#βπmods-making-discussion
1 messages Β· Page 106 of 1
yes
Your audio will need to be 44000kHz, and it will show some harmless comments error in your log but thats fine if you make it for yourself
Thank you, very much appreciated
Guys, any mod that adds new custom NPCs with their quests to get them ? similar to hip and the duty expansion mod?
https://www.moddb.com/mods/stalker-anomaly/addons/western-goods Something like this maybe?
Thank you, I will ask more about it if there are custom NPCs, if not, it looks like I can add my NPCs using their modules. If that's possible, I will mod it out and try to add a couple of NPCs with tasks, I have no idea if this will be a small project or a rabbit hole
Where can I find the Pievrue Weapon Pack?]
oi guys, this is mods-making-discussion not mods-finding-discussion
Well, where would be the appropraite place? Modded Gamma Support? Jeez...
don't listen to this misinforming RETARD https://github.com/Aoldri/anomaly-addon-deps/wiki/Universal-Animation-Scripts
Can any shader 3D scopes editor user, teach me how to save the reticle colors permanantly please ?
I want to change the nightforce reticle to red
I did it with the editor and clicked apply but it doesnt save, everytime I change levels it comes back to black
@last yew
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
@next zinc
Thanks !
get pipnik on the case
is there a mod that let's weapon attachments go on most/all weapons?
no shot lol.
I'm using FWP, judging from the position of the scope, I'm guessing that the 2022 weapons don't work that well with it?
MAS GAMMA affects only base gamma weapons. There's no RWAP or FWP support
correct, but FWP requires bas2022 files for all of the weapons, so it's causing crashes currently.
so it's either fwp OR MAS, unless someone were to make a patch.
Should't crash if you followed all instructions from MAS. Anyway, ask for help here: https://discord.com/channels/912320241713958912/1365003420402061432
what do you mean? They're using up to date files of BAS, whereas FWP requires stuff from 3 years ago. The crash log says it's calling for optics from BAS, so I can only assume that's precisely what it is. Thank you, I'll drop in there.
Hey bros, i tried to add this mode and the surrender one. The surrender one works but this one has this issue
idk where its from but i can't find any issue in the files or anything that could indicate an error
i have the link for those who don't want to install from my computer
anyone has any idea how to fix ? or at least why its like this ?
try putting it as low as possible in your LO
how do i do that ?
by clicking and holding the click, then moving it downwards.
doesn't work, but i doubt it would be that as it is stated that the order is 573 and i have 573 mods
then it's already at the bottom. make sure it isn't a setting in mcm or modded exes that needs to be turned on
ain't sure but i don't think it is
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?
It's likely an engine limitation (not confirmed), but it's probably possible. How about you give it a go?
I can try, but I am totally noob when is related to mods.
How do you even force it to use a different texture while in-game?
(Simple answer : you can't.)
Yeah, thatβs why Iβm starting to think it might be an engine limitation. Iβve never seen anything like that in the game before.
It can be used for ltx files to be loaded mid-game if you made slight changes, but not for textures.
Why?
Because textures are loaded into ram.
If you try to load more of those, it would result in memory leak.
If you need new textures, you would need to dump your RAM, then load in new textures.
Engine limitations. Can't be done.
Re-write it fully.
Just so you can do such stuff.
Well, that makes sense. Thanks for saving me the time of trying to find a solution that isn't there.
Any nvg compatible PDA mods possible or already done?
Something like brightness going down when nvgs are toggled
does anyone know if there is a guide explaining the details of a npc_loadout setup
primarily looking for info on the numbers and meanings behind them and what chances they give etc
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?
like this here
wpn_vpo_136:r:3:30
would = random attachment, 3 ammo, guessing it means 30 ammo idk, and 30% chance
nvm that second number isn't amount, it's the type
so type 0 would just be the default ammo it uses right?
mostly confused on the ammo type meaning
fmj/ap/hp, i believe it follows the order of ammos specified in the wpn config (i could be wrong)
iirc the % chance is actually all kinds of fucked by default, hold on
So more entries = the more likelyhood that gun is to spawn on a npc I suppose then?
Yea I was thinking that too, seems tricky
granted the current loadout drop balancing does feel like "
let's jam a bunch of entries in and hope for the best "
I see now
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)
would I say if I counted all the gamma guns that drop, would that number suffice in a division score value?
absolutely not 15% lmao
and are you assuming the user plays default GAMMA (with SD's Weighted NPC Loadouts), or vanilla Anomaly?
hopefully gamma defaulted
k wait a sec
since I made fwp based around gamma itself
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)
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]
so the total number of entries within freedom_master_primary is / by the 5 entries I put for the amxc correct
i have just counted for your sake (npc_loadouts_freedom + inheritances + dltxes), it would be
5 / 76 + 5 + 1 = 0.061, or 6.1% (2sf)
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
Thanks for the help, now I should be able to make my guns spawn more
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
parts roll is inside wpo somewhere
check the savescum script to see where the other rolls happen
i think i got every loot rng call in that script
death_manager.script looks suspicious
I did a sweep already. Guess I wasn't careful enough
Vanilla anomaly has weapon parts condition too. Maybe he didn't overwrite the vanilla stuff?
Okay. Didn't know it was weapon_eval_parts. Thanks!
very likely the case
since weapons parts still rolled at random with that script
outfit parts too even though i still patched the seemingly only function that took care of that?
it was weird
well anyways i have a bounty on that script since it has one fatal flaw
some seeds (npc ids) randomly generate loot pinatas
consistently so, of course
but i just couldn't figure out why it was the case
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)
Is it possible to force restock a trader?
I patched it so good that even starter guns and debug spawned guns are affected 
Too effective 
I'm getting a crash regarding "rpk orange mag ogf" missing. Anyone know the fix??
well, now I'm getting this. Anyone know why the ltx is saying it's cyclical?
Because it is stuck in an infinite reference loop
How could I properly improve loading times for my own modpack without -noprefetch?
Let's say these are the references of files. Letter represents a file and the "->" represents reference. See the problem? A -> B -> C -> A
oh word
Mates
To make a TV video in anomaly, do I have to convert the thing to OGM, or will mp4 work?
It's an old-ass engine so probably not, but I'd rather ask here first, cause it would save some time 
MP4 will definitely not work
And I think the OGM has to be made with a specific tool
I am working on it just now
Is it possible to make the Interactive PDA menu only appear on higher tier PDA's? When using MilSpec PDA
I'm looking for a mod that will increase the population of stalkers in camps and bases.
Just increase your zcp population in mcm
That should be pretty easy yeah
As far as I understand, he will increase the quantity everywhere.
Fuck
The video for some reason doesnt work in the tv
I mean
it does work
but the size is very small
and the rest is green
I dont know whether or not to resize it or something like that
is there a mod to quickly dissasemble stuff?
Probably yes.
hmm
I will have to resize this fucking thing AND convert it to OGM for 2 hours again
Is that just the entire STALKER movie
i need it
I'm gonna post it into mod posting once its done

