#╙🖇mods-making-discussion
1 messages · Page 112 of 1
just remove the semicolon in the specified line
i already tweaked the ENTIRE starting loadouts
that is all you need to do
also, what is the starting loadout for loner?
what weapons (i think i have an outdated set)
Time to evolve i guess 
"Whos that pokemon?" "its: Tired of this shit!"

People modding anomaly from 2017: 
the people who actively mod this game have my respect
i just couldnt
this shit is too much for even energy drinks and three days grace (listening to this rn) to get me through
We got almost all tools:
debugger for scripts
sandbox for scripts to prevent crashing
github
Just a lil bit and I sure it will be soooo much easier to mod
literally me
so youre telling me, that i just did it?
crazy
so wait why was it removed?
do you know?
thought it was redundant i guess
well i cant craft it, since it wasnt so simple
theres no longer survival kit in the file
at all
and im not putting it in
i used to buy it anyways
i never really craft meds, aside from rebirth
i mean survival kit was likely removed due to OP
since it was a rebirth but no downsides
lasted longer
45 seconds too
difference was no temp heals
i have never touched either the rebirth or the survival kit 
hey guys you want to know much fun it is to waste 4 hours of your life
just to realize you exported stuff in wrong way
not really
me too
good luck with that though 
yeah this is why i dont mod
and why i just type shit into .ltx files
yet it paid off and my brain just declines to stop on that 
also because my coding knowledge is less than a primates
please lord help me
mine is dogshir
i don't like doing ltx files
.ltx files are easy
i mostly do models n shit
dxml 
because then i can do more
sir i was forced on that modder role
it's no fun 
TDG will carry me through, i believe
but yeah, good luck in your asylum
and take your crazy pills mr modder man

lemme just show
this shit
followed me for entire day
it resulted in this bs
also wait no forearm is just small asf
also have a look at default weights
poor finger
now the one i pulled from cyberpunk
not bad at all
sir what do you mean not bad at all
they are GOOD
imagine if I do the same to male hands

I can't see them
I only see bad stuff
i am the peak schizo
oh yeah and with that
with original weights too
you know how much fun it is
to do under 40 bones with the use of 200+
🐟
basically you know how fingers can bend?
and that your fingers can stretch out
yes
basically weights are something like that
ok so weights are important to how things bend?
it says to the game
how much it can stretch
ah ok, i have a question
it also makes them move
theres 2 types of rigs afaik, FK and IK right? does stalker use either?
it can use IK
really?
im not exactly familiar with animation, but thats neato
that makes sense
Inverted kinematics
pretty good thing
doesnt let stuff stretch out like crazy
i think so
or was that RK
i never got that deep into it
FK*
but IK is very good for animations
no, FK is animator controlled
you have full control, like in a sequenced animation (reloading)
so stalker is FK
while IK is more body related
hand rigs are
forward kinematics i think so
while NPCs are IK
inverse handles dynamic movement iirc
yea
forward handles rigid movements
i remember someone
implementing that into stalker
like a year or two ago
anyways
have a look at cyberpunk rig
do you see how many bones there is
then look at stalker ones

