#╙🖇mods-making-discussion

1 messages · Page 125 of 1

fair canopy
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It's not hard. Just download one of the existing photo of a loved one replacer mods and change the texture. Most of the work is already done

naive snow
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Use something like Notepad++ or your text editor of choice, search in files within folders, filter by .ltx and check if there's a DLTX that adds it somewhere

naive snow
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You can then simply look up in your MO2 the last file in order for it, in this case, GAMMA Starting Loadouts

sacred osprey
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thanks didnt even think of that

spiral coral
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there's no mod about changing carryweights that works anymore right, so does anyone now how you can edit manually on the games file pls helppepesludge

azure pine
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@stoic zephyr can you share the font you used for the text on ur icons?

past kernel
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Hello. How can I decode data in the .scop savefile into readable format? Example:

balmy quiver
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Thai font (stalker style) coming soon hesrightyouknow

simple scaffold
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the .scoc file on the other hand is serialized lua and you could make an editor for that fairly easily.

slow bolt
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Tbh there is no need for that at all

misty mulch
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potentially helpful context for people regarding this data decode ask

Is there a way to read the PDA messages log outside of the game? I have a long playthrough but I'm looking for a specific message spread across a in-game 3 month period and I don't want to drag and manually read all that in-game.
Found a log entry in the .scop. How can I decode this, such as to see the date of this entry?
#🔨base-gamma-support message

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also ig the other q here is ingame date or IRL date

storm lion
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Is there a mod that makes time pass by when you go to different zones? and is there a mod that adds more communication, npc txts

sonic bolt
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Starts at base gamma support, is directed to mods making, then is finally directed to newbies chat omegakekw

misty mulch
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also doesn't time already pass when you go to zones and that's the heart of e.g. the "changing areas makes your limbs instantly heal" problem?

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that or it's a setting in the settings menu i thiiiiink.

storm lion
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if its a setting pls let me know when you figure it out

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what about more texts in game I always enjoy those

misty mulch
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judging by everyone going "jesus fucking christ it's spamming my pda" that sounds like what you're looking for

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and, yeah, this is the channel for making mods not asking for mod recommendations

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but w/e

misty mulch
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yeah... we know

storm lion
floral briar
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So what am I supposed to download from here? All of it?

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Anomaly book doesn't have an actual tutorial on how to setup and run the SDK, only lists the various versions of it..

misty mulch
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...we had an sdk? news to me

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ixray is not anomaly

floral briar
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Idk, am a noob, trying to figure it out

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following the anomaly modding book

floral briar
misty mulch
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i don't think we have one

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i've been doing literally all my shit in paint.net and notepad++

floral briar
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Wdym? How do people make mods then?

misty mulch
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you don't need anything more sophisticated than notepad to edit a config file

floral briar
misty mulch
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ok so blender and notepad

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p sure the anomaly book walks you through it, plus the link to the blender plugin is pinned

floral briar
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I am very good with Blender (+6y experience) but just trying to make heads and tails on how to actually mod the game.

floral briar
misty mulch
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cool. i don't make models, wait for one of the others to come on

floral briar
floral briar
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I am still not sure what is the 'main' editor with which one makes a mod.

misty mulch
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there isn't a single main editor

floral briar
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I thought it was SDK

misty mulch
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that's what i'm telling you

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there isn't one

floral briar
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ok

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I'll try to understand that XD

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so what is an SDK then?

misty mulch
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software development kit? fancy bespoke tool for editing game files. anomaly is too old, jank and open source to have something as fancy as a bespoke editing software.

plain prawn
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Does the grok_bo script affect both npcs and the player?

misty mulch
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this is like asking if you need the official meal kit to cook dinner. no my guy if you know what you are doing you can just whip up a meal using shit you buy at the grocery store instead of having to beg a meal delivery kit company to send you preportioned ingredients

floral briar
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I see. So it's my own modern self that mistakes with expecting a holistic editor? xp

misty mulch
plain prawn
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so what about the player?

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Is there a script for that?

misty mulch
plain prawn
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Ok thanks for clarifying

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Can you help with the very first question?

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This one

misty mulch
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https://veerserif.pythonanywhere.com/ scroll all the way down to "Imaginary Q&A" to learn how to patch the grok_bo debug log lines. NOTE: You should temporarily disable "Tosox Mini Mods Repo" in GAMMA so that the grok_bo debug lines actually print

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grok_bo default logging already tells you which hitzone you hit when you shoot an NPC

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again, must disable tosox minimods repo or reinstall it without the "stop log spam" option

hidden rain
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Seemed logical to me, so I decided to disable the "AK family" mod because I thought it would conflict. But now I have this error. :

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_d6dac500d7544a506b160d63d27925e8>::()::<lambda_7c42f6ec9e1549cc1300f5455c87e959>::operator ()
[error]File : C:\workspace\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 373
[error]Description : fatal error
[error]Arguments : [DLTX] Duplicate section 'wpn_ak105_swamp' wasn't marked as an override.

Override section by prefixing it with '!' (![wpn_ak105_swamp]) or give it a unique name.

Check this file and its DLTX mods:
"c:/anomaly\gamedata\configs\system.ltx",
file with section "w_ak105.ltx",
file with duplicate "w_ak105_kits.ltx"

queen pineBOT
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@hidden rain If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:

For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support

For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support

If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065

Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.

misty mulch
lilac ibex
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pepew oh, wrong message. whatever. anomaly == CoP

misty mulch
floral briar
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What about map props tho?

lilac ibex
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idk, mapping disgusts me

weary root
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dynamic objects(physic ones), boxes, guns, etc… you can replace/edit those with blender, static geometry from maps(trees, buildings, etc..) in theory you can make light edits to those with blender but replacing whole models or any big changes should be done with sdk since those need to be baked into lightmaps, lods… both methods for static geometry are pia and require lots of free time and effort

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also what i wrote about editing static geometry is tip of iceberg

gentle plume
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is there a way to change the locations guides teleport you to?

floral briar
weary root
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yes everything about editing “anomaly” maps is complicated also i see mfb and other folks on anomaly discord explained it already

floral briar
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Yes, somewhat. But I need as much info as possible as I am still struggling to understand,

hollow yew
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There is a lot in controls going on, a lot of to configure more compared to Vanilla Stalker or even Anomaly.
The official settings show the correct inputs due to my keyboard layout, and you can configure it correctly BUT on the other hand MCM showing english and if you use special characters, it shows nothing or sth. hard to comprehend.

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Even with the Shift CTRL or alt modifier it is very hard to see all the inputs and its overlappings

quartz hill
sonic creek
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Tell me in which mods there is information about what NPCs are walking around with (weapons, armor, dropped items), I want them to drop guns that don't spawn now, as well as armor, but I don't know where and how to set the chance, I'll be glad for the slightest help in this matter 🙂

quartz hill
mint knoll
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Can anyone port the Margach D12MT shotgun from Stalker 2 to GAMMA?

slow bolt
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Looks like just an ak

brisk crown
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i've got a crash after opening the pda and closing really fast and looked for the cause... and i've found this ... 0/10 word spelling

file: free_zoomv2_mcm.script

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chatgpt said this was the cause of the crash

hot salmon
hollow yew
novel ruin
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Kinda funny i didnt see notice that this whole time but well

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I will do a pr for the fix

novel ruin
rough lion
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Is there a way you can add an option to only zoom when you ADS?

hot salmon
dull elk
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i've seen some people have pink-yellow thermal and others have blue-yellow, i have installed all dependencies as laid out on the moddb, how can i change between them?

