#╙🖇mods-making-discussion
1 messages · Page 117 of 1
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Hello, Picnic.
Then do as above :
THM file for color map : DXT5, Kaiser, OrenNayar Blin, Material Weight 0
THM file for bump : DXT5, Kaiser, Flags : Generate Mip Maps, Has Alpha
That's all 
Thanks, Maka.


PM
LET'S GO
Has there been any new animations made so you don't have to use universal animations?
i am planning on new ones
Sweet
скореескорее
Hey I've been trying to install pavelblend's xray addon for Blender but when it finishes the install nothing new shows up in addons. I've tried it with versions 3.5 3.6 4.4. addon is zipped. log on blender shows it being put in the addons folder but nothing. Any ideas?
@crisp burrow сюда кинуть?
you need 4.3.2 blender if you want to run it properly
thank
PKP test
and that's how its named
I was installing the wrong one the whole time I was trying to get it to work 
Да я имел в виду на сайт от своего имени) Забей) Спасибо за ролик)
Also, does anyone know how the freezoom works on some guns? Not getting the same effect for some of Juan's guns and I wanna standardize it
Have to delete it immediate hud_fov on the gun ltx
still not showing up on 4.3.2
do you have this? 
but nah
ah 
I downloaded from here https://github.com/PavelBlend/blender-xray
and how did you download it
zip
yep i see it
download from here
Make sure its this one
I made the mistake of not doing so
yall did it! thanks so much
how does one go about adding more than 1 custom poster to the game?
jesus, if this works it's a game changer
Is there any chance to see the mod which changes NPC animations and gravity field around them? Or this engine will not let to make it ?
Duplicate the item entry, give it a custom name, assign a new texture to that ogf, add the item to crafting tables/traders or just spawn it via debug
what even is that
a way to attach a debugger to a running script integrated into the engine. no more guessing what keys lua table holds, you can just inspect an object in VSCode.
Yeah, overall it works and has decent call stack with variables overview.
Guys from IX-Ray invented the tech, all credit goes to them
why are there so many seemingly active, independent forks of x-ray? There's demonized, IX-Ray, OGSR, OpenXRay. All of them seem to copy some features from the others and leave some out.
ix-ray is the most advanced one there yet
Because someone looking at the 4 ''standards'' decides that there should be a new version that encompasses all the best and leaves out the worst of each version. Results, there's now 5 standards.
Honestly, its simply because every big project will at somepoint branch off one of the engine versions for their own needs, stop integrating new changes because it would mess up their own thing and there you have it, all these different versions
eh, so same old story. I thought maybe there are some licensing shenanigans or some modder beef. I hate to see the effort so splintered.
oh shit, that's the 5th standard mindset, gotta be careful.
it's usb c
MY fork will be THE foundation for the future, it'll be UNIVERSAL, you just wait and see
and then another team/dude pops up and says the same thing
USB c was supposed to be the chosen one
c for chosen
USB C talk as soon as mine breaks 
C for conked charging chip after 3 days of use
Looking for some ideas how such animation can look like, really struggling with finding inspirations for this
Modded exes is a superset of anomaly sources, cause anomaly doesnt accept pull requests. If it was this project wouldn't exist
how do i access the models and textures of anomaly? i want to create new animations and imporved textures for it
Honestly, that's pretty solid 
I can't really think of anything off the top of my head that you could use as a reference or inspiration. Despite that, this could be implemented as is and I would be okay with it. Some other modders who have experience with animation might be able to give you some pointers.
You can extract anomaly assets from db directory with this https://github.com/revolucas/AXRToolset
or go full bore and just unpack everything with db_unpacker_all.bat in the tools folder in Anomaly
thanks
hello! could someone much smarter than myself tell me if this is possible? https://www.youtube.com/watch?v=dMGtpRflMZc
STALKER 2 is shaping up to be an incredible game—but there’s still one core element missing: a gameplay loop that creates real tension, real risk, and real consequence. In this video, I break down a custom mod concept inspired by Road to Vostok—a system of dynamic Dark Zones, permadeath-lite mechanics, and a fully customizable home bunker ...
what
some tldr would be nice
5 and a half minutes
newcomer_meme_12.jpg
It's kinda hard to explain without writing a novel, but it would be a mod that kinda works like Road to Vostok with moving dynamic areas you lose your stuff in
if you die
so yeh thats possible
thanks i aint reading allat. too long

I read the summary and it is incredibly hard
PvP tarkov ass mechanic
it would work off of a better alife system like if a faction took over an area in the zone it would turn into the "DARK ZONE'' like Vostok in that game
I thought so. I know nothing about modding, but this idea makes me wanna jump in and try. I just don't want to if it's going to be impossible
Bruh this is hillariously hard
Come on guys, dont make our new and very ambitious modder down, he can do it if he just believes
Hey how can I change Hip's default gun?
like instead of her spawning with a makarov she spawns with another gun how do I do that?
So when you guys make weapon lists, how many times do you do it to make it appear SOMEWHAT commonly? I know the normal probability doesn't work but what specifically is the amount of entries should I do?
I know one entry isn't enough, but like... how many?
Yeah I've been editing them to be more common but also specific to certain factions by hiding some trade scripts
Like say the L86 is held by Mercs and ISG primarily with Freedom on the side
Nimble sells a lot of the guns still but not all of em stuff like that
My ultimate goal is just to integrate them into my playthrough more
Not just purchase but find and repair
Fought through a horde in Limansk but no new weaponry found*, so I'm trying to up the ante a bit.
I just don't know by HOW much I should increase the spawn list
I'm mainly just frustrated how the same weapons keep respawning over and over with little variance. Its like CMON give me something different
I'm pretty sure with the weighted loadout that gamma runs, adding multiple times the same gun doesn't do anything.
Also any "upper" tier, veteran for example, inherits from the previous tier and any other under. So adding the gun to rookie will add it up until legend.
You can open up the loadout file of the weighted loadout mod and you'll have a full breakdown of how it works
Where is this file?