even if you dont count the ones that are not connected to hands
its still too much
btw im actively in a shootout ingame, and im tabbing out to yap about my limited animation knowledge, this is good
fire
do you stutter a lot or na
in game?
or do you mean speech-wise?
because one is a stranger question than the other
in game
ah, not really, ever since i turned off AVX its gotten better
since i have a good gpu
good to hear
Do you mind to help tomorow with finishing a guide for anomaly book about making arms hud animation?
I figured out import/export blender stuff and now stuck at playing actual animation in game, lol
you need to write it into dltx file
first into hud
then item
like open item up in ogf
look at motion ref
I am so fed by looking at examples, lol. Thought you could jump on a call or something 
if it doesn't match
change the name of it
then do the same for hud
8 am
im not near pc for like an hour
but i can speed run it and be there in 30 mins
if u want to
It's 12 am now, lol, tomorrow pls 
im curious, that's all
Yvi
k
release when
Nice cable management, dunno how it pertains to modding
that all
is a texture for gloves
indeed
Leopard print
Damn they letting 60 year old women in the Zone?
idfk 
Fucken' granny hauling a jar of homemade pickles to her grandson in Dark Valley
yea no
no, it would be peach preserves
always peach preserves
Knowing my great aunt, it would've been preserved home grown peppers
So spicy it makes passerbys cry
- give me a link to which comment needs to be pinned
- in the future, ping me in your actual mod thread, it doesn't really make "sense" for me to be notified in here (where I'm expecting people to be asking about e.g. DLTX help) about a problem in a completely different channel
Hi, I'm new to modding in x-ray. I made some textures in substance painter, what mesh maps do x-ray use for normals, roughness and metallic? Or what is the current workflow from painter to x-ray?
Check pins :>
Heya, i'm using Arszi's Radiation Overhaul which changes the whole rads system and i want to edit/remove radiation damage coming from vanilla/GAMMA, is there an ltx and line someone could point me to? Or is it something more complex than that?
Arszis rads are not compatible with gamma
Not even the newer demonized version? Did some testing and it seemed to work alongside toxic air pretty well, only problem i noticed is me taking damage (although lower than normal i believe) even with minimum rads in the body which is not supposed to happen. Which aspects of it are not compatible?
Hello, I'm wondering how can I edit and add some weapon upgrades?
For example, adding an upgrade to the saiga shotgun to switch calibers to the 23mm rounds, adding upgrade to the 7.62x54mm snipers so they can also fire the PKM ammos.
If i were you, I would start from examining existing upgrades at configs/items/weapons/upgrades
And something like [up_sect_fifthc_beretta] that apparently allows to change gun caliber
But no idea about how does UI work for upgrades
here's a visual reference for the row and column names for upgrades #╙🖇mods-making-discussion message
How do I do that? I'm kinda new to discord servers
Nevermind, found the pins button haha
Gamma edits the radiation and fields
so that is why
Oh yeah i get that, but it doesn't seem to lead to crashes or anything, not sure if the wind mechanic works but that's fine, what i'm interested in is the effects rads have on you so it'd be cool if i could find a way to remove the rads damage from GAMMA to make it a bit more compatible i guess
you can start from here: https://igigog.github.io/anomaly-modding-book/tutorials/texturing/сreating-and-preparing-textures.html
check the (*.dds *_bump.dds *_bump#.dds) pages on the beginning sector to understand how bumpx works, the LUN4AT1C video in it explains it as well
i also have a substance painter export preset that already exports the textures in the proper channels, cant say its game-ready since you have to create the .thm files if they're needed
https://github.com/RonMaxx/subpaintanomaly-export-presets
Hey! Thanks man, I followed LUN4T1C's video and helped me all the way, except for one weird thing. I basically replaced the coffee cup model with a model I made myself. I replaced the .OGS and the .DDS files for the ones I made. Now, I can see the model I made in game and the bump map working fine, but for some reason it keeps using the original model's base color map, which is really weird because I replaced it. There's no trace of the original file in my computer yet it keeps showing up in game. I watched and rewatched LUN4T1C's video and I still dont see what I'm missing.
thats weird, try changing in ogf tool the texture path, change the texture names and the thm and see if it works
Good shout, I'll give it a try
It worked haha, thanks a lot man!
does anyone know how to get the pick up animations?
Is there any way to view OGF files? I'm thinking of making a mod that replaces the third person models so they more closely match the icons in the inventory. Dux has a lot so there's bound to be some that look good
ogf tool has a viewport that shows with no textures
didnt work out of the box for me but messing up with the 3d viewer i was able to
It shows with textures
Oh, which one has that? I see different ones online, one from Gamebanana and another from Github, and Lunatic just says to use blender with a plugin
If you need to get some mod
dding software try to get it from the igigog's anomaly modding guide
My ogf tool didnt load up f3d for any reason
Had to download ot from their website and just chugged files in the ogf folder till it worked, but doesn't load textures
Ogf tools
It's all in the modding book
F3d? What even is that
Is there a way to bring back the old arm textures?
I really dislike these new sleeves textures
I was annoyed with the low poly coffee cup, so I replaced it with one I made ages ago
Now make a high poly version of every static objects 
Is scripting knowledge necessary for making edits to levels? Would like to remove a specific door in rostok
Don't give me ideas! I lost my job and I have a lot of free time haha
I wish you'll be able to find another job soon!
Thanks man, me too haha
Edits go levels are largely not possible unless you're very experienced with X-ray modding
Only a literal handful of people have been able to
Unfortunate :/
Micro coffee barrel😊
don't use mhp hands pack ig
not really a mod making q
a "disable this part of gamma modpack" q technically
Oh
It looks bad imo, but some may like it.
Anyway thank you Veer! ^^
fyi it's confusingly named this in MO2
i don't remember if it will Just Work if you disable it without altering anything else tbh
I hope disabling it midsave is not a death sentence
"some"

XD
Check yo see that the base anim you used doesn't have multiple fire and idle anims
i already did
i fixed it

Hey, as I said before I lost my job recently so I have tons of spare time. I'm a 3D artist, so if anybody was looking for a specific weapon to mod into the game, I don't mind making the model. Free of charge of course.
God bless you, good man!🥹
It worked for changing the Skat-9 arm textures back to the old ones. Thank you again Veer ^^
Hey I was pointed to the channel to ask how to change mag size of guns in the files
I am not a mod creator so sorry for the basic question
hi you'll have to learn how to make a DLTX override. fortunately for you this is generally a short affair
https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md I suggest you read this whole thing, do your best to make your own DLTX mod, then zip it up and share it here if you run into issues
Thanks! The weapon is a modded weapon so I just changed the value in the .ltx file
Appreciate you sending me what you sent me, though.
it's generally safest to make your own DLTX edits ngl because if that mod ever updates, you'll lose your edit
but if it's just a personal change, yeah, editing the config will work
what is k_air_resistance?
its here in this ammo.ltx im editing
and i dont know what it does
handles both the slowdown rate and also damage scaling
ok thanks, i guess i dont really need to do anything with that
due to gbo it's confined to ]0, 1.1[
yeah so i dont need to do anything there
might be funny to just crank impulse (that affects ragdolling iirc)
what was the name of the velocity modifier? because i want to add it to this ammo type
Hey guys. Let me ask you something. How heavy is the new THAP? After disabling it today midday I had literally 0 crashes and I played for like almost 12 hours straight. I had around 10 yesterday before I deactivated it due to RAM shortage on my laptop. Can anyone confirm this isn't just the X-Ray in the mood today?
How do you DLTX items_artefacts.ltx or similar files?
Tried doing it the usual way but i can’t get the changes to work
Guys can we get real lasers that are not just a dot on your screen but a visible beam that changes size/dot position depending on what you are pointing it at? Ground branch is a great example of laser sights done right. Something like that for gamma would be peak. I am willing to pay money to make this a reality.
it would require another shader for that
that sounds like a ton of work then
and working through all of BaS guns since thats where the lasers come from
if anyone is willing, name a price for the love of god.
you can ask people who are working with shaders for anomaly
Are there any resources for adding a custom mag? Trying to add one to the Lynx but I'm getting crashes
I've tried to do so but it seems like I'm missing something 🤔
oh god
dont add dots there
or i may be wrong

but it depends
im just insane
also
what is the error you get?
Uhhh wdym? I was able to launch the game but crashed on debug map startup
Unless it's a file structure issue
!mags did you do this 
also it can be
but depends
Ah, I might have found the culprit 
The base type for the mag was wrong

