#╙🖇mods-making-discussion
1 messages · Page 123 of 1
last time i changd it ... it was easier 🙂
trying to get good dark blood puddles
not as transparent

Do a texture edit like the new Saiga change 
Maybe I’ll edit it off the gun lel
have it scratched off like an illegal gun with no serial number
i’m glad the saiga reanimation made it so the gun wasn’t covering the whole screen
Lowkey thinking of adding a loner rad logo to Frosty's Vintorez and calling it the Redrick or something
VSS “Stalker” 
Still think that XXX and Stalker are boring ass names for special variants
true. VSS “Valerian” for Father Valerian perhaps
imma edit the Venal and name it that
lowkey goes hard
I wanted Redrick cuz Redrick Schuhart from Roadside Picnic, plus Red from SoC
Bit too on the nose tho
maybe like the word red in ukrainian
Chervonyy is apparently the translation. idk if that sounds that good tho
or maybe the word for blood. blood is red, gun makes people bleed
Truly the most essential of mods-making-discussions 
VSS “Krov”
gotta make the mods appealing to the masses
how difficult is it to edit the weapon details UI?
i’ll figure out texture edits later. i might have to put a Loner logo on the Venal to own the libs
which bit of it?
when you right click > details
where it shows the name and a blurb about the gun.
i mean with my 0 lua knowledge i managed to kludge together a stats change mod by stealing bits of functions from other people
oh the description? piss easy
xml file edit in plain text
i have a tutorial for that also pinned
too easy
I’mma make the Venal a Loner lore piece involving Father Valerian and his goal to unite Loners
you can also use DXML to do it, then you don't have to care about overwrites and XML load order
make the mod Loner propaganda
i have mods i can provide as examples for either method so lmk which you pick
yeah I’m not at my PC rn, but I definitely will need to do that.
I loath the idea of having to make a dxml just to capitalize Origin and Manufacturer in every single description 
reading stalker lore to make my gun description lore accurate as much as possible
psht
the vast majority of modded gun descriptions are just the first 2-3 paragraphs from english wikipedia
do whatever the fuck you want
booooooring
this is a propaganda piece
i take it from eft 
rate my writing 
anarchy writing is good, the other is marketing jargon imo
A lot of the special variants seem to have descriptors for what the modifications the gun has
Might trim the M45 descr too
vero
What does the Anarchy look like?
This is from Meowie's pistol retextures, it had a RDS in the first version
damn. looks good. i might need to install that retexture then
the default gamma 1911 looks kinda ass
Frfr, the new Anarchy looks way different now tho
damn imma need that mod fr
Just use ai for texts

I ain't letting no CLANKER work on my guns
uh oh, that's a violation of a rule! Someone is using slurs against our, soon to be, overlords.
#📄rules message
what
Like hell, POINT TO THE PICTURES WITH A TRAFFIC LIGHT ON EM
And just like that you get 99% false positive rate
cause we all know you will fail even if you do it right
Not enough tokens available
you need to do it like 8 times and only then it will allow you in. You are making them money
can I damage my limbs with BHS?
like I want to specifically damage my left/right arm
Is there anywhere I can find information on what these specific lines do or others related to 3DSS?
anyone know how i could make weapon movements better in this animation??
besides fingers and mag i know i need to work on that
Do you have references?
It's always good to have other animations to reference off of
my reference is uhh
me reloading my airsoft pistol

even looking at stuff from COD and other games is a good idea imo.
i thought of that like a second ago
but my internet is so bad youtube doesnt want to load
Motions like the mag insert and the slide release should be quicker and snappier
ill probably speed up the animation in game through .omf
Airsoft is good for reference
No I mean just those parts
this is the 2nd time ill be speeding up both of those parts
lol
Are you the Mr. Brightside? From the viewmodel anims I see on Youtube? 
What if I stole my own identity
and the new identity hasn't uploaded to youtube in ~5 years
feels nice in general
i spent a good bit of time on this one
snappier movements for mag in and such as mentioned above would greatly help tho
i want to improve my animation skills since thats allways been my thing, just it used to be 2d animation
okey
for example I like the arch you made as an anticipation for mag in if that makes any sense
keep it up
thanks bro
i know what u mean
also try to have a wider arch for the transition after mag in to slide release
and make it longer
Flinging the chamber closed causes damage to the gun, but I'm not enough of a gun nut to care about such details, just enough to point it out.

I'd say to try to avoid hiding the arm repeatedly
for example the first 3 poses could have the arm showing without having to move it too much
from unholding to swinging?
yeah i can see that, i just dont know how to make it interesting
this holds a different stance from ejecting both moonclips since you just eject everything from the other one
similar to the RS2 but they dont make the hand go far from the weapon
https://www.youtube.com/watch?v=YEb4LRqOdiw
yeah that, just lemme think about what you could do instead or search for a reference
The gun rotating to the right during opening and closing the cylinder don't make sense physically
i've been mostly trying to make the cylinder inertia hold it in place by flicking the revolver
Flicking it to the right makes sense to close it, but when opening it it doesn't. You have all that mass from a loaded cylinder
you could slow it down and reduce the amount of roll
If it is anticipation then that roll to the right needs to be shorter
Or roll it less to the right and more to the left after that anticipation roll
well it could be the same speed really but the amount of roll doesn't carry over the inertia
someone know how to change the damage of the bullets?
k_hit values take care of the multiplier
I personally think that it would look better if the roll was in the opposite direction
wait up, fucked up the 2nd one
unless that's how that specific gun operates
a little bit of anticipation of it turning to the right and the slinging to the left would look good
may i ask, this anticipation is on the hands positioning?
for now these are only rot edits
how does this look
turn the lead_gun to the right before flinging it to the left and letting the cylinder out would make more sense imo
i see
I think it needs a bit more anticipation right before the flick
reduce the up and down loc on mag in imo
but yeah I'd say that's better
done
got a problem, whenever i add a gun i made into my inventory the game crashes without telling me why, like the log just ends when i add it, anyone ever run into something like that, idk if i fucked up something when setting up the ogf or in the config
it could be the world model
nah the world model is fine its the hud
yeah but the world model can crash the game when you spawn a weapon
happened to me a few times

i mean i literally dropped it on the ground and it was fine
it crashes when i pull it out
consistently or only sometimes?
always
I'd install pdb if no one has a clue
just to be sure I'd check the collision boxes for the world model in blender
ok i kid you fucking not but it was the world model that was crashing it but the gun looks like this lol

like the parts of the mesh are all over the place
I'm guessing it might be a wrong export
but yeah I can see that the wpn_body is acting weird lol
DID YOu mess with mesh scale?
was it applied?
ye
I think x-ray freaks out when you scale the armature in pose mode
it never counts scaling if you do it as an armature
you need to scale the model itself
i scaled in object mode iirc
try removing skeleton and see what happens
you need to scale meshes and armature in object mode, apply transform
armature only
id check in a pseudo rig, with imported hands, gun and omfs and check if it works ok
scaling only the armature but not meshes would only make the original sized mesh displaced no?
wrong?
