#βπmods-making-discussion
1 messages Β· Page 111 of 1
only trustable way to check the bc version of a dds file is through texdiag
or you can just save it as the version you want
should be bc3 dxt5
DONT TOUCH THEM
THAT BC7 OF MINE IS NORMAL FOR TEXTURES
IM GOING TO STRANGLE YOU

Did the issue exist if you don't have a texture at all?
i didn't try that but i disabled bump on it
NOOO I DON'T WANT TO SEE COMPRESSION ON MY PRECIOUS 1K TEXTURE
FUCK YOUUUUU
the model is right there so ur free to explore
same with textures
Its a 15+ year old game, adapt
No but really, try converting to bc3 just to check, tho idk why that would still happen
poor guy, what software you use to export texture?
i have a gun thats not playing inspect anims except for first draw
and the unjam
for apparently no reason
bry why this game
apparently a mistype in the anime name, there was nothing wrong with it
is it possible to write to system.ltx?
if you mean editing, yes
95% of dltx files do that
via script i mean
you technically could do so but why would you even do that
uh i want to add values to the scopes field for some weapons
sounds like that is a bad idea?
you sure just regex + dltx wouldn't work?
well i would like to do it dynamically but if it isn't a good idea i can always do it manually
might aswell make a batch file that does it
instead of having a fucking script do that INGAME
??????????
mb i'm new to modding i didn't think it would be such a bad idea 
But still is there any way to change ltx values before the game starts by using script?
Primarily interested in adjusting armor values to some random values
could check out how demonized's artefact variationizer mod works for info on this
it does what you're looking for technically but for artefacts
Insane, brother, thank you
@rough lion that actually was a dead ass idea to use faction voice for voiced actor, but unfortunately there are too many context voiceover mismatches between available faction sounds and voiced actor
I'm carefully looking into maybe it's possible to use an AI, but that's probably a dead end 
Here is a list to just show how many lines are needed:
!hdmodels
@tiny goblet
Remove the NEWCOMER role to access the link - https://discord.com/channels/912320241713958912/1029827096488452137
You have two options, do NOT install both, choose only one:
I suggest the second option and please read pinned messages there
blender
Depends, mostly no. None work with dx8 and very few work with dx9
whats for dx9
what the best u can reco.
2d shader scope, a limited port(?) of parallex reflex sight
hmm
Sss does have some feature that work with dx9 like dof
waait is it built in the gamma list?
i mean is it in one of th folders
also what about the graphicss tho i wnna makee thee game look errie aand dark
Ok 2dss dont work with dx9
in dx9 modlist, no. tho the most of the features in sss doesnt work in dx9 anyway, only basic one.
the best you can do is download compatible old weather mod and adjusting the colour settings in the menu.
here is one that i use https://www.moddb.com/mods/stalker-anomaly/addons/michikos-weather-revamp-revised
When using the RF receiver, wiping your visor causes the actor to put away the receiver when doing so. It would be neat if there was a mod that added an animation where the actor would clear their visor with the back of their wrist - while still holding onto the RF receiver. This could probably work with artifact detectors and glow sticks as well. I don't know anything about animation, so I'm tossing this into the void.
he was waiting for it patiently lol
let him cook
Is there a guide for how icons are made? Trying to make some adjustments to some mods I have
Depends on what you want to make an icon of
I'm just thinking of rearranging some icons like making Frosty's SVDs inv_grid size 2s and fixing the SA-58 drum mag icons
I saw something in the pins by verseerif for icons so I might give that a try
What's wrong with the drum icons?
It's overlapping with the vector stick mags
I think I can figure out how to fix it myself
But I'm a lil doubtful 
It shouldn't be
Managed to make a quick fix
but I think it must be some kind of mod order issue
Some of FWP's mag inv grids are off for me
Chad Burn coming back from the dead to tell a grey name to go learn modding
what is db.actor and where can I find the file containing everything it has?
on domizedexes git found some definitions https://github.com/themrdemonized/xray-monolith/blob/fdf8a0b25c5339ec1cb691e6af51969ef4bee2a8/src/xrGame/script_game_object_script3.cpp#L229
but it's still not that I want, I want to see how many tasks player completed
db.actor is the player
Looks like you can find it here, but looking for 100% answer
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/lua_help.script
ty
Would anyone know where I might be able to find the file(s) pertaining to the in-game name generator?
How to show my own icons on minimap? They only show up in pda map
uhhh how to install mods in gamma ?
i kinda want to download Frosty weapon pack
but didn't work at MO2
!fwp read this or watch the video inside the zip you downloaded
@ancient gorge
UGP is no longer available in Gamma as it has been superseded by FWP from the same creator.
UGP(FWP) Discord invite link: Accept
Latest FWP thread in this server: #1277740537344168016 message
Frosty Weapon Pack install video:
_ _||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||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://www.youtube.com/watch?v=0mAgUuvs1FY
Frosty Weapon Pack : Adds Escape From Tarkov Weapons! Adds 89 fresh and reanimated guns to give a new flare to your gunplay!
FWP IS :
14.3 GB UNPACKED
2.78 GB PACKED
DOWNLOAD LINKS
UPDATED 6/9/2025
FROSTY WEAPON PACK (GOOGLE DRIVE LINK) : https://drive.google.com/file/d/1mV7qLX1rUZQhOVtNQPzT9fY5Kgfkx86o/view?usp=sharing
FROSTY WEAPON PAC...
this is not the channel for this btw
How to add icons on minimap? I want to add task icons
Do you know where to find an example of this implementation?
Someone has to do it. I'm reading the discord now and then to see how crunchy maka makes his textures 
i made them even more beautiful 
yea
As if you ever needed my help emerald man
I do
Constantly
You're like the white Power Ranger
You only show up on special occasions to help me in my most dire moments
that was literally me when i had that problem with knife 
Gotta face adversity by yourself to find out what you're made of and your limits
Oh please as if, who'd run the gun porting business?
Frosty
Frosty, ATHI, Sed
It's not the same flavor tho
Face it, you're part of the ecosystem. There's no getting out
This project will explode and die before you croak or find a way out. The burden of competence big man
i am not the same as them 
yes
Starting up my search again today but just in case someone already knows where the X is- would anyone happen to know where I might find the file(s) pertaining to name generation?
I'm trying to make a comprehensive offline name generator and was wanting to add in Anomaly/Gamma options as a toggle for increased results.