At least I know how do add em now 
It's not actually a dot in GAMMA
It's a stick.
lol true actually
Erm akschayuslsylly 
Чисто в теории тяжело сделать чтобы все торговцы торговали и НАТО и ВП шмотками?
Вписать строчки от НАТО к ВП
И наоборот
Народ всем привет! ✊🏻
Подскажите пожалуйста, что за оружие на этих скринах?
Если есть ссылки на них, скиньте
Всск выхлоп или СВУ
- СВУ
- ACE-52 с #1333281107151683665
От души вам ❤🔥
I want to disable the tinnitus sounds when getting hit or nearby explosions. Can anyone help?
should already be a thing somewhere
people already made it IIRC
how do i add transparency to texture 
Make it png /j
Use a format or compression that supports it. Shove it in an alpha channel
so i cant just use BC7 for it
and it's BC3 for now
good for me
now how do i apply it in game 
Depends on the shader assigned to your OGF
the THM also needs to have the flags setup for it
so basically i just enable has alpha
Pretty much otherwise the engine discards the channel

You can take a look at the eco suits, the window on their helmet is half transparent, copy the shader setup from there
its just
models\window
i can use it for glasses n stuff
but i use it for hair
just dont ask wtf im doing 
Why not use the fur model instead for hair?
what
no
let me make the stalker engine pray for mercy
let it cry
it already broke all of my mental state
so i have 71k polygons
i wont use it
i will just leave it as models\model
I don't think models/model takes transparency, it's an opaque shader as far as I know

depends
ill look into shaders
ah
you mean that?
i have a question doe, how does it even work
yes, how does the shader looks like IN game
like is it any different from model or na
oh wait i can see it here
model_fur accepts alpha
model doesnt
It's a copy/child of model
also god fucking damn it what is this flashba
but with alpha channel
Yeah
understandable, thank you burn 
the goated one always comes back when he is always needed
Have fun furry modeling
na i have something MUCH worse 
(the insane one has got his hands on cyberpunk stuff)
wait

The Aref is transparency but with smooth gradients instead of being a sharp cutout
Hair is typically sharp cutouts
You can also try the models\pautina even tho it's for webs and such
ill try both later
for now i need to assemble the model out off...
200+ bones
@summer stream would you know why my hands disappear when I try to play my custom hands hud animation?
I am so lost 😭
Да бля шо ты там проигрываешь
Плюсом ты как прописывал в конфиг
Та простую анимку с протиранием маски. А конфиг 1в1 слизал с anim_mask_clean
[anim_my_sec]
hands_position = 0.021,-0.16,-0.1025
hands_orientation = -0.5,1,1.15
hands_position_16x9 = 0.053,-0.1805,-0.1
hands_orientation_16x9 = 2.35,2.75,2.85
anm_my_anim = gasmask_sweep_right_hand
;run_string game.play_hud_motion(2, "anim_my_sec", "anm_my_anim", 0, 1)
Короче time_scale сделай в 0.001
Потом нажми на кнопку которая проигрывает анимацию
Посмотри где она
Та я просто команду в консоли пишу
А что за тайм скейл? Ни в доке ни в параметрах не вижу
Щыа..
Хы, спасибо, а мог бы уже давно написать гайд в книге 
Да я то чё? 
Ну ты смешарик 🫅
Это time_factor
Я не смешарик больше
Бывших хрейшиков не бывает ))
Понял, типо чтобы анимация медленно проигрывалась типо?
Ну ты реально голова, видно что хуйня происходит ❤️
А не знаешь как так? Сама анимка то нормальная и в самом блендере проигрывается норм когда я omf импортирую
а в сталкере чё
Ребят, приветствую, может тут кто подскажет, как сделать возможность открывать рюкзаки в инвентаре, т.е. полностью превратить их в отдельный предмет со своей вместимостью и складывать туда различный хлам и ненужные в инвентаре вещи
А в игре совсем не так (
Бля..
Ты не можешь надеть противогаз и потом пробовать его затригерить нормальным способом?
Потому что эта хуйня, возвращение в исходное положение
Я это ловил из-за неправильного название анимации и то что неправильно указал его
Я так глянул, есть 2 типа инвентарей, нпс и ящики.
Если ебаться не очень хочется, я бы предложил покопать в сторону iterate_inventory_box и UIInventory:ParseInventory
Ну а так все открывания трупов, рюкзаков и торговля в UIInventory написана
А я наконец нашёл этот мод, но всё равно спасибо
А скинь ссылочку, интересно посмотреть )
Расскажешь где нужно файл хранить? Нужно его где-то в ltx добавлять?
Ага, правая рука для которой анимация в момент очистки шлема сразу становится в это исходное положением
Кстати, ты чисто посмотреть или планируешь сиё произведение адаптировать под гамму? Просто есть пару мыслей доработать мод, но вот не знаю к сожалению как
Посмотреть было любопытно как сделано. А что, оно с гаммой не работает?
А по доработкам легко подсказать, что хочешь сделать?

omf file для рук :
О боже xd
anomaly_weapons\hud_hands_animations
Именно в мешах
Потом он к нему будет обращаться
Лиззардмен делал лучшую весрию этого мода, но тут проблемы с дивжком этому мешают
нет нормального мода такого
Они все хрень
Не знал, спасибо, но все равно в исходную позициюю прыгают руки 
Реально про папку нигде ничего не написано было, грусна
Т.е. мод в общем рабочий, но в любом случае рано или поздно возникнут проблемы?
Это год назад было или больше
Короче да
эти моды все работают через жопу
Ага, оттуда все анимации и воровал 
А чего еще можно проверить из-за чего анимка не работает?