if you will keep it all as the same model you can just apply the armature on all of it
thats what i did
i checked the omfs in blender and they are fine
hmm
when i did it right now, it reescaled the mesh, but did not apply the scale in it
now it's this
Clearparent and keep transform and reparent anything you trasnfromedd
like, apply the armature scale and check the mesh scale after
go to here, apply the armature
removed the skeleton and it's the same size
so the problem here could be
- didnt apply armature on all of the meshes
- applied it as any other but armature
please don't scale the wpn_body
without armature scale applied
xray will never comprehend what you did, it doesn't know how to scale down or up the model
it changes the mesh scale after you apply the scale in armature

lvunter what are you up to 
posting another closed source fork, but with real malware this time
yes. 999+1
what does the fake malware does
eats your pc
downloads more ram
reparenting the bones didnt work
like these are the only parts that are wrong
in game though
Newbies General will kill him for it
peak mentioned
for those 'open source' fanatics: download this source code (CoP fork) & try to find sussy code.
then you can send the code back to me (you will be rewarded)
good luck!
peak?
bro they made the cylinder rotate the other way
the game is peak
rising storm/red orchestra are the best multiplayer shooters probably ever made
uhhh
no thanks lol 
🐈 
ill just look into code for fun
(i don't understand any of it
)
and it just doesnt want to uhh
download
dang looks like the code was found
it's the zip all along
dunno what to do with the hand at the start
The left hand push the cylinder out, because use the force right hand only is not recommended
🤔
Rig: DogSayingWoosh
Rig model: Insurgency Sandstorm
Revolver model: Thanez
Sounds: Insurgency, CrystalSynthX (CSX)
bro why cant people get cylinder rotation direction righ
and i want to do the flip,i know its not tactical but its a old loose revolver and there isnt much caution to it
it just creates the conundrum of wtf your left hand gonna do
just to clarify, adding ! to the ltx before droptables, disables that spawn correct?
![tool_tier1]
lockpick
![tool_tier2]
lockpick_set
snapgun
![tool_tier3]
bundle_lockpick
![tool_tier4]
skeleton_key
or does it matter
[5:14 PM]
trying to get zlm to stop spawnign debugs and zcp to spawn lootboxes and items
Not quite. It just means "I am going to make a change in this section"
You would need to insert ! in each new line to delete that line, e.g.
![tool_tier1]
!lockpick
To remove lockpick from [tool_tier1]
guys come on, i thought id get atleast a single answer after 15 hourss
me watching Forgotten Weapons to learn more about the AS VAL but another stalker got there first
idk I'm just getting so many issues having to get lootboxes working with zcp and zlm, I'm not sure if al lthese patches are causing issues with it all together, would like clarification for anyone willing. These are my mods i'm trying to get to work together.
I see al lthis talk of editing zlm loot tables and making them spawn with ZCP by editing ltx files, but I don't wanna mess it up, is there any reccomendations?
cracks knuckles]
i dont know much about armor skel, but following lunatic guide for weapons may be a start to convert texture and mesh to xray, i think tha main difference you be the armature and animation part of the things https://www.youtube.com/watch?v=HwTYYH5zLjo
Expression : m_Motions.size()
Function : CKinematicsAnimated::Load
File : D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\SkeletonAnimated.cpp
Line : 874
section 'wpn_vintorez_m2_acog_hud'
model 'dynamics\weapons\wpn_vintorez_m2\wpn_vintorez_m2_acog_hud'
stack trace:
got this error, i know I'm close. this error pops when I attach the acog in game
broken skeleton
what does that mean? how do i fix that
well you
need to either look into the skeleton
and how you made it
with that
oh wait
what hud did you use for the acog
does it have lens bone?
it should, i used the m4_tac as the model
wdym? I took the ACOG part from m4_tac, added a lens bone and put it onto the VSS
the problem is
that omf doesn't have lens bone in it
you need to edit it so skeleton HAS lens as the skeleton
AND in the animations
So the omf bone name change is a necessity? No wonder I was having issues earlier
it is
you need to have lens in the anim
So the whole add new bone and add key frames for each motion is only if the gun doesn't have a suitable bone?
Cuz I'd much prefer just renaming a bone instead of doing that again 
just once
I'd assume most guns have a wpn_scope bone I can rename though right?
it will break
But Frosty's guide didn't do so 
frosty lied to us 😔
imma have to start over 
you really don't need a full new bone named lens, if the gun has a wpn_scope, you can just rename it to lens
it's exactly how athi does most if not all the 3dss guns
BUT MAKA'S GONNA BREAK MY ANKLES 
just need to make the new _3dss
makas silly
only time you need a new lens bone is when theirs no bone to rename
If I wake up and my ankles are gone and my 3DSS patch fucked my wife I'm blaming you
wpn_scope is never directly used animation wise, and it's also how athi did his tutorial
by making wpn_scope to lens
and creating a new hud_animation_3dss
think of it like this right
Yeah I watched your guide and everything worked so far for the one patch I did, just gotta reposition
Is there like documentation somewhere that explains what these lines and others relating to 3DSS do?
gun uses this hud animation :
pp_poo_poo_hud_animation
works for prs, 2d sights, 2d scopes.
gun needs 3dss support and has a wpn_scope bone :
pp_poo_poo_hud_animation_3dss (edit omf to change wpn_scope to lens, go into blender and rename the wpn_scope to lens)
now your gun can handle 3dss scopes on the specific _3dss omf you just made, while keeping support for the prs and 2d sights, and it doesn't break anything, been doing it like this for a whole year and no issue, if it was an issue athi wouldn't be doing the same thing to save time
yea that's about it
it's exactly how my guide shows it, that's all you need to do
only time you don't is when a bone is not currently available on the animations that isn't being used by the animation itself, then you create a new lens bone and do the lens thing stuff

Do you have a link or something to this file you showed in the video?
you can try this maybe

I assume all of these are PRS too?
nah, I didn't update them for prs, which tbh I don't actually use scope kits
that have the rmr sights on it
bummer, wonder if athi has em
got it, that repository blend file would be nice to have
it's not really updated tbh, I know athi made new models for some scopes
imo, best to just get all the sights/scopes you want, gut the gun, save the scopes and sights, save as blend
got it, guess I'll just gut the scopes from the current 3dss?
if you really want to yea
idk how many models have been updated or what athi changed
hmm, thanks anyways
how do i see the blender ogf with color as it would appear in game
idk if blend files work that way or not but who knows
you gotta locate the texture path for it
and then find missing files within blender
paste the texture path
Go to this then find the textures for the gun you wanna work on
Might have to do it twice, once for the gun textures and once for the optic reticles itself
external data : find missing files, paste path to texture, hit enter, load viewport shading
damnit you're right
to add the bump texture you can use this script
to use it : hit Scripting tab, Open, select this plugin, hit run script, go back to Layout
I did this once so I hope I can figure out to do it again 
Is this also all that's needed for icon renders too 🤔
usually always the bump texture is also where the actual texture is, so it just slaps it on top
yea, it makes it look prettier at least

just mess around with the metallic and roughness scales
I do 0.9 metallic, 0.65 roughness for each texture
but play around with what looks best, also whatever HDRI you use for the background also influences how the shadows and light reflects off the weapon
usually I use this
Sweet, thanks a ton
tbh I forgot how to actually add it and the steps, but theirs probably blender guides on youtube to help add them to the actual world stuff, juan showed me how but tbh I forgot most if not all of it
I got a saved blend
might work idk
im eating you
i was finally able to put acog on with no crash, but i fucked up pathing i'm assuming
Probably left the texture path option checked in blender and it reset the paths
Did you setup the Config?
