#βπmods-making-discussion
1 messages Β· Page 110 of 1
nice, thanks

@rare sage Think of it as more anti broken progression and less anti a-life
(bout to nerf cleaning/repair kit sell prices into the ground, while I multiply its buy cost by like 1.5-1.8x)
Isn't the PDA exactly that?
no doubt
Hello, trying to pinpoint where in BHS the "Cough" when irradiated is triggered. The random effect that takes a chunk of damage rather than the normal slow drain. Digging around now but any insight would be appreciated by the more veteran stalkers π
i believe thats base anomaly?
Ooof, am I blaming the wrong thing? Whups.
Ill do some more digging/testing
radiation areas overhaul or something like that in mo2
it's not from bhs nor vanilla anomaly
I thought so, but its been a while since Ive fooled around with vanilla so I second guessed. Thanks for the pointer, ima start digging now π
ye π

I used your Beretta 87 Target model for a mod
With third person permission from a mutual friend of ours
Naky has told me of y'alls time doing NV mods
a lot of those NV guns were made primarily with STALKER in mind anyways actually haha
Found it! Radiation Effects Overhaul Thanks so much π«‘
Now, onto maniupulating BHS to remove the RAD bar π
184- Body Health System - Grokitach\gamedata\textures\ui
Thank you kiindly, saw this too and Im digging around the xml's to figure out what else needs to be done. UI is a tough one for me especially.
https://youtu.be/C6KjNl8paCw recorded a quick test video for the makarov i'm working on in ogsr, really happy with how the lighting works ingame. just gotta finish polishing the texture up and make a suppressor for it
more progress on the textures, though not yet finished. OGSR engine for otherwise vanilla Shadow of Chernobyl. recorded at 8k30 for maximum bitrate/crispness. OGSR engine also has a fix for the model precision so it's at full quality rather than the quantized crunchiness in my previous Clear Sky example.
more pics on my bluesky: https://bsky.ap...
How do i change the keybinding for vehicles?
iirc they are hardcoded in CarInput to use regular keybinds
Where is that, because i cant more forward in vehicles
Damn that holster sound is roooouuuugh 
it's an engine file
are you sure the engine is on and handbrake is off?
I can go backwards but not forward
Added a few mods to gamma and getting a lua error anyone able to help?
Thx
yeah aside from OGSR engine that's just straight up vanilla SoC π
evening stalkers, ive been thinking... you know what would make the zone a bit more alive? idle animation!
*more idle animation
i have experience with blender and animation but i dont know how to code that in yet
where does one even start here?
what i want to do, specifically, is give NPCs more things to do. checking their pda, staring at a photo of a loved one, inspecting a weapon, looking through binocalurs, that sorta thing.
not just while sitting at campfires but when standing guard or while patroling.
the only one that's not a thing is looking at the photo
inspecting weapon is kinda there, looking through binoculars is there
checking pda can be faked with the look for artefact animation
i'm guessing gamma broke something that doesn't let these animations play
or you just haven't paid enough attention
but i'm betting on the former
im betting on the latter cause i do have a short attention span lol
regardless, i do feel like making the NPCs do more stuff or add variation to existing stuff.
we do have a manual or documention on how to add/create mods, right?
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Dont expect a detailed documentation of stalkerβs func 
Guys, do you only discuss mod development and the like here?
yes that is indeed what the title and description of this channel implies yes
Is it possible to ask for some advice here, since there are people here who understand modding and know much more about existing mods for Anomaly and GAMMA in particular?
depends on the person really
i'm just gonna tell you to go consult the modding book
which is in this channel's pins
Well, I'm not a modder myself, I'd rather find out if it's possible to do what I want by simply tweaking the config. Since I think that the mod I need doesn't exist at all.
okay big man, first order of business is landing the plane
it's cool to have grand ideas, but they need to be realistic for what you can do
In my opinion, the idea is probably stupid, but I think that its implementation should be very simple (in theory).
The idea is this: I want to increase the durability of wooden and metal boxes that we break to get loot. Otherwise, it really hurts the eyes when the main character breaks this or that box with one blow of a knife or a pistol bullet.βΉοΈ
And what does that mean? That the idea is stupid or that it's so hard to do?π€
That is not so simple probably
I don't even know if those are exposed to Lua or not
Well, I would find their configs and at least look at roughly what and how they are arranged. I understand very little about this, well, at least look, is everything so complicated with them.
It can be hard sometimes to find stuff. Especially if you have no idea where to look for them. Like I for example have no idea where to even find looking for a box's health config.
If it's not exposed to Lua as I said then you need to edit the engine code in C++ and recompile the engine for your change to apply.
It is probably in an LTX file though
oh holy shit get this
it's inside configs\models\objects\
what the fuck is htat
Yes, I am also more inclined to think that since boxes are objects, they should have either a LTX or a config file.
edit box_metall_01.ltx, box_paper.ltx, and box_wood_01.ltx
look at their [immunities] section
wound_immunity is the damage multiplier for melee
fire_wound_immunity is the damage multiplier for bullets
Thank you)π
but yeah this is a cringe idea and i'm angry
Why are you angry?π₯Ί
because the mod that changes boxes to be instantly breakable is packed into a db0 file
instead of being loose files
it's just inexplicable
because it's not an ANCIENT prehistoric mod to justify it
and there's no real reason to obfuscate the file like that
Yes, the fact that all Anomaly files are in db format is very unpleasant, I don't like this db, you can't unpack it in the usual way.
I'll try to find the same file, but in GAMMA, maybe it will work to fix the config.
you can probably just add new actions to whatever omf file stores NPC animations
It makes the game more compact, especially because of meshes and textures

Yes, I know, it's just that the db format itself is a bit outdated and special programs are needed to unpack it.
Well, xray is a self developed engine and like all games, they pack their assets. And these tools exist, so no problem
being "outdated" when referring to an old ass engine is crazy work
db files are used to increase load times and reduce the space it's taking
how's a .db file different from say, a .pak file?
you have an unpacker for them literally in your Anomaly folder
what kind of programs
it's not "hard" or "too much work" lmfao
hey how do i cycle between songs in game on the radio, specifically the zone.fm station?
its a radio not an mp3 player
do you know what radio means
well yeah
i was just using it for testing

to test the songs mainly i am trying to make a replacement for the songs on the radio
so i need to cycle trough the tracks to see if its working
so do you understand me now?
sorry for sounding confusing
ye
oh thank goodness
and also how do i increase the track limit on the radios, since its only 20 tracks
Well, that's what I mean, basically.
DB Unpacker for example.
?
no shit its what i said lmao
whats wrong with it
So I'm wondering if there's any point in unpacking the db files in the Anomaly folder, editing them, packing them back, replacing them, and then finding out that GAMMA has its own modified configs of these files and this whole process simply won't work.π€
I don't understand what you mean, oh well.
I btw havenβt gotten an answer to my question yet
And right now it feels like brainfart than mod making discussion
How to reduce the medkit usage time, I changed the animation but don't know how to change the usage time
?
Wtf
dumbass feature
Anyways can anyone please tell me how I can cycle trough the tracks on the radio maybe via commands or something
Look, let's say I do all this in the Anomalies folder, but will these changes affect GAMMA? Or are you not sure?
In general when modding:
- Try to identify what file(s) you need to change.
- Check if it's overwritten or patched (Monkey patch, DXML, DLTX) by a mod in G.A.M.M.A (MO2 can help a ton. Check attached image).
- If not then decide if you want to completely overwrite the db file or patch it.
Case 1
The file exists only as part of a db file (so it's not overwritten by any mod probably)
If you want to completely overwrite the file don't pack it back to db format.
Instead in your mod folder (assuming you created one for your mod) put the file into the appropriate folder (you might need to create one).
Let's take an example. Your file is in the unpacked files let's say it's this file ...\_unpacked\configs\models\objects\box_metall_01.ltx
You would need to in your mod's root folder that you're making (so ...\MyMod\gamedata) folder create the same exact folder structure as for the file you want to overwrite. So if the folders don't exist you have to create this structure ...\MyMod\gamedata\configs\models\objects\box_metall_01.ltx
This now overwrites the packed db file.
Case 2
The file is overwritten by a mod in G.A.M.M.A.
You have to do same thing as with Case 1 except you need to get the file from the mod's folder and edit that instead of editing the unpacked file (this is to ensure you're not rolling back changes another mod made). So scenario time:
box_metall_01.ltx is overwritten by a mod called BetterMetalBoxConfig. You would need to find that file (Check attached image) and then grab it chuck it in your mod's appropriate folder (as explained in Case 1), so ...\MyMod\gamedata\configs\models\objects\box_metall_01.ltx
In your case I suggest you just overwrite the file and not try to patch it.
If you do decide to patch it you will need to use DLTX as @misty mulch points out below. Guide is in the pins from him.
Not only is there no point, it won't work. Learn to use DLTX to edit configs by following my DLTX guide, it's in the pins here
Also it likely won't because MO2's file virtualization system means every file from gamma mods has priority over anything in the anomaly folder anyway
Ah yeah it's not monkey patching it's dltx with LTX files. I changed the example to use that after I wrote it because I remembered he wanted to edit those configs
If you want to make your own mods, even with direct overwrites - make an empty folder in your GAMMA folder/mods and put your edited files there
That way, all your edits will themselves show up as a "mod" in MO2, and it's far neater
Okay I edited the message so it isn't using a bad example
And yeah that's what all the gifs mean. This is very tricky and likely out of scope if you don't yet know the absolute basics like "what is an ltx file" and "how would I modify a config"
Modding Anomaly is hard enough but you've chosen to mod a modpack to start, which means navigating 500+ mods worth of conflicts and overwrites, AND you picked an exceptionally tricky goal to start with. I would suggest trying to do something simpler first, just to get used to the environment.
