#╙🖇mods-making-discussion
1 messages · Page 109 of 1
but the moment i pull out my knife it also draws the detector
so clearly it is pulling it out, but not with the weapon
you actually have ready mod for that https://discord.com/channels/912320241713958912/1202505462688260147
And it might not work on already spawned weapons idk if that's true but it should work
says it should work midsave
i have the part down for it fitting and being taken out in the pistol slot
just seemed the one handed part wasn't working the best
okay what i think is happening
maybe i need to imput an animation like the p90 has in order for the detector to pop out
guh
ah i found my issue
i didnt' read the fine text
"may have issues with pre-existing items, find or spawn a new one"
i have now made an abomination
i have created a branched upgrade for the pp-2000 to be converted to 45 
i have arised a new question
how might one look at/change the value of certain ammo?
not crafting, but damage wise
and armor penetration aswell
anyone know how i can edit a weapon so it can go in melee/vision slot
actually yea, what weapon?
i wanna edit the pp2000

do you want to make a fresh mod in your mo2 for it?
as i can just pass you the file
yea thatd be sweet
voila
should be able to slap it right into the bottom of your mo2, restart your game, and should work
awesome ima try it out thanks again dude
works
can u point me to where those weapon files are in case i wanna do another one
so i had to unpack the anomally db's
BUT
if you do, do all that
it's configs\items\weapons
it was a pain in the ass to get unpacked (im stupid) but thats where i got the pp-2000 ltx file from
i also do have those unpacked files in a zip if you want those too
just gonna throw em here
dude can i get those? ur a lifesaver

enjoy your guns
Hey guys, So I want to use Grass And trees by PanceRide summer edition however I can't find any installation instructions, any help would be appreciated
added mp9 using ur file structure as a basis
lmk if u want the file
baller, glad to hear
https://imgsli.com/Mzg0NjE3 made a quick comparison for the effect the bump# rgb channels have on the normal map - basically it's the inverse of the DXT texture compression of the normal map to try and smooth out some of the blockiness post compression
might look into a way to generate them without having to use the actor editor since the sdk is kinda cumbersome nowadays if you don't need it for your usecase
anyone know where the vz68 weapon ltx is? i find vz61 but when i change the slot and onehandedness nothing happens
try spawning a new one
i had to do that with my pp2000 for one handed to work
i should make a diseases mod
eating raw or non purified food gives u diseases
stalker aids 2025
cannablism mod 💯 💯
15% chance for humans to have meat on them
Kuru in stalker
i could be wrong , but that mechanic was in misery
never played misery
that mod is like billion years old
alot of survival mechanics in gamma are from that mod
finally some good fucking good

is there a mod that adds the coughing and low health noises from eft to gamma?
probably the mod that adds them to eft
ohh
eft
not efp

its in efp probably tho
probably tho
idk i thought it would be a cool little feature
ill gladly make a mod like that but idk where to start
Radiation effects overhaul iirc
that one adds coughing
low health noises are also in gamma as well
so idk what you mean
BumpX generates Bump and Bump# textures from normal, gloss and height
But i don't know how good they are compared to those from the sdk
Oh they are? Idk I was at low health and didn't hear it
yeah i like using the new nvidia photoshop plugin since it has lots of features and the compression quality is very good
i already figured out a way to replicate the bump# rgb error correction with substance designer, just need to polish it up, so i can do that very easily anyways
they updated the plugin? 
After playing Military for a while, I would love a mod that allowed you to call in a helicopter for support - like the other soldiers who get attacked in Great Swamps or Cordon. You could use it when assaulting heavily occupied places. However, the trade off is that you'd need high reputation and you'd also need routinely wire bribes to high-ranking NPCs. It'd be a nice tool considering most factions want you dead.
@celest forge how do i make a gun skin?
Depends on what you mean by "Skin"
Ah yeah just edit the texture
That's what I did for the BRN
Which admittedly was very lazy, I just color swapped the OG texture
i see, where do i find the files and sh ?
Depends on the gun
Redone can do that or western goods one of them adds this function
I need giggles in stalker
ooh i got it
i think ill go for something like this
not bad
barbie gun 
I hate the reload of the brn 💔
Then reanimated it

at least there is no obvious disgusting mesh glitch it's good 🙂
any mod that lets vendors/mechanics purchase broken/damaged weapons?
or a way to enable that
https://discord.com/channels/912320241713958912/958342885005221898
https://discord.com/channels/912320241713958912/1029824156289732649
https://discord.com/channels/912320241713958912/1035807043933720576
https://www.moddb.com/
This isn't the right channel for these kind of questions. You get an answer faster in the ones I linked
Can someone help me. I’m very new and confused to modding. I was told to export a file into a .ogf. I’m on X-ray Cop SDK. I don’t know how to load in the mutant and export it into a .OGF file
Thanks. I'll look into it.
Western goods!
idk how it works never used it but there is definetly keybinding for helicopter attack
same lmao
juan made it so it cant possibly be good 
I hate that he fucked up the reload 
You can literally see that there are a few added frames compared to the original reload.
Which is making it look worse, Imho.
i dont look at the gun
i look at the mf target
besides my gpu be butchering the frame for me to be looking at anims
I didn't add any frames, just edited the left hand to fit the model
It was a bit sloppy, I would probably just make the anims myself if I was to make it today
It looks that way to me, but again, maybe someone can explain it better.
Perhaps it is what you are saying.
In my version the grip is a normal rifle grip by the picatinny at the side of the handguard
Not by the magwell
Eh, I see the same thing from the moddb version, posted by you.
Unless there is sth in gamma that literally fucks this all up 

