#╙🖇mods-making-discussion
1 messages · Page 105 of 1
l mean, how can l fully close those flanks? Want to make 21:9 black screen of "starting loadout menu"
Penta mentioned
Hey has anyone recently made mods that add quests
Ive been out of the loop for like 6 months since my pc died
Going to go back to trying to make my own questline
Did the penta get nerfed to the ground like the tonkor did
I havnt launched warframe in years but i remember there was some kind of grenade launcher nerf
Probably
hey, can anyone tell me the console command to start a quest? I know one to finish quest, but what about starting one?
new one just seems buggy ish
i have a suggestion, shouldnt weapon sway effect be minimal if you alt walk (slow walk) while ads?
slightly less
yea, regardless the gun still shoots at the static center
how do i remodel and stuff, i want to get into that
The complete beginner blender donut tutorial course in one video for those who prefer it over the multipart series.
Watch it in parts: https://www.youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z
===Links🔗===
Blender Guru Discord: https://blenderguru.com/discord
Keyboard Shortcut Cheat Sheet: https://docs.google.com/document/d...
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
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
I don't quite understand what needs to be done. I'm not good at modding when it comes to working with files and textures. I managed to find the OGF file for the rhino DOLG armor.
that cant be done with files alone, you must modify the ogf files itself
but thats a problem with the mod , see if its isntalled properly or if its a known bug from it
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
it is installed correctly, and all the patches for it are there too. I tried to install it by combining several installation options. for example, with or without a modified Hip model, and so on. I also tried to change the priority. by default, I always put HD modules at the very bottom of the list according to the author's instructions.
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.
it is advised to disable this mod. I'll try, but thanks anyway for the feedback❤️
How do I change silenced shot sounds again?
Was it **"snd_shoot_sil" **or **"snd_silncer_shot" **or something else
i think its snd_silncer_shot
yeah it was
snd_silncer_shot for npc
snd_silncer_shot_actor for... well.. actor xd
the virgin "player" vs the chad "actor"
lol
you only really needed time and knowledge to use google
this picture is from a mod but its not compatible
Isn't that literally a picture of a mod for Anomaly
The Soul Crystal retexture for the Teivaz Colt .357
yeah it is
bro probably just saw the red text in the moddb page that says it's archived
yeah mb
I excavated this inventory mod for RTTN https://www.moddb.com/mods/zoneexpanded-road-to-the-north/addons/inventory-space what I'd give to have grid/volume management, RE4 style, in Anomaly too
not sure where to ask.. how do I include/exclude weapons for lowered sprinting animation mod?
You could always give someone with the time and skill a commission to figure it out 
Edit the lower_weapon_sprint.script and add your weapon item ID to the list with a number following the last one.
Given the amount of shit you need to carry in Anomaly (and even more in GAMMA) I would have to disable the tetris mod 2 hours into my save.
I mean.. I'd gladly chip in if more ppl are interested. But idk how commissioning works at all, where do I ask, who etc
Well I'm sure if it's done it will be configurable to not just be a burden but add to the immersion... The mod I linked is a cheat that gives you more volume iirc, the mechanic was in RTTN already I think
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?
Does the Frosty Weapons Pack work on DX9?
afaik no
Most of them should, just don't install 3DSS patches.
Frosty weapon pack.
This only happens with zoom scopes, if i remove the scope or install a collimator - the magazine is visually replaced correctly.
and
I can't write to the thread FWP
Hey, try this patch : https://disk.yandex.ru/d/a_U2wu9baQ33Gw
saw someone mentioning about it in the moddb comments on my post, wasn't sure what they was saying since I don't read anything but English
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
yes
imma re-test that gun hang on
give me few minutes
So some reason it does seem fine on my end, however my recommendation is trying to re-download the zip. I just updated with the 3dss fix from a user on the comments. try it out. https://www.mediafire.com/file/oqltmsov7pk9h3g/Escape+From+Tarkov+9x39+Weapon+Pack.7z/file
I can only really see it as an issue if you downloaded FWP and the zip extraction somehow missed some omf. it can happen sadly, has happened to me on my own pack installations for my own runs.
safest bet is to download the pack from the link I gave, and giving it highest prio from fwp so
FWP
9x39 pack install
fwp has been redownloaded
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.
okay
still fucked but i'll improve it ig
is my load order correct?
I tried to put them in different positions, either there was no animation of changing the magazine or this error
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
you also need to go through the fomod setup and tick the 3dss toggle on for the 9x39 if you haven't already
Bad mod delete it
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.
It is advisable that this mod supports the animation of putting on and removing the armor plate.