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i use the 1st option of temerature colours in pizza

fair canopy
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Ask in the Mas thread?

dull elk
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fuck, sorry, missclicked

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its right above this channel, mb

fair canopy
ashen hatch
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Which file should I modify if I want to add certain items to the trader inventories?

ancient bridge
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What do distance and object_distance mean in the NPC's vision formula? There should be one distance between the player and the NPC.

simple scaffold
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distance = (1.f - alpha / fov) * (max_view_distance - min_view_distance) + min_view_distance;

the alpha comes from some trig math involving the eye position and direction. the rest is pretty self explanitory

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i think it means they can't see things that are lower to the ground then thier eyes as far away as they can see things that are at head level or above.

main plover
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If we can do definition for each scoped version of weapon with separate icons can we do the same for supressed version of gun?

summer stream
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if it works the same as scopes

main plover
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Icons only not separate weapon instance

summer stream
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why wont it work for supressed versions?

main plover
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Because it doesn't have it's own
[wpn_name_supressed] tag usually

summer stream
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because

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suppressors

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well

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basically the gun has it's own wpn_silencer

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which is being triggered via putting the silencer on

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it basically makes it easy for modders to NOT create one trillion models over and over

main plover
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I know how supressors work I am just curious if it would be possible to do it without creating new ogfs

summer stream
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so you mean like

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different types of silencers

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for the gun

main plover
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No I don't want to attach icon layer to supressed version just create seprate icon for it

summer stream
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oh THAT

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i think it is possible to do so

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but what's the purpose? clueless

main plover
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I don't like to align x y omegakekw especially for hd icons

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BUT

summer stream
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you know you can trigger the change

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but to make it NOT use the icon_layer

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it would require to have different section

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like
the icon being changed to suppressed one

main plover
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Yea like wpn_gun_scope_suppressed

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I need to try that

summer stream
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ehhh

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just do the icons only

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sections would be required

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like changing the icon fully

fair canopy
summer stream
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you know how there is

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icons_texture for the icon of gun

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and upgr_icon_path for the upgrading icon in workshop

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it could have a thing that would trigger
icons_texture_suppressed
or
icons_texture_scope

fair canopy
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It was only possible for scopes because of the way the scope setup works

summer stream
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(wpn_scope)

main plover
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Guess I will stick with x y bullshittery eghh, something that would satisfy me would be to create new silencer but that's bloated solution

summer stream
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we cope

fair canopy
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Just use sie

summer stream
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using

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HD icons

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athi

fair canopy
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Womp

novel ruin
sleek peak
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is moddb broken? i tried to upload some mod but i can't

regal bolt
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Hey guys

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just wondering

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which file adds the text in the bottom left of the GAMMA main menu?

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the one with the G.A.M.M.A. 0.9.4 stuff

past kernel
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Why is outfit drop condition for professional 35 when the next 2 ranks is 25? (Drop Condition MCM setting)

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Looks like a mistake when doing the setting, esp. considering weapon conditions are linear (25 for pros)

misty mulch
simple scaffold
# rough lion I wish i knew how to code

can you give instructions to a 5 year old? meaning can you break a task down into stupidly small steps? that's all codeing is. taking a big idea and breaking it down into a series of simple questions and task. Is the NPC health less than 50%? do they have a medkit? then they should use it.

if npc.health<0.5 then
  local medkit = npc:object("medkit")
  if medkit then
    npc:eat(medkit)
  end
end

Like a 5 yearold computers need to be talked to in simple words but instead of "pretty please" you have to say "end" a lot.

This was fun the last time i tried it and has a lua section.
https://www.codingame.com/

once you can break tasks into lua logic, branches and loops, all that is left is learning how to talk to xray in lua since it has its own list of commands and questions. for that there is the modding book, the base game scripts, other ppls mods and asking here and on anomaly discord.

hidden rain
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Hello, how do I modify a basic Gamma armor? It's the green trenchcoat outfit

misty mulch
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and also the 5 year old is extremely literal

misty mulch
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you may or may not need to navigate the shit ton of overwrites already in gamma

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also armor protection parameters are not super intuitive

floral briar
misty mulch
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given that embeds are off, wanna describe what that link is?

floral briar
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" Small preview of SSS24. Now you can use DLSS 4 and FSR 3.1 to upscale your game and save some GPU performance with an acceptable image quality. DLAA and Native AA are also available for a nice option to soft borders and completely remove any shimmering from your game.

If you don't want to wait for the release of SSS24, you can subscribe to my Ko-fi and download the latest Early Access version with DLSS and FSR support. " - From the video description.

rapid berry
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just to know, how much of coding is needed to make guns mods and outfit mods (only retextures)?

summer stream
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none

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all you need to know is LTX

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and blender

rapid berry
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I wanna learn that, and also blender

rapid berry
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but it seems kinda hard ngl

summer stream
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not really

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once you get it, it's simple

rapid berry
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Will give it a try

regal bolt
misty mulch
# regal bolt thanks

overwritten by GAMMA Massive Text Overhaul Project even though you can tell from the filename it's not meant to be overwritten keksad

regal bolt
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yeah XD

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could be that they copied all the files and edited them

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and forgot to remove this one

misty mulch
regal bolt
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that's fair

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gets kinda annoying tho

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decent bit of file clutter

misty mulch
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this is the ongoing problem with that mod, the author makes it by copying every single xml provided across the entirety of gamma, makes edits to their copy, and then saves it. and doesn't always check if anything else has changed

regal bolt
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yeah idk what to do with that tbh

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I'd honestly just merge both mods into one at that point

misty mulch
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this means that it constantly overwrites files with 0 changes, overwrites files that don't need changing, overwrites files with older versions that then cause mod strings to break, and also sometimes ironically introduces typos that didn't exist

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i am very, very slowly working on a string replacer mod that doesn't do this, but there are a lot of files, and i have a day job

regal bolt
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ah alright then

misty mulch
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...also because i'm learning to mod rimworld at the moment but shhhh

regal bolt
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well I'll definitely take a look if you let me know once you've got it done

fair canopy
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I'm supposed to be helping pepew

craggy umbra
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Hey folks, good evening, i'mma be brief, i'm trying to add 1 extra artifact slot in the military_bandit_outfit (bringing it from 2 to 3) but i'm not sure how to do that exactly in GAMMA, anyone can shed me some light on how to do it?

misty mulch
# craggy umbra Hey folks, good evening, i'mma be brief, i'm trying to add 1 extra artifact slot...

DLTX config overwrite making guide: https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md

I strongly suggest you make a new folder in your GAMMA folder/mods, and you'll make all your edits + files in there. The other info you'll need:

  • the root file for your DLTX is gamedata/configs/system.ltx
  • there is 1 config file in GAMMA that overwrites armor slot values, called mod_system_zzzzzz_gamma_armor_protections.ltx. Your config file needs to come after this filename when listed alphabetically, I will let you figure out how
  • the parameter for artefact slots is called artefact_count and it takes a number e.g. artefact_count = 3
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i am busy irl atm but that should be enough to get you started, if you need more help/hints, just feel free to ask in this channel. it helps if you can also zip up your mod folder so that we can see what you've done

regal bolt
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A friend created a group of missions specifically for Cordon that Wolf gives. At the moment, he is not giving the missions, and I don't know what files or settings may be missing. I'm attaching the ZIP file with the missions so that if anyone can help me, I can tell my friend what he's missing. I'm speaking for him since he's not on Discord Gamma.

tardy flicker
# regal bolt https://drive.google.com/file/d/1umbfgMp3wrj9broYx4xk6iH4vN4gMWeC/view?usp=shari...