I just need to get the video to work
cause I have been tinkering with this shit for 3 hours
Okay, last try
I need to convert it to 512x512
and change to OGM again
fucking
I cant change resolution
I need to rescale it somehow
because if I'm gonna change resolution then movie will be cropped

and I just need to punch it together
Mm
Editing this will take long enough
And I also need to convert it back into OGM
So another 2 hours
Maybe I'll manage before midnight
Can't you just in the texture descriptor set the length, width and tell it to stretch?
Texture descriptor?
I couldnt change the values
I may try tinkering with that
in the file explorer settings
is it necessary to bake animations in blender when exporting?
what do you mean by baking
using the bake action function on blender to generate keyframes in every frame
..no?
yeah i was thinking of it
doing as its customary when exporting on other formats, but the stalker tutorials didnt mention it
drop and disassembly tweaks
disassemble all
both mods on moddb
no, i do have to bake, but just the hands animations
You export it as an omf just like the weapon anims
oh, not the omf, but the skls
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
well its working
its just i was just going with it
i for some reason even made shoot_jam animations, and im pretty sure the game cant use them
I export hands as OMF without problem from the ICHI Rig
i'll revise rigs after finishing this project, but for now ill keep going like this
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
do you know the item ID for the merc ace, and do you know what visual model you want to change it to
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
merc ace, or merc ace seva?
you can find out from the debug item spawner
yeah get me the the item id for the hybrid suit as well and i can start to help
merc_ace_outfit & hybrid_outfit
Ok wait a moment
you want the jank way that will get undone if you update gamma, or the proper way that requires slightly more work on your part?
i need this tech
also did you find anything regarding the loot pinata thing
jank way for now, I can always re do it after an update if I need be. Im going to do the merc_scientific_outfit instead of the hybrid_outfit if that is alright, since it's the same thing in merc colors
- in MO2 find the mod
G.A.M.M.A. Hands Legs Models Swap - double click -> Filetree tab -> go to gamedata/configs and open
mod_system_THAP_Rework.ltx - find the line that starts
![merc_ace_outfit] - edit that whole bit so it says
![merc_ace_outfit]
player_hud_section = actor_hud_merc_seva ; originally actor_hud_seva_ace
save, play
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
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
!mo2search // fyi you can always use the file search to figure out which mod provides the overwrite-winning version of a file
@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. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
yeah im well familiar with MO2 xD. I just didn't think that ini would be overwritten. Tysm for the help. Much appreciated
oh good
yeah a LOT of shit is direct-overwritten in gamma
the tough part is when the conflicts are not caused by direct file overwrites
How the hell do I fix that?
It only happens when I load into pripyat, and the text says something about "furniture lows" ????
So forgive me, I havent messed with scripts yet, any quick idea on how to do this?
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.
You have to find where the interactive PDA tab is added to the UI. Once you do you just write an if statement and check if the player is using milspec. If yes then you let the interactive PDA adding code run. Otherwise not.
I have no idea what that means
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
I tried disabling all, then only some, then one at a time. No fix was found.
It references something about a trader mercenary, meeker? and it says some shit about furniture having a cyclical reference. I nuked it lol.
You previously edited .ltx files, no?
traditionally, as in, in #π¨modded-gamma-support, i would simply yell at you to not use trader overhaul.
but if you're NOT using the mod and are instead doing your own ltx edits, time to hunt through them.
so what mod are you making?
That path is declared as starting from the gamedata/textures folder
In this case the texture is declared as gamedata/textures/wpn/wpn_laserassault.dds
Cant see the file name properly
Hey guys, do you know what mod has the pelt changes in it?
Ohhh, it's "artefact reinvention" 
Obviously
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("==========================================")
printf
Thanks
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'.)
or am I fucked and I need a new game? 
new game 
I did not, at least not that I'm aware of.
oof. So... it was trader overhaul. Sigh, I had that activated, wasn't aware that it caused issues as I've used it before without them. is there a place I can find all of the "don't use this" mods?
That's a dummy file i had chatgpt create because it was causing a crash when i killed certain enemies. Can I use any mag overhauls?
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.
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?
Hi all, if i rechamber a weapon, will the damage of the weapon automatically change to what it's chambered in?
Yes it should. Do you experience otherwise?
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
you'd have to change the damage multiplier of the weapon too
@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.
Per shot damage is weapon hit_power * ammo k_hit so yes, if you change the bullet, you change per shot dmg
chatgpt is completely useless for anomaly modding simply because not enough data exists for it to steal train on
Please look at the last time someone posted chatgpt's attempt at "helping" to create a gamma mod
#βπmods-making-discussion message
I hope chatgpt learns to z stack
i'm like 90% sure i've seen someone copypaste a chatgpt answer that had z stacking