Ok Sherlock Holmes
i still think the texture looks flat, but i cant get it better than this for now
You should focus a lot on the roughness map if you want it looking ok in game tho
Assuming this is for Anomaly
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
What animations are you gonna use for it
im making my own, since ive done for some DA pistols i could import some from them
DA and SA
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
im still looking for a 380 pistol to make
thinking of releasing it along the ammos
What's DA and SA
Double action
just to say the hammer doesnt stay cocked after the slide moves
yeah
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
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
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
I think I found a possible reason for the disappearance of animations with fixes, I use the new TAA antialiasing from announcements that replaces the executables with its own gamma (by the way, the grenade launcher does not work with them). What do you think, does this affect it?
lol
A spritelencer
the exclusive suppressor
bottle
Anyone knows where MCM settings get stored?
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
Try this
axr_options.ltx, whichever version of it wins the overwrites in MO2
normally in gamma that's "GAMMA MCM Values - Rename to keep your settings"
I did something similar recently, to return the recipe to the veles detector, do I also need to make a similar file for it?
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
I launch the game with the frosty weapon pack on DX9 and get this error
3DSS disabled
!fwp mayhaps try asking in the project's discord for support
@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...
I honestly don't know.
There was another guy who has a modpack and installed my workshop optimization mod. The guy told me the issue of the containers not crafting were resolved after I sent him the same script I sent you
If you have workshop optimization mod put the file at higher priority than the workshop optimization mod and try again
i dont have this mode 😦
Nvm. What I said was stupid. It is impossible for this file to conflict with that mod because the name of the files aren't the same.
u a the best men
u have solved my problem
there are files with workbench code in this mode
It didnt work because I used inapropriate name
not only putting at the bottom but also renaming to 'zzzzzzzzzzzzzzzzzzzzzzzzz_cont_craft.script' is the solution
true, also lets see if i can animate the silencer bone on stalker
yes please
and then post it here
You should name it zz_item_repair_keep_crafting_window_open.script and let it overwrite the one with the same name (they're basically the same script except a few changes)
it is
now make a cat silencer
For more educational videos please subscribe! Cat gun go brrrrrrrr
Does anyone know if rosktok arena will be removed? ik the door is what's sucking the fps
mutant arena is planned to be removed, probably won't happen though
Can anyone make a mod for basic needs like pissing and shtting?
are you subnormal? lol

[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?
pretty pretty dam hard to do, i would said impossible. ambient noise can be handled, though extend range for footsteps is pretty impossible if not turn the engine up-side-down just for that. Mutants can easily be done by just play some extra sound
i think replace extend range for footsteps with a louder footstep then it can be done. though
you will need to know how to code for that, but it is an interesting idea that i might or might not stole it
that's a shit ton of engine editing unless you're willing to have a nightmarishly heavy script that simulates distant sounds
imagine needing rdr2's eagle eye
idk if you know how to detect npc footsteps then you can add an extra sounds to it, set it to higher ranges, then bam, production ready 
yeah that is what i implied
i think it would be a great to bind it with free zoom
am i doing something wrong when opening level?
is this supposed to be like this?
I don't think you're supposed to do it in blender
lol
it breakes drugs crafting
i wanted to export the whole level into gltf files with some extensions to export its coordinate on level.
Fixed.
u need to set up paths in add-on settings
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

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.)
Hey guys
I keep getting this issue whenever I'm using 3DSS with HDR. Anyone know why this happens?
damn that looks wicked cool
Probably cause hdr is blowing out the chroma in the scopes
which gun / scope is this ? what are your parameters ? default gamma ?
I'm using a heavily modded version of GAMMA. This gun is from the M4 Carbine Pack from Frosty
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)
It does ngl
but it's not exactly helpful in gunfights 😅
I believe this is the wpn_m4 model from that pack with the LPVO scope on it
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
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 ?
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 ^^
it works, but I don't get true HDR in STALKER without HDR10
My monitor can accept both HDR and SDR video, but if STALKER is only streaming SDR, it won't display in HDR
it'll just be interpreted a bit differently so that it is displayed as SDR
wait, you are streaming it ?
but with HDR10, the game is run and displayed in HDR
no
just talking about streaming from the game to the screen
as in a data stream
not a live stream
It works with HDR off
i just know for mine, it will display HDR i don't need to tweak gamma
while that's true, you're not getting real HDR
it displays SDR video in an HDR format
instead of displaying actual HDR video
alright
I'm just looking for some better contrast and visibility
do you want to try my current settings?
How could I make my own prefetcher for my assortment of mods the most efficient way?
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 ?