In the weighted loadout mod 
O h I didn't know that existed. Well that works out, GAMMA has so many mods its kinda hard to think of what to search for exactly.
Especially as an outsider looking in
You can also just search on discord, multiple people have answered multiple times and broke it all down several times
I did it get a snippet from it apparently, but I wasn't aware it was from a thing I could just access at any point.
So I just took what I saw from the image and put it to practice.
Welcome to modding, most of it is FAFO
Well this will allow for some more simple editing and stretching out
Also one last question
Instead of rookie status it says novice correct? I've also seen some loadouts just say [experienced_loadout] with no faction tag what does that mean?
Like its universal or just a general addition?
Correct, every loadout inherits from those
Gotchaaaa that's what I thought, my second theory was it was for loners or something else I wasn't aware of.
Well I'm gonna read through the NPC file extensively and apply it
There's a full breakdown of the tiers in every faction file. At the top you can find what inherits from what
the more entries of that gun makes it drop more often, only in gamma though, if not using gamma then you need to add : and then the percent for it to drop
wpn_l86_lsw:1:0:15
the :15 is 15% etc
Even with the weighted loadout? I thought ltx tables would only pick the latest key out of a table
Yeah that's what I heard, that if you spam it it will spawn more
Do you do it like... this (1) or this (2)? Or does it not matter?
For me in FWP, adding more entries for my weapons made them spawn significantly more than before, however it stills counts all the other guns within that npcs loadout section and the extra gun just gets into the random pool selection so it's still chance, but more entries = more higher chance it'll pick that gun instead
the first : means if it uses a sight or scope, second : means what ammo type it uses, third : is percent, gamma doesn't care about percent so you can give it whatever as long as you give it extra entries
No I know that I mean the formatting, like do you repeat it under one ![entry] or under multiple?
like this would work for gamma
Perfect I'll study it
it'd repeat for each section you want the loadout to come out
Ah so secondary way of formatting
if it's a pistol then yes
secondary is for sidearms, primary is for rifles any long rifle etc
Last question, what happens if a weapon has an integrated scope but you put 0 on the first part? Does it glitch out or just ignore it
I always wondered that
If it's integrated it doesn't matter, that'd be model based
Gotcha so my assumption was correct there
like example is the G28, model has integrated scope within blender, but even if it's 0 or 1 it won't actually care
We should get this pinned at some point
yeahhhhh
By chance threshold if probability with GAMMA isn't being taken into account what is the chance based off of when it reads the entire enemy loadout? I'm confused on that part
"If using my edited version of NPC Loadouts, the chance threshold is rolled for the entire loadout of the enemy. Then, all weapons that succeed with that threshold will be put into a separate list."
I reread it multiple times and I'm confuzzled
Gotcha
It will if you want dynamic zoom
So both entries and weight play a role. Man that is hard to understand since it seems so off...
I know what I need to do its just something that can punch a hole in your brain if you are taking all in at once like me
big brain
Like this is paragraph upon paragraph for me, but adding weight to the entries seems to just work.
So the chance threshold for the entire loadout is based on weights and if they can meet or are greater than it, then they are put into that collected group and then its randomly picked out.
So thus adding more entries causes the weight to have a better chance and with more entries on top of that they can be picked more commonly at random
No no I spelt that wrong
Higher weight equals more capacity to beat the chance cull, more entries with higher weight means the random selection of the collected list is higher.
So entries labeled zero are virtually impossible to show unless a zero is rolled so like say these entries in the duty list are labeled 100 so they are heavily focused on to spawn. Thus why Duty always spawns with these AKs so much
Jesus that took forever to fully understand but I think I did it! Now I'm gonna apply this to Juan's weapons and make 'em show up more often.
OH wait that's the scope chance I'm a dummy but still I get it
No wonder the Val spawns so much on 'em it has a chance of 25 compared to the other specialty weaponry
Add all the weight numbers and then divide by the weapons weight to figure out it's chance to spawn
You don't need more entries, just give it a higher weight
Yep that's what I'm doing
I realized the problem wasn't the lack of multiple entries it was the lack of the weight addition
So it defaulted to 10
So something like 40 or 30 is more than enough
Sorry to @ you but does the ranks with no solo loadouts like Professional or Expert do anything? As far as i can tell they just wrap back around to the other rank lists
On scripting animation functions, is there anything I should know to avoid triggering busyhands?
its comoing along decent. my issue is white gets lost in the game. or is weak in expression. and color. like red points to it being DUTY theme. when it has to be universal.
and color everything makes is not fit in to the dark theme of stalker.. oh man my brain
brotherman red is health
there are no players as idiotic to only associate red with duty
like what would you color the bandit hud
if coloring was meant to represent a faction
or what color would be associated with the bandit faction
is white the color of the monolith so it musn't be used as it's thematically already reserved?
is black the same but for bandits?
red is universally health
red draws attention too
which makes sense for a hud element as important as the health display
sorry, but you are rite
does anyone have some knowledge with the minimap, the xml and placement. im editing it. but i keep getting xml errors.
im trying to acomplish this
Finally sit to the mpx loaded with 9x21 to mag dump stalkers
im excited already... dumped on plenty pmcs in tarkov with a long build of that one, wid da square gun. mixing AP with HP
dumping this here because fuck searching in the suggestions channels for info
Selective XML overwrites using late-loading files (i.e. not a direct overwrite of XML files)
Also on Github.
Practical example: #1364286250428923914 message (look at configs/text for how I override the descriptions of ammo)
Written example:
Let's say you have some string ID st_mystring, and two files with it, st_strings.xml and z_st_strings.xml.
st_strings.xml
<string id="st_mystring">
<text>This is my string.</text>
</string>
<string id="st_mystring_2">
<text>This is my other string.</text>
</string>
z_st_strings.xml
<string id="st_mystring">
<text>This is altered text!</text>
</string>
Because z_st_strings comes AFTER st_strings if you order it alphabetically, the game will display "This is altered text!" when it looks for st_mystring. However, when the game looks for st_mystring_2, it will still display "This is my other string."
What's the benefit?
