#╙🖇mods-making-discussion
1 messages · Page 122 of 1
tf you sending him to gamma chat for
FUCK THERES THAT CHAT
No wait thats also for making mods
he was asking as gamma 2 will be made
There is literally no chat where this question makes sense
since it is that bad
didnt grok make a statement about it
or was i hallucinating
multiple actually
maybe we should pin it
anyway, back to making mods
how do i seperate helmets and backpacks from custom armors
@steady apex sorry for the ping but I've tried adding mags from mags redux to the exclusion list of Popup Messages addon but even tho the code still looks good the popup messages for items pickup just stopped working, only thing I did was add the mags in i didn't delete anything from the og file, some help here would be appreciated ty
hey guys. does somebody know anyone who could help with modding levels? in my case - modifying UV on levels meshes?
greetings, scripting anomaly as gamma cant warfare, i want to disable use count on items like army kettle for example, so where can i find the line ?
level moders pls help 
btw i know limited use is for "gameplay" but it turns game in pill eater simulator
ill extend effects as well
oh i think i found the line, will experiment
in its config files
but you cant disable use counts fully. If item is usable - it needs to have charges iirc
That is just bhs
is there a low ready mod? Something akin Realism for SPT??
No
Closest thing you can do is adjust the "Lowered" position of your gun in weapon HUD editor
For me, it was the enemy's depression that changed. Did I do something wrong?
anyone know how to add a firemode to a gun in gamma or change existing firemodes in the ltx
I have an idea to make player homes in a few locations around the map, there would be one in the bunker outside of flea market, an apartment inside Pripyat, and possibly one to two others. The idea would be to either find the code to open the door or get an access keycard or something so it’s not just immediately available. How feasible would this be? I have zero modding experience at this point but have time to learn
You have a modified ui_options so the index is wrong. Make the 8's 10's and try again.
Based on the red text I'm going to blame grok. 🙂
Quick question about priorities in MO2: Shouldn't the mod "G.A.M.M.A. Arti Recipes Overhaul" (priority 385) be placed "higher" than "G.A.M.M.A. Repair Kit Renaming" (priority 600) so that it gets taken into account?
Dear god no
realism SPT mod needs to die
does anyone know how to/any resources that teaches how to replace use animations for specific items? i'm not a big fan of the epipen and fentenyl animations and i'd like to change them into the glucose shot animation with the small injector gun instead or that medkit/stim replacer mod for anomaly:
https://www.moddb.com/mods/stalker-anomaly/addons/fdda-new-animations-for-medkits-iwp
curios what you don't like about it. i think its a blast to play.
its not realistic. Having to juggle stances isnt either
I get your point. i was complaining bout that too when i first tried it. but it did grew on me. i think its pretty realistic. my arms would get sore too if I just had a weapon pointed forward all the time.
28 weeks later
Ill try to play with multiple bullet reload animations
but i want to be able to control the character. it makes mouse movements feel like a smoothcam
Well, somebody else linked you stuff -- think it was strangerism
Anyone able to help me figure out how to give an object (mutant) an inventory? Struggling to understand how exactly inventory works
CAMPFIRE HEAL FASTER:
Gamma Primary Folder
--Mods
---115 Campfire Slowly Regens Life
----Gamedata -> Scripts -> Cozy_Campfire.script
I used note pad
First line should say
local health_regen = 0.00001
Adjust value to your liking.
.1 was instant
0.001 and below is more immersive. Make's the campfires feel like an actual rest as you sort through your backpack
billwa
Are there any guides for making custom character portraits?
here ya go
Thanks 
this guide was supposed to make it into FAQ like a LONG LONG time ago
@tidal elbow where is the guide in #╭📖faq 

hi guys anyone know how to add a % of item for crafting ?
x_item = 1, recipe_basic_2, prt_i_scrap, 2, prt_i_fasteners, 2, ball_hammer, 1
i want to add a multitool %
!portrait
@novel ruin If you want to create a custom character portrait, follow this guide: #╟🔰☢newbies-chat message
@summer stream its on #╟🔰☢newbies-chat for some reason 
how the fuck

no one can post stuff in #╭📖faq other than Falco so oflin just post that stuff into his domain
Literally 1984 @tidal elbow

pretty cool that oflin made it easier for default user
and the photopea thing 
mine has the HD version so the people wont have any trouble
That's not true ahahaha
is there mod that lets you make technicans fix ur shit?

can ANYONE get tracers to show up? i did a clean install yesterday and it does not respect my tracer settings
the FAQ version of portrait is !avatarru, there was no !avatar because that is used for displaying user pfp
i suppose no one cared to make a proper guide for ENG so there just wasn't any around
i wrote the guide as part of my stuff, i tend to just do guides and stuff them in newbies so that 99% of people can view it
After enough questions i just made it into !portrait command 
i could pester Falco over this shit but also why bother if i can manage it on my own 
anyone knows how to lower the 0.3 chance to ZERO?
it took a long time
but mine was made since i was like "ok let's do this since some users are not able to do it by themselves"
i also have a guide for editing starter loadouts since that was a commonly asked request
Still have to do occasional 3am support for it since people can't get the file name right 
i tried editing it so that there arent any cracks but tbh it just looks bland now. Are there any good compass replacers out there?
i want to make a patch for this mod to replace the epipen animation
https://www.moddb.com/mods/stalker-anomaly/addons/fdda-new-animations-for-medkits-iwp
where do i start?
You can probably look at the files and add the EpiPen since the animation is chosen by the LTX files
but it can cause unwanted problem 
how so?
i remember trying to do another anim for medkit via ltx
it caused constant busyhands
oof

well idk much about working with ltx files. is there like an ltx guide i can read/watch that explains stuff? i wonder if chatgpt can help me 