would there be any way for me to change how many mags certain armors hold for the mag mod in gamma?
im lookin but i cant find anything (not like i now what im looking at either)
nvm i found it
@random fulcrum do you know if adding misfire_start_prob_k to silencers would have any effect?
nah it's not a parameter in the engine
you could do that script side question mark but it would be super finnicky
as it wouldn't interact with the engine jam chance
then again, people are born using wpo, and that mod already has its own separate jam math that runs at the same time as engine jams
yeah
I think wpo doesn't take silencers into consideration even when calculating damage to parts
it doesn't
damage is fixed
random between 5 and 12
you could make the silencer increase the damage the barrel can take
wpo also doesn't take into account k_impair from ammo, which is a modifier for condition_shot_dec in the engine
but i wouldn't add that considering it's yet another completely hidden modifier to the player
ammo impair is probably redundant if there's no old ammo
ye but still knowing how hilarious gbo values are
you never know
you could have a situation like how 7.62x54ap has 0.05 k_air_res
while the other ones have 0.25
oh, also, wpo ONLY cares about condition_shot_dec, so the degradation modifier from silencers doesn't do anything
yeah that's what I meant
silencers don't have any debuffs
apart from tiny engine jam chance increment
Out of curiousity, what part of the code is adding the laser module to the side of certain guns like the bizon or is it just part of the base model?
It's part of the models
Thank you!
@naive snow Can you teach me to make better bumps
Did I ask you
Hey. Is saving an LTX on Notepad with those symbols fine?
(They were there before I entered the file)
yes
as long as they are after a semicolon
Thing is they were not
Nevermind
I'm blind
So it's probably a comment in cyrylic or something...
Does anyonenhave any kind of tips for chrome/white steel gun textures?
Mine's look at most like epoxied guns with oil spread on them
Still my game doesnt run at full quality so theres that as well
Hey people need a little help - could someone send me a screenshot of main menu with AOEngine[0.1 dev build]?
Ask in AOE thread 
0 chance someone will send it i guess
Bigger than here 
It is, you will need to open the file in windows-1251 encoding to display it normally
Yeah those can't be done in X-ray
There's no proper metallic shader
At best you get that oily plastic look
ass
I guess ill turn into light grey with heavy sheen
Oh. That's cool
open and save with the encoding because otherwise they'll be forever corrupted, even if you open it with the encoding
Sure, what's your main issue with your existing workflow?
is there a way to invert the BHS health decrease?
like instead of going top to bottom it goes bottom to top
Any modders know if theirs a tool to check a THM or a texture dds that is linked to a specific model? example : ar15m.thm but I don't know the exact model that texture uses, it'd help greatly, if not it's all good
Is it a random texture you foubd
yea I wanna see if it's linked to a current model or not
so I can either delete it or keep it
Not that I know of. I guess the easiest thing to do would be to delete it and then pull out any guns that it might seem to go to
delete the texture and spawn guns till the console start talking shit
How can I edit the weapon drop pool? I want to restore some "disabled" weapons
Npc_loadout files
Guys, guys, why don't mercenaries have their own proto-exoskeleton?
I looked for him, but he doesn't exist at all(
you making a mod about it
cause they are not about jury-rigging their own poor man's Exo
Why is your name so interesting. It glows when hovered and generally looks nice. I want it.
Wait all helpers are like that
Piss to gold. Peak evolution 
yeah it 100% is - technically for all files you wanna make sure you open them in Windows-1251 encoding (on Notepad++, Encoding > Character sets > Cyrillic > Windows-1251) since it defaults to UTF-8
Most of the time this doesn't hugely matter, unless you're editing .xml files, in which case saving a file while you're in UTF-8 will irreversably break the file if you opened something that had anything in Cyrillic
this is actually something that GMTOP fixes for GAMMA, gamma by default had a couple of .xml files accidentally saved in UTF-8 which made all those strings unreadable for Russian players
Ohhhh
So that is why GMTOP stayed in despite somewhat of a backlash
Thanks for clarifying ^^
gmtop for all its flaws, does do a good amount of useful copy edits
help, I swapped some animations for FDDA, but for some reason it doesn't work for glucose and glucose_s, plz help.
Are there any mods which add Ukrainian Military Marches or Patriotic radio or something? I'm thinking about a Military playthrough and would like to know if there are any such mods anywhere.
@random fulcrum I'm trying to add a new placeable explosive, and the two sections (Main section for the name and price and icon, etc and the section with all the explosion's parameters) are defined in a script, so my guess is that too add a new item I need to add it to this script txr_mines.script
i don't remember how to insert to tables in lua but that shit is piss easy
and i'm sleepy
you first need to unlocalize those tables tho
since otherwise you can't access them from outside that script file
any actual programmers in chat
Unlocalizing variables is pretty easy too. In the configs folder you need to create a folder called unlocalizer (don't remember if needs to be plural or not.
Then you create an .ltx file with whatever name. In the .ltx file you just do this
[txr_mines]
FX_BY_SECTION
EXPLOSIVE_SECTION_LOOKUP
And that's it. Now you can access those 2 variables from anywhere like so -> txr_mines.FX_BY_SECTION
Greetings stalkers, I have been sent here to ask you my quastions as I was too much in general chat π
I would like to know is there a stable mod compilation for warfare ?
Would like to play warfare as it is like warzone, and I love it, the story is kinda mellow
I do not know what u guys did but on Anomaly its working fine but Gamma not...
ohhh and another q, I would like to tune powered armours, and whole consumable mechanic as downing pill one after the other is not realistic, low action time...
where can i find scripts and configs, u moved things around
this is not the channel to ask about existing mods, ask in general or look in #1035807043933720576 or moddb
Poor guy being ping ponged between chats
Warfare mode is not really playable in GAMMA, because it performs very poorly. It isn't supported either. Idk of any mods that help with that.
For your other question about drugs. If you want to make it more realistic there is a mod idk the exact name Body Health System Realistic Overhaul? Maybe. If you want it less realistic ask in newbies chat how to disable the body health system completely.
any way to fix the HK416's fucked up sprint position?
disable LowerSprintAnimation
It's not a standard gamma drop
in MCM or the mod loader?