Adding guns don't really require coding. Just LTX edits mostly
But I'm no gun guru never did one. Try YT it has tutorials even from Juan
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
thank you for the advice too
Yes. For anomaly you need to configure weapons so they appear in shops and vendors will actually buy it
The guy who owns this thread: https://discord.com/channels/912320241713958912/1100689401966755870
juan has a tut for adding scopes
Is that all?
what do you specifically need?
yeah last I checked it was that one
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
Check pinned there is looong tutorial how to add new weapon to anomaly
pinned where?
Pinned messages here. Scroll through them
alright, thank you
jeez 2 hours is crazy work 😭 shoutout lunatic though
thank you all so much, ill watch this and get started and see how everything goes
Gl mate
That's awfully convenient, thank you!
i kinda wanted to show the front mag release from the savage but i dont think its possible in a sensible way
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
i think the fastest would be to open the ogf files in ogf tool or the toolset ogf viewer and check the texture path
ahh, guess im gonna have to use that damn thing lmao. No way to open the ogf files in blender or autodesk is there? For when/if i wanna do model edits/replacements that is
oh sweet, i was hoping there was a plugin, tyvm
worked like a charm, got the filepath. I feel more powerful now. SEAFOAM GREEN BEGONE
Hello im need help with something
i want to make a radio mod
however i just have one questionn
i asked people about music i can put to the radio
they said for some music you need copyrights holder permission
how do i check that certian music
permission or not
Mainly their license, but honestly, who give a crap if some obscure mod of a mod of a mod have copyrighted content?
if you want to know how: do !music in #🤖bot-commands
DC TOS maybe? For brands like Monster energy etc it's fine, but with music it might count as distributing copyrighted content which goes against GAMMA rules too. But the pack uses copyrighted music anyways so idk. Guess it's kindof a grey zone?
Copyright laws have always been a moral fights, there is a very clear and huge grey zone on what right and wrong. But i dont think anyone would care much for some music in some mod
Maybe stealing others work directly is what talking about in gamma rules 
god wont help me
In general breaking DC TOS = breaking GAMMA server rules
But yeah I agree with you on this anyways.
Is substance painter only/best option to just make retexture of 3d model?
Because I can't work shit on flat uv maps
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 
i even did normal using it
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 
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
simple retextures : photoshop, paint.net, gimp
complex retextures : substance painter
Ty will have that in mind
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
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 ?
nvm i sorted it out
@soft badge hey plz help me mod
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
https://igigog.github.io/anomaly-modding-book/quests/npc_creation.html obviously not a great idea to skip to this chapter immediately, but this sounds like something you might be looking for
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.
Which stalker mod recently added the 3d rendering icons? Was it a coming soc gunslinger update?
https://www.keltecweapons.com/firearm/pistols/pr57/ this would be sick
You mean this? https://youtu.be/8JYLSXUVwYo?si=6xcfqwFltld8ZpET
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...
That is very impressive from a technical standpoint but the end result is awful imo
Like, the icons look really bad
Anyone can tell me whats causing these lines across surfaces like this when using a flashlight?
I think it doesn't look that bad. I just wonder on the performance impact. Like imagine opening a stash with a lot of stuff in it. Maybe he optimized that too. It would be real funny if that mod turned out to run better than the current one 
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
But I personally think they look like shit
Flat and dull
Setting up icons isn't that bad specially with tools like SIE which pretty much does it for you
We need that part so bad in anomaly
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
i mean surely it just uses the atlas as the vanilla example
as in there is handling for loose icons
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
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?
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
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?
Anyone know what's making darker colors/the sky appear like this? Some hues are brighter than normal, shadows are a bit darker.
dear sir that's compression 
partially caused by DX8 as well (including the brighter/darker than normal issue)
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?
When I create a monkey patch first thing is I add this so I know that my patch is actually the one being used
print("MONKEE")
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
Ah okay
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
If it's only that single task then I would grab the task Id and check the .ltx file defining it. It might have some additional logic, but this would probably lead nowhere because what you just said about it breaking even if you do "nothing" in the monkey patch
it's a good shout though cause like, I'm clueless so might aswell lol
That's what I do when I get stuck. I start checking everything no matter how irrelevant I think they're. It usually works
I recently upgraded my GPU, so I can now play on DX11, but im trying to hash out all of these visual issues im having.
As far as 'compression' goes, is it because Im playing on a lower resolution?
im stuuuuuuuuuuuuuuupid, set_random_stash has a return value 
Any advice for fixing this? ^
i got nothing
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

4:3 
!support
@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.
Dont leak into other channels without your instane pack of mods pls
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.
could you hypothetically insta kill your game using your mod by suddenly "withdrawing" 10k ids worth of items in one go
Yep, i did it when fucked up with withdraw amount calculations: insta 65k+ ids. But I plan to limit it. Something like x5 objects taken with shift and another x5 with ctrl. x25 max with one click.
