#╙🖇mods-making-discussion
1 messages · Page 118 of 1
Ну как обычно
пиздец, ладно
Хз, я просто тырю у остальных, смотрю примерно как оно работает и переписываю под себя
оооооо
я также делал

А тут по другому не делают я заметил)
"Так и надо!"
Ну да
Еба... Спалил пацанов. Я думал там команду сеньёр кодеров купили на индийском аутсорсе
Is there any good AR platform drum mag weapon that uses different animation than BAS ones? 
It is what it is then :/
what do people usually name mag bones besides mag mag_30 magazin and magazine
magazineX or magazine_X if there's multiple
okay
I need to talk to someone who works on animations. Need help with a little something.
depends on what it is though
Let me make a short video for you.
Do you see the flickering when the backpack enters a static state after the animation closes?
How do I fix, or at least negate that.
I narrowed it down to it being an F.D.D.A problem, and not stemming from me.
I feel like it has to do with the textures of the backpack in a moving state, vs. the static state at full resolution.
I've tried halving the textures hoping it would resolve the issue, but it hasn't.
This is my mod, by the way. Not asking for mod help.
best possible solution would be importing the animation in blender and reducing the movement and rotation curves for those frames
Welp, I don't have blender nor do I know how to do that. I have never touched animations in my life.
Thank you for your time.
well it certainly doesn't feel like a texture problem but more of an animation one yeah
That's what I was thinking.
it shouldn't be difficult to fix
Regular F.D.D.A backpack animations do the same thing, so I knew it wasn't my textures.
it's just import> tweak 5 frames> export
Blender free, no?
yeah
Can you help me real quick? I'd greatly appreciate it.
yeah for sure
I'm hitting the sack soon but I'll try to stick around for a bit
Alright, I appreciate you doing this for me.
I learned animations today.