Very possibly
Reload stayed the same.
What's the possibility of ever getting a Vr Mod for stalker gamma?
Into the radius exists but for some reason doesnt like my pc
And simply does not feel like stalker enough
Near to none
ive heard that if you dm grok enough with your request he'll eventually add it
so the legend goes
Im asking as a vr mod with actual 3d environ, 6 dof movement doesnt exist, you can jerry rig it via vorpx, but i aint got 40 bucks for a key to do so
Im not gonna pester grok
put it in #1092834455300866068
I cannot
It would be an undertaking
It would require some systems for all the extra inputs GAMMA adds, some type of decent inventory system/screen
its a 22lr
still thinking if upping its a good alternative
or i just let it dogass low
but semi autos are gonna be ass, i think i achieved a good balance, i just dont want a 1300rpm machine gun be op while 22lr
At that video it was 0.14 i think
With 0.45 k_hit from ammo
#╓☢stalker-chat message @drifting moat
for some reason the trader restock call back activates when ever you talk to an npc, i assume this is due to you being able to trade with all npcs in vanilla anomaly
Ah okay
when ever i talk to an npc i get a crash due to it trying to get m_game_vertex_id, an id of offline entities, on an online entity, the npc being talked to
I think there is a fairly simple fix for that. IIRC if you do npc.id it will return nil for online NPCs, but for offline ones it returns the ID
You could use this to determine how you have to handle the map querying
i also need to determine if an npc is online/offline
+I think there is a flag indicating if NPCs are traders
I just gave you a lead on that
I suggest you join the Anomaly DC too
The modding chat there can help too with these types of questions. There are engine modders there too
yay it works
i now know if someones a trader
no more crashes
:D
for now
ok
so

now
fix npc determination
ok why does map always return invalid

it DOES get the right maps
What was the trick? Wait there is an IsTrader function, isn't there?
local cfg = trade_manager.get_trade_profile(npc:id(), "cfg_ltx")
local is_trader = cfg and cfg ~= "items\\trade\\trade_generic.ltx" and cfg ~= "items\\trade\\trade_companion.ltx"```
there is yeah, just not sure if it works 100% lol
ok thats why it doesnt work
ok

agroprom is nearby but isnt a valid map
this should get it right?
fixed it
chat
we have mutant counting

now to iterate through said mutants and determine their kind
if nearby_maps[map] then is fine too. nil is falsey
table["key"] is the same
im use to having that error out in every language ive used lol
Not compatible with redone, idk if there is an API call or lua function call to get back all mutants. Maybe an ltx contains them
those names are taken from an ltx
i dont think redone adds any cookable items does it?
If you want to try and be dynamic you could check how/where mutants are added, but you would need to know ehat parts they can drop too
It is probably a hassle
You might be right
dont think this will work but worth a shot
You're not even modding properly if you don't crash your game a few times in the process 
I would move this out of the function to a constant. No reason to instantiate it for each call of the function
true
do i push
id to mutants
or
the sim object
oooo
theres functions to check if its a specific mutant
thatll be easier than doing the mutant_ids
oh only for some mutants
ok so it uses
class ids
to determine what is what
I would just push the Id. You can always get the object later. Better for performance for sure
ohh true
@drifting moat it works
20 food producing mutants found
dont ask why it runs 6392 times
Isn't because you iterate all ids?
nope this is just mutants
What is the function that runs a lot show me
dont cry 
function iterate_trader_items()
local total_bloodsuckers = 0
local total_boars = 0
local total_chimeras = 0
local total_dogs = 0
local total_fleshes = 0
local total_snorks = 0
local total_tushankos = 0
local total_no_id = 0
local sim = alife()
for key, value in pairs(mutants) do
local mutant = sim:object(value)
if mutant:clsid() == clsid.bloodsucker_s then
total_bloodsuckers = total_bloodsuckers + 1
elseif mutant:clsid() == clsid.boar_s then
total_boars = total_boars + 1
elseif
mutant:clsid() == clsid.dog_s
or mutant:clsid() == clsid.psy_dog_s
or mutant:clsid() == clsid.pseudodog_s
then
total_dogs = total_dogs + 1
elseif mutant:clsid() == clsid.chimera_s then
total_chimeras = total_chimeras + 1
elseif mutant:clsid() == clsid.flesh_s then
total_fleshes = total_fleshes + 1
elseif mutant:clsid() == clsid.snork_s then
total_snorks = total_snorks + 1
elseif mutant:clsid() == clsid.tushkano_s then
total_tushankos = total_tushankos + 1
else
total_no_id = total_no_id + 1
end
end
FileLogger.log("bloodsuckers: %s", total_bloodsuckers)
FileLogger.log("boars: %s", total_boars)
FileLogger.log("chimeras: %s", total_chimeras)
FileLogger.log("dogs: %s", total_dogs)
FileLogger.log("fleshes: %s", total_fleshes)
FileLogger.log("snorks: %s", total_snorks)
FileLogger.log("tushankos: %s", total_tushankos)
FileLogger.log("mutants without id: %s", total_no_id)
end```
waitttt