We shall reach new character limit heights
Would a player choice βgame endingβ be something interesting or doable? I think it would be cool to βescape the zoneβ or finally leave to put an actual end on a run, right now once ur done ur just done and the save sits thereβ¦ I think it would be cool to properly have an end to a run
May just be a shit brained idea
craft a rocket to escape the zone
Can i check battlestate at current state via API without hard code?
I use xr_danger func, but it's work just on mutants, not for humans
I really don't want make a cycle for request all entity, maybe someone know how i can get that?
that's crazy. I had an issue with "rpk orange mag ogf" not found so I had him make a fake one and it solved it. I see it's shortcomings with the log though, it didn't understand to look at stack traces.
Try grok, it's work better
that's not solving anything... you made a dummy model file. it doesn't make it work, it just means that if you ever try to actually use that item, you would ALSO guaranteed crash because just making a blank .ogf file doesn't mean that you've solved the underlying issue (you are missing a model file)
it can't, because LLMs are only as good as the data they train on, and there simply isn't enough scraped Anomaly modding data to do so.
shit chatgpt might be better since it clearly just pulled everything that was on github
i don't know if grok could be trained on github info since microsoft owns it
Lies too much. Rarely helps
i agree, but i don't think Grok AI would be better
It's really help me with my mod for anomaly, i put all data manually
Befire today I didn't even hear about it. Yeah in general as you said LLM =/= anomaly modding tool
it's elon musk's pet AI
the dummy file stopped it from crashing which is what I wanted. i never use the rpk so it had no value to me. The dummy file allowed me to kill the people in the tunnels and move on with the quest lol
which isn't a fix sure, but it let me continue on my way
it'll be a problem if an NPC ever spawns with it and you detach the mag - or if one spawns as loose loot - or if it gets sold
you can't control those things
actually, it wasn't
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.
that's just called "logging off"
because i was still able to interact with it, the mag just looked funky
fuck off π
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
besides this is the "make your own mods" channel, not the "suggest a mod idea" channel... ideas are plentiful, making shit is the hard part
bro sorry i said that just for laughs 
well tbh if you open your entire MO2/mods folder in Cursor it can get pretty accurate with the boilerplate code
yes even on Anomaly wow
but it won't code a whole ass feature nor it will have game engine knowledge
but if you also include the unpacked shit in there it's okayish
the mag just looked funky
I had [it] make a fake one
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"
the proper response to that is "well redownload and reinstall the mod that was supposed to provide it"
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"
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?
you don't question the demon
cos quite frankly the thing that AI teaches you to do is rely on it for absolutely everything.
I can't wait until chatgpt can wipe my ass the way I like
also i got a feeling that they might not know what an ogf file is
How would I go about making a MAS patch for a weapon ?
because I have taken a liking to this mod and I want to make a patch for it so it can use MAS https://github.com/andtheherois/3DSS-KAC-Freak-PDW
1911 Aim animation seems a bit.... Snappy? The video doesnt show it as well as in gameplay.
Something to do with the aim anim speed in the ltx?
Anyone have an idea how difficult it would be to add more enemy PDA texts?
Like when you pick up a PDA off of a dead stalker and hit view, have ideas for a lot of better texts there
Theres only a couple there rn so they just repeat the same shit over and over
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)
by which i mean the script is, i think, dynamic_news_manager_patch_dmg.script
Yeah it is probably super super easy to do so.
as for the xml you could just find in file across all *.xml files to match against a snippet of the existing pda texts
wait i think i found that once upon a time when i made my "no more freedom bloodsucker joke" mod
text\eng\st_dynamic_news.xml
i dunno if there's anything else ass about that system though
like, loading screen tips seemingly have a variable that determines how many loading screen tips the game will actually recognize?
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
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
check out the very end of trade_presets.ltx from gamma economy
and yes it is just that ||grok added weapons,outfits_all to most trader profiles||
and of course has to therefore add every gun and gun+scope variant to the weapons section
gamma also generally overwrites all weapon trader injection scripts/configs with blank copies
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
i would imagine it's dltx-able
you'd just dltx the weapons section to add your entries
i'll give it a shot then yea
or the relevant subsection [pistols], [rifles] etc
for weapons that use injection scripts, though, that method won't work I think
yea none of my weapons use script injections
and you'd have to overwrite their sections w/ blank override a la all these 0B files
sorry - injection OR DLTX
i guess you could make an overwriting DLTX that deletes the entries they all add???
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
would something like this work I suppose
and just write my gun names into the sections, then put the unused section as well?
trade presets is a plugin no?
you shouldn't be overriding system if that's the case
hmm
...yeah i see why grok did a direct file overwrite
so should I just use what grok has, but add my guns to the lists of pistols and rifles?