Also I'm just gonna say it: the stuff you've been trying to do with gamma is all extremely difficult and is ultimately fighting against what Anomaly is or is not, i.e. it was never an immersive tactical survival shooter. More power to you, but just know that you picked the maximum difficulty starting premise
How do I run commands like time_factor 2 from Lua code?
I sometimes have the feeling that Modder roles are getting passed around here like participation trophies π
exec_console_cmd to answer your question
i mean, yes
it always has been ngl

i think sixsloth got it just purely off the hype of helping me manually go through and do offsets for every single gamma gun when we got excited that Hideout Furnitures 2 finally worked on gamma
whereas i at least forced Rain to do a dltx knowledge quiz to get it lmao
Just out of curiousity, what does it take to get the Alpha modder role?
i genuinely have no idea
in reality, i also have no idea for modder role
half the time it's "i personally see someone create one bajillion mods and go oh hey should i ask if they want it"

speaking of @full vessel do you want modder role
put it this way it's about as meaningful as the invictus role used to be, i.e. not even a little bit
I don't even know what the invictus role is
oh
maybe for the best
best i can do for alpha modder is "releases a lot of mods that fix longstanding gripes about Anomaly/GAMMA, many of which have been included in GAMMA/are going to be included in GAMMA". That second bit is a call that only Grok can make really
and modder is pretty much "you made a post in #1035807043933720576 and it seems legit and someone remembered to give it to you"
but as you can tell even for prolific modders they don't always get it. sometimes i assume this is for wild in-joke reasons that i am not privy to
but if i'm gonna hand them out like participation stickers i may as well cover a couple of the harder working ones atm ig 
psst you got those homework files for me?
if not i am pretty sure i can do it on my own as well
Honestly, some people get modder for one tweak in a script
Strangerism could genuinely be alpha modder
What is C consciousness LUT?
So, in order:
- The point under the first dot - Which files need to be changed, @random fulcrum told me, so the point is passed. These are the files: box_metall_01.ltx, box_paper.ltx, and box_wood_01.ltx
- The point under the second dot - I have no idea what Monkey patch, DXML, DLTX are, but if by checking you mean searching for files from point 1 by name (as shown in the screenshot), then I did not find any of them.
Only the file box_paper.ogf came across (see screenshot). - The point under the third dot - By and large, it makes no difference to me whether to completely rewrite the db file or patch it, the main thing is what is safer and easier. I am much more concerned about where I should get the 3 files from point 1 from, if I did not find them by searching in MO2?
Case 1:
If, as you said, the file exists only as part of the db file, then I will have to find the necessary db, unpack it and extract the 3 files I need from there, right?
I understand about replacing via a folder, if the principle is the same as I think, I just need one visual example and that's it.
Case 2:
About the file from the mod folder, in case any mods change any or all files from point 1 - that's clear.
I didn't quite understand about the scenario. Is this your example-assumption or is it a fact that box_metall_01.ltx was overwritten by the BetterMetalBoxConfig mod? Since in point 2 I already said that I didn't find any of the three files by name in MO2.
Well, regarding the advice that it's better for me to just overwrite the files, and not patch them, I first need to find out where to get the files themselves.
Yeah, that's why I don't see myself just as a Modder. On the other hand I don't see myself as an Alpha modder, when I have to compare myself to demonized, raven or asnen... 
But whatever, don't care tbh, was just asking out of curiousity
Monkeypatch - a way of altering only sections of a script, without completely replacing/overwriting the original script file.
DXML - a way of altering only sections of an XML file, without completely replacing/overwriting the original XML file.
DLTX - a way of altering only sections of an LTX config file, without completely replacing/overwriting the original LTX file.
All three are explained in the Anomaly modding guide: https://igigog.github.io/anomaly-modding-book/ In particular, read the References -> File Formats section about .ltx files, since you will be editing those.
DLTX/DXML etc. are in the modding guide under Tutorials > Addons
For your purpose you only need to learn about DLTX
And, again, I wrote a DLTX guide, it's pinned here
as for overwrite order - it's always in this order, from lowest to highest priority (i.e. whatever is higher priority always overwrites those below it)
Packed (database) files < Loose LTX config files < DLTX
this is separate to MO2 load order by the way, MO2 load order only affects direct file overwrites (i.e. "two files with the same name")
I know what .ltx files are, when I was little, we liked to play with actor.ltx and user.ltx, increasing weight, making the main character immortal, changing the jump height, etc., sometimes changing the characteristics of artifacts and so on.
Judging by what @random fulcrum wrote above, regarding what I want to do - it sounds very simple, you just need to fix the immunities to different types of damage for boxes.
A much bigger problem is the process of searching for files and, as you said, navigating through GAMMA mods.
Well, Anomalies may not be exactly a tactical survival shooter, but GAMMA is quite a contender for it and I have a lot of arguments in my favor.
so unpack the basegame files using the included unpacker.bat so that you can see what the vanilla configs look like, as a reference
once you have that reference you can use DLTX to alter it, DLTX does not require the presence of a loose config file to work.
?
I just burnt my hand pretty bad and can't really type, so can't help further atm sry
Okay, regarding the order of rewriting it seems clear, but where can I get unpacker.bat? As for Case 2 and BetterMetalBoxConfig, I still don't understand? And where should I get the 3 files I need?
Anomaly/tools
edit to add:
- Case 2: YOU have to check through all of GAMMA's files to see if anything is overwriting the config or section you're trying to edit (this is something you could ask this channel to help you find out)
- Case 3 is a hypothetical and there is no such thing as a
BetterMetalBoxConfigmod, which you could check for yourself by using the MO2 mod name search bar, which I am 100% certain I showed you how to do before?
oh... you were literally cooking
Get well soon bro!
Yeah
not for long though
GF took over fortunately
We just got full iron cookware and I never had one before where you xant touch the handles and guess what I grabbed it
ouch
a mistake you make only once i hope
anyway, you learn a lot about GAMMA modpack through careful use of those two MO2 search bars (mod name search + file name search)
more advanced stuff requires the ability to search within files, which you can ask us to do for you, but it's worth learning how (requires specific softwares though)
Unpacker found it, thanks!
Well, if I didn't find the files I was looking for in the MO2 search, then they are only available in the original Anomaly, right?
If a file doesn't turn up in MO2 search, that means it's not included in the GAMMA modpack, yes.
At that point, you move onto looking through the _unpacked folder that the unpacker.bat tool made for you. This contains all the configs + scripts that are normally compressed into the .db0 files that come with Anomaly.
And to save you time: yes, nothing in GAMMA overwrites box_metall_01.ltx, box_paper.ltx, or box_wood_01.ltx
let me annotate my results for you
Thank you very much for your patience and training, I'll go look at the configs!
OI is there any file i can edit, for example a line or two on actor.ltx that would add/restore the slight health restoration like the OG stalker games
IIRC Anomaly has the natural restoration as well but I think GAMMA disables it?
and by "here" I mean "I put a copy of _unpacked into my Anomaly root folder"
i would recommend at this point, that you create a blank mod folder and from there, create three DLTX files (one per config) to overwrite just the immunities section of each, so that you are only changing what needs to be changed
from what i can tell not even the basegame anomaly actor.ltx contains such a parameter, but I Could Be Wrong
Yeah neither could I, but i know it's coming from SOMEWHERE that I think gamma is disabling so my fear is slapping a mod on to add such an effect might be a lil harsh on the compatibility side
Well live and learn I'll do my bes t
Well, in GAMMA, everything connected with health and its regeneration is probably arranged much more complicated than in the usual CoP, Anomaly, etc. Although adding passive health regeneration, even if very, very weak, is a good idea)
it's more like "it's not as simple as changing a single parameter in actor.ltx even if this were the case".
because that param doesn't even exist in base anomaly, therefore, they need to look elsewhere for the answer
Yes, that's probably true.
Why is there a copy of _unpacked in the root folder of Anomaly?
because I put it there
read the text in the image as for "why"
Aaaaaaa...you put it there just to show that if such files were in GAMMA, then the search would find them, did I understand correctly?
What if I throw all these files into the mod folder, but with the immunities already changed, or is it better not to do this?π€
yeah don't do that. DEFINITELY don't put every file from _unpacked into GAMMA, you will 100% break everything, it is an awful idea.
as momo said hours ago #βπmods-making-discussion message
you are ONLY editing the [immunities] section within each of those .ltx files. You should do this with DLTX. Finish reading my DLTX guide first, try to follow it to make your own DLTX files, show us what you've made so we can help you with that
but i for one do not want to make your mod for you.
No, not literally all files, but only these 4, related to the boxes, but so that the files were with all the text, but with corrected immunities. Or is there still a risk?
Even if this is a bad idea, I'll go read the guide about DLTX and do as you said.
