#╙🖇mods-making-discussion
1 messages · Page 108 of 1

so i could just make my own script that does that? or would i have to do it under a specific script
You need to register for the callback like so:
function MyTraderRestockListener(npc) --Can have any name.
npc:iterate_inventory(coolIteratorFunction)
end
function on_game_start() --This must be named like this
RegisterScriptCallback("trader_on_restock", MyTraderRestockListener) --Name of the callback, function to call
end
For an extensive list of callbacks: https://igigog.github.io/anomaly-modding-book/script/callbacks-list.html
Introductory book for Stalker Anomaly modding
Me and @misty mulch for the Tougher Gun Repair mod
Miro

Good. Make Hunter in Red Forest do the opposite (sell more big game food)
yeee
He is a hunter after all
If you want to fake the actual hunting of these mutants you could also reverse the check (if there aren't many boars sell more boar food). This would imitate the hunting of them
Lua is a strong tool if you know how to use it
ik its not hte map names
im just doing it for like
temp stuff
place holders
wait theres probably a method that does this automatically
Your curly braces look like caltrops 
lmao
In tasks_bounty.script I think there is yeah
local map = t and sim:level_name(gg:vertex(se_obj.m_game_vertex_id):level_id()) i think
only map related function i cna find
there is this in bounty script
simulation_objects.is_on_the_nearby_level(sim:actor(), se_obj)
If you follow that script it leads to this
function is_on_the_nearby_level(se_obj_1, se_obj_2) -- linked and linked to linked level xddd
if not (se_obj_1 and se_obj_2) then
return false
end
local sim = alife()
local gg = game_graph()
local obj1_level = sim:level_name(gg:vertex(se_obj_1.m_game_vertex_id):level_id())
local obj2_level = sim:level_name(gg:vertex(se_obj_2.m_game_vertex_id):level_id())
if not (obj1_level and obj2_level) then
return false
end
if (obj1_level == obj2_level) then
return true
end
if string.find(config:r_value(obj1_level,"target_maps",0,""),obj2_level) then
return true
end
-- local linked_levels = parse_list(config,obj1_level,"target_maps")
-- for i=1,#linked_levels do
-- if string.find(config:r_value(linked_levels[i],"target_maps",0,""),obj2_level) then
-- return true
-- end
-- end
return false
end
oh wait theres also levels
unreadable names 
string.find(config:r_value(obj1_level,"target_maps",0,""),obj2_level)
this looks like it could be it
se_obj_1 relative to this is se_obj_2 in a nearby level
ok so
something like this
would work i think
how do i print to the ingame terminal?
local hello = "Hello"
printf("%s world!", hello)
okai so just a normal print
Ooooor. Serious print: https://discord.com/channels/912320241713958912/1353696274980929667
It can even run on VSCode terminal
will it crash
ill check that out after this test
it will either crash (you didn't provide the template) or just print -> "table"
printf(template, args)
args can be any number of arguments
ohhh
printf("I'm printing a lot: %s anothjer one %s, third time's the charm: %s", somVar, someOtherVar, thirdArg)
You can't just pass a table of stuff to that function. It won't print it. It will just print the type
just crashed
Still check logs. Sometimes it be sneaky like that
config = ini_file_ex("ai_tweaks\simulation_objects.ltx")
I took this from where I took the example script
why is bar and rostok 2 maps?
yes
yes
no
im not!!!
LIAR
which is line 33
printf("%s", map)```
no
wrong
for map in nearby_maps do```
is my for loop done wrong

yes it is
i think
i do im just stupid and did it the rust way
it didnt show the autofill for like a second so i just did it my way
forced to learn lua
Would be a big brain start for modding in Lua 
i didnt read the rust book for 7 months of using rust
You're about to run out of tokens for SeriousGPT
serious was ai all along

Maybe. I usually log an else too when it is empty just to check if I don't get silent errors
no target object found
so nearby_maps is a table of bools and strings

