#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 106 of 1

naive tangle
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Quick question, if i wanted to make a voicelines mod for myself, i would just need to swap up the audio files, right?

random fulcrum
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yes

novel ruin
naive tangle
hollow oriole
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Guys, any mod that adds new custom NPCs with their quests to get them ? similar to hip and the duty expansion mod?

sacred token
hollow oriole
lethal garden
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Where can I find the Pievrue Weapon Pack?]

sacred token
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oi guys, this is mods-making-discussion not mods-finding-discussion

summer stream
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oi poop role

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shur up

summer girder
lethal garden
lilac idol
next zinc
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Can any shader 3D scopes editor user, teach me how to save the reticle colors permanantly please ?

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I want to change the nightforce reticle to red

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I did it with the editor and clicked apply but it doesnt save, everytime I change levels it comes back to black

fair canopy
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@last yew

last yew
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In Anomaly/gamedata/configs/cache_dbg.ltx the edit lines you need are there, you just need to add them to an LTX file

3DSS doc for more reference
https://docs.google.com/document/u/0/d/15MaqMZlrqsrlGth0t4Y1iL2dFcBnY_j48SSOo0b_mP0

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@next zinc

opaque snow
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whats a good graphics overhaul since awesome dude has been banned

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nvm

next zinc
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Thanks !

random fulcrum
jolly hawk
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yo guys

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does anyone know if theres a mod that makes the groza accept suppresors?

next zinc
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where I find the local scope files

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I cant find them

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the guide doesnt tell

fleet sleet
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is there a mod that let's weapon attachments go on most/all weapons?

fleet sleet
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no shot lol.

fleet sleet
verbal siren
fleet sleet
#

so it's either fwp OR MAS, unless someone were to make a patch.

verbal siren
fleet sleet
drowsy yarrow
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Hey bros, i tried to add this mode and the surrender one. The surrender one works but this one has this issue

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idk where its from but i can't find any issue in the files or anything that could indicate an error

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i have the link for those who don't want to install from my computer

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anyone has any idea how to fix ? or at least why its like this ?

fleet sleet
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try putting it as low as possible in your LO

drowsy yarrow
fleet sleet
drowsy yarrow
fleet sleet
drowsy yarrow
north helm
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Hey everyone,
I'm honestly surprised there's no seasons mod. There is some mods that already includes all the "seasons" like Project inverno, or the C consciousness grass, but nothing that brings them together. Maybe it's an engine limitation?

dawn token
north helm
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I can try, but I am totally noob when is related to mods.

summer stream
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How do you even force it to use a different texture while in-game?
(Simple answer : you can't.)

north helm
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Yeah, that’s why I’m starting to think it might be an engine limitation. I’ve never seen anything like that in the game before.

summer stream
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It can be used for ltx files to be loaded mid-game if you made slight changes, but not for textures.

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Why?
Because textures are loaded into ram.

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If you try to load more of those, it would result in memory leak.

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If you need new textures, you would need to dump your RAM, then load in new textures.

summer stream
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Re-write it fully.

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Just so you can do such stuff.

north helm
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Well, that makes sense. Thanks for saving me the time of trying to find a solution that isn't there.

dense comet
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Any nvg compatible PDA mods possible or already done?

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Something like brightness going down when nvgs are toggled

faint sable
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does anyone know if there is a guide explaining the details of a npc_loadout setup

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primarily looking for info on the numbers and meanings behind them and what chances they give etc

celest forge
faint sable
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so put simply it's like :
wpn_name_gun:0 means no attachments:6 means it gets 6 ammo:20 means 20% chance to spawn on npc?

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like this here
wpn_vpo_136:r:3:30
would = random attachment, 3 ammo, guessing it means 30 ammo idk, and 30% chance

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nvm that second number isn't amount, it's the type

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so type 0 would just be the default ammo it uses right?

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mostly confused on the ammo type meaning

misty mulch
misty mulch
faint sable
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So more entries = the more likelyhood that gun is to spawn on a npc I suppose then?

misty mulch
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generally yeah

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but it makes calculating actual chances... tricky

faint sable
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Yea I was thinking that too, seems tricky

misty mulch
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granted the current loadout drop balancing does feel like " shrug let's jam a bunch of entries in and hope for the best "

faint sable
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I see now

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so if I did this, it wouldn't be exactly 15%, but guessing more closer to that number divided by the total number of entries, (though idk the exact number)

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would I say if I counted all the gamma guns that drop, would that number suffice in a division score value?

faint sable
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yea thought so

misty mulch
faint sable
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hopefully gamma defaulted

misty mulch
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k wait a sec

faint sable
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since I made fwp based around gamma itself

misty mulch
# faint sable hopefully gamma defaulted

ok so the "defaulted gamma" system is the absolute easiest: it completely ignores the "chance to spawn" number, so the probability of getting a given gun is:
(nr. of times the specific gun is listed) / (nr. of guns in specified loadout, including inherited guns)

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in your ![freedom_master_primary] the % to spawn the wpn_amxc, assuming it doesn't already exist in [freedom_master_primary], is:
5 / total number of entries in [freedom_master_primary]

faint sable
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so the total number of entries within freedom_master_primary is / by the 5 entries I put for the amxc correct

misty mulch
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76 = tot. number of weapon entries in freedom_master_primary + stalker_master_primary (which freedom_master_primary inherits from)
5 = the 5 wpn_axmc entries
1 = ace52 config injection

faint sable
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Thanks for the help, now I should be able to make my guns spawn more

drifting moat
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Where is the loot of stashes/stalkers the player killed calculated? I mean the stuff that is calculated when the inventory is accessed like: Gun part conditions, Armors dropped etc

random fulcrum
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parts roll is inside wpo somewhere

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check the savescum script to see where the other rolls happen

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i think i got every loot rng call in that script

drifting moat
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death_manager.script looks suspicious

random fulcrum
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except for parts roll

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yeah death_manager has a lot of them

drifting moat
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Vanilla anomaly has weapon parts condition too. Maybe he didn't overwrite the vanilla stuff?

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Okay. Didn't know it was weapon_eval_parts. Thanks!

random fulcrum
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since weapons parts still rolled at random with that script

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outfit parts too even though i still patched the seemingly only function that took care of that?

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it was weird

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well anyways i have a bounty on that script since it has one fatal flaw

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some seeds (npc ids) randomly generate loot pinatas

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consistently so, of course

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but i just couldn't figure out why it was the case

drifting moat
# dense comet ^

I think there is one that automatically turns off NVGs when using PDA. Also in Beefs NVG MCM options you can turn off this behaviour (that blurrs scopes and possibly PDA)

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Is it possible to force restock a trader?

drifting moat
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Too effective hmm

fleet sleet
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I'm getting a crash regarding "rpk orange mag ogf" missing. Anyone know the fix??

fleet sleet
drifting moat
rough lion
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How could I properly improve loading times for my own modpack without -noprefetch?

drifting moat
red sapphire
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anyone know anything about making a thermal scope?

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ts would go insane ingame

summer stream
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3DSS has those already

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check T12 and gauss sight

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it has those mechanics

red sapphire
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oh word

opal void
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Mates

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To make a TV video in anomaly, do I have to convert the thing to OGM, or will mp4 work?