I don't understand this method, why is the dialogue in the creatures folder?
Tasks are complicated in the sense that there are a few different files that you need to worry about and it would probably take way too much time and a good essay to try to explain it in detail. You would be best off comparing iTheon's New Tasks addon with the quest section of the Anomaly modding book: : https://igigog.github.io/anomaly-modding-book/tutorials/quests/introduction.html
I learned from iTheon's House of Horrors script, it's about as simple a task as you can get with a few stages

tacit cove
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i've done it. i've made a working trait on orleon's experience framework that increases goodwill gain... by using ilrath's rpg system as a guide on how to do that latter part. i could cry rn

narrow mango
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What is ap_modifier? Currently making a patch for some weapons to use .300 blk from Pillii and .50 BMG. I saw from another .300 blk patch there is a !ap_modifier right before ammo_class.

regal bolt
regal bolt
tardy flicker
# regal bolt https://drive.google.com/file/d/1hmprrHChGWsfI5QxnSzHx0-zCZVksApu/view?usp=shari...

oh that was quick, well done. I think dialogue tree needs to go into configs/gameplay. I think you can add translation to the dialogue tree directly but I put in this sort of structure (with translation in configs/text/eng (if english))
` <dialog id="sbf_lad_sakharov_dialogue_1">
<has_info>sbf_intro_task_complete</has_info>
<dont_has_info>sbf_lad_intro_done</dont_has_info>
<phrase_list>
<phrase id="0">
<text>sbf_sakharov_dialogue_1_0</text>
<next>1</next>
</phrase>

        <phrase id="1">
            <text>sbf_sakharov_dialogue_1_1</text>
            <next>2a</next>
            <next>2b</next>
        </phrase>`

You will need a modxml_your_mod_name_here.script file in scripts folder so the dialogue is given without overwriting any dialogue from other mods. Look for New Tasks Addon modxml script. You will need local custom_dialogs table (with Wolf's ID esc_2_12_stalker_wolf and your dialogue names) and the function on_xml_read() in your modxml script

regal bolt
tardy flicker
regal bolt
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Okay, so since I did everything you mentioned and what was in the guide, Wolf should now display new text.

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nope :c wolf no have new quests

tardy flicker
# regal bolt nope :c wolf no have new quests

well Idunnolol, it probably doesn't know what to do with <reply id= or filetype if you didn't change it from .txt. Tasks are complicated, it's almost definitely not going to work straight away & even relatively basic tasks that aren't just fetch quests can take days/weeks to get to a playable and mostly bug-free state, and even then someone will probably find a way to break it.

Try the <next>next_phrase_id_number_here</next> method. If that doesn't work keep reading the quests section and comparing it to other task scripts
https://igigog.github.io/anomaly-modding-book/tutorials/quests/dialogues.html

narrow mango
#

So I managed to turn some weapons equippable on melee slot, but still I can't use devices while using those weapons. What to do?
Changed slot and single_handed values both to 1. But no devices, only one or the other.
Maybe I should mention I am trying to patch the Glock RONIs by Pillii.

Did it, apparently requires a map change for some reason.

floral briar
lilac idol
narrow mango
lilac idol
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you could also have ap modifier set as 0 or 1 ig

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i dont remember how the modifier worked exactly rn

narrow mango
wraith willow
#

I love when I'm coding and I'm doing great and then one change regressed my entire working mod state back to the beginning and its back to square one all over 🙃

lilac idol
#

Using the Anomalous Stash mod, does anyone know how to enable sprint with the backpack in your inventory AND how to make the placed stashes fast-travel-able, like normal placed stashes are?

tacit cove
lilac idol
grizzled nova
#

How do I find the addon id? I need it to make two mods work together

novel ruin
grizzled nova
# novel ruin There is no mod id, can you clarify?

I have store food enabled and I use the mod for additional backpacks from dltx. Mr. ATHI said that I would need to write a script for these backpacks myself. In the Anomaly magazines config, it said that to add new clothing items, you need to create a new file with the add-on ID, so I'm looking for where to find it. I'm not a modder at all, but if I have to make a config, then I have to

The text below was copied from the anomaly magazines config file:

;do not edit this file to add support for new outfits or outfit kinds.
;create a new file in this folder, file name(s) should include an addon identifier such as bas_```
novel ruin
novel ruin
#

For organizing

simple scaffold
# grizzled nova ahh ok thanks

i use rax for ravenascendant xray mods. your user name is short enough you could just use jidki_

the goal is to avaoid using a file name that is the same as one used by someone else.

grizzled nova
#

Everything worked out for me, but because of my personality, I was too careful and meticulous, and it turned out to be much easier than I thought, but I was just too cautious so as not to break anything
Thanks for your tips🥰

simple scaffold
grizzled nova
#

Yes, overall it was easy to understand, thank you

narrow mango
#

For some reason, I am unable to export ogf with an error saying root file missing. What is the issue?

narrow mango
#

@faint sable , I just followed your PRS guide on YT, but I am stuck with a problem. After loading in with the prs patch I made, going into a save crashes the game on load screen. I even made sure to untick the Texture Names when exporting the ogf, as it causes missing textures (blue). But now with it unticked, it just crashes lmao.

oak merlin
#

!autocompleteru

novel ruin
rough lion
#

Do terrain textures like "terrain_jupiter" affect the placement of grasses?

weary root
#

everything about placement of grass is in level.details in levels/level_name/

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terrain_level_name.dds inside level folder is used as far lod and some sort of overlay for ground textures

rain monolith
#

is there any sub-chat where i can find help with S2 modding?

polar tapir
#

does anyone knows where i can change factions to like make a new one cant find anything want to make a technical faction for loadl8uts at teh start of the game if possible for me i would make it a whole one but i jsut cant finde the files where it information to that sould be

simple scaffold
# polar tapir does anyone knows where i can change factions to like make a new one cant find a...

a proper faction the player will be in while playing the game? Everywhere. There are a stupidly large number of places the faction list is hard coded, you will literally need to comb thru (optomisticly) a third to half of anomaly scripts to add a new playable faction and have a chance of not breaking something. And that's without having them able to play warfare, DrX or main story quests. that will require being a task and dialog guru.

Then there are all the mods that will break, gamma has a few i suspect.

if you mean a fake faction that just has different loadouts at new game but the player end up in one of the existing factions:

gamedata/scripts/ui_mm_faction_select.script
gamedata/configs/items/settings/new_game_loadouts.ltx
gamedata/configs/plugins/player_icons.ltx
ganedata/configs/ui/ui_mm_faction_select.xml
and maybe gamedata/configs/plugins/new_game_start_locations.ltx
maybe gamedata/configs/plugins/new_game_options.ltx 

not to mention a bunch of translation files.

you will have to modify the the script and xml to have the UI (ui starts around line 430) list your new fake faction and to make sure it puts the player in a real one before starting the game.
then update those ltx files to have information for your new fake faction.

wraith willow
#

Mod progress going well for my MGS Style Tranq / Stealth Overhaul Integration

Using Stealth 2.31 systems and ReDone AI to aid, coding around those two mods for compatibility.

My progress so far

I got the tranq gun and ammo registered
The tranq disables ai, puts them in a pseudo "unconscious" state without effecting their health from the wounded scripts. Then, the game catalogs what loot they have on their body and drops some of it in a quadrant around the npc in current states. (At least that's what it's supposed to do)

Current bugs with this implementation are "duplicating items from npc inventory" instead of transferring to the ground and deleting their existing states (it causes a busy hands crash due to conflicting memory states so I'm trying to work around that.)