I had something exactly like this planned to solve the lagging stashes issue 👌
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
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?
If you plan on making it and want opinions then this, https://discord.com/channels/912320241713958912/1029824156289732649 and https://discord.com/channels/912320241713958912/958342885005221898 are all the right places to ask.
With a search function I would take that instead of the current inventory screen for my own stashes.
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
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
Post the log
[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
How did you make the world model
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
You need to set a collision box on world model
is there any documentation about it
?
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
#╙🖇mods-making-discussion message
Here, it was in this serie of posts
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
Don't encourage BaS bad practices
Well then just decimate that bitch a few times
The Juant special
i wasnt aware of those collision boxes
the way to modify those boxes are throught text lines?
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
im seeing now, dont mind, forgot how to read
How do u port mod from Anomaly to IWP?
Wouldn't IWP server be the place to ask?
considering it runs on CoC source code - its not gonna be pretty
How's been the work? What obscene new weapon did you make this time?
What's the last one you remember
https://imgur.com/a/juans-weapon-delivery-service-showcase-pictures-UQKgPwS Well, you can watch em here
Is that an in-order list?
Somewhat
Nice to see some new revolvers
Did you ever manage to get a single reload/count system going?
I didn't
Too much work
Having to make 7 reloads per gun sounds fantastic from the user's POV but not from mine

That's the cross to bear
And this is a bear on a cross
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?
Check the id of one. Then use something like total commander to look for .ltx files that contain that id
It is not possible. Only if someone sends it to you
*there is no easy way of doing it
me with old gamma :

i think you can, if you know how to use github, you can revert gamma’s custom mod through it, like balancing and stuff
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
But doing so can corrupt saves
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
@misty mulch great modding guide 😄
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
I'm no expert, but I think it misses the hud animations
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
I won't be able to help with that. I never added gun models/anims. I just know that it's the animation file.
greetings stalkers, whats cookin ?
is this a teaser for a cooking mod?
@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.
Gl!
@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
Great work. Lemme see here
i started off with a pistol after im done with it ill work on the cr21 gun.
can someone do full auto fire mod from mk14 ebr?
Hey @misty mulch I was reading your dltx guide, does mo2 override the loading in alphabetic order?
no because the dude is sleeping on the job and his ass has still not developed the mo2 plugin


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
how does that makes sense?
Order is so important in MO2 mods
or the order is set by MO2, or its alphabetical
hmm a okay
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
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.
ye
so i can use the mod in a publicly released modpack
and do a
mod name - mod creator
in mo2
Sure. If you want to be extra careful ask the author
if possible, always ask for permission
if not, always credit
in any case, always credit
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.
shoutouts to serious
Great! I was already reading yours to learn how modding works 🙂
Which one?
Job can't wait, I'd like to fix Merc tasks
They are broken, nobody would accept a task in Dark Valley or Cordon if ur in dead city
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
What have you made
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?
Never heard of something like this.
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
Is the problem the weapon itself dropping or the fact that it drops with good parts?
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
What dds encondig works for icons universally trought dx8/9/11
Sag ma balls 
Very nice 
BC3/DXT5
idk in what i was exporting it before but file went from 2100 kb to 315 kb 
Probably uncompressed
even more weird is that it worked fine on my machine but sometimes for others don't classic
Tell me about it. 
Is it for icons or something else?
#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...
ah the classic "let me dunk this gun in acid and then restore it"
You will need to have 1:1 aspect ratio+the resolution must be the power of 2 like 32x32+BC5 in order to work correctly for all dx
Got it covered it was just uncompressed issue I had to screw it up in one of updates
poor rpd 
You need really long arm to hold this gun
no way
hm what mod have that paremeter?
do frosty allow to do changes in his gun pack?
yes you can edit anything in my pack
hello, i want to change ammo damage, is this the right file and the right thing to change?
I think all 3 task related QoL mods have it
@drifting moat is the QoL Task mod you made crash if you have re:done on?
SÍ
But I will make a comp patch soon
very soon
thanks man 🙂
what the, discord automatically adds the smiley face when you do the ": )"
You can turn it of in the settings
The "Chat" settings
thanks
(:
But they're not in mcm menu
Look for this
Yes, though in a perfect world you'd want to do this via DLTX file (check pins for guide) rather than directly editing the config file
There's only 1 parameter there
Yes. How many you want? Only 1 parameter tells the task creator function how far it can look for task objects.
I use 1 and then pass it to every task creator that accepts that parameter (Agent rescue, Assault, Measurement). You can do it separately if you want.