Edited and fixed my mod.
whats ur mod
what does it do
The S is for Sex
Fixed the animation and it's a lot smoother.
How do I change the picture of a loved one to this
Made an idle animation for my backpack mod, and F.D.D.A both.
What do you guys think?
Kinda like a breathing animation.
Subtle.
wish you can make the backpack animation like stalker 2, you reach into the backpack and moving stuff, that would be cool but it require more rigging
for now its still good
I'm still tweaking it.
Good day people, tell me if there is some kind of tool to see what is connected with what? I want to change the NPC texture
ogf editor
Greetings.
Just wandering about the mod "Classes and talents".
Does anybody can handle to modify it in the way that any talent can be learnt from any class?
Basically I am looking for the possibility to open all the time the classes menu if you already selected it.
😏
hello guys i want to ask smthing is there an mod that make you able to craft the explosives in the game
How much would you take in order to update mod like this?
a shit tonn of time
pretty sure you already can
yeah you absolutely can
Now that I know how to make my own animations I'll try that when I get home.
Does anyone know what I'm missing? Trying to add some retextured sleeves but keep getting this crash for THAP hands
TL;DR explaining a very long post - Attempting Metal Gear Solid style First-Third Person Aim Toggle by modifying PTP Camera, absolutely ZERO scripting skills or knowledge, probably giving up again, but here's what I learned and how far I got. Screenshot is the function in ptp_camera.script, with a comment I added about disabling the mods POV change without crashing, txt file is the TL;DR
I'll take this to Anomaly Discord if that makes more sense. Just occurred to me.
damn
rare ranger dave W
Is that too much tacticoolness for simple mpx that will shoot 9x21 isntead of 9x19?
straight from some CS 1.6 mod
My idea is that it's Freedom tinkered one they have too much 9x21 laying around and they made drum loaded version
na its cool
not sure about the drum
but rest is cool
If I leave it 30 bullets it's just cooler veresk with better scopes
I was considering middle ground and make it 40 long mag then I could ditch foregrip and make it shorter because right now with animations that are available I made very long "Small" Machine Gun
No, gimme gimme.
50 round drum variant and 30 round variant would be 🔥🔥🔥
yeah i get the impression
would have to see a diff variant with the drum off
preferably ingame
overall is cool tho
just not digging the drum as i said
gotta ask juan what he thinks tho
You could also change out the foregrip to an angled style grip.
nah thats some femboy shit dave
It looks nice as a CQB version, but I like the look of the drum variant for medium range. Even if you use a 40 rnd magazine instead.
Super clean though.
Tasty grip.
supperssor longer than body
Wouldn't CQB benefit from a drum mag?
bro wdym CQB 😭
CQC*
its not ready or not
My b
COQ and Ball torture
All day er' day
i dont speak australian sorry
I like my tacticool weapons. 🤣
Makes sense for the zone.
Black marketed Western weapons.
it literally doesnt tho
youre brainrotted by ready or not bro
Yes it does. The Mercenaries and UNISG are western based factions.
They're being supplied with weapons from outside the zone.
tell me more
perfect if you had like a canted laser to go with the top laser
dual laser
mindfuck freedom garbage
realistically a canted sight but i mean freedom cant focus that well onto a small reticle
too high out of their minds yknow
Looks good to me.
Canted sight? Nah, canted laser.
Does anyone know how I can make a DLTX for this file? No matter what I do I have to edit this specific file in order to get changes. Even having an ltx with the exact same name at a higher priority doesn't change it
looks like it is included directly into system.ltx so you need to make a mod_system dltx
Do I keep it in configs or in the creatures folder?
configs, same as any other mod_system
Actually come to think of it I don't think I need to make a dltx cuz I'm not overwriting anything, just adding new stuff
i think you might still need to but idk what exactly you are doing so 
I'm just trying to add some retextured hand models for my player model mod. They're new entries so they shouldn't overwrite anything (I hope
)
sweet, it still works 
this g3a3 from sketchfab or the g3a3 from insurgency sandstorm, asking for when i start work on the g3 in my mod
The Sandstorm one has a picatinny rail which could make adding 3DSS easier, it could also be better optimized for games too
not for anomaly
was gonna remove the picatinny anyways lol
ill compare the textures
eh its gonna look terrible in iwp
? how
CoC ahh shaders
iwp weapons look good
hmm, ok, did Moddb just empty the mod add page after i try to upload or it is processing smth
Yeah go for it
Long mag? 
👍
Yeah the 41 mag makes it different meta wise
Always looking for new 9x21 guns
(Although yeah it’s 9x19 normally)
Just found out it kills exo animations for some reason 
Aw hell it's only for the exo arm I modded in 
Does anyone know how to add the exo heal anims to a new exoskeleton hand model?
I read somewhere it comes in some obscure 9x21 IMI caliber and the idea sticked to me
Oh ok! I like it a lot 
Will it use UDP animations ?
Entirely different in purpose than gryuza but you you see the vision 
Propably yes I need animation that utilize ar type charging handle so it fits maybe I will use some fancy AR platform animation
It just looks bulky it becomes very long "smg"
silly long smg
Like it looks like proper AR with small drum mag that doesn't match size of a gun
No but I mean
What are you gonnna do for the animations on that front
Because unless i'm wrong the UDP has a stick mag and no foregrip
Angled grip was just proof of concept and changing reloading animation a little bit wouldn't be a problem
If we talking about drum mag version it would use tweaked animation for m4 butcher
I already have it rigged with that animation rest is proof of concept
But in the end plan is to make two variants classic mpx 9x19 with very basic look 30 mag etc
Starting loadout for nato factions
And distinct "freedom" 9x21 version internally suppressed in stock with laser sight maybe some small paint job "Воля", green cloth wrap, hand guard from different weapon all together garage work looking gun, for higher rank freedomers and legends from other factions with upgrade kit available at nimble and freedom traders at maxed out lvl
main problem you'd face is that the mag is facing the other way
that's just relevant since some of the animations are holding the mag by the bottom of I remember correctly
also just so you know I once rigged an mpx in my other anims for shits and giggles and wasn't nearly as bad as I expected
you could also use that if you are willing to ignore/fix the obvious errors
silly
truly yeah
that bolt release hit is almost way too violent
considering how much screen free estate it uses, even if for just a couple of frames
Looks good for me 
yeah but it isn't nearly as bad as in game when you also have camera animations and stuff
also sandstorm's are a good choice in general

also pillii
what's your opinion on animating fingers
imagine i need to animate fingers on this
(this makes me suffer)
manually?
yes
hell nah
you cant do shit about bones
from gmod
they are like rotated -90
on Z
as nekyo explained
so it's compliated asf
can't you apply an offset to bones using modifiers or something
idk i didnt try it
idk then try to see if there's anything like that on blender
How many bones upd animation has? If you remember not at home rn so I can't check myself
Because when I checked honey banger I dipped out 
it's about the same
Hmm maybe I got something confused then
I will need to check later
tbh gloss does makes a big difference
my gun doesnt look like shit
How big is that gun or how small is that hand
(the ssfx)
That is
an AK50
Ah
does anyone know where to find the textures for the backpack animations
Textures are named mortbag or something like that
thanks, i used my brain and remembered i had HQ Backpacks i could work from there.. but thank you very much.
Can someone datamine for me certain voice lines from S2? Considering adding all lore stuff from S2 Swamps to #1394305689752436801
you will ned a key most likely.. for some encryption.. but its not that hard to do
what? its software made to mine U engine 5 daya
And i probably need S2 for it to datamine somethinh
and i don't have it installed
so this is why i asking someone else
yes, then it will be difficult
in my little experience with stalker modding, its hard to get people to do stuff for you.
but its easier to ask on how to do it. and do it yourself.. just talking from experience.. everyone buisy with there own projects.
but you could get lucky.. try searching around nexus mods in the stalker 2 section.. you might find something you could use is already there
i know
already searched half of internet
even S2 wiki is unfinished
bruh
looks like you gotta grease up the elbows and get mining son hehe
nah, its not first priority thing
s2 you can get cheap with gamepass. and then mine it
funny
I would kill for psd files for HD models textures 
maybe i could help