would this get the string?
I think it's like this
{
["agr_u_soldiers"] = true,
["agr_u_bloodsucker"] = true,
["agr_u_bloodsucker_2"] = true
},
yes
how do i run it in vs terminal
tail -f /path/to/custom_log.txt
Run that in your terminal
ahh
Yes I cheat
I created the custom Anomaly launcher partly to add functionality that truncates that log file automatically on game launch, so I don't have to worry about doing it manually
So magnificent 
the dramatic music lmao
Don't forget to either create a wrapper for FileLogger or delete all calls to it prior to releasing your code (it will crash for everyone that doesn't have the Debugger mod installed)
function LoggerWrapper(msg, ...) --Just call this log or something idk
if FileLogger then FileLogger.log(msg, ...) end
end
free model i found for "The Good Samaritan" what yall think should i use it?
that looks good for the game
you could modify it a bit to be a bit more close to the real rendictions of the gun, but mostly dimensions
tbh thats kinda of a goofy gun anyway
guys can somebody tell me how can i turn off that "blurring" effect whenever my character is hungry/thirsty? it comes up really often and pisses me off
why ask here
this is for making mods
idk i asked in modded gamma support and guy sent me the link to this chat
so i decided to ask here
lol k but tbh i have no clue where the values for blur are it might just be a normal setting in game
that should be asked there, or newbies chat, i for one don't even know what that effect is
Did someone have saiga23b with 2dss(NOT 3dss)?
LogViewer.bat just reads the log right?
Basically just runs the command I sent you. You can delete that .bat file
ahhh ok
i started making a linux conversion 
so why isnt the bat file just tail -f /path/to/custom_log.txt?
VSCode actually is clever and remembers the last command you ran (even if you restart pc), so next time you open VSCode terminal you can just press up arrow + enter and the terminal will display logs.
perfect
Because tail is a linux command. The .bat file uses windows api call
I sent you that because I knew you use Arch
ohhh lmao
thought it was a coincidencal command they share

it doesnt print anything
i managed to make a straight to stalker export preset for substance painter, with dds conversion can make the textures game ready from the software, sans the thm files
is it of someone interest?
Add it to GitHub
ok so
not to sound insane
what is stopping us from stitcher together the current existing maps
surelt theres lods in the game we can use?
a life is always being simulated in offline
Parallelise the engine first
please
dunno how good that would be
besides its 2 small files, i'll create a topic later
Hush hush this will get you got
they wont care
just make the git hub page and post the "2 small files"
Against discord TOS -> Bannable here
well yeah but the github would be fine right?
theyre not redistributing files for adobe
No. You just -> FileLogger.log("Hello %s", variableToAdd)
artistry/engineering software is no joke about those things, i wouldnt dare that much, at least not now
but it is indeed 2 export presets
why isnt it printing...
Did you follow the install tutorial? 
MOM GET THE WHIP 
WHY AM I BEING WHIPPED
I once wasted 2-3 whole hours because I missed an "s" in a folder name.............................
True I failed to see the difference between the 2 200000% zoomed pictures
I think it gets a panic attack because you just have the %s symbol there
Try -> "map: %s", value[0]
And the above print statement gets printed to in game console?
Did you look at that LTX file?
check it
If need be DLTX it, but other scripts use it so thread with caution
who designed that
Okay I deleted that it could trigger epilepsy
Roberto Lerusalimschy, Luiz Henrique de Figueiredo, and Waldemar Celes
0 is not a real number
Sin = greh, right?
i cant figure out why it returns nil
5000 a bit too much tho
Is the current_map in the LTX?

nothing i have installed has the maps
or well
the adjacent map info
just stuff like this
those are spawn locations for loose loot
you could check level warp objects in the map
could check singustromo's mod where warps are dynamically blocked by anomalies to see how it's done
i'm only guessing tho, they could just not have the data you need accessible
[k00_marsh]
target_maps = l03_agroprom, l01_escape, l08_yantar, k00_marsh
[k01_darkscape]
target_maps = l01_escape, l04_darkvalley, k01_darkscape
[lo1_escape]
target_maps = k00_marsh, k01_darkscape, lo2_garbage, y04_pole
[l02_garbage]
target_maps = l06_rostok, l03_agroprom, l04_darkvalley, l01_escape, l02_garbage
[lo3_agroprom]
target_maps = l03_agroprom, 01_escape, l08_yantar, k00_marsh
[lo4_darkvalley]
target_maps = k01_darkscape, l02_garbage, k02_trucks_cemetery, y04_pole, l04_darkvalley
[l05_bar]
target_maps = l06_rostok, l07_military, l02_garbage, k02_trucks_cemetery, l05_bar
[l06_rostok]
target_maps = l06_rostok, l08_yantar, l02_garbage, l05_bar
[l07_military]
target_maps = l09_deadcity, l10_red_forest, l10_radar, k02_trucks_cemetery, l07_military
[l08_yantar]
target_maps = l09_deadcity, l06_rostok, l03_agroprom, l08_yantar
[l09_deadcity]
target_maps = l08_yantar, l06_rostok, l10_limansk, l09_deadcity
[l10_limansk]
target_maps = l10_red_forest, l09_deadcity, l11_hospital, l10_limansk
this should work for now
@rare sage Do you need something like "Singustromo's Adjacent Stash Rewards" from https://www.moddb.com/mods/stalker-anomaly/addons/tosox-mini-mods-repo
monkeypatch man to the rescue
i assume u mean this part
where can i find all the level ids

found an xml with all of them
gn pep
You can do that? I fucking wrote a script to get the level id 
jump_to_level shows you id's lmao