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It's an old-ass engine so probably not, but I'd rather ask here first, cause it would save some time kekAA

verbal siren
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MP4 will definitely not work

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And I think the OGM has to be made with a specific tool

opal void
lethal garden
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Is it possible to make the Interactive PDA menu only appear on higher tier PDA's? When using MilSpec PDA

woeful hinge
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I'm looking for a mod that will increase the population of stalkers in camps and bases.

faint sable
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Just increase your zcp population in mcm

drifting moat
woeful hinge
opal void
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Fuck

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The video for some reason doesnt work in the tv

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I mean

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it does work

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but the size is very small

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and the rest is green

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I dont know whether or not to resize it or something like that

tepid scroll
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is there a mod to quickly dissasemble stuff?

drifting moat
opal void
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hmm

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I will have to resize this fucking thing AND convert it to OGM for 2 hours again

celest forge
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Is that just the entire STALKER movie

opal void
rough lion
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i need it

opal void
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I'm gonna post it into mod posting once its done

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I just need to get the video to work

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cause I have been tinkering with this shit for 3 hours

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Okay, last try

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I need to convert it to 512x512

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and change to OGM again

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fucking

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I cant change resolution

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I need to rescale it somehow

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because if I'm gonna change resolution then movie will be cropped

summer stream
opal void
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and I just need to punch it together

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Mm

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Editing this will take long enough

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And I also need to convert it back into OGM

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So another 2 hours

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Maybe I'll manage before midnight

drifting moat
opal void
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I couldnt change the values

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I may try tinkering with that

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in the file explorer settings

undone spruce
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is it necessary to bake animations in blender when exporting?

summer stream
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what do you mean by baking

undone spruce
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using the bake action function on blender to generate keyframes in every frame

summer stream
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..no?

undone spruce
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yeah i was thinking of it

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doing as its customary when exporting on other formats, but the stalker tutorials didnt mention it

dawn token
opal void
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Alright

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Got everything done

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mod will hopefully drop tomorrow

undone spruce
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no, i do have to bake, but just the hands animations

fair canopy
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You export it as an omf just like the weapon anims

undone spruce
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oh, not the omf, but the skls

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as for now what im doing is
using firebreath rig, importing the gun ogf, setting lead_gun copy transform from wpn_body, and animate
baking the hands animation to inherit the lead_gun motion and exporting to skl
making another blender project with the gun and some hands ogf imported them exporting as omf

undone spruce
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well its working

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its just i was just going with it

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i for some reason even made shoot_jam animations, and im pretty sure the game cant use them

celest forge
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I export hands as OMF without problem from the ICHI Rig

undone spruce
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i'll revise rigs after finishing this project, but for now ill keep going like this

heavy cipher
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Gonna re ask this here. Im looking to change the THAP model for the Merc ACE. I can't stand the way it looks now. I've messed around in the config a bit but have been unsuccessful. Anyone that can point me in the right direction? I'd appreciate it

misty mulch
heavy cipher
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ACE is merc_ace_outfit right? Idk the name of the visual model I wanted to change it to yet but I was thinking about the one the Hybrid suit uses

misty mulch
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you can find out from the debug item spawner

misty mulch
heavy cipher
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merc_ace_outfit & hybrid_outfit

misty mulch
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Ok wait a moment

misty mulch
random fulcrum
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also did you find anything regarding the loot pinata thing

heavy cipher
misty mulch
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that basically tells the game "for the merc_ace_outfit item, change the player_hud_section to use actor_hud_merc_seva". and actor_hud_merc_seva, you will notice, is the player_hud_section that merc_scientific_outfit uses, it's like... four entries below merc_ace_outfit in the same file

heavy cipher
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ahhh that's why it wasn't doing anything. I was editing the ini in 375 - THAP Re-work - Max_im16 but ofc it was being overwritten. Thank you so much

misty mulch
queen pineBOT
#

@heavy cipher 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

heavy cipher
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yeah im well familiar with MO2 xD. I just didn't think that ini would be overwritten. Tysm for the help. Much appreciated

misty mulch
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oh good

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yeah a LOT of shit is direct-overwritten in gamma

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the tough part is when the conflicts are not caused by direct file overwrites

fleet sleet
lethal garden
lethal garden
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So, when messing with OGFs, do I need to have ALL textures used in the same folder as the .ogf? For example, the missing texture here is wpn_laserassault, provided by BAS, not provided within the mod folder Im customizing.

drifting moat
drifting moat
drifting moat
# fleet sleet How the hell do I fix that?

You added a line that includes anotger .ltx file to the one you were editing. Delete that line and the problem will be resolved. For the other problem that you were trying to solve this way needs another solution

fleet sleet
drifting moat
misty mulch
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but if you're NOT using the mod and are instead doing your own ltx edits, time to hunt through them.

undone spruce
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In this case the texture is declared as gamedata/textures/wpn/wpn_laserassault.dds

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Cant see the file name properly

quartz dome
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Hey guys, do you know what mod has the pelt changes in it?

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Ohhh, it's "artefact reinvention" clueless

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Obviously

median terrace
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Hi All

Im trying to make a mod, but want to know if my script is being loaded/utilised

Is it possible to put this in your script for debugging? And will it show in the xray.log file?

print("==========================================")
print("HF PATCH: bind_workshop_furniture.script loaded")
print("==========================================")

random fulcrum
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printf

median terrace
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Thanks

shy karma
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not exactly mod-making question, but still.. not getting replies there: https://discord.com/channels/912320241713958912/1137162280816099450
how do I clean up my save to safely remove a mod that added new items? I tried to sell/get rid of them, but i feel like I need to use debug to smh wipe it clean and then disable the mod? (otherwise crash on loading like Can't find model file 'dynamics\eft_meds\itm_tourniquet.ogf'.)

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or am I fucked and I need a new game? pepew

summer stream
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new game whatever

fleet sleet
fleet sleet
fleet sleet
fleet sleet
#

I went and read troubleshooting. I should've before but in my arrogance I thought "i'm just different."

And now I see that I'm not. thank you, and sorry lol.

remote venture
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Say for example you have one song on your PDA radio and an emission hits. Do you need 2 audio files of the song? One that plays normally and one with distortion layered over the song for emissions?

Or do you just script it?

turbid gyro
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Hi all, if i rechamber a weapon, will the damage of the weapon automatically change to what it's chambered in?

drifting moat
turbid gyro
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I haven't tested it out yet... soz m8 im just starting to edit stuff, i might have questions, some of em might be stupid... xD

lilac idol
drifting moat
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@quasi narwhal Remember VSCode deleting my code seemingly randomly? I think it only happens when I don't turn off my PC, but only put it to sleep and then wake it up. When I do that with VSCode open it kinda gets confused.

Now thinking back I only had this problem when I didn't fully turn my PC off.

misty mulch
misty mulch
fair canopy
#

I hope chatgpt learns to z stack

random fulcrum
#

i'm like 90% sure i've seen someone copypaste a chatgpt answer that had z stacking

summer girder
dense comet
#

Would a player choice β€œgame ending” be something interesting or doable? I think it would be cool to β€œescape the zone” or finally leave to put an actual end on a run, right now once ur done ur just done and the save sits there… I think it would be cool to properly have an end to a run

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May just be a shit brained idea

undone spruce
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craft a rocket to escape the zone

stable summit
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Can i check battlestate at current state via API without hard code?