- By using an override xml, you don't overwrite things that you don't include.
- This means that, if the file you're overriding updates and adds new string IDs, they will display properly instead of breaking the display.
- This means less chances to introduce typos, less unnecessary overwriting, and overall a "cleaner" mod.
- This also means if the mod you overwrite, has an update, you are under way less pressure to immediately update as well.
- It's easy for you, or anyone using your mod, to clearly see which XML files your mod edits and how. This makes it IMMENSELY easier to do troubleshooting or quick fixes like hiding specific files, etc.
The problem is that you run into the z-stacking war, but for now, since XML direct overrides are rare (and you can "beat" all of them with DXML) it's not too much of an issue.

actually i should prob sling it on github next to the dltx guide. e: done, https://github.com/veerserif/gamma-dashboard/blob/main/xml_overwrites.md
sorry bud, im a fucking retard with discord. i have a boomer brain. and im fucking newborn to modding.
but thank you for dumping this info on me.
oh right i need to disclaimer the FUCK out of it now
i did manage to understand the XML, and change what i needed.
so now im adjusting the finer tuning of what i want.
would you possibly know if there is a software, homepage. where to can plot in XML placemments in the 2D space of a resolution. to get a visual representation, to cut down the amount of time it takes to make comprehensive hud rearrangements.
since changing a value load up the game. over and over takes forever.
lmao no i do not
are you saying the overrides worked for UI xml placement
you'd be better off looking at what e.g. SquareDOV uses for its xy coordinates and using THOSE numbers as a basis
instead of trying to start from scratch, look at what mods like the one you want to make have already done
that is what im doing. however. if i just wanted to move it to another corner. some simple math would do the trick.
but when moving and resize, and moving around various elements.
it aint gonna cut it.
so if i could put someting on a x.y. and see a representation of it.
it would effectively progress development, and allow making more complicated things.
with dds desgins.
i guess i can put in a easy number.
and represent it with a screenshot in photoshop.
then double or dividing that representation to get closer to my wanted placement
yeah i don't do UI modding so. good luck?
thank you, you did help however.
now i know not to ask for help, unless accepting redicule.
thank you
i was trying to convey that i cannot help at all for UI modding and what I wrote can only confidently apply to text string XMLs
so i am a bad source to ask about UI modding.
and, in fairness, you started with
sorry bud, im a fucking retard with discord. i have a boomer brain. and im fucking newborn to modding.
so "go look at mods that do what you want to do" is pretty valid as advice.
agreed, i apologize. know that i know such an thing exists.
and not only how to write a msg, or do voice chat,
ill make sure to make use of the material. thank you 🙂
WhEn i Waaa yOunG ventrillo and teamspeak were only for chattinhhg
How does one properly do a russian text for a item description?
drink vodka, and start typing
hold up wait a minute.. u made those posters?
no
I pasted readable Russian Cyrillic into the .xml file
maybe ask "stalker boss" on moddb he seem to do russian translation alot. when english speakers do addons/ mods 🙂
setup your text editor to save the file in windows-1251 encoding
if you saved the file in UTF-8 - it does that
Big
so,... which editor would you use?
notepad++ or vs code
idea allows you to specify encoding for all new files for the current project
Does anyone know how I could get an npc to move away from its target using obj:position():distance_to(pos) ? I can understand moving towards but not how to move away without comparing to tertiary positions
Any chance companion do this when you make them "Stay Far"?
I dusted off the VSC and set Files: Encoding to Cyrillic (Windows 1251) in Settings but now the description reverted to the one in base Anomaly (porn mags)

hmm good idea, gotta find which file that's buried in 
can you just share the files you're modifying. ideally zip up your entire working folder so we can also check the filetree
It's literally the same as GAMMA Heavy Metal Magazines. I'm just changing textures and text
yeah but what changes are you making, to which files?
hence why sharing your in progress work will be way easier to troubleshoot
^
ok - got a work meeting but can take a look after
final thing before i gotta go - the & character is special in XML, you should always replace it with & to avoid issues
or just don't use & in the text
If you would find a way, it would be very cool to make small article at igigog book about AI
I'm trying to make this behavior go away: https://www.youtube.com/watch?v=Mr4yzTtrO7M
repro steps:
- disguise
- get spotted by an enemy
- go somewhere where they obviously cannot see you
- rip the patch to lose disguise
- every enemy in the vicinity is immediately alarmed - i want this to stop.
Any disguise expert here? I went over the gameplay_disguise.script multiple times and I do not see any place this behavior could be caused by. My current working theory is that it is related to NPC memory, I'm testing it out and it seems that after about 2 minutes after hiding you can safely lose the disguise and no one will aggro but I still cannot pin-point what part of the script would be responsible for triggering aggro on enemies if you lose disguise before memories of all NPCs expire.
gameplay_disguise.script doesn't even exactly trigger any sort of aggro itsel it just sets the "community" (which i guess is faction) which seems to trigger the hostility, so the aggro on losing disguise comes from somewhere else, like some other script or game engine feature that keeps track of who has seen player recently and if the NPC/player communities are hostile the NPCs become hostile.
if anyone know anything about frostys wepon pack could anyone tell me how to fix a cant find wpn mp9 error
I need me some prop.govno
maybe you want prop_kuha
(hope i didn’t screw name)
Have you tried anomaly discord? There are plenty of guys who know all these insights about how npcs react to player
i haven't, i'll try there later. Thanks.
nice, in addition to eating and sleeping now we will have to keep track of player character having to shit/take a piss? i'm all for it.
I got it to work, at least on my machine. Gnna make a post now
how can i adjust the scope positioning on the weapon rail for the ak-12?
trying to edit the positioning for the xps3-0 on ak-12
Open the model in blender and move the mesh
Если не получится, придется пробовать еще раз 
Придется😰
Кто знает есть ли вариант как-то выставить в мсм выбор модельки? Оно будет так работать? Я умею добавлять в мсм приколы(просто спиздить у кого то кусок кода лол), но не пробовал туда модельку сувать... В swm вроде можно хз, надо попробовать
Does anyone know if there is an option to somehow set the model selection in MСM? Will it work like that? I can add jokes to MСM (just steal a piece of code from someone lol), but I haven't tried to put a model in there...