Fuck it i quit, ima get back to Roblox where everything is documented and make sense 
It became paidzoom instead

it didnt
“Stable” state i would say, still rarely broke but those are super rare and cant be reproduced in a million years

i might bind it back then
?
look at the map via pda
and just type the id by using name of the location

“Youre a STALKER modder huh? Name every level id and every smart terrain inside them
.”
you should add another image below the console one
which says
open up aydins grass tweaks -> /levels
"I dont work with scripts. Cope about.
"
guess it works as a reference
just keep in mind this shit is from warfare so i dont even know
am I watching a seizure simulation
inspect animation
Me when I cast the spell of floating hands that jork it for me
is the actor inspecting fent flowing through his body
wouldn't it be easier to make the port on firebreath's rig with IK
how are you even going to do it tho
just rename every bone and call it a day
There's plugins for that no?
Specially now that you can use the X-ray plugin on the new version
Ngl I stayed on 3.6 because I'm too used to it and 4.x feels alien now
I'm fighting the urge for making icons for extended mag version of my pistols
It just looks ugly
any thoughts on the scale?
What when?

👍
Spoopy
i think this is ok
Decent icons
Why does it have so many bones on the muzzle
it was a free model idk man
im not even the modeler my friend is so idk what thoes are
trying to export it to a ogf but get this error prob something simple but idk can anyone help?
idk why it would need a texture to export so thats why im asking
it exporting normally, but you have to set the textures in ogf tool or similar
setting the textures on blender is kinda ass tbh
Okay so how does my friend set the texture?
if you want to try ingame, it should open without the textures
i dont have the model the current model is a .fbx we are trying to export it to a ogf but it wont
idk if we can just change it like that
check if the ogf exported
this texture error doesnt impede the export
it did not export
then theres something else, thats everything in the blender log?
@celest forge rate
okay we found how to pu the textures on and when we exported it his blnder just closed and didt export
where are the logs stored?
that some cursed shit
its that window that said the textures were not found, i dont think theres a text log
oh yeah, make sure the mesh has a armature modifier linked to the gun amarture
is that a bone?
the bone is inside the armature
the bone is part of the armature
the little sticks, is the individual bones, the object that has them is the armature
Hi guys, i want to make a specific sound mod for Anomaly (and compatible with GAMMA obviously) i would apreciate if you can tell me what program or programs i need to use 
um like do you have no clue where to start
?
if you have no clue where to start i hope you like books https://igigog.github.io/anomaly-modding-book/
Introductory book for Stalker Anomaly modding
https://www.moddb.com/mods/stalker-anomaly/addons/russian-ammo-expansion here is a mod that adds ammo so you can use this his files as a outline maybe
Nope, i've never programed anything and currently I'm studying a career so it won't be a problem to read, thanks my friend 
you might want something better than notepad to edit and write your files
i use this
dont use the ai tho
its not the brightest
So with the book and the code editor i'm ready to go?
um im definitely a very much noob at this so thats all i really know, your also your gonna need blender a few other programs i believe
https://www.blender.org/download/releases/4-3/ this version
and this is a addon for blender https://github.com/PavelBlend/blender-xray/releases/tag/v2.43.0
this addon lets you import and export these game files
Thanks bro, i will take a look at those tomorrow, much apreciated 
ye there is def probley a few more so one of the smart modders is prob gonna tell you a few more things
any clue on how to fix it closing bc it still doing this shit?
i have no idea, never had it straight up closing before
do i need anything with the x-ray addon or is it good to go as is bc i feel that it is the problem
i dont think its needed, it should export even with everything off
try to export as a object file
or in the export window, check on the left if its on CS/CoP mode
its on soc
change it, anomaly runs on a CoP base
okay that fixed it but more problems
idk why it wont just let us export it, it is so picky
hmm, try to apply transform on the mesh and armature
i think its control+a with it selected and then all tranforms
um so some pieces went to see god when we did that
Now try to resize and then apply transform again
is the x-ray sdk important for pavel addon?
no
omg then idk whats up bc this is annoying
it only exports all the pieces in there own file not all at once
and if you try to do it all at once blender crashes
so basically every problem you have there is related to the bones, parent and how you export it
even though idk how you export it
plus the gun MUST have some textures to it applied
or else it would just don't export
we have textures and the bones work as they should idk whats goin on
like you dont know how we are exporting it or you dont how to export it?
4.3
how whould you export it
as an object instead of ogf
then from object back to ogf
it works like that
