#╙🖇mods-making-discussion
1 messages · Page 120 of 1
what fire mode is 2? is that a fire mode option?
i copied the fire modes of another weapons ltx as i didnt know better
maybe deleting that works
hmm no doesnt
wait your changing the fire mod in this section right?
oh didnt even notice that section
|:
only edited the one above for normal one lol
I think the intention of the mod was to have the tactical just single fire
Did you want the tactical one to have a 10 round mag and a diffrent fire rate?
no just to give the regular non tactical one a 20 round mag and access to full auto mode
managed to change mag size but wasnt able to give it full auto mode
@grave bolt This is your fix, just add the fire_mode line if its not there
See how I did it
just why we literally have animations from firebreath that are already better
which are stalker 2 anims
so uhh
No.
also why do you even care

most of the stuff i get are for myself
stalker 2 anims ≠ stalker 2 inspired anims
ah

пошёл нахуй
I mean why bother when we have something that is already better
like respectfully
uhh
- i want to get more skillful
- i want to see how good it is
- i want to get it
- yes
yeah fair
still I think it would be better to get something that poses an actual improvement over something we already have
tbh idc
but that's about it
the tec 9 im getting is much better than the old one
and with that
why won't i s- AHEM get a jackhammer animation
since stalker doesn't have one
so others can play with it
what even is that
do you ever saw far cry 1
nah
nah im getting that for lunatic
Prototype gun that doesn't actually exist
It's literally the prototype of a prototype
That for some reason caught wind in the early 2000s and was in almost every shooter at that time
Despite not being a single functional Pancor Jackhammer in the entire world
funny how cod worked around with P50 too
but made it more usable than irl
is it stupid
yes
is it funny
yes
like fucking railgun becoming a literal blunderbuss
thanks a lot
Anything for the boss
has anyone ver tried converting Rising Storm 2 guns?
is there any tutorial rthat I could use to add 3dss to RWAP 458 SOCOM pack
Tutorial on adding the lens hider function to 3DSS scopes for STALKER. Lens hider is used in the GAMMA mod pack and can be left out for other 3DSS packs if they do not use lens hider functions.
Here you go boss
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Do the second one and then the first one @next zinc
but the weapon is already setted up for bas scopes
and other attachments such as RWAP ones
its just still 2D scopes yet
Rwap already has 3dss
its from his old mods
yes
You gotta do it yourself
I want to try
Yea it’s right above tutorial
Frosty can you link me to that so I can redirect people to it if they ask
It’s this
It’s on my channel
okay, i thought you were refrencing something else, nvm
I mean I can make a fresh one since that one kind of old tbh
It would be nice for modders
lol
Let me know if you do end up doing it, I would like to know just so I can redirect people
it would be great !
or you can make your own version of a 458 AR DMR so I dont have to 3dss old RWAP

unless youre adding 3dss for new scopes, you can just drag and drop the scope and all the parts onto a gun
From where I drag and drop ?
because Im not adding new scopes
follow jmerc's guide
This one ?
grab the scope from any other gun with it
https://youtu.be/8EOeP8InTUY?si=hA92fWWizLXJyqad See this gun from 1:29 ? I was trying to add 3DSS to it
Hey, In this video I show off the RWAP weapon mod packs for GAMMA. Please give any feedback either live while I'm streaming or in the comments. Thank you and enjoy the video.
Twitch: https://www.twitch.tv/nullmoxy
Join the Discord: https://discord.gg/h4fRRYPrK8
Retrogue Additional Weapons Ammo (GAMMA Discord) - https://discord.com/channels/9123...
ok, i'll ping you back to this channel when its done
thank you so fuckn much !
if you could make it work with True PIP for 3dss it would be even better
I'll see what I can do
OGF TOOL : https://github.com/mortany/OGF-tool/releases (Used to edit and check OGFS)
OMF TOOL : https://github.com/mortany/omf_editor/releases (Used to edit and check OMFS)
BLENDER 3.6 : https://www.blender.org/download/releases/3-6/ (Must have)
PAVELBLEND BLENDER ADDON : https://github.com/PavelBlend/blender-xray/releases/tag/v2.45.0 (Used for...
Thanks big boss

this is the test ltx I made for that guide video for more reference
should help if you get confused at any point and need a direct reference for help
Yup, know if I, myself need help or anyone else asks, I can just redirect them or myself here
Really appreciate it man
maybe a mod can also pin it here for future
you guys are awasome
yeah blackgrowl/firebreath has https://www.moddb.com/mods/stalker-anomaly/addons/k50m
i seen here its a EGS game, sho shouldnt be impossible to rip 3d models
i am however too lazy to download this biih
it's unreal engine 
you can use umodel for that
if you ever want to rip that stuff
with the game
ok tbhn i need ot slepe it's 3 am
you could also just ask blackgrowl in his moddb or whatever
i see thanks, i've still not committed fully but i'll try modelling it first before trying to source a model
What gun are you making
Smith & Wesson M1917 .45 revolver
im still pondering just rescaling the 38 colt and modify it a bit
Interesting
Does anyone know how I can spawn an npc in the wounded state & then kill them on dialogue end?
tbh i wish there was more vintage french weapons in the exclusion zone
with impossible to source ammo
with workbench allowing you to horrifically ruin them with calibre conversions so you could actually feed them
is there a guide on how to replace the music with your own in ambient?