how convenient
i will port P890 soon
do a p320 that crashes your game upon shooting it
yea sure
I don't think chatgpt should be used
There's a lot of resources here in the pinned sections in regards to modding, and you could also just read through scripts and ltxs to reverse engineer
Introductory book for S.T.A.L.K.E.R. Anomaly modding
whys that
sussy
thanks peeps, i'll see what if i can get this to work. ill probably be back with more questions.
read below. It's not realistic
Its not actual realism, its soysim
Ребят как понять какие модели с каких папок берет гг при надевании костюма модели именно
это стандарт модель экзо
на английском хоть написал бы...
ну да
Guys how to understand what models from what folders the main character takes when putting on a model costume exactly
Here the standard model of the exoskeleton of stalkers, but the main character uses another texture, I want to change to another suit how to do it. That is, to find that folder and those textures to replace
i have no idea were to find the ltx for the epipen/fentanyl animations anyone know where it is?
Hello everyone, can anyone help or suggest what I'm doing wrong if they've done something similar?
The task is as follows: I'm rewriting the files npc_loadouts_zombied, death_generic, and death_items to add the ability for zombies to drop all in-game items (trying to make a Last Survival mod for myself).
- In npc_loadouts_zombied, I managed to assign weapons—they drop as they should, everything I specified.
- In death_generic and death_items, I added items (basically all items, including crafting tools, weapon mods like scopes and suppressors), following the correct syntax.
- However, after modifying death_items, the game crashes, referencing the death_manager script. I don’t understand what I did wrong or what exactly needs to be done to properly add a zombie inventory drop list.
And the second question:
I can’t figure out how to increase the chance of clothing dropping from zombies. I tried modifying both death_manager and outfit_drop, but it still doesn’t work. Maybe someone can advise?
I'm attaching the files I edited—perhaps you'll immediately spot the mistake.
Yeah but im just referencing the stances 
Some items reduce your sleepiness. In what file does this happen exactly?
anybody know where the quest arrow texture is located?
How do i seperate helmets and backpacks from custom armors using the ltx files? where would i look?
maybe try with helmet_available https://igigog.github.io/anomaly-modding-book/reference/configs/items/outfits/outfit.html
Introductory book for S.T.A.L.K.E.R. Anomaly modding
How do I change an item's icon? I downloaded a mod that changes the 3D model of the energy drink's animation, but the icon is still the original one. I wanted to change it too to make it the same.
You can make a dltx file that overrides the icon and a dds file with the icon you want
#╙🖇mods-making-discussion message You can use this to ensure that the inv_grid values are correct
I've been making some personal icon changes this way
I really don't know anything about this, is there a guide I can follow?
Uhhhh I don't think so? I just did all this by going through mods I had downloaded and making educated guesses
You can check pins, maybe there's some resource there that can help you
I think I figured it out, but I'm having trouble with the image resolution. I want to edit the energy drink icon. What resolution should I use?
How to increase the maximum weight in the inventory of zombied?
In Gamma everything in the inventory UI is calculated by a grid, if you were to use a program like Gimp or Photoshop this grid is 50x50. So if you want to make your own icon, then you'll have to make sure the icon fits inside that specific box in the grid
unless you use a separate icon for each item instead of having an atlas
So you can make a large resolution item still fit in that 1x1 grid space?
Or am I misinterpreting the answer 
but then the image quality is shit, that's what I don't understand, how do I make the image good even though it's 50px?
I don't make icons so I don't really know how to preserve the quality, I guess that's just how anomaly formats its icons. But starting off from a large resolution image then downscaling I'd assume it would probably still keep it at a decent quality since you aren't gonna be looking at the item too closely in the UI
I have seen mods that have better/worse icons despite still taking up the same space in the inventory grids
It's all about making a good render
If your render is bad not even an 8k res one will downscale nicely
JUAAAAAN MAKE AN ICON TUTORIAL
No
Gatekeeping knowledge smh my head
I use the same hdri render as most people, I'm just particularly goated at icons
I still dunno how to even make renders in blender 🥹
Can anyone pass down some knowledge onto me? I'm trying to change the amount of powder needed for .338 and i've been slamming my forehead against the wall. I've got an .ltx file with the edited values and the game picks up the bullet and casing requirements, but not the powder
the powder requirements might be being edited by another file
maybe you could make a dltx like mod_system_zzz_ammocraft so it can overwrite that other change
Your wisdom has ended my pain
Dunno how but fuck it it works and that's the important part
#╙🖇mods-making-discussion message You can check this out if you wanna know more
does anyone know what fentanyl's ID/name is in the text files? had to learn the hard way that the epipen is actualyl called adrenalin in the files instead
You should see its actual name in the tooltip
thanks!
Can someone enlighten me on how this game handles sound. I don't think there's any need to be stealthy whatsoever, because you can reload guns and jump behind enemies, and they don't react at all. I presume this can't be solved by modding otherwise it would've already been done?
Hi, some body can help how to increase the maximum weight in the inventory of zombied?
how npc react depends on the sound file's ogg comment and the max AI distance, npc can be more sensitive with sound but the drawback is that they become sensitive to things not shouldnt be a problem like anomaly sound i.e Redone Combat AI
the latter, im not entirely sure but oflin said so so I assume that the case
Well, if I walk up to an enemy AI solider that is looking away from me, I can jump behind him, walk left and right, reload my guns, etc and he does not react at all.
The only time the AI will react is if you get very close, to the point where you're touching him
So it seems that sound is probably only used for gun sounds and the ai reacting
Which is a bit of a shame because it means that being stealthy doesn't really matter at all, because the ai do not react to physical sounds
Anyone know how to solve this glossy look on a modded weapon?
wrong texture
it's supposed to be normal but something went wrong on uv side
you can use view model as world model
@wide bobcat
just assign it to the right vortexs
Gotcha, the viewmodel looks fine its just the world model. Lemme share the pathing if something is wrong that I'm not experienced enough to notice
So how could I fix this? In blender or another 3d software?
blender
I'm not too experienced on that front. Do you think I should just give up because this doesn't really seem worth the effort
..depends
Yeah imagine actually fixing anything
Nah let's duct tape over it
Problem solved

can i use any winter mod for gamme 9.4 patch?
Hello,
I have a trouble "fixing" thermal scopes when using NVG. It just flashing super bright even when i disable Beef NVG as its file setting it is all over the place, but there is still some shaders or overlay present.
What should i do? Please 🙏
Ayo I know this chat is for MAKING mods lol, but does anyone know if there are similar mods to Hip control hip fire aim adjuster/ IScontrol enabler for FNV but for gamma lol, there's a couple guns that sit too close to the screen and a couple guns I don't like where/how the gun is pointed for hip fire aiming and wanted to adjust them
no helmet/backpack_available in the ltx file
Unless, you mean something else
if the item is using another as an inheritance it might not have some of the parameters
so try adding it and it might work
Ok wait..
So, I just realised
when i was testing a couple days ago
You can equip helmet and backpack, just the overlay for the helmet is still there even without one
I just need to know how to disable the overlay
and i can get to balancing the stats
Draggable hud editor in moddb
anyone knows? Tried look into 3DSS for Gamma but i dont think it is there... Can someone help?
What gun, scope, and nvg are you using
well it should happen with any NVG. Its tier 3 nvg, and its Russia dovetail thermal. It seems that it is some kind of shader or something with 3DSS.
Are you on gamma .94?
@native tapir JokerBurger well i hope so. All is updated.
I have no idea then, 0.93 is what I'm on so I cant troubleshoot for you, I believe someone else had a similar problem maybe 20 or so days ago...maybe look through old posts using search function, that's all I can really say sadly
New update fix ?
i dont understand. When i tried Gamma last time ~December 2024 all i had to do was to disable Beef nvg. I lost animation and got the old "bad" vanilla nvg. (without any scope distortion)
major modeling and uv done, now some small screw and plate details and then sub painter
whenever I make a texture edit, do I need bump and thm files to make sure it works properly? I've only really been doing minor changes to stalker textures like here
Wdym like do you need to edit all textures or if you can load just the base texture
I was just wondering if its fine for me to just use the base texture and not worry about the thm and bump files
Anyone know where the changes to the mp5 mag size are? In the ltx file from mo2 it still says the mag size is 30 but I'm trying to change it BACK to 30 rounds from the current 40 it holds
This change is only for the MP5SD no? You can probably make a DLTX that replaces the ammo_elapsed and ammo_mag_size with just 30
oh, you might be right, it's the one I'm using so I just assumed it was all mp5s. And thank you i'll look into how to do that 👍
#╙🖇mods-making-discussion message this is the guide for the dltx
oh much appreciated !!!
Hypothetically, how would I go about doing this, cuz this glossy look is getting on my nerves