but it can sometimes be related to the problem within model, which is very unlikely
tried exporting as a object blender crashed
and what happens with ogf?
also just closes
only time we can get it to export is by highlighting the whole model but when we do that is exports each piece into there own ogf
when you want to export as a ogf, and i guess as a object, you only need to select the armature
Also this:
#╙🖇mods-making-discussion message
what are these bc im using visual studio code are they important?
selected all the armatures still only exported the pieces thoes armatrures where connected to
Hm i think i kinda know
Depends. Are you just editing LTX files?
yes
Then DW about it. It's not too useful then
k thx
Theres supposed to only exist one armature
it has a main bone called wpn_body, then theres severla other bones thats parented, or forked, from wpn_body
It's stuff like code suggestions, autocomplete and that your editor is aware of the unpacked files and can lead you to the source of a function + code formatting
Let's say that a model is rigged and ready to animate. How hard is "just" the animation part to learn?
very ive been watching my friend this whole time
does not seem fun at all
Try to delete all armatures but one, then edit thisbarmature and only have 1 bone, and name it wpn_body,
Then edit all the gun meshes, delete all the vertex groups from them, and create a new one, called wpn_body, you can join all meshes together with ctrl+j
Add the armature modifier to the mesh with the sole armature thats still in the file and try to export
hey so can anyone please help me with this?
alr ima just screen shot this and save it for later its 3am im going to bed gn thx for the info
i havent gotten a response from this yet
Its a very boring, 1 small detail to have everything fucked, and hard to make look good thing
i take my time modeling and texturing pistols, but animating takes much more time
i think there is a section in the faq for that could be wrong
you sure?
Also wont be free this week, and now im going to sleep, but would you mind sharing the blend file if someone care to have a look
Maybe if i get some time
i dont want to waste my time sadly but thanks again for atleast responding me, which is nice so again thanks
hey ronmaxx do you might please helping me with this?
dm or here?
oh sorry i didnt read your message sorry
So modelling, texturing > animating? I thought that would be the more fun part
Could be here if your model doesnt have anything agaisnt being shared
it was free model we just making it for stalker
omg anonymous file name
i hate that setting
Your best bet would be checking other radio mods, i dont know much about them
I mostly know that the extended radio mod is mostly audio files added to the radio audio folder
well i am trying to make my own radio replacement mod for the pda
I really dont know, may be talking shit
Try to mess with the files from the radio mods in gamma, if you have problem with audio conversion you could check the anomaly modding guide to see if theres anything about it
oh okay thanks ron
cope
my amazing code
ok thats wrong
im currently in dark valley
is idkfrost here? if, THANK YOU!!! for the tutorial you posted
could anyone tell me how to add psy damage to items in a ltx. basicly im looking to make almost everything cause some small amount of psy dmg.
Brainrot mod 
Consumable items?
You can reverse engineer photo of loved ones effect because it restores psy or you can check how lucifer is doing that
thank you.. brain rot.. yes you are very correcy. im trying to emulate what it is like to have schizophrenia and be in the zone. 🙂
That is a cool concept for a mod
i did a similar kind og thing with stalker 2. when i tried beginning to learn and mod that game. and the constant micro management of having to use other consumables as "anit psychotics" but then having yadulin or other consumeables as a cheaper anti bleeding. and having meds be more expensive made a quite high decision making enviroment.
not only having to consider ammo and meds.. but also if your psyche can handle potential fights, with the combat tramuatics and also just being in the zone..
however, i need to flesh it out.. and im still just learning to walk.. but thank you for the advice.. ill try some more 🙂
Hi can someone help me with this i want to increase the amount of item that can be sell in shop but dont understand which value to change it ?
![supplies_1]
canned = 2, 1
Like this
does it said that if i am at supplies_1 i can buy 2 of canned food or just 1 ?
what ltx file are you configuring?
Are they released ? Where can I downlpad them ?
first number is thr max items
second is the chance for eachbto spawn
This one is from canned food animation port from stalker 2
Tbh I haven't officially released them. When I get home from work I can see about uploading it or even just throwing you the files.
I gotta comb through it again cuz they got a little fucky-wucky last time Grok changed his config setup for 3DSS.
(Assuming you're replying to my 3dss post. The discord reply link is a little goofy sometimes)
tried to port weapon model and got this thing. Anyone knows what can be the problem?
Not an expert but my best guess is either an unapplied transform or some weird bone parenting or something.
I am back home chat
time to code
would a dynamic seasons mod be possible