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I use xr_danger func, but it's work just on mutants, not for humans

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I really don't want make a cycle for request all entity, maybe someone know how i can get that?

fleet sleet
misty mulch
misty mulch
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shit chatgpt might be better since it clearly just pulled everything that was on github

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i don't know if grok could be trained on github info since microsoft owns it

misty mulch
#

i agree, but i don't think Grok AI would be better

stable summit
drifting moat
misty mulch
#

it's elon musk's pet AI

fleet sleet
#

which isn't a fix sure, but it let me continue on my way

misty mulch
#

you can't control those things

fleet sleet
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actually, it wasn't

tawny sedge
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imagine a mod where you can just leave the zone, and live a normal life, pda task are just delivery jobs and drive around a map and you have a house and go to the local bar.

misty mulch
#

that's just called "logging off"

fleet sleet
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because i was still able to interact with it, the mag just looked funky

tawny sedge
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ohh and using guns is available at the gun range and you to a therapist cuz of all the stuff you saw in the zone

misty mulch
tawny sedge
quasi narwhal
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well tbh if you open your entire MO2/mods folder in Cursor it can get pretty accurate with the boilerplate code

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yes even on Anomaly wow

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but it won't code a whole ass feature nor it will have game engine knowledge

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but if you also include the unpacked shit in there it's okayish

misty mulch
#

the mag just looked funky
I had [it] make a fake one

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but that's the problem i'm seeing: novice user thinks the "problem" is that "i crash out on launch". the REAL problem is "I am missing a model file for something I added to the game"

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the proper response to that is "well redownload and reinstall the mod that was supposed to provide it"

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not "well let me make the confident lying robot make a dummy .ogf file so that it's still busted, just not in a way that causes an instant crash, in a way that i have no way of predicting how it'll interact"

fair canopy
#

Why was the first thought to use Ai to make a fake ogf instead of just taking an existing ogf, making a duplicate, and renaming it?

random fulcrum
#

you don't question the demon

misty mulch
#

cos quite frankly the thing that AI teaches you to do is rely on it for absolutely everything.

fair canopy
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I can't wait until chatgpt can wipe my ass the way I like

misty mulch
#

also i got a feeling that they might not know what an ogf file is

lethal garden
stray trail
lethal garden
#

1911 Aim animation seems a bit.... Snappy? The video doesnt show it as well as in gameplay.

lethal garden
dense comet
#

Anyone have an idea how difficult it would be to add more enemy PDA texts?

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Like when you pick up a PDA off of a dead stalker and hit view, have ideas for a lot of better texts there

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Theres only a couple there rn so they just repeat the same shit over and over

misty mulch
#

hmmmmmmm. the actual strings themselves, probably just hidden in an xml somewhere. and the script for displaying it is relatively easy to find (and therefore you don't have to dig through one million folders to try and understand how the system works)

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by which i mean the script is, i think, dynamic_news_manager_patch_dmg.script

drifting moat
#

Yeah it is probably super super easy to do so.

misty mulch
#

as for the xml you could just find in file across all *.xml files to match against a snippet of the existing pda texts

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wait i think i found that once upon a time when i made my "no more freedom bloodsucker joke" mod

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text\eng\st_dynamic_news.xml

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i dunno if there's anything else ass about that system though

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like, loading screen tips seemingly have a variable that determines how many loading screen tips the game will actually recognize?

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loadscreen.script. note that gamma actually has way more than 101 entries in the loadscreen xml but get fucked ig

local tip_count = 101

function get_tip_number(level_name)
    math.randomseed(os.time())
    return math.random(1,tip_count)
end

function get_mp_tip_number(level_name)
    return get_tip_number(level_name)
end
faint sable
#

Hey quick question, how does Grok make the weapons not be sold by traders, like if you try to sell a weapon, the trader won't take it no matter what, been trying to set it up for fwp weapons but not sure how

misty mulch
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and yes it is just that ||grok added weapons,outfits_all to most trader profiles||

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and of course has to therefore add every gun and gun+scope variant to the weapons section

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gamma also generally overwrites all weapon trader injection scripts/configs with blank copies

faint sable
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is there a way to make a custom one that doesn't touch the trade_presets.ltx or do I have to write it as the same

misty mulch
#

you'd just dltx the weapons section to add your entries

faint sable
#

i'll give it a shot then yea

misty mulch
#

or the relevant subsection [pistols], [rifles] etc

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for weapons that use injection scripts, though, that method won't work I think

faint sable
#

yea none of my weapons use script injections

misty mulch
#

and you'd have to overwrite their sections w/ blank override a la all these 0B files

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sorry - injection OR DLTX

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i guess you could make an overwriting DLTX that deletes the entries they all add???

faint sable
#

well none of my weapons use mod_trade ltxs at all, I just don't want them to be sold really or be used as profit etc, just wanna remove the buy feature for traders to buy fwp guns off the player

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would something like this work I suppose

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and just write my gun names into the sections, then put the unused section as well?

random fulcrum
#

trade presets is a plugin no?

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you shouldn't be overriding system if that's the case

faint sable
#

hmm

misty mulch
#

did you use LTXDiff to find the root or are you working on vibes

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i have bad news

faint sable
misty mulch
#

...yeah i see why grok did a direct file overwrite

faint sable
#

so should I just use what grok has, but add my guns to the lists of pistols and rifles?

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or no

misty mulch
#

well, what was the method you used initially to add guns to traders?

faint sable
#

I didn't add them to any traders, I based my weapons to be found just by npc drops only

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I just don't want the player to be able to sell the weapons is all, since people complain it's op

misty mulch
#

could always just set the cost param of the guns to like 100

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i think the only thing that would negatively affect is whether or not companions preferentially equip them

random fulcrum
#

you could just override the include ltx

misty mulch
random fulcrum
#

jesus

misty mulch
#

that's a base anomaly setup it seems

random fulcrum
#

got darn!!

misty mulch
faint sable
#

i'd have to write the sight/scope huds too right to make them not be sold

misty mulch
#

yup, you can see how every single gun+scope variant is listed in the gamma version

faint sable
#

gotcha thanks

misty mulch
#

the bad side effect is that you are now fucked if grok decides to add more guns (and therefore change trade_presets.ltx), but at least the updates aren't as frequent as they used to be

faint sable
#

Well I could just copy the new one, and just keep a copy of my edit and then paste my edits into the new one, but yea that'll suck

misty mulch
#

well, "fucked", you would have to reproduce the edits

faint sable
#

btw does the huds go by the actual hud name being sold, or by what the ltx is written for it

#

example the aimpoint_pro hud, mostly the ltx has it as pro_aimpoint

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actually I'll probably just change the cost prices, how do I do that for the cost = 100, is it this line :

misty mulch
#

e.g. example from trade_presets wpn_usp_tac_aimpoint_pro

faint sable
#

I see, wish it could've been dltxed but i'll just make the cost 100

#

do companions pick up guns in favor of their cost in the ltx config?

misty mulch
#

they equip guns based on cost, highest cost wins. they just pick shit up

#

the workaround would be "use companion inventory unlock"

#

to be clear, it's possible there might be other side effects, i just know for sure about companion equip logic

faint sable
#

does the gun matter if it's in rifles or pistol section btw?

