#βπmods-making-discussion
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Ohh you mean vibe AI coding? it doesn't work? dayum
Dayum, I was hoping AI could at least make a basic running system to build off of. 
It did make some scripts from earlier when I told it to, can you take a look?
I had it change some parts of it earlier and haven't generated an updated script but that's the first iteration
not dishing on you but i'd rather learn the hard way to script then use something i don't understand to make something i don't understand how it's working
(<--- also doesn't know how to write much code)
True, just wanted to check ways to make things not consume too much time so I get to play gamma instead LOL
i get it. i spent 2 hours yesterday in excel to make it easier in the future to change 6 lines of code π
Thatβs the thing, once you start modding you never experience a full playthrough anymore. 
the thing is if you don't at least understand the basics of how to follow code, how are you meant to know whether or not it's giving you anything useful?
we aren't even going into "how are you going to troubleshoot" when you aren't able to follow what the actual problem is
i have seen someone begging copilot to troubleshoot their copilot generated code and it ain't pretty
I did study basics of on how to code but barely understood much of it LOL. I get some of the ideas on how the script is working when I'm reading through it but I can't make the script itself coz I don't know the correct process or how to approach things as a modder. Like finding out what callback to use for something. I totally don't know how to do that so I have gemini normally review it for me and I have it breakdown what those lines do so I get the gist of it at least.
yeah i gotta learn about callbacks too.. that's in my future
I was really hoping Gemini could have made the code at least then I just read through it like up there LOL
the problem is that you're running into a "not even wrong" problem if you ever want to ask actual anomaly modders for help
like. i'm not the greatest lua modder. but i went over the mcm documentations and just
why do you need to dynamically insert faction tabs with no options in them? why are those your MCM options? we're not getting into the part where you're missing all the text strings explaining what the fuck those options actually will say
and i know for a fact you can't explain them, because you didn't make that decision
so what is the point of giving feedback?
There's no options in the faction tabs? dayum, you're far ahead, I haven't read that part of the code yet. I'm still working LOL. Thanks for going through it though.
hey ask gemini if excel can pick rgb values out of 3 diff cells and make another cell that color
please π
I kinda knew it was a hail mary but I just had to ask the pros so I could get even an inkling if it's possible with Gemini. It's sad that it won't work 
I don't even understand why you would want to ask it that 
im tweaking muzzle flash size and color. the colors are r g b but in values 0 to 1
so that lower right part is converting to rgb and im punching those numbers into photoshop to see what the color looks like
The hell, isn't that supposed to be 0-255? LOL
yeah
so like u3 w3 and t3 has the color value for shotguns
i want excel to figure out which color that is π
or display it
I don't know if gemini can help but it can't hurt to try right? Send me the excel LOL
What exactly do you wanna figure out?
The values for the color you want?
i just want to know if excel can read a cell and go 'that's the red portion of a color'
then read 2 more for green and blue and say this cell is that color
but i doubt it.
maybe in vb but that's another can of worms π
Don't know much about vibe. Didn't even know it existed up until a few minutes ago when @slow bolt mentioned it and I googled it LOL
visual basic
i googled excel select rgb value from cell https://stackoverflow.com/questions/1426369/set-background-colour-of-cell-to-rgb-value-of-data-in-cell looks pretty exactly like what you want.
and if you need a single col with the rgb values just concat your shit in another column.
worst part is arti override few ammo and made it insanely "better"
oh lookatthat - thanks veerserif
lord my brain
the secret is knowing how to search and not using whole sentences as your search query, honestly.
I see what you mean here, just went through the code of the MCM options real quick. From what I understand, I think Gemini tried to follow my instructions to make options dynamically appear as soon as a new identity is created. That new identity isn't immediately visible in the MCM until it's created. Then it uses a combination of placeholder text IDs (I think this is the randomly generated name when you generate an identity the first time, which are then translated by the game into the actual text you see) and dynamically generated strings. When the identity has been fully created, what you'll see I think is a name and it's reputation beside it. I also told it to make the random names it comes up with editable and a goodwill display of that identity against every faction so I think it added those in too
I'm not sure this would work though, would it?
I guess I can test it later after work anyway
Anyone know what editable value allows you to change the view box for scopes with dragable HUD editor?
I got the mosin shouldering in a position that makes sense so the bolt doesn't get thrown into your eye if you cycle it while aiming, but now the scope view point is tiny tiny tiny lol
Sorry for no screenshot couldn't get it to not close gamma when trying to screen cap
Use the s3ds scope editor on moddb and play with the settings
#1321171662313619507 message use this
worked nicely!
Thank you!
Least insane "muh immershun over gameplay" moment
What about the people that want a shit and piss mod?
Do you have to do the same change.dtx ltx file creation when you adjust where you want the reticle/view point?
Probably yeah
LMAO I've been doing LOTS of random little edits here and there for immersion when I notice weird things. Like .357 ammo doing more damage than almost every single rifle caliber round besides .338 Lapua
did you also peep the mutant specific damage mults
damage is an awful rabbithole
not to mention the HP-ammo "no penetration damage penalty" only against stalkers
and also that all of these changes only affect damage dealt by the player. but changing k_hit affects damage dealt by NPCs using that ammo too
I haven't looked at that yet, I do want to start editing that tho eventually tho, because I think a chimera taking about 12 23x76mm shotgun shells is a bit excessive considering you can shoot a tree down from the stump with about that many 23mm shot gun shells
damn 23x75mm is already the most broken ammo in the game
Pissing mod exists
but hidden
i suggest you re-enable GBO logging and doublechecking the outputs
Thank you!
(which for the record, is done by reinstalling Tosox Mini Mods Repo without the "log spam remover" option)
What are the default options that gamma has installed for tosox mini mods?
Dynamic News Heard Melee Fix
Dynamic News Task Gossip Fix
NPC Wounded Animation Fix
Stop Addon Log Spam
Surge Crow Killer Fix
Task Marker for Delivery Tasks Fix
Vintar0's Companions don't blow Disguises - Enhanced
Omg definitely turning on the NPCs can't see through foliage option
...or you just turn on the "npcs can't see through foliage - tosox version" mod that's already in MO2?
Didn't know that was there lol, I've not gone through all 550 ish mods lol, only rooted around in the main weapon and damage and ammo files
also while i'm here - just cos i told someone else similar info
- damage that the player receives from NPCs works differently to damage that the player deals to NPCs
- NPC armor values have nothing to do with the actual armor outfits you equip
- NPC armor values come from their visual model
- play around with my damage simulator + read the writeup underneath, i go through all of the sources for damage info https://veerserif.pythonanywhere.com/
I was that person you told, I put in a support ticket because it didn't make sense then you explained it to me lmao
a different person trying to make a damage overhaul mod, and then i came in and ruined their whole day as well
LMAO, btw just out of curiosity cause I'm relatively new to this discord, but is damage just something's that's kinda being ignored until like the 1.0 release so it doesn't end up messaging everything else up?
oh also learn to use MO2 file search and never use windows file search to look through gamma mods
oh no it's like this on purpose, as far as anyone can tell
Oh for why?