Я ваще работал с пушками онли, а там уже надо в ogf залезать
И вот там уже вписывать нужные пути
Но это для пушек
Для айтемов я хз
Там отдельные имена в анимках которые он проигрывать должен
Угу, ебучий движок короче
Но спасибо за помощь, дорогой
Буду знать кому писать, ахаха
О, а ты кстати не знаешь кто может знать? Я уже крейзи, всем готов писать
Спроси у лиззарда
Из интереса, а как именно ломается мод? Казалось бы там отличий от обычных stashes нет, от чего проблемы?
@crisp oxide мб ты помнишь, ибо это давно было
(Если он еще жив)
движок не сделан для таких вещей, и поэтому мод работает как говно
все что я помню
или он просто прячет вещи в твоем инвентаре
или еще что
Хм, @kindred topaz , если будешь с ним играть и будут проблемы - пиши
Просто по коду там просто под тобой спавнится, в него грузится айдишка рюкзака и дальше оно работает как обычный схрон
Ааа, так подождите, парни, в какой-то сборке же все рюкзаки через этот мод открываются, ща поищу
Бля, ахаха, там короче папка оказывается hud_hands_animation 
Спасибо еще раз
Ошибся на одну букву..сука
В Эпилоге
А вообще это из ареа вроде пошло
И я скорее всего его оттуда заберу
Скинь потом, пж, посмотрим что они добавили
Если найду - обязательно
yes but the milspec pda itself is not obtainable in gamma by default (gamma uses its scripts/MCM settings)
Oh god its even worse than i expected...
often the case 
I reinstalled Milspec twice befor getting it to pop up in the crafting menu for whatever reason
hi guys im making a mod that makes artifacts spawn inside singular anomalies (not just the cluster ones) based on emissions & chance
any tips on best ways to test the edge cases? if anyone interested in helping me test stuff id love some help, its my first mod
Hey, anyone know which parameters in the ltx files affect aggro ranges/behaviours?
Singular anomalies spawns artefacts throught drx_a_main:spawn_artefacts_on_level, you can definitely get inspiration there.
But more interesting, what are edge cases here? If I were I would just extended my spawning script with release/testing switch that will either spawn real artefacts or just collect data for testing purposes
I made a mod to allow upgrades to the SVD to fire the PKM ammo, why is it not allowing me to click on the PKM ammo on the bottom left? I can only get it if I press Y and then 7.
remove "no old ammo in the wheel" mod and try again
hi! where i can find list of all event callbacks i can subscribe to?
lua_help
in the vanilla scripts
or the callbacks file i cant remember the name of
axr_main?
i thought so. but there is no axr_main in anomaly folder(
that
there is
unpack your data files
ah. ok
how hard would it to be to copy paste 3dss from the akms to the akm if they share the same anims? 
found them. thanks
not very
but you do need blender
I just copy pasted the the 3dss stuff from the AKMS_alt and renamed everything to AKM
so you made the AKMS an AKM
which removes the entire point of the switch
Yeah I just wanted a wood AK 
now it is exactly the same gun
AKMS has a folding stock
and now you made it an AKM
why not just use an AKM
what is the point
Yeah it's a tiny thing but wood stock Aks are just a vibe imo
so why not just use an AKM?
why make an AKMS into an AKM instead of just using an AKM
I just wanted a single wood stock 7.62 AK in the game, nothing else really. It's dumb but I like it 
but.. you already have an AKM
which has a wood stock
...what
Zamn, I just noticed that the AKM doesn't even have the wood stock in it's world model
It just reuses the AKMS
but it does...
you know, whatever
trying to understand this hurts my head
The AKMS is the only 7.62 AK with normal wood furniture in the game, it has a folding stock but I wanted a wood stock.
AKM has wood furniture
Yeah I know, but not the stock right?
The AKM didn't have 3DSS, so I wanted it to have functional 3DSS like the AKMS
Hmm, I seem to have realized my blunder
Guess I really do need to use blender for this one 

Guess now I gotta ask where the resource for adding scopes in blender is
Not having 3dss on an AKM is a sin
the best rifle in the game
I'll get that AKM with 3DSS one day
The process for that couldn't be easier because they're essentially the same model with a different stock
Copy and paste the scopes from the akms onto the akm in the exact same position then copy the 3dss ltx and change the section names
Idk why grok chose the akms instead of the akm tbh
also funny cause now tarkov has a stock adapter for the akms but why wouldn't you just use the akm?
Hello alpha modder


Damn @fair canopy congrats. And the alpha role got that nice shining boosty stuff
Wait I see we got a surge of alpha modders now with oleh and hippo too
Oleh was long due tbh