It is still better to do DLTX, firstly, the core principle again is "only change what needs to be changed" (which DLTX enables). Copying the entire file to make a change to 3 characters is no good
Second, it's bad for compatibility, if in the future any other mod wants to alter some other aspect of that .ltx file, they would have to completely overwrite YOUR copy if they also went with "let me just copy the file". Using DLTX is meant to avoid these scenarios entirely
If you don't care at all about these things, and you're only making this mod for yourself with no intention of sharing your changes, sure, it'll work. But many things in GAMMA can only be altered through DLTX anyway (because as I previously mentioned, DLTX takes priority over loose config files) and so you may as well use this opportunity to learn how to use that system
Okay, I got you. I'll go read the guide, hopefully I'll figure it out.π
Oh yea my bad I forgot, ill do it real quick
thanks much, this will help
think I missed one of the flea market ones
I was double checking from gammas economy to make sure I got them all
but that should be basically all of them

feels insane when the only thing that's gonna be in all these mod_trade_whatever files is
; Reduce buy price for cleaning and repair kits
#include "presets\trade_presets_tgr.ltx"
``` for me but whatever

think I also misnamed loris ltx
think it needs a stalker_
just be sure to confirm all the ltxs just in case, I probably missed some tbh
now that I am looking at them entirely
mostly i'm using what you did as a reference
i just copied over all the trade_whatever.ltx files from GAMMA Economy + batch renamed them with Powershell to be mod_(original file name)_tgr.ltx
then CTRL-A CTRL-V CTRL-S for 28 files 
cant you like, create 1 file, copy it 27 times and rename them to the originals?
then replace the originals
or a batch text editor
this would actually create more opportunities for error than my powershell rename method
because the computer won't mess up the rename. if you asked me to hand-type 28 file names? I might.
pretty sure that can be automated, yet, id still prefer the batch text editor
(the real reason I manually blanked the files is that I also had to check if that specific trader .ltx file allowed them to buy repair/crafting kits)
powershell rename is automated batch file renaming lol
that's what powershell enables on windows
if you meant me replacing the file contents - as i said, i actually did need to open each file and check to see if that specific trader config allowed them to buy repair/cleaning kits. because if that trader already doesn't buy kits, no need for me to make a DLTX for them
i'm just complaining because it's my god given right
ah ok
sure
Does the mod nicer flashlights by shortnamealex actually work?
I mean, does it change smtn on the game by default
Can u change the flashlight
this channel is for making mods, so you might want to ask questions like these in #βπ°β’newbies-chat or #ββ’stalker-chat
i use the mod without issues though, when you are installing it you can pick from a few options
Alr
Having trouble figuring out how to remove the RAD bar from BHS. Anyone have luck toying with it to know where I can start looking? Any insight is appreciated! π«‘
Like, remove from the GUI/HUD? Did you try editing the icons and making the RAD bar invisible?
hello mod-nerds.
I am dumb, and struggling. Where are the values for ammo stored?
!mo2search
@upper zenith 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
I had no idea the filter could search for files inside the mods, neat. Thank you.
this does not appear to be... everything. Is it also reading from anomaly as well?
Just figured out how to do it now haha. I had to go about it a very wonky way;
- Disable the Exposure bar in SidHUD so the progress bar doesnt manifest
- I had to go into the BHS texture file and simply erase the bar from the image lmao
(there are probably also more files dltxing the ammo like mod_system_gamma_ammo_balance.ltx)
nvm i did not see this lmao
that's the one I'm after, thank you.
its the same two in lemon's image 
......I just fixated on the first one listed there, I am very smart
Is there a way to put Arti's special ammo (for example Antigrav, incendiary, shock etc) in the mags dropped by dead stalkers? I ve only found basic ammo like fmj,ap or hp and i tried for hours to put them please help
This looks sick!
Guys, when installing Notepad++, do I need to check any boxes?
You're good as is. Especially if you just want to edit LTX files
Guys i cant change the Max_uses on toolkits or cleaning kits i tried every ltx file but the game makes them dissapear in-game when you change the value of it. can anyone help me with this thanks.
are you ltx'ing it or dlxt'ing it
ltx means you have to rewrite the entire file
i was just using notepad ++ to edit and save them, worked so far on the other ones
but not the gun stuff
should i do something else ?
^^^^
thank youβ₯οΈ
I'm slowly trying to figure it out, here. The question is: How do these immunities work on the boxes? The higher the value, the greater the resistance, is that true or am I wrong?π€
no it's a straight damage multiplier
higher number, higher multiplier
wound is melee, fire_wound is bullet
Okay, I'll change it differently now and test it.
I didnt understand a single thing, I did my own DLTX mod the items disappear when i change the value to something else other than 3
i change it to 3 they show up lmao
something is not right,
toolkit_p is only mentioned with max_uses values in 2 files, well 3 if we include the GAMMA ECONOMY duplicate file
qq guys, did someone know how to fix 3dss with another mod "HeatVision" ? like it created in anomaly redux
Gamma kits)uses file overrides the max_uses in the item_repair.ltx file which is included in the weapon parts overhaul
but when i change the values in the irems_repair.ltx the items dont show up either
Try to change it and then force restock the trader
ok let me try it
Sorry for the mention, i couldnt find the force restock option
It should be in the F7 debug menu
Restock traders or something
IT WORKED, thank you sorry for bothering you guys for this. I guess it was all about restocking
i tought items were deleting themselfs
i mean it makes sense to be safe and clear the data if you're changing the max uses
They don't. Keep this in mind if you ever make a mod that adds new items. You will need to also develop a safe way to uninstall the mod.
its my first time fiddling around with the files for this game. thats why i have zero knowledge how this specific game works. I am trying to learn
Well, well, well... well, what can I say. At first, nothing worked at all, but only because I forgot to create the configs folder in the path to the file, well, a typical beginner's mistake, so to speak.
But then, it got even stranger:
Changing the immunities worked, but the principle of their operation is absolutely incomprehensible to me. Reminds me of one case when I tried to change the artifact configurations back in Stalker Shadow of Chernobyl and there was something similar, but I don't remember the reasons anymore.
The strangeness of the immunities is this:
When changing the standard values ββto any others, the boxes become completely indestructible for both knives and firearms, and even when falling on them from a height, they do not break, and it does not matter whether I set the value to 100.5 or 0.0005, there is no difference. And even if I return all the values ββin my DLTX file to those in the original file, the boxes will still remain indestructible, I'm already confused. I really hope I'm doing something wrong.
P.S. For the sake of purity of the experiment, I even started a new game for each test.βΉοΈ
weapon_ammo.ltx BUT you should make a DLTX file for this
can anyone point me to the ltx for this version of the skorpion? its the 9x19 version with no upgrades. idk if its a base anomaly gun or added in a mod by gamma, i wanna make it one handed and able to be slotted in pistol slot
https://discord.com/channels/912320241713958912/1049465555821797376 if you want to learn to make it you could download this and look at the files
you might need to reference it against the updated Weapons Database to make sure it correctly edits the guns that are in GAMMA now, but the method is the same
ive done it before for the pp2000 but the file ive found for the skorpion says vz61 and changing it but it had no effect
cant find the vz68 file
check my weapons database then, i list the item IDs against the weapon names https://docs.google.com/spreadsheets/d/1-uQhAhds1beLtSAdaO-eUdXqnvriIwfNjXrKbiWmklM
or in the future - start in debug mode, use the item spawner, hover over the weapon, it'll say the item ID as well
awesome thanks for your help
lol and yeah despite the name being "Skorpion vz. 68", the item ID is wpn_vz61
right ive found that ltx but when i changed it the way i did for the pp2000 it had no effect
ima try again
is there a list of what trade config is which trader?
so i got the vz61 ltx from the extracted anomaly files and edited that, thats the original and where i got it from in the first pic and file structure and edit i made in the second, tried it just now and the skorpion still wont cooperate smh
spawned in all the skorpion variants and it doesnt work on any of em either
I think those configs have the trader's names in it. If you find the localization file for trader names then you basically have the list
It might get DLTX'd by a mod, no?
ive tried searching for it in the mods but i didnt find anything, do u know what weapon pack it might be in
some dont like trade_duty (obv its hte guy in duty base) but then theres trade_bandit trade_bandit_basic trade_under_mercenary_basic trade_freedom
You should do a search in all LTX files for the section. Do you have software that can do that?
nah but im sure i can find something real quick
I use winrar. NP++ can do it too
I mean total commander not winrar xd
Ugh. No fun
it took me like a day just figure out which trade file effects which trader
and even then
i missed a ton
Am I doing something wrong or is everything not as simple as we thought?
don't do a direct file override, make a DLTX for it, I have a guide for how to make DLTX overrides in the pins
no matter what it's always safer to make a DLTX override instead of trying to do a config overwrite
you're in luck because my DLTX guide even uses the example of making the Kiparis one-handed to show off how to write a DLTX file
awesome thanks dude im new to modding so didnt even know about the dltx stuff
I just needed to find what values I'm messing with
can u make multiple weapon edits per dltx file or is it only one
like if i wanna combine three in one
You can make multiple in one yes
But then your file name should win the load order for all 3 (if another dltx is present for the other guns)
Zzzzzzz_edit away
(refrain from doing this)
What's the proper way to comment in an (d)ltx also
; yourcommenthehepenis
; your comment here hehe penis
nvm i found out how to do it, just go to this path in the special ammo mod folder \gamedata\scripts and delete arti_ammo_utils.script
needs to be on the same line, yes
yes but note this #βπmods-making-discussion message
how bad of an idea is it to monkeypatch the alife_clone_weapon function to intercept the application of a weapon kit
That's a good idea probably
here is what i have
w_kit_override_list = {
["wpn_sr2_veresk_sr2_upkit"] = "wpn_sr2_m1",
}
alife_clone_weapon_original = nil
function kit_override_clone_weapon(se_obj, section, parent_id)
if not w_kit_override_list[section] then
return alife_clone_weapon_original(se_obj, section, parent_id)
else
return alife_clone_weapon_original(se_obj, w_kit_override_list[section], parent_id)
end
end
function on_game_start()
if not clone_weapon_original then
alife_clone_weapon_original = _G.alife_clone_weapon
_G.alife_clone_weapon = kit_override_clone_weapon
end
end```
Phone DC jumpscare
And I just accidentally exposed me and my GF on that messenger window
@drifting moat face reveal
thank you I guess
So if it's an overridden kit then you pass a different weapon for cloning?
yeah
I get what this does, but what's the purpose exactly?
well all i wanted to do was just make the sr2m upgrade kit for the wpn_sr2_veresk turn it into the wpn_sr2_m1 (with the rails + a laser) instead of the wpn_sr2_veresk_sr2_upkit (only the kp sr2 sight)
but attaching scopes is handled kinda weirdly where it just appends the attachment section name onto the weapon section name and looks for a valid section for that
also i don't know lua so i basically had to teach myself to make this 
Ah okay I get that. But wouldn't a DLTX be simpler for this?