it drops off the same guy from the SIN missions, but I know it's not a regular drop from standard enemies
last guy in generators
which option is it in, sorry for the questions lol
!mo2search
@copper oracle 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
ah, in the mod organizer
i am already melting
they should incorporate the HK416 into gamma as a D-tier gun since it's a better m4a1 IRL
imo
Except the model and animations are not great in game
Bad advice
One of the best simple mods out there
Fixes most shit anims weapons have
Can someone help me find out what's wrong with my mags edit? I'm trying to add mags from a MAC-10 mod I have to Juan's Grease Gun but the gun doesn't seem to get the right base type
nvm, the extra basetype was messing it up
Hey guys, just wondering; how can I remove specific guns from the game?
I know GAMMA does it, because there are certain guns with bad animations, but how can I do that myself?
Is there a script that I have to modify, or some code that I have to write?
A few of my guns have been a bit glitchy, so I've been looking to remove them from the game
gamma "removes guns" by just not putting them in npc loadouts and not putting them in trader stock profiles
ah alright
how can I do that?
as for how to do that - depends on the gun mod.
what would I do for the SCAR-H Specialist?
3DSS seems to glitch out for me whenever I use it, so I want to see if I can get rid of it
why not reinstall 3DSS first before you reach for the "remove gun" solution
I've tried
cos the scar h works fine for most
I'm currently using 3DSS 2.28
the Mossberg Reanimation includes a script that allows to remove guns from loadouts
2.29 only has a patch for the Groza
it was also made by demonized so it certainly works
oh wait do you mean the FN SCAR-H "Specialist Operator"?
wpn_scar_siber_m2_custom
yeah that one
that shit is ALREADY removed from gamma by default
the one with the holo sight and magnifier
it's not supposed to drop anywhere, no wonder it's fucked with 3DSS
huh
3DSS only covers guns that drop normally in gamma by default. for other guns you need to get a 3DSS patch for them.
there are like 400+ guns in the debug menu and only ~150 of them drop normally in gamma.
just because the gun is in debug, doesn't mean that it drops normally in gamma
ah alright then
check the weapons database if you want to see which guns normally drop https://docs.google.com/spreadsheets/d/1-uQhAhds1beLtSAdaO-eUdXqnvriIwfNjXrKbiWmklM/edit?gid=851222830#gid=851222830
alright, thanks, I'll check it out
that clears things up then
also, unrelated, but I looked for some graphics mods in the #1035807043933720576 channel and came across a graphics pack called XTREME Graphics Pack
but it said that the channel was locked and closed
do you know why?
because the guy kept pirating shit and also was not good at making mods to boot
ah alright then
don't use that "pack".
yeah I see the message now
just had to scroll down a bit
alright I won't
we really should make a blacklister so that people cant spawn random shit in debug
maybe ill make one
wasn't someone else here working on a "debug menu has a tooltip saying which guns drop normally in gamma" project
i think so
Isn't it just 1-2 person who does that? I mean, who cares if they got issues but I would love to steal your code for filtering only real guns for #1383353209053118525
enough people do it where its annoying to explain that they cant just pull random shit
this is a base anomaly file. you put in the item secion and it stops the debug from showing it
@novel ruin hello how is your day
fine, i hope
do you know how to add stuff to the item details tab 
like in a preexisting section of it
Like you want to add a properties in an existing item section?
like add in another scope/kit basically
Or you mean the tooltip ui in inv?
Idk, revert engineering other tooltip mod like updrage in tooltip
Wdym, like you want to add a property into a item section of the game?
like you know how scopes/kits show up in the details tab
it reads off the scopes field
You want to add a scope into a gun?
like yeah but no
Just explain it fully 