you're next 
I went off the grid 👀 maybe on my grand return
👀

@drifting moat 
Imagine being red 
@summer girder make this man red 

fuck
imagine being a modder 
Imagine there's no heaven 
hi! i'm trying to register some events in my script. some of them are successfully captured (actor_on_weapon_reload, actor_on_item_use, npc_on_fighting_actor etc.) but some not - actor_on_hit_callback. code looks literally identical, what might be the reason?
someone said modding ?
registerer:
RegisterScriptCallback("actor_on_hit_callback", actor_hit_handler.handler) -- not triggered
RegisterScriptCallback("actor_on_before_hit", actor_before_hit_handler.handler) -- triggered
handlers are in separate files
on before file:
local function on_actor_before_hit(s_hit, bone_id, flags, unused_param){log event}
return {
handler = on_actor_before_hit
}
on hit file:
local function on_actor_hit_callback(obj, amount, direction, who, bone_id){log event}
return {
handler = on_actor_hit_callback
}
literally the same. maybe parameters are wrong?
Hello! I was told to come here to talk about aligning sights and stuff? It's a question from a big dumb idiot who doesn't know how to edit stuff (me) so if it's too much of a hassle to answer I totally get it.
I want to use this gun but I think I would end up throwing myself into the sea.
hud editor for that
yeah, there is one 
Hello, I want to make a mod that changes mutant health and resistances, right now I want to experiment but I do not know where the mutant files are
Nevermind, I was able to figure it out
You just haven't noticed but 99% of guns are in varying degrees of this
Dont tell me what gun it is, it'll drive me crazy!
You just ruined my day!
Why do you make handler on a separate files? Cant you just register the callback on the file itself? also you dont return a value in a callback
And dont use local function, use function for monkey patch. Look at your scripts I have no idea how the first one even work tho 
There isnt seem to be any connection between the function you register and shown
solution: stand farther from the screen
smoke too much with freedom
Where is Hip's file located?
Is there any script that can dynamically inject values in .ltx files? Not DLTX, script.
Any1 have an idea on what mod or setting would cause the tooltips to double up? And the icon colours to change (white meds becoming red meds for example)
you have 21:9?
Yeah I run Dart's to fix any of those issues. But i've tested it on and off. No change
Then only Sergei Grigorovich can help you
Thanks for the help!
It's getting late so I might not reply, but does anyone know how to fix this error? I'm trying to transfer the 3DSS scopes from the AKMS to the AKM, but it seems to be missing a vertex group. I noticed the AKMS has a joint called lens too but I'm unsure if this is something I also need to fix
the skeleton you have
doesnt have any lens bones or etc
Yeah I noticed, do I have to add the bone myself? I don't think the base AKM has OGFs with that bone
yea
select your skeleton
then go into edit mode
press this
add the bone
look at where your wpn_scope bone is
basically here you have it
you have data for it
copy XYZ on head and tail to the bone you just added
You mean from the AKMS's lens bone to the new one I made?
your bone is now in the same location as it
you just make the new bone and copy location of wpn_scope to the new bone
that's all
(well, not all)
now you rename it
Aight, I'll do this in the morning. It's like 3 AM for me rn 
here it shows as new bone
just look at what im saying 
dont worry
so right below in here, press the green bone
open up relations
make wpn_body the parent of it
like this
now it's tied
after that you load in omf file for the gun
it's usually in anomaly_weapons\hud_animation
after you loaded it in, go into animation
select the first animation, play active motion
here you have the dope sheet
and then just press I in the view mode
so it will create data of lens on ur gun
do it for every gun animation
after you're done with that
oh yeah i forgot about one thing
assign it to a bone collection
or else it wont import
now select ur skeleton
export as omf
set it as this
and then import
ur done now
you have ur new animations for lens
it's not that complicated
just tedious
Thanks a ton, hopefully I can get it to work 
you will, no worries
just dont do it so fast and u will be fine
Hello don't know if someone could help me but Im follwing this guide: https://igigog.github.io/anomaly-modding-book/tutorials/index.html
Right now I'm trying to create a simple mod that adds birdshot ammo to the game.
I've located the file that i need to change: configs\items\weapons\weapon_ammo.ltx
I just don't understand how do I create the mod itself, the file structe etc.. so I can install/import it in MO2
Thank you in advance 🙂
Introductory book for S.T.A.L.K.E.R. Anomaly modding
create empty mod in mo2, go into it
create gamedata folder, inside of it create a folder named configs
after it create a file named "mod_system_xxx_xxx.ltx"
then write down everything you want in it,
like the section you want to change
every change under it```
then save it and you need to see it in game
Ok thank you for the help, In the guide they recommend this tool .\LTXDiff.exe is to find the "system" right?
i never used this tool, but you can try it 
Ok tahnk you, I assume to create a recipe is the same process right?
yep
the same process
but you can make it in the same folder
just as a different file name and different section
Ok ok thank you for the help, I will try it now ❤️
@summer stream Ineed to use '@' instead of ! because I want to create a new entry right?
no
for new entry you dont need anything
Ok, thank you for the heads up
Btw If I want to make the new ammo compatible with GAMMA and the values closer to what's expected, which mods i should based on?
181- Ballistics Overhaul (GBOOBS) - Grokitach
182- GBOOBS vanilla ammo - Grokitach
What is the mod for mark stashes ?
guys yall should really use MCP servers with your copilot (unless youre olds school anti AI which im sure some of you are)
this MCP server will connect your agent to github, so essentially if you want to develop anomaly mods just tell it to look for referance of other public mods
OR
use web scraping MCP to read the x-ray docs
Anyone know the damage formula for ammo?
In game buckshot = 22.2 * 9 dmg
And slugs = 147 dmg
What's the formula behind this damages?
AI got me this one but I do not believe it:
Damage =
hit_power ×
k_hit ×
k_dist ×
k_bullet_speed^0.75 ×
impair^0.75 ×
(1 / k_air_resistance) ×
bone_multiplier ×
100
holy fucking shit