!mo2search // because as a modder, the only file that matters is the one that wins file conflicts, none of the other copies have any effect once you play. so only use the file searcher because it displays 1. the winning file and 2. tells you which mod provides it
@signal bobcat 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. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
(wait till you learn about override files
)
Okay, so that answers another thing I was curious about, I'm VERY familiar with using MO2 for Bethesda games and making mods for them with MO2, I wasn't certain how the conflict resolution happened/ the loading for mods happened in the X-ray/Monolith engine, I kinda figured it loaded everything all together at once like with unity games sometimes
Oh don't worry lolololol I'm used them π
mo2 for anomaly works identically to mo2 for any bethesda games
It just confused me because there was no pluggin window like with the Bethesda titles, that's usually how the ordering and conflict resolution gets solved because you manually have to order your plugins
because there is no such thing as a "plugin" file, you just rely entirely on the actual order of mods and not a separate plugin order
imagine it's all one giant texture mod overwrite fight, and everyone is using loose files all the time
That makes more sense I get it
LMAO Bethesda modders worst nightmare
and that's why conflicts can actually be critical to make a modpack work, for certain patch mods
LMAO the conflict makes it work as intended
Usually conflict in Bethesda shit makes the engine cry
it's definitely more primitive than e.g. creation engine anything
especially since e.g. script patching aka monkeypatches can have arbitrary (and therefore unsearchable) names
at least config overwrite files (DLTX) have a standardized filename convention
I dread having to go back to modding FO4
Yeah, I noticed that with how the file structure has to be formatted as well, it's a lot looser for BGS
I've simply just stopped why go on and do it
You can do just about everything you want to do in 4, in the older engines
I kinda want to go back after seeing some clips π
i mean you can search for the script name with something like n++ though
What's the new tea that's been going on? Last I played F4 they introduced the b42 scope mod for Vegas into F4 lmao
oh yeah as for why: grok purposefully jammed all damage calcs in one monster function specifically so that it can't get interrupted/patched
and that's the clearest indication of intention
I Dunno, I just saw a video of someone judging 4's highways and that brought back memories
Oh I like his video essays!
you could imagine a refactor of it that breaks it out into subfunctions, and incidentally, one that wasn't so goddamn redundant
Unrelated do you think we could get people to start using y's or other letters to prevent z stacking
id do it
once upon a time i dreamed of a really dirty python script that you could run to rename dltx files using 000_ number prefixes
to force a specific DLTX load order
but the thing is, unless you can mind control every current and future modder: no
I'm gonna do my part π«‘
Does your dltx guide mention it? Maybe we can force anyone moving forward to use that instead 
i write an entire section on how to resolve dltx conflicts and never once do i mention "put a z in it"
If you made an automated tool that came with gamma to force it it might be feasible, but then again having people know about it is half the battle.
you asked me this earlier, i believe, and my response is the same: the responsible thing to do is to figure out how to name your file such that it minimally loads after whatever you're conflicting with.
it wouldn't even matter because it's up to modders to name the files in the first place
not users
arguably it's not a great idea to let non-modders use such a tool, even, because it becomes even more comically easy to shoot yourself in the foot
#βπmods-making-discussion message yeah you did and I have the same response.
Yeah sorry, some of that probably flew over my head 
z-stacking is what you do out of frustration, through trying to race to the bottom against other people z-stacking, or because you don't actually understand how conflict resolution/DLTXes work and therefore are doing it because you're just copying shit without knowing why it works
because as soon as one person starts doing it, everyone else is forced into doing it as well, as ATHI can tell you
and the best thing to do is never pre-emptively do this shit in the first place, because you don't know if someone in the future will have a good reason to overwrite your files
100%
Holy peak
if you can get this to work with snow...
ez
I had to do it for my icons mod because other icon mods also Z stack so the literal only way it worked was by doing that
And to make it future proof
That's what I mean. Once one person starts, it's a race to the bottom
Sadly yeah
I guess one type of patch you can make is overwriting the LTX file you want to edit but atp we're back to square one like if we didn't have DLTX at all
If I had a magic wand I'd have made the convention be x-stacking because it's funnier
And you still get two letters for overwrites
Just normal ass names
And that left plenty of room
But people z stacking from the get go is just very aggressive
Yup. Just don't go straight to the end of the alphabet
Does that order scheme also take into account numbers?
So if it weren't for someone using Z right off the bat it wouldn't have been so bad? Damn
Alphanumeric ordering always puts numbers before letters
Well, it's entirely possible that the second person would have jumped straight to z, it's not exactly like you can predict something that never happened
So if I were to upload a mod, should I try to use other letters? My AIDS mod uses Zs cuz some of the other mods in the list have Zs too iirc
At this point it's just about not trying to make the problem worse, and figuring out when you have to use it versus doing it by default
Could I just subdivide this helmet in blender to get a higher poly one without issues?
Not sure if the subdivide modifier alters the UV map
Shading it flat in blender worked somehow 
That also works
Maybe the ogf had sharp corners on every edge
can i make a custom shader and apply it just by placing a new .ps in the anomaly shaders folder or is it more complicated than that
im assigning it in ogf tool but in game its just clear, idk if its applying and not working or not applying at all
what does this mean? i'm editing pizza's BAS 3DSS mod to work with gamma. some scopes work, others give me this error
specifically the leupold and march-f
is there anyway to mod away the new yellow to blue color cross fade color on every single holopoint, eotech etc.
it is driving me insane
You need to edit the prs sight texture it has in blender that sits on the sight itself
just making sure. its not possible to edit as 2d texture in photoshop.. i need blendr?
it is possible
anyone, can give me the PRS sight texutre number in GAMMA. so i can locate the correct files.
i tried searching PRS, but they dont show up
alright i tried. searching paralax. and ( 398- Parallax Reflex Sights - party_50 ) came up.
however its not activated.
I did try and add Parallax.Reflex.Sights.For.GAMMA-1, myself prior to all this.
but my game wont launch if its activated.
so im a bit confused now.
sorry for the dumb questions
There are colored texture files inside 3DSS for GAMMA (PRS is now included there). Make them fully clear/transparent.
bless you, ill look into it!
3D Shader Scopes for GAMMA/gamedata/textures/wpn/prs
and everone else that helped ofc ^^
i found it, and edited it. gonna test it now
Ask Pizza, AFAIR 3dss in GAMMA and 3dss for Anomaly is a little bit different.
tracer_length_max = 12
tracer_length_min = 4
tracer_length_k = 1.2f
what does tracer_length_k mean?
or do
this is under bullet manager
- Tracer length modifier added to the bullet_manager section,
tracer_length_k
modifies how?
adds fuzziness to length?
i know to get tracers they are capped at minimum length - in this case 4. so max length doesn't really matter. i wonder if tracer_length_k makes that 4 a fuzzy range like 3.8 to 4.2 for example.
im pretty sure u can find allat in the code; https://github.com/themrdemonized/xray-monolith/blob/8445f7beb692bda5a227707c865961a3370539d8/src/xrGame/Tracer.cpp#L137
that was fascinating to learn thanks a bunch for posting that link
so it's just a multiplier.
u8 colorID,
float speed,
bool bActor)
i think that last one should be a comma?
from that code
nm
Is there a fast way to teleport to certain locations to debug?
between levels jump_to command on level freecam to fly to spot and enter or num enter to spawn player
Is there a list of names for each region?
hints after you complete command
I've figured out with the dragable HUD editor mod, when you copy the values from the change.dtx file or whatever it's called, the entries into that are usually NOT ACCURATE to what is represented onto your screen, so you have to copy what the values on your screen are from dragable HUD editor to the change.dtx file because all the values are usually off by about 30%
is there any way to add the radiation hot spots to the garbage heaps/trash piles in garbage map back?