Like I imagine upgrade kits are configured like that
like changing the section name of the attachment?
I have no idea how it works I'm just guessing
You could do a search in LTX files for the upkit's section and try to find out
yeah i did that and as i said it just appends the attachment's section name to the weapon's section name, like wpn_sr2_veresk + sr2_upkit = wpn_sr2_veresk_sr2_upkit
and it checks for a section named exactly that to clone as a weapon
so there is no in-ltx way to change what the kit turns it into
i will ss the sections and functions involved rq
the one line that allows the veresk to take the kit is this
originally i tried to make an item_combination recipe through a mod_craft but it would make the gun full condition with all green parts
You need an new script to pass the conditions from the old gun to the new one
for the item combination?
would that be better than just monkeypatching the clone weapon?
I think your solution is fine as is
should i post in mods posting?
Sure, why not?
modder role here i come 
damn you kinda sexy ngl
how can i edit the values of a gun, the handling for example
you're not editing handling
how is that
why would you want to edit the handling anyway
cause i want to? what kinda of question is that
it's basically useless, mostly
yeah, thanks for nothing, pal.
it's a mostly useless stat I don't know what to tell you
that's your job, not mine
relax
Ok..
Yes π
and a goonight kissy in the forehead
Anomaly Engine Modded_Exes | Multicore and Multithreads Patches
is this real (1%) or just another mp type thing (99%)
ok i think it straight up virus since the uploader is a bot
free virus no scam
I think it's safe to say it's fake because it do be deleted
Why people want multi threaded engine just buy a 9950x3d and overclock it in liquid nitrogen
So much for moddb screening mods before they go live.
That's what I thought too xd it's kinda useless anyways because you could just drop a link that points to whatever repository you want.
My parents cooked. A happy little accident as Bob Ross would say.
Dude is claiming that fixing SetThreadAffinityMask will get you multithreading 
If only it was that easy
Exactly 
Like one wise man said to me:
we all remember the days of changing SetThreadAffinityMask in our xray forks... it should be decade old edit at this point

whats the opinion on https://www.youtube.com/watch?v=2YANQRftlRQ?
Chapters:
Intro - 0:00
Miracle Machine Rework - 1:51
BR Armor Stat - 8:51
NPC Ammo Usage - 16:44
Design Philosophy - 22:46
Outro - 37:43
Mod mentioned in the "NPC Ammo Usage" section:
"AP for Only High-Ranking NPCs" - https://github.com/ilrathCXV/AP-Ammo-for-Only-High-Ranking-NPCs/tree/main
Discussion thread about said mod (in the GAMMA Discord...

Wtf is happening in the quick action wheel's script files
Haruka moment.
not even my comments are this bad
cause i dont have any
grok is so insanely based that he has a speach bubble thats massive
bro its been cutout
was 10x this size

holy yap
I mean. That's an answer to a 40 minutes long video. Grok kept it brief.
im gonna need to DJT this and wrap it up in a 30 second clip with graphs
π¨ grok fanboy spotted π¨
Are we have people here who making music mods ?
"I'm not a bottom" and "quirky" in the same line murdered me 
hell yea metatable
Please tell me what I'm doing wrong?π
we can't, sometimes the configs don't work in expected ways and shit just breaks in game for no reason. you're in uncharted territority, where the parameter that should work, is not. so uh. good luck
you can also see if your tweaks would work on default Anomaly (make a new custom profile that has no mods enabled except your mod)
which "narrows it down" to "one of the 500+ mods in gamma is causing the problem"
Oooohβ¦.is it that bad? I didn't think so.
Can you look at the file, path, etc., maybe I made a mistake?
zip up and upload your mod then
Does the format matter: zip, rar, 7Z?
didn't we (me) tell you to make a dltx file? this isn't dltx this is a direct ltx replacement
if it was dltx it should have the name format mod_box_wood_01_mymodnamehere.ltx
the contents are correct
but because the filename is wrong, nothing will happen
How should I name the file in my case? Please write it once for clarity.
mod_box_wood_01_myboxedits.ltx
you can substitute myboxedits with anything you want
Now it's clear, well let's see if it worksπ¨
it won't
I am fairly sure of that
This ltx is directly included in the box_wood_01.ogf model. From my experience you won't be able to dltx that file
oh because you can't dltx an ogf lmao
why does that damn thing have the #include statement honestly
direct file overwrite time ig
cool nevermind everything i said about DLTX, looks like you HAVE to make a copy of the base LTX config file and directly edit the values in there
0_ΠΎ
Oh wow!
in that case yes you just copy paste the file from _unpacked into your mod folder then make the edits there
Does anyone know what the second value is written opposite wound_immunity?
doesn't matter, ; = comment
anything after that ; is not read by the game
also pls, Win + Shift + S to screenshot, then you can paste the image into Discord
I know about screenshots, it's just that Discord doesn't work on my PC right now.π
ah
Yep
It seems to be starting to work) For now, we need to understand how the damage coefficient is calculated there in order to select a more realistic durability, but thank you all very much for your helpππ»
And to you for the hint, otherwise we would have just been marking time
One question: When falling onto a box from a height and when struck with a knife - does it deal the same type of damage or different ones?π€
fall damage is impact, knife/melee damage is rupture
So wound is rupture, and what is impact then, strike?π€
yes
Yes, yes, yes, read this.βΉοΈ
#βπmods-making-discussion message
cant sorry

I don't understand what the jokes have to do with it, but oh well.
Okay, I got it with the standard boxes. What are box_lab_02 and box_paper and where can I find them?
And is there a list of all the destructible objects somewhere?
Good day. Many somebody knoes. How possible are to change music in game? It's boring listening same soundtracks in bases and radio.
there are like 200 thousand music mods
so very possible
I find few. But mostly game crashing.
then youre mostly doing something wrong
What can be wrong? Installation by instructions and disabled some things who showed by modmaker
Trust I tried. Turn on/off. Checked and nothing.
gib link
ye im not gonna dl 3gb
but it should work
I think same. Even I switched off previous radio mods. But unfortunately loading game and straight get crash. Anyway thanks for help
why would you switch them off
this mod is a patch for anomaly radio extended

Looking maybe are aggressive to my mods
Can someone please tell me if it's not too much trouble?
hey guys im making a mutant rework.
where there are larger groups of mutants. and
zombified stalkers only have a knife.
and they move alot faster.
while editing the (npc_loadouts_zombied.ltx)
i made all the weight values as such: [zombied_novice_primary]
wpn_fort:0:0:0
wpn_mp443:0:0:0
wpn_aps:0:0:0
wpn_oc33:0:0:0
wpn_pl15_tan:0:0:0
wpn_pb:0:0:0
wpn_pm_custom:0:0:0
wpn_tt33_modern:0:0:0
wpn_sr1m:0:0:0
wpn_bizon:0:0:0
wpn_vz61:r:0:0
wpn_kiparis:0:0:0
wpn_vityaz:0:0:0
wpn_pp2000:r:0:0
and then in gamma there is a secondary npc_loadouts_zombied.ltx in
C:\gamma\mods\86- G36Pack - Strogglet15\addons\NPC Files\gamedata\configs\items\settings\npc_loadouts
that had just gun names.
and ive changed em all too
[zombied_novice_primary]
wpn_knife
[zombied_experienced_primary]
wpn_knife
[zombied_veteran_primary]
wpn_knife
[zombied_master_primary]
wpn_knife
but they all just spawn with a fort pistol now.
what am i doing wrong??
ah wait!! is it because there arent any values put in for all the classes of zombies:
primary = zombied_novice_primary
primary = zombied_experienced_primary
primary = zombied_veteran_primary
primary = zombied_master_primary
;----------------------------------------------------
[zombied_novice_primary]
wpn_knife
[zombied_experienced_primary]
wpn_knife
[zombied_veteran_primary]
wpn_knife
[zombied_master_primary]
wpn_knife
are these missing under the line:
not how it works, setting all those to 0 doesn't make them "not spawn"
i spawned 20 into the game.
and all of them had a fort gun
also the numbers after those are not the spawning weight
do you have suggestions. on what to do?