or no
well, what was the method you used initially to add guns to traders?
I didn't add them to any traders, I based my weapons to be found just by npc drops only
I just don't want the player to be able to sell the weapons is all, since people complain it's op
could always just set the cost param of the guns to like 100
i think the only thing that would negatively affect is whether or not companions preferentially equip them
every single one of the listed ltxs has the #include "presets\trade_presets.ltx" statement
jesus
that's a base anomaly setup it seems
got darn!!
also yes i think the sanest option, if you want to go for "can't sell my guns at all", is to make a direct file overwrite for trade_preset.ltx instead of using DLTX
or there's that setting cost = 100 workaround i mentioned
i'd have to write the sight/scope huds too right to make them not be sold
yup, you can see how every single gun+scope variant is listed in the gamma version
gotcha thanks
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
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
well, "fucked", you would have to reproduce the edits
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
actually I'll probably just change the cost prices, how do I do that for the cost = 100, is it this line :
yes
whatever section you had it in the weapon config for "this is the section for the gun with this scope on"
e.g. example from trade_presets wpn_usp_tac_aimpoint_pro
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?
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
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
doesn't matter, but it makes it neater
yea thought so
hypothetically you could create a profile that e.g. only rejects pistols or only rejects rifles
but one does not exist in gamma
gotcha
anyone willing to help me do this?
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
also want to make certain pda texts faction related, dont know if thats gonna require addons
π
alright
actually this should be possible? Since i think only monolith PDAs can have the "kill strelok" shit so it should be able to tie certain texts to different factions I think\
wheres this at?
ty lord veerserif
Sorry for having 3 protons inside of my skull, but how do I search match like this? im guessing I dont have to scroll through all 20,000 characters of this
read two comments below the one you replied to
How do I search for this is what Iβm asking
!mo2search
@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. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
thank you for your patience bird man
actually turns out you can just dltx it using mod_trade, just needed to add every single trade ltx and name them all mod_trade and add the preset to them like #include "presets\mod_trade_presets_fwp_guns.ltx"
Tested?
yea I have tested it myself just now
I'm still slightly dubious of any multiple #include statement situations, but nice
all the guns I write into my preset turn red and go to just donation option
this does work. ive done it for some of my guns as well
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
ΠΠ°ΠΊΠ°Ρ ΡΠ°ΡΡΡ ΡΠΊΡΠΈΠΏΡΠ° workshop ΠΎΡΠ²Π΅ΡΠ°Π΅Ρ Π·Π° Π±Π»ΠΎΠΊΠΈΡΠΎΠ²ΠΊΡ Π΄ΠΈΠ°Π»ΠΎΠ³Π° Π½Π° ΠΏΠΎΡΠΈΠ½ΠΊΡ Ρ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊΠΎΠ²? Π‘ΠΎΠ·Π΄Π°Π² ΠΌΠΎΠ΄ full upgrades ΡΡΠΎΠ»ΠΊΠ½ΡΠ»ΡΡ Ρ ΡΠ΅ΠΌ, ΡΡΠΎ Π΄ΠΈΠ°Π»ΠΎΠ³ 2:"ΡΡΠ΅Π±Π½ΠΈΠΊ" ΡΠ΅ΠΏΠ΅ΡΡ ΠΎΡΠΊΡΡΠ²Π°Π΅Ρ ΠΌΠ΅Π½Ρ ΠΏΠΎΡΠΈΠ½ΠΊΠΈ Ρ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊΠΎΠ², Π° Π½Π΅ Π²ΡΠ·ΡΠ²Π°Π΅Ρ ΡΠΎΠΎΠ±ΡΠ΅Π½ΠΈΠ΅ Ρ ΠΎΠ±ΡΡΠ΅Π½ΠΈΠ΅ΠΌ
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.
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
item_repair.script loads the values from somewhere
thanks
Look for a variable named repair_bonus or similar
part_bonus, yup
Fun fact: That script applies the achievement bonus also
yup! saw that in the item_repair_override as well, which seems to take item condition into account?
And the code is messy/hard to understand 
see now that i expect
I don't remember that it does
that's an override script from the gamma modpack, that is prob why you don't remember it
item_repair_override.script
So you're saying I'm dumb?
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
I worked with those files for Streamlined Anomaly Maintenance so yeah I only saw the vanilla stuff
That is very true
My first mod (https://discord.com/channels/912320241713958912/1331047442270912553) was so hard to make because of stuff like that
The workshop scripts are another gem. They're patched/overwritten to hell and back
prob explains the bugs being reported, yeah
literally the first thing i read when i get here
this out of context was kinda funny ngl
you can't be serious 
in all honesty i rarely use VSCode on windows, but i never ever had that problem before lol
I mean it is just a speculation, but I didn't have that problem simce and I didn't put my PC to sleep, so wouldn't be surprised
whats a good mod that changed the inventory ui. i know there was one before but i cant remember what it was
you wanna check #1035807043933720576 or ask #ββ’stalker-chat for recommendations - this channel is more for help in making your own mods
got it sorry
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
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
Yeah but that checks the level you're on
But that's still a good start
oh smart terrain, my bad, i blanked
Happens to the best of us
uhhhhhhhhhhhhhh one sec sir
I couldn't find it for sure sure
Those screens are cluttered as fuck with little context
i'm sure current smart terrain is in one of the displays
you have to cycle through them
I know. I did, but there's little context and a lot of info on them. It's just easier if you guys give me a freebie with this one
real cool the thing is in the engine
I'm on phone 
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
bro should heal his right arm he's having tremors
unless he's doing wounded beast
He doesn't know what perma heal is
crack, you should smoke crack