Position depends on the animation and origin points
I don't think I articulated what I was saying well above.
From me messing around with 4 different guns with dragable HUD editor, for some reason for me at least what is represented with the dragable HUD editor UI does not accurately get translated to cache_dbg, so I've had to cross reference what dragable HUD editor UI says with what's written in the file, change it to be what is represented by DHEs UI because the numbers in cache_dbg were not at all what was on DHEs UI if that makes sense
I was mainly making edits along I think the Y axis in DHE and whenever I'd save the changes and make my own personal mod with the the gun would be randomly shifted like randomly, till I figured out that the cache_dbg file had random numbers not the real ones lol
Hi, I want to create textures for weapons, but I don't know what programs to use to create them or how to extract the file from Stalker so I can retexturize it.
Then something is wrong with your dhe or you aren't overwriting the actual values
No the actual values were getting over written, usually id lightly look through to see if there were any Z overwrites for X gun, then make the mod and then be confused why the gun was shifted up and to the right out of my hands once I added the mod to my modlist. Then I looked at what was written in cache_dbg, it was not recorded correctly till I started cross referencing them. Like the actual values in cache_dbg were off by about 30-50% compared to what was directly on DHEs UI with DHE being the accurate one and cache_dbg having inaccurate information.
I mean either way tho I'm getting the results I want, I just figured I'd share in case anyone else is experiencing what I was
I do have the modded EXE, and the prerequisites for DHE
I have no idea what the issue could be. I've done thousands of positions and never ran into numbers being off
Neither do I, the only other mod I have from vanilla gamma is frostys tarkov weapon pack and it's dependencies, but the weapons I adjusted were vanilla gamma weapons with no overwrite files from the tarkov mod
Good evening! Are the 2048x2048 .dds font files actually used in the game? I did some tests at 4096x2160 and 3840x2160 resolutions, and only the fonts in 1024 and 512 are being used.
Hi. Sorry to butt in with a new question but if anyone has time later... I'm trying to enable fire_modes 2 and/or -1 (Auto) for double-barrel shotguns in the weapon *.ltx files. That has worked for me in the past for SoC OGSR+Gunslinger, and so did full auto for a glock - but not in GAMMA. All that happens is that I can click the switch firemode button and get animation + sound, but the firemode stays at 1. Anyone know why? It seems to be a known fact of Stalker modding that fire_modes only work for some weapons. What I'm really wondering is if there's anything I can do to hack together something that works. Or if it is impossible.
i have 1 problem
<text>Mantener tu equipo en buen estado te ha enseΓ±ado a ser mΓ‘s eficiente con tus herramientas.\n \n
%c[ui_gray_3]EFECTOS:\n
%c[d_blue] - %c[ui_gray_2] Reparar o limpiar tiene un %c[d_green]5β―% %c[ui_gray_]de probabilidad de no consumir el objeto de reparaciΓ³n utilizado
I did a translation for a mod that I really like and I plan to upload it to modb. The thing is, it's the only % that comes out wrong for me. In the mod, they are all the same and come out right, because the 5% comes out like this.
The others appear correctly in terms of number and color, but this one does not.
others % if they turn out well
{
Could it be because of the second underscore in [ui_gray_]?
I'll try that.
I am the translator of the French version. I have been working on it for weeks. If you need any advice... π
%c[d_blue] - %c[ui_gray_2] Reparar o limpiar tiene un %c[d_green]5β―% %c[ui_gray_2]de probabilidad de no consumir el objeto de reparaciΓ³n utilizado
I'll try it out.
It didn't work. I'll try removing the color values and just leaving the % number.
Can you press F5 to reload the game so you don't have to keep opening and closing it to see if the mod's % values have been updated?
or I have to close the game.
When there is an error in an .XML file (an unclosed tag, for example), the game crashes on startup, before reaching the title screen. I imagine that the game βscansβ the text on startup. I'm not sure, but I think you have to restart the game each time. That's what I do. It's... time-consuming!
I don't have any errors in the XML, only in the translation. The strings are fine.
OK, I'll delete the color data, and now I have to fix the accents. I'll see how I can add them.
To display special characters in Spanish, I recommend this#594915775522013197 message
Where is the ID βst_perk_repair_junkie_desc_1β from your screenshot? It looks like the text from βui_st_encyclopedia_achievements.xml,β but the rewards are not the same for me.
I don't have access and I don't know why.
tnks
This should also help you identify the βroleβ of fonts. #βπmods-making-discussion message
Can we get anomalous lean that has a 50/50 chance of giving you insanely good benefits or completely murdering you
...what
What dictates the model a ranked NPC uses? I saw a picture of an Expert loner wearing a tourist jacket and that seemed quite out of place, so I'm wondering if that can be changed
Press F7 to open the debug menu, then Numpad 0 to reset the system.ini, then F5 to reload. Works for configs, so it'll probably work on XMLs.
Has anyone encountered this kind of problem before.how to change the circular mini map to a square?
Hey so how does the english voicelines for mercs mod work? I want to make a mod that'd allow the user to switch their character's voice in the mod configuration. Did anyone try this? Is this possible?
excuse my laziness but I really dont have the energy to reverse engineer it from scratch
Hi, how about a mod that mark a stash you have just received ? Look helpful when you have a lot of stashes marks
Yes and no
Will probably require changing file names
And then adding it to scripts
go on
cause like there is a mod that does it, midifier being the player faction. Would it require making the player a separate entitity? Just adding in a configuration option?
Like
if new_voice_lines then
local voice_line = voice_line .. tag
end
thats why im asking how it works right now cause this can range from 30 min adventure to absolute coding CBT
CBT for sure
Especially if you didn't code mod for stalker before
You need to add new option to MCM
And then smth like this - or edit all scripts
is there anygod who can help me? please.
ah ha .i fixed.
hi guys is there any mod for all texture overhaul?
sorry
what encoding did you save your XML file in? anomaly uses Windows-1251, not UTF-8 (the default on most editors)
what you are seeing is almost certainly an encoding issue
just so you're also pinged - this is almost definitely an encoding issue
Hey people, I hope I am in the right space. I am new to mod making and I have no idea where to start.
I am a designer and I wanted to design some ui. those are the concepts I made and I appreciate any help
inventory xml: ui_inventory.xml and ui_inventory_16.xml for wide screen. this file controls the location and textures for the inventory UI. as assembled by ui_inventory.script
i'd say most of what you want can be done by editing that xml.
(your screen shots are missing the "picker" the ui in the middle that shows up when you click on a stack of items and lets you pick a particular one out of the stack. turning staking off so the picker isn't needed is possible. )
the item wheel you should find the item wheel mod and dig out it's xml to see how to reskin it.
thanks a lot this should get me started π do you have any idea on how to render the character as well?
There are a limited number of fonts in the game. their names are hard coded in the engine, so while one can modify them one cannot add more.
the text display is also limited, and text scales independently of the rest of the UI, so can be hard to accommodate.
to get really good control of text display i would just make a texture for each letter and put them on screen myself via a script. Fortunately for my laziness i don't care if the text looks off so i just use the default fonts
thanks for the tip that would be helpful! but I was asking about rendering the player when the inventory is open
fake it with clever 2d paper dolls.
spawn a lobotomized NPC in the world but there are alot of problems with that.
okay! that cleaver! thank you a lot man
Anyone know which file is responsible for the radio option configs in the menu? The page where you can edit playlist names. Or, more directly, where the playlist names are stored?