#βπmods-making-discussion message read this img
okay thanks
what is that npc dynamic loadout called in the repository?
npc_loadouts.ltx, except it's not in GAMMA, you'll have to unpack basegame configs to read it and the comments in it (which is what that image shows)
run db_unpacker.bat in your Anomaly/tools folder and explore the _unpacked folder that it creates.
yeah i did that. and im looking at the file now.
and there are no deffinitions for any zombified loadouts.
only like all the other classes.
it points to the individual loadout ltx.
and zombied are pointed to.
so basicly i think it should be correct?
stuff like [zombied]:stalker_novice means "if nothing else is listed, inheret the entirety of what's written in the [stalker_novice] section". Which obviously includes guns.
what if i put a wpn_knife:1:1:1 in the zombied ltx?
bro READ THE COMMENTS, stop randomly jamming numbers in there
sorry bro ill stop, ill try myself.. sorry for the spam
ΠΎΠ³ΠΎ
Would it be possible to swap the Burer and Controller models to Mario and Luigi respectively? I know mesh swaps can be problematic.
I just think it would be goofy to see Mario or Luigi pop out when you're in a lab
Blender. Put the models of Luigi and Mario almost in identical poses which Burer and Controller has. After that select the Burer/Controller model, selecting Mario/Luigi next so they would be lighten up with orange instead of red. After that you go into edit mode and change it to WEIGHT mode. Then you TRANSFER the weight, not by active layer, by name. After that you check if they look right, in case it's not, you fix it manually and then you assign the model to the skeleton AND don't forget the armature.
You would also need BUMP which is made via normal. Guide in pinned.
Hehehe, I was somewhat memeing but yeah. I'm surprised it hasn't already been done, I should prolly google it
hey man i read the refrence you sent.
but cant seem to get it right
i dont want to cause more spam. can i send you the ltx. and you can have a look?
is it possible to unregister a callback for a local function
ok nvm we can unlocalize functions right? is it even a good idea to do that just to run something before item_weapon's actor_on_item_use and on_item_drag_dropped?
no, i don't have the time or energy atm to privately teach you dltx, but you can post in here for other modders to take a look
okay mate thats totally fair.. ill give it some more trys. and then ill take your suggestion.
thanks for the help so far π
I use the unlocalizer quite often nowadays. Go ahead and do so if you need a local function.
Tougher Gun Repair has a lot of unlocalized stuff
ok i just wasn't sure if that might cause problems that i wouldn't be able to identify by myself
No you're fine.
ok thanks for the answer π
Out of curiosity, what does the unlocalizer do?
uhh afaik when a variable/function is declared as local it can't be referred to or used outside of the script it was declared in, so the unlocalizer is used to, well, make it not local so it can be used elsewhere
https://igigog.github.io/anomaly-modding-book/tutorials/addons/lua-unlocalizer.html
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Cool
imho the unlocalizer is as big of a deal as dltx
I swear I thought I saw a mod on here that tried to let stalkers actually trade their loot... I can't find it though, did something happen to it? Or did I drink too much vodka?
Coming from a player who enjoys having NPC looting enabled
Define what you mean by trading. #1328929005809827890 ?
THAT WAS IT 
Thank you... Now I just gotta read and see if it actually works or if it's gonna introduce a ton of problems lol
this is vanilla behavior tho
Aloha, GAMMA brethren 
βοΈ News from the Anomaly engine modding skunkworks βοΈ
I rewrote the STALKER script engine in Lua, to clean up its old C++ implementation and lay groundwork for future modder QoL improvements. Nestable directories, conformant Lua 5.1, scriptable scripts, new classes of mod - a more flexible implementation opens up all manner of possibilities.
However, since it's a fundamental system that touches all scripts, the core of it needs rigorous testing before it can go into modded exes.
As such, I thought I'd reach out to Anomaly's biggest active userbase in search of testers; I've done some local verification with GAMMA and other modlists, but need as much coverage as possible to avoid breaking anything before release.
If interested, further details and test builds can be found on its xray-monolith pull request page:
https://github.com/themrdemonized/xray-monolith/pull/249#issuecomment-2957692257
I wanted to clarify this, maybe someone knows?π π
I asked these questions on the main channel, but I think it would be more correct to ask those who make mods:
- Is it possible to disable all pop-up text on the screen and how difficult is it? (examples of text on screenshots)
Because it seems like itβs not difficult, but this is from my laymanβs point of view. As if itβs worth finding out which configs/scripts and lines in them are responsible for which text and fixing them, but I donβt even know how to find out.
And suddenly any of this can be disabled in the settings or MSM.
Of course, they sent me a link to this mod, but according to the description itβs for version 0.9.1, so Iβm not sure about its compatibility + it only disables one type of pop-up text.
https://www.moddb.com/mods/stalker-anomaly/addons/location-discovery-text-disabled-for-g-a-m-m-a2 - Is it possible to return the MC's passive health regeneration by default, but make it very, very weak, but at the same time reduce the regeneration speed near fires?
Thank you all in advance for your answers!
- If you want to start moddig the game it's essential you learn how to find stuff on your own (+I'm on phone rn so can't help). I suggest you save my reply where I explained how to find overwriting files and refer to that in the future. Also keep the DLTX guide that @misty mulch made close by + use the Anomaly modding book that is in the pinned messages (or just look it up onlina) and save as bookmark.
When I need to find a feature and don't have an idea what mod/file it is in I do the following:
- Look for any text that I know the mod/script in qurstion uses at some point.
- Do a file content search (I use TotalCommander fir this) in
.xmlfiles for the text I have. That will lead you to the localization file of that text. - From the localization file grab the ID of the text you just found.
- Do another file content search. This time in
.scriptfiles and search for the ID that you got.
This will lead you to the script file where it is used, so you found the mod.
In your case those popup texts are probably some core feature, so if you want to disable all of them I would monkey patch that function to do nothing (literally make the function just return false).
- Try to find what mod adds the healing at campfires and replicate that without the check for a nearby campfire.
Maybe this could even get pinned? It is useful stuff idk if the book has something like this or if similar help is pinned.
Oh wow, looks like I'll have to get straight into modding.
Is it possible to find the contents of configs or scripts through MO2?
I will save your message to myself so that I donβt forget, and I have already saved the guides and the modding book.π
Maybe, if some other addon adds those files. But it makes much more sense to just unpack the original files
I have Tosox's unpacked gamedata repository always lock and loaded even on my cellphone
You cannot search the contents of files in MO2. You would need to use a program like Notepad++ or something else with a find-in-file ability to search all the files in your GAMMA folder/mods
In any case, I will have to find out which files are responsible for which pop-up messages.π«‘
I think some of them are called using actor_menu.set_msg() but idk tbh
In any case, I will need the contents of the files to understand which file is responsible for what, I will work on this.
Hmmm, interesting, thanks for the tip, I'll read the contents.π
Yep, after looking into it, this function and actor_menu.set_fade_msg() are used a lot
sorry if this is a dumb question but what is the difference between ini_file and ini_file_ex?
Is there an option to symmetrically transfer one leg to the other?
Could you please tell me how to remove the shadow from the model in the first-person view?
disable actor shadow in Visuals option
Already disabled, unfortunately

ΠΠ° ΡΠΎ ΡΠ°ΠΊ ΡΡΠΎΠ»Π»ΠΈΡΡ ΡΠΎ
The actor shadow is only for the third person model that gets projected when you're in first person
But as you can see in the shadow that model has no arms, head and is missing half of the torso
Because it's the first person legs model
I get it. I'm resculpting first-person models and I noticed that some of them have a shadow and others don't. So I'm asking if anyone knows how to turn it off
If I turn on the player's shadow, there are just two of them appearing
ΠΠΎΡ ΡΡΡ ΠΌΠ΅Π½ΡΠ΅ΡΡ ΡΡΠΎ:
ΠΠ° ΡΡΠΎ
ΠΡ ΡΠΎΡΠ½Π΅Π΅ Π²ΠΎΡ ΡΠ°ΠΊ:
Π ΡΠ°ΠΊ Ρ Π²ΡΠ΅Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²
NO SE INGLES
QUE DICE AHI
ΠΠΎΠ½ΡΠ») Π‘ΠΏΠ°ΡΠΈΠ±ΠΎ ΠΎΠ³ΡΠΎΠΌΠ½ΠΎΠ΅β₯οΈ π₯° π₯
plz do casino slot mod
only if gamma gets a donation from any real casino 
is it possible to have a dryfire animation?
Ineractive PDA addon by bvcx
Finally, I managed to debug scriptsβgod damn it.
The people who work on modexes are absolute superhumans (what a dark and unfriendly place game engine is)
Here is the PR if someone is interested in trying it, there are only cosmetics changes left to make it not look like a thievery, lol - https://github.com/themrdemonized/xray-monolith/pull/251
No more spamming printf statements? Hell yeah
woah there "lua panda"!!!!!!
LETS GO, WE GONNA HAVE POP UP ADS IN GAMMA NOW
oh the imgui thing finally went live
that's fucking cool
imagine controlling variables during development before doing the mcm
or having to f7 num0 f5 after every variable change
(yes i'm aware of the script function executor)
anm_shot_l or anm_shot_empty?