any good resources for someone trying to get into creating models and editing textures in anomaly ?
Check the pins, pretty sure there was a "how to make a gun mod" vid that went over those things
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?
if you want to make models and textures for them just look for standard modelling and pbr texturing tutorials
you can't really edit textures for anomaly without the source of said textures afaik
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...
Ask in these channels instead:
https://discord.com/channels/912320241713958912/1029824156289732649
https://discord.com/channels/912320241713958912/958342885005221898
Now I don't just say that because this chat is for mod makers to discuss mod creating and get help in that, but the other chats have a much higher active user count, so you'll probably get a better/quicker answer there.
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 π
i want to add certain sounds when health and psyhealth reach a certain value, does someone know what script file to edit?
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?
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?
The usual move if you're missing a file from the modpack is to find which mod was meant to add it/if it's from the base game, then you redownload and reinstall that specific mod. This is normally done in #π¨base-gamma-support
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.
And your final answer is: I can't even search for the missing texture in a base GAMMA install because I need its full exact file name.
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
so he originally suggested I do what you said. being lazy, i instead asked him for it. All that's necessary is some texture to be in place, even if it's non existent, for it to call for and find a file. I fixed it by copying the vsk mag, renaming it, and pasting that in the bin. it seems that with the magazine addon, the RPK orange was simply not added to it.
this convo continued in #π¨modded-gamma-support
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
doesn't seem to be from just a stat, the mutant loot function in ui_mutant_loot.script just checks if you have the hunting kit item in your inventory (or if you have it equipped if you have "need equipped hunting kit" turned on) and then increases your chance of getting a part
ilrath's mod here https://discord.com/channels/912320241713958912/1223386027427758181 has a table you can add your backpack to (you also need to give it a bonus_mutant_part_chance)
Hi all, how do you change the BR class of an armour?
You will need to learn how to use DLTX (check the pins for a guide) to overwrite armor configs to change its hit_fraction_actor value. Reference these comments:
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.
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
π€ 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
it is entirely possible there is some sort of blacklist area system but you are gonna have to do the initial exploring, yeah
Sorry, I specified the wrong mod. I installed Drunk's Enhanced Toxic Air.
then yeah treat us as intelligent people who can read code, but we aren't going to know the exact intricacies of how that mod works, you're gonna have to give examples for the channel
I think so too, it's just that there aren't many files in the mod, but I don't know how to open .script for Stalker and I've never done stalker modifications. But it's never too late to start
Or it just opens as regular .script file thru text editor?
text editor will work
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.
++ β€οΈ
Went to "work work" on it. Thank you very much for answering not very smart questions π
follow the guide on anomaly modding book for setting up Xray IDE env if you want to write scripts in VSC
if they had to ask how to open a .script file i'm gonna say that's several steps beyond where they're at
don't worry bro chatgpt's got them 
@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
can someone help, i downloaded frosty pack, and don know which one of these i should tick
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
fyi in the future, this is the channel for "making your own mod" and not "help me with this mod i just downloaded" - for issues like yours it is better to post directly in the mod's thread in #1035807043933720576. you are more likely to get help that way. you got kinda luck here
that's the problem, because I simply couldn't write something in his channel, reason was "limit of 1000 people was reached", and I had to write it down here, hoping someone would answer
Go to #π€bot-commands and write !fwp
and that's why you go to frosty's discord
Unfortunately this channel isn't as active as it was 1-2 months ago. Now it occasionally just has someone asking for help that should've gone to the support channels. Or somebody says he's trying to modify a mod, but wants/needs handholding 100% of the way.
Where're the glory days of https://discord.com/channels/912320241713958912/967696698065436682 
tbqh this channel is always like this unless someone is working on a longer term project
and actively asking for help for it here
well, how would i knew? i just wanted to install mod, didnt knew the owner had his own dc
i was better off figuring shit on my own/asking huh on mod mafia
for 99% of things i needed to know
yeah that's why we're about to point you there
or i mean you already did get pointed there, go to #π€bot-commands, type !fwp, you'll find the link
okay thx
Are you trying to edit the gas mask droplets?
yes sir
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
Then, you're in the incorrect place. The gas mask droplets are controlled by the script level_environment.script