when you right click weapon > details
it shows the scopes the gun can take
i want to add to that
to what
i'm gonna go insane
its alr exist, why do you want to add it
add to it
oooooh, so you want to add scope to the weapon>detail thing, but without actually adding a scope to the gun
nah i was just reading too fast, i have no idea. maybe look into some base anomaly code
i was looking at demonized's supporting materials in details mod but that looks like black magic
i also tried monkeypatching parse_list from _g and it worked but i'm not sure if that is a good way to go about it
if there is no other mod that seem to monkey patch it then you should maybe be fine with that
some mod does monkey patch base anomaly code
i was doing absolutely nothing other than confusing me and you so yw 
i think we were confusing each other 

is there any documentation about motion marks?
motion marks?
yeah, my main issues are which ones are used rn, by which scripts, and if it shold be put on the gun or hand motion
no, stalker script pretty much have 0 documentation, the most you will find is in lua_help.script or axr_main.script file
tbh im only interested in the reload and unjam marks
i think ive figured it out
in case someone needs it (probably future me), the reload can be defined by NewGroup0 and the unjam by clear_jam according to aoldri's script
now i only need 25acp and 380acp shooting sounds
iirc reload mark is handled in engine and doesn't require a specific name.
this causes an issue with unjam marks, as unjamming animation will also reload the gun
the reason is that reload_misfire isn't exactly a separate animation, it uses the same state as reload (7)
Ny pochemy tak slozhno to blyaha muhaπ
Greetings, thank you for help an tips my man, so I will not be able to play gamma warfare... π¦
Well I tried to ask so I could customize the game but... u know the saying... it is what it is. So only thing I can do is play story gamma and warfare anomaly...
uuuuuuu special task force A-545.... sexy, I would gladly gave that π
but if i could choose... AEK-973 - 7.62x39mm pure destruction
or perhaps 5.45x45mm... nah 7.62x39mm like Michkail said is all u need π
cannot lie, I like Ak-101 excellent combo, reliable weapon with nice caliber
well Ill leave u guys to your... things π
Have a nice day
hey lads so i want your honest opinion about this so is it a little bit realistic for a pmm to be at 1.08 cam_dispersion and dispersion frac while 0.0 at dispersion_inc but shoots at 888 rpm at full auto
tepnu
zaterpel u sdelal vse taki kaif
a ya uze zdelal kaif dlya sebya 
krasava brooo
da blyat kak ti yznal
neirosetb tebya cpalila
so anyone that wants to answer my question?
cyka
depends, you need to look at it in-game
ya tupoi i prosto kopiryu y drugih sore
a nax tam cheli na moddb xeityat aoengine? ahuenno zhe. poh dazhe esli virus esli chestno ne?
stateri ebanie xot propadut
888 rpm 
realistic
a stechkin aps can reach 600-650 RPM, a makarov shares similar mechanism but smaller, maybe if someone was making a full auto version IRL (if doable) it could reach 700-800 rpm, but i'm really not sure 
v ls ko mne zaidi, ia skazy pochemy tak
opa
How to create a patch for a mod? I have a .script file with function a(), how to create a patch that will be compatible with another mods that uses that script but mine overriden function a() is untouched?
there's a file tasks_guide.script and I need to create a patch for it, how to name my patch file and do I need to declare something?
Anomaly mod book didn't give me an answer
Apparently you have to use monkey patching method - https://igigog.github.io/anomaly-modding-book/tutorials/scripting/monkey-patching.html?highlight=monkey#monkey-patching
This technique allows you to inject your code before/after executing of base code
Introductory book for S.T.A.L.K.E.R. Anomaly modding
https://en.wikipedia.org/wiki/Stechkin_automatic_pistol it doesnt say 600 - 650, it says 750
you CAN push it to 950 rpm btw
we had a prototype of PM that was made INTO an SMG
it looks cursed as fuck
BUT
it worked
did they try to make a makarov into a glock fused with the scorpion?
nah the dude behind this thing just showed that you can make a compact smg without doing some insane edits to the gun
like everything he did just modify the barrel 
but did he really need to replace the slide? for that?
so basically with some engineering and witchcraft you can push it up to 950 rpm
yes
uh ok
basically it had a different type of loading mechanism, just so it could do that 
damn this thing looks cursed 
anyways i also made the pkp shoot 7.92x57mm mauser at 2400 rpm and named it the pkp42
prototype anyways 
so it will look cursed
go on
uh okay ill be back
how to name my file?
the base file that I try to patch is tasks_guide, my patch file name show_guide_task_giver.script
idk why but it's not overriding
All that matters is that your patch should be loaded after base script file and all files are being loaded in an alphabetical order
Usually there is a convention to use zprefix or some kind of postfix to base script file name to make sure patch will be loaded in the correct order
And your overwritten function looks sus
okay it will be done soon
here you go
the recoil is kinda low on that pkp
oh, I see, thanks, so I should name my patch like z_tasks_guide?
can't you make it any higher?
lol
i mean whats the point even, it has already hit the recoil limit already
are you sure about that
still kinda low 
well?
if it doesnt do a full 360 then i am not interested
i sadly cant do that in the base engine lol
I still don't know why my patch is not overriding tasks_guide's function
have copied other mod's solution that works right but in my case it doesn't
also my patch is lower than other mods
"this recoil aint that ba-"
the recoil :
(also yes that is indeed possible in the base engine, the recoil mod needs modded exes to get around extreme tedious procedures like making all guns' engine recoil 0)
ohhh okay nice to know
i did mean the weapon ltx files to my knowledge
so sorry then
oh wait so its a whole different recoil system than anomaly?
yeah that's the entire point of that mod
currently (ish) in the process of being remastered
well then itβs not compatible with my mod sadly but thanks for showcasing your mod
Btw how does your weapon recoil system even work? Like how do you make it work with every gun?
I may want to create a rebalance mod with your mod in mind
it's a heavily modified version of anomaly's enhanced recoil feature, in a nutshell the mod removes the engine's recoil (cam_dispersion_ values) and relies solely on the modified enhanced recoil, as to make it look prettier and more modern
check the mod GAMMA Enhanced Recoil mod
there will be a config file and a tutorial inside it at the top
Uhhh okay?
@misty mulch I looked at the list you sent me, and the SCAR-H "Specialist Operator" is in that list
How can I remove it from NPC and trader inventories?
it's true tho, grok attached my tutorial on how to do enhanced recoil profiles (for vanilla anomaly) in that mod, but it's also in this channel's pins
it's an ancient pin so you'll need to scroll down a lot
One mod that I found that works pretty good for recoil is the New Scripted Recoil mod by VodoXleb
and I use that with GBOOBS Enhanced Recoil GOLD Edition
they work pretty well together
i find that they clash in design
i designed recoil gold to be arcade as all hell
and the other one is aiming for realismo
If you configure them right, they work pretty well
Speaking of, could anyone help me navigate thru this pack to pick the right files to do this exact job myself? I also want to tweak outfit's upgrade trees (fully knowing it will require a new game to work)
Wdym "in the list"? You saw the column all the way on the right, "Obtainable in GAMMA"?
Oh boy you're in for a ride
lemme ask first - how modifyable are upgrade paths? π
if not much, its not worth it at all
I'm on my phone but in short: each suit has a set of upgrades, which correspond to "universal" blocks of stat upgrades. So you have to map out which individual suit upgrades, map onto which universal stat upgrades, and balance from there
You can either modify how the individual updates map onto the universal stats, or modify the stat increase directly
Also the naming is a bit weird but I had a reference pic somewhere in here
can I add more upgrade trees to an outfit?
You could have more options, can't have two separate trees
can I then apply some exosuit path (which have many branches) onto some medium armor that had like 2-3 branches prior and change those exact upgrades to fit my vision?
Only maybe. Depends on the specific version. Because depending on how you remap it, the stat changes are shared by other upgrade trees
You'll see once you start digging in
The upgrade trees are in the o_whatever.ltx configs
You'll have to unpack the base game to read them
so, im back. Lemme lay my entire plan for what I had in mind:
questions to answer:
- can upgrades modify BRC?
- can I make some new upgrades be tier 3 only?
anyways, seeing that the upcoming rebalance isnt going to change really anything at all, just shuffle numbers around and I'd still pick all the same suits I've been using on every single playthough, I kept thinking on alternative balance - and it heavily relies on upgrades as well. Basically, BR & BRC are the most important stats and trying to "balance" the 5-10% lack of BR by some random elemental resistances won't work at all never ever. Players will keep picking the same meta outfits. So, to bring some proper variety and possibility of role playing:
- make BR and maybe BRC ultimate stats, defining an armor tier
- equalize all armors in the given tier to the same ultimate BR***
- implement factions modifiers and etc. for the rest of the stats
(***): this part is not as simple as I made it sound like, what I actually mean is a potential maximum BR, but not nacessarily the starting value. For example, in medium armors military berill will keep the highest BR out of the box, however none of its upgrades will increase it any futher. Meanwhile, other medium armors could have lower and much lower BR by default, but with copious amounts of upgrades they can be made reach the same BR as that military berill. For that, I want to implement more than 2 BR upgrades for these armors, so that you'll have to invest plenty of upgrade kits to reach the same BR potential as berill, meanwhile berill itself will only feature durability upgrades or other somewhat meaningless buffs, since its already at the peak.
Of course this would have exceptions such as SPP hazmat suits, in fact I'd consider stripping them of any BR entirely to make my point clearer, lol. Instead it can have some decent rupture resistance upgrades, since mutants are the primary danger to scientists.
This way armor shall be more customizable with upgrade kits towards the 'meta BR stat', meanwhile the faction's uniqueness can be highlighted with both elemental res and available upgrade trees. And it can be made reasonably "expensive" to invest if we would be able to make "half-empty" upgrade trees with just tier 3 upgrade that requires the best kit, so for example a clear sky medium armor would have 4-5 upgrade nodes with +5% BR to reach berill - it would be very expensive, but you can still keep your outfit of choice.
anyway, thats the general idea π
note that my thinking here might be way out of the scope of modding possibilities due to professional deformation (senior game designer lol)
you should be able to modify hit_fraction_actor with upgrades just via ltx (question mark)
but if not, you can easily do that script side
in the context of gamma, that is
is there a way to invert the damage bar from the BHS mod? Like instead of going down from the head to the feet could it go from the feet to the head. Like in Max payne
Search br class in this channel and read the (long) convos from previous similar attempts
ah thanks
sorry about that
didn't see it
there is already a mod for A-545 and A-762 on moddb
is this forgivable?
wtf is that
25acp with 32rnd single stack
i didnt bother with stendo icons for other pistols, but i liked this one
god damn
But you can't set orientation of icons, can you?
Like, it will display like that
yeah, it also will not have a silencer
Then why not just put it vertically
funy ig
Fair enough ig
what about regular orientation but having the magazine in the background behind the gun
like, the gun and the mag separated? one over the other?
Omg Pretty Boy's Pocket Pistol TF2 with the l o n g clip
Okay thank you :3
Hey everyone, I have a question. I wanted to slightly change the ballistic resistance stats on the suits for myself. I found two files: mod_system_items_armors_br_class_rework and mod_system_zzzzzz_gamma_armor_protections, but changes in these files have no effect on the ballistic res. Does anyone know which specific file I need to edit?
Ballistic protection/AP is set by
bones_koeff_protection
Hi I found this parameter in the mod_system_zzzzzz_gamma_armor_protections.ltx file, but all the bones_koeff_protection parameters have values like "actor_armor_exo", which I suspect is a reference to another file. And I couldn't find the file with the numerical values for actor_armor_exo(
I like Battlefield: Hardline
Model - Kimono
Sounds - New World Interactive
Kimono if you ever see this, I just want to say that I'm sorry
2020 edit: Me and Kimono work at Infinity Ward π
goated
"BR Class" is AP Resistance which is based on the hit_fraction parameter
"Ballistic Res" is set by the bones_koeff_protection factors that you've identified
Those profiles are in damages.ltx
I strongly suggest you learn to use DLTX (my guide is in the pins here) to make edits to these configs rather than directly editing files
Awesome, thanks! I'll look through your guide. My confusion comes from the damages.ltx file, where the sections have names like body_damage_008. So I'm hoping there's some kind of lookup table, dictionary, or something that explains what each of these sections actually does.
Show me a-762 on the moddbπ
important question: have you unpacked the basegame configs?
you cannot see how outfits map onto different bones_koeff_protection sections without doing that since gamma does not contain copies of the outfit configs
This is the one i found: https://www.moddb.com/mods/stalker-anomaly/addons/aekkit
IIRC there is another one
and where is a-762?π₯Ή
No, I haven't unpacked it yet. I'm a newbie, you could say, and my plan was to first edit the files to my liking and then share the configuration in case anyone else might need it. Thanks for clarifying the important point about unpacking the guide listed that step as optional, so I could have easily missed it π
once you finish unpacking, I also very strongly suggest you get a program that lets you do a "find in file" search (aka search the contents of files, not just the names). I personally just use Notepad++
Yeah, thanks, I think I'll do that π
Example of how ballistic res and BR class actually works in GAMMA based on outfit configs
Keywords so I can find this wall of text in the future: armor, ap, BRC, outfits, bullets, player damage
Let's look at o_berill.ltx, specifically [specops_outfit] which is the "Berill-5M Armored Suit"
You will see these two lines in it:
hit_fraction_actor = 0.4 ; this determines BR class
bones_koeff_protection = actor_armor_berill ; this determines ballistic resistance
This means hit_fraction_actor aka "AP resistance" for the player is 0.4; the specific formula to convert hit_fraction_actor to BR class is (1 - hit_fraction_actor) * 0.75 (for outfits). If you do this formula you find that BR Class should be 0.45 aka 45 (most stats get multiplied by 100 to make them readable)
Meanwhile bones_koeff_protection = actor_armor_berill means "go look at the [actor_armor_berill] section of damages.ltx". So let us go and do that.
[actor_armor_berill]:body_damage_025, head_damage_00
ap_scale = 0.8
That means that [actor_armor_berill] uses the body_damage_025 and head_damage_00 sections in damages.ltx to figure out what the ballistic resistance should be. Let us look at body_damage_025:
[body_damage_025] ; CLASS IIIA NPC
bip01_pelvis = 1, 0.25
bip01_spine = 1, 0.25
bip01_spine1 = 1, 0.25
bip01_spine2 = 1, 0.25
Grok's Actor Damage Balancer aka "the mod that alters how players take damage in GAMMA" makes it so that thankfully the armor uses one single value for all shots to all body parts, which is bip01_spine. The second value is the ballistic res, 0.25 = 25%
KEY FILES:
- The outfit config of whatever you're looking at,
o_whatever.ltx - The
damages.ltxconfig which contains all armor profiles (for NPC and player) grok_actor_damage_balancer.script- contains all formulae for incoming damage (aka "damage taken by the player"), as well as the BR Class display formula
and if anyone asks again i'm just linking that
Holy shit, thank you so much for such a detailed guide, it's going to help me a lot.)
Very good plan)
could someone do me a favor and change a recipe for me? its an ammo recipe, and i just want it to not require a recipe book, and cost the same as .338 ammo (this file from juan's sharps rifle mod)
if you say no, i will cry (i tried to do it myself, but the game just crashed, so i need a smart modder person to show me how to do things properly)
check the ammo example obviously
ok this helps, but im unsure of the actual item names, like which bullet is large rifle AP (that and the casings are the only things i had wrong)
i think i had something wrong
guess i can just run it in debug and check the names in f7 menu
nevermind
that's section name
no, i just checked craft.ltx
like the example said to
i think this is what i need
or not
bullet part IDs (aka "section name") are in items_ammo_parts.ltx; bullet part names are in st_ammo_parts.xml
oh ok
i did say check the ammo example
look in the ammo folder
im gonna go there now
gamma uses the ammo maker mod's crafting system
yeah, i know, thats probably why juans recipe is so foreign in gamma
and why you cant really use it, since it takes old ammo and ammo parts
you don't even have to overwrite anything, just make a recipe using the Ammo Maker system, look at the ammo folder in my example
so you mean that segment at the bottom that says [ammo_section_name]?
in ammo example?
or am i just stupid?
This assumes you've set up a mod folder inside your GAMMA folder/mods
- In the same folder structure as the example, make your own
ammo_whatever.ltxfile - Inside this file, create a unique ammo section, for example
[ammo_my_338_recipe]or whatever else - Underneath that section, add your recipe.
yes
if by "blanks" you mean "the input items"
if it doesn't work, zip up your mod and upload it
folder structure and filename are important
ok, i will
ok, i think i did it, i will update in like 3 minutes when i check lol
I DID IT!
might have to tweak how cheap the ammo is, but i did it
ammo cost will require learning to use DLTX
so you can't do it just with this ammo crafting file
buuuut it'll be a two-line file
can you do it? ive exhausted my brain capacity for the day