How would I add a new category to the crafting menu UI, like how Hideout Furnitures does it? Working on v2 of https://discord.com/channels/912320241713958912/1382005565462544475 and realizing that not all the added decor items can be crafted, and I don't want to mega-bloat the Hideout Furnitures section even more than it already is
Figured it out, should be a relatively simple DLTX (add new section and title param)
yes but the system isn't very amenable to modding. any two mods that add a new faction or even change the relations between the existing ones will need a hand crafted compatibility patch. dltx can't manage multiple edits to the faction matrix without everything breaking.
that does not sound fun
there is also a half dozzen places where tasks, dialgoue and quests use hard codded lists of factins that would need to be updated. probably addons that take the same short cut.
goddamn...
oops i did forget anomaly runs on a different engine than other modded versions like global war
new factions are a "major fork" type of change. not something that can simply be added to anomaly via a modpack.
thats a shame
yeah. they all use the same system for this but factions are one of the reasons you end up with the different versions like global war, misery, last day ect. it really needs to be done from the ground up as part of the core project not as an addon.
welp there goes my hopes and dreams
maybe someone will add a proper fraction registry system to the modded exes.
the realtion matrix issue is also the main thing limiting adding new mutants.
π π
apparently chat gpt told me to create a custom exes, welp, i will leave that to whoever is the poor stalker who wants to do this
chatgpt
Bro didn't even start and already lost
(at)Grok remove the yellow tint in Yantar factory
Those are for empty/last of load shots
After the mag is depleted theres no action to match the clicking sound of a empty shot
Its somewhat disorientating on revolvers and dao pistols
shot_l is for when the last shot is fired but shot_empty should work just fine right??
not like I've ever tried it but I feel like it's the way to do it
Hmm
Ill see about shot empty then
It's handled by the engine I think
It's very subtle but you can see the gun moves ever so slightly on shooting empty
yeah but I think that is handled by an .anm anim
there's also a universal camera anim for changing the firemode
OK update: I thought it should work but it doesnt. The category seems to be added by a GAMMA-specific craft.ltx direct override, which adds the "Hideout Furnitures" eighth crafting category (HF itself actually adds its furnitures to category 2)
for obvious reasons i would like to avoid having to directly overwrite that file
Hah! Works now. I just had to add a separate DLTX file that creates that section, which loads first, before any of my other DLTXes
wow a stacking?
i hate z stacking so much i invented its opposite i guess
but yeah - needed to make mod_craft_add_decor_section.ltx, with contents
@[9]
title = st_ui_hfx_decors
and then my other DLTX files mod_craft_furniture_whatever.ltx with contents
![9]
crafting recipes go here
work
Best thing in stalker modding
I love it
that is faith
whatever
whatever indeed
i read veerserif's dltx guide but idk which file controls the ammo stats so i can edit it
configs/items/weapons/weapon_ammo.ltx
thanks!
w_ammo_bas.ltx for bas ammo (20g, 23mm, 9x21, .338 fed)
I'm editing 12.7 I'm pretty sure it base anomaly
it is
root file is system
and you'll probably want to try and beat mod_system_gamma_ammo_balance.ltx in load order
morgan freeman pointing upwards captioned "he's right you know"
although that file doesn't touch 12.7 ammo so you're safe regardless
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz 
you would say this to me, on the eve of the invention of a-stacking
in this case it doesn't matter what you name it since i don't think any other dltx in gamma affects 12.7 ammo stats
how difficult would it be to add my own zone transition between two areas?
it would appear that it sounds like fucking hell
It is not
okay neato. I was worried about that since I read somewhere that adding bases and custom shit was hellish
Look at how this mod does it: Garbage Transition Point in Rostok CLOSER
The vanilla transition points are added differently than how the mod does it, but neither seemed too hard.
adding maps is completely different than adding warps, even on paper
where can I ask annoying retard noob questions
about modmaking shit
here
yep
not a script, a config
which is good for you because you don't even have to learn Lua
@wintry rampart Example crafting DLTX. Ignore the ammo folder, obviously. https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=drive_link
Hello people !!
How do I get an item to be 'craftable' ? I want to be able to 'CRAFT' a certain fridge, which I've created as part of a mod.
Now, this 'FRIDGE' is a new item and I can spawn it from the debug/tools section, or even find it at traders by adding the appropriate configs/items/mod_trade ltx files for traders.
BUT, I want this fridge to be ONLY craftable, and the recipie I want to set is --
1 'basic' fridge
1 'grav' artefact
5 capacitors
30 'scrap'
(Yeah I haven't thought too much about the balance bit for this :P)
recipes can have 2-4 input items so your proposed recipe would work
hideout furnitures is section [8]
The levitating fridge recipe
Close ... It's actually a clone mod of 'The Anomalous Stash', but 'Anomalous Fridge' ... common food stash + freeze functionality (permission taken from the mod dev π )
I really want a mod to replace death text with "Skill issue"
That text is actually a texture though, no?
It should't be too hard to do. Especially if it's not a texture. Like a 5 mimute work
edit text and you got it
is there a way to edit scripts without modifying the original file like making a dltx?
and is there a guide
I believe its called monkey patching for .script files?
modding book may be oput of date. this is the latest
https://docs.google.com/document/d/1Y4IYgIpjkNcLkcr7EHpdVJovDQzTovbAIW0z5y7o6_M/edit?usp=sharing
All code snippets used in the guide are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License This guide is specifically written for modding Anomaly. Much of it will apply with minor changes to any STALKER modding. The concept is not limited to STALKER or e...
damn raven is here
i was looking at the anomaly book and it said "Monkey patching is the practice of modifying code at run time." and "Editing Anomaly scripts directly or by monkey patching should only be done if there is no other way." which is why i'm asking
oh
i thought it was vanilla lmfao
i was looking at this which was linked in veerserif's guide https://igigog.github.io/anomaly-modding-book/tutorials/scripting/monkey-patching.html
Introductory book for S.T.A.L.K.E.R. Anomaly modding
it's the exact same lmao
people over use it. monkey patching when there is a perficlty good callbak to do the same thing.
oh the book finaly updated to my latest version? only took a couple of years.
uhh i dont think it is, last time i checked was yesterday
no they didn't. my google doc is still better
do you have more guides like this?
they bopth work. i just incorporated some feedback in the update.
i have some overly detailed answers to ppls questions on this and the anomaly discord. but nothing like that guide. unless you count the MCM documentation, but that has like three authors
yeah i refer to them a lot lmao
the thing with monkey patching is that you can break other ppls mods or random parts of the base game that you might not think to test. the base games callbacks (mostly) don't have that problem. the warning is simply to encurage you to stop and think, and plan things out carefully. monkey patching should be a scalpel not an axe
there are many places in gamma particuarly where moneky patches trip over eachotehr.
i want to edit grok_bo.script to add the vssk as a sniper and didn't want to modify the original script so in case it breaks something i can just untick the mod in mo2
you can do that simply by having a copy of the script in your own mo2 mod that you edit. if it is lower in the load order it will replace the orginal script when the game runs. uncheck and it goes back to the original.
if you ever want to make it into a published mod you can look into changing your edits into a monkey patch.
not to publish but if it's a monkey patch it means if the original is updated, the mod doesn't revert the changes
also i want to learn because i have the time rn 
fair enough. that's why i wrote a guide after all.
thanks!
i dont believe theres even a shot_empty call
there should be one for everything, it's weird that shot anims don't have it
let's try anm_shots_empty thebn
no
lets see anm_shots_l_empty
non o those empty worked
grok_bo.script is specifically designed to be horrendously unfriendly to monkeypatches. this is the one circumstance where i would just tell you to directly overwrite it.
when you dryfire, theres a simgle animation, like a jerk to the weapon, dunno if its a camera anim or a weapon one
why would anyone do that? 
thanks, will do
uhh i might be dumb but i took a look at the script and i think you could just do something like
function on_game_start()
grok_bo.snipers["wpn_vssk"] = true
end```
specifically because its author doesn't want other mods to intercept/interfere/alter its calculations
kinda weird tbh
technicly still a monkey patch. although i think i spend about one paragraph on changing variables in other scripts since its functions where the real ppower is.
my knife in binocular slot mod is just a table edit like that. (and an xml patch because the missing condition bar on binoculars will cause a crash)
Hey guys, would it be possible to alter this mod to use the .50BMG round available in anomaly? I have another mod that adds in for the M82 and adds it to traders and crafting and whatnot. Would just love to have the lynx using it https://www.moddb.com/mods/stalker-anomaly/addons/gepard-model-6-lynxmwii-port
you need to make a dltx changing the ammo_class field of the lynx to the same one the m82 uses
https://igigog.github.io/anomaly-modding-book/tutorials/addons/dltx.html#section-override
Introductory book for S.T.A.L.K.E.R. Anomaly modding
why revolvers are making shell falling sounds
could anyone tell me what i am doing wrong to get an "attempt to index nil value" error?
i have this table
w_kit_override_list = {
["wpn_sr2_veresk"] = {["sr2_upkit"] = "wpn_sr2_m1",},
["wpn_p90_gs"] = {["sup"] = "wpn_p90gamma",},
}```
and i am trying to add values like this
```lua
ini_gun_craft:section_for_each(function(recipe_section)
local count = ini_gun_craft:line_count(recipe_section) or 0
for i = 0, count-1 do
local result, recipe, override = ini_gun_craft:r_line(recipe_section, i, "", "")
local recipe_table = str_explode(recipe, ":")
w_kit_override_list[recipe_table[1]][recipe_table[2]] = override
end
end)
from this ltx i am importing from, where the fields are structured like this
wpn_desert_eagle:sup = wpn_desert_eagle_nimble
what revolvers
i checked juan's and mine
the mp412 and the basilisk are pretty much the only ones ive not noticed the sound
lemme check again
yeah the gamma casing script requires a plugin to disable sounds
So only revolvers I use myself don't have sounds
thanks, ill have a look
search grok_casings_sounds_weapons in mo2 for documentation
yeah, managed to do it, thanks
guess ill finally have to revise gamma's script to work with
Thanks dude! Thatβll be a fun thing to learn and try to do when I get home from work
Hmm, i think apart from some details from mesh and textures ive properly finished the first set of weapons
Which line do it result in the error
w_kit_override_list[recipe_table[1]][recipe_table[2]] = override
this one, in the second block
What is the recipe_table return?