But it's progressing.

The next steps are implementing proper animation states, fixing textures on the new tranquilizer ammo (or making one for the grid)

Other guns and ammo support, like tranq rifles and sleep grenades (sleep grenades will operate similar to smoke grenades sharing the animation and script but I'll code in a proximity to knock out from object) which will be great for quick non lethal loot runs.

#

A lot of these weapons will obviously be super expensive because of the type of content they provide, but it'll make navigating the zone as UNSIG, and other unfriendly factions a lot more intuitive, especially when I implement custom quest systems.

polar tapir
turbid zenith
#

does anyone know what patch should i need to find for this one?

#

here's the issue that i have right no

#

now

turbid zenith
#

its a sidhud UI overlayed with the hud icon, theyre become gray tho

simple scaffold
#

this addon replaces those icons with a customizable set where you can change the locaiton in mcm. has an extra script for sidhud compatablity. https://www.moddb.com/mods/stalker-anomaly/addons/quickslotsplus

ModDB

Quick Slots Plus adds quick slot sets to the game. You can press a button and have all your quick slots reassigned, allowing quick access to the many healing items in the game. To improve the quick slot experience QSP includes a new Quick Slot HUD. The...

narrow mango
#

How do you set up the Import-Export tool addon on blender? I noticed that when I export an ogf, I get a warning that "no texture folder specified in addon settings". And I noticed that the Import-Export addon does have path to folders like gamedata and the likes. My main question is, where should I link them? Anomaly? Gamma? 3DSS folder?

slow bolt
#

To where the model is from

#

is it a mod? is it base game?
Do that

#

Or launch with VFS via mo2 and set up the path like that - that will work for all, if the mod is enabled and not overwritten

narrow mango
# slow bolt To where the model is from

So apparently my issue was me not running blender from MO2. Doing that fixes the missing textures I had when patching PRS (and inability to path the export-import to anomaly folder). I am very happy right now poggies

turbid zenith
#

that's what ive been issued with tho

#

so yeah idk what patch should i need to use

#

maybe ill use the updated BHS

simple scaffold
turbid zenith
#

what is it?

turbid zenith
#

ive been having that issued that since 1.5.1

#

so yeah

wanton ibex
#

i want to change the background image of the main menu to custom images, im looking through C:\Anomaly\tools_unpacked\textures\ui but i dont see a main menu texture, can someone point me in the right direction?

misty mulch
turbid zenith
#

someone said its because of the bas

simple scaffold
regal bolt
#

I translated 11,900 lines from English to Spanish, but I don't know if what I did is correct. I'm speaking English right now, but does anyone here speak Spanish?

#

Since the mod is in Spanish

turbid zenith
#

209- Death Animations (if you like shooting extra ammo on dead people) - xcvb

#

this mod makes all enemy npcs cant shoot you

#

regardless if you shoot them or not

#

when i disable it, they can now shoot at me even in accidental shot at them

undone spruce
#

i think im done with the Smith and Wesson

acoustic wigeon
#

Gonna make the groza usable, already added one scope to it, tomorrow/today i add the rest o7
( plus the supressor mod made by Alchem, thank you so much TT u TT)
im thinking..eot, xps3, okp7, pk6, gauss, t12,cqbss and specter

Would post a pic but i dont have the perm.

Oh, and the only problems is that when a scope is equipped the gun icon changes to the storm variant, not sure how to fix that one, but its a small thing anyway.

undone spruce
fair canopy
#

Gonna guess he's copy pasting the storm sections into the groza Config

acoustic wigeon
#

yeah, im changing the values, but i must’ve missed that one

fair canopy
#

You've got the models done too?

acoustic wigeon
#

Nope, that’s todays challenge. But should be pretty straightforward now that i finished the picatinny yesterday

mild frost
#

Hey folks, i'm interested in making quests like storyline quests. Is it too difficult on Anomaly? I never made mods before, but worked with software development for some time, although my coding skills are kinda rusty

summer stream
simple scaffold
# mild frost Hey folks, i'm interested in making quests like storyline quests. Is it too diff...

quest logic is in a custom macro language:condlist "conditional lists"

there are a lot of templeted quests that can be put together with just condlists.
Truely unique world interactions would likely require extending the condlist actions via lua scripts. (you will be able to find the most help with scripting)

Most of the condlist task stuff can also be replaced with lua code, but you lose out on the templated nature of the condlist based task system.

Custom dialogue is an xml based system that can read and set flags that can also be read/set by condlists. There is a bunch of premade actions that can be triggered directly from dialogue, and more can be added via lua scripts. there are dialogue edtitors available for stalker in general that will work with anomaly and gamma at least for the over all structure.

Custom NPCs are defined across several files, some xml some ltx some of the ltx are "normal object sections" and some are condlists with ai logic. condlists can also manage custom AI logic within an existing framework that is pretty robust, and of course can be extended with lua.

custom items are defined in ltx

In addition to the modding book i would look at the addons: "Western goods", and "Duty expansion" as both of those add short story like quests, npc, and items.

cyan turret
#

is there a faster way to edit sound comments than savandt?

azure pine
#

Can you guys tell me the name of the font or share the font itself that is used on the icons? I checked the ui textures but no luck.

fair canopy
#

I forgot the name but you can copy them directly off the sheet. That's how I made them

ashen hatch
#

Is it hard to modify how rare a gun is?hmm

mild frost
mild frost
visual gulch
#

I can't post in the bugs chat, so I'll leave some issues noticed in comparing GAMMA\.Grok's Modpack Installer\G.A.M.M.A\modpack_data\modpack_maker_list.txt here instead. Maybe someone can forward:

  1. This entry, line 302, has one name (skinning) but is for a different mod (companion ui). It's harmless right now, but worth removing
    https://www.moddb.com/addons/start/243177 Immersive Skinning - Kageeskl Minimalist companion UI moddb https://www.moddb.com/mods/stalker-anomaly/addons/minimalist-companion-ui

  2. This entry, line 449, has 2 different names between modpack_maker_list and modlist.txt:
    https://github.com/bellyillish/dart/releases/download/v3.1.1/Dynamic_Aspect_Ratio_Tweaks-3.1.1.zip 00 a - Dart Core (Required):00 b - (HUD) BHS:00 c - (HUD) Companion List:00 d - (HUD) Faction ID Patches:00 e - (HUD) Status Icons:00 f - (HUD) Messsages List:00 g - (PDA) Map Markers:00 h - (PDA) Font Sizes:00 i - Minimap & Compass:00 j - Ammo & Companion Wheels - bellyillish Dynamic Aspect Ratio Tweaks (fixes for widescreen) https://github.com/bellyillish/dart/ dart.zip 923c9214d21bd12460a570faacaf5856
    The (fixes for widescreen) suffix is not present in modlist.txt and should probably be removed.