How can I remove this through dltx? I tried Doing a semicolon but it didn't seem to work
you use !! to delete
that is i am assuming you want to delete the entire [] section
if you want to delete one variable/field - you do ! in front of the section to overwrite and then ! in front of the field you want to delete
True
I should just properly go through veer's dltx guide 
What do I need to add the elcan zoom switch feature for a 3dss patch? I added magnifications and zoom_step_count to dltx but that doesn't seem to have changed anything
zoom switch feature?
You mean when you scroll to zoom and its only one click and it goes to 4x zoom instant?
Yes
zoom_step_count should be 1 and magnifications should be one number
You get it to work?
No unfortunately, does there need to be a lens bone for this to work maybe? I haven't added one to the model
you mean, you want the actual look of the rotation that the specter has?
I can't get it to change zoom at all
This is in the 3dss scopes config
; magnification - zoom level. individual weapon section still require scope_zoom_factor to be set to avoid infinite zoom bug.
There does need to be a lens bone for 3dss to work
You cant just copy from another ltx file of the specter?
to get what you want?
zoom_step_count = 1
scope_zoom_factor = 30
use_alt_aim_hud = true
scope_texture =
s3ds_reticle_size = 6.1
s3ds_eye_relief = 2
s3ds_chroma_power = 0.04
s3ds_reticle_type = 4
ms_count = 3
ms_colors = scope_black, scope_red_dim, scope_red
magnifications = 4```
This is how I have the ltx right now
I'm gonna try adding the lens bone
Wait is your scope just appearing as a 2d scope?
Or is it working with 3dss but just not looking like a specter switch?
Nah, 3dss somehow works without the lens bone. I used the first method from this guide https://docs.google.com/document/d/15MaqMZlrqsrlGth0t4Y1iL2dFcBnY_j48SSOo0b_mP0/edit?tab=t.0
so when you change anything in that file does anything happen
The other changes in there do work
hmmm
I dont know
Maybe becuase you PUT A EXCALMATION MARK
your letting the file get overwritten if you put that
maybe maybe
This is in dltx not the base weapon ltx
|:
I think I'll add other scopes that don't need this for now and try this again later, I'll dig around some other config files to see if I am missing something
I did add an acog which works good
well, hope you make it work
thank you, I appreciate the help
is there a mp7 i could use?
MP7 the gun? is there a mod or is it already in the game
like the mp7 out of tarkov
I dont think we have the tarkov one
let me see
I dont know if its the one from the tarkov mod, I havent seen the tarkov mod
oh, I figured it out, just needed to enable scope_dynamic_zoom
its weird the original weapon has that disabled cause its the specter
oh oaky thank you 🙂
its not one from tarkov but can you add like a stock to it ect?
please do 🙂
post the mod here too if your going to do it
i wish i knew how to do all of this
yeah nvm I'm just going to do it myself
On second thought @primal rover
fuck it, thats like 3 hours maybe if I lock in, ima do it
Ima time it
so you still gonan do it?
yeah
thanks much love dude
He is a hero
https://youtu.be/A_HjMIjzyMU?feature=shared
@native tapir and @summer stream song
Shrek 2 - I Need a Hero: Shrek (Michael Myers), Donkey (Eddie Murphy), Puss in Boots (Antonio Banderas), and the Gingerbread Men race to save Fiona (Cameron Diaz).
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Watch the best Shrek 2 scenes & clips:
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guys where can I find zone_map_16.xml? I want to edit minimap and companions portraits positions
I can't find it on gamedata/configs/ui anymore
nvm found it Im just stupid lol
Your not stupid, you just missed it boss man
I didnt even need to do a retexture..well kind of...dont mind the gaps
Bro...WHAT IS THAT GIF MAN
Hi guys, is there any Darker Night mod ?
Im sure their is...lemme check
🌹
darker nights?
which .xml should I edit to change companions portraits positions? I can only find the companions wheel config
one sec
Follow install from first link then the second link
@ebon sinew
I dont know about the base anomaly one though, unless this xml just overwrites, idk
HE IS
sexy gun
is there alot of coding to do?
Will you add attachments to it too? like where you buy them from the trader also as a package like from the traders? that would be cool but thats up to you 🙂
sure, just name how you want it. A custom kit, im iffy on. But a existing one like the sup kit or something like that, yeah I can do
lemme see what would work best
whichever is best for you, like you can add from an existing one but just change the name to something like mp7 custom kit or something like that 🙂
What do you want the new kit to do
Add the kit to make it tatical
Just some ideas
Just let me know what you want, and try to give me reference images of what you want it to look like, it doesnt have to be these
this one with the drum mag looks cool asf
So you want it to look like that after the upgrade?
yes
does the laser sights actually work in this game? ive never upgraded guns in this lol
Yeah
oh thats cool then
Do you want the suppressor the same size in the picture or bigger or smaller?