Name of the gun?
str_explode of wpn_desert_eagle:sup
so recipe_table[1] is gun section
and recipe_table[2] is kit
Oh you declare the table wrong

Hang on im opening my lap, type code in an iphone is a nightmare
lol
it should be like this:
w_kit_override_list = {
wpn_sr2_veresk = {sr2_upkit = "wpn_sr2_m1",},
wpn_p90_gs = {sup = "wpn_p90gamma",},
}
you might mistaken with json formatting?
uhh i uhh do not know json whatsoever
see if it work, thats how you declare a str key in lua table
ok so i guess both way of declare work?
idk i have the table exactly like yours i think
w_kit_override_list = {
wpn_sr2_veresk = {sr2_upkit = "wpn_sr2_m1",},
wpn_p90_gs = {sup = "wpn_p90gamma",},
}```
print the recipe_table[1] and 2 to see if it actually results to the value you need
yeah i did that actually
function debug_printing(key)
if key ~= DIK_keys.DIK_K then return end
ini_gun_craft = ini_file("items\\settings\\gun_craft_recipes.ltx")
if ini_gun_craft then
ini_gun_craft:section_for_each(function(recipe_section)
local count = ini_gun_craft:line_count(recipe_section) or 0
for i = 0, count-1 do
local result, recipe, override = ini_gun_craft:r_line(recipe_section, i, "", "")
printf((tostring(result) or "nil") .. " " .. (recipe or "nil") .. " " .. (override or "nil"))
local recipe_table = str_explode(recipe, ":")
printf(recipe_table[1] .. ", " .. recipe_table[2])
end
end)
end
end
ill show the console give me a sec
oh so its recipe_table[1] is not the key the of the table 100% of the time, so when you index it, it will return nil and then when you index a nil with recipe_table[2] it will crash
so what you gonna do is:
ini_gun_craft:section_for_each(function(recipe_section)
local count = ini_gun_craft:line_count(recipe_section) or 0
for i = 0, count-1 do
local result, recipe, override = ini_gun_craft:r_line(recipe_section, i, "", "")
local recipe_table = str_explode(recipe, ":")
if w_kit_override_list[recipe_table[1]] then
w_kit_override_list[recipe_table[1]][recipe_table[2]] = override
end
end
end
check if key exist in a table first then override it
wait i can't add a new weapon to the table like this? or am i dumb
you can do this:
ini_gun_craft:section_for_each(function(recipe_section)
local count = ini_gun_craft:line_count(recipe_section) or 0
for i = 0, count-1 do
local result, recipe, override = ini_gun_craft:r_line(recipe_section, i, "", "")
local recipe_table = str_explode(recipe, ":")
if w_kit_override_list[recipe_table[1]] then
w_kit_override_list[recipe_table[1]][recipe_table[2]] = override
else
w_kit_override_list[recipe_table[1]] = {}
w_kit_override_list[recipe_table[1]][recipe_table[2]] = override
end
end
end
it will create an empty table then you can insert the value into it
i want to have one key for each base weapon, and then a nested table with keys that are the kits and values that are the overrides
so that would just make the last override of a base weapon the only override no?
you mean my code above? no, recipe_table[1] is the weapon section, so each weapon will have it own section in return it owns key in your table
i think you should uh, learn how to use Lua first before touching stalker, stalker scripting is pretty confusing, even for me
yeah that is probably a good idea 
check the crash log, it should tell you which line caused the error in your script
wait how do i check if a section is a weapon again
idk, I'm wondering the same thing for a while now 
oh yeah nvm i'm just stupid i used IsWeapon on a section instead of an object
i asked the anomaly discord now 
this is why i like coding, it feels nice when the computer do everything perfectly as you instructed
yeah i definitely like it for the same reason (i like forcing the computer into submission) 
yk what i'm just gonna do full script overwrites, who needs monkeypatching
There is the IsWeapon() call for that, but I think it needs the object itself not the section. Maybe you can just pass section to it. Check the _g.script that's where the function is
Oh I see you already got that part
yeah lmao i was rewriting my script and used the section instead of the object and i didnt test
What mod are you making?
Hello, I'm trying to make a super-simple mod for changing some item-related variables (things like allowing small SMGs/shotguns in the pistol slot, or adding some crafting recipes etc). These things do work in my GAMMA install if I edit the mod that features them last in the load order, but I'm trying to make a standalone mod that has all these edits so I don't have to re-do all of them manually each time GAMMA updates. I have no idea how to do this, though. Any help appreciated!
Read this it can help you.
#βπmods-making-discussion message
Thank you, but I already know what kind of change needs to be made - I'm not looking for the files to do so. For example, I have added the new crafting recipes to the game's "craft.ltx" file, and they work just fine. I have edited the weapon .ltx files to make "slot = 1" and "hand_dependence = 0". The changes work - I just want to consolidate them in one mod, rather than have them spread out over 100 mods in GAMMA. I tried making a new mod, with subfolders "gamedata/configs", and placing a new .ltx file in there, with simple test contents - in this case, "![wpn_vz61] \n slot = 2", just to see if the new mod works. But there is no effect. This is the part I'm struggling with. I assume that the filename of the .ltx file is somehow important, but I don't know where to look for the naming conventions, or if there's a master load file with all the "include" statements or whatever.
It doesnt accept section, only object. Do you know another way master serious? 
Concerning hand animations for firearms. For example, the short Model 1887 Shotgun displayed here, it had a shoot animation that was this HORRIBLE terminator-like 'flip' simulating working the 'lever' to load another shell into the chamber. The long version of the Model 1887 Shotgun was the more practical, more acceptable , NORMAL way of using a lever-gun.
So I went into the weapons ltx, replaced the Short 1887 shoot anim with the shoot anim of the Long 1887 Shotgun.
This indeed, replaced the horrible terminator flip animation.
So, QUESTION IS: To what extent can I replace one firearms animations with another.
Example, I like the RWAP Rifles, but Im not a fan of the C-Clamp position that the hands are holding it. Can I replace this 'animation' or whatever it may be, with the one from the m4a1_siber? Would this change the way that Rifle is being held?
NOTE: Im still quite new to blender, only experience with editing existing OGFs, no experience with omfs or anything of that nature.
Sry this is the one I wanted to link: #βπmods-making-discussion message
That looks more like what I'm looking for, thank you - if you have any more tips, they'd be welcome
The other way I could think about is checking if the section string has wpn_ prefix, but that depends too much on how ppl name their weapons.
yessir master serious
But I would rather find a way to get the object instead of the section where you need it.
And then call IsWeapon(). I wouldn't use the string method myself for sure
I do know a way which is not very not optimized, basically i can get a list of all weapon section in the game and i can check if the section is in there or not. Not optimized because the list is about 500 items
Maybe im just being paranoid 
What it is you're trying to achieve exactly? Like gimme more context
Worst case you spawn the item by section then pass that to IsWeapon
Then delete the item xdd
Thats even more unoptimized 
Remove all weapon from traders
maybe check class, like debug menu spawner
Also maybe you would be interested in making weapons unsellable 
updating blacklist is kinda tedious
doesn't destockifier already do that
There is a trader_on_restock callback. Are you using that to intercept?
Idk if that gets section or obj itself as a parameter.
If it's the object then you're set.
i have a solution
I am bad in programming btw
Does it work?
it worked last time i checked
Interesting, seem like it can. I will use it in my game thanks
Idk, guns from custom mod appear in trader
Yea thats my plan, might be unoptimized but it just my paranoia
No
You could swap the firing animations of the 1887 because I pretty much animated just the shorter one and made a shooting variant for the terminator flip
But they're not two different sets of animations
You can't swap animations from one set with another's interchangeably because that will break the shooting in 99.9% of cases
you can DLTX the trade preset LTX + all other trade files in order to add your modded guns to the list of "items that should not be tradeable"
it's how Frosty does it now
you need to make DLTX files, read my guide https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
I think he wants to go the more generic route of implicitly removing all and every gun ever from traders
#1381381008657743893 message
originally supposed to be for a few specific weapons, but athi asked if i could make it read from an ltx for his weapon crafting mod
I just asked if it was possible I didn't expect you to take your time to do it

tbh i don't have anything better to do with my time 
definitely interesting to work on though
And where in GAMMA itself is the equipment distribution file, or more precisely weapons?
What pierced my heart with pain was the fact that the GSh-18 pistol was removed from the patch
H E L P
Rephrase your sentence, what are you looking for?
\
I want to bring back the GSh-18 to the game. I'm looking for a list of NPC equipment.
Do you want to give it to NPC or use it your self?
I want him to meet me during the game, like before
I love this gun, but GROK decided it wasn't needed... And my heart is broken
I'd check the gun by spawning it with the debug menu first
More often than not guns that are debug only are broken in gamma or using old animations/models/not compatible with any attachments
Is there any mod that marks with a cross where the corpses are?