this iterates over all items
im a dumbass
this hsouldnt be in iterate
thats MUCH better
mutants without ids is uh
psysuckers
lurkers
and any modded in mutant
as they dont have clsids
Rain you gotta refactor this
this could probably be around 6 lines of code
:3

another victim of my code
this script would kill you
ok
so
now
to iterate over the items
and determine if they have a food item
and set its amount ot what it should be
actually no
i just need to add the items to the trader
Yeah just iterate their inventory and then either release or add the food based on the amount you want
After refactoring the above script of course 😇
functional first
refactor after
The above script is functional
i mean the entire thing
Future Rain will love you more if you do it now
ehhhhh
But sure develop as you seem fit. It's your mod after all
total_mutants = {
-- blood suckers
0,
-- boars
0,
-- chimeras
0,
-- dogs
0,
-- fleshes
0,
-- snorks
0,
-- tushankos
0,
-- no ids
0,
}
local sim = alife()
for key, value in pairs(mutants) do
local mutant = sim:object(value)
if mutant:clsid() == clsid.bloodsucker_s then
total_mutants[0] = total_mutants[0] + 1
elseif mutant:clsid() == clsid.boar_s then
total_mutants[1] = total_mutants[1] + 1
elseif mutant:clsid() == clsid.chimera_s then
total_mutants[2] = total_mutants[2] + 1
elseif
mutant:clsid() == clsid.dog_s
or mutant:clsid() == clsid.psy_dog_s
or mutant:clsid() == clsid.pseudodog_s
then
total_mutants[3] = total_mutants[3] + 1
elseif mutant:clsid() == clsid.flesh_s then
total_mutants[4] = total_mutants[4] + 1
elseif mutant:clsid() == clsid.snork_s then
total_mutants[5] = total_mutants[5] + 1
elseif mutant:clsid() == clsid.tushkano_s then
total_mutants[6] = total_mutants[6] + 1
else
total_mutants[7] = total_mutants[7] + 1
end
end
-- convert the total amounts to the food amounts
for key, value in pairs(total_mutants) do
value = value / amount_per_food[key]
end```
technically a refactor

the determining what mutant is what is the worst part
of FUCK ME
😭
i forgot
arrays start at 1
for some fucking reason
total_mutants[tostring(mutant:clsid())] = total_mutants[tostring(mutant:clsid())] + 1
For this
what'd the table look like?
total_mutants = {
{"bloodsucker", 0}
....
}```?
total_mutants
{
["bloodsucker"] = 0
}
It can crash if the entry does not exist
So check if it does before adding to it
If doesn't exist imstantiate it with 1.
Sry I'm from phone
Ni
No
Replace "others" with the same mutant clsid thing, but instead of +1 do = 1
You can keep the no clsid fallback tho, but I think everything must have one
like this?
Replace "others" with tostring(mutant:clsid())
If entry doesn't exist you create it with 1. If it does exist you increment it by 1
ohhh
Also you might not need to convert clsid to string
i believe theyre an enum so i might?
i mean it didnt crash
so
it seems to work
ok now to
spawn the items
how
Lua doesn't really have enums. Of course you could mimick them with tables
fixed this
its now just this
from 400 lines to 30
wish there was command to reload a script
closing the game is getting annoying
Now this is looks decent
Just reload a save 
What about supply levels other than 1?
Yes 
In anomaly it also reloads XMLs
Sì
my lord
it should default to 1?
ive been exiting the game any time i edit anything
No. You're injecting info for supply lvl 1 to the trader
I don't know how the trader_autoinject works actually, but from the code context it looks like that
ok wait i have to test this
Juat make sure to tesr with higher supply levels though for your mod it shouldn't change a thing
Actually no wait. You're good I think
You can ditch this whole supply level thing if you don't want it to affect stock
i cant imagine how long ive wasted closing the game and waiting 2 minutes to reload
ltx's dont overwrite what items can be added do they?
holy shit
i can reload ltx files with f9
also no they dont
I think they just define what is added
But keep in mind. If you add a new file or change XML files you have to restart the game for them to work
yea
issue
uh
tostring(mutant:clsid()) seems to be wrong
returns a number
not the name
returns like 133 not bloodsucker_s (idk if it maps to that just an example)
that's section
hey, is there a way to surpass the 1 amount for mutant and stalker population. via ltx file etc.
the issue is im running RE:SPAWN mod. so i cant use ZCP. however. i want more to kill. 🙂
thief
yes
its no longer like dog_s
clsid is like
dog_s for all dogs, but section is
Hmm you're righ. You actually chose the right approach with clsid
But you made it worke once already
And do you need the tostring even?
it broke
and
idk how
or why
this si the entire thing
function get_mutant_amounts()
total_mutants = {
["bloodsucker_s"] = 0,
["boar_s"] = 0,
["chimera_s"] = 0,
["dog_s"] = 0,
["psy_dog_s"] = 0,
["pseudodog_s"] = 0,
["flesh_s"] = 0,
["snork_s"] = 0,
["tushkano_s"] = 0,
["others"] = 0,
}
local sim = alife()
for key, value in pairs(mutants) do
local mutant = sim:object(value)
if total_mutants[mutant:clsid()] then
total_mutants[mutant:clsid()] = total_mutants[mutant:clsid()] + 1
FileLogger.log("%s amount %s", mutant:clsid(), total_mutants[mutant:clsid()])
else
total_mutants[mutant:clsid()] = 1
amount_per_food[mutant:clsid()] = 3
end
end
-- convert the total amounts to the food amounts
for key, value in pairs(amount_of_food) do
value = total_mutants[key] / amount_per_food[key]
FileLogger.log("%s amounts for food %s", key, amount_of_food[key])
end
end
-- Trader stuff
function spawn_food(npc)
local trade_table = {
[1] = {
["meat_tushkano"] = amount_of_food["tushkano_s"],
["meat_dog"] = amount_of_food["dog_s"],
["meat_pseudodog"] = amount_of_food["pseudodog_s"],
["meat_flesh"] = amount_of_food["flesh_s"],
["meat_boar"] = amount_of_food["boar_s"],
["meat_snork"] = amount_of_food["snork_s"],
["meat_chimera"] = amount_of_food["chimera_s"],
},
}
local trader_table = trade_table
local supply_level = clamp(trader_autoinject.supply_level(npc, true) or 1, 1, 3)
if trader_table[supply_level] then
trader_autoinject.spawn_items(npc, trader_table[supply_level], false)
end
end```