you mean PS files of all textures?
Yup Photoshop ones, I managed to grab only like 70% of ISG/merc
cant you just dll HD models. and open them with photoshop?
are HD models gone now?
ah yes, those i cant help with
do you have DDS cfg for you photoshop?
As an action?
No
I should have done it tho
Because I made like 50 textures for ISG
yeah, you can realtively easy set up Photoshop to handle DDS.. want me to send you some material for that?
Yes please
hang on lad
Anyway I need to find better Photoshop instalation because cs6 doesn't handle alpha channels well 
Thx
np. let me know if you need anything else
I see you use Intel texture works I use nvidia plugin. I will make action myself later I guess
The most powerful tool in the modding scene is TRE Explorer. Making graphical changes to textures is the one thing it can't do however.
This plugin gives you the ability to open .DDS files you extract using TRE Explorer in photoshop. You can make whatever changes you want and then save them...
first link is the solution i use 🙂
now merc you said?
I have access to base textures and 70/80% project files for merc/ISG because they share models
damn sorry, dont have them anymore.. i did some work on mercs.. and i had PS files for those. but ive deleted it
sorry
btw have you worked with OGM coversion. i made a BAT. file converter. and it does convert my mp4 avi files into OGM.. but it does not look like i want it too.. im working on PDA and want moving live wallpaper
but as you can see it didnt quite work out haha
Hmm I would try to check details of compression of original animated texture from this mod
oh yeah, and then reverse it.. ofc clever lad
I was using it myself but even without animations it was laggy
yeah, maybe a good looking static background would look best.. and save myself some time
Maybe @woven terrace has some psd files from HD models laying around 
For 3 years in trash bin 
most likely. ask him.. hes a awsome dude
HUDm PDA, Nightvision, and backpack. all in a black white and red style
oh yeah and 4 radio channels
So. Waddaya need?
Do you have by anychance project files(psd format) for HD models textures?
I know you did retexture whooping 3 years ago but maybe you have backed it up somewhere
For sure. What exactly do you need and to what end?
I am working on a larger camo pack right now, so I can't share those, I hope you understand. But I can surely try and help you with whatever you are working on
I have my share of psd files for unisg/merc textures because they are shared across, but my collection is incomplete
Missing mainly nosorog/exo armor project files, and hats/caps
It's unisg taz camo retexture
Hmmm. I don't remember having done those. But can easily make camo masks in PS.
If you would have free time to help/explain how to do that I would be grateful. Because it's definetly possible to be done but my photoshop skills are restrained by knowing what layer and channel is and how to replace said layer 
wait am not saying it clear sorry i mean to craft the gl ammunition from scrap that can find in the open world
@undone spruce made some icons for your guns if you want em
I see, thanks, i have interest but for now im gonna take a small break since Billwa is actually working on an Am180 and i have a small thing called calculus to study for
Evening, any modders online with weapon modding experience? I have a question about a model bug ive run into in my playtrou.
I battled a merc that wielded a AEK-971 and i saw him holding it in a weird way.
After (lucky) looting i double checked the AEK-971 on the player model and when equipping it with any scope the weapon is floating below the hands. (see pictures) (Only exception is the 1p59 which is fine because it uses the default AEK + PSO)
I ve made a little override mod, only for w_aek.ltx to revert to the AEK-971 + PSO if any scope is equipped, which ofc isnt ideal because this puts all those specific ones into the trash bin.
Long story short : Is the placement of the weapon embedded into the model or a config file that i havent found yet?
I would like to fix it myself but i need to know if i have to dive into blender or if there is a simpler way to fix it?
(forgot : The AEK is also fine if no scope is equipped)
its probably .ltx issue small chance that its model issue
hm k ty, so i will try to find it then 😉
this should help
OH holy thanks man!
Thanks man i fixed it in 10 min for every scope.
For some weired reason the world models arent happy with Y -0.155 ... so i redefined it in the ltx file to 0
Gun
Hello there. Is there a legal way to put SV-98 nimble back in the drop? I don't want to just spawn it wia debug menu
Go to the NPC loadouts mod and add the the SV98 as a drop
#╟🔰☢newbies-chat message Here's also an explanation by Frosty on how NPC loadout entries work
ty
Does anyone know how to fix this? Trying to add retextured exoskeleton arms
You're probably missing the configs for whatever adds that screen
The hard part is finding which config edits it 
I assume it's items_anm_exo.ltx
I also assume FDDAR changes it I can't find any files that pertain to the screen/arms
Good lord, can someone explain why my files aren't overwriting? I opted to just rename my new texture files to overwrite Teivaz's exoskeleton textures but the conflicts box doesn't show it despite my files appearing in the data search
Hello guys, does anyone have a mod that allows you to use NPC animations(sitting by the fire, just sitting)?
I remember installing this mod 2 years ago, but can't find it now(
anyopne know how to rip ogf iles from the games? I tried the axr toolkit but my antivirus flagged it with malware, anyone know how to get it officially? or do so properly?
this is for a blender animation
figured out I could unpack from the tools in anomaly and get ogfs that way, still not sure if the axr toolset is legit or not since most tutorials point towards it
Does anyone have experience with adding hud progress bars? I need some help figuring out how I'm supposed to align the background and bar, or if there's an easier way I can test. I've been going in & out of game changing the x,y positions by 1 each time & it's still not aligning properly unless I use decimals.
You are doing it wrong
this is what happens if you use new thap without fixes for exos
So you just believed windows defender and.. gave up?
Oh, lets see if discord still has the shitty "antivirus"
Hm, it looks like that file might've been a virus. Instead of cooking up trouble, try cooking up a Hawaiian Banana Nut Bread: https://www.food.com/recipe/hawaiian-banana-nut-bread-113608
check in a couple of minutes if my message gets edited
Oh, there it goes
They never fixed their "av", naturally
anyway, get what the tutorials are pointing you at
and disable windows defender permanently in favour of actually working av
who uses windows defender? also name fits
Guess I'm a THAP hater now 