#

like if I added a deagle to the rifle section does it matter, or does it actually mean something

misty mulch
#

doesn't matter, but it makes it neater

faint sable
#

yea thought so

misty mulch
#

hypothetically you could create a profile that e.g. only rejects pistols or only rejects rifles

#

but one does not exist in gamma

faint sable
#

gotcha

dense comet
misty mulch
#

i mean keep reading, i even found you the file name for the xml file

#

unless you mean "how do i edit the xml", in which case, check anomaly modding guide

dense comet
#

also want to make certain pda texts faction related, dont know if thats gonna require addons

dense comet
misty mulch
#

ass end of the pins

dense comet
misty mulch
dense comet
misty mulch
queen pineBOT
#

@dense comet 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

dense comet
faint sable
faint sable
#

yea I have tested it myself just now

misty mulch
#

I'm still slightly dubious of any multiple #include statement situations, but nice

faint sable
#

all the guns I write into my preset turn red and go to just donation option

fair canopy
#

its pretty easy to do. you can create a base folder with all the npcs you need then use notepad++'s features to replace in file to quickly change the include line to whatever you name the preset ltx

dull juniper
#

Какая Ρ‡Π°ΡΡ‚ΡŒ скрипта workshop ΠΎΡ‚Π²Π΅Ρ‡Π°Π΅Ρ‚ Π·Π° Π±Π»ΠΎΠΊΠΈΡ€ΠΎΠ²ΠΊΡƒ Π΄ΠΈΠ°Π»ΠΎΠ³Π° Π½Π° ΠΏΠΎΡ‡ΠΈΠ½ΠΊΡƒ Ρƒ ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊΠΎΠ²? Π‘ΠΎΠ·Π΄Π°Π² ΠΌΠΎΠ΄ full upgrades столкнулся с Ρ‚Π΅ΠΌ, Ρ‡Ρ‚ΠΎ Π΄ΠΈΠ°Π»ΠΎΠ³ 2:"ΡƒΡ‡Π΅Π±Π½ΠΈΠΊ" Ρ‚Π΅ΠΏΠ΅Ρ€ΡŒ ΠΎΡ‚ΠΊΡ€Ρ‹Π²Π°Π΅Ρ‚ мСню ΠΏΠΎΡ‡ΠΈΠ½ΠΊΠΈ Ρƒ ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊΠΎΠ², Π° Π½Π΅ Π²Ρ‹Π·Ρ‹Π²Π°Π΅Ρ‚ сообщСниС с ΠΎΠ±ΡƒΡ‡Π΅Π½ΠΈΠ΅ΠΌ

misty mulch
# faint sable actually turns out you can just dltx it using mod_trade, just needed to add ever...

Oh wait I reread this. Yeah this IS using DLTX to patch every ltx file in the screenshot I showed. The root isn't trade it's trade_generic_barman and trade_generic_mechanic etc. etc. for a better explanation of what a root file is, please read my DLTX guide that's in the pins

And since you're patching in an #include statement, the file with your preset doesn't need DLTX naming (i.e. doesn't - and probably shouldn't - start with mod_). You can call it whatever you like.

misty mulch
#

anyone know where the supportive repair bonuses for mutant meat comes from? been digging through items_monster.ltx and anything that might contain e.g. ![mutant_part_boar_chop], no results via config searches

drifting moat
misty mulch
#

thanks

drifting moat
#

Look for a variable named repair_bonus or similar

misty mulch
#

part_bonus, yup

drifting moat
#

Fun fact: That script applies the achievement bonus also

misty mulch
#

yup! saw that in the item_repair_override as well, which seems to take item condition into account?

drifting moat
#

And the code is messy/hard to understand madgetype

misty mulch
#

see now that i expect

drifting moat
misty mulch
#

that's an override script from the gamma modpack, that is prob why you don't remember it

#

item_repair_override.script

misty mulch
#

nah just sayin that there's approx one billion random monkeypatches in gamma

#

which makes deciding to learn how to mod anomaly on gamma an exercise in pain

drifting moat
#

I worked with those files for Streamlined Anomaly Maintenance so yeah I only saw the vanilla stuff

drifting moat
#

The workshop scripts are another gem. They're patched/overwritten to hell and back

misty mulch
#

prob explains the bugs being reported, yeah

quasi narwhal
#

this out of context was kinda funny ngl

quasi narwhal
#

in all honesty i rarely use VSCode on windows, but i never ever had that problem before lol

drifting moat
opaque snow
#

whats a good mod that changed the inventory ui. i know there was one before but i cant remember what it was

misty mulch
opaque snow
#

got it sorry

drifting moat
#

How can I check what smart terrain am I standing in?

#

From code

misty mulch
#

could see how the stash generation script does it

#

as soon as i remember what the function was called

#

i know treasure_manager.script is the grok stash overhaul script

misty mulch
# drifting moat How can I check what smart terrain am I standing in?

possibly look at the functions in simulation_objects.script as well since that's where treasure_manager.script is getting its "only spawn stash locations near where the actor is standing" function

function box_in_same_map(id)
    local obj1 = alife():actor()
    local obj2 = alife_object(id)
    --return simulation_objects.is_on_the_same_level(obj1, obj2) or simulation_objects.is_on_the_linked_level(obj1, obj2)
    return simulation_objects.is_on_the_nearby_level(obj1, obj2)
end
drifting moat
#

But that's still a good start

misty mulch
#

oh smart terrain, my bad, i blanked

drifting moat
quasi narwhal
random fulcrum
#

isn't that on one of the debug hud displays

#

those are in the debug script

drifting moat
#

Those screens are cluttered as fuck with little context

random fulcrum
#

i'm sure current smart terrain is in one of the displays

#

you have to cycle through them

drifting moat
random fulcrum
#

real cool the thing is in the engine

drifting moat
#

I'm on phone madgetype

random fulcrum
quasi narwhal
#

uhhhh

#
    local smart_id = smart_terrain.nearest_to_actor_smart.id
    local smart = smart_id and alife_object(smart_id)

    return smart and smart.dist_to_actor
#

dunno seems to work this shit i guess

drifting moat
#

Thank you guys

quasi narwhal
random fulcrum
#

bro should heal his right arm he's having tremors

#

unless he's doing wounded beast

drifting moat
#

He doesn't know what perma heal is

quasi narwhal
#

crack, you should smoke crack

summer stream
sudden moon
#

any good resources for someone trying to get into creating models and editing textures in anomaly ?

misty mulch
#

Check the pins, pretty sure there was a "how to make a gun mod" vid that went over those things

bronze apex
#

does the guaranteed_drops.ltx file actually work?
can i add exo recipe book there and have it guaranteed after 600 looted corpses? would that break anything?

lilac idol
#

you can't really edit textures for anomaly without the source of said textures afaik

wild crater
#

Hi, tell me the mod so that the battles start in the arena as your rank increases. If the rank is too low, then the fights will be temporarily limited for you. It's just weird to play in the arena and get the title of master while being a beginner...

drifting moat
chrome elm
#

if anyone is a wizard at blender i need help transferring poses from 1 ogf to another to make editing meshes easier e.g. i want to make the eft hands skeleton copy the pose of the thap hands skeleton to make joining the mesh easier as the hands will be alligned better

#

pls help o wise geniuses πŸ™

plain mountain
#

i want to add certain sounds when health and psyhealth reach a certain value, does someone know what script file to edit?

gleaming lodge
#

Hey everyone, I'm trying to figure out how to completely turn off thirst and sleep in gamma. Could anyone point me in the right direction?

fleet sleet
# misty mulch but that's the problem i'm seeing: novice user thinks the "problem" is that "i c...