I need to find the base anomaly one since I have that mod disabled
keep it the same size
everything is perfect in that photo, just add the drum mag from the last photo
Do you use mag redux?
ok
with default gamma and anomly, yes. But with mags you can no longer fire the weapon with just ammo, you need mags, then ammo in mags, then you can reload
Its tarkov logic
9oh
Unless you want the mags
nah i dont want the mags but cant you add the drum mag without using redux?
I can. I was just asking because if you did then i would have to write other code. But its neat, for instance, you can have 2, 30 round mags and then 1, 60 round drum mag and use them in the same gun
Also who do you want to buy the kit from?
alright, do you want the gun to have diffrent stats or just the cool visual upgrades
alright, we can do, little bit higher penetration + base higher damage + add a burst mode
Does that sound good?
Becuase the mp7 shoots pretty fast alreadly
It would be a ammo dump if we increase the fire rate more
yeah thats good
i guess decent/medium pen ammo too to compensate for the FR
instead of slow FR with high pen
when i meant meduim pen i mean the best ammo u can get for the gun
okay
guys i have a question: can i turn off the "guns jam at 100% repaired" mechanic in the new patch? can't decide if i should update or not
I dont have the new patch. im still on 0.93. But Im sure there is a way to disable it. either through scripting or through the mod menu
yeah you can
fuck yes! thank yu guys!
I'll finish on the stock change for the mp7 and start working on the upgrade kit. it'll take time. maybe in 1 or 2 days
thats sound bro thank you tho ❤️
no promblem boss man
This give me a resident evil feeling
anyone know what font is used for labels on ammo type weapons etc?
I have no idea
maybe Arial...idk, just a guess
i tried to match it with arial but not quite. thanks tho
oooh thanks for that
All good boss man
Here is the ui folder from anomaly, should be able to get a actual image of the fonts it uses if you need it
im coloring grok_bo_ammo_icons,dds so that ammo families are easier to recognize. relabeling some things
Thats pretty neat
frick ya perfect
Need anything else?
for icons it's micropixel
Sounds about right
thanks for that!!
How do i make a xml file rename vanilla anomaly items, like the Headlamp with PN21KL NVG to like Headlamp with Generation 2 NVG for example.
I know its a txt xml and maybe a script for now, just need to know how to make it apply to the NVG's
(2025-07-10) How to make selective XML overwrites without DXML https://github.com/veerserif/gamma-dashboard/blob/main/xml_overwrites.md
i fucked around and found out
thank you veerserif for putting up with my shit 🙏
remove \n from the name, that's a new line character.
yes, thats been there since the start. I didnt change the name to PVS-7 yet
Didnt modify this one at all, look at the name
cool don't add it to yours then
Yeah i wont
need a 545 rifle for gamma
the filename is what matters for the method i describe.
yes
i did zzzz_st_nvg_changes.xml
what also matters is how i format the xml because i just forgot one \n at the end of the sentence and it crashed
do not forget the \n
jesus christ don't fuckin z stack
just do one
why do you need four? what other file are you worried will overwrite yours when it's the only file that is overwriting that xml
my mod will be superior to little timmy's st_nvg_changes.xml
works, but the name doesnt... guhhhhhhhhhhhhh
Get rid of that n
The name changes wont work
conflict maybe?
will look into it
no
theres no conflicts
it just isnt set up correctly
read every dltx tutorial..
send us the file you're working on. include the file structure.
this is NOT dltx
which is why i didn't link you my dltx tutorial.
oh jesus christ of course it doesn't work.
the name of the file has to be identical to the original source XML, only with a prefix.
your original string id comes from the file st_items_devices.xml. your overwrite file MUST BE NAMED z_st_items_devices.xml
to emphasize: z_st_items_devices.xml. not z_whatever_the_fuck_I_want.xml
this is, again, NOT DLTX, it does not follow DLTX naming rules.
Wait really? I just named my dxmls my own names and they still worked fine
DXML != overwrites
DXML is a script method
I see
you can name a dxml file whatever you want (provided it begins with modxml_) because it's a script
I just did this and it works fine 
still refuses to apply the names but the descriptions apply
I took some other mods' xml as a base (specifically pillii's .300 blk)
so maybe ignore the first uh
8 lines
you may be missing a little something
nv_1_name?
looks like it
This is for stalker 2 , I'm looking for Gamma 🤣
Hi! I have a question. Is there any way to turn off the PDA's glow, or the light it emits when you bring it closer?
sir have you downloaded an engine that adds 'multi-threading'
I don't remember... I can go through the list of mods, but beyond that I have the Ao installed
the engine?
is like
your stalker icon this
if yes then go on their server 
automod evading 
Oh, do you have a server? Honestly, I'm not that into it. I usually search on modb and get whatever interests me from there, hahaha.

hii , got a question , is how is the progress on the stalker 2 faction backpacks?