Can you point me in the right direction then?
No other AV in existence flags those files
dont take files from current thap. Either take them from MHP, that IWP Exos mod, or older thap
Current thap has removed wrist pc thing
I got it to work nonetheless, well mine does apperentally lol
Thank you 🙏 Hope it works out
Hmm, I copied the hands straight from MHP and IWP yet the screen is still off, is it possible that FDDAR could mess this up?
Double check, cause as you can clearly see - the screen is just fine on source models
I've only been transferring the arm ogf, do I need everything else too?
Got it to work somewhat, thanks
is anyone able to help me find out why this doesnt work?
i tried as hard as i could, i couldnt figure it out
anon made it, told me it wasnt functional, and sure enough, its not
so if anyone could help, thatd be amazing
Morning, can anyone explain to me what fire_point2 in the weapon ltx is?
(Description : Coordinates of the fire particle from the shot, when viewed from the 3rd person from the holster)
Can anyone elaborate "from the holster" ?
from Prof. Lander: fire_point2 is a little more mysterious, i think it's a general-purpose secondary fire bone for weapons and / or other handheld items that need to define either a separate fire bone, or one that doesn't fall under the standard fire_point semantic
probably for GL
i never saw ANY guns use it
anyone got an answer to my question?
huh
this
this makes my brain go disabled
why did he : it
when it's supposed to be something like this?
может кто помочь с этой проблемой
@dull bramble _ _|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/789624196615372815/1159979001989845002/slap_1.mp4?ex=66073f21&is=65f4ca21&hm=f62cbd201a0c93cc5e23f39d1721ad9c6ddb27dbaa8102469a7adf383056aaf1&
oh, so should i just do that with this?
is that the issue? or is there more?
it IS the issue
ok, so if i remove the colons, and put it like you have it there, it should work?
since the thing about [wpn_...]:wpn_ak
suppose to mean that it's to use properities of that specific thing
but it's overwriting so that thing not supposed to even look like that
hmm ok, they did say theyre not amazing at DTLX
so to be fair, its better than what id do
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Cursed
thats because dead air has its own engine edits
and theres a little point in porting DA shaders. most of the code is in combine2naa - so its postprocess
I was looking for dust shaders
zero idea how its calls
welp, static particles
level.ps_static
or maybe he's spawning them through script, i don't remember. there isn't any shader for dust other than mine and KD's
oh god i made it even worse
mmmm normals
aha, you will need additional engine edits for FXAA, all constant buffers (+shader defines)
and some tweaks for sun shafts (screen-space) rendering
lens dirt shader requires new texture (blender_combine.cpp)
then it should work w/o issues
I just want to find\understand if i can port this particles inside buildings
it's not about the shader 😛
Alright, will try looking in scripts
huh, its vanilla
no way they just commented it
probably caused issues
time to find out
Does anyone know how to add scopes to weapons?
I know how to make the blender ogfs
and make the code so its like:
scopes = acog, eot, e0t2
I just need help with the rest
ok nvm figured it out myself
inheritance. [section]:parent section means "use whatever exists in parent section except for the changes listed below"
how do i change reticle size
remove scope_status =
i did
they still wont
except for Eotech and Acog + AC106
C-more wont even attach
If those are new scopes don't add
![Scope definition]
Just [scope definition]
Because it doesn't have anything to override so it doesn't work properly
Simply remove esclamation mark from brand new parts of weapon config
All if you add new scopes instead of changing existing ones remove the esclamation mark from the parts
Post your ltx after you do that
I will check in a minute
That's texture work
Probably due to aim position
If you're going to dltx scopes In, don't redefine the scopes parameter, instead use the '>' operator in front of scopes and list your new scopes you want to add
and make ltx separate file with just new definitions you just rewritten whole weapon confing
that. in a DLTX file, do not list parameters you are not modifying.
the point of DLTX is that you only change things that need changing
Like if you do it for your own use and want to edit mod file itself(because propably that what happend) it's fine but it's nice practice for future 
thats the main ltx file for the gun
too many words.. please explain to me like im a fool
honestly deranged of them to make a DLTX instead of a normal LTX for that
If you're doing a normal ltx then you should make new sections all together, not dltx changes
The least youd need to do is create a new sections about the gun with scope and its hud and add the scope name into the scope list
thats what i did
But you edited main file you should just add it in separate file with a name for example
mod_system_ace21_scopes.ltx
and with approach as it is diffrent mod
so it's own file structure
especially because you add your own ogf
So id guess you make a ltx like this
![wpn_gun]
scopes = yourscope
the parameters youd need to change
The parameters youd need for scopes hud
okay
dltx i.e. the ! operator (and others) are used to change parameters of already existing sections
You have to create new section for the gun and gun hud that alters it to have the scope, but by using the : operator after the section name means it'll copy whatever is not declared from the mentioned section
Focus on the previously message
Im not on pc rn so i can wrong rn
But you will need to create a mod_system_something.ltx file with the text and data mentioned
you can also read my DLTX guide https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
it is pinned. along with a LOT of other references.
why is your MO2 in appdata/local in the first place?
best to do a portable install of Anomaly rather than a global one.
also if you're making your own DLTX - make a new mod
do not alter one that you've downloaded.
this is ESPECIALLY true if you are trying to make a modpack.
as for contents - since this is DLTX, you must add a ! in front of all sections you modify. Reread the DLTX syntax links in the Anomaly modding guidebook, I link to it in my guide
this is a new one
not quite
also made the models
or refer back to #╙🖇mods-making-discussion message
yeah i'll take the base code from the system, remove the new sights added in the old one and move it to the new sys
does this need to be moved too or is it unneccesary
don't copy anything you are not going to alter 
with that syntax? yes
scopes = whatever = "overwrite the old scopes parameter with what i type here"
>scopes = whatever = ADD "whatever" to the list of stuff already in scopes