#

Also, these entries exist in modpack_maker_list.txt but not in modlist.txt and should probably be pruned:

Boomsticks and Sharpsticks New (keep disabled)
Anomaly Magazines (Disable G.A.M.M.A. Unjam Reload)
Barry's Better Knives Animations
MK18 Mjlonir Reanimation
Hideout Furniture Expansion Ammo Box Patch
Parallax Reflex Sights
Overheat Gunsmoke
Radial Quickslots
visual gulch
#

good to know - what's the reason?

slow bolt
queen pineBOT
visual gulch
#

These aren't disabled mods - those exist in modlist.txt but with a "-" prefix. The mods I've list do not show up in MO2 at all, since they're not present in modlist.txt

#

the first 2 have other, similar sounding mods, that do exist in the modlist.txt file and in MO2 so that may be confusing

slow bolt
visual gulch
#

gotcha

slow bolt
#

They are still installed. So the only reason to add them to the modlist is to order them in some specific way

#

they are gonna show up in the modlist regardless

#

Technically, the entire disabled section can be removed from the modlist txt

visual gulch
#

The first 2 entries seem like bugs nevertheless

#

the first mixes two mods, the second uses 2 names

slow bolt
#
Boomsticks and Sharpsticks New (keep disabled)
Anomaly Magazines (Disable G.A.M.M.A. Unjam Reload)

these?

visual gulch
#

no, my first post

#

the one above that listr

slow bolt
#

ah yeah i forwarded first 2 things to the helper chat

visual gulch
#

great, thanks!

slow bolt
#

expect nothing to happen

little vortex
#

can i extend the time it takes for dead bodies to stop showing up in heat vision scopes? it takes only 15 seconds for bodies to go cold.

lilac ibex
#

isnt there a console command for that?

slow bolt
little vortex
acoustic wigeon
#

what´s the value that i gotta modify for scopes that have backup sights or offset, is it firepoint?

acoustic wigeon
#

thank you!

acoustic wigeon
#

yup yup, got the okp7, eot, xps3 done so far, now the specter is done

dawn wing
#

Hey gang, where can I ask questions related to performance? Recently updated to a 9800x3D and wanted to bounce some questions off you guys.

turbid zenith
#

theres a problem in fdda redone

#

pickup script

sturdy island
#

where can I get a Simplified Stats Bar mod like this, I got this image when I wanted to install the User interface but it requires using a wide inventory mod, I don't like it.

https://imgur.com/a/uotHlcw

simple scaffold
next robin
#

How would I modify the movespeed of a suit? example: tweaking the config (or wtv it resides in) to make an exosuit armor go from 90% -> 100% / vice versa
rn im just tweaking some heavy armor movespeeds to make them slower

river holly
#

Im trying to modify the SV98 to have its 3rd scope switch whereas in the game it only has the "red" and "black" options, I have managed to get a 3rd option into the scope via:
ms_colors = scope_black, scope_red_dim, scope_red (scope_red_dim being the one im adding) so i can now toggle 3 times ingame,but I dont know what defines the textures these use, anyone got a pointer ot get me underway.

rough lion
#

"Outfit Affects Movespeed" mod affects movement speed for various outfits

verbal siren
river holly
#

I dont think I can do what I want anyway, the scope is set to be a:
5 - 1P59 Giperon scope
Which means you dont have enough channels to handle 3 types of reticule

#

tbh if i can get the scope_red to just highlight the centre chevron red, id be happy thinking about it

#

so ok what i need now is to figure out how to edit the full red that happens when mark switch toggles the colour and change it to only "redden" the middle chevron???

#

so I guess im looking for the actual scopes reticule texture now

#

ok so looking at all config files for this gun that exist in like 3 or 4 different mods, the only one that mentions a scope texture is in GAMMA weapon pack and it has scope_texture = wpn_crosshair_sv98, checking the texture in GAMMA large files that is NOT the texture being used, so now im confused as I cant see this texture anywhere else

tacit cove
#

those are individual mods. i'd assume their files that assign a texture are overwritten

river holly
#

well the ms_colours and ms_count (mark switch) config that has an effect on the gun ingame is found in the 427- IWP SV98 3DSS - Andtheherois & IWP Team mod

#

but I cant see any config for the scope being used in this sv98 config file so my assumption is thats set in another file in another mod and this is loaded after to addon the mark switch config

#

so ive checked (afaik) all other configs for this gun and only 1 has a mention of the scope texture as per the above

#

but I think thats not being used as thats for 2d scopes

#

Basically i just want to know where the scope texture is for current sv98

#

mod_system_zz_sv98_3dss.ltx is the file ive found with the mark switch config in it

#

in mod 427

#

oooh i think its using 1p59.dds

#

ive NO idea how thats linked to this weapon, but i randomly found the right dds file I think

#

dont think this helps me though as it just sets the whole thing to a colour, I thik id have to convert the whole scope to a different type which would lose all the cool rotation etc. UGH, this is such a downgrade in terms of usuability from the original reticule, but the zoom rotate focal plain stuff is really cool.

#

ah i see it now mod 444 was disabled this used to have the red chevron, but no mark switch toggle for illumination or cool focal plain stuff, bah

tacit cove
river holly
#

youre not the only one losing the plot

#

I was basically trying to bring back the red centre ONLY chevron version of the 1p59 scope that mod 444 has in it

#

but keep the 3dss zoom animation stuff, I dont think its doable

#

I just dont like the all black reticule as can barely see the centre cehvron to actually aim and if you toggle the mark swithc the whole thing goes red which is just yuck, I just want the middle bit to go red

tacit cove
# river holly did just find: https://discord.com/channels/912320241713958912/13052535578089226...

okay yeah they may know pepoShrug 410 - 3dss for gamma, defines the values:
@[markswitch_colors] scope_black = 0, 0, 0, 1 scope_red = 1, 0.2, 0.2, 1 scope_red_dim = 0.4, 0.05, 0.05, 1 scope_green = 0, 0.9, 0.25, 1
then nabs it in... some script idk to apply that to overlays or w/e (guess based off your description of behaviour ingame). so no way to change only certain part, i think. not without major fuckery.

your best bet is -probably- just change the reticule texture. like have the 1p59.dds reticule from mod 444 overwrite while decoupling it from all the other stuff. at least that's what i'd try.

#

or just edit the .dds file directly (if you've found the actual one used ingame)

lament current
#

could anyone point me to where the sound file is for the SVD rifles. ive looked inside various SVD rifle folder structures.. is it in JSRS sound or?

verbal siren
lament current
craggy umbra
#

Hello, i'm currently trying to salvage an old outfit addon (which still works in current GAMMA) and unfortunately i'm stuck on the fact that i'm unable to add the ability for backpacks to be equipped with these outfits. Is there an specific line I can add in the .ltx file to achieve this or is the whole situation totally SOL?

misty mulch
# craggy umbra Hello, i'm currently trying to salvage an old outfit addon (which still works in...

for the exos, it's in the mod-provided file mod_system_exosuit_n.ltx, alter lines 35-38

[outfit_restrictions_exo_n]
helmet_avaliable        = true
backpack_avaliable      = true ; false by default
sprint_allowed          = false

for the others, you would have to make a DLTX to alter the basegame section [outfit_restrictions_3] and [outfit_restrictions_2], both with the line backpack_avaliable = true (yes with the typo)

this would make the armors OP as fuck but ok

also note that it's not 100% "compatible with gamma" because all the outfits will be sold by traders

craggy umbra
#

Thank you, veer, i'll see what I can do from here.

misty mulch
#

you can stop the armors from being sold by simply deleting the gamedata/configs/trade folder in the mod

half crescent
#

@misty mulch i dont know how to do that exactly. do i click on "full guide" link?

misty mulch
#

yes, please read the dltx guide i wrote to learn how to make a dltx config override

#

that is why i linked it

half crescent
#

yes i know why you linked it lol all im saying is that i never done anything like this so its all new to me. But thanks nontheless GrokChadGAMMA

modest sequoia
#

dltx is the best , especially for quick little mini mods

little vortex
#

its fine if not.

slow bolt
#

never looked

lament current
#

why cant i put picture here in this thread

verbal siren
lament current
#

the inqusition has arrived.. heretics begone..
got it 🙂

vagrant chasm
#

hey i need some help with a rather easy thing to do i think. i want to set the Hard/Survivalist/Ironman mode by default on the faction selection screen, does anybody knows how to do this easily? the black road revisited mod does this but i dont like the random spawns so i just want to set the ironman mode by default

wanton haven
simple scaffold
lament current
fair canopy
#

which is in gamma

undone spruce
#

for all effects the 1917 is finished, just need some pics, and fomod it

regal bolt
#

is there a ui/ux modding guide? For example I want to change inventory ux, or main menu ux/ui?