Isn't such mod already included? Iirc you can see corpses on minimap when you wear t2/t3 pda
There's nothing wrong with him, he's still as sexy as ever
#βπmods-making-discussion message look around there there's an explanation
@grim rapids
Π‘ΠΏΠ°ΡΠΈΠ±ΠΎ
need help, how to get a relative file path (outside game folder) in script?
more specific: good_weapons.txt
needed for this script
i don't even know if that is actually up to date for 0.9.3.1
you may as well grab the list of weapon IDs from my weapons database
me too
https://docs.google.com/spreadsheets/d/1-uQhAhds1beLtSAdaO-eUdXqnvriIwfNjXrKbiWmklM/edit?gid=851222830#gid=851222830 since i can tell you right now it most definitely is up to date for 0.9.3.1
thanks for the link
but what you're proposing is inherently kind of ass since you're always beholden to what Grok's changes are. i wonder if you could just get the full list of weapons out of the npc loadouts scripts and then the only exceptions you'd need are the nimble guns + the ones you get via kits
sounds complicated
originally i wanted to add some visual mark on icon of weapons which only obtainable through debug
but idk how
to see it in spawn menu
How can I add a cooldown to the hit sounds? This is not my code as i cant code, its from "Faction Based Death Sounds" altered for hit sounds
First solution coming to mind is using flags like can_play_<faction>_hit_sound and set them to false after you played the sound and use a timer to set them back to true after some time had passed.
If you would like to try, I can add such change to that script
sure why not
It takes so much time to load the game, lol.
Something like this, feel free to remove these printf when you don't need them
Kind of works but it starts playing the default player hit sound aswell
Um, do you get default hit sounds in that mod you mentioned before?
if you can send it, i will take a look, maybe they cancel default player hit somehow
I got an idea, i could make the default player hit sound mute for this mod so it dont interfere
Just get this mod and put the new script file into script https://www.moddb.com/mods/stalker-anomaly/addons/faction-based-player-death-sound
How do you test hit sounds without being killed in a fraction of a second?
put on armor from debug and play at lower difficulty
Yep, got it. I can't promise anything, but taking a look what's the source of vanilla on_hit sounds
Yeah, this is because of the voiced actor mod, will send you a new file soon
I also noticed using that script that the faction hit sounds repeatedly plays near anomalies
Because it now reacts to any type of hit. Script in voiced actor is well-written and depends on the hit type and I would suggest to add some changes there instead
a'ight
Something like this.
Just to let you know, actor had also voicelines for pain_bad and also all those voicelines have muffled alternatives so there was really a huge variety of sounds for actor only.
While for each faction apparently there are only 10 lines
Iβll check it out later
I'm also curious where do all fight\hit\hit_ sound files are located, because they are definitely being played but there are non in the MO2
asked on anomaly server, but maybe someone have a cent for it
quick question from someone who knows dogshit about coding:
is there any possibility to implement a dryfire animation for revolvers, without modifying the exes?
when a dryfire occurs (firing with no ammo and no jam), the game runs a OnEmptyClick function (from WeaponMagazined.cpp), with a anm file as declared on empty_click from the gun's ltx, as such, my idea is having a script that would play a hud animation (such as a hammer and cylinder cycling from a revolver) instead of the anm animation, but would not do it when jammed
not just revolvers, but any DAO guns
in vanilla files? duh
Oh, right...
I literally always forget about that db folder
No
I'm a Lua guy, not a DLTX guy 
Imagine having to spend 10 mins changing the config instead of spending an hour writing a script for it
How do I bring more members into my crew? I can't do a mission to bring a Stalker to a specific location since I currently have two in my crew.
It looks like there should be Custom Companion Squad Size in mcm where you can change amount of companions
Hey guys, wasn't there an addon which shows the reward money in the task description? I don't think it was on ModDB, it was posted on this server if I remember correctly
Hello!
Please advise. How to create a config that will be read after all the others and change the characteristics of the suit, despite the data in βconfigs\items\outfits\o_βoutfitβ.ltxβ?
For example, there is a mod that changes the number of artifact slots, but it does not change o_βoutfitβ.ltx, but creates a new one.
I tried to do the same and even called the file zzzzzzzzzzzzzz.ltx, so that it was read last, but it does not work(
With .xml works, but with .ltx not(
About the job or more info in tasks popup. IIRC one of those
hmmm nope, it's not one of those
I am starting to question my sanity. I can't find it
could've dreamt that up since quest reward is often quite variable
Use DLTX. Read my guide on it, it's in the pins
It was more than a year ago tho 
Hello everyone. Please tell me which mod shows the percentage state when extracting parts from a weapon?
This mod adds %when you open field strip menu - https://github.com/Grokitach/Stalker_GAMMA/tree/main/G.A.M.M.A/modpack_addons/Trabopap's Field Strip Shows Parts Health
ΠΡΠΈ ΠΏΠ°ΠΊΠΈ Π²Π΅Π΄Ρ ΡΠΎΠ·Π΄Π°Π» atmospherics Π²Π΅ΡΠ½ΠΎ? ΠΈ Π΄Π»Ρ ΡΠ΅Π³ΠΎ ΠΎΠ½ΠΈ Π½ΡΠΆΠ½Ρ ΠΈ ΠΊΠ°ΠΊ Π²Π»ΠΈΡΡΡ Π½Π° ΡΡΠΎ-ΡΠΎ?
LTX ΡΠ°ΠΉΠ»Ρ ATMOS ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΡΡ Π΄Π»Ρ Π³ΡΠ°ΡΠΈΠΊΠΈ.
Π£ Π½ΠΈΡ ΡΠ°Π·Π½ΡΠΉ ΡΠ²Π΅ΡΠΎΠΊΠΎΡ ΠΈ Π΄ΡΡΠ³ΠΈΠ΅ Π°ΡΠΏΠ΅ΠΊΡΡ, ΡΠ²ΡΠ·Π°Π½Π½ΡΠ΅ Ρ Π³ΡΠ°ΡΠΈΠΊΠΎΠΉ.
Π·Π°Π½ΡΡΠ½ΠΎ, Π° ΠΊΠ°ΠΊ ΠΏΠΎΠ½ΡΡΡ ΠΊΠ°ΠΊΠ°Ρ, ΠΊΠΎΠ½ΡΠ΅ΡΠ½ΠΎ ΠΌΠ΅Π½ΡΠ΅Ρ Π²ΡΠ΅?
Π ΡΠΎ Ρ ΡΡΡ ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π» Π½Π΅Π΄Π°Π²Π½ΠΎ ΠΌΠΎΠ΄ ΠΠ’Π5 ΡΠ°ΠΊ ΠΎΠ½ ΠΌΠ½Π΅ Π²ΡΠ΅ ΠΎΡΠ²Π΅ΡΠ΅Π½ΠΈΠ΅ Π±ΡΠ΄ΡΠΎ ΡΠ»ΠΎΠΌΠ°Π», ΡΠ΅ΠΌΠ΅Π½ΠΎΠ΅ Π²ΡΠ΅ ΡΡΡΠ°Π½Π½ΠΎ ΡΡΠ°Π»ΠΎ, Π΄Π°ΠΆΠ΅ ΠΏΠΎΡΠ»Π΅ Π΅Π³ΠΎ ΠΎΡΡΡΠ±Π° ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ° ΠΎΡΡΠ°Π»Π°ΡΡ(Π°ΡΠΌΠΎΡ Ρ ΠΈΠΌΠ΅Π½Π΅ΠΌ ΠΠ’Π ΡΠ°ΠΌ ΡΠΎ ΡΠΎΠΆΠ΅ Π΅ΡΡΡ)
Π¨Π΅ΠΉΠ΄Π΅ΡΡ.
ΠΈ ΡΡΠΎ Π΄Π΅Π»Π°ΡΡ Ρ ΡΡΠΈΠΌ?
Π§ΠΈΡΡΠΈΡΡ ΠΊΡΡ.
Thank you so much, I've been looking for this for so long ! π
Glad to help, but it was included into Gamma for so long 
Unfortunately, I haven't been familiar with the range for very long. (
Π° Π½Π΅ ΡΡΠΎ ΡΠΈΠ³Π½Ρ, Π±Π°Π·Π°. ΠΠ΅ ΠΏΠΎΠΌΠΎΠ³Π°Π΅Ρ
Question..what the fuck do i do 'bout mag being transparent?
Shader applied is models\weapons, nothing is wrong in THM.
Check that the faces aren't backwards on the mesh and check to see if the transparency channels are correct in the texture itself
There is NO TRANSPARENCY CHANNELS ON THAT SHI
The texture is RIGHT
Faces are NOT BACKWARDS(otherwise it would look different)

Is there anywhere that explains what "merc" and "stalk_seva" is supposed to mean for ecologists? Trying to figure out how to modify NPC loadouts
i guess stalk_seva isn't used? not sure about merc though, seems like that one is
stalk_seva doesn't seem to be mentioned in any scripts either
seems like merc is used for veteran ecologists
I've only seen ecolog_merc in Juan's loadouts, so maybe it is the main one? 
What file is this?
npc_loadouts_ecolog.ltx
i think stalk_seva is used in base anomaly for expert ecologists but is not in gamma
have you assigned the proper vertex group to it
and also it's pretty hard to make a texture "see-through" in anomaly given how much the alpha channel sucks here
check it yo self
can't open this in mobile 
nothing on log pertaining the weapon?
i didn't look into it at all
but without using the bump it's the same
maybe problem on the color map?
mesh is fine
Im trynna find a software to check the dxt version on my pc and im lying flat, why texture viewers gotta be like that


yeah i don't actually know lua i've just been reverse engineering other scripts