this is what ATHI was saying in this comment. #╙🖇mods-making-discussion message
yeah i get it now
its just i am pretty illiterate when it comes to this type of stuff
all the people using big words
this is correct right
You don't need to redefine the hud pointer
You also don't need to add inheritance to sections you're modifying
@summer stream yeah that was the issue, i tested it now, the game runs, no crashes with the dltx file
so those colons were the issue indeed
im gonna go put this in mods posting for the people who wanted it, thank you for helping me find the issue
(i gotta test it first tho, im not trying to fix it after people say it doesnt work)
Go to the debug map, spawn a shitton of stalkers and keep killing
If it doesn't show up after a lot of bodies something's gone wrong
been doing that
so i think its not working
hmm
alchem do you know anything about dtlx and loadouts?
ANYTHING
even basic troubleshooting
Lil bit, don't really know if NPCs can drop tools though
But Veer's guide should be everything you need to know tho
for the most part
i mean yeah, but i want you to take a look quick
I'd ask the pros, but can't help to look
maybe file structure is off
idk
ive been killing shit with the KS-12 for like 10 min
all master/legend like the file says
Who knows how to edit the size of reticles on guns?
My reticles are currently abysmally tiny
Ain't having much luck either tried making it a mod_system file but no dice
to be clear... my guide is the start of what you need to know
- What is your file structure in your mod?
- Do you know for sure that
systemis the root?
just gamedata\configs\mod_system_death_items
system is not the root for death_items.ltx
use LTXDiff
the aim position is not affecting anything if he was mentioning that.
Eh, I was just throwing stuff at the wall and hoping something would stick
yeah don't do that: use LTXDiff (I go over how in my guide), figure out the proper root
Not my mod anyways, atroxinal just wanted me to test 
@lost berry try this maybe?
i will repeat:
- system is not the root
- therefore your file structure is also wrong for the LTX file you want to modify
make him do the homework
okay 
Modder hazing 
not sure if he is up to it 
bro my brain is fried
also first line is kind of fucked
[basic_kit][basic_kit]
itm_basickit = 0.5
ive been doing math all day
take a break, come back to it with fresh eyes
anyway as for the file itself - if you look at death_generic.ltx you will notice every item has TWO listed values, not just one
Additionally this is not how you do inheritance
![army_private_master]
advanced_kit
This is how you do inheritance
![army_private_master]:advanced_kit
so it was right the first time?
but if you were going to do that - you may as well write them all out in full
and that means that the issue lies elsewhere, correct?
if you look at death_generic.ltx you will notice every item has TWO listed values, not just one
more like there are multiple issues
ughhhh this sucks
ok, just means i need to use my brain more
im gonna go back to anon's version pre tweaks, because it was closer to correct
also veer do you know why community_private_rank is used instead of community_rank
nope
you'd have to read the actual death_manager.script to figure out why
ditto whether you need 1 or 2 values for items
and why
since none of it is documented
i did take a look and it seems to be always used? or maybe another function is used somewhere else that uses the other sections
it's in this for loop, lines 51-74
-- Collect community items
for k1,v1 in pairs(community_list) do
for k2,v2 in pairs(private) do
for k3,v3 in pairs(ranks) do
local x = v1 .. v2 .. v3
item_by_community[x] = {}
if death_ini:section_exist(x) then
local n = death_ini:line_count(x)
local id, value = "", ""
local cnt = 0
for i=0,n-1 do
result, id, value= death_ini:r_line_ex(x,i,"","")
local temp = not (death_ini:line_exist("exclude_from_multi",id)) and diff_multi or 1
cnt = cnt + 1
item_by_community[x][cnt] = {}
item_by_community[x][cnt].sec = id
item_by_community[x][cnt].cha = value and tonumber(value) * temp or 0
--printf("item by community difficulty multi %s : %s",temp,item_by_community[x][id])
end
shuffle_table(item_by_community[x])
end
end
end
end
in the create_release_item function the create_item_list function is called like so
create_item_list(npc, npc_comm, npc_rank, true)
and when that 4th param is true it uses the community_private_rank sections
local spawn_section
if is_private then
local sect = npc_comm .. "_private_" .. npc_rank
if item_by_community[sect] then
spawn_section = sect
elseif item_by_community[character_community(npc) .. "_private"] then
spawn_section = character_community(npc) .. "_private"
end
else
local sect = npc_comm .. "_" .. npc_rank
if item_by_community[sect] then
spawn_section = sect
elseif item_by_community[character_community(npc)] then
spawn_section = character_community(npc)
end
end
so two variants of drop lists. why? for what reason? 
so how would i implement the 2 value thing?
xray shenanigans 
i looked at it, and i dont exactly understand what that means...
although to be clear "private" seems to refer to "items that aren't visible in the 'trade with random stalker' menu", which would also make sense
"items only shown in NPC inventory on death, versus on trade"
no idea either
shit
oh i probably missed that lmao
both - i don't know how it works either.
but i mean, do just slap 2 values there for shits and giggles?
then how am I expected to do this?
read the script with the rest of us
death_manager.script, the script that actually reads the configs and does something with all the values listed
oh ok
figure out how it's using the config, you figure out what the values mean
and then you can figure out how to change the config to achieve what you want
wut?
GAMMA doesn't have a copy of death_manager.script, it's part of the packed basegame files
so, you have to run db_unpacker.bat
and look in _unpacked/scripts. this is not part of GAMMA, the modpack.
also i think the two value thing is to determine the amount of that item spawning if it is chosen to spawn
something like section = min_value, max_value
oh my bad gamma DOES have a copy. fuckin of course
yeah it do
but on second look, death_items doesn't do two
just one, which i have to assume is probability of spawn, and only single items
mm, looks more like "number of items, probability of spawn" based on lines 76-88, if i'm reading it right?
oh fuckin it IS min max
@misty mulch may i ask a little question in your dm (needs to be privet)?
wow i really am having trouble following shit
if it is anything to do with gamma support, better to do it here, since i obv can't do bot commands in DMs
if it's about how the server is run... you can ask but i can't promise answers.
ok, can you put this into english for my simple, fried mind?
and which fucking ltx are we on currently?