anyone knows how to disable campfire and flashlight cast shadows?
Hey everyone I would very much like to make it so the hideout furniture lights don't use any batteries, so for example to make it so the wall laps can stay on 24/7 without having to replace the batteries. Is there anyone that can help me with that?
idle_light_shadow = off [or false]
in zone_campfire.ltx
as for flashlight, i don't remember. look into engine sources (xrgame/torch.cpp).
Thank you
Hi! I’m currently working on a new French retranslation of GAMMA. During the installation of my mod, I’d like to offer users a choice between two different ui_st_loadscreen.xml files (the loading screen texts): either the original GAMMA version or the one from “222 Tales from Zone.”
Is there a tutorial on how to create an installer (a... FOMOD?) with options (like “289- Grass Tweaks,” for example) for MO2? Thanks!
Thanks !
Mesh-object has vertices that are not tied to any exportable bones
Can someone explain me what it is and how to fix it?
"Мэш объект имеет вертикали которые не привязаны к любым костям."
Найди вертикали которые к ним НЕ привязаны
Например вот :
Если оно полностью красное, значит оно привязано и имеет весы.
Если оно СИНЕЕ, значит оно ни к чему не привязано.
спасибо
🤝
is there a mod that adds paranormal sighting atmosphere like in the Metro game series? not some cheap jump scares like chimeras tho, but sometime just some shadow casting on the wall in some places like underground complex or Yantar or anywhere else when you shine flash light onto it or hearing things like that
Not the place to ask for mods
my apologies
it is?
While translating into French, I noticed this in the original GAMMA ui_st_loadscreen.xml (the messages displayed during loading). Half of the text IDs are similar, with only minor differences (an extra space, an extra punctuation mark, etc.). Is that normal?
genuine question — had anybody here ported animations from stalker into anywhere else? and I mean actually having the animation tracks in the extracted model? anything like .fbx/.gltf goes, I'm just genuinely curious, and there seems no better channel for it than this
sorry if it's off-topic though, yet I'd still love to receive an answer to my question
answer :
yes, from tarkov, stalker 2 and even cod
a lot of stuff is easy to port, if you know how to
From stalker, not to
same methods
literally the same
you can use the same thing that you used to port over to stalker
to port on other games
and with that it's less complicated 
G3 port from Sandstorm still working on it
any details on it? like, what software you've used? not really asking for a step by step guide, just curious as how I could get shit out of the omf/ogf files and into fbx. I tried the blender x-ray tools but they've been giving me mixed results and none that would work in my case; maybe im just stupid in this regard but im always ready to learn
im using blender
there is Autodesk Maya, more complicated but
it gives you way more power over it
so i would recommend maya for it
buuut you need tuts for that
plus parenting n stuff
child of..that's for blender i think
can anyone help me with thermal + nvg?
what
Almost everyone uses blender
No need for Maya
tried deleteing shader cache?
Should i delete all in chache?
just select the delete shader cache box in the anomaly launcher and start the game and see if it fixes it
Beef NVG also has a option that blurs a scope when you aim with nv on, dunno if any other nv mods also employs it
Hi! I am busy with the translation (into French). I have a problem: I can't find the ID corresponding to the text (original English version) of the Barman in Rostok. In the Spanish and Portuguese patches, the text is found at <string id="bar_visitors_barman_stalker_trader_start_dialog_11"> in the "st_dialogs_bar.xml" file. But in the English (and Russian) version, this ID and xml cannot be found anywhere (and his not on 287- G.A.M.M.A. Massive Text Overhaul Project - SageDaHerb and Dr.Pr1nkos). He is the only NPC causing a problem. Does anyone know where it is?
I also searched for . a snippet of the phrase (my little oasis in the slice), but the file remains nowhere to be found. Do I need to "decompile" Anomaly?
Thanks
Decompile
a lot of text won't be in the files
also fairly sure there is french translation already
there is
Yes, but I'm retranslating everything because the previous translator abandoned the project.
Is there a tutorial for decompiling? Or, is there a decompiled version of 1.5.3?
there is tools within anomaly to decompile it
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Stalker/Anomaly/tools/db_unpacker_all.bat
now the whole game is completely blurred and dark 😩
what you mean, thatd would mean that your game fucked in some way
it was all good before i set delete chache and started the game
that would mean that the shaders of your game is fucking it up
deleting cache would "reset" in a sense the shaders for what's actually installed
therefore there's some mod that has conflicting shaders with smth else or cant find the right shader
tbh i think deactivating beef nvg may not be good
shut up
clueless
never delete shader cache via launcher
always do it manually
!shader
@covert dock To clean your "Shader Cache", don't use the option in the Anomaly launcher.
Go in this folder: Anomaly\appdata, you'll find a folder called shaders_cache, delete this folder and launch the game normally from MO2, using your preferred DX.
now i get shader compilation failed
failed again...
wasnt aware of that, doing though launcher for me always succesfully nuked the shader folder
i would normally ask you what did you install but this isnt a support channel
so
it vanilla gamma, no other mod installed
Does anyone know where the 9mm suppressor icon for the makarov is?
nvm, found it
That means your shaders were fucked. All this did is show that your mods are bad
fuck i gotta go study
Would it be possible to port some sounds over from insurgency sandstorm into gamma? Specifically cracks, ricochets, impacts, etc? insurgency sandstorm has some absolutely amazing sound design and I’d love to see it in gamma
the gunshots and such are pretty solid already, but i feel like it would be a lot more intense with insurgencys ricochet’s and impacts specifically
https://www.moddb.com/mods/stalker-anomaly/addons/bullet-cracks-and-impacts-improved i suppose this fits the bill
it would be really sick to get one of those weapon upgrade packs that had a thermal red dot on the 45
I would LOVE if someone could make like a randomize gun option on the starting options, like it costs 500 and you could get unlucky and start with a berreta or a fort. On the flip side you could get lucky and start with an mp5 or a moisin, or normal like a TOZ or the pp 19/tommy. Idk I feel like im always choosing the ppsh or the pp19 on every faction
obviously exclude good rifles or Master tier weapons
Guys, this isn't a wishing well.
Do you think they can understand what the channel is about?
It's only on the channel's name after all
Does anyone know where the IDs of the texts that appear when the mission starts are located?
Example : Tukarev Controller hand Experiment
I searched in GAMMA and in Anomaly unpacked, but I didn't find anything. Thanks.
(is not on st_quests_jupiter.xml)
it is
<string id="drx_sl_jup_b6_scientist_tech_task_1_name">
<text>Tukarev %s Experiment</text>
</string>
the %s will be replaced with the name of the object through script, in this case: Controller hand
Thaaanks ^^
obviously don't post in the wrong channels but I did whip something similiar up, just gives you a random pistol on new games
feel free to modify it to suit your stuff
you can just make an XML file with the correct string ID in your french translation anyway. you don't need to overwrite the base file for such an overwrite to work - see my XML overwrite tutorial https://github.com/veerserif/gamma-dashboard/blob/main/xml_overwrites.md (edit: though this method might not work for full language translations, idfk how translations work)
Anyway it's st_dialogs_bar.xml, string ID barkeep_100rads_1
ESPECIALLY for text strings, you MUST unpack the basegame files. Do not rely on the files present in GAMMA, definitely do not rely on e.g. other text overwriting mods or older translation mods
Question for the experts, given that I want to change the Bullet Hit Power factor (Now replaced by Groks Ballistics mod), what parameter do I have to change and in what LTX file?
Any way to hide inventory UI? Or should I just make transparent one ?
You can't. You would have to direct edit the grok_bo.script (from GAMMA Close Quarters Combat) and change one of ~12 variables that factor into outgoing bullet damage. It is NOT an LTX edit. I suggest you simply don't fuck with this setting unless you are confident you know what you are doing - or at least, keep a backup so you can revert your changes.
Thanks @misty mulch 
Thanks for info 😉
At first, I was translating the priority mods to translate the "Overhaul" mods first. But I noticed that the Overhauls were also behind on updates. Especially since there are additional or updated IDs between vanilla 1.5.2 and 1.5.3. (For example, see the IDs between “lottery_ds_aslan_mlr_19” and “lottery_ds_aslan_mlr_44” in st_dialogs_deadcity.xml). So, I decompiled everything and compared each ID from every version of each xml file. I choose the best version. If a version adds IDs, I merge the two files, separating the IDs with headers that indicate the mod version or dates. I keep track of EVERYTHING, step by step. I have tons of mini Python scripts to compare the IDs, count them, list them, compare the IDs across different files with the same name, etc. I’ve been working on this for two weeks now. https://docs.google.com/spreadsheets/d/1k03DJrGfnbO1Nwx3zfvAcSnSAYWiVFIXreIEFsvRwic/edit?usp=sharing
Lua
Engine is in C++ iirc
Thanks, veerserif
Might as well ask again, but what should I do to fix this? Several other models in game for me have this issue and it's getting on my nerves
Holy that is ugly
Does anyone know if there is a MAS patch or 3dss Patch for this in the works ?
https://www.moddb.com/mods/stalker-anomaly/addons/m4s-re-imagined
ask the author
not the place to wish for mods
I was asking around because the author said someone else might've been making it and I was gonna just go ahead and make the patch myself but I don't want to do it if someone else is making a patch already.
because I'm lazy
If you added cars to the GAMMA, make them like this. With physics like in racing and detailed like in this mod. (There are a lot of different cars there.)
BMW, just check out the physics
https://www.youtube.com/watch?v=JcRFz_pA2_M
And here, check out the detail of the UAZ
https://www.youtube.com/watch?v=mlM3VTqimB4
Поддержать проект | Support me: https://boosty.to/definitive_car_pack
Новый революционный мод на авто, машины для Сталкера Definitive Car Pack на платформе S.T.A.L.K.E.R. Lost Alpha DC. Аддон находится в разработке и недоступен для ск...
Поддержать проект | Support me: https://boosty.to/definitive_car_pack
Новый революционный мод на авто, машины для Сталкера Definitive Car Pack на платформе S.T.A.L.K.E.R. Lost Alpha DC. Аддон находится в разработке и недоступен для ск...
yeah, make them just like this. shrimple 
Mods really oughta do something about this channel
It really became a wishing well
And borderline aggressive demands from idiots
Yes, I think most GAMMA players haven't even seen other good mods.