@faint sable I can't find weapon_hug.ogf files in your FWP, help me out here
whoops
@faint sable Im having this issue that when I enable the 3dss mod for a gun, the gun simply desapear
I followed your tutorial btw
did the rendering, tried setting up the files
maybe the code is fucked
this is my code
this is how I made my files
be sure to path the hud to the new 3dss omf you did
the video I made shows you how
its in the OMF file editor right ?
ogf editior
thats the part I didnt understand
ogf editor - motion refs
where I find the log 😅 ?
All crash logs from the game go here
The .log file is the latest crash log, you can just open it in a text editor(notepad)
this is was when the weapon appeared in the game but when I equipped the Leupold scope it crahsed
thx
you´re welcome
You crashed on startup?
no
the last time I could see the gun it crahsed when I equipped the sight was trying to put 3DSS on
oki dokie, I'll just finish it up for you
Yeah I have everything, just go take a nap
greetings nice pple
I was thinking u reworked A-life ?
if i disable this mod it should run on Anomaly A life right ?
another thing, is there any way to reduce cap points in the zones, too much irrelevant npcs and thus stutter
for gameplay sake and logistics, 1-3 base points, 3 outposts per base, and 1 observation, all those points are meaningless and mearly creates clutter
im trying to play fucking gamma warfare.... but alas it runs like turd
if this cannot be fixed ill delete gamma as it only clutters my ssd
and play anomaly instead
dont know what sorcery cheekibreeke and some have done I cannot run it without stutter... and am fucking pissed because it, I did not build workstation to be fucked by 15year old game without a valid reason
what bullshit thing can i disable in mods list ?
irrelevant and non core mods ?
or better said, how the fuck to make a game run, yeah this q is more precise
delete all "territorie" cap points they are irrelevant, providing no strategic, tactical nor resources.
whut
gamma and warfare don't work together very well
but tbh base anomaly warfare doesn't either
incorrect, I had rarely anomaly worfare crash
very rare, I do not know what the hell to do
well ill play anomaly it seems
ok
shame
yup
i was pumped up to finnaly play gamma on high and than i got turd instead
what a disgusting world ppl live in, not 1 game is ever made correctly and sheeple still pay for it.... sad... depressing... reality
well...this game is free...
are you doing a meme right now or something
just station the obvious
This is the modding discussion channel man
You can voice your opinions in general or something
that is why i asked is there a way to make gamma work withn warfare
whining about "sheeple" in the wrong channel is like some performance art of being a moron
again just stated the obvious
I have no experience with a-life mods. Best thing to do is to skin down the modlist
It'll take time
U kniow what i just want weapon system from gamma, to field strip and change parts
You can have that in base game with the wpo mod
it is realistic unlike anomaly
most of parts can be stripped wothout any toold
tools*
well good day fellas
Should be able to install it with base anomaly with minimal mods
thanks man, i wish u all a good day
Same to you

oh okay good luck 🙂
HELL YEAAAAAAH
*monkey flip song on the background
Send this to the RWAP channel
As long as you have the regular gamma weapons the texture will be fine
People will love it
I'll send it over
The m110?
No
The DD5V4
With ghillie wrapping
The one in the thumbnail
Maka already did the m110
But if you want to do a reanimation
I can send u the files
dis one?
Yes
I'll do it after I finish marines gun
@primal rover Ima put your mp7 project on hold for 2-3 days. Been moding non-stop so ima take a break
Take this weekend for resting !
Can thm files share bump map if I am making just retexture of same object couple times?
like i have
object1.thm
object2.thm
so I can use
object_bump.thm as universal?
As long as the bump is the same setup as the texture is yea
It’s how I do my black and tan variants for guns usually, one texture I setup then the black texture but then the bump is the exact same so I just copy the same bump to the two thms
It's diffrent backpacks so it's not rocket science
Yea as long as its bump is the same throughout, it doesn’t matter, bumps are essential since if the bump is off from the texture then you will definitely notice it when seeing it in game
only thing bump wise changed between them is sewn on patch but screw that it's so quick nobodyt will notice 
Yea if it’s something the player won’t even notice it shouldn’t matter
So long as it looks about the same it’ll be fine

Yea not bad
but this clipping of camo pisses me off but the way UV is done it will be hard to fix still it is visible for split second so I will not bother
np dude
hi everybody, i wanted to remove this specific option from fdda redone:
Instant open of Inventory UI. No need to wait for backpack animation to finish
Open and close Inventory UI at any moment. Even during animation
can somebody help with that? i basically want my inventory to open only after i open my backpack not before.
i think the key should be in this table: D:\GAMMA\mods\447- FDDA Redone - lizzardman\gamedata\scripts\liz_fdda_redone_backpack.script
You can turn off backpack animations in the MCM -> FDDA Redone
Inventory opening is instant anyways
i dont want to turn them off. i want them to play out and only open inventory after htey're played out
yes!