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).
are there any mods that add new quests into the game ?
You're better off asking #╓☢stalker-chat or #╟🔰☢newbies-chat , this channel is for making your own mods, not asking for recs
Unless you meant "what mods add new tasks because I want to learn how to do that"
50/50. i wanted to see what it takes to make more quests and find mods to extend my gameplay
Already in GAMMA then, look at iTheon's New Tasks Addon
Small as in too far or too small for the hands (like the FAL that was removed from GAMMA)? Which gun?
small like this
Take off that armor and show another screenshot
its already 65
Maybe the gun was made for hud fov 0.4? Try it.
Maybe I'm being paranoid, but I think it looks small anyway
one more question, do i need to change weapon_ammo.ltx in cqc mod and ballistics? or just cqc
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.
ok,anyway thanks to help
In whichever version of the file wins all conflicts. (If you did this as a DLTX file you wouldn't have to worry about this)
ok ty
!mo2search // use the FILE SEARCH to figure out which mod provides the winning version of that fule
@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
ok
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"
you most likely didn't install the correct patches
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?
animations
I don't really understand this question, could you elaborate
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.
Those are dynamic anomalies. They're not "pre baked"
one of the dollchan releases has a condensed darkscape
Or at least I think they're
it's really good
Another more open/bigger map would be cool
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
It's still too big. Content or not. Driving cars would have to feel much better for it to be fine
it's the same map sizewise but it has like 3 hours of questing to do
I used to love just driving around in fc3/4
#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...
unbelievable. And it's multiplayer too
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
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?
Yes, so that later you need to use the cocking handle
I dont think thats possible under the current engine
link me loser
youd probably need a new scripted animation, and even then it wouldnt matter because no old gun would have that animaiton
literally more trouble than its worth
I guess you could just make the empty reload use the charging handle instead of the bolt release
You don't get it man
I can't play like this
I'm not cag'd out or immersed
It's sad to hear, I'll try to make the decision myself anyway
i dont know what cag'd out is but i think it might be publicly indecent

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
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
ofc i know about animations, just wanna to know what needs to be prescribed and where. I've been doing modding for dayz, and the stalker directories aren't very familiar to me
But thanks for the information anyway
Is there a way to get the text of a TextWnd element?
You guys're not going to believe it
It's GetText()
Guys isn't there any mod for Gamma that adds the sounds for weapons from Expedition mod? they are fcking badass
You can check here https://discord.com/channels/912320241713958912/1080180246038446080
But it's much more than only sounds and I don't even know if it includes sounds
@fair canopy about DLTX overrides, is there a way to completely delete or undeclare a certain parameter from a existing ltx?
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
i see, i'll have a look at it
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.
?
блять почему вы грызётесь между собой
мне так то пох я на гамме сижу норм
Да забей, там просто у меня пару доёбов к разрабу 
политота? тоже разбирал и замечал
Но если тебе нужно больше места для магазинов :
Просто через LTX сделай
не скринил правда
Не это..там васянство 
неее. так не честно
Похуже фрости
теже слова в адрес гаммы слышал
А как ты предлагаешь? Это по сути будет как отдельный артефакт
типо так
Ищешь в ltx файле строчку про артефакты или смотришь в другом моде
Потом делаешь свой файл
Туда закидываешь то что надо
я думал поменять значения вмещаемости магазинов у броников
Там хуже
так да. но заморочисто. я нашёл мод. попробую конечно если что сделаю как ты сказал
я это тоже слышал только в адрес гаммы. я соблюдаю нейтралитет. сборки есть сборки. у всех разные вкусы.

bosspack lmao
Просто наблюдал там такую возможность

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?
Can I select a UICellContainer cell with code? Given I have the whole instance of the cell want to select.
Here's how brother
local selectedCellIndex = self.CC["inventory"]:GetCell_Selected(false).indx
self.CC["inventory"]:On_Select(selectedCellIndex)
self:On_CC_Mouse1("inventory", selectedCellIndex)
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.
thanks stranger
@summer stream which of these do i need to import for the correct model?
obj, no?
obj
obviously
if you need to import models from newer cods you would need a thing called :
cast plugin
I thought so, I was just surprised how low poly the model is
mw3 from 2011

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."
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
Yeah I use it too and it has spared me quite some time. I don't use the auto formatter though.
Whatever happened to Jeremussy's thread in Mod-Posting? The one with the Mk-47
found it.,
any mod for remplace the vainilla pso1 without eyecup ?