death_generic
ah ok
if i understood it i could. i don't, so i can't.
no idea
alright it's kind of important and not related to gamma support
more to know something
generic as hell but ok
you may need to add lines for the toolkits to the item_count section for them to spawn since i don't think they are already defined there
nothing in death_items.ltx has min/max count and everything is a 0 to 1 float, which makes me assume this is probability of spawn?
thats what it looks like to me yeah
veer, is there a way to verify that something drops ingame? or do you literally run debug and kill tons
debug and murder. i would set your presumed-probability to 1 for testing
so e.g. itm_basickit = 1 so that they, presumably, always drop
just to make sure you know it works
its at 0.5
wouldnt that be 50/50?
why? if you're testing to see if your DLTX even works, set it to 1 so it always drops first.
DM away
(i started game before doing that
)
i didnt think about it tbh
looking back, it would be easier if it was 1
F7 -> F5
this should reload configs
so you don't have to restart the whole game to make the change lmao
loading it rn
this is going to help TREMENDOUSLY in the future
i really should have read debug mode
#╓☢stalker-chat message this is what actually does or doesn't reload if you use F7 -> F5
It took me a while to realize that I could test my loadout changes by just F2ing 
the npc loadouts script also has a function to simulate loadout generation
Does it look plausible?
oh ok, so it will work fine then
just changed a thing
what the fuck is this?
are those rounds flatheads?
they look like a flathead screwdriver
plausible? how so?
Anomalous ammo 
and, yeah, reminder - since the root file is death_generic, your folder structure should be gamedata/configs/items/settings/mod_death_generic_yourModNameHere.ltx
not just gamedata/configs
Wait, you can test if NPC loadouts change? How?
or is this me being dumbge 
this function in xrs_rnd_npc_loadout.script
can just call it via the function executer and it will print to console
that is what my path is
it doesnt work tho...
hmm