probably wrong
i have some semblance of a config
Maybe try copying a config from another acog, it took me a while to get my 1P29 to stop showing 2d scopes
#╙🖇mods-making-discussion message Speaking of configs, help?
forgor to edit the item_visual line from the acog config i copied
Config explanation is in the gamma scopes ltx in 3dssg. Alternatively you can also get the 3dss hud editor and mess with the settings like you would hud positions
this acog try is close i can feel it
Bless you dude
it's still blue
finally revolver ingame
you might have to boot up blender and save the OGF again
This is the correct one iirc
right now i'm focusing on getting the scope to work, then the texture. i want to erase that stupid merc mark anyway
Maybe i should learn viewmodel anim in blender 
slap a loner mark on it just as Father Valerian intended
The Scope won't work without figuring out the texture paths because the reticle is a texture with a transparent background
the reload animation is borked too, is that texture related as well?
the hands move as they should just the mag doesn't
No that's an animation thing. Either the mag vertex group isn't set correctly or the animation doesn't match the gun
it's the same animation with scope off, adding the scope breaks everything
i'mma fix the textures, see if that fixes some of it
Textures and anims are two separate things...
i've spent 5 hours trying to figure this shit out
still haven't got it
idk wtf is going on
this is what i have, i'm back at crashes when equiping the VSS Venal
idk if im fucking up the blender shit or the pathing shit
whoever made the BAS addon this is from has it squirreled away in fifty folders
any tips or whatever would be cool, but im going to sleep
was Shustriy modified in GAMMA?
tell me pws🙁
does the "impair" variable of ammo actually do anything right now?
Um only 3 rounds dropped?
Hello mods
could you help my friend for a sec.
he got banned for no reason
ik its not the right chat

theres 2 3-round moonclips on the cylinder
Question for blender experts - how to repeat the previous action?
Conventionally, I need to set keyframes for each animation and I don’t want to call up the menu every time
Add the action to your quick action menu
do you think I know what it is? 
I literally downloaded a blender 3 weeks ago and tried to work in it for a couple of hours
Time to Google
A lot of stuff I learned was just asking Google if there was a way to do something

Well
I found... time to do... bullshit

In this case, autokeyframe
Where in the mod files are item IDs defined/assigned?
in the section names for the item's config file, which is always a .ltx file.
not all items are defined by mod-added files so you may need to unpack Anomaly to read all configs
To key in one frame for one bone in an existing armature?
I dont kinda get what he wants
this is pretty much a 1911 condensed
dunno if its matching
Ill redo the render a bit
aynone knows which command in the config handles the handling stat
and also reliability
when it's done i totally want it
i dont wanna go back to gun after finishing, so i'll take tiem to polish it, but i should be done quickly after exams
but pratically, only thing missing now is sounds
Yo! Are there any “western fonts” for Stalker Anomaly/Gamma? 
Western fonts?
To finalize my French mod, I need to swap two characters: “ê” and “ì”. I tried changing the coordinates via the font .ini files, but that didn't change anything. I then swapped the two characters in each DDS file, but that didn't work either. The “ì” is still in place of the “ê.” I've tried everything, but I can't get it to work.
I use the fonts found in “343- G.A.M.M.A. Traduccion Espanola - vdltman”. The original or English fonts display Russian characters instead of special characters.
How can I find out which characters are used in the game? On the title screen, there's no problem. The menu, the MCM, the small text under the menu... but in the game, it doesn't work anymore.
anybody know how to change the ammunition the gun uses?
Edit the config files, for example w_ak74.ltx
Better do this via DLTX, though. There's a guide in pinned messages.
aight ty for replying
fixed! Is it possible to increase the default font size?
By using a larger DDS sheet, I think. There are fonts for higher resolutions in the mod list.
Yes but, only for english or russian :\
Make a french version.
I can't do it. I've tried everything. #╙🖇mods-making-discussion message
I’ve tried everything. I’ve swapped the characters around in all (38!!) the DDS files, I’ve changed the position coordinates in all the .ini files, I’ve tried every possible alternative character... ê still won’t appear. I’m stuck because of a single character. Is it possible to increase the default font size?
hi, i want to enable g_firepos, but every time i do this it turns off automatically. Is there a way to permanently keep it on or something?
Try disabling Weapon Cover Tilt
Can anyone show me path to wpn_ks23_kaban_kab_up.txl? I want to put it in pistol slot, but can't fint txl file
all this is in the weapon configuration, or as lemon said - you can make DLTX conditionally
ammo_class = (enter caliber)```
as an option to add
``` shell_particles = weapons\(calbeir particle)```
to change shells particles

What's the difference between scripted_snd_ammo_check and snd_ammo_check? Some weapon mods use the first one, others use the latter. I'm swapping between two versions of the ammo check script and one seems to play only the snd_ while the other only the scripted_snd_. Also, just now, I noticed this: when I place my edited Mosin reanimation mod above @fair inlet 's WSTF (it has different sounds for the k98 bolt, which the mosin is using), I can't hear anything. When I place it below WSTF (so the mosin sounds overwrite WSTF) I can hear the bolt. 🤔
iirc scripted_ sounds are played by aoldri universal scripts, whereas regular snd_ammo_check is played by some versions of ammo check script
So for maximum compatibility it's best to have both in the config?
that might cause duplicate playback, needs testing
Latest ammo check didn't need scripted sound or anim
And it will cause sound delays
The scripted_ will? I was trying out your MCX 3dss mod and it has only non-scripted ammo check sounds. It plays correctly, but after the animation is finished I can hear other sounds, like a full reload or sth.
Good day guys, i have a question, we are working with lassie in the bolt animation from stalker 2, but, for some reason, the bolt doests appear in game when you throw the bolt, meaning the object that you can pick up again, anyone have any idea what it can be?
Motion Marks.
whats that?
Go into omf editor, find the frame where character throws bolt and put motion mark there.
From there, to the end, or 5 frames later.
Nice, thanks a lot for the info Maka!!!💯 ✨
Lassie is asking me if you are refering to the "lead_gun" bone
can't they dm me directly?
so i can explain it more proper
and im talking about the animation itself
Can't anyone help me with my font problem? I just need to swap a single character. I've been working on this mod for a month and I can't publish it because of this detail. It's frustrating. 😔
ask in anomaly discord, they will know more stuff than here in your case
truth
I hadn't thought of that! 👍
Why not just edit the texture sheet?
I tried changing the coordinates via the font .ini files, but that didn't change anything. I then swapped the two characters in each DDS file, but that didn't work either.
is there way to change morphine back to 1200 seconds
Can I get a copy of the current Gamma NPC loadouts ?
I forgot to back the original file up
can someone help me understand how missions are made in Stalker? i mean i would like to understand how to make "new" quest, even a very simple one. Is it one file, is it whole branhc of files etc.