so it's not instant
like classic fdda
there's no option for that in mcm. instant inventory is hardcoded into mod scripts
--- MAIN
function try_open_backpack()
if not mcm_backpack_enable then return end
if lam2.get_action_with_tag("backpack_try_open") then return end --already have action that should open backpack, no need to add more
lam2.add_action(get_template_action_backpack_try_open())
end
function try_close_backpack()
if is_ui_inventory_open and not is_froce_close_timeout then
is_force_close = true
is_froce_close_timeout = true --ugh, i don't like this solution, but for now it's ok... i guess
end
end
function get_backpack_speed()
local speed = mcm_backpack_min_speed
if mcm_backpack_speed_mode == 0 then
--get backpack speed from mcm config
speed = mcm_backpack_max_speed
elseif mcm_backpack_speed_mode == 1 then
--get backpack speed based on carryweight
local is_overweight
local tot_weight
local max_weight
is_overweight, tot_weight, max_weight = actor_status.get_overweight(false)
local min_weight = max_weight * mcm_backpack_min_weight_multiplier
local bonus_influence = clamp((tot_weight - max_weight)/(min_weight - max_weight), 0, 1)
speed = mcm_backpack_min_speed + (mcm_backpack_max_speed - mcm_backpack_min_speed) * bonus_influence
elseif mcm_backpack_speed_mode == 2 and current_backpack_id ~= -1 then
--get backpack speed from cofig file
local obj = get_object_by_id(current_backpack_id)
speed = ini_sys:r_float_ex(obj:section(), "bonus_open_speed") or mcm_backpack_min_speed
end
return speed
end
it could be here
but i'm no coder
#1341758166618345492 message I'm losing hope that its possible
all right, there's a specific submod thread! thanks, i will go annoy lizardman then hehe
ive been struggling with the fucking hk slap for 2 hours any way to make it work or how should i do the innertia for it after the impact of the slap?
anticipation and momentum is key

i allready know this
leave the hand static on the air for a few frames and then make it stay still after hitting it for another few frames again
ok I'm gonna try to break it down rq just wait a bit
thanks alot
after mag in move the hand downwards and upwards after, prioritize having a nice arch for this action
then leave the hand suspended for a bit and make the transition from air to slap around 3 frames long (slower anticipation with a fast breakdown of the action will help making it seem fast and weighted)
lastly leave it static on the handle for a bit to then start the b2i
also avoid linear hand movements
i know about arches i specifically cut a big part out so i could restart work on the slap
this is just for the hand btw, I can't really say anything about the gun itself since that depends on how you want the animation to look/feel
awhh i mostly wanted help with the gun itself
that was my main issue
well you could leave it as is ngl
it was coming out like this
the main issue there is the hand, there's not much about other than making a few reactions
nah that's just too much
yeah
too much movement will make it lose any sense of weight or force in the slaps
okey
i had no idea the slap would be this hard
i legit thought it would be easy
just leave it still low key
considering the rest that i did
focus on the hand
yeah
i want to do gun movements first
then hand
that works out best
for me
like
i mean
more detailed hand movements
then at least you should look into the timing
after gun movements
that too
btw after watching this pls make sure that reactions like mag in don't actually cause the gun to move in the same direction as the mag
in other words if mag goes up gun only moves slightly down
and also pitch rotation is overkill
okay ill fix that
my phone's dying so I probably won't respond in a while
in the meantime watch some reference from the goat himself at timestamp 3:45 https://youtu.be/gwJ_poiEGFg?si=lWoW7kmErfmjjCIZ
First person animation work by me
Stay in touch with the game's development - Discord: https://discord.gg/Cm6kQ62ea9
Everything showcased in this video is currently work in progress.
Many models are placeholders and a few are final. Some animations showcased are also missing audio so everything is very early in development.
just how the gun isn't jerking around the screen but is rather static while being pleasant to watch
thats not the kind of style im going for sadly
but ill look into lowering innertia
i want something that will fit into stalker iwp
ok maybe this? https://youtu.be/Mu2TN4TsAas?si=05Z7Z693Xa-IZcvS
I've made A LOT more animations in 2023 than I could ever hope to fit in here. I picked out the ones I like the most, with the soder for some diversity.
I'm hoping to eventually get a STRIDEN animation compilation out with my favourite ones. Then also one that has literally every single animation in it, which is over 400 animations. That'll be f...
I don't remember the timestamp but I know it has a g3
found it but to me the g3 anims look a bit cartoonish lol
very stylized
i like that guys animations though his viewmodel workflow vids helped me alot
At the end of the day there's no wrong way of animating guns
Just different styles
A lot of people seem to think the CoD shaky style is what everyone should be aiming for but that's not necessarily true
Gentlemen, I have a problem. Beef's nvg mod, which adds various NVGs to the game, has a "settings" file night_vision.h , but no matter how much I configured it, no matter how much I ran the game with shaders removed, nothing changes. Absolutely nothing. Where could I have done something wrong?
which 3dss pack is the main 3dss pack?