You can delay or even prevent it from open like fdda did
See fdda redone backpack script
why would i ever bother buying a dedicated racing game when i can just mod stalker to do it? 
There is a lot of rusty junk and all kinds of armored personnel carriers. But the physics are great. In the 2007 version of Stalker, the vehicles were cut out, and the gamma is the same as in 2007. Probably the Anomaly engine can't compete with the Lost Alpha engine, which has good car physics.
I don't really think that Gamma needs cars, but in their current state, they are completely useless. They stand out too much (the old ones from 2007).
so make a mod to fix them?
Then mod better ones in
Good luck with that. I deleted the video because the guys from Gamma don't play other mods.

good luck with what? you're the one that wants it
i couldnt give half a shit about the cars in anomaly
Good luck doing it, you wrote about it.
There used to be a feedback thread, and I think the reason it's gone is because there's no suitable chat room here.
Here is an actual modder who know things and make stuff and looking for feedback
To check my translations, I created a script that scans XML files and generates an audio file of the content inside the <text> tags using text-to-speech. The audio file is named after its ID.
For example:
st_dialogs/about_quests_dialog_bandit_0.ogg
st_dialogs/about_quests_dialog_bandit_1.ogg
st_dialogs/about_quests_dialog_bandit_2.ogg
The goal is to have a quick way to verify the text for my translations. Reading on screen is killing my eyes.
And then… I wondered… Would it be possible to create a mod/script that would play an audio file based on the activated ID? By naming the file according to the ID…
That way, we could actually dub the game, a bit like in Skyrim?
function play_dialogue_audio(id)
local snd_path = "voices_fr\" .. id .. ".wav"
if file_exists(snd_path) then
play_sound(snd_path)
I don't know anything about it. 😉
Goated
Turn GAMMA into GMod
Thx I need to figure it out for some screenshots of new backpacks
pretty sure you can disable base game hud?
!hud
@main plover
Can't see the HUD anymore (ammo counter, PSY bar and mini-map are missing)?
- Press
Numpad Enterif you can't see it at all. - If you have a TKL keyboard without Numpad - go to
Settings>Video>UI/HUD, turn onHUD: show - Or press
Hif you can see something but not everything.
Only the mini-map is missing?
- Press
/
Missing health system (BHS) interface?
- Press
H
Can't see weapons or devices when you equip them?
- Go to
Settings>Visual>UI/HUD, turn onShow Weapon
It doesn't hide inventory unfortunately
I didn't test H shortcut but I am pretty sure it's only for BHS
Maybe dart will be able to just move it outside screen 😅
ok i was wrong, fdda redone dont touch inv ui, but if you like, i can try to make a simple script for that
I would be very happy with a script 
@main plover here you go
I will test it in the evening thanks a lot
Hey yall! I have never made a mod before and wanna start improving my coding/learn waaaay more about it, i have a basic understanding of some languages like SQL, VB6/VBA, and a lil java but idk where too start when it comes to actually working on mods 🤔 any advice/direction would be super appreciated!!
Hi @soft badge . Can I send you all the xml files from your mods, translated into French, in private?
Check pins, learn some Lua
C++ if you wish to make engine edits
U da goat!
petition to rename channel
we need a separate channel for it 
Where every wishmaker gets muted for a month
Anomaly needs a mod to make more stalkers female and a Skyrim style sex dungeon
Gamma players don't k own good mods
how about no
Okay Lovers "AndTheHeroIs" Lab
aw hell na

get this mf outta here
The g in gamma is gonna stand for gooning
Modsmaking getting freaky
Sure, just post them somewhere I can access, and then put a link in one of my addon support channels here
AndTheDeezNuts
Author of 3D Skibidi Scopes, 3DSS for short