btw i tried your file, still doesnt work, so its cooked

so i don't have to endlessly kill random mooks to find out if my npc loadouts work? Nice 
Also can you explain how the function executor thingy works 🥹
loadout != Items in NPC inv on death tho
make a mod_death_generic with the toolkits added to the item_count section and try
what exactly do you mean "item_count" section?
Could even put it in the same DLTX file
Somewhere up top
itm_basickit = 1,1
And so on
do you mean they don't drop the weapons they use?
I meant more that atrox doesn't seem to be modifying weapon drops atm so he shouldn't try to use it to see if this toolkit stuff works
oh ok lmao
why is there always a space between the item name, and the = x part
im curious
its always like across the .ltx
Because then it's readable for humans?
White space (tabs, indents, spaces before or after) don't matter for the machine
It's entirely for human readability
9x21 in 9x19 mag
i mean, kinda?
the bullet just wouldnt fit
but yeah to some extent
you can p much call any function by
script_name.function_name(arg1, arg2 ...)
if it doesn't fit just scale on either Y or Z, whichever makes it longer/shorter
In game?
yeah via the executer
so if I wanted to test this I type xrs_rnd_npc_loadout.function simulate_npc_loadouts ?
to be TOTALLY CLEAR: this will not help you at all with what you are doing
Yeah, and it's "you fucked up and forgot to put a ! in front of a section you're modifying"
I SEE THAT
THANKS FOR TELLING ME

anyways
i think it should work once i slap the ! in there
we hope
every day people in support ask me how I do it and I just tell them I read the error messages
i know, i read them any time i see them
when i dont get them is when im fucked
because that means its time to get the logs and bug the helpers
because idk what the logs mean
something like
xrs_rnd_npc_loadout.simulate_npc_loadouts(10, {"stalker"}, nil, {"primary"})
so this will output 10 stalker loadouts of random rank and their primary?
their primaries for all ranks
10 Loner loadouts of every rank
loading test map... again
only primary. Because of the last argument
I see, thanks
whole loadout can be done with {"primary", "secondary", "extra"}
It's model from tarkov 
Irl the difference looks very minor, so if you want some kinda justification , it looks like you could convert it if you knew what you were doing
ye I will just remove this screw tip
Nice and easy
honestly given how many high ranking stalkers you kill, 0.5 seems like way too high a chance
look at the drop chances for the other stuff in death_items.ltx to get an idea
do i just make it 0.25 for instance?
to make it 25%?
which one would i change... i forgot which was which when i left
i left for like 1 hour and a bit, and forgot which value handles chance
every single instance of this
ok thank you for reminding me
now im gonna credit you in my mods posting post

you made this whole thing possible

you too
dw
anon did like half the work, giving me all the section names
then you did the other half
but to reiterate:
- everything under
![item_count]is "how many copies of this item should it spawn", in the formatobject_id = minimum, maximum - for each
faction_ranksection, the number is the probability (expressed as a number between 0 - 1)

ok that makes sense
i think i could do DLTX in the future myself
lets hope next time i have an idea, i can make it work with no help
might want to get ltxdiff for next time
no
i meant to find root files but 
also please read this
https://igigog.github.io/anomaly-modding-book/tutorials/addons/dltx.html
Introductory book for S.T.A.L.K.E.R. Anomaly modding