mobile moment
Indeed
this looks like real code 
ill try in a bit
turns out my next project has a secret unwritten thing we have to make
Tell me about it
apparently we have to write up a design document for the project
we we're told this the week before it was due
on the day i was off due to being sick

Better check the contract
Hmm. I have one last idea one sec
okai
this is oen long second 
Ah yeah. Got carried away
I guess we ran out of options
conceptg
if char == '0' or '1' or '2' or '3' or '4' or '5' or '6' or '7' or '8' or '9'
clsid.remove(char)
end
end```

but that would still get you the wrong string
clsid has the clsid enum thingy with the entity id at the end
Ahh okay got it
Okay so
clsid is an enum you're right. The string part is the key and the number at the end is the value
That means. When collecting the entities you can just define the key as the enum name and then compare entity clsid against that name
total_mutants = {
[clsid.bloodsucker] = 0,
[clsid.boar] = 0,
["chimera_s"] = 0, --same for all
["dog_s"] = 0,
["psy_dog_s"] = 0,
["pseudodog_s"] = 0,
["flesh_s"] = 0,
["snork_s"] = 0,
["tushkano_s"] = 0,
["others"] = 0,
}
show me a log
i think im going insane
cause im stupid and cant code
i put :name not :clsid and was wondering where i went rwong
DW I knew you were lying
😭
So now you're good to go
chat
it fucking works
IT WORKSSSS
i spawned a bunch of boars
and he had more food
it FUKCING WORKS
F7 -> restock trader
Of course it's there
mr mechanic why do you haev food
Because he is a trader
i need to specify which onesss
Twas too good to be true
You could just hardcode it
is there a place i can find which traders are which ingame?
bro's hungry
theres "trade_monolith" and "trade_monolith_basic"
ahhh ok
why would all of them inherit from a unused section
i think barman is barkeep
or im using the function wrong
Blacklist. My favourite word nowadays xd Looks like all I make has to do with blacklists
Try passing db.actor() as first param. I have no idea why some have that, but try it
printf(db.actor())
looks inside
userdata
Call it like this: xr_conditions.check_npc_trader(db.actor, npc)
Idk why it's treated as warfare specific
ahh ok
Userdata = data structures from other programing languages
You really just saw his lunch and asked "issatforsale"
Nice necro response
But surprisingly this rule of 15 only affects ammo parts idk why, and using not even number as amount of part like 1.2 works just fine so crafting recipe asks for like 18 parts instead of 15. And I added non ammo part item to recipe it just sacks with 1 for example file
could be because ammo parts are coded in as ammo
And number at start of recipe should dicate x amount of items you get but It doesnt matter for ammo
ammo_9x19_pbp_bad = 5, recipe_ammo_1, casing_p,4,powder_2,4,bullet_pistol,4,rasp_tool,1
I just overwritten box_stack for this ammo to 60.
which file are you adding this in? cos ammo crafting in gamma does not use the normal craft.ltx system
custom ltx that just overrites [ammo_bas]
https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=sharing try looking at my ammo_example.ltx file here
also the first number is tool type not number of output
hey, is the sway of weapons when scoped in controlled by a variable in the files? or is it tied to the animations?
So tosox craft is wrong then
Anyway
also i found out the hard way that all crafting recipes can only have between 2 and 4 inputs
it works as it shoul so 
Going back to dispute to get rid off this stupid rule that we need to use 15x of parts we need to change box_size of ammo parts to 1 and rewrite all ammo recipies to follow new format 😐
and it would also affect amount of parts dropped from npcs ( I guess)
So it would be good change but it's so base mechanic that everyone is used to it's not worth a hassle
I can do it for https://discord.com/channels/912320241713958912/1376181688991748237
But if someone uses not standard ammo from random ammo mod it will cause them to craft their ammo from 1 casing 1 powder 1 bullet etc
If you think about it it makes sense. In the workshop that's the max amount of ingredients displayable.
It wouldn't be that incredibly hard to extend though. The other route is complex items that consist of components
yeah i mean the bigger issue with this is that now every ammo part item is a new id
instead of every 15th one
you can see how this is a problem
So you have to craft A, B, C, D item and item E's recipe is ABCD. This way you can extend recipes, but make it more complex also
even if the id limit is sort of like the minecraft farlands
instead of walking there you're now sprinting
Workshop optimization would need a patch too. And workshop ammo crafting in general
What if we could get engine edit that would be rounding up decimal numbers 
because when I put 1.333 it just asked for 19.9995 of bullets 
You mean for the recipe?
yup
simply edit MAX_ITEM_ID to a number bigger than 65536 in game.c
Maybe it wouldn't even need engine edits. Those ltx files are read by lua scripts
Would break a few Lua scripts that iterate Ids
- legend says someone already tried it and didn't end well
that change was for max use count for items
not item id
which yes it did break any existing save files