i need photoshop classes
im just one stencil away to complete the 1917 textures
i oughta do everything by hand now
how would one go about re-enabling the reactor PSU to recharge while standing still?
It was removed a while back, but how was it implemented before?
I'll put them here for you. Some modders ask me to send them to their GitHub, others by PM on ModDB, others on their personal Discord... I don't have the time. 😅
ask burn about it
i think i got a good high contrast photo for making the mask
Thank you! I won't be releasing any new versions for a while yet, and not all at once--but I'll get these into their respective addons once each of their next updates are ready.
Thank you for all your mods! The patches will be in a big French patch that will be released soon (it was time to put some order in that). I will send you your xml each time you make an update. 😉
Do you mean the shiny parts on the mask? I've seen something similar on a different model, and realized that some of the bump textures were missing. THM Editor will tell you the name of the bump texture assigned to each diffuse texture. Then you have to look for them. Maybe they have been moved to a different folder. Or maybe the modder was lazy so busy that he forgot to add them.
Where do you check the bumps? I assume this is ogf editor?
THM Editor
This is what I've found so far
Look for the mask texture
I don't see anything wrong with the torso on that screenshot
this model's got the issue too
but I'll get back to the original
I didn't have much issue with the gas mask at first but when I saw it on a Nosorog model I kitbashed together I started to get annoyed
Yeah
i love seeing new substance painter while using the one that's older than me
I should try older Painters because this one runs very dogshit when i need 4k
But i dont think any will do miracles with my pc
you will always see this bs
mine always be talking shit too
which xray sdk should I use for modding gamma/anomaly? it seems there are multiple ones floating around.
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Introductory book for S.T.A.L.K.E.R. Anomaly modding
theres a guide that says to add certain patches, ie coc
Editing guns for Anomaly Tools you’ll need: AXRToolset: https://github.com/revolucas/AXRToolset/archive/refs/heads/master.zip CoC SDK: Grab and install the CoP SDK: http://files.gsc-game.com/st/xray-cop-sdk-setup.exe Grab and install the 0.4 CoP SDK patch: https://drive.google.com/file/d/1ej...
Is there any alternative function like transfer_item for server objects (for transfering items between 2 offline npcs)
So, if I wanted to edit the damage of a couple weapons, I'd need to go to anomaly, tools, unpack regular not unpack all, config, items, weapons, X weapon, open the item file, edit the hit impulse value, create folder that mirrors the file directly from unpacked regular, then compress with 7zip and install manually through MO2 right?
If you want to edit the damage of vanilla Anomaly guns, sure
Almost none of which drop in GAMMA
Does anyone know anything about Arti's ammo maker? I want to create a mod that converts blue gunpowder into green/red gunpowder, and so on with the three types of gunpowder.
@soft badge There was a tiny error in the file I sent you (invalid xml). It's fixed. 😅
no, server objects don't have inventories.
you can force them online, transfer the items then allow them to go back offline. this has risks, the AI, and most mods, don't expect NPCs on other maps to suddenly come online, it might break things.
i've been modding anomaly for 5 years and have never needed the SDK.
what do you do then?
SDK is only for special xray only file formats.
scripts are text files, items, npc, mutans, quests, and much more are defined in ltx witch are also text files, translation strings, ui layouts, parts of the NPC definition and a sytem related to textures, are all xml files which are another fancy text file. models can be manipulated with a blender plugin. textures are just dds files and can be edited with paint.net (and app not a url)
https://www.moddb.com/members/ravenascendant/addons/
43 mods including MCM and mags redux made with Notepad++ and paint.net (or gimp if i was feeling fancy)
sdk not needed for any of them. sdk is needed to read and edit level data, extract the base game particles (altho new ones can be added as text files) and maybe one or two two other things that aren't important enough for me to rember.
Browse ravenascendant addons to download customizations including maps, skins, sounds, sprays and models.
I see
i would bet that 99% of the mods in gamma didn't need the sdk to make. i know that the first several versions of gamma it was 100% since we didn't have an sdk that even half worked with anomaly then.
I have only ever needed the SDK in order to add the right metadata to new sounds.
And even that probably has other tools that can do the same task.
it would be nice to have a template mod that just adds a weapon that I could change
you could look into a similar weapon that youd like
a revolver, a rifle, a pistol, a shotgun
look at other people mods and check the anomaly modding guide that'd be enough to go through
texture done, now the good part
Can I set the condition of an npc weapon through their character_desc.xml or does it need to be done through a script function?
Is there a way to turn off or remove this icon?
Should be able to remove it by removing the <!-- Needs: sleep --> section from configs\ui\textures_descr\ui_actor_hint_wnd.xml
If nothing else. Keep a backup
use this instead of the version in gamma
#1335050740778926111 message
^ probably a lot safer than editing base files yourself
Is actor_on_hit_callback not functional? I'm not getting any callbacks on being shot, however I do get them from actor_on_before_hit
Also, is there anywhere I can see the definition of these callbacks and the parameters?
gotta hold working on it till next week, maybe
Are you using moonclips or a speed loader
moon clips
Understandable
will mostly reuse the colt animations except for reload
Would you be mad if I made a reanimation of one of your guns of that pack and released it separately?
No, i would not
I would be though 
What is the compression method used for icons?
Oh i mean i can get a table of their items by using a function called alife:()get_children(npc) and i can create the items in the other npc's inventory by using alife_create_item() but i don't know if i can move the same item or not
I'm trying to make a mod that simulates some sort of offline looting and it's somehow working out i just want to do it so fetch quest item don't fail the quest when the owner dies and you just have to fetch it from someone else and i want to do something about items that have limited uses becuase the function to get the remaining uses really doesn't work on server items
Probably not. Off line isn't meant to do anything with items.
Clone weapon can be used to copy a weapon from one NPC to another with all the guns state data. But nothing similar exists for armor or other items.
Well weopons are the only thing i don't need to be cloned they spawn on full condition on the npc but the moment i kill the npc the condition is down to normal drops
Oh well i guess just using alife_create_item then
Thanks for helping
Some people do uncompressed
I personally do BC3
G.A.M.M.A. crashed when I compressed my new icons to BC3 for some reason..
Uncompressed it is then.
Definitely not done, but I'm ironing out some issues. Moving along quite well, I think.
Very directional lighting
any idea how this is calculated
;-- radiation_protection = -0.00028 ;-- 15
radiation_immunity = -0.0023
both are stat value for the volat emerald(af_monolith) in the mod_system_zzzzzzz_grok_artifacts.ltx
I switched the radiation_immunity = 0.41
made the radiation_protection to positive and ended up getting a value of 4016% radiation res in game
hello guys! i wanted to ask what stalker game is the easiest to create mods for? like the best one to get into this thing
i would like to start tinkering with modding a bit as a side project
are there mods that make laser sights more accurate?
in the sense that, currently, whenever you aim with the sight while moving left or right, the dot isn't centered at all.
And flat
is it possible to delete multiple inherited sections with dltx like so: ![some_section]:!parent_section,!parent_section2 ?
should work
I cant seem to change the inherited sections in trade_presets with mod_trade_presets_custom, even trying to only delete one like
![mechanic]:!mutant_parts
for testing doesnt work, anyone know why?
oh hi Mark
are you sure trade_presets is the base file
try trade_generic
using LTXDiff it seems like all normal trade_ files are roots? I will just edit the trade_presets file for my self since I wont be making a mod for others anyway.
do you know if this is the correct syntax for LTXDiff:
& ".\LTXDiff" findroot "C:\Anomaly\tools_unpacked" "C:\GAMMA\mods\Custom Settings\gamedata" "configs\items\trade\presets\trade_presets.ltx"
or am I doing this wrong? anyways thanks for trying to help me atleast.
never used ltxdiff sorry
np
Oh, is Actor Damage Balancer still blocking that callback? It was reported as an issue 2 years ago at this point
TLDR is ADB catches the callback, does it's thing and cancels it. Fucking over every mod that needs it
All you have to do is overwrite ADB to not cancel it or manually pass it on with the data in it
Well, considering it's an upscale of GAMMA's original icons. 
does anyone know what causes this texture(i think) issue?
heres a rough comparison of what its supposed to look like but it changes depending on what direction im looking at it from cuz of something lighting related i assume
It's the same glossy issue I was encountering too. Maka says its a UV issue, but it could be missing bumps as well
help add spawn of this weapon to stalkers
It already has spawns though?
You can also go through here to reverse engineer and find out how to add them to the ranks you want
It isn’t really following the gamma way to setup npc loadouts
Just spam the entries big brain