also just to clarify, every line starting with a semicolon is not read by the engine/scripts
yeah that checks XD
i really need to read that book
semicolons are just how comments are implemented for ltx files
yeah i got that, thanks (i found that out ages ago, but its not like i remember that)
there was a mod i had that had a little explanation on .ltx files
but i dont know where it is or which one
sooo yeh
forgor
Does anyone know how to add the upgraded arrow icon to mags?
i think you need to inherit from tch_mag_upgr when defining the mag item, not entirely sure though
seems to add an icon layer field to the item ig
You need base. Upgrade only adds an extra icon denoting its an upgraded mag but it's not necessary at all
that's what he was asking for no?
Yeye
Works, nice
Now I just gotta rename the extended mag properly 
I see the arrow is tch_mag_alt, so I can choose which icons I want too
I was just copying the mag name from the normal deagle 
how do i speed up all shotguns reload? is there global config somewhere?
its animation and gun based
so you would need to speed up animation AND the gun's reload
omf editor
bro. i dont know
i literally use a double barrel, i dont have issues with reload times
i reload more than i shoot on average XD
not .anm editor?
that's for cam editor
yes
Oh fck me sideways
Hey everyone! 👋
Quick question about weapon mechanics in GAMMA:
Is there any way to disable or tweak the damage reduction that happens when a weapon’s barrel is damaged? I really like the realism, but for my current playthrough I'd prefer to keep weapon damage consistent regardless of condition.
If there's a config setting, script, or file I should be looking at to change this behavior, I’d really appreciate any pointers.
Thanks in advance for any help or guidance! 🙏
direct edits to grok_bo.script, the overwrite-winning copy provided by GAMMA Close Quarters Combat
would suggest you make an overwriting copy as your own mod so that your edits don't disappear on updates
ctrl-f barrel, you should be able to find and comment out the entire if loop
or e.g. always set that variable to 1
Thanks for the help 🙏
Way easier to do it in the LTX file
Doing it directly in the omf files is a way more convoluted thing
in this one mod_system_benelli_m1014.ltx?
So, in the original script, the damage multiplier related to the weapon’s barrel condition was calculated like this:
barrel_condition_corrected = (130 - (1.12 * barrel_condition)) * (barrel_condition * 1.12) / 100
if barrel_condition_corrected > 1 then
barrel_condition_corrected = 1
end
What I did was replace this entire formula with:
barrel_condition_corrected = 1
From what I understand, this avoids messing with the rest of the damage calculation but effectively disables damage reduction from barrel condition.
Does that sound accurate to you? Or could the original formula have other side effects I’m overlooking?
you could. i personally would simply remove the barrel damage coefficient from the damage calculation altogether
but both solutions should work
e.g. lines 495, 869, 873 simply remove * barrel_condition_corrected
which to be clear -
- line 495 covers player damage vs mutants
- line 869 covers AP against humans
- line 873 covers player damage vs humans
Ok I see, but dsnt what I did covers all this ?
for your method, remember to do this for lines 353-377 (mutant dmg) AND ALSO lines 588 - 612 (dmg to humans)
Ok so your's is easier actually, thanks
I'm trying to do something a little more exotic but don't think it's possible in the same file, could be mistaking, but trying to increase dispersion based on barrel condition
that'd need a separate script, yeah
i can read lua but can't write it well, so i am prob not the best person to ask
Thanks anyway for the already really helpful advices
more mutants types in ZCP https://www.youtube.com/watch?v=15vZ10NVROQ
STALKER Anomaly is a sandbox free roam FPS survival horror game.
It's a FREE standalone mod based on STALKER series.
STALKER Anomaly 1.5.1.2 + mods
Mods used and installed in this order for this gameplay;
EFT-weapon_reposition.10
JSRS_Port_3.6_Sound_Overhaul
Souvlakis_FAL_2.0
Awar
EFT repos + AWAR 0.97 patch
BlindsidesReanimationPackL...
I sped up anims of first and last shell but fail to do so in middle shells
I added multiplier to anm_add_cartridge too
Any way to edit the properties of "wpn_gauss_quest" ?
I cannot find it
there really should be a fix to crashing when shooting Edilion and Prometheus in the head with the "Item N62" gauss rifle by now
would it be possible to change where the player spawns in the rostok -> AW transition?
like instead of in the road, where it is now, it could be to the left near the village or something?
It should be possible I had mod that changed that but idk what that was either redone or new levels
Check the code of the extra transition mod. (Garbage -> Rostok).
It does it differently than it is done for the "vanilla" TPs, but from the code you could figure out where to look for the other transition point configurations. Some of it (or most I don't remember) is done in Lua.
???
uhh sir this is a channel for developing mod, uhm not installing them
the install instructions for this mod are in the description
of this mod
just uhhhhhh
read it
it should say everything u need
Sorry by my part

I'm really sorry
its okay
has anyone put catgirl waifus into this game yet ?
maybe
it's all i need for my stalker rp to be complete, i can have home ,fridge, mutant parts but no catgirl waifu????
hip as catgirl waifu 

Hip as Shun Akiyama
my face when scope is literally the entire gun
oh also ron 
i was paid to do the AM180
what a silly thing
can i use your small calibers framework for it
since i want to make it both 9x18 and 22 lr
Sure, thats the intention to make it separate
Im thinking of making the 25acp and 32acp being optional on the mod
As of now i could think of some other 32acp but mostly are also 380
And not many more 25s
danke 
Ak 50 ?
the gif sucks
make it again
bro i dont even have a single reshade 😭
skill issue
ye its u
peak insanity
52
look mom I'm famous now
Can I install these mods at the same time? Grass_And_trees_by_PanceRide_
C Consciousness Grass Overhaul
And do I need to disable the following mods in order for them to work?
Aydins grass tweaks
Grass tweaks
ask in #╟🔰☢newbies-chat
how
in the name of god
are you a fucking helper

peak insanity
Ask dry
Spend enough time in the helper mines
now we know who we should ping to pin stuff

@novel ruin get ready to be our pin helper
ok
Проведите достаточно времени в шахтах-помощниках
-#
Translated from :flag_gb: English to :flag_ru: Russian
uhhhhhh guys I think you gave Kute the wrong role
I ain't seeing the clown next to his name
Congrats! Next step is moderator 👀
frosty on his way to make the 20th eft slop weapon mod
ahh okey
sure
NATO PPsh equivalent?
with 1200 rpm
and 22 lr
smg
called AM180
or
"Angry Bees"
or "Swarm of Bees"
Will it use its own proprietary 22LR or will it be rechambered?
i have been working on something pretty cool too
oh yes 
by default it's 9x18
i will make it 22 lr by default using small caliber framework
Are there any guns that use 22LR 🥹