The one that comes with gamma
i dont use gamma i just take mods from it
is there an independent download of the 3dss that comes with gamma or no?
i think tec has too many details
later ill thin the grip strap and i could say the main model of the frame is finished
oh, the ears
Ill probs cut my own two hands than have to work on a big wooden stock
At least as im rn
damn i really oughta be studying
When using **3dss **and shader based scopes, how do i disable the shader based 2d scopes so only 3dss shows?
Hello,
Three-quarters of my scopes have this description.
I'm trying to translate the English zzz_st_items_scopes.xml file into French. But even though I'm respecting the IDs, my scopes are displayed like this. Does anyone know why? Thanks.
That's like, default gamma
Ask in Anomaly discord if you're not using GAMMA, because this isn't a modmaking question, this is a mod installation question
These scopes are just dummy scopes to give smaller, clean, textless versions of the scopes, you really only have to worry about the scopes that don't have an _x suffix
I think the elements are located in st_items_weapons_addons_bas_eng.xml
I'm not sure. In any case, it contains descriptions of everything that doesn't appear in-game. I set the file to top priority, but it doesn't change anything.
For the scopes? The text for this is just blank, you're not meant to see them because they're debug only stuff anyways
I tried putting all the IDs from st_items_weapons_addons_bas_eng.xml into zzz_st_items_scopes.xml but that didn't work either.
PSO-1 is empty. It's a pretty common scope.
You mean you're not getting descriptions even on normal scopes?
#╙🖇mods-making-discussion message all I really have is this dxml resource to help
I don't know. I restarted a full install from 0.9.4 and I don't have an advanced game. The only scopes appearing in merchants (Duty and Freedom) have the description.
Ok thanks 👍 and "st_items_weapons_addons_bas_eng.xml" Is it still useful?
There are still BaS guns in game so yeah, it's really a matter of checking which guns are still being used
Ah, I understand, thanks!
The ones with an X don't appear. In fact, the icon for each element of this type is "cut in half."
Everything's clear now. I've been struggling for four hours. 😅
Yeah, that was what I was trying to say
These scopes are debug only and are meant to make the scope UI cleaner and less messy
This is also why you can't actually attach them to any guns
Sorry, my "bad" english 😉
Is it possible for items to appear in-game but not in the debug menu? For example, I can't find sil_g28 in the debug menu.
Hey guys is there anyone good at character modeling ?
I need some help with bump map and stuffs
I found this model while checking the modpack Stalker Anthology (v 1.2). She replaces Anna (the Duty girl)
what do you want to do 
I was able to fix the armors and clothes but when it comes to the hair
I tested this in EFP but I believe this may happen with GAMMA too
even the orignal modpack her hair looks like that too
looks like someone fucked up badly
I could send you the model files if you want
yea go on
I checked the thm file but couldn't find out why. I'm not good with texture
I will upload this mod on moddb and here if I can fix this problem
I made a version with gas mask and without
the hair texture is in textures/gunslinger_nra/anna
oh
you know most of it is fine
so what was the problem ?
since it doesnt look that mad
bad*
you can try setting orenneyar blin instead of phong on it
and also remove bump to see if its the problem
hang on I will give an update on this soon
doing it now
still the same
even after I deleted the line that link to the bump file
ah I see
bruh
BRUH
@tawdry edge scrap thjat
do this
the dude which did this is fucking insane
alright
models\transparent just makes it transparent 😭
like if it's glass
well glass has other shader for it
lol
I never thought of checking the ogf with ogf-tool
brilliant
done
fixed. finally!
@summer stream Thank you so much. You're my savior
how can i change game portrait? cant find the guide in faq
russian one has it
https://cdn.discordapp.com/attachments/1119963939023900794/1259756840523137024/PFPTemplate.7z?ex=6885c5fb&is=6884747b&hm=8933eb4500f75ce59cecb61d2fd6366cbf530f828fb9b7176ef3aacdda544991&
download this, open the file in photopea or photoshop, or paint
put your portait over green rectangle and save without compression
or 32.32.32 in nvidia thing
or
where i can find technical info how import my weapon model in game, not counting this post?
Касательно формата файлов, настройки экспорта из 3д софта, какой оптимальный поликаунт может x-ray схавать, какое разрешение текстур поддерживает и тд
Video guides on YouTube
what happened 
sounds made by relax and textures by me
i didnt tell him to post it
only to do scopes
he didnt listen
what did ur textures look like
better than his

scope isnt the part of gun
where
they look so sexy
oh yea
on the scope
im torturing myself with animating this
i love tec

peak
still better than what juan has
some people prefer different types of animations
the shitty one against polished ones
wait let me see what juan has again
send something
just look at moddb
they are alright
i think they are meh 
something that nlc fans would love

tbh id say that nlc animations are better
im playing ogsr with nlc weapon pack on top of it (ogsr rearmed)
and they have better animations
not amazed
holy fuck that ads is so off centre
what anims did u use?
M82 anims from sedzhi
no they are self made
what
who made the anims
to improve the timing delay a lot more the b2i for the weapon
im fixing mag out rn
ill focus on that once im doing the hk slap
as in it's slowly sliding while you're slapping it
ooo frosty did the bo1 olympia??
no 
Adds Two Olympia Shotguns : One Normal, One Camo!