Is the lil guide you sent a while back a good way to implement?
just weigh it higher
can you elaborate 
youre using the old loadout setting
theres a new one you need to use. look at the script
this?
Frosty Weapon Pack man or 3DSS man, decisions decisions
wat
I was wondering who I was gonna listen to lmao
Do what I said with greater intent
Cause im cooler
Athi more like
Andtheherois

If the second method involves editing scripts or something I might be too dumbge 
Yea athi too smort
Way too smort
We need to smooth brain him
Asap before he makes more mods

Before he makes 4dss
Quick, show him gold ship funny moments compilation on repeat
ive already seen it!
i dont even play the game
read the ltx in that addon, then look at how its done in npc_loadouts
your 3rd number dictates the amount of weight a drop is given
any idea on what kinda issue specifically with UV's?
Maybe ask the texture dudes, maybe Maka knows when he appears 
simply chucking the S&W into the colt rig was enough for it to match many of the anims for the revolver, id still need to wrangle a lot with constraints for the reload but should be doable
Is it possible for making Anime Girl Mods that replace all Mutants?
Yes its possible, thats all I'm gonna say
yes
but
The perfect reaction image for this channel
Fuck this im eating whit with these bones transforms
I want to change the rank for beginners
I can't rewrite files
You can overwrite them though if you learn how DLTX works
(Or just placing mods higher in priority, bigger number higher)
Looking at base and crouch wont this mean that when you are standing up your gun will be more accurate than when you are crouching? Does gamma usually give you an ads accuracy buff or debuff when crouching ?
Does anyone know by any chance what script fires the random "hello" phrase when you press F to talk? I found the table where the script takes the random phrase from, but I can't find the script itself. I've tried so many keywords that I'm out of ideas now. nvm found it
Hey, how do i modify the ballistic resistance of a suit in the game files? Other then upgrading it in the game
what settings will reduce the cbt when porting the extracted models to the glorious monolithXray? (asset studio)
hey guys have a qeustion, looking for the ltx file from the sledge hammer ? can someone point me in the right direction dont know where to look
wanna make it so it goes into the bino slot
m_knife.ltx
there is a different visual for it
hmm okay dont really know what u mean
Guys is it possible to bring some Lost Alpha maps to Anomaly via IX-Ray SDK? Or it will be incredible pain in the ass?
ffs
cuda cores crying
trade files have multiple roots, you have to make a DLTX for every root file
and that is why when all I wanted to do for my Tougher Gun Repair mod was "make a new trade_preset section with two lines", I had to create 27 DLTX files https://github.com/veerserif/Tougher-Gun-Repair-GAMMA/tree/main/gamedata/configs/items/trade
good to know 👍
i suggest you click the link - you can have a look at the individual trader DLTX files to see what you have to put in them
I am not a modder but I am wondering, would it be possible to make revolvers have a secondary fire mode where you fan the hammer and fire it faster? I have been using Jauns Colt SAA mod and thinking how cool that'd be to have as an option
just an idea
(ignore mod_trade_generic_mechanic_tgr.ltx as that one actually has substantial changes)
Aloha, I'm playing Duty right now and the IBAz sleeves look absolutely awesome - is it possible to have other suits use he same model for the arms? I found the files in the mod data, but don't know how I should replace them properly...
hi friend help me set up the spawn of this barrel for stalker beginners please
if you go to this mod and edit this ltx, you can swap the Ibaz hand models with whatever armors you want
how the hell do i tell what "kind" an item is?
i mean like w_melee
or w_rifle
but i need to know what armor's kind is
kind = o_heavy
literally "kind" tag
Where to find Toz34 textures for chimera hunter? I can't find full address of the folder. Everything i've found doesn't fit.
If you use ogf hud tool and open the hunter ogf hud file you can see the texture paths for all the textures it uses
Then just copy the path and paste to your windows search and just locate it like that

gamedata\textures\wpn\wpn_toz34\wpn_toz34_sk5
its part of gamma modpack
at least I think
no my bad its the mark4
Anybody know the parameter to set the zoom of 2D/non-3DSS scopes?
Thanks for answers.
i get this error when trying to use the bump generator
is it supposed to generate a png?
idk, jsut know this error thingy
anybody tried this mod with gamma ? it seems like the armor doesnt match its bonuses from this mod https://www.moddb.com/mods/stalker-anomaly/addons/classes-and-talents-01
most likely it does not apply simply
ya, some armor in gamma are marked as sci armor
it doesnt fit any one of the medium light armor type
how can I modify the stats or type of armor in gamma ?
so if i changed a reticle on a scope, would i have to re-align it to make it work?
i would assume the reticle would need alignment done again, since the current settings arent made for that reticle
Are there any decent examples that add buttons to inventory ui? I'd like to learn how to do this.
Or perhaps there are some available helper functions to ease the pain.
Anyone else experiencing tooltip crashes when using this mod? It specifically only occurs on some "kitted" weapons, like a forester with the silencer adapter, or a ks23 with the shorty barrel
https://www.moddb.com/mods/stalker-anomaly/addons/larger-parts-condition-text
Does anyone know where the icon for the TOZ-34 Chimera Hunter is in?
help me find quest callbacks pwease 
Which mod is responsible for quick knife strikes?
Thank you so much! Couldn't find the entry for the light_dolg_outfit (IBAz) but the Skat 9 has the same sleeves so I could copy that line! Thank you!
if you wanted to mod in a new ammo type, how would you mark it as hollow point for the purposes of the GAMMA hardcoded damage bonus from HP ammo to mutants? or is there no need to do so?
Isn't HP ammo is just high damage and low AP?
I don't know, I've seen a lot of mentions to a hardcoded damage bonus for HP bullets, in GAMMA
#╟🔰☢newbies-chat message here for example
Just keep the center of the reticle in the center of the texture (so if the texture is 1024x1024, keep the center at 512x512). Works for most of them, except ACOG I think.
does your ARC mod affect zf4 in any way?
just wondering
No, it already looked pretty authentic, so I didn't touch it.
shit
that just makes me more confused
im gonna show you my issue rq
this is a problem im having
It's a 2D scope
with the sharps rifle in particular, juan and athi verified its not their mods, its something i got
yes i see
i dont want that
sharps has a 3DSS patch

Link?
Did Juan make the 3DSS patch?
It's from May - he didn't start making 3DSS yet.
Ah, there is a patch inside
Did you copy and replace the original files?
sir. it worked for months
i installed something
then it dont
so i did install correctly, i just then installed something it didnt like
Install the patch again?
as if bro
i did that yesterday, had no effect
i even reinstalled the mod just to ensure that
i moved it to highest prio, even though it shouldnt have any effect, and sure enough, nothing changed
time to put more zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
MO2 search for this file: wpn_sharps_j_zf4_hud.ogf
thing is, it literally doesnt have a z stack
Does it come from the proper mod?