Весело было бы, если бы можно было прямо в игре менять ей костюмчик
Или типа от группировки зависимость сделать хз... Бля я псих
@azure bluff btw, do you have a savefile for that issue with disguising?
ye, sure but i have a couple of mods on top, i can give a full list. I doubt the save file will work without them
Oh, nvm then, will try to reproduce it myself
the issue is easily triggerable anywhere as long as you disguise against a hostile faction. Repro steps here: #╙🖇mods-making-discussion message
what, this is available!? I thought Stalker's versions of lua doesn't support requiring stuff and it just loads all the *.script files and that's it. Useful Idiots uses standard Lua files and all.
You can even add whole C libraries like it's done in #1375708186828345416
nice keylogger

was there ever a case of a malicious stalker mod?
From first glance, npc doesn't forget about you at all.
As you can see, actor is still in the list of npc:memory_visible_objects()
How do character portraits work? Is there a way for me to find these values in gimp or photopea?
ah yes
recurse
it's not a complete script tho
I dunno what these coordinates are supposed to mean
XML files
you can find the coordinates via stalker icon editor
npc:memory_visible_objects()
what type even is the npc ?
Oh, didn't know it wasn't any different from normal icons, thanks
It's a result of db.storage[id].object
and how did you print the npcs memory to the screen?
are those like some engine returned arbitrary shape objects or can i find some luajit class of the npcs?
Do I basically use no grid to find out what values they are?
stalker icon editor already has 50x50 grid
so you don't need to touch anything
- add
-dbgdevto launch args - start save
- F7 - Debug HUD
- Press ESC to menu and press 1 or 2 or 3 to display different menus
ok so my working theory was basically correct - NPCs remember the actor it's just that actor's community changes and that's how we get aggro, right?
Theoretically )
is there like some reference for available operation on the npc object?
i'm thinking of making NPCs forget actor on outfit change if actor is out of sight
That sounds like an another crutch, lol. There should be "honest" solution
If I were to add my own portraits, how precise do I have to be when writing the XML?
Cuz the grid doesn't seem to match the positions of the portraits
select the exact coordinates via holding down left hand
Like this?
why do you think it's a crutch? The condition probably should include that they're not already combat/aggroed against the player.
Unless I'm understanding the consequences wrong this would make that NPCs basically do not give a shit about if you go behind a wall in a disguise and strip naked there. How would they know what you're doing if they can't see you?
mhm
I see, still don't know how helpful the grid is considering how it's not 1:1 with the portraits
you can just manually set it up
I guess I just have to be precise?
Gotta zoom in but I can't figure out how to 
Just because the fact that you need to "clear" npc memory manually.
We for sure can say that no mod does that manually and game handles that by itself, so, in ideal world, lol, there should be a more general solution that fixes the reason why npc doesn't forget actor
Ctrl + +
Also realized the XMLs already have the width and height for the portrait size 
see
50x50 wasn't enough tho 😤
tell me more because i genuinely do not even have a concept of such a solution. Disguise is not an original feature and i think NPC memory is - so the entire memory logic is very likely not adapted in anyway to handle disguise mechanic. That reasoning takes me to the conclusion that since we're already putting an entire fist into the nose (disguise mechanic) we just need to push harder if it doesn't fit. I don't see an alternative yet to be honest.
i'll let the problem sit in my head for some time, maybe i'll come up with something else.
thanks for the help, i need to sleep
and also about scripts not manipulating memory - i think they do.
Yea, I can be for sure wrong.
It's better to have any kind of a solution instead of having none
Is there any way to speed up an animation or reload? I'm trying to fix the Ithaca Trench not having shells when reloading but giving it the base Ithaca's reload is very slow
Just download the one in pins right?
yes
Is it not possible for me to make the speed 1.5 or shorten the length for OMF animations? 😭
try adding ,1.5 at the end of the animation in the ltx file
i did this for the vssk and it worked so 
This worked out better than the omf edit, thanks
hey I'm trying to add a new gun part but I'm getting a crash saying that the game can't read the end description
Expression : false
Function : CXml::LoadFromString
File : E:\Anomaly-1.5.1\xray-monolith\src\xrXMLParser\xrXMLParser.cpp
Line : 154
Description : XML file:text\eng\st_revolver_parts.xml value: errDescr:Error reading end tag.
stack trace:
what did I messed up?
thx I'll try that
i love when people purposefully break the string table
I copy that straight from the game files lol
to make a new part I need the ltx in tems and what else
it doesnt mean it will be read
cause it was supposed to be in the debug menu and it is not here
ltx for the item
then put it for traders
after that write it into parts for the revolvers
have I done something wrong again?

looks good
yet it is not in debug menu
it just couldn't read the xml
Does anyone know what's up with the mutant lie_sleep animation not working or crashing the game when called? I can't get blender xray working to check if the animation works properly but it used to be in game right?
it should be here
try to call it via the name
prt_w_cylinder_revolver_1

mine was from the gas tube
what did you name the ltx file? maybe that?
try using bolt carrier
items_parts_revolver
make it a dltx
by adding zzzzz to it?
no
unironically name it this
put it into configs
oh it is already in
if you wanted to add it via NON dltx
go configs/items/items
ok I will move to config and see if it works
keep the same file name and move it to #╙🖇mods-making-discussion message
How do I use the Stalker Icon Editor to position scopes?
no dice
do you mean like the position where the gun will be in first person?
Nah, for the UI. I kinda have it figured out
My hero!
I could kiss you
now how to change the texture
make an icon for it
width and height is how big the texture will be in the game right?
yes
and x y is where the icon is in grid
if not grid then just set 0
i keep forgetting the language
if it's set exactly at 0 0
Stalker Icon Editor also gives you more precise locations
No need for guesswork
At least for normal icons and not scopes so far (for me) 
да
yes
Damnit what am I doing wrong 
trunk :
Did I do the sequence wrong? I pressed trunk for the rifle then optic for the ZF4
Did you save the positions in the ltx?