How do you guys do icon renders? https://www.youtube.com/watch?v=kkwmdb9iLME is this a good video to follow?
Blender beginnner series showing you the basics of blender. Learn how to make your first project in blender. Today we are going to show to render images.
Hello, I have a question about creating weapons.
this is uv template for sig sauger p220 ok, the problem is this uv created for me
this is my template (uv)
problem 1
problem 2
but from this side it looks beautiful
How can I fix it?
Bruh i can barely see it
take screenshots with light shining on it or something
The problem is that you can't see the trigger hole. in the problem 1
Its very clear. You didn't follow the contours, so it applied messed up
mmmm
you can't just change the shape
Like it is mega different in places
you need to edit the model to correctly apply the texture
Okay, I'll try to fix it. It's the first time I've created something like this. I used to just translate mods, but I play at 4K and the graphics are good, it runs smoothly, but the weapons all look like cardboard toys.****
also why the hell one is overlaid over another
textures are 2d
this means a chunk of the second one is literally missing
This looks AI generated
like the fuck is this even
oh no. You did Ai generate it

Please, dont tell me you just used AI to generate a texture
probably chatgpt
cause colors look like chatgpt image gen
@summer stream get exposed to this
i can't bear it alone
I'll try to do it manually with GIMP xd.
But don't make fun of me. xd
I wanna bleach my eyes
If you want higher res texture - just use AI upscaler
But dear god no ChatGPT
AI upscaler?
Just google
Well it looks like chatGPT
xd
These overlaps are great
Get a "legal license" for substance painter and practice 
In ogf editor you can make an icon from the image
way easier
Is there an orthographic view from the side or is that too much?
all you need to do is position it like you want and press a button
orthographic is really not needed
How do you save the image? With a screenshot?
it shows in the viewport what to press
Pardon me for being
but uh....
It should show help in the top-right corner iirc
click in the viewport and press H maybe
try pressing h
or F1
Get this, I'm mashing I but dunno where it gets saved
i do believe it in the images folder that you set in settings
Hmmm
Ah, bug fixing... Idfk why this bug is happening. But hey, at least I know what's messed up
what bug
Ah, there we go
what are you talking about
A bug in my mod
I'm trying to make COTI for NVGs, but something is making my game unhappy
It will look the same essentially
Maybe the lighting would be different if I changed it 
I'd 100% do this for mag renders
I have graduated from a variable error to stack overflow. I'm a true master kodr
Hello, I want to make a language translation mod. Can anyone give me some advice?
on what language do you want to translate on? 
Thai language I want to translate it for my own use and share it with others who need Thai language π
alright so, what do you need is to have program to edit XML's
i mostly use visual studio code for it
https://igigog.github.io/anomaly-modding-book/modding-tools/index.html?highlight=XML#dialogs--xml
there is a lot of useful information is modding book
Introductory book for S.T.A.L.K.E.R. Anomaly modding
why did you do that
why did you think that would work

vibe coding is so cool (derogatory)
Is there a list somewhere that has the itemids of all current 'valid' weapons in GAMMA? I want to update a lootbox pool but I want to make sure I'm not adding blacklisted weapons
Fellas, I edited the maid poster file to a custom one I made and now it's crashing my save, anyone know what I messed up?
what mod adds the 9x21 ammo? im trying to get the bullet icon
as far as I know this is updated
advice: Anomaly uses Windows-1251 encoding, make sure you save all your XMLs in that
That's what I'm trying to do because Thai language is not supported in Windows-1251
I changed the language and it became ?????
Youre screw then 
i mean anomaly cannot handle letters outside of A-Z a-z Π-Π― Π°-Ρ in the character names. It straight up crashes out and can't make saves
If you put a single " quote mark in a character name it WILL crash the whole game out
so uhhh i don't think it can handle Thai
You can do what @balmy quiver did with his french transilation by replacing the font texture (a huge pain)
I won't deny it because if I could do it, I wouldn't have to ask you guys.
especially since thai writing system doesn't have 1:1 matching with latin alphabets
I edited the text and it worked, but it came up as an unreadable language instead
Ask him is your best bet
This was quite difficult for me to begin with:((
do you know which file location that you can use to change Attachment stats like grid and kelva armor @misty mulch
make a dltx config to overwrite all that shit, my guide is pinned here
the answer to "how do i edit the config for whatever" is almost always "You should be making a dltx override and not directly editing the config itself"
haven't you already done that? you were editing ammo configs
yeah so... do that again but for attachments
to figure out attachments, run a find-in-file search on either the gamma mods folder or the unpacked anomaly folder, for the section ID of any attachment you want to edit
that should get you the base config file
and then you do the usual "find root file" thing
Hello there. I want to add a speed modifier to some artifacts in a mod that reworks all artifacts. I already added everything needed to the interface and wrote a script to change the character's speed, but for some reason at a speed of ~150% of normal during sprinting, small damage is dealt and the character loses speed.
Does anyone know what the problem could be?
You are going too fast and colliding with the ground
there is a speed limit you can't cross
thanks for explanation
Anyone knows how the LTX damage values translate into the GAMMA stat card?
Like if I want a "65" damage value what should I put in the LTX
So 0.75 = 75 dmg in GAMMA?
not exactly
i dont remember what it is, but that doesnt just translate to 75 damage straight
If you could pull an example from the files I'd be extremely grateful 
k_hit comes fromt he bullet itself
not in gambla
GSC like their code like spaghetti
That's not GSC
Because in vanilla Anomaly and the OGs stats are not displayed in numbers
But rather bars
But I'm doing a gun for someone who plays gamma and he asked the gun has specifically 65 DMG
#ββ’stalker-chat message heres the calculation for damage against stalkers in gboobs
what caliber gun?
5.56
that's going to make it the strongest 556 gun in gamma lmao
Yeah well that's his call not mine
What is the values of the strongest 5.56 gun in gamma tho just so I can do it aprox
lemme load up and check
I'd just guess each time to get 65
wouldn't take that long
Id have to rely on someone to look in gamma for me each time I changed the value
So yeah it would take long
so it seems that hit_power = displayed damage. but that might be because of my ui
lemme try a raw gamma
LOL it is different based on ui
Oh you don't even have it
Sota edits the calculations
yeah, seems it only displays hit_power
try 0.94 hit_power
that should display about 65 hit
I don't have 150gb to spare on a bloat pack
need only like 80
150 is with all the download files
they are not needed after the install is complete
Yeah and after one update everything can go to complete fucking shit so you do need the downloads
And 80 is still fucking insane
80gbs is a modern battelfield game
A ghost recon game
A modern Assassins creed game
will do
But not a COD game. And soon not Ghost Recon or AC game too
they will just be redownloaded, but yeah
What is the standard way of porting ogf models to blender? Xray addon still or?
What do moders use nowdays?
xray addon
found it, and tried it with 4.5 but it's not working, and I can't for the life of me find for which version the addon is made
the releases
and it's made for 4.4
tnx
oh so it is being updated, nice
i was expecting i had to instal 2.7 or something
Do I have to link these libraries? I can't find any of the folders titled objects, maps, groups in the anomaly directory
OK great, it found those automatically it seems.
this addon is much more advanced it seems then I have expected. I am impressed.