Hey, @ me next time so i can reply. i didn't add anything to it, and this was a fresh install of gamma. i learned what an OGF file is because of chat, I have no idea how to create textures or files that function in that format though and I said that before hand. Regardless, I don't know what's causing the crash, this is a new install of gamma, and something is interfering with the rpk magazine causing this to crash. Do you know what it could be?

misty mulch
#

There is no evidence that anything is interfering with the magazine model - it is simply not present at all. So you start with trying to make sure you have it

#

The issue is that by going to chatgpt we now have absolutely no clue what it might have told you to do with your files, because as previously noted, it does not understand anomaly modding, much less gamma, and certainly not gamma troubleshooting

#

Therefore following it actually makes it harder for helpers to give you tech support.

misty mulch
#

It's like blaming a cook for giving you an inedible cake recipe when it turns out you asked a friend who told you to swap the sugar for salt, the butter for margarine, the eggs for ping-pong balls and the flour for chalk

fleet sleet
misty mulch
lethal garden
#

Guys, where can I find the ltx containing stats for the hunting kit backpack? I want to pull whatever entry that allows extra mutant part gathering & add it to a new backpack Im creating

quartz hill
turbid gyro
#

Hi all, how do you change the BR class of an armour?

misty mulch
woven gale
#

Hello everyone!__

I accidentally pressed the letter "T" in the game and saw a gorgeous animation of removing a gas mask (helmet, mask, etc.). I immediately realized that it would be cool if gas masks had a filtration system (filters/air cylinders). I found a magnificent mod "Toxic Air". It has filters/cylinders, that without a filtration system β€” gas masks do not work and radiation contamination occurs. But also, it just has toxic air in locations. Which is not what I wanted. It's cool that there is toxic air in the "dungeons", but I don't really see the point in outside toxic air.

I dug the network and MCM settings and did not find a way to turn off the toxic air (the outside one), but at the same time leave the filter/cylinder consumption and protection when wearing a gas mask and the presence of a filtration system.

Perhaps someone here has a solution to this situation or someone can tell me where to start to make this "patch" myself. Thanks for any information.

misty mulch
# woven gale Hello everyone!<:__:1240954288541536296> I accidentally pressed the letter "T"...

so fyi, this is the "making your own mods" channel, not so much the "get help for mods i installed" channel.
that said Toxic Air is at this point very old, you can try this remake instead. https://www.moddb.com/mods/stalker-anomaly/addons/drunks-enhanced-toxic-air-152

However as I understand the entire point of Toxic Air is to make outdoor zones dangerous by making them toxic and requiring the filter system

woven gale
#

πŸ€” If think about it logically, then most likely in the script is a list of locations where it is indicated where the player will be damaged by toxic air. And there is a small chance that this can be done quickly and easily

misty mulch
#

it is entirely possible there is some sort of blacklist area system but you are gonna have to do the initial exploring, yeah

woven gale
misty mulch
woven gale
misty mulch
#

it won't be the most helpful. but all configs and scripts can be opened in a regular text editor

#

scripts are written in Lua so if you know basic Lua, that will help.

woven gale
#

++ ❀️

#

Went to "work work" on it. Thank you very much for answering not very smart questions πŸ˜…

novel ruin
misty mulch
#

if they had to ask how to open a .script file i'm gonna say that's several steps beyond where they're at

quasi narwhal
barren spruce
#

@cursive charm Hello boss I have failed to fix this issue for weeks now so I decided to finally let go and ask the source

My issue with ssfx_rain_hud_raindrops.script :

Mask rain droplets work properly only on weather cycles where rain_density = 0.5 or more

The minimum rain_density value in Hippobot's Atmospherics is 0.5, thus the script works flawlessly there

In my own cycles i use values ranging from 0.1 to 1 for the rain_density

If rain_density = 0.1 droplets never show up on the mask
If rain_density = 0.2 or more - droplets show up after about 30-40 seconds of standing in the rain

Tested on maxed out hud rain values in mcm, even increased the limit for the buildup value to 100 and tested like this, none of the mcm settings for hud rain seem to make any difference

Ideally, I would like for mask droplets to show up after about 3-5 seconds of standing in the rain no matter what the rain_density values is, as long as its bigger than 0

Changing rain_density values in my cycles to a minumum of 0.5 is not an option, since it would get rid of the subtle rain effect

How should I approach this?

Sincerely, tim99

rancid nymph
#

can someone help, i downloaded frosty pack, and don know which one of these i should tick

faint sable
#

Well it states what they are used for, 00 is for the pack itself, 01 enables 3dss, 02 enabled prs, 03 adds economy balances, 04 adds icons, 05 enables prs entirely which is needed for 02 to work and function properly

#

3dss is fancy scopes which give 3d and not 2d scopes, prs is parallax reflex sights which makes sights dots bit different

#

Video guide in the folder also tells what they do

misty mulch
rancid nymph
fair pollen
misty mulch
drifting moat
misty mulch
#

and actively asking for help for it here

barren spruce
#

nobody capable sits there

#

lmao

rancid nymph
barren spruce
#

i was better off figuring shit on my own/asking huh on mod mafia

#

for 99% of things i needed to know

misty mulch
#

or i mean you already did get pointed there, go to #πŸ€–bot-commands, type !fwp, you'll find the link

cursive charm
barren spruce
#

i mean kinda

#

im trying to make them appear on weather cycles where the value of rain_density is more than 0 but less than 0.5

cursive charm
# barren spruce yes sir

Then, you're in the incorrect place. The gas mask droplets are controlled by the script level_environment.script

barren spruce
barren spruce
#

so it has nothing do to with sss

cursive charm
#

No, the file ssfx_rain_hud_raindrops.script is to control raindrops on HUD elements like weapons, hands, tools, etc.

barren spruce
#

yeah i wrongly assumed its tied to sss for some reason

#

hence the HUD marker

cursive charm
#

The gas mask is a vanilla feature.

barren spruce
#

thanks alot

barren spruce
#

this is all i have in gamedata/scripts

cursive charm
#

Is a vanilla script, you need to extract the file from the db files.

barren spruce
#

for every single level?

cursive charm
#

?

barren spruce
#

nvm i got it

#

thank you

drifting moat
#

Guys am I ready for Code Scorcher?

quasi narwhal
#

combo to make the sickest Anomaly/Roblox mods ever

drifting moat
misty mulch
#

the helpers on speed dial. beautiful

azure bluff
#

are you sure you're not asking about Last Dawn questline described here in one of the spreadsheets: #β•­πŸ“–faq message ? It's in GAMMA by default no additional mods required.

misty mulch
#

added by the New Storylines mod which is part of base gamma

idle relic
#

any mod that allows me to tell strelok and company to stand still?

#

I can't manage the sarcophagus with them running into enemies and cutting my line of fire

idle relic
drifting moat
frozen roost
misty mulch
#

what do you mean by "plus" btw. literally +?

#

+ is already Shift + = key

misty mulch
#

no script edits required

#

(you would then need to rebind your Mod Config Menu -> Mark Switch keybind to not be = but that's a secondary concern)

misty mulch
# frozen roost that didnt work

oh my bad you DO need to script-edit line 202
this function:

function on_key_release(key)
    if key == DIK_keys.DIK_F5 then
        token_redeemed = redeem_token(silent and campfire_saving)

        if token_redeemed then
            create_emergency_save()
        end
    end
end
#

unfortunately i don't know the dik_key code for = so

frozen roost
#

well then how do you change it to +

misty mulch
#

find out the dik.key code for = key and then change line 202 to reflect it

#

and also change your quicksave keybind to =. you know. for consistency

quasi narwhal
misty mulch
#

sick

#

i mean looking at this there's room to edit this to make it an mcm-able keybind ig

#

buuuut

misty mulch
# frozen roost instead

cool unga bunga ver courtesy Sickhowl above:

  1. change line 202 from if key == DIK_keys.DIK_F5 then to if key == DIK_keys.DIK_EQUALS then -- default is DIK_keys.DIK_F5

should be it. i think.