Yeah, I just replaced them
They were actually fine before I did it 
I just wanted to use the new clean icons as a test
yes, but on a 50x50 pixels slots
oh thank you
yeah i havent gotten around to fixing it yet
I mean, it looks fine on other guns but this one looks really off
i probably adjusted it with a different icon for the gun
most likely a 1x tall icon instead of the 2x tall one
So if I were to make adjustments, which icon file should I use?
whatever icon youre using, unless you plan to share it
otherwise, whatever the default icon is when you install the mod
So just ignore the clean icons for now? That's a shame, I'd love to get them working
Frosty managed to get his to work...
Oh I was talking about the scopes
take a look at how they're named in the 3dss configs
in the dummy scopes ltx you can find the icon name youre looking for
I think I have this part figured out, its just that the icon editor doesn't seem to want to play nice with the scope compared to in game
what do you mean?
#╙🖇mods-making-discussion message The scope looks fine in the icon editor, I copy the values from the addons manager and put it into the LTX, but in game it looks way off
probably a dltx override somewhere for the icon
Not enough z's again 
Leaving here for myself and anybody else who wants to fix the redline fall damage from sprinting meme: increase the value of ph_crash_speed_min in actor.ltx files of the ABF mod, Fixed Player Thermal Res, and GAMMA Artefacts Reinvention
But I also can't help but feel like the icon editor is just wrong for some reason
Cuz I copied values from an older version and they were just fine
just edit the values directly in the g43 ltx in 3dss
I did before, but they just completely stopped me from being able to add the scope to the G43 at all
so I pulled out an older version and it seemed to work
you may have touched something then
I'm using a G43 reanimation, it only broke when I updated to the latest version
i h avent touched the g43 in months
Gah screw it, I'll just stick this in here in case the icon is the issue
Credits to Day of Infamy in case they sue me

also i just remembered, but i use renegades fixed ports collection, since it was supposed to be added to gamma
and i use the icon for the g43 from it
Is that icon from base GAMMA
which?
Mine or Athis?
Zamn, I'd argue it looks better than DOI's 
im pretty sure the model and texture from the reanimation are just the ones from doi
technically also the wrong scope i guess but it doesnt matter much
Oh damn right, I guess that's why the icon fits
Also I may have found the culprit for the bad scope positioning
Fml it works. I made the mistake copying the scope_x/y instead of 1icon_layer_x/y
Welp, at least I know now 
ok just one more thing the icon is not showing up in the menu
this is the icon I've made
I tried to set it for 50x50 like Ron said but it didn't work
you have to scale it to a 50x50 section of the sheet
and then you have to figure out the coordiantes of where your icon is and plug that into the ltx
ah now I understand
Use the stalker icon editor so its easier
where can I get it?
thx
Just drag and drop the DDS file in (or open it) then left click drag over the area you want to get values of
mine would be H50 W50 and X0 Y0?
oh no
would be 1 1
thx I figured how this magic thing works
youd have to change the image
nvm
lemme do it
the icon diapered
like shrink the cylinder?
basically have the entire icon inside a 50x50 square
or multiples of it if you want it to be bigger
like this?
check the ui_icon_equipment
yeah
try to create a 50x50 grid on photoshop
and try to have it smth like this
Yep the icon is not showing up anymore
50x50 just refers to the grid size, not the item itself.
50x50 is kind of the standard of all items in the inventory, so if you want your item to be 1 tile large then this is how it'd appear
If you're using a photo editing software, add a grid and set it to 50x50 and scale your item accordingly
Snap to grid also makes things a bit easier sometimes
the height and weight there is calculated from the slots
so it should be 0,0,1,1
inv_grid_x = 0
inv_grid_y = 0
inv_grid_height = 1
inv_grid_width = 1
Thx mate
yeah
I have fallen in a bit of a rabbit hole these past few days thinking of stuff that could be added to the furniture mod + some simple crafting recipies and other small stuff. I dont know anything about modding but someone that does could make this happen (i'm guessing). Where is a good place to start ?
Well, I can show you how to do crafting recipes - here's my example crafting zip file. https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=drive_link You don't need to read the ammo crafting file (the one inside the ammo folder)
As for how to target furniture crafting specifically - you can check out how my "add crafting recipes for existing decor that doesn't have them" mod works. You'll want to look, specifically, at the "Appliances-only" folder. https://discord.com/channels/912320241713958912/1382005565462544475
I don't know how to actually add furnitures, but if you need help walking through either crafting example, feel free to ping me
Iirc there's a guide in the hideout furniture files
oh neat
The zip file seems to be empty , or im doing something wrong. Yes i have 7zip ❤️
you sure? Example crafting DLTX\gamedata\configs\items\settings\mod_craft_modnamehere.ltx
the filepath is important, too
(you can even see it in the GDrive preview)
if you still have a problem finding it, i can upload it directly
Who does texture work and would like to help me out real fast? I can't get the colors right for this UNISG bag I'm working on and I'm about to pull my hair out. I need the teal and burgundy color much more vibrant without killing out the white. I'd really appreciate some assistance.
put vibrance up if you need it more vibrant 
should be fixed
about time shit is gonna change
Tried that, it kills out the white.
Need to separate the two. I'll probably separate the alpha and do it myself.
just replace color and select the specific color range you need...
you will do what 
e
mate
Ye
I'm tired bro leave me alone.
Nevermind.
Thank you.
just look at him
I hate it here.
Great job, looks nice.
That's what I'm wondering. I guess being ignorant means retarded nowadays.
two totally different words but the internet is a miserable place
Master rager
Yeah, I'm susceptible to the bait. Tim and Pip are pros.