How do I load an ogf model, will it detect it if I just drag it over?
for the game that it was made, it's a bit too much advanced
no
the import
a lot of the stuff that you can see here
can be investigated further via anomaly modding book
yes
Introductory book for S.T.A.L.K.E.R. Anomaly modding
enjoy it
a lot of anomaly stuff is simple to learn
buuut most of it works on
dreams and hopes
hahaha
nice
Well, tnx a lot bud, I was meaning to go to sleep shortly.
Not so it seems!
the 2 am motivation :
that gif is life XD
love it
Even tho I am not a modder...yet. I know what you mean.
I just recently realized its been 10 years since Fallout 4 came out and in my mind that was 3 months ago.
I was like, i got time, I'll play it later its fine. ADHD gods always make me make something relating to what I want to do, instead of doing it. So I think I was born a modder and mislabeled as an idiot.
heyyymen to zone jesus!
truth, wish I had more control of it tho. XD
why am I not obsessed with making millions instead of arranging pixels
idk
such is the way XD
tbh the entire reason why i got into modding stuff is
making girl stuff 
why?
yes
some people r calling me insane of how many projects i have on me
ill try playing the game now
i am king of unfinished projects. I never finish, I start new every day. 10y streak! (not a gloat, I am sad)
tnx for all the info
Good luck out there stalker.
Blowout soon, seek shelter!
What is hud_low_inertia? I noticed some hud sections of weapons inherit it
im bout to lock up on gun movement, just work the hands from now on
nah its still not good
can anybody assist me regarding modding? im a noob and im trying to make my first mod for gamma which is a main menu mod
I just want to change the background of the main menu to a Image file, while not conflicting with UI Rework by Sota as an example(because im using it and its nice ;p)
main menu appearance is controlled by a script and an xml. 99% of main menu mods can and do ignore the script.
the xml is this one: https://github.com/RAX-Anomaly/Anomaly-Mod-Configuration-Menu/blob/main/gamedata/configs/ui/ui_mm_main_16.xml
note this is the base MCM version. it is likely that gamma has modified it more. you will need to search in mo2 for the active version of this file in gamma.
in my version line 4 has the background texture name. convert your background image of choice to .dds and put it in gamedata/textures/ and type its name in that place. note the file used by this xml is actually in gamedata/textures/ui and the file name in the xml has the ui\ in front of it. the xml takes a path-name starting in the textures folder.
in theory you can make the edits to the xml with the dxml system to reduce conflicts but that is a bigger fish and probably overkill for a first mod.
Autism buff is severely beneficial to work with anomaly files
thanks for the reply so much! I went to sleep like 2 min ago so once i wake up later i will look into everything you wrote, if i have issues i might write you, cheers stalker! β’οΈ 
@simple scaffold Also do you think if i manage to do it and change the picture, will it stil be compatible with ex: UI rework by Sota? or it may cause issues with other UI and menu mods?? ( Because i just literally want the background to be different..nothing else) cheers!
if you take the xml from their mod and change name of the background image it will contain all of thier other changes. You should generally ask permission before publishing that kind of derived work.
option 2 you could look at their xml file, find out what they named their background image and have your mod just be your image with that name , and let mo2 replace theirs with yours.
option 3 (and again this is over kill for this kind of thing) use a dxml script to change the xml file once it has been loaded into the games memory to use a difernt background image.
options 2 is what you should do if you only want to change the one image.
option 1 would be if you wanted to do something like move the menu to one side, or add another badge at the bottom.
option 3 takes option1 as a prototype and makes it something that doesn't contain anyone else's work. but requires some knowledge of lua and is only mentioned because i am pedantic, not because it is something you should look at for mod number 1.
if I wanted to exclude an item from being sold to any merchant, do I literally have to DLTX every trade ltx?? they're all roots
this took like 3 yrs to render
Anyone have experience with making new outfits/backpacks compatible with FDDA? Getting a crash when trying to equip them
use the trader auto inject script to remove it from every traders inventory after they refresh their stock.
why does my username look drunk.
ah, didn't know that was a thing. I kind of just made dltxs for all the merchants
oh well
it has advantages and disadvantages. For "removing one item from everyone" it is way easier. and for my use case of giving evey merchant that sells a fort pistol a fort pistol mag it is way easier and won't break when someone like you removes the fort from sids trade profile.
but setting up a new trader from scratch, or changing the inventory drasitcly based on reputation, the ltx's work better.
hmmm tbf its more of, I'm removing the 19ish custom ammos I made from being sold to traders, so it probably wouldn't break anything
I just dltx-ed them to the list of ammo/ammo_bad/ammo_verybad that is used to exclude items from traders
Im trying to make a mod that will spawn artifacts - it's not showing in mcm at all, could anyone check why?
- add options callback
or just copy code for MCM from here
i mean smth like this
RegisterScriptCallback("on_option_change", on_option_change)
- wtf is this code about
why not to store all of this in varuables?
like this
Disregard this
and also why local gr? Just options bro
plus return options
Could you chheck this now? I'm building this with chatgpt so it's hell of mess

lol
I do not know how to make mods and I need spawner for ironman 
Spawner, you mean menu for spawning stuff? Debug mode alr have that
It blocks invictus, and I don't wanna grind in singleplayer game :/
If you want to do that then you shouldnt get invictus to begin with

why bother with invictus if you're gonna ignore the reqs of it
Whatever, you can use this https://discord.com/channels/912320241713958912/1316092867470688357
But what about invictus protect?
What?
This workaround crashes game with protect, should I disable it?
Yeah when i have time
Yes, you do. It's a bit of a pain. Mass-renaming files with batch commands is how I did it (copy over all the trade ltxes -> mass rename using a pattern in Powershell or similar -> blank the contents of all the files -> you're good to go)
Edit: oh wait of course raven got there first lmao
Default gun damage stat calc:
( (hit_power * first bullet in gun config's k_hit) ) / 150
This is because every stat for display, is normalized to 0 - 150 by default, because that's the range for the stat bars.
For actual damage on hit, use my simulator.
And yes the easy way is just to copy the value from another gun in the same caliber, those are essentially listed out in the weapons database I made (just divide by 100)
I'm on my phone so would need to double check how the normalizing function actually works, but close enough
Hi guys,Iβm learning to make hard surface weapon models in Blender and I have a question about texturing them for Unreal Engine 5 (or in general). Iβve seen different workflows: some people keep the weapon as one solid mesh with one big texture, while others keep it split into parts (like stock, muzzle, body) and texture each separately.My issue is that when I tried one big model, the texture quality was too low because the pixel density per part dropped. So whatβs the better approach for weapons β one combined mesh (except for animated parts like the magazine or bolt), or keeping everything separate and assembling in the engine?
hello i am trying to make merc_combat_scientific_outfit to have light_merc_outfit hands , if anybody knows.
obviously, replace the name of the original armor + the name of the visual section you want to swap out
as in, point 3, find ![merc_combat_scientific_outfit], point 4, replace with whatever it said for [light_merc_outfit]
somewhere here right?
oh you have war nymph
you'd have to figure out which dltx wins the conflicts then
let's go with yes
i suggest you make notes of what you changed in case it doesn't work
pretty sure its warnymph, the LASS section is empty.
okie
change that hud section to light_merc_outfit?
if not work ill just revert changes
player_hud_section = actor_hud_merc_light_outfit ? hmm
Hi, Stalkers! 