#

then the redeem_token() function will require you to hold shift and press the Equals key, which functionally means +

frozen roost
misty mulch
#

i forget if you can drop a save and reload it, but it's generally good practice to always close the game before you start fiddling around editing mod files

drifting moat
#

If you edit only .script files it's fine to just reload a save

frozen roost
drifting moat
#

If you add new files or edit XML you should restart the game for it to take effect. Funny enough in vanilla Anomaly you can edit XML files and just reload a save game for them to take efdect, but for some reason GAMMA doesn't work like that

frozen roost
#

thje file

misty mulch
#

i wonder if there's an overwriting version thonking

#

hmm no there's just the one

misty mulch
#

Drag and drop the file into discord

frozen roost
misty mulch
#

did you save the file first?

#

before you restarted the game?

novel ruin
frozen roost
misty mulch
#

for the sake of the rest of the channel, here are the relevant functions from ish_campfire_saving.script

function on_key_release(key)
    if key == DIK_keys.DIK_F5 then
        token_redeemed = redeem_token(silent and campfire_saving)

        if token_redeemed then
            create_emergency_save()
        end
    end
end

function redeem_token(suppress_notification)
    local time_remaining = token_granted - time_global()
    local has_token = time_remaining <= 0

    if has_token and (key_state(DIK_keys.DIK_LSHIFT) ~= 0 or key_state(DIK_keys.DIK_RSHIFT) ~= 0) then
        return true
    end

    if not suppress_notification then
        send_notification(time_remaining)
    end

    return false
end
#

so i don't see how changing the second line to if key == DIK_keys.DIK_EQUALS then wouldn't work unless that's not the dik key code for equals

#

unless you put the comment in wrong possibly

frozen roost
#

I tried it again but the save time isn’t working

frozen roost
misty mulch
#

like to be clear, what i posted was NOT "put this in your file"

#

i removed a function in the middle because you shouldn't touch that one and it's not relevant to what we're discussing

frozen roost
#

only the second line like you told me

misty mulch
#

hmm. yeah can you save, upload the whole file again

misty mulch
#

hmm. should be fine. have you at least reloaded a save?

frozen roost
misty mulch
#

hmm. well then shrug . should be checking for you to release the key + you have a daddysave token + you have shift held + you are in a valid save location.

#

you have a token right

frozen roost
#

im in rostok and still doesnt work

frozen roost
misty mulch
#

yeah but you have a token right

#

daddysave (shift+f5) always requires a token

frozen roost
#

doesnt even notify me

misty mulch
#

regular saving is whatever your quicksave keybind is

frozen roost
#

always does

#

turned of my quicksave button

#

off

misty mulch
#

wait why

frozen roost
#

i dont remeber y but i might just revert back to normal\

drifting moat
#

That is weird. Do you have your mod onhighest priority? Or do you edit the file that has the highest priority?

misty mulch
#

nothing overwrites this file

drifting moat
#

Then it's very weird it should work

frozen roost
#

im just gonna revert back to normal

misty mulch
#

just. to check. you ARE editing the file that is inside your GAMMA folder/mods/whatever the fuck the campfire save folder was called/gamedata/scripts yeah

#

also what do you mean by what time is it here

drifting moat
#

It's 2 AM here you're pretty active I was just curious

misty mulch
drifting moat
misty mulch
#

So still early evening

frozen roost
misty mulch
#

Imagine if in the end it does require a game restart lmao

drifting moat
#

My experience is that in 99% of the cases when working with script files just a reload will suffice, but yeah when nothing else work it's worth a try

frozen roost
#

there is probably other code that needs to be changed in the file veer

drifting moat
#

Damn there's so much modding to do. So little time for it compared to the amount of stuff I want to do

misty mulch
frozen roost
#

oh also @misty mulch veer what do you do with the money you pick up off bodies that displays in inventory

misty mulch
misty mulch
frozen roost
#

true

strange kettle
#

Is there a reasonable way to convert the β€˜Companions don’t die’ mod to just work on a singular NPC? I’d prefer not having to babysit Hip when she charges monolith like an idiot. But I also don’t want guide quest and story squads to be immortal.

blissful marsh
#

Greetings, could anyone tell me is gamma story mode? I remember that there were 2 versions of anomaly. I Am interested in warfare, to have live and changing zone. Thank you

#

I play on current version and it crashes no matter what I do, also fps after some time when there are many npcs starts dropping steadily, warfare rebalance mod and fixes do not work

drifting moat
drifting moat
candid quail
#

I've been trying to do my best to understand namespaces in regards to the X-Ray engine.
If I don't specifically create a table Namespace, the engine will auto-create a script based Namespace? If so, then my global names should be relatively safe from conflicts? (providing another mod isn't writing the same names to _G)
Regardless, I do try hard to use unique names.

unreal girder
#

Hi guys,I want the animation of holding a photo in the mod "Photo of a Loved One Animated" to last longer. Is there any way to do that? If so, can someone give me a quick guide?

main plover
#

Managed to make all recipes from artigrok follow havoc's ammo overhaul

now just parts and small adjustments to the amount of materials to change

for example head hunter uses shotgun gunpowder (that's intended on my side)
same with fury rounds using sniper rifle gunpowder and medium AR bullets

#

And of course ammo recipes need to be still unlocked okaychamp

random fulcrum
#

have you tried experimenting with smaller material stacks?

#

i've always found 10 and 15 to be really large numbers to be used as stacks for crafting

main plover
random fulcrum
#

so that mod already makes material stacks smaller

#

that's cool

main plover
#

for example

ammo_5.56x45_ap =5,recipe_ammo_3,casing_r5,1, powder_3,2, bullet_r5_ap,1
#

I just need to figure out which config dictates how much ammo is being created because some ammo types still come in "18" instead of "15"

main plover
glad canyon
rare sage
#

with borrowed code i think i might have "the look can wait"ℒ️ working

#

i just need to somehow get a bunch of tasks done to test

#

forgot to rename the scripts to .script

drifting moat
rare sage
#

yes

drifting moat
#

There is a mod with which you can complete tasks

#

!task

queen pineBOT
rare sage
#

oh nice thanks

#

this was my theory based on your code in one of the task scripts but i dont think it worked

#

unless i put it in the wrong place and misunderstood what this one ment

drifting moat
#

Or it might be monkey patched

#

It's the treasure_manager.script, right?

rare sage
#

thatll be why

#

im dense

drifting moat
#

When I'm unsure I add a print line to the code so I know that mine is the one actually running

rare sage
#

"all the other task_ scripts have stuff related to task code but this one has stuff that is stash code so it must be that one that gives u rewardsclueless "

drifting moat
rare sage
#

ok so when editing a script do i need the entire script or will it just overwrite the functions my script has?

drifting moat
#

Also I use a custom launcher that automatically deletes the custom log file's contents so I don't need to manage it by hand. Behold the glorious Serious launcher

rare sage
#

amazing lmao

#

the gamma rare stashes balance mod has a treasure_manager.script in it and i dont know if over write that with just the function i need if it iwll kill the rest of the script

drifting moat
# rare sage ok so when editing a script do i need the entire script or will it just overwrit...

There are 2 ways to alter already existing code.

  • Complete file overwrite
  • Monkey patching

Complete overwrite
You just copy paste the file (with it's original name) you want to alter to your own mod folder.
Here all you need to worry about is the load order (priority) of your mod to be higher than any other mods that overwrite the same file, but it is very bad for compatibility's sake especially if you just want to alter a function in a file that has a ton of other functions.