but worked fine on new games
Yup, I always thought it was a UI limit
Ui has space for 8 though
But I would say it's fine as is
To extend ppl can implement complex recipes the ABCD way as I just theorized
I mean 4 more could fit
Is it possible for to add different versions of the M4 Tactical (from BAS) alongside the original M4 Tactical? For example one with the 30rnd mags and different grip or add one that is compatible with M203?
For example this mod changes the existing M4 Tactical but I want to add additional versions of it.
https://www.moddb.com/mods/stalker-anomaly/addons/basm4-tactical-reanimation
rename it's name in ltx file it will make it new weapon I guess
create a new ogf model the way you want it, then declare a new weapon in the ltx file that parents the original gun, and declaring the new ogf path for it
Any guide videos I can watch?
ltx file in this makes no sense to me when I compare with base BAS file 😅
there is one specially about that, but i cant recall it
check npc trader crashed me
LUA error: ...stalker/anomaly/bin/..\gamedata\scripts\tscs_main.script:124: attempt to call field 'check_npc_trader' (a nil value)
ok check_npc_trader didnt work i dont thnk
it doesnt
Did you call it like this? -> xr_conditions.check_npc_trader
yesp
And it threw the nil error?
Look this is how it does that
Check npc:name() by logging it

👌
Glad it does
I couldn't get it to work lol
I can take a weapon and add exact copy of it with altered stats but I cannot make it so that it uses different attachments
Do I need to edit ogf files for that?
Damn
you'd need to add more ogf huds
So, what do i need to add to LTX in order for a scope to change magnification like the elcan spectre does?
New stuff to learn
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
I assume I can swap magazines as well with this method?
you'd have to add it as a model to the ogfs, also animation might not be good with the mag if it's a large one or too different from the original models size
😄
I see
I was thinking something along the line of giving angled grip to butchers M4
yea sadly unless you got an animation to hold the angle grip, it won't look good in game
hey, question, is there any way to make tools rarer to find? i hate having advanced tools on day 1 
I have found few animations from here
it'd not be able to use the 60 rnd since it doesn't exist animation wise
This guy gave M4 Tactical angled grip but it uses 40 rounders
that one just uses an angled foregrip or standard foregrip
mag size is relatively the same
Ahhh I see
Does butchers M4 uses some other animation for reload then?
the one with the 60 rounder probably uses the BAS animation which racks the charging handle and flips the hatch open and has barely no inspect animation
but has the 60 round
no animation exists to use that and an angled grip
yea but not the 60 drum
Yeah
Gucci M4's use drum mags but they look too advanced for the most part
I always sue your ports btw
what's guccis m4
I meant use not sue lol
lmao
that's basically the sai gry I did but a bit different
As I said I use your mods but lack of GL for high end AR15s makes me sad
yea no gl since the animations didn't use one
Yeah
I have just started using this one
https://www.moddb.com/mods/stalker-anomaly/addons/escape-from-tarkov-m4-pack
only freedom one has GL compatibility
ah yea that one used the gl
however with a foregrip it can't
it's two separate animations
hah no

all my knoweldge is in video form
@faint sable I cannot message in the mod-posting page so I'm asking here but does your weapons and modular attachment system work together?
It says I have to be a friend lol
🤙
you should just put a txt file in the zip that say it as the file name
FWP DOES NOT WORK WITH MAS.txt
pls help 

donate the first two or three copies to any trader
donating doesn't give you any rewards at all
and it gets rid of the item






DOOM game on 3D PDA Interactive
hmm
im thinking of ditching 2 variations of my pistols because i fucked up the anims
actually, the bones that i made the anims on
check your rolls
nah i think i can salvage it
Any advice about my visuals? Is it just me, or does the shotgun seem off to you also? Foilage is very dark, the shadows inside Rostok Bar are VERY Dark.
i don't think you can do much chief
anyone know how textures work for hands? i don't understand where the models and textures link in T.H.A.P 



i think it depends for every mesh
what i know is that importing them on blender setting the thap gamedata folder works flawlessly
how 