#

for example, what is ui_mm_main_16.xml? Why it named like this? What is 16? Why background is 1024 by 768? etc.

full estuary
#

Would there be a list of mods that I can enable that feels like gamma UI, Health system, guns, gun sounds etc. but with vanilla aspect of it? I just wanna play Anomaly basically with the essentials of gamma

simple scaffold
# regal bolt for example, what is ui_mm_main_16.xml? Why it named like this? What is 16? Why ...

Not really been written yet.

_16 and _21 xml files will be loaded when the game is told to look for ui_mm_main.xml if the game is set to a 16:9 or 21:9 resolution respectively.

The main menu is lazy in that the regular 4:3 xml just tells the game load the _16 one so the only file you have to deal with is the _16

Now the inventory xml has both a fully fledged regular and _16 xml.

The background is 1024x768 because no matter what you have the game set to the UI is drawn in a 1024x768 space. That 1024x768 is then stretched to what ever your screen actually is.

This is why the _16 xml exists, to compensate for the stretching. So paradoxically even tho the _16 xml is for a wide screen format the textures and things in it are sized narrower. They are narrower so that once stretched they will look square .

simple scaffold
# regal bolt Where did you get this info?

taking apart the existing xmls, ui script and engine code. THat and askng questions. I have been making UI's in anomaly since 2020.

there are also tricks you can do in the lua code for a UI to make it so you can use just one XML. Only applies to making a custom UI. if you are trying to adjust an existing UI you are stuck with whatever system it was made in.

lean moth
#

how hard would it be to make door opening animations

regal bolt
#

how to compress textures in BC7 RGBA?

summer stream
regal bolt
summer stream
#

there is only one thing that you can use to see non-compressed albedo textures

summer stream
#

paint.net is pretty lightweight and you can download it easily

#

it's basically

#

BC7(Linear, DXT11+)

#

the one that you use is BC7 RGBA DX11

#

not supported via anomaly engine

#

IX-ray supports it

regal bolt
summer stream
#

IT'S BC7 LINEAR

regal bolt
tacit surge
#

DDS FileType Plus allready in Paint.NET. You don't need to download anything.

regal bolt
summer stream
#

fun fact :

This plugin is bundled with Paint.NET 4.2.2 and later.

this is what said on their forum where it was posted

tacit surge
regal bolt
tacit surge
#

@regal bolt If the texture was already in BC3/DXT5 (or BC1/DXT3) - it has already lost quality due to compression. You need to save the original or edited texture

naive snow
regal bolt
tacit surge
regal bolt
tacit surge
tacit surge
regal bolt
regal bolt
#

if someone redrew all the gamma weapons

regal bolt
naive snow
#

If you want the best quality and want to change the textures for a weapon, you need the bumps at the same resolution and compression as the base textures you modified

#

If you just want to change the color of a weapon, you don't need to change the bump

undone spruce
#

Its good practice to scale the bumps up, but depending on the details it may not be that needed

regal bolt
#

why there's no desolation-like mod for gamma?

celest forge
#

Because it requires an almost complete remake of the attachment system + thousands upon thousands of work to make it work for all guns

lilac ibex
sonic bolt
#

Is BC7 best quality for icons?

celest forge
#

Best quality for icons is no compression at all

#

But with icons BC3-BC7-No comp is barely noticeable at all with the 50x50 system

undone spruce
#

i'll have to ship the m1917 with anim scripts

wraith willow
#

so I'm creating a 'hostage' system, similar to MGS into my current mod, I need to know what files GAMMA uses for Dialog and Quest handling, as well as the main ones for 'wounded' states that is handled.

Sometimes in Redone AI the enemy will 'surrender' and you can loot their items and weapons via dialog, I'm gonna hijack that state and create a syste mthat uses Milspec PDA to find stash locations and enemy patrols / locations. Does anyone know what files I need to hook into specifically?

sturdy island
sturdy island
summer stream
#

Get it from here, since it requires some stuff to be fixed on GAMMA.

wintry oracle
#

idk if this is the right place to ask, anyone got a remodel for the cmmg mk47 mutant thats in gamma?

turbid zenith
#

milspec pda catspaw had a problem

#

2 in fact, one with dolg-quest and deadbody

#

im using 1.15 btw

lilac slate
#

is there anyone who knows, how to make quests for anomaly?

turbid zenith
#

press*

sturdy island
lilac slate
turbid zenith
#

i always check the conflicts first

#

that's why the FDDA redone is good, i just move their files

#

for now

turbid zenith
#

i have 2 problems, i think the one with dolg_quest is missing

#

the other one with deadbody is erroneus

lilac slate
lilac slate
turbid zenith
#

Expression : g_uiSpotXml-> NavigateToNode(path_base,0)
Function : CMapLocation::LoadSpot
File : map_location.cpp
Line : 105
Description : XML node not found in file map_spots.xml
Arguments: deadbody_location_whtx

stack trace:

#

this file is missing in catspaw milspec pda

#

and with dolg_quest

stiff zenith
#

Yo I want to add new items, and I know how, I just don't know how to check for the Id of a certain items, how do I?

#

Pls help

verbal siren
crisp burrow
#

Please tell me if there is a way to track the first loading of the world from the main menu? Perhaps there is some other event, global variable or function. I tried "on_before_level_change" and "main_menu_on_init" and "player_is_in_alife_switch" and "actor:is_in_alife_switch" found on the Internet, but the game does not respond to them

regal bolt
#

I turned on Hide Ammo Icon and Hide Ammo Counter but it still shows this

verbal siren
regal bolt
proven stratus
#

https://imgur.com/a/6icsU7A

Hello, I am trying to edit ogf model in Blender, using pavelblend

and as you can see in-game there's no texture loaded
been trying to find out what's wrong for an hour but clueless so far.
any answer is appreciated, thanks

summer stream
#
  1. Get OGF Model Editor.
  2. Look into original texture path for them.
  3. Open up the OGF Model editor.
  4. Write down the right texture path.
  5. Check in-game.
proven stratus
coral sable
#

Hi stalkers, is there a way i can edit radiation out of the gas station area? wanna put my base down there since the emission update dropped but radiation is killing my fun. Plz help

verbal siren
coral sable
#

hi lemon please tell me you are a zone wizard or something like that

fathom wagon
#

Modding never seems to escape me - went try out Global War and ended up porting over the old multi-hit protection method GAMMA used to have before more modded EXE development, I ported over the OHK protection with high enough player HP, and I made the crossbow in Global War more useful by letting you retrieve crossbow bolts if it hit a target.

#

Can't help myself it seems KEKW

ionic obsidian
#

Hi im trying to make a m82 barett mod.How can I find the hand model? Should I replace the existing weapon or can I add a new one?

regal bolt
fathom wagon
# fair canopy hows the crossbhow?