A quick question.
Is there a value in the game engine to reduce the cursor scale?
Something like cursor_scale 0.8?
Even though I have the game set to the nominal monitor resolution, it is not displayed at a 1:1 scale, which makes it blurry. Reducing its texture does not solve the problem, because it then loses resolution and detail.
find the section that starts ![light_merc_outfit], copy the player_hud_section = some fucking thing line
replace the line under ![merc_combat_scientific_outfit] with the one you just copied
Is anyone aware of a binoculars quickdraw.script equivalent?
I want to keep knife in binos-slot and upon middle mouse button I want to quick use binoculars - return to previous active item on key release
I'm looking at G.A.M.M.A. Close Quarter Combat , specifically quickdraw.script but with all the magic constants and shortened var/function names it's black magic... And at some point it freaking deletes the knife (or animation? Are animations also objects in the same sense as NPCs or items) and then recreates it? What!?
So why are slots 0-5 special? This is 6 slots and my understanding is that there are 5 "weapon slots" [main, secondary, knife, binos, grenade] so what is the sixth slot?
local hit_slot = {
[0] = true,
[1] = true,
[2] = true,
[3] = true,
[4] = true,
[5] = true,
}
...
if not (hit_slot[db.actor:active_slot()]) then return end
But I must off the target entirely because why would we interrupt quickdraw with a knife when a weapon is active? Are slots in active_slot even what I'm thinking about (the items activated on 1,2,3,4,5,6,g etc key press)?
ok, so apparently copilot can help me understanding all that, you can ignore my questions i guess because by the time someone answers I'll probably be on a different issue anyway.
why store them at all, why not just use ui_mcm.get() every where you need the value and tell ppl that don't have MCM to get bent?
cuz i didn't knew there is ui_mcm.get() 
oh wait
oh I'm stupid
well
Anyway...
There is already way of no turning back
all this stuff where ppl use the options change callback to fetch MCM values is simply so they can have defaults to use if MCM is missing.
but gamma always has MCM. so you can just fetch the value from MCM every time you need it no worries. simpler code. less ram.
Hey, I'm Chebatenka, an aspiring 3D artist from St. Petersburg, I took the course of Andrey Smirnov (diploma in front of you). If you have an idea for a mod, or you are already creating something, I could help you with your idea. the characters and "exact models" (which should perfectly repeat the proportions of the original to the millimeter) are beyond my power, but the food, appliances, surroundings, etc. - no problem! write at any time, I will be glad to cooperate. .. And yes, I don't know anything specifically about anomaly modding, I'm just a stalker fan here.

Why is the loop unrolled? Is there some penalty to having loops in lua?
local knifesm = {
"wpn_knife",
"wpn_knife2",
"wpn_knife3",
"wpn_knife4",
"wpn_knife5",
"wpn_knife6",
"wpn_knife7",
"wpn_knife8",
}
you can try to contact @ diolator. afaik he's working on PBR retextures, but models could use some love too
thank you for advice
no. i'm going to go with ppl are silly
thanks
Thank you so much for the reply and all the info β€οΈ cheers!
I already contacted Sota, explained that im a total noob and that this main menu mod would be my first mod(if just changing the gamma main menu to a still jpeg can even be considered a mod hahaha), told him what I wanted to do and all that, but I didnt quite get the answer I was looking for hahaha... Im all against plagiarism in any form of way so ofcourse I wouldnt publish something like that, BUT the thing Im interested in is will his mod conflict with me attempting to change gamma background? Do you maybe know?
Because Sota DIDNT change the gamma main menu image in his mod, his mod only sends the main menu options to the left side of the screen with a new font and all that (the image is still gamma image)...sooo my question is would I need to mod GAMMA base files? or his mod files?.... Like I dont understand whats the right choice...( keep in mind i want to keep both the new image that i want to put in paired with Sota rework)
If the correct way to do it requires changing his mod then thats a completely different thing right, I would once again need to reach out to Sota which I will ofcourse!
PS: I think the gamma main menu that we have now isnt a still image(correct me if im wrong) but i think its either a gif or mp4 right?
Will that conflict with me just wanting it to be a still jpeg?
Is there any way to trigger a callback precisely at the moment an activation animation finishes?
I'm calling db.actor:activate_slot(slot_number) and I want to execute this logic as soon as binocs activation animation finishes.
local firekey = bind_to_dik(key_bindings.kWPN_FIRE)
level.press_action(firekey)
can't be jpeg, needs to be dds
if the existing file is one of the animation formats they will take precedence over a dds so the option 2 i mentioned before won't actually work. you will need a different file name and edit the xml to point to that.
If Sota's mod has the main menu xml in it you will need to edit that file. if sota uses a dltx script you will need to edit the gamma xml.
to be honest if you search for the xml file in the mo2 data tab it will give you the active file and tell you what mod it is from. it is the active file you need to edit. so it doesn't really matter what mod it is from. unless you want to clear up permissions before publishing.
ahahaha sorry its my first time I really dont know what Im doing but I want to try and make this happen because I think it would look cool
Sooo how do I check for the active file? does my game need to run in the background or something like that?
PS: can I use an online converter to convert the jpeg to the dds? or do i need some program
Is this correct? ( I used the online converter)
hooray
he doesnt know about BC1, BC2 or any other compressions
do em uncompressed via converters
or photopea
Yandere Simulator ahh code 
is there a penalty for writing "ass" ?
congrats to whoever wrote this code, there isn't one single line i wouldn't change 
for knifesm do
sooooooo why no output to console?
try printf
I'm 100% certain on_key_press gets called because it used to do something a couple of edits ago
i'll try printf
nah, printf is silent too
your line 71 has a syntax error too
yea i noticed, fixing now
no output:
funny, from debug menu executing printf / log prints to console as expected, but this snippet does nothing:
yeeeee, ~ only works for comparisons, not as a unary operator... so x-ray just ignores malformed scripts.
So. how retarded is it to try and make a mod for anomaly as your first foray into modding lmao
and where would a guy even get started looking for resources to learn
check pins, there are several guides
it depends on what you're trying to do
we all started somewhere
I never modded any game before getting into anomaly modding
And look at me
I wanna fucking kill myself
well. i had an idea for more complicated cooking recipes using the other food items in combination with mutant meat to make proper "meals" that gave benefits to sitting down and eating at a campfire instead of just scarfing food down on the go
i am sure this is hilariously more complicated than i can even comprehend.
Ive played with GTASA as a kid but nothing substantial, but the thing i want to say is that you either fly into a single game or engine and try tondo everything about it, or simply pick a thing you want to do (3d, nimations, sound, ui, scripts) and try to be good at it, if you feel content go after smth else
Trying to learn and do everything (good) will be pretty impossible
Hi, how can I edit texture for weapons? Like adding different skin. Do I need to have blender or all I need is a paint?
go get photoshop, photopea, paint.net or gimp
is it required editing bump files when adding custom skin or not?
ty
how can I create this? It's not photoshop, but some programm that can handle this
substance painter, mask sets, etc etc
ty
which line of code is responsible for ballistic res
I wanna edit the Ghillie Suit to be a decent medium armor
give it okay stats
So i changed AEK to 60 mag in the config , its type C ( rifle_5 ) in ltx. If i want to change the AEK to D class , this screenshot is mk14 ( dclass ) which is rifle_7. do i change the repair type in aek ltx to rifle_7 to make it a D class weapon after making it a 60 mag?
thats a yes i guess!