@sudden inlet
Thanks man. I went with the forceful clearing of memory approach and it works nice enough.
https://github.com/themrdemonized/xray-monolith/pull/290
https://github.com/Grokitach/Stalker_GAMMA/pull/533
That's all good but
There is the same behavior even if you just change faction through the F7-Change faction, would you wanna take a look at it as well?
do you think changing faction through debug menu also require fix? If you're playing around with debug menu just set yourself to invisible or something is what i'd say. That being said i can just add the same logic to the debug menu function too.
had to sleep to get back lol
I'll make the icons better later
should be working
The fact that it's a black square means it can't find the asset, is your folder structure correct?
gamedata/configs/ui.......
I think I know now what is going o
I've done goofed up
ok so now is on gamedata/config/textures/ui
so it should work right?
changed the file name in the ltx and on the file itself for good measure
no need for textures afaik
ui\icon_filename should be fine
Someone know where in anomaly folders are located the global items models*? like the box and items, campfires etc?
it's supposed to be textures
also if you are using dltx you need a "!" before the section name
also you put it in the wrong file structure
textures doesn't go into configs, it goes into the normal gamedata
no
it's only for it to be OVERWRITTEN
then @
i don't think you need dltx for what they are doing in the first place though


what the hell is that
Goldless
delete it
Hey guys, I'm trying to mod the AK74M "Venom" to permit grenade launcher attachment. I've gotten as far as the game letting me attach GP-25 to it, but then the entire weapon is invisible on screen, can't shoot or reload, and you can't switch to another weapon or item until you unequip it and/or dismount the grenade launcher. Can anyone tell me what I'm missing?
yeah its a lil difficult to make this keep that teal color when you go to make the light purple into a whiter tone
cause its not supposed to be light purple it was just as close that he could get at the time
cause unisg is white, teal, and a kind of pastel red
5 shots
aw man
it is a cylinder for a 9mm revolver
well i mean other guns
I'm making the 357 and 12x57
if youre making any
rsh12?
exactly
rad
so now revolvers don't have just 2 parts
i pray for the day i can add a long range scope onto an rsh12 in gamma
are you able to add in the lower accuracy, more recoil, and maybe some reduced weight since its shortened
mono nvgs with re vingette
that is actually really nice
im gonna try of different combinations, and ill make a collection
What are you talking about
I just did it in 1 minute
well like the light purple sections meant to be a white
unless my eyes played tricks on me hold on
I need the teal and burgundy color much more vibrant without killing out the white.
it needs no further explanation
alright man my bad
itll likely just be tweaked more though to try to get that light purple fixed
thats all im saying
YESSSSS
Yes, you can change a color to another color, whichever color. It was a demonstration.
I can make it black and gold
he asked how to change those colors without blowing the white, not "uhhhh i need exactly #F2F2D4 color on this pixel, uhhh not purple", and i showed how to do it. i dont care exactly which color is needed because same method can be used to achieve any color
my ass thinking: "I should do a nice description for this part I've made with some details and what not"
sickhowl IRL
(he is a girl on that pic)
anomaly dev:
fire
what
gmtop moment
Is GMTOP an abandoned project now or something?
st_name
instead of showing the name of the part is showing st_name
Now you need to add text on the parts 
Also, is the font for the parts the same as the ones on scopes?
I do that on the ltx for the parts?
no it gets updates every so often
if only it'd be update to overwrite only the necessary stuff
I've had people ask me why mags descriptions are empty. Don't know why gmtop needed to copy them into itself and blank all the mag descriptions
question
wth is gmtop 
GAMMA Massive Text Overhaul Project
ah
It's the text overhaul for gamma that diddled every xml
the mod that broke like 99% of xmls 
Has its fingers everywhere yeah
The good thing is that the parts are working
maka is 63k vertices for a cod model normal?
ye
cyberpunk hands have 200k+ tris and work

(somehow)
180k vertice drum mag
as soon as it loaded in my blender started lagging
half of the vertice were bullets that wouldnt even be rendered
yeah exactly
they can spare the perf tho
we dont

fully done spring
3 different bullet models/
i think for the different ammo types?
idk
ye diff caliber
atleast those will be hidden
That's on the low end for cod
Also I guess it massively depends on attachments
Some cod attachments like mags or grips can be like 20k on their own
Good
can someone help me? im trying to change the wooden box of anomaly, from one from stalker 2
after doing all the necessary work with blender, when i enter the game, the wooden boxes just break
why?
Hello boys and girls, how is it goin ?ž
Had a good idea, why not combine FEARs GOAP combat system and Mantella for dialogue for Stalker 2
If Im not mistaken I saw Grok is working on the 2nd
Stalker 2 is so lame.... but than agian sheeple will buy anything... sad existence indded, if they only had intelligence... they would not be slaves...
Are you making these mods?
this post goes so unfathomably hard tho
like god damn
You're not making mods either anymore fuck off
Good lord the cringe in that post
you're sheeple, your existence is sad
if only you had intelligence
bet you played stalker 2
!noalife
You do make mods but they're all lame and cringe and I hate you
i bet you downloaded that 700 gb stalker 2 sdk just to export 2 models and realize its not worth it 
if only you had intelligence
uncompressed stuff
Hey all,
I'm looking for advice on best practices for organizing monkey patches. Specifically, I have a few scripts, each targeting different features.
Should I place the related monkey patches within those individual scripts, or is it better to consolidate all patches into a single script for easier management?
Right now, I have them all in one script, which makes it easier to track and debug any errors. However, I also feel like it might be better to keep each patch within the script it's designed to modify.
Did you spend all of this time looking for that gif or did you boot up the game yourself and upload it to tenor
I usually keep them in separate scripts. Much easier to solve load order issues and it's better from both readibility and general code organization.
So if I want to patch 2 functions in this file xyz.script then I will create a new file called xyz_patch.script and put my 2 monkey patches there.
If I also want to patch somethingElse.script then I will create another file called simethingElse_patch.script and put my monkey patches for that file there.
dont follow the guy above, hes an "alfa" modder or something. I just slam everything into 1 file, if it ran, it fucking ran
🔥
Ha! I'm going to follow ALL of your suggestions!
Thanks, that makes a lot of sense — That'll make it easier to find what I’m looking for. I appreciate the insight!