i spent my day doing all my work last minute after a month of procrastination, and came home to play gamma and chill, then get hit with the stick of modding learning
(not me making excuses to get someone to do it for me [true excuse tho])
well i guess i can do that tomorrow
i refuse to do your homework for you, i literally have written the guide on how to do it already, it's in the pins
come back and do it tomorrow for sure
but go learn something

oh shit you did
cool, gonna do that later tomorrow i guess
Hey Veer. Question.
Is the name of the artefacts in the debug menu item spawner the same as in the code?
hey I want to add the animation for equipping a respirator to the Oxygen tank from Toxic air. Is there any tutorial on how to do that?
upgrade layout can be kind of a bitch huh
Do NPCs have an inventory that you can reference?
Hey guys, what is this technique that used in camera view, if may I ask; where on sides things appear stretched and bigger and in middle it's wider. or is it a bug?
Because if it's not a bug then this is very interesting way of handling camera view projection for players.
it's an xray thing, the camera is where the player actually is
you can see how broken it gets when above 85 fov walking through narrow spaces
the higher you go the more broken it is
But even if the camera was where the player actually is, it's not necessary to get that effect I think.
i'm just asking actually if it's likeable by people or if it's by design
I think its intended
ye it's the mods making discussion channel
because I can see how much it effect the game feel etc
not the opinions about a broken ass implementation of a basic feature channel
When you look around it pushes your camera around it
More noticeable against corners
and when people walk into you
Thank you for clarifying!
how do i open a thm file
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Introductory book for S.T.A.L.K.E.R. Anomaly modding
The real answer is "find the section name of the item in the configs to confirm". What would you mean by "in the code"?
Well I needed that for an update without realizing it was already done. Sorry for the wasted time.
But if you're still interested in answering I was asking if the name of a specific artifact used in scripts and configs in the game files is the one visible in the debug menu on the list and in item descriptions
Yeah, all of it uses the section name as the "item ID"
Oh! Thank you ^^
Gentlemen stalkers, can anyone tell me how I can integrate my own combat sound into the game, or download the necessary mod?
Like I downloaded it from the internet and inserted it into the game
thank you
Gamma have Parallax Reflex Sights addon?
Yes.
Hmmm... Strange, but thx, just some guy had trouble with my addon and compatibility patch for Parallax Reflex Sights
not yet
the prs that comes with gamma is the vanilla version which doesnt work with gamma
Its enabled by default or not? Its breaks PDA screen for my addon
its not
again, theres a reason why the version that is installed with gamma is in the disabled mods...
Thx
man that's stupid
yeah idk why grok included it
Well... when they ask for help with something complicated, then everyone immediately ignores and keeps silent. THANK YOU ALL FOR YOUR HELP.
I already wrote the mod myself. It's easier to do everything yourself.
You didn't really specify what you wanted to add
Π’Π°ΠΊ-ΡΠΎ Π²ΡΠ΅ ΡΡΡ Π±Π΅ΡΠΏΠ»Π°ΡΠ½ΠΎ ΠΏΠΈΡΡΡ ΠΌΠΎΠ΄Ρ ) ΠΠΎΡΡΠΎΠΌΡ Ρ ΠΎΡΡΡ ΠΏΠΎΠΌΠΎΠ³Π°ΡΡ, Ρ ΠΎΡΡΡ Π½Π΅ ΠΏΠΎΠΌΠΎΠ³Π°ΡΡ, ΡΠ΅Π³ΠΎ ΠΆΠ°Π»ΠΎΠ²Π°ΡΡΡΡ)
i was messing around with scripts and i wrote
function on_game_start()
RegisterScriptCallback("actor_on_item_take",check_casing)
printf("Registered successfully!")
end
function check_casing(obj)
printf("checking")
section = obj:section()
if string.find(section, "casing") then
db.actor:iterate_inventory(compact_casings, obj)
end
end
function compact_casings(obj)
if not (db.actor and section and obj) then
return
end
if obj:section() == "casing_p" then
printf("pistol casing")
elseif obj:section() == "casing_s" then
printf("shotgun casing")
end
end
when i pass obj to db.actor:iterate_inventory()
it just iterates over that object for as many items as i have in my inventory
but when i don't it crashes because obj is nil
how can i get the object of the item being iterated over inside of compact_casings?
try compact_casings(temp, obj)
the first param is something else
temp may be the npc/player of the inventory
theres 2 params
it works flawlessly
no i added temp
now it just prints the comment as many times as there is an item in your inventory
that much i figured lmao
just that there's no documentation
I'm just looking at other scripts
yeah
and lua_help
there is the unpacked version of anomaly
i have them
yeah
so its abit of guess work and reverse engineering
np
How do you reposition attachments on a gun? Trying to make some personal G43 tweaks
Itβs within its scope hud section, the y and x value represents the icon setup for the gun itself
The y value going positive means it will go downwards, the y value going negative means it goes up
The x value going positive means it goes forward and the x value going negative means it goes backwards
I believe, tbh I use SEI to setup icons
Itβs very useful
Hey. Is acanning field quest bugged or what?
I can't seem to find the correct place to put the scanner
Despite walking around the field for around a minute in circles
Anyone knows what is the trigger for it?
Soβ¦ transfer_item(item, npc) is a bit frustrating. If you check for the item in the target inventory immediately after calling it, the item doesnβt seem to be there yet. Itβs as if the item isnβt transferred instantly and only appears in the inventory sometime later.
Is there a delay before the item ACTUALY lands in the inventory or it queued somehow then later released to the inventory?
I've been using it too, been able to make icon edits I otherwise never would have done 
whats that?
stalker icon editor
it's used to determine exact coords for icons and such
i see, thought it to be just an atlas mapper
@faint sable what anims did you use for your m4 pack?
It's an absolute time saver
im once again trying to bend the upgrade system
before i end up losing my time, is there a good reason mods like the 10mm packs, and most on gamma went for upgrade kits instead of upgrade system for changing the weapons models and stats?
Because bas and it's easy
the m4 tac reanimation pack
is the actor_effects.ltx what I should edit if I want to get rid of the blurred vision when firing certain guns? I'm editing the G43 to not have it but no matter what I do there's a blur
also, what setting affects the recoil of a gun?
Check the GAMMA Enhanced Recoil mod config
its not tied to the gun itself?
It does, check just the config folder
man we love gamma with its recoil
I was hoping I could balance the G43 similarly to Frosty's SVT
It's got some extreme kick compared to it
oh damn, it worked quite well! Thanks!
yeah, i can't seem to find any example of a upgrade changing the hud and visual of a gun, i think going the kit way is the only way possible
actor_effects is for the enhanced recoil option in the main menu settings
not for the enhanced recoil you're forced to use in gamma
The only kind of upgrade properties that is able to actually change values of a guns and not just add is the prop_calibre and prop_nobuck
The functions that rules it is in item_utils.script or smth like that
Thinking of doing smth stupid but may work
trying to mix the original stalker movie, misery style.
into the anomaly loading screen.. is it cringe?