it is so weird how GH runs their MCP in a fucking Docker container
makes no sense to me
is there any mod to narrate discussions with npcs?
TALKER
So what's the difference with regular copilot?
regular copilot is just an agent that communicated with llms like GPT, Claude etc
with an MCP server you can connect that Agent to a service such as github, or any other service with an API
what it means is if you ask your agent (say copilot) to lets say add an MCM option to your mod, what my agent did was look up the official MCM repo in github, and use the "read_code" tool i gave it off the MCP to see what it needed to write
its not always 100% but at least it stops it from hallucinating and actually using documentation as intended
Sounds interesting. Does it support any source like google notepadllm?
why that out of all thing?
link the MCP server you made
Because my company pays for it 
And nothing better than it for auto-completion
auto-completion?
all it does is summarise texts with voice
well anything with an API can be turned into an MCP server
and answer questions on them
It writes any code I ask. What's wrong with that?
instead of endpoints and routes you have the "tools" the LLM uses (basically the services themselves, CRUD and such)
Are there decent guides in the Internet?
plenty really
Sounds good, gonna take a look
https://cursor.directory/mcp
check this out
it does? not the use case i knew it could do
also mind you its new tech so be causious and dont use ANY mcp, especially unofficial ones
yea if it doesnt know how to do it i insturcted it to always look for source code on github
if it fails, the AGENT will start scraping docs using another MCP
im having 70% + success rate modding anomaly
made him create all this documentation for himself so he can code with more success rate and less bugs
Yeah, maybe it's locked behind paywall but it often suggests decent blocks of code and writes whatever I ask in a comment block
This is actually sick idea. Have you thought about maintaining dedicated repository for MCP for anomaly?
i have no idea what kind of content an anomaly MCP server should have lol
i use MCP servers to work with daily stuff
github, google ecosystem, excel files
github is good for reading repositories and helping the agent have more sources
google stuff is usually gmail or drive (asking the agent to read or send an email or wtvr)
got some web scraping MCPS
Share the MCP server on github
add this to your mcp.json in vscode or wtver client youre using
add this if you want the agnet to package your mod so you dont have to lol
post the code
not a screenshot
reason most have github pages is so it can be automated
wait
this is the official github MCP
Yes
I stick to official whenever there’s an access token involved
"github": {
"command": "docker",
"args": [
"run",
"-i",
"--rm",
"-e",
"GITHUB_PERSONAL_ACCESS_TOKEN",
"ghcr.io/github/github-mcp-server"
],
"env": {
"GITHUB_PERSONAL_ACCESS_TOKEN": "<token>",
}
},
Let me clarify, there is no “Anomaly MCP”, I mean we can make one but what purpose will it serve? I use MCP with daily stuff as I’ve said, to help copilot by giving him access to the repositories
how in tarnation do I import an omf file in blender? 
import it to the armature of an object
you can't import it by itself
uhhh is this right? Don't notice anything different
if it didn't give any errors then it's done
Oh damn I see the motions now, thank you

This is it right?
now select the action editor to see the actual animations
Hmm thanks, tryna follow Maka's guide to add data to a bone
What bone are you adding
how do you have it read actual docs or anomaly mods?
Trying to add a lens bone cuz I can't export the OGF without the scope's lens being parented to one
once the MCP server is available to the client, you can either ask him to do it or use # to use the tool you want it to use
It'd be easier to parent it to something like a trigger bone or something like that
are you doing it for an existing gun?
yeah the AKM. But it doesn't have the lens bone the AKMS has
if the trigger is animated then the lens will also be animated
just grab the skeleton of the akm. if you load the akms over the akm it should be almost exatly the same
if you really want to learn how to do it yourself, ive got a video up on youtube
I notice that the AKM has a wpn_scope bone, but the AKMS has a lens bone.
wpn_scope is a holdover from the old way scopes were done in the engine
what i do in most cases is change wpn_Scope to lens
that requires modifying the animation in omf editor to change the bone name
Yeah Maka made a guide for me and i'm tryna follow it, but when I added the OMF the gun went off the center
I assume it's based off your tutorial
Followed it well enough until I noticed that it's severely off center
I dunno if I can parent the vertex group to the bone or something so it doesn't get left behind
Can you link it?
That's not a side loader so it would need completely different animations
But yeah, not in GAMMA
Or even an extra mod for anomaly to begin with
Are you a viewmodel animator
Tutorial on adding new bones to STALKER OGF and OMF files.
Just need a Winchester 1895 model that'll work
If I can't find that
The hard part begins - and I'm fine with that
Here's the basic one for adding a bone to a model
oh damn I saw this one but didn't realize it was you 
Tutorial on adding the lens hider function to 3DSS scopes for STALKER. Lens hider is used in the GAMMA mod pack and can be left out for other 3DSS packs if they do not use lens hider functions.
This one takes it the next step for adding lens hider