it just does
if your problem is that the color is black, try go to shading menu and set the metallic for each material to 1
alr thanks
Hey I have a problem with the UI texture of a gun, whenever I try to save the DDS it loses transparency and gets replaced by some weird artifacts
@summer girder bot alert/scam
You mean a weapon icon? What format are you saving it in? What compression method?
Seem like you save it in a very old compression: BC1. You should use the latest one that compatible with all DX: DXT-5 BC3
bc1 doesn't support an alpha channel, use bc3/dxt5 or uncompressed
also make sure that you don't have mip maps
how is it compatible with all of em
i keep saving mine in bc3
people keep saying its not working on dx8 and 9
dude
what the fuck
am i special or something
if all textures are bc3 and it doesn't have any 3dss/prs stuff it has to work
all of them are
dude wtf
is it because im using photoshop or what
it isn't
then what's the matter
even thm uses BC3
anyways time to make it compatible
t h i c c
stretched uv final boss
@lilac idol@novel ruin@verbal siren thank you for your answes, most likely i' having the issue because i'm working the textures with photoshop, what software is better for texturing ?
photoshop
:(
decrease hud hemi
wait this is dx9
nvm
Guys, can I enable this? Will it work?
BC3 is DXT5
Should work in 8 and 9
11 should be good to DXT7
it keeps dying for me
not supported in anomaly
But are you talking about textures or icons?
BC7 is broken
textures
icons has different textures
i think ive ought to test properly
Guys, what steps should I take/what all needs to be disabled if I want to disable SSS, & Enhanced Shaders?
enable dx8/9 list
look at what shaders it have disabled
do the same
and then clean shader cache
Gotcha
@misty mulch
do I need to do something potentially to make sure my thing has priority and is actually overwriting otherstuff?
yeah go figure you're editing the base ltx file
do dltx
veer has a idiot proof guide on that
no matter where you put a base ltx file in the load order it will always lose to dltx no matter what
because of dltx's design
i'm on phone how many z's does the k98 dltx have
damn it has not a singular z
good ending
gamma is healing
direct editing config files is very complicated in GAMMA, since GAMMA uses DLTX files extensively. DLTX files overwrite base LTX configs no matter where they are in the modlist, so it's always better to create a DLTX file
My guide is here: https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
yes I was attempting to read through this already, currently struggling with the LTXDiff
thankfully for you, the root file for all weapon configs is system, so all weapon-altering DLTXes have the filename format mod_system_myDLTXfilename.ltx
oh.
so mod_system_wk98.ltx should do what I want?
it would beat the DLTX file from GAMMA Weapon Pack, so yes, it should
remember that you also need to put it in the same folder, gamedata/config, i strongly recommend you make your own empty mod (go to GAMMA/mods, make a folder and call it whatever you want, inside it create gamedata, inside gamedata create configs, slap your DLTX file in that configs folder)
then in MO2 refresh (F5) and you should see your folder appear as a mod at the very bottom of the modlist
I copied the gamma weapon pack and ripped out everything but the config folder already
way way way easier to just create the new folder
the principle here is only change what needs to be changed
also because by doing that you will create two identically named "mods" in MO2
less involved than copying a folder and manually cleaning it out
and the modlist does not like that. just make your own folder called "my weapon edits" or some shit like that
well no I renamed it
then yeah you did more work than "create three folders"
I'm only very stupid, thank you very much
assuming you also removed every single file in the config folder? (e: before making your own DLTX file)
which you should
ok imma guess from the gap that you're about to go do that
yes
again the principle is always, "only change what needs to be changed", and nothing else, which is why you want to start new
||not doing that is what leads to GMTOP||
yes I definitely know what this means
well my edit is causing the game to not want to start up, so we're one step closer I think
what's the error message
I don't see one popping up, would the anomaly logs have it?
yes, upload that
gmtop = "gamma massive text overhaul project", which was supposed to be a copy edit + typo fix project. it is also responsible for random weapon renaming and added typos such as the infamous "Wastern" RF package. this is because it just makes a copy paste of every single text config in the game.
wrong file. the .log, text document.
NOT the mdmp
upload the DLTX file you made, you fucked up the syntax
bro
remember what i said about "only changing what needs to be changed"?
your ENTIRE ltx file should consist of exactly this:
![wpn_k98]
hit_power = 1.45
oh
also you fucked up and didn't include the ! at the start of the section
and this is exactly why you start clean and not by copying the like, 5gb weapon changing mod
this is why you read guides
you need the ! in front of [wpn_k98] to tell the game, "ok I am overwriting this section"
and since the only thing you are changing is hit_power, only include that parameter and nothing else.
also that file name won't overwrite mod_system_weapons_damage_GAMMA.ltx lmao
Finna' make Gamma Improved Massive (text) Project after 3dss is updated
i actually already have a diff spreadsheet of every single text string it alters in en and rus
it's just that there IS a lot of valuable work but also a lot of shit you could hack out. fortunately a simple XML overwrite would work, you wouldn't even necessarily need DXML
oh my god
damn you grok
why tho
mod_system_w_k98.ltx
mod_system_weapons_damage_GAMMA.ltx
no i mean why blame grok on this
because it's funny
oh lol yeah this one isn't on grok
this is on you not knowing how computers sort files according to the alphabet ngl
mod_system_weapons_damage_GAMMA.ltx so I just need to make one of these that changes k98 as well
only, changes the k98
ironically mod_system_wk98.ltx (no extra underscore) WOULD overwrite it
you do not need to put _w_ in the middle. that's just a cute convention.
you could call it mod_system_wtfk98fuckyou.ltx and it would overwrite.
You could name it mod_system_z_farts
because wt comes AFTER we if you sort alphabetically
oh
(wk also comes after we because. you know. k comes after e in the alphabet.)
now the z comment makes sense
yeah, and you shouldn't over use it, because that's how you get stupid amounts of z in the names of these files.