Look at the code for task ig
Ask in Anomaly discord, nltp_ashes will probably help you there, he made tasks in anomaly before
Someone needs to bring back the Gauss rifle scam into Anomaly 😄
Hey, while ago I made animated portraits of women for those who want to play as such. I’m doing the same for men but due to finances I’m limiting it to 5 universal depictions.
I asked Grok if he’d be able to put out a poll of sorts to get public opinion but he must have been busy or missed the request. I wanted to put out something well received so would need opinions.
Any way I can get pictures of preferred portraits to redesign and have animated? Generally well received ones mainly out of the portrait list in gamma or other portrait mods. It can also be outside of that. Just need ideas more than a few would like to see as an option to have on their save or when making a new game. Here’s one in development so far before I thought this would be a good approach.
Hi Rebzi, where is the file with which I can change the photo of my beloved woman
And the file with the pictures (I also want to change)
Thx man
can i speed up the speed of a sound in an ltx same as an animation? like reload speed for example, so they match. tried both at 1.1, animation speeds up but sound does not
nope
which gun? I might have source project
FB's glock anims, put them on the walther pdp
used his sounds
glock19_new or glock_new anims?
glock_new
I can speed up those, meowie does that too sometimes
in audacity? i thought about doing that but i havent messed with sounds before
yes
I'm saying I can do it myself
that would be cool if you dont mind. i was thinking increasing the speed like 15% for the regular reload and empty, maybe ammo check too
ok I'll dm you in a bit
thx
@dreamy spindle, @steady apex, hey guys, can someone of you help me?
I want to collect small piece of info about GAMMA memory consumption, but it requires engine edits (to add additional output) and I don't even have GAMMA itself.

im trying to do a simple task, just for fun, using the help of chat GPT. Can someone please tell me how to insert new dialouge option for Wolf to get the quest im working on? I think i need to find appropiate [dlg_branch] for Wolf Character, but i am not sure how to do it
you ask GPT how to do it 
you don't
GPT doesn't know anything about stalker anomaly modding
(that's the joke)

what kind of extra info are you after?
stat_memory console command gives the amount of memory consumed by shared_str strings in kilobytes, but it's not telling the exact number of strings.
I need to know how much strings are in use in a heavily modded modpack.
yee, i want to use only for writting etc, but i need to create simple mod (take quest from wolf, objective is to go to the railroad bridge) to check how this stuff is working in anomaly
you can check it how that works via looking in other mission packs
like iTheon one
yee, but most of them are pretty complicated to start the reverse engeenering, i would need something really simple at start 😄
simple stuff is the xml
you can make the XML first
after that look into HOW that is being inserted inside the game
are there any tutorials or other sources to try to understand it all better>
Introductory book for S.T.A.L.K.E.R. Anomaly modding
thanks 😉
that stat would be useful for modded exes in general
i'm patching it in now, will put up a PR once done
i'll throw up a binary here so someone can check it with gamma - don't have it installed myself atm
Any assistance needed?

You basically need to do ++total_number_of_strings; in the stat_economy function of str_container_impl class and output it.
should be all good - already drilled down into that function by threading a count ref through parameters
which also shook loose a near-identical use site in the out-of-memory handler, so I'll standardise that printout too
I wonder what would be the number.
If it's 10'000 or even less, I would be really happy 
alas 🥹
that's on my vanilla-modded-exes modmaking preset
Oow shiet
sec while i do some last double-checks, and i'll upload binaries for gamma testing
The shared strings container can have 262144 strings at max.
Look at this screenshot: #☢чат-сталкеров-ru-ua message
You can see that the memory consumption is almost 400000 KBs
here we go:
oh 
another hard limit worry on top of ye olde object IDs
Well, it's easy to increase, just tweak the buffer_size. No worries here.
Is it possible to add bloom or a glow effect to a mesh on a player? I want to add glowing eyes to a character model
probably with script attachments; create one for each eye with some basic sphere mesh, attach to the actor's eye bones, reposition to make them line up, and apply a glowy shader like the one on pseudodogs' eyes
maybe you could swap the eye shader on the player directly, but you'd have to dig into the lua_help / lua_help_ex scripts and modding book to figure out whether there's an API for that
Depends on the models, i can help u. Dm me
Does anyone know how do you go to previous or default settings after using cfg_load?
change implementation to unordered map 👌
btw how does this prone to hash collisions?
shared_str holds a pointer to str_value instance.
That weights 8 bytes on 64-bit platform. I'd like to reduce memory consumption by replacing a pointer with just u32 index.
I wanted to find out if it is possible to reduce memory usage even more and use u16 instead of u32, but that's totally not possible because u16 can provide IDs up to only 65535.
By "memory consumption" I refer to all classes in the engine that hold one or more shared_str members.
It's is a very targeted optimization and I'm not sure if it will have much effect, though. But it can give additional results together with other refactorings of classes in future.
399386 KB is 390,03 megabytes. Just for strings!
(for strings themselves, not the shared_str implementation details)
if i had to guess, cases where value->dwCRC > buffer_size, worsening each time it wraps around, if that occurs
though i don't know much about the string backend, so what looks like a "scribble over data instead of admitting we have no memory" hack from my standpoint could be entirely sound in context of the wider design 
i belive GAMMA is constructed whole lot differently? cause im following the tutorial, and i want to find the ID of a specyfic NPC, but there is no "gameplay" folder in my anomaly/configs
well we can just remove the cache alltogether and just give a brand new string every time

interesting, sounds like a noble endeavour
egor on the anomaly discord was blue-skying about trying to reduce the amount of string representations and focus on std::string at one point
no
Sounds like a huge refactoring, because some parts of the code rely on shared_str.
@sick coral just unpack it and look into files
i do wonder how much redundancy the xr_ wrappers have versus stdlib equivalents; arguably it's nice to have a standardized interface, any crufty implementation details within aside

the xr_unordered_map for example uses robin hood implementation i added
and xr_unordered_set as well
because you didnt unpack it @sick coral
good thing it is toggleable with a define so it can use std variant rather than changing every piece of code
thanks, i was blind 😄

huh that's the hammer being cocked down
interesting
i wonder how that would look like in game
gamma doesn't need all these .thm files in texture folders does it?
that's just carry over from the mod makers system?
ok. in my head i was making em to be some form of thumbnail file....
thm.. thanks for response i will not delete them 🙂
i'm cleaning up blood textures.
So, I figured out a temporary fix for the PDA black screen bug. I took the batteries out of it, saved the game and exited to windows. Then I went into MO2 and disabled 3 mods. High Res PDA Maps, Minimap Toggle, and PDA Taskboard. Don't know which one exactly it was that was causing the issue, but I disabled all three of them at the same time, loaded my game back up, put the batteries in my PDA and it worked just fine. After it worked, I reenabled all 3, 1 by 1 and its still working so I dont know. Don't know where I should post this, in case somebody see's it and finds a way to fix it permanently.