thank you alot sir
so it has nothing do to with sss
No, the file ssfx_rain_hud_raindrops.script is to control raindrops on HUD elements like weapons, hands, tools, etc.
The gas mask is a vanilla feature.
thanks alot
where does this file reside tho? cant seem to find it in anomaly directory..
this is all i have in gamedata/scripts
Is a vanilla script, you need to extract the file from the db files.
for every single level?
?
Guys am I ready for Code Scorcher?
the prinf with the typo makes it even more real
combo to make the sickest Anomaly/Roblox mods ever
That was actually an honest mistake. I was wondering why it said that the global is not recognized 
the helpers on speed dial. beautiful
are you sure you're not asking about Last Dawn questline described here in one of the spreadsheets: #βπfaq message ? It's in GAMMA by default no additional mods required.
added by the New Storylines mod which is part of base gamma
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
Press C -> Wait here
it works... until they feel pissed off...
C -> Ignore combat
I don't know how to do this: #π¨modded-gamma-support message help me figure it out please, the keybind I want is: (Shift plus or just plus )
this would be doable by setting your quicksave keybind to =. done
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)
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
well then how do you change it to +
instead
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
actually there are 2 ways:
DIK_keys.DIK_EQUALS -- check for equals key directly
or
dik_to_bind(key) == key_bindings.kQUICK_SAVE -- check for whatever is bound to quick save
sick
i mean looking at this there's room to edit this to make it an mcm-able keybind ig
buuuut
cool unga bunga ver courtesy Sickhowl above:
- change line 202 from
if key == DIK_keys.DIK_F5 thentoif 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 +
do i need to restart game to?
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
If you edit only .script files it's fine to just reload a save
it didnt work but thats fine im getting used to the keybind kinda
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
yah didint work for game anway
thje file
can you just upload the file
Drag and drop the file into discord
this isn't edited at all?
did you save the file first?
before you restarted the game?
thats litterally me when i started modding, thank god VSC have an option to save when window changed 
I changed it back because it was not working
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
I tried it again but the save time isnβt working
I can spam save
can you copy paste the bit you changed
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
function on_key_release(key)
if key == DIK_keys.DIK_EQUALS then
token_redeemed = redeem_token(silent and campfire_saving)
only the second line like you told me
hmm. yeah can you save, upload the whole file again
hmm. should be fine. have you at least reloaded a save?
nope doesnt work
hmm. well then
. 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
im in rostok and still doesnt work
even next to campfire
doesnt even notify me
regular saving is whatever your quicksave keybind is
wait why
i dont remeber y but i might just revert back to normal\
That is weird. Do you have your mod onhighest priority? Or do you edit the file that has the highest priority?
nothing overwrites this file
What time is it there?
Then it's very weird it should work
im just gonna revert back to normal
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
It's 2 AM here you're pretty active I was just curious
yep i am using that
where you
Oh I'm in the US
Hungary 
So still early evening
oh cool im usa
Imagine if in the end it does require a game restart lmao
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
there is probably other code that needs to be changed in the file veer
Damn there's so much modding to do. So little time for it compared to the amount of stuff I want to do
Those are the only two places where the script looks at what keys you have pressed
yah i just checked to
oh also @misty mulch veer what do you do with the money you pick up off bodies that displays in inventory