similar to seasons of skyrim
upon the next loading screen it swaps out all textures and changes the season
Wirhout an engine edit I'm not sure
Damn I walked straight into your trap

unrelated
it doesnt seem to like the
value[0]
let me try it without that [0]
and see what happens
why would i index from 1
that'd skip the first value
lua tables dont start from 0 do they
We just talked about that 
i thought u meant for loops started at 1 😭
Loop index = index of the element in the array, so if it starts from 1 then the array indexing starts there too
*table
Oh man if it works now

start, end, how much to increment
You can just do foreach index, item in pairs(table)
I love it. The lazy way
im so smart
i fat fingered f9 trying to hit f7
uhhh
apparently lua doesnt have foreach
Sry it's just for
still tries to add nil???
I was replying about the reticles
3dss reticles i supposr
Im really excited for those
Specially the marchf 24x scope ones
value is nil?
No. Insert is nil
It doesn't exist
If value would've been nil then the loop would've skipped entirely
OPHHHH
ITS
table.insert(table_name, value)
NOT
table_name.insert(value)

fuck that one reddit thread i saw that told someone to do the one i did
Or sometable[#sometable+1] = valueToInsert
does #sometable get its length?
if next(route) == nil instead do
if not route
lets go
no crash
and its right

swamp does only connect to agroprom and cordon
tho
one thing
the map it starts from is wrong
for the bandit trader
it checks swamps
not dark valley
mayhaps RegisterScriptCallback("trader_on_restock", update_food_items) returns the wrong npc?
No
Hmm idk I would need to check other code for this
Are you in the swamps by any chance?
dark valley
Did you check tasks_bounty.script for reference on how to get a random NPCs map?
first time made so much editing to configs
Drag and drop conversion kit for https://discord.com/channels/912320241713958912/1343985795727495238
Weapon classes are duplicated
it might be issue on just my end
simply FORCE THE SCRIPT TO BEHAVE
if level_name == "k00_marsh" and connects == nil then
connects = "l01_escape"
end
because without it my cconversion kit they are duplicated too
did a quick check, there were several armatures, and the mesh were also in groups and some other transforms, joined all meshes to one of the armatures, deleted the others, and then deleted the armature in the object lists on the right, leaving only the mesh, since unlinking it made it disappear
then made a new armature according to the game, try to have a look and see if you understand it
its not scaled, still throwing the non uniform scale, select all items (simply press a) and then do the apply transform> all transform
I just got home from work. I'm gonna eat lunch and I'll start figuring out this stuff.
I'll hit you up when it's sorted out. Gimme like a few hours at least.
Nah only with. .300 it happens investigating
im currently checking the maps around the player
manually forcing every single one 
But why? On trader restock you check the maps around the trader to determine stock
Or wait did I lose the plot?
on trader restock:
- get the maps around the trader
- check those maps for their npc count
- check the npcs to see if theyre mutants using IsMonster
- use that to determine the stock
Nice ! Thank you !
Why this then?
i meant the trader
It seems stacking of scripts works a little bit diffrent if I replace script it works fine
accurate description of the average r/mechanicalkeyboards user
But I don't want to replace script but just add to it but I guess it will be not that easy as dltx 😐
i think to add to it you need to copy paste the entire original?
When I done that script was working twice 
i mean you could set up a table with fallbacks
And only thing that I want to add to is local table 
local current_map = alife_sim:level_name(game_graph:vertex(checking_from.m_game_vertex_id):level_id())
i think this is wrong
Maybe. I never used it
no matter what it just says the current map is the marsh
Where did you get this?
^
specifically the ```lua
unction get_obj_level(se_obj)
if not se_obj then
return
end
local sim, gg = alife(), game_graph()
return sim:level_name(gg:vertex(se_obj.m_game_vertex_id):level_id())
end
@kindred tiger how does this function from ur adjacent stash rewards work?
sorry for the ping i just know its from one of ur mods
Getting the level name by game vertex id is widely used throughout anomaly's lua code. You pass a server-object to it as an argument and get the level name 🤷♂️
What are you trying to achieve, in general?
trying to get the adjacent levels of a specific level where a trader is located, (eg: getting cordon and agroprom from a trader in the swamps)
currently im doing local current_map = alife_sim:level_name(game_graph:vertex(checking_from.m_game_vertex_id):level_id())
but it only returns swamps
no matter where i am
checking_from is an npc value returned from the trader_on_restock callback
That's because the actor is online. So m_game_vertex_id should not be read. For level objects (online) you can get the game vertex id via obj:game_vertex_id()
As for this, this function might help:
-- Uses txr_routes to determine connected maps
-- @param map
-- @returns table
function get_directly_connected_maps(map)
local get_txr_section = txr_routes.get_section
local get_txr_mapname = txr_routes.get_map
local routes = txr_routes.routes
local txr_section = map and get_txr_mapname(map)