one min, gotta open mo2
literally just got up
like 20 min ago
it comes from sharps
its the only result
like so

then what was i meant to do dickhead 
Move the 3dss gamedata folder to the main mod folder


just move the whole folder?
welcome to the club
im too dense for this
im tired, come back when you have video tutorial that explains like im 5 years old with a brain injury
ok good enough, thanks magic man
i see utils_data.debug_write calls in lua scripts. i uncommented one of them, but don't see anything in logs. should i enable something too or look in different place?
logs? To see it in the log all you need is to print(Something)
Роблю ретекстур для аддону в стилі Волі, викладати на Mods posting? https://www.moddb.com/mods/stalker-anomaly/addons/s-t-a-l-k-e-r-2-hoc-backpack
Yes
hi, and sorry the question, do you have the link for the blender xray addon?
its on pins, but here https://github.com/PavelBlend/blender-xray/releases
хтось знає як видалити цей Bones?
Тобі треба всунути саму модельку в Blender і там вже прибрати непотрібну частину.
Ось тобі моделька без необхідної частини.
дякую, саме зараз з блендером і намагаюсь розібратись. Можливо булу робити текстури рюкзака і для інших угрупувань
ого, вельме дякую пане
Добре чути, в разі чого звертайся до однієї людини, вона начебто працює з ними.
Можу скинути його профіль, якщо потрібно.
я потроху сам намагаюсь самостійно працювати, так що не треба. Ще раз дякую
дякую, бажаю вдачи з вашою роботою
Дякую.
👍
hello. i enjoy playing stalker anomaly, and want to get in to programing mods for it. can anyone make or point me to a guide for all languages used in stalker anomaly and tips for making mods? im also interested in making story mods for stalker too, but i am not sure if they should be based in anomaly, soc or cop. any feedback i get will be greatly appreciated. cheers.
C++ for Engine
LUA for scripting
https://igigog.github.io/anomaly-modding-book/ Biggest resource for modders for Anomaly
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Uploading my version in an hour 😎
I finished the texture, now it doesn't glow. As for your work, I suggest adding a translucent fabric texture
something like that
Not needed my bump maps looks fine
The army one was botched bump wise
I guess this place feels right for this question
If I were to make a small mod pack and, let’s say, I get something like BaS
How do I make it so certain guns just don’t drop? BaS has a problem with repeating gun variants n stuff
not a problem
Probably through the NPC loadouts? Some can be debug only
different variants of the guns for different factions and stuff
I’d much rather have no 6 same but slightly different guns
So, what do I do exactly to make it save across different save files?
You can probably comment out the guns you don't want to drop inside the NPC loadouts file
I see, I see
The Bas22 in mod posting has an old gun remover for the old Kiparis and it does just that
How will I be able to share the mod pack with those changes btw?
I am very new to all this
Here's what it looks like
I assume there are other ways to do it but this is one of them
You mean uploading a mod to modposting or something similar? Just zip up your mod folder and post it there. Make sure the file structure is correct and you should be good
e.g this
I see, I see
Thanks everyone, very helpful
Does anyone know where this icon is?
hmm? D:\Gamma\mods\76- Boomsticks and Sharpsticks - Mich\gamedata\textures\ui
Thanks, I wasn't sure if it was part of bas or not
Altought it's propably built from base toz 34 and iconlayer of scope but I might be wrong
Nope it's from Gamma weapon pack
Fml I didn't spot it when I looked through the icon dds files when I was skimming through it 
Found it 
Oh nice
it's in antivasyan, and it doesn't use the 1icon thing ATHI does
Kinda? I'm using some of Cr3pis's textures but just recoloring them 
any tips for retexturing i can learn from people who are more expereienced?

Oooh so adding ! Makes it so it doesn't drop?
Good to know I was wondering why my lootboxes wasn't working
I don’t know where to report this: there’s an error in ATS_illum_mcm.xml from "94 - Tacticool scopes - jaymorrow". It ends with </string_table>e>
i want retexture with camo the m4 tactical and found wpn_m4_tac dss and what would be next step? halp!!!
Probably on the mod's moddb page
Open it and change texture
this is obscure but a year or so ago i found a console setting that made blood pools much darker. does that ring a bell? i can't find which mod had the info in comments anymore and cant find it :/
i try with ak74 pcm and works fine i put viet camo tiger amazing, but with tactical m4 dont, ill found the wpn_m4_tac and change it but when i MO2 install dont load the camo in m4. but the ak74 load very well. ill found the m4 archive in burns optimed world Models maybe thats not the archive? i edit the ak74 and m4 archive in photoshop with the dds adon.
The mod was probably Painter of the Zone. But I think now you can go to MCM SSS and find the settings there.
i dont have a blood option under SSS settings :/
do you guys think there is a mod that make so that you dont have infinite mags and need to manual refill them
!mags
@crude forge
How to enable magazines in GAMMA: #╭📖faq message
Do NOT enable 207- Mags Redux or Mags Buyable at Traders!
thank you
Sorry, they didn't add an MCM option, you have to use the console: ssfx_blood_decals color_intensity, alpha, 0, 0
dose anyone know where base cost floder for ammo is in gamma?
weapons_ammo.ltx but I STRONGLY suggest you make a DLTX patch for this, instead of directly editing it
My tutorial on them is pinned
ok thanks I just wanted ti redue the rpg warhead by half
How exactly does weapon cover tilt work? Is it easy to change by myself?
do you mean weapon positions or?
The G36 from FWP has a bit of an extreme tilt, booting up the game to get a ss
that's the setting... thanks boss!
It's a universal code, usually working quite perfect
it's easy then
edit some existing weapon_cover_tilt_positions file or copy it and make your own
The one of the left seems more sensible though?
It's based on the weapon's position set by the creator
All it does is tilt it up and a bit forward
So you have to make a reposition in the first place
So draggable hud editor is also in play?
Hey, wanted to ask about detail mapping
Can anyone explain it a little please?
World texture uses detail from detail folder with high scale to add something like more grain and noise over a low Res texture to hide the low quality
So if anyone can explain how it works, please let me know
And how can I lower the noise value, like by 50%
I have to consider the weapon positions is what I meant
So I can't just change the weapon tilt settings
WCT uses what weapon's reposition has already set, just tilting it
I figured that's what you meant
So fix it at the core. Show how it looks in the hands not tilted
Looks fine here I suppose
That makes sense 
It may also be because of the fire point Config
Does the fire point just change where the bullets come from on the gun?
it also controls where WCT detects where the barrel of the gun is
What param changes the muzzle flash then bc I thought that was fire point
My muzzle flash is 2 ft away from my gun lmao
It's firepoint but in the hud section
Not the main section, that's for when NPCs are holding the gun
Does anyone know what causes the Exo-Outfit (Loner) specifically to have such a random third person model? I can't even change it because something just outright denies it. All other outfits are fine, but that lone one refuses to respond.
You might need to add more z's to the file you're using to change the model. I'm doing a model change mod myself and it's mod_system_zzz_ArmorModelSwap
gotcha. I've been wanting to forcefully rewrite things to be more accurate as the one shown in GAMMA currently has no frame whatsoever.
I was annoyed by that too
main reason why I'm doing a pretty intensive model swap mod
I found an old addon and the potential cause myself. Checking both out to see if it works
horse
Now its all a matter of seeing if I'm correct
turtle
dog
Guys... It worked.
No more falsehood EXOS IN MY WORLD
Seriously though this feels great
i aint born for this, this im sure
what tool do i need to import ogf files into blender
I'm trying to add 3DSS to the VSS Venal
just pavelblend blenderxray addon
its on pins
i might be stupid but when i add the addon the .ogf option doesn't appear in the import options
see if the addon is activated in blender config
blender says it's installed but then doesn't appear in addons maybe im just retarded
reading would help. i had the wrong version of blender for the addon 
amogus
are you making it load one by one?