anyway re-upload your DLTX file when you're done with your edits so we can double check
Just name it mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzkarchange to be sure
so the name doesn't really matter as long as it's loading last, so I can put other changes in the same file as well, right?
for guns, meaning
you can, remember they need ! before the section name
right
and at that point i'd probably tell you not to call it wk98, probably sthing like wpn_edits
also right
but that's just to keep track of things neatly, not a hard technical requirement
and also, yes: you cannot "mass assign" a single change to multiple guns, meaning you can't do this if you wanted to change hit_power for three guns:
![gun_1]
![gun_2]
![gun_3]
hit_power = 2.0
Instead you must do this:
![gun_1]
hit_power = 2.0
![gun_2]
hit_power = 2.0
![gun_3]
hit_power = 2.0
also good to know
okay so a takeaway from this is that you don't need to define all 4 hit_powers?
that's interesting
like i mean it makes sense yeah i just never wanted to try it out
which strikes me as a little weird because even the weapons_damage_gamma one lists out all 4?
ye one for each difficulty
as i understand it, if there's one, it uses that one for all difficulties

example from basegame is w_m82.ltx
hit_power = 3.0
ngl i don't know why they keep listing out all four if they have this fallback because in every example i can find, it's always the same across all difficulties (in basegame)
there's 0 evidence of per-difficulty hit_power tuning
quite possibly an unintended consequence of however the script reads that config, idfk
as in I think it just splits the string on , but obv. If there are no , it just returns the number by itself
Wow. I actually found out how to do 'much'. FPS limited @ 40 btw.
But disabling ES & SSS, helped out with all the shadow funk.
Cant stand getting ragged on, instead of getting any 'assistance'
but thanks for trying.
iirc gbo just reads the first number listed and none else
but yeah like it makes perfect sense that only one suffices
give my alpha to serious
No need for you to lose it. It's not like it's limited anyways 
the alpha modder role operates on necromonger rules
I was making wild ass guesses about vanilla Anomaly but now that you say that, I think GBO does just read first number, not that it really matters
ye
vanilla anomaly's this is inside the source code
i should have notes on that from when i was working on the damage framework
since i wanted to emulate vanilla anomaly's damage entirely in the script layer
also how does boar/flesh head damage reduction work, is it just a flat reduction for hits on that area?
open m_boar.ltx
all mutants have hitbox damage modifiers
i don't really remember the structure of the file
i'm at uni
think I found it
; Boar Damage
;=================================================================================
[m_Boar_damage]
;bone_name = <hit_scale>,-1,<wound_scale>
;<hit_scale> - . ( )
;<wound_scale> - .
default = 0.75, -1, 0.2
bip01_pelvis = 2.25, -1, 0.45
bip01_spine = 1.5, -1, 0.25
bip01_spine1 = 1.1, -1, 0.25
bip01_spine2 = 1.1, -1, 0.25
bip01_l_upperarm = 0.8, -1, 0.08
bip01_r_upperarm = 0.8, -1, 0.08
bip01_l_thigh = 1.5, -1, 0.07
bip01_r_thigh = 1.5, -1, 0.07
bip01_neck = 0.65, -1, 2.0
bip01_head = 0.75, -1, 0.4```
gee bill, three spines?
you know how vertices (and by extension, triangles) are assigned to certain bones for animation purposes
the spine is divided into 3 for animation
but yeah those are the numbers you care about
yeah, it's just funnier to imagine boars just have redundant nervous systems, don't worry about it
it's mutated alright
I figured, but what do the other two do
the -1, no one knows. wound_scale afaik affects the size of the damage decal applied on hit
and/or something about ragdolling?
maybe?
Can anybody tell me what these do in NPC loadout? The 0s and Rs, I want to readd in some old guns and this is the thing that's eluding me.
so the first number stands for attachment flag while the next one is ammo type?
and I add another it will be chance?
Yes
and by adding up attachment numbers so like say 1 for scope then 2 for gl it will make three?
cause it says +1 or +2
So basically repeat the same gun entry since it ignores normal probability
Yea
spawn more = more entries, spawn less = less entries
is how I do mine
If you want the exact number, just go by what veer told me
I just guess on mine though
I do however find more of my fwp guns in game consistently, back then all my guns had just a 1% or less spawn rate chance due to me not knowing how the system worked