Omg... Loved Duke Nukem back in the day. Forgot about the mirrors... I was blown away by that new in game technology! Haha
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
3dss already does this
Nah i have a visiob like a tunnel
Then there's an issue because I removed the eye cups from pso sights
Unless you mean vanilla anomaly
Wish we have same enthusiasm for storyline(s) 
oh so it's just living legend but you can't use gear earlier than you're supposed to
i know of a cool weather mod thats pretty underground that you've probably not heard of yet
@olive cove textures: https://discord.com/channels/912320241713958912/1192574018398715904, hands: https://discord.com/channels/912320241713958912/1241660171361718375, weather: https://discord.com/channels/912320241713958912/1036172060969410590 with https://discord.com/channels/912320241713958912/1370892524750635149,, anomalies: https://discord.com/channels/912320241713958912/1106967346695905320, grass and trees: https://discord.com/channels/912320241713958912/1279805292472832101
Any monkey with a week and the DLTX guide can make progression changes
Storylines and quests in general are a thing that only like 5 people in the entire modding scene have done
Yes i mean anomaly vanilla , how to remov that effect
Indoor gunsound go pew pew 
try asking in the anomaly discord
How to stop stalkers from shootig eachother in test level
update, WHEN ? xD
Soooooooooooon ™️
Hello! What mod is responsible for detecting nearby artifacts with your detector holstered?
i mean if you want it to happen hard enough you could do all of this
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
yup, 100%
I mean that's the answer to half of the messages here
Everyone has ideas, very few the will to make them tangible
ideas are cheap and that's why everyone gets shat on so hard in the suggestions channel 
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 
Very few ppl mod/know how to mod maps, so you might be out of luck here. Try posting on anomaly DC too and hope someone can answer it
Maybe will be one more soon 😄 but yeah probably need to do it as well. Found few files but which tool/sdk i need to use and where to find/install it i have like zero knowledge right now.
if you become one, document it
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
I think that the Anomaly modding book has all the SDK versions listed. Definetly not the "stock" one. Use one that have been patched
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.
On this page there are links to all of the mentioned SDKs: https://igigog.github.io/anomaly-modding-book/modding-tools/index.html
Introductory book for Stalker Anomaly modding
Thanks 👍
i'm pretty sure you're missing portals from a sector to another
though that's only doable via sdk, just not sure how doable due to it being anomaly
is there any mod that narrates the text of a fellow stalker male/female voice for main or side quests?
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
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
This information is stored in the sound files themselves
https://igigog.github.io/anomaly-modding-book/modding-tools/sdk/sound-editor/sound-editor.html
https://igigog.github.io/anomaly-modding-book/reference/file-formats/audio-video/ogg.html
Introductory book for Stalker Anomaly modding
Introductory book for Stalker Anomaly modding
😮 oh
thank you so much
Ah here, you would need this program:
https://igigog.github.io/anomaly-modding-book/modding-tools/audio-video/savandt.html
Introductory book for Stalker Anomaly modding
they can't hear scripted sounds though, like jumping
so then how would that be changed
in the script?
afaik not possible
ah ok
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#
Lua.
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
And how much? 
(in rubles, since i suppose ur one)
isn't the engine C++ but scripts are in Lua
Nah I live in the us, genuinely like 30 dollars as much as I’m willing to spend on modding a video game
based
and configs are in the super special .ltx format which is really just .ini but funny
ltx is just ini file
but more complex
What's the mod idea?
"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)
i was thinking about syntax, sections and inheritance but aight
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
Freedomers smoking more often and having visible affects and maybe different dialogue options because of it, dutiers actually tracking and hunting mutants independently, mercs hunting specific stalkers independently including the player if you piss them off (aware this is somewhat a thing but It would be more interesting for it to be more noticeable and more impactful), shit like that
i think one of the stalkers game had that
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
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
Afaik Ai pathing is "baked" into the map. Not sure if you could finetune their pathing like that through scripts. The engine way would probably be a nightmare to implement
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)
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
but this "different NPCs have different (and completely separately animated) behaviours based on their faction" also seems difficult difficult lemon difficult
Yeah that is just not enough bang for a modders buck
We get paid in praise 
it'd cost you a lot more than $30 i tell you what 
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
Big text incoming
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
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
Acctually there is a mod that said to do that, npc walk around anomalies.
Unfortunately, its pretty bad for performance and released in only 1 version and the author begin to archive it and hide it out of existence, not sure what happened there 
Idea was to take some features and add new ones to compensate but I get what your saying
i mean the simple way to break this down is to think about, "how many different skillsets will I need"? and this one needs, minimum, pretty comprehensive Anomaly modding knowledge (specifically around AI pathing and NPC creation, and AI pathing is extremely difficult for all the reasons relayed above) + Lua knowledge + knowledge of how to make animations and implement them
But again I have no fucking clue what I’m talking about when it comes to technical shit I just have ideas
Its hard, shrimple as that
it's extremely fucking hard
@dense comet i can send a link to this mod if i can found it, you maybe test it and revert engineer it to make a better version?