I did the same with hk416, made it a 60mag, but making it D class, along with AEK 60mag
60 mag with normal 30 round sized mags? 
I mean you cant change the mags lool
even with mag mod, they dont change
the mags will be a 60rnd in inventory with mag mod, but the mag is still a 30 visually when you reload.
so same difference. lol
armor_koeff_protection
Oh I thought you just changed the ammo count like how the MP5SD6 has 40 rounds now

@summer stream for example I want to recolor and add some sticker to this gun, it seems difficult to edit every detail here, tried looking for how to wrap uv map in blender, but haven't found, how would you solve this problem?

- go into blender
- select required zone via L and selecting the UV
- go into UV editor
- look at the UV that it uses
- put sticker above it using Photoshop or anything else
how about creating texture? Like adding some cracked paint on the gun? I can do it easily in blender, but how would I edit existing uv with that? I think I need to create another uv and copy elements to the existing one, or idk how to do it better way
You do not CREATE a new UV for CRACKS
you put them ON THE COLOR TEXTURE
substance painter can be used to make
the textures
first is base color
after that, normal, roughness and metallic
what if I want to add a picture on the gun? just use photoshop or I still need to use blender?

please use Photoshop
im literally gonna hang myself with these kind of questions
thanks
you don't have to answer
If I ever had to make weapon skins again, Id straight use 3D software. It's easier than painting everything by hand in PS, and later checking it in game
or anything bouncy, like a ball
substance painter my beloved
now what about bouncy stuff

use substance painter
i also need something to do first, that is not really gonna make my head go boom
so after that i can break the entire engine
β€οΈ
remake cocaine anims for gamma
use your beloved ODE
i have no idea what ODE is β€οΈ
wait
what the fuck
does that shit actually has one lmao
yes
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holy fucking shit lmao
well i guess now i need to know how to make it apply on a model
like using weights n stuff
time to enjoy understanding it
sdk has a whole fuckton of material properties etc
i need like only specified region to be bouncy
like with weights
from one point
very
and slowly going down so it won't be
i think i need to explain stuff better 
how hard is it to modify a gun? I really want the bas groza to be able to take a supressor
I'd assume you need to modify the model in blender to have a suppressor, then change the LTX to support suppressor affinity and add suppressed sounds
Did a quick test myself, it works to some extent
adding the suppressor is easy enough, but the groza's grenade launcher shortening the barrel makes it finicky
Do you want it to be on the Storm or the stock Groza?
β¦both if its not too much trouble
iβll pay you for the favor
Nah I'm good, this was easier than I thought 
Here, give this a try and lmk if anything goes wrong
It uses a 9A-91 suppressor
thank you so much, iβll have to try it tomorrow. Will keep you posted!
( due to work, thank you so much tho! )
Here's a pic of the changed suppressor too
This sounds lofty but I'm gonna make a tranq system and eventually redo the AI to make metal gear solid style tactics
I just started but I imagine that'd be fun. I wanna add a jail and bribe system too
that's basically what i did with my groza custom
You won't believe where I pulled the suppressor from 
That suppressor is as long as the gun without it
jesus
Seems like the only way to have the non-UBGL version work, cuz it'd just look like #βπmods-making-discussion message
you could use the bone hiding script to make it work
I think your Groza Custom suppressor fits it perfectly already
as athi said you could have 2 silencer meshes tied to 2 different bones and hide each other depending on the ubgl_status or something
Ladiez n Gentz I just made my first mod.
Its a Main Menu mod that changes the music and background of base gamma.
I will make updates to it such as making even better quality image and louder and compressed audio track but for now I need to go sleep hahah... PLEASE let me know if you like it!
INSTALLATION: Very simple just install using MO2, put it at the bottom of MO2 and you are all done, enjoy and cheers! β€οΈ
PS: Please send me a messages if you like it or if you have any suggestions or something like that...
NOTE: I WILL BE UPLOADING IT TO MODDB LATER AFTER I WAKE UP!
SUGGESTION: My mod works and looks sooooo goood paired up with Sota's UI Rework G.A.M.M.A. Style by - Sota
https://discord.com/channels/912320241713958912/1115558016608120863
Trust me its a must have combo!
Happy hunting stalkers!
Guys, what are those artifacts on a gun when editing a texture on uv? also tried to quick edit in krita, but after exporting changes and clicking apply in blender nothing happend, how to fix it?
And how to export texture in dds? blender couldn't save it in dds, haven't found any plugin for that
UPDATE: Moddb wont let me upload my 7zip file...any help please? What am I missing, i tried uploading directly from PC the zipped file, i also tried the URL option by uploading it to google drive...it still didnt let me upload ughh....
not let how?
can you come to a vc please?
never had any problems with uploading to moddb
no
this is my first time...maybe i didnt do something right
so i created a 7ZIp
folder
aaaaand when i try to upload it
it just starts and then immediately stops
and gives me a stoopid error
unknown
add screenshots and the error
:C
ok 1 sec
@slow bolt
I even tried renaming it with _ instead of spaces
didnt work...
i uploaded it to my google drive and put in the URL link but I always get the same error.......
@slow bolt any insight? :p
@simple scaffold π
ohh wait...was it me trying to upload to the "files" section of moddb? Should i click on "mod" section instead?
(sorry everybody its my first upload!)
DAMNNN it looks sick! Cant wait to try it out ( in 12 hours TT u TT)
Upload a game or mod related addon to ModDB and share it with the community.
ohh that page looks completely different than mine, THANKS, i will let you know if it worked β€οΈ cheers stalker!
@slow bolt NOPE...
still the same error................
you think VPN will solve my issue?
omg
do you recommend any VPN for uploading mods?
well VPN doesnt work....
i tested it now
i dont get it...what should i attempt to do?
ok so im reading about A LOT of people having this issue regarding moddb IN GENERAL...... i dont know what to do
btw my mod is 5.34 MB.... so its impossible for that to cause the issue and my PC and internet are very good
never had this problem. Try different browser maybe
Email dbolical?
sorry what?
I need to download and setup a browser but I see people complaining about all of them......
Im using Google btw
Dbolical the company that runs moddb
Good thing Edge is preinstalled
(in this case)
try with it
oh i didnt know about that... I might do that but like why the fuck cant i upload a 5.34MB file....their site is in shambles
i got super frustrated since im trying to upload for hours now...
It's not. It's on your end
hmm i see, what do you think is causing the issue?
what should i look into?
this what happens when I try to use google drive link apart from getting the same error when upload starts aswell.....