How difficult is it to change crafting recipes?
using xr_unordered_set for shared strings
{
count = buffer.size();
u32 size = 0;
for (const auto& s : buffer)
{
size += sizeof(str_value) + s.value.length();
}
return size;
}``` idk if i count the size correctly
str_value is ref count + xr_string struct
with erasing from string storage if reference count is 0
each console call the number gets lower lol
should be correct, assuming buffer.size() represents the amount of allocated strings rather than some preallocated count that jumps upward once a threshold is reached and is subject to reuse etc
yes size is the amount of strings
so long as s doesn't enumerate any empty strings, it should be accurate
if there is an empty string in set, it should be one and only
otherwise its not a set
nice, looks like a solid win for memory cleanup then
can noob modding questiosn be added here, or is it chat for profesionals ? 😄
both, pro and noob
so im basically trying to learn some simple modding, using Anomaly Modding Book. I wanted to start with simplest thing - adding new dialouge option for NPC (Sid). Where i am getting lost, is how to create an XML that is only adding new dialouge option on top of the existing ones, without need to copy all original Sid XML.
that is the file tree i created, but i have no idea what i need to put in "character_desc_gamma_sid.xml" to not make it overrithe whole original file, just add a new dialouge option. Mabe im not understanding something simple, idk 🙁
Here is a quick example that adds a dialog with options for Sid. I’ve left comments in the scripts. Also, check the DXML documentation in the Anomaly modding book.
https://igigog.github.io/anomaly-modding-book/tutorials/addons/dxml.html
There is no "modding" category on Anomaly's Discord (other than support for existing mods).
Type .rank STALKER in bot channel to join it
https://www.moddb.com/mods/stalker-anomaly/addons/groks-actor-position-registerer
Does anyone know what is the order of the values (lvid/gvid, x, y, z) that this mod provides in its description?
position, level id, game vertex id
Has anyone tried to spawn a trader in a base where there’s no traders through debug? Does it work? Does the trader stick around?
depends on the crafting recipe but not too bad. here's my example crafting mod. it will help if you know what a DLTX file is https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=drive_link
Can I increase stats of outfits by editing files?
Yes you can 
I give you permission to edit the files
First, you have to locate the files. Maybe in gamedata/configs/items/outfits
If you can’t find them, they might be packed in db files. There is a tool in the tools folder to unpack all files
Remember to check in mo2 before tho
In GAMMA folder or in Anomaly?

Trying to learn to make my own transitions by looking at this. Can anyone explain what the lines "story id" and "hint" mean in a little bit more detail? . I assume story id is just a custom name for the transition? and I think maybe hint is what deals with the mouse hover description on pda map? not sure what xml file hint refers to. Just not entirely sure what those two lines require just by looking at them.
for story_id - yes
for hint, the hint id is in xml files in configs/text/eng(rus), basically a translation string. for example
i said "xml files" because the hints might be in different files in those folders. you can make your own xml file in that folder and add string node like in image
help from the man himself
. That image and last comment answered my questions. Thank you mr demon 
isnt that tunnel collapsed??
you woudlnt be able to go anywhere unless freedom digs a hole wich you could go somewhere using

isn't the limansk > red forest tunnel also blocked off at the end
the trader sells shovel but i'd also be willing to accept a 20 part tutorial series on how to edit maps to un collapse the tunnel 
it shouldnt be, otherwise how would the factions get to limansk using the tunnel in clear sky
wait let me check 😔
it is probably blocked off in game but thats to probably block sunlight from coming in at the end of the tunnel
before u even get far enough the transition stops you
so it looks seamless
it is lol
it doesnt make sense then
how would you and clear sky get to limansk then
doesn't have to make sense ig 
"i don't care if it doesnt make sense, i want it
"

and so is the dark scape - cordon transition but nobody knows or cares about that one 
wtf is darkscape never heard of it 
what file is responsible for the armor trades?
I want to add more trades, so I can trade an Ibaz for a Loner Ibaz
there's a mod called Grok's and Darkasleif's Armor Exchange, I'd check that and see but I'm on my phone so you check that and see instead 
thanks i'll see if I can make an edit
Anyone know how to change a stash name/icon in inventory menu dynamically?
set_character_name doesn't seem to work 🙁
change it through script you mean?
Yeah. I've faked mutant pet inventory & I need to update the name/icon with the pet's name/icon
i dont think you can afaik, you can only add more stuff on top of it
oh damn 🙁 well it's no big deal but I imagine someone will inevitably complain about it being the generic stash ui lol
ask in anomaly server
, modding-code channel spefically
there's some stuff in lua_help under "level" namespace for mapspots, would those work?
I think that's just for pda/minimap icon unfortunately, I'm looking for the trade window icon that shows character portrait
oh mb i misunderstood lmao
or well misread
always
lua_help is for looking for lua api stuff
i meant for what they wanted to do
oh
lol all good, I'll check the anomaly discord mod channel & see if I can find anything. Just hope it doesn't come down to making a whole new UI window like Anom Stash did 
anyone know why my ammo recoil multipliers seem to be applying incredibly inconsistently? I'm testing something by giving an ammo something stupid like 500% recoil, this only seems to apply in game very rarely.
there was a point when I tested it a few days ago where it was applying consistently
hmmmm somehow it only works with unlimited ammo on, otherwise it just stops working when I reload...
how strange
I am interested in how MO2 works, and how it applies command variables to Anomaly. I understand it goes down the list of mods in order. I understand the overwrite. I am trying to see if there is a log file or something that MO2 creates that has a list of every command variable applied at launch of Anomaly with gamma.
It doesnt apply any command, the scripts does, not mo2
Also it cant run script, related to the game
If you want to see the log for every cmd, you will need to write a Lua script for Anomaly, not mo2
That would make a lot more sense. I've got a lot of strange spare time coming up, and that could be a fun project.
I mean you can just check the varible in the console
And there is no log afaik, to see what it changes, when it changes to the cmd
You can monkey parch the game’s script for executing Anomaly cmd to create a log for it
Igtg now, if you need help with stuff, i can do later, just ask 
Thanks for the info. I am obtuse about this engine and it's scripting. I've had great luck in the long-time-ago with GldSrc and Source w/python. The learning curve is there, but I'll get something figured out and I'll get back to you.
is the k_cam_dispersion ammo stat used at all? it doesn't seem to apply
so i reverse engineered ( XD ) a simple mod that adds dialouge option for a NPC to have a conversation with him, and now i think i can do that. Is there any really simple task mod for anomaly, so i can try to understand the logic there, and make my own example? I tried with iTheon tasks, but most of them are really complicated for a beggining.
I would say best place to start is reading the Anomaly modding books, especially the scripting part.
If you want to find some code for stuff, search in the lua_help and lua_help_ex(in the modded exe), if stuck, look for mod that did something similiar to you and reverse engineer it
Can I upload here cheat mods? I have made two - one adding money and second one adding goodwill
Because gamma recoil system is not the vanilla one, so I would absolutely expect weird broken things to happen if you give an ammo a huge recoil multiplier
This is not the place for uploading mods
And you can do both those things with debug menu already
I find myself really passionate about optimizing class memory layouts. Reducing sizes of classes in other words.
are bullets an actual object that i can do things to? could i do interesting things like make them act as a light source?
hmm even the default gamma ammo recoil doesn't seem to be working properly though. I tested some ammo with one of the highest k_cam_dispersion values of 1.5 (150% recoil from what I understand), the moment I reload my weapon, the recoil very obviously drops to what I assume would be a 100% value, or k_cam_dispersion of 1.0
and even on ammo that has a lower recoil multiplier (0.8, or 80%), the recoil increases after I reload
is it intentional that ammo recoil multipliers are ignored?