you'll get better answers back in #ββ’stalker-chat or #βπ°β’newbies-chat
nobody ever anwser hahahah
they definitely won't answer you here.
true
Is there a reasonable way to convert the βCompanions donβt dieβ mod to just work on a singular NPC? Iβd prefer not having to babysit Hip when she charges monolith like an idiot. But I also donβt want guide quest and story squads to be immortal.
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
Warfare and GAMMA don't really work well together. Unfortunately there's brobabply not a fix for your problem
GAMMA has a story mode yes. When you start a new game story mode is turned on by default. A proper story mode is not available for all factions though!
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.
Yes, you're right.
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?
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 
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
It can be done but following ammo overhaul from havoc increments of 5 works fine π
I might adjust it for certain recipies to use increment of 1
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"
@glad canyon idk if you still care but havoc and artigrok merge should be ready by the end of the day π
This is great news, but im taking break from gamma and focus on other games that are waiting for me for a few months, planning to be back when next big update will come out!

with borrowed code i think i might have "the look can wait"β’οΈ working
i just need to somehow get a bunch of tasks done to test
forgot to rename the scripts to .script

Oh you didn't play around and started instantly
yes
@drifting moat Having problems with a certain task? #βπfaq message
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
The file might get overwritten by another file due to load order
Or it might be monkey patched
It's the treasure_manager.script, right?
When I'm unsure I add a print line to the code so I know that mine is the one actually running
"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 rewards
"
This could be of great use: https://discord.com/channels/912320241713958912/1353696274980929667
I use this instead of any other logging methods, just don't forget to delete it from code or else the game will crash for others using the mod.
ok so when editing a script do i need the entire script or will it just overwrite the functions my script has?
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
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
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).
More on monkey patching: https://igigog.github.io/anomaly-modding-book/tutorials/scripting/monkey-patching.html?highlight=patch#patching-variables
Introductory book for Stalker Anomaly modding
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
You haven't seen z stacked scripts?
Have you not seen z stacked scripts?
this is where zzzzzzzzzzzzzzzzzzzzzzzzzzzzz_ comes in
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
Yes, but pretty please don't do it
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
so i should just overwrite the original file?
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.
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
fuck brother i did not need to know this
it's an infohazard
i'm no longer sleepy
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
i need to make this work with caches i assume either id or v values in this function can do that

why is bro using the minecraft font
does courier new not suffice
Where is the function you want to alter? What file and what's the name of the function itself?
you use Arch btw
yes
Long time no see
Okay, so the function is not monkey patched in gamma
It is overwritten in G.A.M.M.A. Rare Stashes Balance
yes
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.