@slow bolt @simple scaffold
well duh you can't use a drive link to upload a file
can you please tell me what should use then?
i guess i didnt understand the URL upload thing... doesnt change the fact i get the same upload error
idk upload it here to show
I did
dis?
yes
ok so
i used Chreome extension VPN
and now i manage to come to 100 percent immediately
I managed to code in Tranq Darts and i'm trying to get them to be recognized to be useable by wpn_pm but I can't seem to get them to load into the magazine...
hmm
but now its stuck......
magazine valid ammo is part of the magazine base type. seperate from the gun's ammo list. you need to add the ammo to mags redux base type for that magazine
I see! Will make a magazine.ltx now then thank you
ok so when i turned on Google chrome extension VPN now the file immediately uploads to 100% within 3-5 seconds
BUT its now always STUCK at 100.....
and after some time the same undefined error appears...
bones_coeff_protection. obviously, it is not a number, instead you need to find the section actor_armor_ghillie in damages.ltx (...or at least i think that's the file) and check its numbers/use DLTX to alter its figures. GAMMA only cares about the bip_01_spine (ballistic res for body) and bip_01_head (ballistic res for head) figures
fire_wound_protection res is actually not used at all by either gamma or anomaly
Omw to spread misinformation 
@honest dust the file you want to look at is your GAMMA folder\mods\G.A.M.M.A. Guns Have No Condition\gamedata\configs\mod_system_zzzzzzzzzz_streamlined_misfire_probability.ltx
Curious if anyone knows the main area to modify weapon jamming basically to reduce it on healthy weapons? Arti_jamming and the WP{PO?
thanks man
or you know. just enable this
so he did some of his own changes as part of gamma correct like as
or look at what changes that mod does
Ok great thanks, I just want to about 1/2 the chance I do like it happening
if by "he" you mean Oleh lmao
Ty for your help ill mess around with stuff
change weapon condition in Guns Have no Condition script
I appreciate it man ty awesome
actually nvm, that only works if you want to increase chance
We will see how I did lol I lowered the start probability of each weapon I want to try
Thanks for all the guidance
Guys, I've downloaded a mod for additional armors. The mod has models, and everything works... BUT in first-person view, the body seems to be without armor
i wonder why
The mod was not made with Visible leg mods in mind
He is asking how to add it to Visible body mod
we know
I understand, but then I have a question, is it possible to simply connect it to the SWM mod? It's just that I've already tried, but it doesn't work that way.
it seems to me that the mod code is quite strange...
Yeah, you add a new line for that armor and assign an existing leg model for it.
are there guides on how to do this?
you forgot to add "_legs" after the outfit name
Thanks for the tip, I'll restart the game now and see if it worked.
one error correction was not enough, can you tell me what needs to be done in the fashion for adding legs?
It should look something like this. first half is outfit filename, second part is the suffix you need to add "_legs"
visual determines the filepath for the leg model inside "meshes" folder
I've done exactly as you say, but nothing has changed in the game.
Then i have no idea what to say 
do you have information about where a similar file is located, but for vanilla armor?
Make sure the file is not overwritten by some other mod
Yeah thats possible if thats the case
I'm 100% sure of this, because SWM doesn't even see the mod, apparently.
and the mod for additional space suits also does not apply to third-party mods.
hahahahaha I found a solution
it was necessary to change the code not in the SWM itself, but in the GAMMA hands legs models swap mode
yep, file was overwritten
thanks guys
can somebody send me default settings for SSS and ES in mo2?
Small question. If i want change stuff on backpacks like how many mags it can carry and so on, which file i need to change?
the one thing you put in your example is in the mags redux mod outfit data.
just about everything else for back packs is in https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/configs/items/outfits/o_backpack.ltx
ATHI or Anomaly mags redux? Missed the content for over a year and forgot how to set up my stuff again π
whichever one is loaded last and has the file
@simple scaffold Thanks for pointing me in the right directions, I managed to upload the mod minutes ago!
I did contact ModDB via email, the only question i have is how do i "submit this form"?
You can see in the screenshot it says the file has been uploaded but it tells me i must submit a form in order to save it??
I cant find where or how to submit a form..also what form do they mean by refeering it to "this form"?
very bottom where it says save download
it is a silly named button
I got it, thank you once again Raven! Thanks for putting up with me and all my questions in the past few days, cheers mate!
how can i modify the gloves of an outfit? just go into the ltx from the gloves i want and swap em? ( or its more complicated?)
So I got the base form of it working. Though it doesn't use mags since it's loading "darts" I have the tranq gun recognized and the shot is coded to put them into a "sleep /incapacitated" state , but due to this another shot kills them. However I got it to code the states and have correct call backs for time spent unconscious, wake states and behavior. Its working so far. Baby steps!
By the end of this I will have a whole system that has patrols respond in various ways to unconscious bodies, capture system and drug overdose overhauls for the player using meds.
MGS style alert states too
Getting the gun and the initial state working was fun though, I'm happy I started this
gloves or arms?
arms you can swap
gloves? That is a part of the model
and since you don't know - you wont be able to do it
Sorry, yes i mean arms
( i just really wanna spice up some armors, especially no battery exos, their gloves suck )
( or the wastelander and then merc ace, their gloves are so basic xD)
If anyone would like to help make this too who has more experienced coding knowledge, I'd be happy to work with you
hey I found a gun that plays the reload animation even if there is no ammo for it to reload
how could I fix that?
Will try, thank you
Psst, change your server tag :>
Oh sorry

Sorry about that
Tell illish about your project. He's not often in this channel, but you'll find him here: https://discord.com/channels/912320241713958912/1278836517858447471
so far so good
I've got it to where they drop their weapon and enter a passive, amnesia state , sleeping. And they wake up confused and don't remember you. Which is neat!
So far no animations to match but
here's visual of it working!
https://streamable.com/nrybt4
if it is an all new gun then you simply don't define magazines for it and mags redux won't touch it. but you asked how to get them into a PM magazine i explained how mags redux determines what can go in a magazine.
How do i add static anomalies? Want to fill the garbage hills with rads
Does anyone know what the :r and the number mean in loadout.ltx? For example
read the comments at the top of the npc_loadouts.ltx file
that is where the explanation for all of it is
thank you both
same way you add dynamic anomalies just don't delete them later.
which is to say look at the dyamic anomalies script
static anomalies are registered on NPC pathing while dynamic ones are not
I have never seen any evidence of that.
Wdym
they literally walk right into them
that is the problem with the dynamic anomalies mod
the other one is that it can create anomalies anywhere - even campsites. But for this purpose that is not an issue
There's only dynamic_anomalies.ltx and it only controls anomalies that will shuffle between off/on state
Hi, is there a way to know what bone is for what part of the models, in the ballistics script ? Like an image or a list
How 2 learn to mod Stalker in a instant?
"mod". mod what? engine? shaders?
learn CPP and HLSL then.
textures? look for tutorials, read anomaly modding book
meshes? learn blender, maybe maya? again, modding book
maps? watch ru tutorials
damn there's a 'Anomaly modding book'?
maps? watch ru tutorials
But i can't into russian
yep
check out the pins for lots of resources, modding book included
Does anyone know where this texture or file is stored? I assume it's part of base anomaly or something cuz it doesn't show up in the data search
probably in the database files of anomaly
If it does not show in mo2 then it is indeed in vanilla packed files
that grip looks really uncomfortable
it would be better if you did it like iwp pistols
besides that its good
I guess the hard part is finding where it's stored 
yeah, the left thumb cant be under or even completely over the right thumb, have to do smth similar to that
yeah
extending the arms as well
Is there a command to force a jam?
Theres a script for that
I noticed earlier, do I just make an empty mod with gamedata/scripts/insertjamscripthere?
Yes
its num 5
Anyone know where the script is that adds the RF receiver to the 'add to loadout' section on the new game screen? Trying to make that section blank
I found the Thompson script and removed the text contents and boom, no more Thompson, but I've no clue where the 'detector_radio' / RF receiver is hiding
how hard would it be to replace the texture of the "photo of a loved one" item? i want to replace it with somethign funny
You and a bunch of other people