thanks man. ive added worked a little bit more on it.
trying not to go to overboard. i have tendency of doing that.. and getting carried away haha
i think maybe less is more, in this situation.. cant decide.. i kinda like the yellowy smoke factory chimney stuff. but it also takes alot of attention
Either way it looks cool π
i wish i knew how to code a rotation of loading screens. so that i could do. center loading pictures. and loading around would variate.. but i think i will put the time in and do some artwork.
instead of locational pictures.
btw, do you guys know, if a audiobook of "Roadside Picnic" the book stalker is based on.
has copyrights. other than the youtube channel itself.
it would be very cool to create a playlist with the audiobook chopped up in small pieces as tracks.
so you can listen to the story. but still pause it. when you are fighting etc.
and then get back to the story.
and immerse yourself again.
this one is pretty good, since it has some background music.
and he actually tries to do different voices for various characters.
https://www.youtube.com/watch?v=5dsbcsKe9Cc
Extraterrestrials have come to Earth. They set down briefly at five points and then departed without interacting with us at all. They left behind Zones. Areas where things are the same but also different, inexplicably so. Now, humanity picks up the crumbs these visitors have left behind, trying to learn, or in the case of stalkers, just to sell ...
man it would be cool to have people from the discord make a audiobook for the game.
have different people do the voices... made for players. to the players. enjoyed by all
Tf did i do wrong.
Can someone look into this piece of a junk ltx file? Since idfk what happened to it.
Note : That's all in debug mode.
missing parent_section perhaps
Saw it. 
Five, Hundred, M4s
Na, i got paid for it.
gl?
Possible with LUA. But not advised
Well this is better, but there are so many possible problems nobody made it
Idk about the minimap stuff
Does anyone know the font used for the names on attachment icons?
micropixel
well at least that's what cr3pis uses for his icons, so ig that it's prolly the same
Just copy and paste the letters off the bas icon sheet in 3dss
That's how I unified all the icons
managed to make all upgrades modification that i wanted
now for the kits
ill end up making icons for the stendo guns with mags behind them
except the mini colt, i liked the rotated one
still thinking of more revolver diy silencers
Thanks, I managed to edit them but there's this weird white border that isn't as clean as your text. Do you happen to know what causes it? I'm using Gimp
You've gotta set up an alpha channel so the game reads the transparency correctly
I'm not sure how it works in gimp but in ps I set an alpha layer then a channel mask and a second layer that's all black
@celest forge miggt be able to help you with gimp
i think you can right click the layer you are editing and click "add alpha channel"
or use the top toolbar and go layer > transparency > add alpha channel
I think there's already an alpha channel since the background is transparant, I dunno if I should feather it cuz its small enough as is
man idk 
Thanks for the input though
the only thing i can think of is there are pixels that are not completely transparent around the text but it doesn't seem like that from your second image
you can just add shadow around it
i always do that to my icons
but it's only like 1-2 pixels of it and transparent
it shouldnt be feathered, just like that is enough
No matter what happens I still get the weird white outline in-game
try adding a black layer on photoshop and check if it appears
it also may be some kind of compression artifact
maybe it's a gimp issue after all 
if youre not sure you can try select pixels on the layer preview image and it should select all pixels in it
oh, gimp, shouldnt be a issue as well
but i do believe it has some kind of feather or smooth effect even when using delete
as well you could try the following:
delete the black pixels, select the white pixels, and enlarge the selection by 1 pixel
then paint it black
do you have the file, im with photoshop open rn
Sorgy, was helping out newbies
do you have them with the letters?
yeah, it doesnt appear here
I'm giving your delete and grow method a try
here, delected selection just in case and saved as uncompressed dds
Imagine this all could be solved if I paid a gorillion dollars to Adobe for PS 
alpha channel :

sir
i have a solution
Yarrrr
stuff with 100% discount
for shadow, i only tried PS, i select the pixels from the icon layer, fill with black in another layer, and apply a 0,5 pixel gaussian blur, but for letters i just apply the black pixels
gimp is powerful, but it has some bs that you have to disable
it's not that visible to human eye so
ps is full of bs, but its pretty straight forward

can't be any true
but it has a lot of benefits
like if you want to do bump you can just record what you're doing and boom
i literally have this stuff here 
if this doesn't work im gonna 
you can try my dds 
i'll try both
it worked for me most of the times
Ronn's...
Damn, why
I kneel π§ββοΈ
Now i gotta beg to have the scope done too or figure it out myself
give it to me

oh and also i dont really use uncompressed stuff
i save it as 8.8.8.8 BGRA
(as nvidia texture exporter says
)
inb4 this is why its going to hell 
Im pretty sure thats uncomp

I hope I'm happy with this cuz this is prob the only chance I'll get to have someone do the icon for me 
someone asked me to re-do textures for the entire fwp 
so im either going insane or going to explode
So those are yours? They do look sexy af
hell na rn i didnt do anything
mine will work on DX11 only
plus they will be pulled straight from tarkov
instead of gmod 
I suck at rendering
But now it's mostly magazines so who cares
I hope this modding bug gets off me soon enough
i literally have setup for everything 
so i either have huge plus or huge skill issue
of how many stuff i need to do

