animator

random fulcrum
#

yeah really

#

oh i know

#

it's because most misfires are represented as failures to eject

#

but misfires get rolled before the weapon is shot

#

that's what bro is referring to

#

i'm betting my ass on this

#

(which circles back into being just an animation problem)

random fulcrum
#

i have a lot of shit on hold that i have notes for

novel ruin
random fulcrum
#

it should question mark

#

i don't really remember

#

last time i looked at that part of the source code was like a year ago

novel ruin
dense comet
# random fulcrum but misfires get rolled before the weapon is shot

Feels like weapon jams rn are kind off a complete afterthought, would like to see them need a littleeee bit more work to deal with. Like in tarkov you never accidentally clear your weapon, it’s a deliberate decision while in stalker it’s just “r r r r r r” and half the time I clear hand on accident. Pumpshotguns having a failure to eject is silly, especially when the shell pops up on the screen before even getting shot…. And a maintained weapon having a 0% chance to fail is also pretty silly to me. I’d also like to see different types of weapons having different reliability rates that are more accurate to the weapon, like an m249 jamming more often than an AK, even when maintained. Some more malfunction states would be nice too

random fulcrum
#

could snipe an lmb press that didn't deduct any ammo tomfoolery

#

you can also snipe animations

dense comet
random fulcrum
#

it was animations

#

clockwork

drifting moat
#

Plus RN there's a bug with jams. You can shoot the instant you started clearimg the jam

random fulcrum
#

and the fact that gamma has reload and unjam on the same key

dense comet
dense comet
novel ruin
random fulcrum
#

like... pressing its own button to clear?

#

how do you get more deliberate than that

#

i don't think anyone would like gta cheat typing "CLEARTHATJAM"

drifting moat
#

Random trivia questions/math problems pop up and you need to solve them

random fulcrum
#

that reminds me that i have a gta cheat framework in the freezer

misty mulch
#

(it's me i'm the documentation freak)

dense comet
# random fulcrum how do you get more deliberate than that

This doesn’t work for failure to eject, but maybe something like tarkov where you have to investigate the jam first? Now that I’m thinking abt that more that’s kind of silly tbh, instinct with a jam IRL if it’s a misfire or
Any other jam is just “pull slide/charging handle back” and that reflects in gamma animations already. But having the default key not be the same as reload would go a long way for this.

random fulcrum
random fulcrum
#

i was right on the money

#

that's crazy

dense comet
#

I assume specific part malfunctions would be too complex? Like a poorly maintained extractor making you have a higher chance of specifically having a chance to fail to eject/feed? then again that’s an animations + lua problem….. lot of work probably

dense comet
drifting moat
drifting moat
dense comet
#

And again, would require an animator

#

And a LOT of animations since there’s a lot of guns

drifting moat
dense comet
#

Would be finicky with externally added guns not from GAMMA as well I think? Unless they share animations

novel ruin
drifting moat
#

You would have to edit so many animations for this

dense comet
drifting moat
#

I'm neck deep in projects unfortunately

dense comet
#

Awh man

drifting moat
#

I can add it to my backlog

dense comet
#

Is animating something you do as well? This is a LOT of animation work, lots of different types of guns

drifting moat
#

I just hurt keyboard and it gives me mods

dense comet
#

I’d assume most the AKS and M4s could share animations but all the different types of shotguns, bullpups, unique riffles and all that bullshit sounds like pain

dense comet
#

Really? How come?

random fulcrum
drifting moat
#

AFAIK every gun needs to be animated separately. If a gun has 2 variants one with scope and one without those need to be animated separately

dense comet
dense comet
novel ruin
dense comet
drifting moat
#

Turns out you can

novel ruin
dense comet
drifting moat
#

I don't know the technical mumbo jumbo on the animation system limitations. @fair canopy and @celest forge can tell you more

drifting moat
#

I actually have no Idea if I used simply clamp or math.clamp

novel ruin
drifting moat
#

Well guess I do because math.clamp doesn't exist apparently

random fulcrum
#

which clamp works depends on your standing with the sun

#

sometimes just clamp works

#

sometimes it's _g.clamp

dense comet
#

I don’t think I’m capable of thinking of a simple mod hmmtodayiwill

random fulcrum
#

that's too bad

#

why not start by trying

novel ruin
drifting moat
#

I want to make a mod where you're just like a barkeep or a shitty trader

dense comet
drifting moat
dense comet
drifting moat
#

Sid would immediately get a panic attack

random fulcrum
drifting moat
random fulcrum
#

same really

#

my brain then started replacing and and or with ? and :

novel ruin
drifting moat
#

Yeah it's a "meta" thing

#

I love using it too

random fulcrum
#

i find gamma to be good

#

despite what everyone says about me

#

the game is fine

#

that didn't stop me from making mods

#

like in all honesty to me it all reads as "i just DO NOT want to get into modding, but i won't say that i don't want to get into modding"

drifting moat
novel ruin
dense comet
#

I don’t think any other trader sources their own shit tho unless u can give stalkers tasks to get you shit from the zone and then sell it for more than the task price

drifting moat
dense comet
#

Lord let me get rich soon so I can pay anomaly modders to make the greatest game of all time….

random fulcrum
#

i'm at a loss for words at this point

novel ruin
drifting moat
#

Different setting though

dense comet
#

MAGA make anomaly great again

drifting moat
#

Would have attachments like this

#

How cool is this shit

#

A magazine attachment

#

With an auto loader for a single shot shotgun

#

And it makes cool as fuck sounds when you "rack" it

novel ruin
dense comet
#

Under barrel fat man attachment when?

random fulcrum
#

there was also that one time i reimplemented bleed almost in its entirety just to make it similar to that of hunt showdown

#

i love doing extreme gimmicks that nobody asked for

drifting moat
#

Ever worked with others?

#

I like the rogue modding too, but I love teamwork

random fulcrum
#

closest to it was with the recoil mod technically

drifting moat
#

Especially when ppl have different responsibilitied

#

I would love to make something bigger, but time constricts me. Don't want to spend 2 months developing a mod

#

I have a storyline I want to make, but have so many other things planned before that

novel ruin
# drifting moat Ever worked with others?

Kinda, sound designers like my mod and testing it a lot so he kinda helped me. But im still on my own here, and I like it, Im not very good at catching someone else pace and I dont want anyone to catch mine as well because mine is kinda random

drifting moat
solid spoke
#

where can i learn how to make mods?

misty mulch
dense comet
#

/j

dense comet
#

Can certain weapon malfunctions be tied to the state of different weapon parts? (Bad extractor = fail to feed/extract bad firing pin = misfire and such)

celest forge
#

Right now no, theres a single unjam animation

dense comet
#

Functionally

#

With the animations set up

#

All 9500 of them

celest forge
#

Thing is individual part condition is a WPO thing

dense comet
#

And is it possible to make jams trigger after firing instead of before

celest forge
#

So I dont think animation scripts account for that

dense comet
#

My hopes and dreams

celest forge
#

I mean what was your end goal

dense comet
#

More variety in jams and stop the silly ass jams that occur, also more deliberate jam clearing

#

Failure to eject on a pump shotgun without even firing a round….

#

With just a bad trigger

celest forge
#

That would require completely reanimating the guns you want those on

dense comet
celest forge
#

With custom scripts, probably

#

But that would also require a minor rework of WPO probably

dense comet
#

Thank
You sir