Is it possible to remove the PSY bar and fire mode in the bottom left without disabling the HUD in settings? My goal is interaction dots with no HUD since item names are gone. If I turn the HUD off in settings it turns off interaction dots as well.
well you can change XML file and put this bar at x 9999 and y 9999
is there a mod that adds more scopes and a suppressor for the Groza(9x39 version)?
anyone knows how to fix mas sight ads positioning?
preciate it bro! I got it.
No
you quashed my dream but now at least i dont have to bother dreaming about it 🙂
are tracers a particle effect? maybe make them glow
Not even particles. Tracers have their own shader, though.
So it might be possible to make them glow, but I'm not sure if it's possible to make them affect other objects.
k. maybe ill just mod guns to shoot light bulbs 😆
in stalker 2 i made shot guns shoot rpgs.. so that's an angle too
spawn light source at tracer position
!HUD / have you tried this?
@round ice
Can't see the HUD anymore (ammo counter, PSY bar, mini-map and interaction dot marks 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
You can hide everything with H and /
gamma doesn't use that system, it uses the enhanced recoil system which acts differently which is why all the k_cam_dispersion values don't do what you expect
and incidentally why weapon recoil upgrades are so weird.
that reminds me of when i was writing rust stuff - there was a certain uncompromising zen about refining a design to immaculacy using good syslang tools. though achieving that with C++ is a whole other level 
Is there a tutorial on how to extract an animation from EFT and prep it for X-ray?
Oh, and then move it as tracer moves. Clever workaround!

you can also draw traces to offscreen RT, and do cheap ssgi
pros:
- supports infinite amount of 'lights'
- fixed cost
cons:
?
with scripts, with bullet_on_init callback you can create a script_light source and with bullet_on_update callback you can move it
Can anyone help me figure out how to add my own teleport anomalies using this mod?
Spatial bubbles are easy, but couldn't figure out teleports
https://www.moddb.com/mods/stalker-anomaly/addons/spatial-anomalies-10
wip how does this look?
this was made without touching graph editor
im gonna touch that in a bit
mag in is too fast
ight ill look into that
b2i should be way quicker
im working on that last
out of curiosity how do people edit/create new weathers? is most of the work done from using the weather/lighting tabs in debug menu?
i wouldnt say quicker, but surely bouncier
It's way too long imo
it is
im just trying to get better at animation just because its allways been my thing
Okay I am confused, I edited the w_svt40 and w_svd_m1 to be rifle_5 instead of rifle_7 because they are just too crappy to be D-tier but they refuse to change. Does anyone know what could be causing this?
other file re-writes that
you know which files does it? I checked for conflicts
do it forcefully via
![w_svt40]
string here
![w_svd_m1]
string here
just do another file
as ltx
like
mod_system_tier_svd.ltx and write it down there
Gotcha
so how would I write the config file itself? Like to notify the game? just repair type and something else on top of that?
Sounds good
so it would be more understandable
so basically inside of your mod there should be gamedata\configs
down there your config, named 'mod_system_anythinghere.ltx'
inside of it you change the repair type to anything
to make it WORK properly
you need to add ! in the section
the example is being shown here
![wpn_knife_hud]
forces it to use animations that it wrote down
same goes to ![wpn_knife]
it forcefully rewrites those sections
So everything starting with [ must have an exclaimation?
no
Gotcha
So I'm copying the original file and renaming it to the mod_system file. The only issue is I don't know what to include or exclude as I all want to edit is the repair type itself.
Do I just remove all the other pieces of code and keep the repair_type? I'm a bit lost
Gotcha
Worked like a charm
Now the base SVD is actually an excusable weapon to choose and acquire
Appreciate it
OH also one last thing, how do you edit the length of a gun before it collides with the wall in first person?
Viewmodel bump I mean
that's other thing that i never got into
alr
Its a space restrictor. when the player triggers it you change the players location. db.actor:set_actor_position(pos) unless you are sending them to another map. there is difernt code for that. find a mod that adds level transitions for that.
The issue is I don't understand how to make the custom teleport put me to a specific coordinate to another map like in "coords_to_bubble.ltx"
please double check the dltx syntax guide in the anomaly modding book https://igigog.github.io/anomaly-modding-book/tutorials/addons/dltx.html#4-syntax
It worked out, but since you are here. Do you know what parameter causes the "length" of a gun to be determined when it comes to interacting with walls in first person?
I found a good pistol addon but it impacts with the wall too far away like its a rifle
So it makes it effectively useless at its sole purpose
probably check weapon cover tilt mod and how it works
fire_point offset
Thank you great Oleh
you can enable visualization in WCT MCM so it's easier to edit fire point
I need to access a local variable from another script in my script and as this variable has a rather complex calculation behind it I wanted to try the unlocalize feature described in the attached link. I've created the ltx in this folder: EftHealthWeaponSwayCompatPatch/gamedata/configs/unlocalizers/weapon_sway_unlocalizer.ltx with the followind content:
[zzzz_weapon_sway]
breath_held_for
But I still can't seem to access this variable in my script. Do I have to do something special in my script to access it? I tried it it _G.breath_held_for and with breath_held_for.
is there a question attached or is this a weird attempt at advertising
is this variable defined inside a function perhaps?
an attempt to share the result of my creativity

If it's advertising It's working 
Nope, I might have just found the problem, I need to access it with zzzz_weapon_sway.breath_held_for it seems like. Will need to properly test this though.
Didn't know that the unlocalizer is putting the global vars back into the same script, so the script name is required for accessing it
Please tell me where I can find a mod so that I can talk to every NPC on the vanilla anomaly?
hey guys, does anyone know if i can change the variable for receiving a yellow stash by completing 8 tasks to getting 8 stash locations
i want to do a no trader no quests challenge run and it would be impossible with normal settings to get yellow stashes
like normally you get a chance for a yellow stash for completing 8 tasks but i want to change it to where its getting 8 stash locations instead
if you rewrite the scripts for stash generation, yeah
should be doable
now i am not a particularly competent Lua coder, but I think you want to start investigating from line 496 in treasure_manager.script (winning copy from GAMMA Rare Stashes Balance)
i wouldn't be able to tell you how to change it but i can tell you, you wanna start looking at that
Am I allowed to modify GAMMA assets for a mod? I'm trying to make some new pistol calibre ammo, managed to edit the new ammo wheel UI from slugler/andtheherois
Ask those modders
GAMMA exclusive assets are veeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeery few
So just ask the modders that actually made the assets you wanna use
thanks for the tip, i think i found the variable for completing 8 tasks, i just hope there is a variable for the amount of stashes one has received somewhere, then i think i just need to swap those right?
this seems to be too advanced for me, if anyone could come up with a simple solution i would much appreciate it
i dont have any experience in coding, i can barely understand whats going on but i cant rewrite code
@fair canopy hey I made an edit of your ammo wheel UI for some extra ammo I'm making. Is it cool if I use it? If not, ill just use the vanilla wheel (and keep the edit for personal use)
Go ahead
so those are the live weapon ltx files that are being used?