oh thats a lot simpler
lmao
tfw you over engineer
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
everyime i make a "very good" solution someone always sends me something shorter 
So will we soon see the release of The Loot Can Wait? 
mayhaps
if i implimented the code right

last attempt it crashed

i coped from https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. Rare Stashes Balance/gamedata/scripts/treasure_manager.script
and then just edited the one function
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
This file is not needed
i dont think i had it in the file
but
i had some reference code from your qol pack in a second folder
That's probably fine I don't think it's read by the engine
deleteing said refernce code fixed the overwriting
no crash
I was just playing serious sam last night
It must've been an absolutely based evening
Which one 
First Encounter
I actually never finished that. The second encounter on the other hand I played to hell and back
I should replay both with quake 3 too
Maybe after I fix Tasks QoL pack and finish TGR I will take a small break from modding to complete those 3 games
I was also playing Quake 3, believe it or not
Yesterday/Today I watched an amazing code review video on it.
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
12 stashes
non in the north
all gotten from AW
am i allowed to publish this if it has serious code in it
Nah only if it has silly code
My code is free real estate
I stated this multiple times throughout this DC
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
Wait where do you want to release this?
i was just gonna post it on my gitlab
yaknow this mod deserves to be behind a $30 a month patreon /j
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
Oh so you'll publish it here in https://discord.com/channels/912320241713958912/1035807043933720576. That's cool then you're all set
On GitHub it's just the click of a button

thanks serious :D
Thank you... time to start making duplicate global names mmmwwwahahaaaa. Just kidding!
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?
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 
I missed comma 

No. finds nothing
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)
you can copy it and extract to a new image file normally
tfw
if you need to actually use the icon ingame, you'll just need the ui texture declaration and its atlas location
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
#βπmods-making-discussion message ah yeah here
Does printf log to the anomaly folders log file?
if it prints to the in-game console opened with ~, it'll be in the .log file
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
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
actor.ltx i believe. edit at your risk etc.
im just board and wanna mkae gamma more annoying
thanks :D
no, i mean including things like "remove and alter crafting recipes" in a mod that is otherwise about "restrict where you can get stash drops"
without e.g. a fomod or bain option to separate those out
ohhh

time to learn fomod or bain i guess
i do think theyre related as theyre both about loot but options are always good
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
yee
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.
anyway fomods: i've always just used this https://www.nexusmods.com/fallout4/mods/6821
if you don't trust any external tools and want to learn to create your own fomod xmls and packaging, the docus are here https://fomod-docs.readthedocs.io/en/latest/ (e: now with correct link)
yo this makes it easy
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
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
How easy is it to make fomod installers with that? I once checked out a video on how to make one and I instantly noped out.
i have no idea how to do fomod and made my first one in like 5 mintues
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
Check scripts and see where it is read then figure it out by the code
You will see calls like this SYS_GetParam(...)
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
Did you restart GAMBA after fiddling with it?
ye
If you add new files or modify LTX, XML files you have to
hmhmhmhmhm
open game, check satiety, wait 10 seconds, check again, close game
Well I gotta go, but good luck painstakingly realizing/learning how it works!

Is there mod or setting that will let me to see debug name of items in equipment? as they are visible in spawn menu?
Yes. If you launch the game with dev_debug command then when right clicking an item you'll see release 'debugname'
thx
I don't remember the exact argument. Maybe its dev_dbg
Can't check because I just turned off PC
not on pc 24/7 cringeeee /j
I would be actually if I wouldn't have a GF 
Modding capacity would be through the roof
unironically losing
whats going on with this mod
why wont it work
"ill see how another mod does it"
ancient language lost to huumanity
Turn off god mode 
godmode issss off this time
That's what happens when you save something in the wrong format
I advise you set the default format for .script, .ltx and especially .xml files to be Cyrillic 1251
I use VSCode and I had to add it to my config file
Google it for whatever editor you're using
im using vsc for this cause i can have .script recognised as lua lol
Then it's super easy just google it
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
god i hate unregulated decimal places
it makes absolutely no sense to have this kind of granularity
Is it possible to implement volumetrics clouds on xray?
Impossible, until someone proves otherwise.
hi all, how do you adjust the pellet spread for a shotgun?
you reduce the shotgun's fire_dispersion_base value in its .ltx file
hint: it's measured in degrees
thanks m8!
!help hud fov
No such command found
someone plz fix the sr25s hud fov, needs to be 0.65, i cant find the fuckin weapon file in this ocean of mods
that's a skill issue
Grok decided it needs to be 0.8 
it's forced in free zoom script
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```
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 π¦
![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
Does it get DLTX'd by anything?
Check in mods folder for the overwrite line
try adding parent_section

yes
now
zzzzzzzzzzzzzzz_mod_actor_tscs.ltx
still can't attach added parent_section=wpn_glock_modern
I added scopes before to weapons that had scopes but to weapon that don't have scopes at all idk how to do it
yeah I think the section name is incorrect
also ! are redundant since those aren't existing sections
check some addon that add scopes via dltx
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
aren't sk2 used in hud sections only?
yes
Like Modern is weapon definiton and huds are from sk2
hud section names are arbitrary
Hmm
base section names are always weapon_name + scope_name