if not (txr_section and routes[txr_section]) then return end
local connected = {}
for map, _ in pairs(routes[txr_section]) do
connected[#connected +1] = get_txr_section(map)
end
return connected
end
ohhhh thanks
But what if the restock callback returns an offline NPC? Or can that just never happen?
This works on the assumption that every level and it's transitions are properly registered in txr_routes.
afaik restock will be called hwen u open the inventory?
I'm not sure because NPCs can buy/sell too
can they?
i just stumbled on this could this work for anomaly? https://github.com/AziatkaVictor/ltx-support
Yes and they even comment on prices/chat about stuff related to shopping on the PDA channel
Yes
alr thx lol
check if an npc is offline/online then change it based on that?
i mean you don't really gain much from it
how do i install it in my visual studio code?
ltxs are just ini files
if you want the markup
setting vsc to treat them as regular inis already gives you the colorful text
same as all extensions
have never used any extensions
First I think you should find out if it even returns offline traders or not
I'll ask in anomaly DC
just wait an ingame day?
It can be multiple
Abuse drugs
Or actually
In the F7 debug menu there's a sleep button
something you trying to achive is not covered partly here? #1328929005809827890 message
@rare sage
Mutant meat stock based on nearby mutant population
Ah then no
can i make it give me English notifications?
I'm not sure. I don't think so
no, learn russian 
only Russian word ik is grenade bc they throw so many at me in stalker
граната
da
да
thanks to the monolith what that mean?
No luck on anomaly DC
praise the monolith
hmm I noticed I getting more and more food drops from enemies( worst tier cooked meals I usually throw it away) but what if we could clean t1 food with potassium or activated coal 
okay now go to the swamps
ok
so
now

i should determine how many mutants are in the region
24 fucking hours on getting the maps

Okay, but you did some big fumbles you won't do in the future[0]
we now have map storage
now
im gonna have to iterate over each npc in the map i think
Idk if you can do that. Only examples I saw iterated all possible ids and checked if it's an npc if it is then check if stalker or mutant
This might not be the best way to do it. It's the only way I know
tasks_bounty.script once again saves the day
Yep
if
se_obj
and (id ~= 0 and IsMonster(nil, se_obj:clsid()) and se_obj:alive() and sfind(
se_obj:section_name(),
"sim_default"
) and get_object_story_id(id) == nil)
and (se_obj.group_id ~= 65535)
then
comm = alife_character_community(se_obj)
return valid_targets[relation]
end
end```
i think this should work?
65535 not 65534
good idea? 
Sure why not
And for green ones it would need potassium in bigger amount
Leeko's Drugged Food coming out next
lets go
Looks like sfind doesn't exist
yee
Is that supposed to be find in string?
i didnt obtain a variable from task_bounty
is string.find()
ok it doesnt seem to work
Spawn one via console and try again
I mean via debug menu
Just to confirm
nope dont work
Also. You miss 1 id with this loop.
i fixed that
also rela is relationship? i think
if it aint a full word it aint my variable
Why you inserting like this?
Just drop all monsters to the table. Pass mutant not mutant[rela]
stolen from the task_bounty
That's why you don't get results. You're looking at the wrong place I think
ahhhh
At this point put a sticky note on your monitor saying that 
Let me see tscs_main line 100
Line 108 is not doing anything. I mean you don't use the variable
Maybe time to log the shit out of that whole function
so for my gun how do i make npc's spawn with it?
like force spawn or just set it up?
um i want it to spawn but have a rare spawn so idk what that would be
You want it added to npcs random loadouts it seems
yes i suppose
how would i go about that?
check those configs
NPC_Loadouts
so is this what i would need for my weapon to spawn?
I think you can remove the get_object_story_id call btw
But it shouldn't silently cause errors
yeah i dont think theres story mutants
ok so
it found
apparently
289 mutants
i calculated this by file length / 4 (the total amount of prints per mutant)
but it says total mutants = 0
ok i found out hwy
This just returns a list of ids. This list contains mutant ids only
So you associate them to maps elsewhere
anyone have idea how Interactive PDA 1.8 delviery works
are you making a mod out of it
i wonna fix npc dont even appearing when i want basic items like medkits
but idk how to
lmao
like this
First is where to
im so glad i never coded like that for anything but printing
i guess just
if se_object and ...
But then you will get 0 monsters probably
But yeah it's a good idea to make code more resilient
yea 0 mutants
Where do you get se_object from?
Send the whole function
Could someone help me make a 5-10 mod modpack
youre right
also mild optimisation of moving map into a secondary if statement so that it doesnt check non mutants
Okay so se_object is nil, but the map = xxx call doesn't crash because of it. So map is nil too
new function
gg unused can nuke it too
yea
Dunno why sim:object returns nil
maybe sim is nil?
alright mod_craft is making me confused
recipes start with x_item_name
but if you add separate ltx with
a_item_name
b_item_name
it should add separate instances in crafting menu but in my case it adds new one BUT also changes og X recipe to a_b variant
It would crash then