kind of, BUT, again, direct editing them is highly unlikely to work
start from the beginning: tell us what you are trying to do, what is the specific edit you are trying to make
im editing muzzle flashes
im gonna make a dltx
but i need to know where to pull info from
editing muzzle flashes to do what?
ok, have you read my DLTX guide/the DLTX section of the modding book?
yeah i know how to do dltx. i've made several for myself
ok then yeah you dltx all of those guns
now since the root of all of them is system you can hypothetically do it in one single enormous file
yep.
thanks for info on searching - i did nnot know the right side panel operated the way it did in mo2
ive been using Everything search :/
to be clear:
- all weapon configs that fall in the pattern
w_*.ltxhavesystemas their root - the weapon configs that don't fall in this pattern are largely only for sound related config changes
- a couple of the gun modders are insane and make
mod_system_*.ltxtheir config file - so you just need to make sure your dltx file overwrites all the other potential
mod_system_*.ltxfiles, which unfortunately almost certainly means a stupid amount of z-stacking
z-stacking?
i would recommend a mix of find-in-file searches (use whatever tool you like, I personally use notepad++) coupled with MO2 file searching to figure out which version of a file provides the winning copy
a (stupid dumb) practice to fix file conflicts, see https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md#solving-dltx-conflicts for my full writeup
as in - run find-in-file for section names, figure out the name of the file that contains that section, search the name of the file in MO2, that lets you figure out which mod provides the winning copy
Is there any way to avoid z stacking? Cuz it seems like a necessity
it's one of those prisoner's dilemma things
where doing what's best for you, leads to stupid things happening in the entire ecosystem
z-stacking is what you do when you are unsure if some mod out there, might override the changes you make
But what if you know for sure what mod is overwriting your change?
alternatively
mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzznotreallyno
then best, responsible thing to do is to rename your mod file so it beats theirs. e.g. why i did this for Tougher Gun Repair, this was the minimal number of z (because T comes after R)
also why in my xml overrides text mod i am using v_ stacking. one, my username starts with v. two, it lets someone else override me with z in the future
Having A doesn't help my case then 
really any letter that lets someone else potentially overwrite would have been better. x-stacking
Hey dont know if this is right place to ask, but doesn anyone know where i can find the item id's for the crafting recipes? I want to add them to loot pool for a "trashman run" with no trader interactions
You'll most likely find everything in these files. If you feel something is missing you can also check the item spawner menu via debug.
Thanks ive been doom scrolling the mods section trying to find the crafting recipes, Ill start there and start looking for the backpacks and nvgs haha
craft is just for the crafting recipe configs
you'd need a find in file to get the actual section names, aka item IDs
one second
in trade preset?
what? no, craft.ltx = "the file that includes crafting recipes but not necessarily the names of all the crafting recipe item IDs", I think OP wants to include the recipe books into NPC drop pools
technically you could look at the recipe requirements in the crafting recipes to get the item IDs, i guess
ah my bad then I thought the ingredients
can you have local variables inside a config file - so a large set of numbers is more easily changed?
that sure would be swell
afaik no, it is as ass as it sounds
; "basic" crafting recipes
recipe_basic_1
recipe_advanced_1
recipe_expert_1
; electronics recipes
recipe_basic_2
recipe_advanced_2
recipe_expert_2
; upgrade kit recipes
recipe_basic_3
recipe_advanced_3
recipe_expert_3
; artefact recipes
recipe_basic_4
recipe_advanced_4
recipe_expert_4
; exo repair kit
recipe_ammo_4
i think that should be all of them
since gamma doesn't use ammo or drug recipes
Uhhh am I doing this right? Trying to add a PGO sight to an IWP RPG Reanimation
You are a-freacking-mazing
you are creating the second two sections right? you don't need an exclamation mark in that case
Oh fugg right 
Now to add it to the tier lists, and then add that to the stash pool 
The scope doesn't show up on RPG details tho 
Maybe I'll ask the 3dss folks if they pop up
the ltx stuff is arguably the hardest part of a 3dss patch ngl
(in fairness... i did double check that list against craft.ltx lmao)
for the record, since recipe_ammo_4 and recipe_expert_4 only drop from stalkers already, you can read death_items.ltx to get a sense of the kind of edit you might want to do
what mod are you trying to use btw
Dont think imma add them to stalker pool, thinking of putting them in stashes in similar way toolkits and such are found, already changed rare stashes to spawn from random found stashes isntead of just mission drops
Yeah that one, I got the RPG to spawn with a hud back then but for some reason I crash when I spawn the gun in now 
I'm not torn losing the scope but I wanna practice adding 3DSS more
there looks to be already a dltx for 3dss for the rpg in gamma, that might be conflicting?
I overwrote that by using the same name, might try looking more into it later
I gotta kitbash more for AIDS 
so if im adding the crafting recipe books to the stash pool, im gonna need to add a new section here? or could I be lazy and slam them in like i_misc
i_misc is commented out, i'd pick one of i_device, i_repair, maybe even i_kit (though obviously that dilutes your pool for other toolkits), also iirc this applies mainly to white stashes
oh wait no this applies to all stash tiers, the tiering is just different for white/yellow stashes
and yellow stash tool stuff has its own bespoke whatever
any line that begins with ; is commented out and won't be included
Ahhh thanks haha I've been testing and couldn't tell if it wasn't working or I was just being unlucky
Welp, still no dice, might have to go stalker loot list way
dude.. works like a champ. just change a few numbers in excel and copy and paste whenever i need to tweak 😉
incoming strobe light fights at night
very nice
In the gameplay settings you can adjust the damage per shot multiplier
how would one go about figuring out what %s is used for in a string in an xml file in configs/text?
That does nothing in GAMMA
Really? I always thought it did haha guess it's the "false confidence" it gives makes you feel like it does
Theres a mod that i knew for a gamma that readded the containers with the original function they had. but i dont know the name of said mod does anybody here possibly know the name of the mod im talking about?
A gamma consultation uses the repositioning of the EFP or PPP weapon.
Since a mod is being developed that allows you to check the magazine of all weapons, similar to Escape from Tarkov.
Would it also be possible to code in a "weapon wheel" seperate from the item wheel? I play on steam dexk and this would be a game changer for controls if I can action set a weapon wheel mode over inventory when not in combat mode on my sets.
It would free up a lot of buttons for other real estate
Having the slow down function similar to item wheel would be amazing
quick action wheel can do all of that
hello guys, maybe someone know how to make 3DSS scope appear bigger (scope FOV) on the screen like on the second pic?
Can't find corresponding setting in the game and in the mods configs too
Then how did you change it to make it look like the second pic
i bugged it out dragging HUD FOV while in scope
if i scope in and out it reverts to normal, so doesnt count as workaround
Maybe try using the draggable HUD editor?
how?
if you mentioned this, doesnt work
Are you looking to increase the zoom or just make it closer to your face?
I use this to adjust the weapon positions, including the aim down sight positions
just make it bigger on the screen
problem is that, i have no problem with iron sights because i can use zoom, will it work on 3DSS scopes?
You can use what i linked above to do that. Just enable debug mode, look for weapon HUD editor in F7, then left click on aim position and right click drag to make it closer or further away
thank you kind soul
Brief video on how it works, also note that in order for your changes to apply, you need to create a DLTX that overrides the original hud positions with the values from cache_dbg.ltx
ah, it turns out that there was easier way to do this, literally second mod on MCM
thank you nevertheless xD
i am stupid
Try that, might be easier than what I'm suggesting 
issue solved
Look for the script that control it
there's a ui_wheel_ammo and ui_wheel_ammo_16 xml file, anyone knows when each one is used?