Fun even if the iron sights are really rough. Also don't think it can have any scope despite having a rail but I would need to check its LTX file. The multi-hit that STALKER is known for helps it be as good as it should be. But I have to make a "multi-hit" check so that when I loot an NPC, I don't end up looting 3 bolts when I only hit him with one KEKW

#

But I still let NPCs get hit with the multi-hits since they are a bit on the tanky side kek1

#

I also got the random artefact spawner system to function. At least I think it does b/c I don't notice any spare artefacts lying around. At least it doesn't crash my game.

undone spruce
#

hmm, so i cant put yt links on here as well

sonic bolt
#

Does changing death outfits also change how tanky an NPC is? Thinking of making an edit to the LTX so that they drop more appropriate armor on death

hot salmon
crisp burrow
#

Friends, do none of you work with code?
I need an executable command when loading a save from the main menu that I can latch onto. The thing is, the mod should only reproduce the effect at the start of a new game or at the start of a new session, and not every time you move to a new location. I've tried about a dozen different methods and commands, but I can't find a solution. I'm still very green in scripts and so far I can only copy and change ready-made parts of the code

#

@hot salmon Нценка, брат, помоги🙏

hot salmon
#

ну давай теперь на русском всё

#

@crisp burrow

crisp burrow
# hot salmon ну давай теперь на русском всё

Короче, я переконопачиваю мод на интро-эффект. Там есть проблема такая, он инициализируется при каждой загрузке, даже при переходе на локацию. Мне надо как то сделать, чтобы он инициализировался только после загрузки из главного меню или при начале новой игры.
Я пробовал его привязать на "on_before_level_change", пробовал лочить его после первой инициализации и разлочивать "main_menu_on_init". Но меня движок тупо не слушается, я ебаный нуб(

hot salmon
#

никак ты это не сделаешь

#

забей

#

нету команды которая стартит что либо при загрузке сейва или типа того

#

по крайней мере я о такой не вкурсе

crisp burrow
#

Это пиздец, самые плохие подозрения подтвердились

#

Спасибо и на том🤝

hot salmon
#

типа on_before_level_change - и нафиг отвязываем каллбэк для загрузки эффектов

#

но это сработает только с переходом между лвлами

#

при загрузке всё равно будет

crisp burrow
crisp burrow
# hot salmon типа on_before_level_change - и нафиг отвязываем каллбэк для загрузки эффектов

Я бл*ть хз тупой как пробка, оно не хочет
Погляди, пожалуйста, своим мудрым взглядом, мб я даун и мне лечиться надо

Вот старый скрипт:

function ShowIntroText()
    local ui = ui_intro_screen and ui_intro_screen.start()
    if (ui) then
        ui:ShowDialog(true)
    end
end

local function onKeyPressCallback(key)
    if key == DIK_keys.DIK_C then ShowIntroText() end
end

function on_game_start()
    -- RegisterScriptCallback("on_key_press", onKeyPressCallback)
    RegisterScriptCallback("on_loading_screen_dismissed", ShowIntroText)
end

Вот новый:

function ShowIntroText()
    local ui = ui_intro_screen and ui_intro_screen.start()
    if (ui) then
        ui:ShowDialog(true)
    end

    UnregisterScriptCallback("on_loading_screen_dismissed", ShowIntroText)
end

local function onKeyPressCallback(key)
    if key == DIK_keys.DIK_C then ShowIntroText() end
end

function on_game_start()
    RegisterScriptCallback("on_loading_screen_dismissed", ShowIntroText)
end
crisp burrow
#

Умнэе🥹

hot salmon
#

попробуй

#

типа ставишь ` три раза и рядом пишешь lua

#

и в конце тоже три `

#

ибо иначе очень трудно читать

crisp burrow
#

вот

hot salmon
#

супер

crisp burrow
#

акакнада

hot salmon
#

у тебя уже типа скрипт включился

#

хммм

#

ты можешь попробовать добавить переменную и подвязать её к каллбэку on_loading_screen_dismissed, а в ShowIntroText добавить что если переменная == true, то тогда делаем return

crisp burrow
#

да

#

Спасибо, я сейчас попробую

azure bluff
#

are paths NPCs walk along, points of interestm, covers (are those called smarts?) all part of the map, as in - is all that data somehow baked into the map model or is that data moddable without having to learn how to create maps for Anomaly?

hot salmon
#

but you can add some new waypoints trough logic

crisp burrow
# hot salmon ты можешь попробовать добавить переменную и подвязать её к каллбэку `on_loading_...

Ничого не робит( Все равно при переходе эффект срабатывает

Вот как накакал:

local intro_has_played = false

function ShowIntroText()
    if intro_has_played then
        return
    end

    local ui = ui_intro_screen and ui_intro_screen.start()
    if (ui) then
        ui:ShowDialog(true)
    end

    intro_has_played = true
    UnregisterScriptCallback("on_loading_screen_dismissed", ShowIntroText)
end

local function onKeyPressCallback(key)
    if key == DIK_keys.DIK_C then ShowIntroText() end
end

function on_game_start()
    RegisterScriptCallback("on_loading_screen_dismissed", ShowIntroText)
end
#

Может это потому что скрипт сбрасывается при каждой смене локации и по новой воспроизводится? Как то вообще можно это сохранить в памяти?

hot salmon
#

ты умеешь работать с mdata?

crisp burrow
#

🥹

#

это что

hot salmon
#

щас дам пример

#

там легко

#
function save_state(m_data)
    m_data.RADIATION_AMOUNT = RADIATION_AMOUNT or 0
end

function load_state(m_data)
    RADIATION_AMOUNT = m_data.RADIATION_AMOUNT or 0
end
#

это позволяет сохранять состояния между сэйвами

#

и грузить их

#
    RegisterScriptCallback("save_state", save_state)
    RegisterScriptCallback("load_state", load_state)
#

засунь свою переменную в m_data

#

и она будет сохранятся между загрузками

crisp burrow
#

Так, сейчас попробую

crisp burrow
# hot salmon засунь свою переменную в m_data

ПАПА, я выиграл!
Оно сработало! Только вот как я понял оно ведь теперь всего раз за прохождение эффект активирует, а потом сохранит в сэйве и все. Надо бы как то наверное при выходе из игры - его перезаписывать. Но я там сам уже попробую наваять.
Еще есть проблемка - курсор появляется вместе с эффектом, видимо он как часть подхуда какого то идет и автор сам не нашел варианта его убрать. Не знаешь как его можно убрать?

Вот новый код:

local intro_has_played = false

function ShowIntroText()
    if intro_has_played then
        return
    end

    local ui = ui_intro_screen and ui_intro_screen.start()
    if (ui) then
        ui:ShowDialog(true)
    end

    intro_has_played = true
    UnregisterScriptCallback("on_loading_screen_dismissed", ShowIntroText)
end

function save_state(m_data)
    m_data.sis_intro_played = intro_has_played or false
end

function load_state(m_data)
    intro_has_played = m_data.sis_intro_played or false
end

function on_game_start()
    RegisterScriptCallback("on_loading_screen_dismissed", ShowIntroText)
    RegisterScriptCallback("save_state", save_state)
    RegisterScriptCallback("load_state", load_state)
end
#

Код эффекта длинный, сюда не помещается(

#

Но и на этом блин огромнейшее спасибо! Я всю ночь ебся с этим, а тут во раз и сработало

crisp burrow
#

Могу в лс кинуть скрин?

hot salmon
#

ага

lilac ibex
main plover
#

Mpx in 9x21 coming to the finish line

mild frost
#

anomaly modding book is 404 for anyone else?

primal parrot
sacred token
acoustic wigeon
#

modding a sight to the akms, code looks good and game boots, gun highlights the scope but wont attach, anyone had that issue as well?