yeah
no
wait
it isnt nil
map is tho
se_obj isnt nil
if it was nil
mutant isnt on valid map
woudnt print

Add more context to the log that tells you if se_obj is nill or not
se_obj cant be nil as its printing something
my only print statments are AFTER the nil check
!true
_ _|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ https://cdn.discordapp.com/attachments/920016996752564286/1311338942716706826/ThatsTrue_2.mp4?ex=67487f0f&is=67472d8f&hm=d8262832461efba58751f4fee836eaf5db040d4977b64b9421a2a673d3e737f7&
Maybe sim_object doesn't return a server object?
In the anomaly modding book you can find how to get server and client objects
obj = alife():object(id)
Pass obj to the map call
wifi so ass it doesnt load the full emote
Server = engine side
no change
this is hell
fuck that
What's that?
IIRC there's a tutorial on Anomaly modding book on how to introduce new recipes for an existing item properly
I'm out of ideas. Idk why that call returns nil for the map
i cant do :game_vertex_id() like with checking_from for some reason it causes a crash saying that se_obj doesnt have :game_vertex_id()
Because it's not a server object
Do this then do that call on the returned object
I surrender 😦
anomaly modding book:
; ATTENTION: the reason why there is a "x_" in the start of craft items names is to avoid an issue with configs reading by the scripts
; if you use 2 craft recipes for the exact same item for example, the reader will take one recipe and ignore the rest
; to avoid this case, you put 2 strings of anything before the actual name, here i used "x_" and "y_"
; example: if you want to use 3 recipes for the geiger counter in one section, do something like this: "x_geiger_dead" "y_geiger_dead" "z_geiger_dead"
; Otherwise, put "x_" or anything and move along. Just always remember to use 2 digits only and nothing else
; this is a stupid yet simple fix
;]]
Anyone have a link for the GAMMA GitHub repo
my config:
![meal_list]
z_meat_tushkano_b = 1, false, meat_tushkano,1,drug_charcoal,1
z_meat_dog_b = 1, false, meat_dog,1,drug_charcoal,1
z_meat_pseudodog_b = 1, false, meat_pseudodog,1,drug_charcoal,1
z_meat_flesh_b = 1, false, meat_flesh,1,drug_charcoal,1
z_meat_boar_b = 1, false, meat_boar,1,drug_charcoal,1
z_meat_snork_b = 1, false, meat_snork,1,drug_charcoal,1
z_meat_bloodsucker_b = 1, false, meat_bloodsucker,1,drug_charcoal,1
z_meat_psysucker_b = 1, false, meat_psysucker,1,drug_charcoal,1
z_meat_lurker_b = 1, false, meat_lurker,1,drug_charcoal,1
z_meat_chimera_b = 1, false, meat_chimera,1,drug_charcoal,1
y_meat_tushkano_a = 1, false, meat_tushkano_b,1,antirad_kallium,1
y_meat_dog_a = 1, false, meat_dog_b,2,antirad_kallium,2
y_meat_pseudodog_a = 1, false, meat_pseudodog_b,2,antirad_kallium,2
y_meat_flesh_a = 1, false, meat_flesh_b,2,antirad_kallium,2
y_meat_boar_a = 1, false, meat_boar_b,2,antirad_kallium,2
y_meat_snork_a = 1, false, meat_snork_b,2,antirad,1
y_meat_bloodsucker_a = 1, false, meat_bloodsucker_b,2,antirad,1
y_meat_psysucker_a = 1, false, meat_psysucker_b,2,antirad,2
y_meat_lurker_a = 1, false, meat_lurker_b,2,antirad,1
y_meat_chimera_a = 1, false, meat_chimera_b,2,antirad,2
and this still creates new items in crafting menu but it still uses same recipies
Thanks
Posted the Substance Painter export presets in the Anomaly Modding Server, will keep it there at least before someone throw rocks at me
#883097205710389288 message
@regal bolt Remember you asked smth about it
non working as usual
fire
but i dont want to be complacent
in fact, i forgot smth,
it uses a faux baked height map from the mesh, since most meshes dont have them, it will throw errors when trying to export the bump#, but generates its as intended