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
Man I’ve got about a year and a half of c# lessons and a grand total of zero real world experience, I could not do that
that's hilarious
cause xray is c++
not c#
and despite their similar name they're like absolutely nothing alike
i get that we all start somewhere but you 100% need to scale it way the fuck back
Oh I completely understand this is not novice shit at ALL, all I wanted to know is if my ideas are somewhat possible, again I can see some workarounds for the animation shit but I get that this is way way over ambitious and would require multiple people on a payroll
I’m aware, I didn’t know before I started learning that c# isn’t used for mods and games nearly as much as other languages…
Thanks for the talk tho yall
but hey it works for you if you ever decide to go to gzdoom
zscript is super comfy if you know c#
@dense comet ok found it https://www.moddb.com/mods/stalker-anomaly/addons/demonized-exes-mobsanomaliesinteraction-v10beta . It seem like the uploader just stole some code from osge and port it into Anomaly
I’m doing pilot stuff now, completely dropped programming after hearing some of the terrible terrible shit that’s happened to people in that field
I'm a C# dev, so that sounds dreamy
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
But I was taken hostage by this anomaly thing
@misty mulch thanks for the words and for being patient and not being a dickhead about this, rlly appreciate it
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
It seems like now my mission is to get 90 thousand dollars from somewhere to get this done….
i mean on the plus side you can do a LOT with scripts and configs alone, just not... that
This is the closest thing to real AI improvement and its archived after 2 version 
Well all the shit that isn’t technically challenging is probably already there and made somewhere
I’ll see if it works at all. When I’m home
Pretty much all of the ideas I have for mods are something impacting ai behavior…. Honestly i don’t see many other improvements that I’d want in anomaly/gamma at all other than that and bugfixes its already a damn good “product”
you'd be surprised, a good chunk of the mods i've made for gamma are "shit that people constantly complain about in newbies-chat/stalker-chat/suggestions channel, which i know i could do"
and is that deterring you from doing it by yourself as a learning experience
that too, just do it anyway to learn how to
why would i ever get into doing anything if there's this guy that does it better than me
what the fuck
You can send me mod ideas any day. If I like them I do it for free
me too really i need the spark to come back to anomaly
No, what’s deterring me is I don’t have much time these days to learn something this technical, especially when the careers for it are going downhill and it’s for a hobby
brother i got into modding as a hobby
Most of my mods (if not every single one of them) were made in response to many ppl complaining about stuff (rightuflly)
If I think of any that aren’t major AI overhauls I’ll send em
also lua honestly
Make working APC now 
i can say this only about the stats mod and the jam display patch
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
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
oh lol no i learned it to PR GAMMA
Actually I do have an idea for better weapon malfunctions, but that’s more of an animation problem I believe
If that’s something you’re able to do
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)
adding more misfire states wouldn't even be difficult really
I think it would be the same 
but you just don't have the animations
Not even adding more, just improving the way malfunctions work and the way they look right now
???
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
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)
Steal this
only if a command block is added
i have a lot of shit on hold that i have notes for
Does it fire actor_on_weapon_fire callback though?
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
If not i think it pretty hard to detect missfire if there isnt a function bultin for it
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
could snipe an lmb press that didn't deduct any ammo 
you can also snipe animations
If I get more time I probably will instead of doing programming again
Plus RN there's a bug with jams. You can shoot the instant you started clearimg the jam
and the fact that gamma has reload and unjam on the same key
I said it was already before I sent that 
This might be ficed on DEV2
Re binding it would probably help a bit, but still would like some more deliberate action
I mean you can go to the framework route like me. Make a framework that allow people to do it, and expect somebody else to implement it and make animations for them.
Though 1 thing, you have to make it good and worth it for others to spend times on your mod
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"
Random trivia questions/math problems pop up and you need to solve them
that reminds me that i have a gta cheat framework in the freezer
also then you gotta write documentation and that is rarely what modders love to do
(it's me i'm the documentation freak)
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.
i documented my recoil mod very thoroughly
oh okay so it was animations AND adding more states
i was right on the money
that's crazy
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
Nooo I said it was silly to have that after I thought about it again. Just the rebinding is fine
It's very easy to check the condition of a weapon part and make your gun go no pew pew
This is your most reasonable idea yet! Keep going 
Is it fine to have to correlate to that part though? Bad firing pin = misfire, extractor = failure to feed and eject, bad trigger = misfire and shit like that? Absolutely 0 clue how misfires work functionally no clue if you could implement that
And again, would require an animator
And a LOT of animations since there’s a lot of guns
That would be a cool gimmick. It would need .ltx (basically config files for stuff), some fairly simple Lua and animations
Would be finicky with externally added guns not from GAMMA as well I think? Unless they share animations
Idk, if you spent a lot of times to do the framework and doesnt document for people to use them then youre just wasting a lot of your time here, for me its extremely stupid not to do it.