Animations Used : I.W.P. Shotgun Animations
DOWNLOAD : https://www.mediafire.com/file/q9pop0s2g2c1cn2/Black+Ops+Olympia+Duo.7z/file
REQUIREMENTS :
DEMONIZED EXES : https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/releases
CREDITS : Zaden, SherlockHolmes9, IWP, S.T.A.Z. WP, BaS, S...
this isnt his?
i mean for like
adding it to anomaly
he did
M14 forever better 
nuh uh olypmia is allways better
My tec 9 was the literal first gun I ever animated
The animations are really bad, yeah
I'll remake that eventually
i was looking at mp40 anims
Those are ok
Even my best animations are just ok
Unlike someone I don't parade myself as this master modder
Because I'm aware of my level of skill
Which I think is better than raving on and on about how my texture work is elite and then in game it looks like all guns are made out of shiny plastic, like a certain someone

god i hate the gamma mp5
shiny plasitc mp5
A lot of Anomaly mods are like that
Because a lot of people make their bumps on the assumption that everyone is using their shader/SSS mods
And if you don't have it looks like shit
But if your textures look good on a vanilla setup, when you enhance it with mods then it looks great on top of that, my guns look fine on vanilla Anomaly and then people send me screenshots using SSS and reshade and they look amazing
even with sss
certain guns look ass
i am gonna need to retexture certain weapons in my wp
its usually just because the textures in general wont look good
next to the other ones
i will need to retexture acr to make it look more damaged
A lot of my guns look bad texture wise, but that's just the nature of using a hundred sources for models and textures
Some are goated, some are dull and ugly
where did u take the uhh aac integrally suppresed remington that uses 300 blk from
@naive snow
question, how to extract already baked map from blender since im dumb
I'm a total noob at making my own mods and I am willing to learn scripting and everything that comes with it. I want to start simple and have an idea. I am a sound designer at heart an want to create a "simple" addon which adds a sound when you highlight/hover over an item in the inventory. Where could I look?
I already have different variations of sounds which could be played, all I need now is to create the scripts etc. but I need to be pointed in the right direction hehe..
This server has no whitelisted roles
Battlefield hardline
But it was like
A ripped version from a mod of a source game that ripped the model from hardline
So there's like 10 layers of compression and quality loss in that whole process lmao
lmao
im planning to take the model from hired ops/contract wars for me
since they have one
https://igigog.github.io/anomaly-modding-book/ worth a shout
Introductory book for S.T.A.L.K.E.R. Anomaly modding
nah🥀 🥀
I think a game recently released with a Remington
actually no I think it was another thing
integrally suppresed one?
im talking about this
theres a paid model but its 39$
can i have the model, once i start working on that remington ill compare the two
Yeah sure
if you're getting that might as well use the source files
I mean mine is already formated for STALKER
If he's gonna re-texture it
What difference does it make
yeah but I mean the non-source mod or whatever files
I mean for retextures you do need source files
damn son, thanks!
i dont know anything about uvs
i just retexture
in substance
Same shit
Another random animation question I am pretty sure I was using a pistol with "tactical sprint" animation(weapon pointed up) is that PPP animation or something else?
sprint animations are either from whatever mod your gun is or lowered weapon sprint
to actually tell which one it is you're gonna have to be a bit more specific
Like I had bunch of pistols
and some of them were lowered during sprint, and one of them instead of lowering it was going straight up. It could even be one of usp-s
does the left hand move
I think it was both arms going up iirc
then it's lowered sprint
And it can be altered for certain weapons?
yeah you can disable it for each weapon
anybody know where all sounds are referenced or managed, specifically for the main menu?
"ui_mm_main" manages menu music and click
I'd look into monkey patching utils_ui.UICellContainer.On_Hover like Ishmaeel fast transfer does
store a single cell id and play a sound when id changes
@fair inlet Hello,
Can you help me with turning off silencer modifier/bonus to jamming and damage to parts? Please.
I know this is not some ultra problem and it might be intentional but it bother me. When i try to use brand new KS23 shotgun it says 0% Jam chance, but as soon as i put a silencer, all hell break loose and even if it shows jam chance 0.05, after first shot it damage internal part like -5% or so.
i edited lots of places in arti_jamming.script, but the functions and values are all over the place and i dont know which is exclusively related to what (so it is a save&load). When i go full ham it shows like Nan% and then it shoots always or never after one shot. After the full superjam it shows like 10% chance. (after just one shot)
Can you tell me which values i need to change or where exactly? Thank you!!!
arti_jamming, line 384
set silencer_status to always be 0
also it doesn't affect parts
ok thank you!
UI display need to be disabled separately in momopate_proper_jam_chance if it bothers you
hmm it seems that it doesn't jam after one shot, but when silencer is installed, it still somehow literally kills weapon parts. Weird.