Monkey patch
Create a file with any name (more on this later as the name is very important when monkey patching).
From this file you can patch any other file's functions by doing this:

--[[
    Original function, just for the example's sake
function create_random_stash(no_spot, hint, bonus_items, spawn_local, inv_box)
    -- Search for a suitable stash
    local id, name, desc, hint = get_random_stash(no_spot, hint, spawn_local, inv_box)
    
    -- Generate hint
    local str = name
    if desc and hint then
        str = "%c[255,255,160,0]" .. name .. "\\n%c[default]" .. desc .. "\\n%c[160,100,100,200]" .. (hint or "")
    end
    
    -- Attach content
    if id then
        set_random_stash(no_spot, str, bonus_items, id)
    else
        printe("! ERROR create_random_stash | no server object for id (%s)", id)
    end
end
--]]

FunctionIMonkeyPatch = treasure_manager.create_random_stash
treasure_manager.create_random_stash = function (no_spot, hint, bonus_items, spawn_local, inv_box)
  -- My custom code here
end

In this case only that one function (create_random_stash) will be switched out to your code. This is very good for compatibility with other mods.
Here load order doesn't matter, instead what matters is if 2 or more files overwrite the same function then the one that loads last wins, so if your patch file is called APatchFileForTreasureManager, but there is another mod that patches the same function has a name like this BestPatchFileForTreasureManager your code will be overwritten because these files are loaded in alphabetical order (that's what you asked yesterday about the Z stacking in file names).

random fulcrum
#

i was somehow not aware that scripts were loaded alphabetically but also feel like a complete retard for not just guessing it was the case because that's how literally everything works

#

the more you know tho

fair canopy
#

You haven't seen z stacked scripts?

celest forge
#

Have you not seen z stacked scripts?

rare sage
random fulcrum
#

i have seen like 2 zz_ scripts before but didn't think much of it

#

no serial killer behavior tho

#

but okay so scripts are now ruined

rare sage
drifting moat
drifting moat
#

If there's already a patch file doing it then you can't really do anything about it and need to just fall in line

rare sage
drifting moat
#

If the function is monkey patched even if you overwrite the original file your script's function will be monkey patched no matter what. You either create a monkey patch that wins the Alphabetical load order or you do a complete file overwrite of the monkey patch file and change the code there.

rare sage
#

perk-based artefacts has zz_treasure_manager_pba_less_artys.script but from what i can tell it doesnt overwrite anything

#

so i shouldddd be fine

random fulcrum
#

fuck brother i did not need to know this

#

it's an infohazard

#

i'm no longer sleepy

drifting moat
#

A good way to find conflicts with monkey patches is to do a search in the entirety of the gamma/mods folder. Look for .script files that contain the following code treasure_manager.<functionNameYouWantToPatch> if the search yields 0 results then you're good.
You can name your monkey patch file however you like and it will take effect. For this I use Total Commander <3, but any software with search capabilities will do

#

Starting off can feel overwhelming or confusing, but it's not that complicated honestly. Once you learn the ropes you can become a pro in no time

#

Damn on the 13th of next month I will have half a year of EXP modding stalker. Time flies by

rare sage
#

i need to make this work with caches i assume either id or v values in this function can do that

random fulcrum
#

why is bro using the minecraft font

rare sage
#

uh

#

πŸ˜“

#

i code better in it?

#

its all minecraft font

random fulcrum
#

does courier new not suffice

rare sage
#

its easier for me to read

#

i discovered this like 2 years ago

drifting moat
#

Where is the function you want to alter? What file and what's the name of the function itself?

rare sage
#

get_random_stash in treasure_manager.script

#

ive found box_in_valid_map

slow bolt
rare sage
#

yes

drifting moat
#

Long time no see

rare sage
#

id is a string

#

i think

drifting moat
#

Okay, so the function is not monkey patched in gamma

#

It is overwritten in G.A.M.M.A. Rare Stashes Balance

rare sage
#

yes

drifting moat
#

Here's where we want to apply additional blacklisting

#

perfect

rare sage
#

yep

#

im editing box_in_valid_map rn

drifting moat
#
function box_in_valid_map(id)
    if blacklist_helper.ShouldBlacklistNorth() then
        additionalBlacklist = blacklist_helper.GetNorthernMaps()
    end

    local se_stash = alife_object(id)
    local lvl = se_stash and alife():level_name(game_graph():vertex(se_stash.m_game_vertex_id):level_id())
    --printf("%s Stash (%s) is in level: %s", blacklisted_maps[lvl] and "!" or "-", id, lvl)
    return (blacklisted_maps[lvl] ~= true and not additionalBlacklist[lvl])
end

This should do the trick.

rare sage
rare sage
#

lmao

#

tfw you over engineer

drifting moat
#

With my code we double check some maps, but it's fine. Probably has such a low low performance overhead that it should just be outright ignored

rare sage
#

everyime i make a "very good" solution someone always sends me something shorter kekl

drifting moat
#

So will we soon see the release of The Loot Can Wait? Chadge

rare sage
#

mayhaps

#

if i implimented the code right

#

last attempt it crashed

#

that file z_nta_stashes_utils.script is from new tasks - ITheon

#

oh im stupid

#

wait no that shoiuldnt cause it

#

well lets see if it did

drifting moat
rare sage
#

i dont think i had it in the file

#

but

#

i had some reference code from your qol pack in a second folder

drifting moat
#

That's probably fine I don't think it's read by the engine

rare sage
#

deleteing said refernce code fixed the overwriting

drifting moat
#

oh xd

#

So wait what's happening now?

rare sage
#

lets seeeee

#

im loading

rare sage
#

no crash

celest forge
#

I was just playing serious sam last night

drifting moat
#

Which one what3

celest forge
#

First Encounter

drifting moat
#

I should replay both with quake 3 too

rare sage
#

i think it works

drifting moat
#

Maybe after I fix Tasks QoL pack and finish TGR I will take a small break from modding to complete those 3 games

celest forge
#

I was also playing Quake 3, believe it or not

drifting moat
drifting moat
#

That's what made me want to replay it + that's one of my childhood classics.
Serious Sam, Max Payne, Quake I, II, III, OG DOOM, Tonic all have a special place in my hearth amongst other games too of course

rare sage
#

12 stashes

#

non in the north

#

all gotten from AW

#

clueless am i allowed to publish this if it has serious code in it

celest forge
#

Nah only if it has silly code

drifting moat
#

I stated this multiple times throughout this DC

rare sage
#

no northern stashes

#

seems to have worked

#

i probably shouldnt have this include the grok stash overhaul code

#

wait

#

all anomaly players play gamma

#

this is fine

#

if it becomes an issue thats a later me issue

drifting moat
#

Wait where do you want to release this?

rare sage
#

i was just gonna post it on my gitlab

#

yaknow this mod deserves to be behind a $30 a month patreon /j

drifting moat
#

If on ModDb then you should either state that it is only GAMMA compatible in the name or make it compatible with Anomaly. My first mod I made for gamma and published on moddb and a lot of ppl downvoted it because I didn't state in the title that it's made for gamma and not compatible with anomaly

drifting moat
rare sage
#

now

#

how to make a readme

drifting moat
#

On GitHub it's just the click of a button

rare sage
#

thanks serious :D

candid quail
green topaz
#

hi. who can write the name or send the icon file for the PDA? here's a photo of the badge I need. I tried to find it on my own, but it didn't work out.

#

or does anyone have any idea where this PDA icon file might be located?

undone spruce
#

Should be in the ui_inventory atlas texture

#

Or is it ui_equipment.dds

main plover
#

I am starting to pull my hair out can't include one ammo from arti into ammo overhaul all other types work well only one .357 doesnt appear in crafting menu ffs

#

All ammo types just needed adjusted recipes but one of them just refuse to appear in crafting table reee

#

I missed comma pepew

green topaz
undone spruce
green topaz
# undone spruce ui_icon_equipment.dds

Thank you. this is a large list of icons. I would like to easily find a separate PDA icon and use it for my own purposes, as I also do not have the opportunity to open dds files.