Thanks, I'll check it out soon

Sooooooooooooooo
Anyone have any 1895 model recommendations?
If not
Wish me luck. For I choose to lose my mind on a new project.
You could lift the BF1 one
Aye that'll probably be the best option
Quick question
Stripper clip loading is still not a thing, right?
I want to know before I go off on a wild goose chase
Wdym
its just an animation
check Juan's Berthier or the M1 Garand
Hello anyone knows what function returns the current weapon in hand? from the db.actor? or if even exists?
Ltx
Hmm, I copied and pasted the values from the AKMS alt, odd
What value do I need to edit to fix this?
You should be able to just copy and paste the ak74values
Don't seem to be seeing any discrepancies unless I'm editing the completely wrong file
You need to Change the section names to match the akm
Just noticed that and did so, still seems to not work
So far I'm only testing on the 1P29, haven't done the other scopes yet in case I messed up
Ive noticed that prices when selling ammunition are nowhere near as high as they used to be. Where or how can I change this?
It was the base AKM ltx that I needed to edit 🥹
does the task_giver_id point to the task giver npc's object id?
Hmm I wonder what it was. It should just work as aa dltx file
I copied the values to this, would it be a better idea to copy the scope data here instead?
yes BUT some tasks may not have a task giver. Try to acquire the task giver NPC object and make sure to check for nulls.
got it, thank you
this is how i worked with task_giver_id
local task_giver_lines = task_giver and miittp_task_text_formatter.build_character_text(task_giver, {
rank=miittp_mcm.SHOW_TASK_GIVER_RANK,
reputation=miittp_mcm.SHOW_TASK_GIVER_REPUTATION,
location_and_goal=true
})
yeah i was referencing that already lol, just wanted to make sure
how correctly change stats for armor? I want make exo-merc 3 artifact slot. not 2
You can use this mod as reference https://discord.com/channels/912320241713958912/1356093219837837312
Hello anyone knows what does GAMMA change in the damage formula?
I'm creating a new type of ammo, in clean anomaly is working fine, killing in 4 shots
In gamma it always kills in one shot, can someone point me out to the differences or what mods are changing the damage formula
I would like it to make it Gamma compatible 🙂
Is it even possible to make character control like in tarkov? I mean adjusting the height of the character's stance and lean
i know your voice 
So does anyone who watched the tutorial I have on YT
ASMR version when?
aye
danke
those are both en block clip guns
...i have an idea
you shall see what ive got by the end of the week
You can do tri-state + empty reload with scripts afaik
I tried with a gun once but couldn't get it working
hey can someone tell me which file is responsible for AI aim? I would like to transfer this file from one modpack and make a mod for gamma/efp from it
same problem i had in the past when i tried to make an animation for a few different bolts in GAMMA
i genuinely just wanted to see how other people did it, if they had
and either get some inspiration or maybe something i could use or even iterate upon after i ask for permission to do so
Iirc the sks loads with a stripper clip. Take a look at how it's done there. I think the mosin does too
gods i havent used the mosin in so long, and i entirely forgot about the sks
thank you
It's literally just a normal animation set up with no "empty reload" and using the stripper clip for both reloads
well ive got to ask still
yeah checked rn, youd have to work with scripts to make anything work properly
either a script that simply block the reload process, or spoof the game into thinking the gun is full
but, you could always work into abstraction, theres no need for it to be 100% like real life

95% is the industry standard
This is anomaly
which doesnt even have hud empty click animations
or just use _ammoX
Does ammox work with a full reload?
pretty sure it works on teivaz's revolver
for that you'd use _empty
and yeah I think teivaz's revolver uses it
I also use it for my honey badger
although in my case is comically useless and unnecessary, but it's still there for you to look at
i feel like im going into this with less tools than id like to have, so this is honestly incredibly informational.
wtf do you use ammox for?
pilli
ammo check anims
again as useless as it gets, but I wanted to check it out
that seems so unecessary lmao
I only use it for the last few bullets
so that when you have one bullet left, you actually have the correct amount
autistic as hell if you ask me tho
You wanna see a GREAT use of it??????????????????????????
yeah show me how you used it
inb4 30 animation variants for a transparent mag 
time to setup 31 bullet bones
I mean for transparent mags yeah, I'd love to have those
I'd actually do that if rigging springs wasn't such a pain
i am contemplating making one for a future transparent mag
but its a 180 rnd one
time to setup 30 follower positions
i think i'll just paint it black
The world if you could animate scale for X-Ray
man, i have carpal tunnel
im doing this in the easiest way thats visually attractive from the players perspective
real
nah I don't think that can be done, it's a matter of what an ogf itself is and how it works
WOAH WOAH WOAH WOAH
with scripted attachments you can scale meshes independent from the bone tho
yeah, mas has the ability to scale attachments

But not dynamically for an animation
Which would make animating something like a spring very easy
I asked lucy and she said that it's something that could be done
Oh cool
didn't elaborate much further tho
We'll have that when 1.6 comes out
I don't expect it to be easy ngl
Right after GAMMA 1.0 and CWWP!!!!!!!!!!!!!!!!!!
nah 1.6 is actually comically close to releasing from what it seems
imma say gamma 1.0, anomaly 1.6, stalker 3, cwwp
Didn't they want a full arsenal remake for 1.6
it will probably be remade anyways to match scripted attachments
but idk ask awt people
I'm buying a Winchester 1895, not a Russian contract
but it'll help make an animation that looks right... also I've wanted a reason to buy one for a while and the husband begrudgingly allowed it
so im committed to the project, i have a 3D model and ill be custom tailoring some decent animations
im excited and apprehensive.
is it one of those lever action guns
Yeah
But it's different than the winchester that is on GAMMA
this one is a top loader iirc
I'm annoyed by limited-use items that realistically wouldn't be (multitool, files, etc) and am trying to change that on my end using DLTX but I can't figure out the variables I need to include/change to get it to work, does anyone know what I'd need to do?
its john moses browning's last lever gun
the guy who made the M2 browning, the m1911, and every winchester lever gun that was good
300,000 examples of the winchester 1895 served in the russian military during the first world war, modified to fire 7.62x54mmR and to load from stripper clips
a lot of people are convinced the gun used an integral box mag to avoid chain detonations (if a pointed bullet where to hit a primer)
this is in fact not even the top 3 reasons this change was made
it was mostly to do with weight shifting as you fire and barrel harmonics
im obsessed with it and have been for years, my uncle has one in .30-40 Krag and it's a dream to shoot
basically
it's the only lever gun purpose designed for military use and chambered for a "proper" full sized military cartridge during the first world war
and it is the only lever gun i know to have a packet loading system, which is neat
Hey quick question does anyone have any experience importing stalker maps into blender and making them look nice?
Oh that’s okay what about the original trilogy?
Not sure how it works but:
https://www.moddb.com/mods/stalker-anomaly/addons/kek-ray-abobalisdkcardon-v01
^^ That was done in Blender.. And 442- Expanded & Fixed Maps - HailTheMonolith was made in Blender too
It has 100% been done
I don’t need to do anything fancy just import and make the textures look nice since I kind of have it half way where I have the map imported and the textures do show up but it looks like ass with like white splotches everywhere, on phone right now can drop a as later
use the Blender plugin
By "making them nicer" I assume he means largely changing the geometry of the maps
Which hasn't been done for Anomaly afaik
You can change some bounding boxes as seen on that fixed stairs mod but that's about it
The moddb one has many new trees in different places and new ponds all over the place
Yeah I’ve been using this! Just need to get maps looking nice as I have the game data folder set up correctly
Like not modifying geometry just want the textures to not look blotchy
No no when I mean I import the map the textures show up but they look wrong, i can drop a screenshot in a bit when I get back home
follow this
or idk look up for messages from Burn