Both is used for different aspect ratio, 16 is for widescreen i think
thank you!
Hi everyone, I’d like to restore the original radio music from SoC. Is there a specific mod I need to disable to make that work?
how is damaged ammo (_verybad) removed from the game? I know it technically still exists, but how was it removed from showing up in the debug menu and in weapon tooltips/item info?
huh...I might actually just have figured it out. setting the inv_grid_x/y/width/height prevents them from showing up at all
i dont know if this is something that might be worth fixing for the current 4g ammo
are npc drops determined when they spawn or when they die?
when you open their inventory to loot
anyone got any idea how to mess with the radioactive noise effect when you get close to rad pockets. changing this doesn't seem to do anything for me. Don't want to remove just want to make it more visible at night or in dark areas. Maybe turning the white noise into green noise or something not sure yet but have no clue how to interact with it. Anyone point me in the right direction?
is there somewhere to get or generate a list of all the current guns in gamma?
nevermind that question found it
what's wrong with the one Isshy and I made?
blocked from the debug spawner here:
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/configs/plugins/spawner_blacklist.ltx#L73
if a script tries to spawn it it is swapped for bad https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/scripts/itms_manager.script#L1301
periodicaly swapped for the bad ammo by this code in case the engine spawns some like it does from time to time: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/scripts/item_weapon.script#L315
blocked from the ammo wheel by : https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/scripts/item_weapon.script#L724
blocked from the item details window here:https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/scripts/ui_itm_details.script#L161
blocked from a huge number of ltx by simply commenting out the line.
about 10% of thier inventory is decided when they are spawned. gun, grenades, some ammo, maybe a med kit. some spceal things like the compas artifact in the NPC that is the COP player charecter.
the rest is spawned when they die.
except for sometimes pity bandages that are spawned when you loot an NPC after not finding a bandage for 5 NPCs. that happens on loot.
Perhaps this is the wrong place to ask this question, but here it goes... What is the differense between KVMA and the HD models For gamma?
Ps. if this is the wrong place to ask please yell at me and tell me where to go 🙂
which file determines the when they die stuff?
i should have prefaced my question earlier.... i've found some loot configs but they seem to be stashes (i use zcp 1.5 and zlm or zml whichever it is - so there coould be alot of files stepping on other files pee-pees)
I want to enable the auto limbs regen, I changed the "regen" variable in "zzz_player_injuries.script" and its not healing limbs, not with 90000, 60000 or 1000 (90,60,1 sec), this worked somewhere in 2024 when i played gamma last time
what does auto_switch in the ALife.ltx even do? (setting it to true vs false)
Best not to touch it
I can turn it back to its original setting if I need to (made a backup) im just curious what it does if you turn it to false ie if it keeps alife in radius online at all times instead of "switching" it. If you could tell me what the function of it is I'd appreciate it.
would this be the right channel to ask if I wanted to hire a modder/animator to port anims from one AK-adjacent weapon to another?
Could I theoretically swap the magazine models on the AK-12 to create an AK-15 and still have it function without much changes?
the death manager script. which keeps its settings in the death generic and death outfits ltx files.
-- Lanforce
-- full online objects caching, by setting alife to a max value then restore it to general 250 m
-- this will force all objects inside the level to go online, where their resources get cached
-- Tronex:
-- Switching to max distance will happen on sleeping as well, since squads tend to arrive to their distinations
-- When a squad is created inside (or traveled to) actor level, this script will prefetch the model of its npcs to save resources and reduce the lag when they go online
suposed to load all the NPCs at once so they don't cause stutter loading in one at a time later.
but lets you keep small alife radius so that minimal full simulation is done.
in general anomaly keeps alife radius at max so that maximal online simulation is run. makes for better game play IMO.
So for whatever reason, this part of "actor_on_update" refuses to run even in this setup without any conditions for it, i guess im just turning on easy healing and hope that at least that works 
Easy healing also doesn't work 
did you change the correct script?
how did you find it? From what mod does it come from?
Is that when the value is true, or false? Thank you for the answer
if it is true it changes the alife radius. if it is false it stays as it was set. Unless you have a potato PC leave it false.
Thank you for assisting instead of just saying "dont touch it". I turned it to false, as well as increasing ALife radius, yesterday just to test as I have a pretty good rig. Performance is fine and ALife seems more lively. Its set to true by default in GAMMA probably to help with stuttering
i think that is misguided. I think a nice large radius and that feature disabled makes for a better experaince.
gamma is silly
gamma is misguided.what you are doingis what anomaly doesby defualt
My ALife radius is currently at 1500 and auto_switch is set to false. I've definitely been enjoying it and for my rig the frames are good (I only care for 60 frames and max graphics so I don't need 90+ frames). Alot of people seem to struggle with stuttering and it's been said ALife is the main cause so I imagine that's why the changes were made for base GAMMA. Thank you for helping me with what I was looking for.
And if for some reason my rig starts to stutter I made a copyfile of base GAMMA ALife settings, so it's all good 👍
How far do you set your ALife radius? I was told 1500 covers most maps
that seems ok.
i havn't actualy played Anomaly in years. modders curse.
Yeah ik I've played different mods of yours on modDB for years on different builds of anomaly and such now that I'm thinking about it lol. Well thanks again and keep up the good work 🙏
@slow bolt So I want to get access to base ui_icons file to edit consumables, meds, tools etc. But all the ui .dds I found - are fake and clearly this is not used by the game.
i.e. this toolkit does have "TYPE A" sign in the game, not the "HANDGUN" and all the ui_icon_equipment files has this issue which is indicates for me it is fake ones.
"Type" labels are now done by DII iirc
Dynamic icons stuff
So find the item's config and look what file the icon comes from
And if there are DLTX files for it - look there too
also for the repair kits specifically, the icons with the type are provided by G.A.M.M.A. Repair Kit Renaming
Guys I'm playing around with an idea of something called a COVERT IDENTITY SYSTEM for GAMMA. This'll play off the disguise system we already have. Lemme know if this is even possible - https://docs.google.com/document/d/1Aoc7pFZtbmqXZ2ieoAegAfZ0CsuSxKNfyT3WhSWwrBQ/edit?usp=sharing
I'm not a modder so I'm probably gonna have Gemini draw up some script files for a basic system later today but I'd like to know if it's even possible in the first place to create another identity while disguised. I'd love all of your input GIGA CHAD GAMMA modders. 
Technical Design Document: Covert Identity System for S.T.A.L.K.E.R. G.A.M.M.A. Introduction and Executive Summary Purpose This document provides a comprehensive technical design specification for the "Covert Identity System" (CIS), a new modification for the S.T.A.L.K.E.R. G.A.M.M.A. (Gigantic A...
It's basically gonna make a new identity while disguised as as from another faction then that identity will have a separate goodwill and reputation numbers from your true identity so you can do anything you want in that fake identity without it affecting your true goodwill and reputation
Oh bruh Vibe coded Stalker mods