#

thanks for the help anyway)

undone spruce
#

you can copy it and extract to a new image file normally

rare sage
undone spruce
#

if you need to actually use the icon ingame, you'll just need the ui texture declaration and its atlas location

misty mulch
#

also arti's ammo crafting system is different to basegame craft.ltx

#

i think i have a demo folder for crafting recipes that shows off both ammo overhaul crafting patches + regular craft.ltx dltxes

drifting moat
#

Does printf log to the anomaly folders log file?

misty mulch
rare sage
#

hehehe

#

no more medium armour kits pre expert tools

#

WAIT MEDIUM

#

FUCK

#

I WROTE THE WRONG THING AGAIN

#

its heavy

#

i should make the survival more survival-y

#

which file is hunger and stuff in

misty mulch
#

i mean i think it's bad practice to jam all that into a mod where the name indicates you'd only make one change. but it's your mod

rare sage
#

oh i made another mod for this

misty mulch
rare sage
#

im just board and wanna mkae gamma more annoying

rare sage
misty mulch
#

without e.g. a fomod or bain option to separate those out

rare sage
#

ohhh

#

time to learn fomod or bain i guess

#

i do think theyre related as theyre both about loot but options are always good

misty mulch
#

there's a reason why i even separated out "let you craft gunsmithing/drugmaking kits" from a "let you craft lower-tier toolkits from higher-tier ones" in my own mod

#

i think it is significantly better practice to do so

rare sage
#

yee

misty mulch
#

and what is obvious to you is not obvious to an end user based on the readme you wrote, to be honest

#

the first sentence makes it sound like your mod is all about "restrict stash locations to the south before doing BS/MM to unlock the north"

suddenly removing recipes and making it so that you need experts for type c repair kit? not 100% guaranteed that someone who wants that first change, will want the second.

random fulcrum
#

i always tell myself i'll learn fomod for the next mod i publish but none of my mods even have real install options

#

besides the recoil mod but the optional is a literal patch

rare sage
#

made this just to test changing hunger values and it dont seem to work, on 2000 or 2 it seems to mvoe at the normal rate

drifting moat
rare sage
drifting moat
#

Very cool

#

I might start using it too

rare sage
#

ok TO BE FAIR if ucked it up
but thats cause im a dunce and put everything in seperate folders

#

ok does satiety_v do anything

drifting moat
#

You will see calls like this SYS_GetParam(...)

rare sage
#

im looking at it here it says it is the amount of satiety removed

#

i have this over writing the value

#

and it seems to not be doing anything

drifting moat
#

Did you restart GAMBA after fiddling with it?

rare sage
#

ye

drifting moat
#

If you add new files or modify LTX, XML files you have to

drifting moat
rare sage
#

open game, check satiety, wait 10 seconds, check again, close game

drifting moat
#

Well I gotta go, but good luck painstakingly realizing/learning how it works!

rare sage
#

IM A FUCKIGN DUNCE

#

MY DEBUG GAL HAD GOD MODE

misty mulch
rare sage
#

ok it doesnt seam to increase how faster hunger goes

#

maybhe lower is faster?

main plover
#

Is there mod or setting that will let me to see debug name of items in equipment? as they are visible in spawn menu?

rare sage
#

i must be doing something wrong

drifting moat
main plover
#

thx

drifting moat
#

I don't remember the exact argument. Maybe its dev_dbg

#

Can't check because I just turned off PC

rare sage
#

not on pc 24/7 cringeeee /j

drifting moat
#

Modding capacity would be through the roof

rare sage
#

unironically losing

#

whats going on with this mod

#

why wont it work

#

"ill see how another mod does it"
ancient language lost to huumanity

drifting moat
rare sage
#

godmode issss off this time

drifting moat
#

I advise you set the default format for .script, .ltx and especially .xml files to be Cyrillic 1251

rare sage
#

how

drifting moat
#

I use VSCode and I had to add it to my config file

#

Google it for whatever editor you're using

rare sage
#

im using vsc for this cause i can have .script recognised as lua lol

drifting moat
#

Then it's super easy just google it

rare sage
#

snsnisnisnisnisnisni

#

"p.s"

#

satiety_v at 200,000.0 = 7s per 1 calorie
satiety_v at 0.000000002 = 7s per 1 calorie

#

ok so i dont think it does anything

#

ok i might have messed up mod_actor_tscs.ltx

#

non of hte values i change do anything

random fulcrum
#

it makes absolutely no sense to have this kind of granularity

gaunt seal
#

Is it possible to implement volumetrics clouds on xray?

verbal siren
turbid gyro
#

hi all, how do you adjust the pellet spread for a shotgun?

random fulcrum
#

you reduce the shotgun's fire_dispersion_base value in its .ltx file

#

hint: it's measured in degrees

peak quest
#

!help hud fov

queen pineBOT
#

No such command found

peak quest
#

someone plz fix the sr25s hud fov, needs to be 0.65, i cant find the fuckin weapon file in this ocean of mods

fair inlet
rare sage
#

ok the satiety value doesnt work

#

i cntrl c + cntrl v'd the code i need and nothing gets over written

#

my file is named correctly too

#

well the entire actor overwrite file it seems

#

i set jump power to 1500 and it did not change anything

#

ok i dont think this will work

#

actor.ltx

satiety_v                = 0.00002        ;0.0000250     ;rate of satiety reduction with time```

vs

mod_actor_tscs.ltx
```![actor_condition]
satiety_v                = 0.02000```
main plover
#

I am trying to add laser sight to hornet(dont judge)

It show that lazup is available for it but I can't attach it 😦

![wpn_glock_modern]
scopes= lazup_pl15
scope_status                = 0
![wpn_glock_sk2_lazup_pl15]:wpn_glock_modern
1icon_layer                = lazup_pl15
1icon_layer_x            = 76
1icon_layer_y            = -8

inv_weight                  = 0.725

hud                                      = wpn_glock_sk2_lazup_pl15_hud
visual                      =  dynamics\weapons\wpn_glock\wpn_glock_sk2.ogf

use_alt_aim_hud                  = true
laser_status = true
scope_dynamic_zoom                       = off
scope_zoom_factor_alt             = 0


![wpn_glock_sk2_lazup_pl15_hud]:wpn_glock_sk2_hud
item_visual                              = dynamics\weapons\wpn_glock\wpn_glock_sk2_lazup_pl15_hud.ogf
drifting moat
#

Check in mods folder for the overwrite line

rare sage
#

i forgot filters exist

#

almost spent 20 minutes waiting

main plover
#

I added scopes before to weapons that had scopes but to weapon that don't have scopes at all idk how to do it

fair inlet
#

check some addon that add scopes via dltx

main plover
#

I think the way it's set up in vanilla might be the issue that ogf doesn't have weapon name but uses sk2 instead of modern so whole parent section doesn't work

fair inlet
#

aren't sk2 used in hud sections only?

rare sage
#

how do i overwrite adltx tho

main plover
#

Like Modern is weapon definiton and huds are from sk2

fair inlet
#

hud section names are arbitrary

main plover
#

Hmm

fair inlet
#

base section names are always weapon_name + scope_name

rare sage
#

ltx files are loaded alphabetically so this shoulddd overwrite it

#

ok i dont think it does

#

maybe ovewriting that file