2 moonclips
i have no clue what i'm doing wrong but when i try to install the ogf addon it doesn't appear in my addons.
im on v4.3.2
i wonder
i haven't touched blender in years and even then i was noodling around as a kid
nah i have all showing
i install it, blender says it's installed, but doesn't show up in my addons list
try searching xray on addon window
doesn't show up there either
you sure the enable only is not selected?
try downloading a older version of the plugin
like a version before
https://github.com/PavelBlend/blender-xray/releases
you could start at the mar 10 one
wait wait wait
@lapis vortex how did you download it previously
via the link that screw gave to you?
like download zip via raw files?
that's the core problem
you got it via raw files
not releases
thank god that you figured it out
how is that placement for the acog?
@faint sable you have that all 3DSS scopes file for download?
i thinking this hoe fine
later ill try to do the single moonclip and then export ingame
Expression : <no expression>
Function : CKinematicsAnimated::Load::<lambda_846bf285840e6b864e5866e953ed6703>::operator ()
File : D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\SkeletonAnimated.cpp
Line : 787
Description : fatal error
Arguments : Can't find motion file 'dynamics\weapons\wpn_vintorez_m1\wpn_vss_vgrip_hud_animation_3dss.omf'
section 'wpn_vintorez_m2_acog_hud'
model 'dynamics\weapons\wpn_vintorez_m2\wpn_vintorez_m2_acog_hud'
stack trace:
got this. big progress tho. game launched, i could equip the VSS Venal but as soon as i put the ACOG on i got a crash
imma tinker more tomorrow
i'm guessing it's the configs folder i don't have the right stuff in there, but any tips would be cool too
fresh clean GAMMA install
(Not gamma related) I translated a very popular mod on the russian side, Alone In Windstorm and just published it on moddb so we (westerners) can enjoy it too. Just letting anyone know in case you wish to try it out. Got all the info on the moddb page. 🙂 https://www.moddb.com/games/stalker-call-of-pripyat/addons/alone-in-windstorm-complete-english-audio-translation
yo guys
had a funny idea and i wanted to know, how do i change the model of an npc?
like completely change
and also, since its gonna be a model that doesnt exist for stalker yet, how do i make a model compatible for stalker
this is kinda too small
use rails to scale
hip for example
What would be the best way to match dovetail mount scale 
no clue tbh
never messed with that
ig that the best way to do it would be to look up for irl references
there's always m4's 
uhhhhhhhhhhhhhh am I doing this right
Had the exact same issue with doing the AKM's 3DSS
just get it closer to ur face
hey guys
just wondering
how do I remove guns from the game?
and what script do I edit to change new game loadouts?
Search this on the Data file explorer
thx
do you know how I can remove guns from npc loadouts as well?
i wanna remove certain guns with anims that I don't like
#╙🖇mods-making-discussion message This is how one mod I saw does it
"remove guns from the game" generally means "stop guns from appearing in all common sources". this usually means
- making sure traders don't sell them (trader profile DLTX)
- making sure it's not in npc loadouts (npc loadout config edits/DLTX)
- making sure it's not in stash rewards (DLTX grok_treasure_manager.ltx)
- making sure it's not in new game start (change starting loadout ltx/dltx it)
!mo2search // learn to love the file searcher on the right
@regal bolt Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
as for "which configs" - explore the starting loadout and npc loadouts mod. they do what they say
and will show you what filenames to search for
you ALWAYS want to use the file search to make sure you are finding the conflict-winning file
since of course if you edit a file that is just going to be overwritten, your changes will not happen in the game
should i edit these files?
Is this the right way to edit them out of npc loadouts?
what does 0:0 mean btw?
i would always encourage you to make your own DLTX override mod to do something like this, i have a pinned tutorial on how to do so
i know how to don't worry
that's my plan
but I was wondering if these are the files that I should edit and overwrite
your DLTX syntax is correct and your filename is correct, but without seeing your actual file structure, you only pass 2/3 checks
yes
all of them have the same root file npc_loadouts so you can use a single DLTX file to cover them all
alright, thanks
read the comments at the top of npc_loadouts.ltx to understand
so basically just create something like mod_system_zzzzzzzz_npc_loadouts.ltx and use that?
Just making sure, I ought to give your tutorial a once-over again 
do not fucking stack zs unless you HAVE to.
ok 3/3 that is the correct filepath
half the time adding Z's are necessary 🤣
yeah it really is
why? there is no need to unless you KNOW you have to.
never do this shit preventatively in a mod you are using for yourself.
i know
ONLY do it if you find out that you HAVE to. again.
depending on the gun(s) you are removing, it is actually highly unlikely that you need to z-stack
Not my mod btw, just using it for reference
brother no
npc_loadouts is the root for all npc_loadouts_whatever.ltx files
system is NOT its root so it has fuck all to do with any config that starts mod_system
please read my guide again to get the terminology right otherwise we're just going to confuse each other
got it
and which folder will it go in?
is it just gamedata/configs/, or do I need to use the loadouts folder, or something else?
Check what I sent, that should be the right file structure to replace weapons for npcs
same folder as its root config
use MO2 file search to figure out where its root config file is located
better to learn to find out for yourself, and we have basically given you everything you need to find the answer
I see them in both configs/loadouts and configs/items/settings/npc_loadouts
lemme send a screenshot
is the file in configs/loadouts named EXACTLY npc_loadouts.ltx?
i omitted the file extension for brevity and because you don't include it in the filename for a dltx file.
is the file in configs/loadouts named EXACTLY npc_loadouts.ltx?
if YES: then use its location
if NO: then don't.
. . . you do otherwise your game would not be loading
that's why you want to type the .ltx at the end of the search term if you are looking for the specific file
should be smooth sailing from there
Found out this has the most z's in the modlist 
lmao
so the reverse of this will add guns I assume? so if i wanna reactivate the VSS Venal
if you add guns to those sources? yes
adding is a little harder because it means you have to understand how npc loadout weapon chances work
#╙🖇mods-making-discussion message Both Athi and Frosty show ways to add
I was thinking of either making the Venal a Nimble trade or a Loners only trade 
There will be the optional SUP kit craft in another mod though
VSS Venal kit only sold by Loner traders like the Swamp Thing for Clear Sky and the Shakal for Duty
nimble trade requires editing the nimble trade script, as those are entirely handled by that one script
kit selling is relatively easier, if you are wiling to direct DLTX the individual trader profiles
but vendors are not necessarily split up by faction (consistently, anyway) in the profiles
i’ll think about it once i get 3DSS on it
i kind of just wanna troll merc mains by making it hard for them to get
Ecolog logo on the gun tho...
i don't know what to make of this - entering ssfx_blood_decals 80, 80, 0, 0 for example says wrong format.
I've no idea - I never used it 