all in for a gray texture
Good man, thank you
did the transform all selected wpn_sam and tried exporting crashed blender idk whats up with this shi
it exported normally here
im using 4.3.2 with xray engine tools version 2.44
updated to xray 2.45, export as normal
um i think i see the issue he accidently got 4.4
dunno if thats a issue, not running 4.4 because it doesnt run on my PC
but you could try 4.3
still just didt work just gonna try modding a dif game
i eated ur communities relations
i ate ur mods

how will the levels get alcahol now
apparently trader_on_restock is called when u talk to any npc
chat did the anomaly modding book get nuked lastnight?
yeah looks like someone did an oopsy
alright so, if i we're to attempt to currently change the recipe for crafting a certain ammo
what files should i specifically be looking at to modify lets say 338 lapua as an example
looking to change the powder for certain ones to be more expensive/less on some
How can I add a comment to an ltx file?
;
I just realised that VSCode can help me... CTRL + K, CTRL + C
Thanks still though!
check https://discord.com/channels/912320241713958912/1376181688991748237 I covered all ammos you can get inspo from that
And I was thinking of forking it just for safety yesterday 
@main plover @rare sage The modding book is fixed!
alrighty, and if i we're attempting to set a weapon like the pp2000 to fit inside the pistol slot, would this be correct?
or is there more i'd need to modify
Check this for reference: https://discord.com/channels/912320241713958912/1342173727013470228
I can't confirm, so that's the most help I can provide
oh so i just have 1 as what its set to?
no need for the semicolon 2
no semicolon is comment anyway
We just learned that 😇
on this note
i see the crafting text and it confuses me
No I just meant Leekos just helped me with how to comment in LTX files too.
Any questions you have about modding ever no matter how "stupid" just ask here.
im just tryna modify lapua to 60 powder instead of 105 lol
no worries, i was just adding im new to this* lol
![ammo_bas]
ammo_338_federal = 5, recipe_ammo_0, casing_r7,1,powder_3,2,bullet_r7_ap,1
by chance, what does each part mean if you know
i can tell casing r7 is probably rifle casing
but what does the "3_2" on powder mean
powder_3 is T3 powder used by rifles in base gamma, 2 is multiplier of ammo stack if I recall correctly
ah so it would result in 30?
yes
while a 4 should result in 60
But ammo crafting is very weird logic wise
i see
so if i we're to make a file changing its powder to powder_3,4 it SHOULD work?
should just try and error
so something like this?
it will be ![ammo_vanilla]
but other than that it should work
Where did you put file?
And how you named it @desert tinsel
and do you use for example arti ammo?
custom mod of mine in mo2
that's an issue it's text document not ltx and don't call it ammo_vanilla but something like ammo_z_magnum.ltx
You need to enable in your windows explorer to show extensions
To display file extensions in Windows, open File Explorer, go to the "View" tab, and check the "File name extensions" box. Alternatively, you can access "Folder Options" (or "Options") from the "View" tab and uncheck "Hide extensions for known file types
got it, so this
lets fuckin go
got these both working
turns out txt isn't the best thing to set them as lol
now to attempt to figure out how to set the pp2000 to be used with a detector
one handed should handle that