No did not buy nor play stalker2, I game from like 97 so I can recognise a turd when I see one, yt videos disclosing how actually sad of the state gaame is confirms this
That is why I would like to play gmma Warfare but.... limitations
Just looking in to see how are things are progressing, asking questions and perhaps give a good (or bad) idea here and there
I am one of the rare ppl who would like to see full potential, stalker 2 (unreal 5 is actully to credit here) with gull GOAP and Mantella ..... the role plying one can acheve
I give 0 fucks for companies, regulations... its a game, it is supposed to be messed with
to tailor ur own experience, just like nomaly and Gamm
Ok, sorry for being offensive but I just dont like AI and people who have grand ideas but dont actually make anything yet 
no hrd feelings my mn, we re here to discuss
dissagreement is a form of dialoge 😉
as stated some dys ago, Im not modder so I do not know of all the mods made, but I am un ufraid to ask stupid questions
Trying to mirror a hud icon is driving me crazy lol, is there a simple way to do it using SetWndPos or another function?
Can someone help me with something?
i feel like this thread is more a meme thread that a really helpful mod makiing discussion 
for real
from all the times i have asking for some help or advice on something anomaly modding related, i have been answered none 
can someone pls help me add ammo check anim to toz34? Theres anim that allow to open barrels but if i add this anim to anm_ammo_check no anim is playing
Thats how all discord channel works 
yhea, well thats sucks, because i really need to learn some things about anomaly and i dont find any serious thread
In that i think the russians are better, they really help each other, here they just ignore you
There is none, maybe in Anomaly channel. Also people dont know how to solve your problem so they dont reply
People would like to help, they just dont know 
but they at least can pin point some documentation or something idk
Russian modder generally have more knowledge about the game because they dont just mod Anomaly
yhea haha, they mod the very fabric on xray, soviet tecnho 
There is none, the only one is Modding Books which is still very limited and dont cover all aspect
or share with a decade old program to edit one single file inside the game
by anyperchance, anyone knows if the campfires are meshes? because i dont find them, or are intrisicated place on the maps itself?
You can reverse engineer this mod i guess https://discord.com/channels/912320241713958912/1370636484511531068
Stalker modding for me is just reverse engineering other people work plus trial and error
same
same x2, thanks Shrike and the creator of Sound Scape Overhaul
Thank you Kute, i will look into it 
Ask also in anomaly discord's mod making. Has some active modders and discussions
Yhea, i cant write on anomaly discord, i think they banned me or something when the stalker 2 leaks start leaking years ago and i commented something about that
dont know, tried to talk to some admin with no avail
Oopsie daisy
huh...
I remember downloading a leaked videos of S2 from youtube and uploading them to VK...
damn that was so long ago
-
can anyone explaing why this to me.
SSS 23_3 No atmospherics -
SSS 22_1 With Atmospherics
should be same settings.. theres even more graphics settings with 23.3
must be a me problem rite? i did something wrong
Nobody expect S2 Great Swamps in Anomaly
i think everything is working alright, if you do not like how dark it looks change the *_lum_* setting, there are like 3 settings lum_ambi lum_hemi and something else that control brightness inside/outside etc
oh wait you mean the left screenshot is the newer SSS ? then i have no idea what happened
Cooking something up. Fomod is almost finished and has been tested. Main and Alternate textures/ camos work properly. I just need the photos of each category to add to the fomod and then I'm ready to publish. 
@barren spruce Wanna test it out and give some feedback on the bags? I'm mainly wondering if I should make the Main - Mercenary bag a little less vibrant.
Old photo, but you get the point. New ones are completed and polished.
no
can anyone point me to a good resource to teach me how to make mods for anamoly?
the only thing i can find is this book online but it really doesn't explain things well and lacks a lot in terms of content coverage
Nonexistent
Or ask modders how to do stuff
Reverse engineer stuff
Helps a lot
trust me if reverse engineering was as easy i would have not come here in the first place 😂
but thnx
Reverse engineering is the simplest - i started from it
Just look how other people do >> copy >> enhance
it seems really stupid that one of the most heavily modded games out there doesn't have a proper modding guide
Use AI to understand meaning of scripts
guess I will have to do the hardwork
thanks mate
There are, but they all in russian, and they are mostly unfinished
well, can't we just use our trusty chatGPT to translate?
Try it)
just point me to where i can find themn
There are not much script guides
Write "Сталкер гайды по созданию модов"
u russian?
thnx for your help mate
what kinds of mods are you trying to make anyway
sorry yeah probably werent the right chat to post sorry
guys i want to ask is there's any mod that make tools compatible backward ?
like you can use adv tools to craft the type a weapon repair kit
You already can?
Advanced count as Basic tools too
does anyone know where the level transitions icons from the PDA is located folder wise? or what the texture DDS is called.
t really doesn't explain things well
what things
It explains what things are but not really how to use them to make mods
Which is why I asked the guy what kind of mods he wanted to make. We can give far more helpful tutorial recs/advice if we know that.
The anomaly modding book is vague cos it's a reference, which frankly is fine
It's more of a dictionary than a writing class
Yeah. You have to already know what you're trying to make, to use it well.
Granted, if the problem is that you don't know what you want to make, tutorials can't really fix that
hi, are all weapons in configs\items\settings\npc_loadouts\npc_loadouts.ltx are obtainable in gamma?
Just do !sheet in #🤖bot-commands and follow the GAMMA weapon database link
i am asking because i made script that fetches all weapons from loadouts, and there is wpn_p90 which is not in Weapons Database
marked as not obtainable
yes there are but there are some guns that use a different method to inject into the npc loadouts
plus, the guns you get from nimble trade or kits
easier to just use my weapons spreadsheet.
are there is scripts somewhere that despawns some guns
btw i found script with nimble guns trades (forgot where it is)
script itself
it's the pain in the ass
it sure is
no gun despawning scripts as far as i know.
they are simply prevented from being in traders stock at all + not in npc loadouts. that's it
that's how you can still get "disallowed" guns if you e.g. use Black Market or from certain scripted spawns
PPP injected into loadouts, not empty
configs\items\settings\npc_loadouts\mod_npc_loadouts_ppp.ltx
like in section [skip_npcs]?
not what i'm thinking of, no
yeah but that file literally only adds the fort-17
you'll note the vast majority of those DLTX files targeting npc loadouts are blank
it doesn't matter if script checking sections
i thought all guns are banned from trade (or should be
)
they are
Where can I edit the players stat need gains?