At a later date ill try rendering through marmoset
Maybe after I honkshoo I'll try to figure out how to do the text edits myself
Gotta learn how to fish rather than be given a fish
i remember how burn taught me how to make bump using cod's normal
now i do that to every normal i have
literally the reason i even can port stuff from cyberpunk or skyrim

same to cod
i only had to work through my models and substance painter
they still look somewhat fugly but i blame the game render
i use paint.net, photoshop, blender and substance painter
like 99% of the time
paint net is the only thing that can save my stuff in proper compression 
while photoshop destroys my cpu
it cant do highest compression on BC7 with use of my GPU
alright imma dip i need to make stuff with cyberpunk rig
Already like you
oh yeah did you do anything about the stuff i showed you 
now i feel like an ass too

I've got a new project I'm working on so I will ve
good
skill issue simply 
i however saved that in BGRA and not RGBA (thats not the issue)
but i do believe the game just doesnt like clearcut alpha like that
man i love that taco language 
i think this is enough to differentiate stendo version from the normal ones
fire doe
Is the pack .38 SPC and .22LR?
So a single .38spc and the rest are .22?
3 variants from the colt 38 and 1 22 revolver
but there is other 3 22 pistols
1st and 3rd are the 38, 6inch in the 1st and 2in in the 3rd, and the 2nd pic is the 22lr 9shot
Its a 10yr old gpu with modded drivers and a busted fan controller
That is uncompressed
amazing
ΠΠΎΡ
ΡΠΉ 
so
the only things missing, is conversion kits, traders and loadouts
and rework some textures
ΠΠΎΠ±ΡΠΎΠ³ΠΎ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈ ΡΡΡΠΎΠΊ. Π₯ΠΎΡΠ΅Π» Π±Ρ Π²Π·ΡΡΡ ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½Π½ΡΡ ΠΌΠΎΠ΄Π΅Π»ΡΠΊΡ ΠΈΠ· ΠΌΠΎΠ΄Π΅Π»Ρ ΠΏΠ°ΠΊΠ° HD models for GAMMA v 3.2 ΠΈ ΠΏΠΎΠΌΠ΅Π½ΡΡΡ Π΅Π΅ Π² KVMA ΠΌΠΎΠ΄Π΅Π»Ρ ΠΏΠ°ΠΊΠ΅. ΠΠ΄Π΅ ΠΌΠΎΠΆΠ½ΠΎ Π½Π°ΠΉΡΠΈ ΠΈΠ½ΡΡ ΠΏΠΎ ΡΡΠΎΠΌΡ ΠΈΠ»ΠΈ Ρ ΠΊΠ΅ΠΌ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅Π³ΠΎΠ²ΠΎΡΠΈΡΡ? ΠΠ°ΡΠ°Π½Π΅Π΅ Π±Π»Π°Π³ΠΎΠ΄Π°ΡΡ
β
Good day. I would like to take a certain model from the model pack HD models for GAMMA v 3.2 and change it to the KVMA model pack. Where can I find information about this or who can I talk to? Thank you in advance
store food
Any tip where should I start in order to make this happen? Know nothing about animations 
ive came in to ask if any one knows somthing about this ive changed the pm iron sights to have no glow in the dark sights but i just found one with the glowing iron sights i changed the stalker loadouts to have it so they dont i just wann know if some of the stalkers will have pm without glow in the dark iron sights
Did you want me to remove the glow sights entirely? 
I can do that too I guess
ive been looking and i foujnd a pm but it had glow sights its a new save too but we n i went into de bug mode some of the pms had glow sights some didnt
will some of the pms still have glow sights
Both variants will appear in the debug menu, I only made the loadout edits so it adds PMs without glow sights, but doesn't replace them
so the pms with glow sights can still be found
so both the pms will be droped by stalkers the glow sights and the non glow sights
im ok wiht starting a new save its only like 10 mins in
File structure was wrong, here's the fixed one. If it mucks up you know how to install it 
You can disable it, it's gonna get overridden anyways cuz it has the same name
ok so should i start a new save
QUESTION -- How can I LIMIT the TYPE of items that the player can store in a particular stash ? For example, a fridge where you can ONLY store food/consumables, or a weapons locker where you can ONLY store Sniper Rifles and nothing else.
Any tips/help would be appreciated π
why dont you just do it yourself like only put food in the fridge yuou know its single player so why dont you just make sure you only put your own stuff in the areas you want it to be
That's ..... I mean..... I just..... Cuz the....
Yeah.. You're absolutely right.
BUT, I am making a mod and wanted to put those restrictions on an anomalous storage container... That's why π
Oh your making the mod I thought yiu ment for personal use
Yeah no thatβs a mod I would definitely use
Yeha no I get that now I would lvoe thst mod if you make it
Maybe try checking the hideout furniture, the ammo box has ammo only restrictions, maybe you can reverse engineer it for the fridge
It says specialized storage here, maybe you can apply it to the fridge
more accurately you probably need to find whatever script actually uses this specialized_storage function to limit what's in the box
since it comes from a mod, you can't automatically assume it'll work in vanilla anomaly
If I can figure out what items count towards the specialized storage it'd be a lot easier
Tried adding "food" but it didn't work, so it's not as simple
yeah you'd be better served finding the script that uses it in that case
could run a find-in-file for specialized_storage in *.script files across the hideout furnitures expanded mod
lol well that was easy to find
so yeah go read that
looks like either you can use already defined types OR define your own table
Managed to get it to restrict items to food, but not drinks 
Please don't kill the noob for this question guys --- Who do I reach out to if I want to get a message on my mod post pinnned ?
any of the currently-online helpers i believe
Hello Mr. @misty mulch Could you please pin a msg for me on my mod post ? π
is the gamedata and db folders from default gamma avaliable for download somewhere? i can't run modorganizer2
Read the βread before postingβ thread
Did that; msgd one helper as well π
Thanks
Not the Tarkov icon bullets π₯
im using artigrok, but theres also box icons made
theres smth wrong with this pictur
ifrst of all
the icons looks strange 
ok, as of now it works with base anomaly
Hell
but does it work?
Damn, pretty good
also roughness for that thing is
fire 
squares
alright ima port the textures rq and look at it in-game
(i had fun with weights on hands so rn i port everything i can
)
How do you make/unmake an npc a companion?
how would i go about adding the survival kit back into traders/loot pool
by reverting this probably
https://github.com/Grokitach/Stalker_GAMMA/commit/b1c711b35ff8eeaf1417e5ae2331e4d0a3aa4059
oh that sounds like effort

well it was removed for a reason

Every mod is an effort
Gimme AI for stalker configs (JetBrains Junie probably can do that)
im just the .ltx edit guy
i only take pre-existing stuff and edit it
thats what i do
that is exactly what you need to do 