but we learn

now the next important part is figuring out how to get guns to show up in black market addon, I want to add in some removed guns.
Nah i’m on dx11 but don’t know why it’s off by default
Can I turn it on?
yes
is there a way for me to change the first person hands of a specific suit?
Thx
Sure. I did that some time ago. It's in an LTX file of the THAP mod.
Or was it XML?
Anyway, it wasn't hard.
The moddb page has a link to a spreadsheet with all hands models and their IDs.
make direct ogf file overwrite via mo2 with the one you want to change
thap dltx file yes
Thx
how to change the image on the photo of your beloved woman?
item_foto1.dds
Hey @steady apex
Do I make a issue on github or poke the creator of Procedural Movement Animations
?
https://www.youtube.com/watch?v=csvGmJPZdnU
What is basically happening: Equipped Grenade Launchers cause the weapon to ignore blend_move_anims value
post it in mods page
Did that already. Was just wondering if I should poke them directly too. That's all
So I can change in fact the hands of the armors for another type except for the exo skeletons
it looks like there a limitation that prevents me from changing it to one of the regular arms stuff so I would need to do that custom ogf file overwrite that Pillii said
How do I adjust the player damage system now?
I was wanting to adjust the damage from anomalies to be a bit more tame but make bullets more of a danger. I tried adding in an actor.itx file with immunities tweaked but it doesn't seem to have any effects.
You need to use DLTX
By just adding an LTX file with stuff in it it won't get read by any scripts
can someone help me. I'm trying to make a retexture mod and I am almost done but one part
github
github
github
github
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@undone spruce question,
what do i do if i have LEGACY version of substance painter 
If you won't say what it is, how can we even know if we're able to help?
how would someone make a dual wielding guns mod?
im thinking if there is a way to have 2 of the same one handed weapon (pistols and smgs mostly) as a separate item and then just have it act like a dual wield version
i dont really care about the realism part im just curious since i havent seen a mod like that yet
it's doable, just coming with a lot of issues
Something has been on my mind lately: if you add new items to the game, such as guns, you cannot remove the mod if the new item has been spawned somewhere in the world in your save. I don't think the engine has a problem with items that are loose on the ground or in the player's inventory — they just disappear — but if an NPC is carrying an item or it's in a stash, the game crashes due to missing files.
How would you change the logic so that, instead of crashing, the game just removes the problematic item from the NPC/stash or re-rolls for another item?
Most of the crash seem to be related to missing model file instead of config missing
Ok, but when you put the item on the ground, save, restart the game with the new mod disabled, there is no crash. The item just isn't on the ground anymore.
I think you can iterate all Ids check their section and if it matches the one you want to remove then release it. After that the mod should be safe to remove.
this was made 10 years ago in TAZ mod, it's a bit outdated now in terms of quality
https://www.moddb.com/mods/misery-the-armed-zone/images/dual probably in version 1.7
What you say would require engine edits for sure
and it works in anomaly?
oh wait nvm its cop
realistically cant there be a weapon that has animations of a pistol on 2 hands
arent weapons just a class of objects
if u edit the configs properly i don't see a reason for it not to work
if i replace the model of an ak i can make it as absurd as i can think
Then you would lose the ability to equip anything on the left hand. Or it would make a 3rd hand appear based on the workaround
I think
i mean yea thats the point
it turns from a one handed weapon to a two handed one
no longer able to be placed in one handed slot either due to that limitation too
That's an LTX edit away from not being an issue
basically im thinking a drag and drop of 2 pms one onto another and that creates a "dual pm" weapon item that is basically a two handed weapon
true but in that case its the person changing the ltx fault for doing that
as far as i understand (i may be completely wrong) you have to manually do that for the specific weapon
I don't know the limitations of this. I am no gun modder, but with scripting and workarounds it would be possible IMO
im just curious about modding and had this idea and thought it would be interesting
realistically i can have any model be replaced with any model i want same as in any other game
But how would you handle the shooting animation?
every weapon pack basically adds a gun item that has specific stats including upgrades/fire mode etc and then an associated model
as in firing 1 shot from left hand and then 1 from the right hand changing every time?
yes
that can be easily just not be the case and just have them both fire at once
set the accuracy down to 30% of the original accuracy
and just fire 2 bullets in a "burst" fire
kinda defeats the purpose I think. At least I would feel like it's lame and pretty sure I'm not alone on that
i was thinking about it in a max payne style mod
i see how it can be interpreted as lame though
im thinking more of a spray and pray thing
I think you might be able to set firepos from script though. So with even more scripting you could switch that, but the animation would still be an issue
ye ive looked into firepos which is why i actually kind of began to think about a mod like this

do it yourself
im not that talented ..
to insert a model, find correct animation for it and then just simply put it on correct vertex models?
there is GUIDES for that
i stg people have been telling me for a whole year that modded exes have a fallback method for missing models but i've literally never seen anyone make use of that ability ever
fwiw the "safely remove magazines" "mod" does something like what you're Serious is describing - runs a script to delete every instance of magazine items in the game, so that you can remove the mod after
It’s already a mod
Are you the same Millennia that used to make New Vegas mods?
we have hks at home. Hks at home:

Someone make a mod that makes it so targets of quests don't spawn till you're actually nearby so emissions don't just wipe them out and give you free money for doing nothing. Thanks.
I would if I wasn't completely unskilled in the matter and it would take a long time for me to acquire the skills to see it happen
Sorry
Well then perhaps don't write your idea like a demand
Don't make a problem where there isn't one, settle down.

This looks like a gun getting reloaded
yeah but this is the "ok I'm making it" channel
@misty mulch Yeah, just a suggestion in case anyone else feels like taking up problem. not a big deal.
MB if it came off as an order or something.
Good. Now ATHI and Bugsy hug eachother
me when im anti-alife
!noalife
can you pack up just this bit of your mod and send it to me? i wanna copy your homework for sthing i'm doing for tougher gun repair