Also, i think if it would be implemented probably, its probably just apply another param in the weapon ltx config for the animation so it wouldnt be so complicated for the user.
It wouldn't work
You would have to edit so many animations for this
So is this something you’re interested in? I got a crisp McDonald’s happy meal with your name on it….
I'm neck deep in projects unfortunately
Awh man
I can add it to my backlog
Is animating something you do as well? This is a LOT of animation work, lots of different types of guns
No I would never
I just hurt keyboard and it gives me mods
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
Nope
Really? How come?
cyrillic runes dude the type of guy to complain about the dual berettas in counter strike not being true akimbo
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
3klikphillips ?
Jokes on you I don’t like akimbo stuff 
Forgive my lack of technical language but…. There’s no “copy and paste” animations onto a gun?
Nah you can use the same animation for multiple weapon, it will work fine, the scope part for 3dss is mainly using reposition and not a separate animation
Like for an AK if your reaching under to pull the charging handle to clear a jam I don’t see why you couldn’t use the same animation with or without a scope…
Turns out you can
Also stupid question but have you ever use math.clamp in your mod?
So what you’re saying is if we find an animator who’s masochistic enough… my idea may work?
I don't know the technical mumbo jumbo on the animation system limitations. @fair canopy and @celest forge can tell you more
I saw that argument 
I actually have no Idea if I used simply clamp or math.clamp
I would say it hard, because not everyone like it and not everyone spend times to make something for your mod. Unless you make it extremely good.
Well guess I do because math.clamp doesn't exist apparently
which clamp works depends on your standing with the sun
sometimes just clamp works
sometimes it's _g.clamp
I don’t think I’m capable of thinking of a simple mod 
So i used math.clamp and its absolutely fine for me but some dude in internet crashed because math.clamp dont exist on his computer for some fucking reason
I want to make a mod where you're just like a barkeep or a shitty trader
There’s not much simple stuff I want changed, I heckin love gamma as is man
You told that to the wrong person 
I would love to be a trader lmao, think Sid would put a mission on my head
Sid would immediately get a panic attack
local fuck_clamp = clamp and clamp or (_g.clamp and _g.clamp or (math.clamp and math.clamp or nil))

Beautiful 
This fucking syntax when I started Lua and saw it in the code I was so damn confused
Same though now im spamming it like maniac, saved you some if and then 
and is finding a game good as is dissuading you from being creative
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"
Same. Would be even more cursed honestly with that syntax. If you also include null coalescing
Modding is a good middle ground for creating good stuffs than wasnt require a lot of work like make an entire game. I like it
Thinking realistically…. This might be kind of boring after the novelty wears off no? Unless you have to manage relations with stalkers and whatever and source the supply yourself? Feels like it would be a whole different game lmao
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
Depends on mechanics. Would be insane amounts of work
Lord let me get rich soon so I can pay anomaly modders to make the greatest game of all time….
i'm at a loss for words at this point
Most of them dont even play Anomaly anymore so dont expect much
. Somes just like to make their own things like ASHES doing crysis in Stalker rn
If I would have a dev studio I would totally make a game with the mechanics that make gamma great
Different setting though
MAGA make anomaly great again
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
Grave digger, my beloved, type shit
Under barrel fat man attachment when?
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
closest to it was with the recoil mod technically
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
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
Mine too. One day I literally code for 12 hours. Then I don't even touch a computer for the next 2 days

where can i learn how to make mods?
Check pins here. If you are more specific about the type of mod or what you want to do, ppl can help more
Please learn to animate irs ur destiny rn
/j
I shall summarize big man
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)
Right now no, theres a single unjam animation
Is it funtionly possible is what is asking
Functionally
With the animations set up
All 9500 of them
Thing is individual part condition is a WPO thing
And is it possible to make jams trigger after firing instead of before
So I dont think animation scripts account for that
I mean what was your end goal
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
That would require completely reanimating the guns you want those on
I’m aware it would be a massive animation project, just didn’t know if the technical side was possible tying those animations to individual weapon components
With custom scripts, probably
But that would also require a minor rework of WPO probably
So I need a good scripter and a masochistic animator? Say no more ugly man I have a job to do
Thank
You sir