you sure you revered your previous attempts to remove silencer jam?
yes
if this is what you mean then you can probably just use focus receive callback
function item_focus_receive_sound()
sound_object("interface\\inv_hover"):play(db.actor, 0, sound_object.s2d)
end
function on_game_start()
RegisterScriptCallback("ActorMenu_on_item_focus_receive", item_focus_receive_sound)
end
this should be common knowledge across anomaly and gamma.
If you're meaning to say you use https://www.moddb.com/mods/stalker-anomaly/addons/3d-shader-scopes-vanilla then be aware that whatever gunpacks this guy has released 3dss for, they're only going to work for those
Each and every gun not covered by his mod collection will NOT have 3DSS
The same way it works in GAMMA, any gun that's not in active loot tables will not have 3DSS -- for example, a fuckton of AK74s and AUGs in Debug menu
its funny cause when i aim in with a sniper i can spot the 3dss scope before it forces me into the 2d overlay so idk if its that
which is why im just looking for a way to disable it easily through ltx editing

hi guys, how can i replace gif in tv from hideout furniture?
did some testing and i have a feeling it just doesnt work (silencer_status to always set to 0)
Sometimes it will go through and after one shot it never jam, but sometimes, after just ONE round, it will superjam or so.
split your gif into frames
set up some .seq file for it
done
for more info, see anomaly modding book or other ru tutorials
you can use .ogm for tvs, but you will need to fix the shader. i posted it somewhere on anomaly discord
you can enable wpo debug mode and see what type of jams you're getting
well this is what console shows after one shot from silenced pristine KS23 that resulted with superjam. 
decided to set "0" on whole line 384 (since the first screen shows silencer status 1), now it is 0, but result was completely the same. Superjam after first shot.
you've messed something up, just restore default file tbh 
guess i fixed it by setting missfire on 385 to "0" from "3300" 
Hi!
Is there a way to know all the updates every time we update? A list somewhere? Create another instance on MO2 and compare the two?
I translate a very large amount of XML, and every time I update GAMMA (after a "moddb status addons: update available"), I have to check if the version of each updated mod matches mine. And it's very time-consuming. Thx.
The only way I've found is to keep a complete log of each version I translate. For example, I know I need to update the military PDA mod that added an option since the last update. But I have to do this for EVERY mod.
Well, it only takes 15 minutes. It's a good thing Grok numbered the installed mods! Otherwise, it would take hours. 
What syntax do I need to pass a function as param?
I have a function(obj, pos, action)
Where action is anim function to use when at position, e.g stand_idle
action(obj) doesn't work, says action is nil 😦
Duh? If you use function that do something with the action param, its obviously will crash because the action is nil if you dont pass anything in
If your function doesnt require the action param, then add something like
if action then [do something with action param] end
So if I have multiple functions that can be the action param then I'd have to do
"if action == function 1 then
function 1(obj)
elseif action == function 2 then function 2(obj) etc?
No way to simplify it into just "action"(obj)?
Show me the function
This is what I have atm
I was hoping to change it to this to make it easier to script or add more pet_action functions depending on the situation:
if not enemy_get(obj) and distance <= 2 then
pet_action(obj)
You can not do it if you dont have pass the pet_action pram
Because well, it is nothing if you dont
If you want some sort of default pet_action then do something like
if not pet_action then
pet_action = [your default pet action]
end
Yo Kute know what the function for model zoom is? I got a weapon mod I found but its way too spaced out. Both in crosshair and hip view
You should do re position instead
Gotcha how do I do that?
There should be a guide in here lemme check
Thankies
Ok there isnt
I think I finally found something to work on it? I need to see.
Simple guide on how to use the new draggable hud editor with the hud offeset addon!
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
https://www.moddb.com/mods/stalker-anomaly/addons/hud-offsets-editor1
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/releases
Debug Spawn Attachments : https://drive.userconten...
Thats the guide
Thanks frosty 
I'm using it yet its not saving or actually applying the hud position edits after I exit the menu.
You will need to add the dltx file like in the video
I mean its not saving the settings to the listed file. I'm troubleshooting it since its being stubborn.
The cache_dbug file isnt there?
Try searching it inside the gamma\overwrite folder
Okay apparently I got bamboozled. I downloaded the one off Moddb and its working fine now. It showed one already in Debug menu so I assumed the modpack already offered it for ease of patching but I was wrong.
mine looks better tbh
textures are mid though
hey guys! does anyone happen to have a working mod that makes faction patches more 'readable' when looking through binocs? I'm color blind and very bad at remembering logos honestly, so it'd be nice to be able to 'see' what i'm looking at, anything like this?
Your talking like, making the icons for each fraction a more distinct icon for each of them?
For the fraction identification symbol when you look at a guy?
lemme see
thanks!
I guess I can just get good at identifying armors, but that'll take a while for me haha
I see one made by Crooks but, I'd rather not have my crosshair on
idk if its working though
I think that works
i think I'll try using it then, i'll let you know lol
sick, so i use that and crooks together? how should I load it in mo2
in order and placement priority
Just place at bottom and you should be good
ok good