Will take a look thanks!
also if you're doing just textures, you'd be better off previewing them in-game using debug mode
Mob Boss is typing...

how do i create a new item in the game? 
which item do you need
i want to create a new casing item
like one that doesn't exist already in anomaly
i can't think of a mod that adds an item to go looking inside the files and see for myself
do you have a link 
you made me remember i did not yet add to trader list
its a wip
should be out soon
but you could check the artigrok for how it sets something like artifact powder and ammo maker
true
ammo maker is the one that introduces the casing system for crafting
but in thesis what you need is declare a new part in a mod_system .ltx
you reminded me i think i saw a msg from veerserif here about the ammomaker's crafting system, might be useful
such as this
and create a mod_craft ltx that adds the crafting recipe to a bullet
you could check if the ltx is throwing errors on the log, but really try to check on mod organizer to see if theres a typo or misplaced file
investigating 
also, really check on the list on the debug menu to see if there isnt really your item on the game or if it just doesnt have a icon
i found the issue! 
||my dumbass misplaced the dltx file inside of /config/items
||
moved it back to /config and now it works perfectly
thanks @undone spruce
thats a classic
Hey so I followed Burns messages to get Limansk into Blender, is it supposed to look like this with the random white walls and the white blobs around the trees and the dotted lines?
Is there something else I need to import using pavelblend to help with the look?
Completely new to to this so sorry if this seems arbitrary
Fixed the lines, they were relationship lines
Hey guys a question:
I have this function right:
monster_on_before_hit = {}, -- Params: (<game_object>,<SHit>,<number>,<table>)
How do I know the attributes and functions associated with a Param?
Example:
SHit object has parameters and functions associated
SHit.power
SHit.draftsman
Where can I get or chek this info?
Thanks in advance 🙂
How do you remove stuttering for equipping detectors from "Devices Of Anomaly Redone"
Was able to figure it out, thank!
Those are just the relationship lines and the white blocks are the invisible collisions of the game, most are cforms
the man himself has answered and he's red 
How'd you even go brown ? I have no idea when I became a red 
happend like 2 days ago, some modders got upgraded like athi, serious, and catspaw
I asked Mirrowel nicely 
You cheeky ol dog
Did you ever finish the fog/mist particle spawner for Swamps and other maps?
uhhhh kinda? I never added it to other maps, and after it got added into INVERNO by default I just kinda left as it is lol
I was almost finished with the piss mod, then I moved places and haven't set up my PC since then lol
It got added to Inverno? That's pretty cool!
Can someone help me understand unexpected behavior on grok damage formula?
local armor_loss_increment = 0
-- BS_CHANGE START
if ammo_section == "ammo_12x70_bird" then
armor_loss_increment = 0 -- birdshot will never destroy armors at any significant rate
else
armor_loss_increment = tonumber(k_ap * 0.60) -- reduce bone armor depending on k_ap
alife_create_item("underwear", alife():object(0))
end
-- BS_CHANGE END
if k_ap < custom_bone_armor then
local new_bone_armor = tonumber( tonumber(custom_bone_armor) - tonumber(armor_loss_increment) )-- armor reduce
custom_bone_value[custom_bone_id] = new_bone_armor
if k_ap > new_bone_armor then -- if bullet damaged armor enough and pen with reduced power
shit.power = shit.power * custom_bone_hitfraction
alife_create_item("underwear", alife():object(0))
else
-- BS_CHANGE START
if ammo_section == "ammo_12x70_bird" then
shit.power = 0 * shit.power * custom_bone_hitfraction -- there is next to none blunt force trauma of birdshot
else
shit.power = 0.025 * shit.power * custom_bone_hitfraction -- residual concussion damage if bullet didn't damage armor enough
end
-- BS_CHANGE END
end
else
custom_bone_value[custom_bone_id] = custom_bone_armor
end
I've hardcoded the code to do 0 damage and 0 armor damage when ammo is = ammo_12x70_bird
armor_loss_increment = 0 -- birdshot will never destroy armors at any significant rate
shit.power = 0 * shit.power * custom_bone_hitfraction -- there is next to none blunt force trauma of
But its killing the stalkers even doing 0 damage ( proof in image ) anyone knows why?
Code is based on: 181- Ballistics Overhaul (GBOOBS) - Grokitach\gamedata\scripts\grok_bo.script
is FFI legal to use?
Nope, banned by Geneva Suggestions
Buttplug mod 
does someone here know which mod is responsible for eating my ammo recipe? 
even when you do @[10]:6 you don't get the ammo
you get this instead
Tbh, I don't know what you mean by "legal". It works and therefore opens a lot of doors. Maybe too many doors, yes
Yeah, exactly
i managed to open a link with it
it the ammo maker mod but idk how to make it use 2 recipes 