Any suggestions for where to look to start replacing music in-game? Ambient tracks in particular, as opposed to the radio? The only mod I'm seeing pertaining to that would be "Ambient Music Pack" and I experimented with replacing the tracks it has but I'm not hearing anything I've added. Also can't seem to find any config files in it that I assumed would point the game at the folder or something like that.
have you tried GAMMA no copyrighted music ? I think it disables music tracks from playing so that streamers do not get banned for playing paid music.
and it overwrites Ambient Music Pack so maybe that's why your changes didn't matter
so i managed to get alot of stuff working that i wanted. with looking at other mods and making my own.. BUT.. the battery logo is basicly only a DDS placed static image.
is there any clever head. that knows if and how to possibly put a PDA battery % Stats.
the plan was to combine it with PDA /Minimap drain
I have it turned off for the sake of testing, but it does actually partially answer my question. Looks like it outright replaces them with silent tracks of the same name so I suppose I could get the same general effect from renaming my "new" tracks to the same as the "old" ones. Then maybe enable the no copyright music and load my mod after so it overwrites the no copyright stuff. 🤔
I just wonder what dictates how the Ambient Music Pack gets added to begin with because as far as I can tell it just looks like a bunch of loose music files in a folder.
the blue Level Transition Icons. does anyone know what DDS file handles them.. been trying forever to find them
there appears to be a file called G.A.M.M.A\modpack_addons\G.A.M.M.A. Soundtrack\gamedata\configs\game_levels_music.ltx that contains listing of music tracks per level.
absolutely radical, thank you!
idk about blue ones specifically but I found the same style marker in "ui_MapSpots.dds" in MO2. In my installation it's set by AlphaLions Reworked Stash Quest and Map Markers
That's not the original sheet
i think i miiiight i found out why.. chat gpt sayts its ui_icon_equipment.. and Cr3pis Icons handle that for icos.
so possibly its there.. ill try. but thank you
I assumed it would overwrite the original or something providing a place to at least look
nope they not there either
have you tried looking into unpacked anomaly files, there appears to be some files called map_spots_16.xml maybe that's it?
I'll be editing the steam deck controls again soon ! Keep an eye out. Feel free to add your own too!
"level_changer_up" this must be it...
yeah i have the unpacked repository. but i only think the XML handles the positioning... NO but they refer the texture to a path. that way i can locate them.. soo ui_hud_map_arrow
hmmm
StalkerAnomaly\tools_unpacked\textures\ui\ui_common.dds
!!!!!!
BTW textures don't need to be in any specific folder. It's just for organization
Everything could just be dumped in textures\ if you wanted
i can create another transparrent DDS. and make the XML refer to that one?
but what about the location marker placement on that DDS. wount it be misplaced then?
i honestly do not understand the question but maybe this helps: it seems texture is derived from a specific location in a DDS, just override ui_common.xml with your version that points to where your icon is in your DDS and you're done, right?
Afaik you need to set the texture in the configs and then call the individual elements based on their grid coordinates
htid? what is that?
yeah it would seem so. but since its the original. and that it alos contains all sorts of stuff. wount i ruin the look of other buttons etc. .
or can i just remove anything else.. guess ill try.
btw "ui_pda2_exit_point" dont exist in the unpacked anomaly repository. so maybe that file is a GAMMA thing.
btw "ui_pda2_exit_point" dont exist in the unpacked anomaly repository. so maybe that file is a GAMMA thing.
ui_pda2_exit_point is a name of a texture and as I said in my previous post: it seems that what XRay calls a "texture" is a specific piece of DDS. So assuming you know texture id you still need to look for some XML that connects that texture id to some actual DDS file along with coordinates in that DDS file
ah
maybe its: "zone_map" regardless. wont bother you anymore with it. ill just have to do the work.. but thank you.. ill look further 🙂
if you have questions just ask, if you don't then...don't. Feels like we're having a mis - or rather - nonunderstanding here, either i don't understand what you're missing or you do not understand my explanations.
no i think we are mis communicating big time.. but its okay... lets just leave it here. or my brain melts haha
okay, i understasnd what you were saying now.. i also feel incredibly stupid.
i can just change the RBG code in the XML.
no DDS icon painting needs to be done XD hahahah
missions succcsssseesssss
go talk to ryder
ryder, who dat? and why?
character from san andreas, it's because of the R blip in the map
gamer joke!!!!!
ah hahaha its my stupid mouse
that's a crazy cursor icon
its the first letter of what i write with spray cans 😛
but im going to make something fitting to this black and grey + red theme im trying to create
@summer girder
how does one even fall for that scam when there's no links to click
dreaming of toasters
Goobin 
goober

How do I add these icons up and arrow icons to a magazine?
ny za 4to mne eto
А если в B8G8R8A8 сохранить? Так на всех будет работать? Мод то маленький, потерпят, что много весит
Это без компрессии
Я понял да
Норм
Я еблан или мудак? Почему он мне не дает продолжить нажать?😭

ебаное имя администратора
о
а хде такое взять
moddb
а, на нексусе в разделе фоллаута
хуясе
😰
большое пасибо ваще офигенно
О) Это ты фатал еррор сделал) Круто, отличный мод, респект!
🫡
Когда ты хотя бы на полчасика популярнее гигантов модостроя😅
без шансов бро
я могу рассказать как это сделать через fomod
Ну так он имел это ввиду через фомод

Смену модели в мсм не реализовать?
просто мсм писал
неа
Нет. Я тупой. Ты забыл?
А точно
через fomod только
Ну. Имя просто поменять и все
хуй знает, нам такое не надо
У него есть опция HD Models
легче через fomod, чем куча скриптов