mild frost
#

Guys, i'm having a really hard time to make a NPC spawn at a position on a new game. Is it even possible? I believe that the NPC is created correctly, but sometimes i get a "o:/anomaly\gamedata\scripts\dialogs_hello_world.script:36: attempt to call method 'id' (a number value)" error. When i try to fix it, i get other errors

acoustic wigeon
#

cant post pictures, i´ll post the code

#

on mod_system_zz_3dss_akms_alt_inh.ltx :
wpn_akms_e0t2 wpn_akms_alt
hud = wpn_akms_e0t2_hud

1icon_layer = e0t2_x
1icon_layer_x = 80
1icon_layer_y = -11
scope_status = 1
scope_zoom_factor = 5

wpn_akms_e0t2_hud wpn_akms_hud

item_visual = anomaly_weapons\wpn_akm\wpn_akms_e0t2_hud.ogf

on w_akm.ltx :

1icon_layer = e0t2_x
1icon_layer_x = 80
1icon_layer_y = -11

inv_weight = 3.7

hud = wpn_akms_e0t2_hud
visual = dynamics\weapons\wpn_akm\wpn_akms_e0t2_hud.ogf

item_visual = anomaly_weapons\wpn_akm\wpn_akms_e0t2_hud.ogf

acoustic wigeon
fair canopy
#

! Is only for modifying sections

#

Don't put anything in front of the section name for completely new sections

acoustic wigeon
#

if i remove those it gives me a memory acces violation error

#

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_c6a239502a3860851a9288828a946d7d>::()::<lambda_40577bb68d949d74012dcd4f9319e60e>::operator ()
[error]File : E:\Anomaly-1.5.1\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 374
[error]Description : fatal error
[error]Arguments : Duplicate section 'wpn_akms_e0t2' wasn't marked as an override.

Override section by prefixing it with '!' (![wpn_akms_e0t2]) or give it a unique name.

Check this file and its DLTX mods:
"e:/anomaly\gamedata\configs\system.ltx",
file with section "w_akm.ltx",
file with duplicate "mod_system_zz_3dss_akms_alt_inh.ltx"

#

unless, i only have to have the scope code in one of the ltx´s, but to my understanding it has to be both on the gun ltx and the 3dss ltx

#

...imma try removing one see what it does

fair canopy
#

New sections can go in mod system files

acoustic wigeon
#

kay, it launches, but cant equip the sight, it highlights too

#

oh, i´ll try reverse, see if that makes it work

fair canopy
#

The reverse won't change the code

acoustic wigeon
#

yup, you were right xD

#

im not a coder TT u TT, i didnt have many issues modding the groza, dunno why the akms is giving me trouble

fair canopy
#

You don't need scope status or zoom factor either either

acoustic wigeon
#

oh, yeah, i removed that section

fair canopy
#

You should also not use the hud model as a world model unless you turn it into a world model specifically

#

Make sure that you're using the correct gun section as well

acoustic wigeon
#

uh. not following, could i borrow like 10 minutes of your time and voicecall?

fair canopy
#

No, I'm currently out

acoustic wigeon
#

understandable

fair canopy
#

What's the section name of the gun you're trying to modify?

acoustic wigeon
#

so im trying to add a scope to the akms_alt, which is under the akm ltx

fair canopy
#

Section name is the Debug id in the brackets

#

So you've got the wrong AK, that's the issue

#

You're trying to add it to the base akm, not the akms that drops in Gamma which is wpn_akms_alt

#

That's the root of of the gun

acoustic wigeon
#

i get that, but the akms_alt code is in the akm ltx as its own section

fair canopy
#

Doesn't matter

acoustic wigeon
#

oh

fair canopy
#

What matters is the base section of the weapon. The file name is mostly irrelevant

acoustic wigeon
#

so which file should i add the code in then?

fair canopy
#

Easiest and least messy way is to make a dltx with your new sections

acoustic wigeon
#

okay, i´ll give it a try

fair canopy
#

I suggest using the sections in 3dss akms file a a guide. I stripped down all sections yo the absolute minimum info needed in most cases

acoustic wigeon
#

okay, worked, but still same issue, highlights but cant equip

fair canopy
#

Post the code

acoustic wigeon
#

![wpn_akms_alt]

scopes = e0t2,
lewd_lens_hide_enabled = true
lewd_lens_hide_bone = lens
lewd_lens_hide_delays = 0.1,0
lewd_lens_hide_aim_mode = true, false, false

;---------------------------------------------------SIGHTS---------------------------------------------------

1icon_layer = e0t2_x
1icon_layer_x = 80
1icon_layer_y = -11

inv_weight = 3.7

hud = wpn_akms_e0t2_hud
visual = anomaly_weapons\wpn_akm\wpn_akms_e0t2_hud.ogf

item_visual = anomaly_weapons\wpn_akm\wpn_akms_e0t2_hud.ogf

#

(again, with the world model thing and the inventory model im not sure how that works)

fair canopy
#

You don't need to redefine variables that were already defined. You also didn't fix the section issue

#

Should be wpn_akms_alt

acoustic wigeon
#

oh, umm, okay

#

![wpn_akms_alt]

scopes = e0t2,
;---------------------------------------------------SIGHTS---------------------------------------------------

1icon_layer = e0t2_x
1icon_layer_x = 80
1icon_layer_y = -11

inv_weight = 3.7

hud = wpn_akms_e0t2_hud
visual = anomaly_weapons\wpn_akms_alt\wpn_akms_e0t2_hud.ogf

item_visual = anomaly_weapons\wpn_akms_alt\wpn_akms_e0t2_hud.ogf

#

same issue, highlights but doesnt attach

quartz hill
#

should be wpn_akms_alt_e0t2 no?

#

the section name i mean

acoustic wigeon
#

does it matter? i thought the name of the weapon im inserting doesnt really...

#

lemme try that

quartz hill
#

also add a parent_section = wpn_akms_alt to the e0t2 section
nvm probably doesn't need that since the base weapon section should also have it

acoustic wigeon
#

kay, it attached, but immediatly crashed LUL i´ll look at the log

fair canopy
quartz hill
fair canopy
#

It should unless it's a gun that never had scopes

acoustic wigeon
#

kay, deleted the parent but still crashed

fair canopy
#

Probably bad ogf file path

acoustic wigeon
#

Can't find variable item_visual in [wpn_akms_alt_e0t2_hud]

#

that´s the error, i think i know how to fix it

acoustic wigeon
#

cant find variable attach_place_idx in (wpn_akms_alt_e0t2_hud)

broken vortex
#

how can i make the udp9 have 800 rpm again, i checked in the config files, nothing seems to be affecting the base firerate

#

i know that it was a feature of the patchnotes 0.9.4 to lower the firerate, but dont know whats changing it

verbal siren
regal bolt
#

is it possible to make gun with attachable laser module or it's a necessity of creating 2 separate models - with laser and without it with their unique ids?

main plover
lilac ibex
#

u can write a script to hide teh bones n shit

main plover
regal bolt
regal bolt
main plover
#

Or you can do one extra model then laser sight will be new scope "lazup"

regal bolt
#

ok, ty

fair canopy
lilac idol
lilac idol
lilac ibex
#

w00cy patzy

fair canopy
lilac ibex
#

scripted attachments ftw

naive snow
#

Does it make use of the world model of the object or the hud model itself?

lilac ibex
#

Idk ask Lucy trolley

verbal siren
#

Does anyone know if GAMMA loads a certain Atmos preset by default? If so, how is it doing it?

azure bluff
main plover
#

Right now in gamma in lootpool/obtainable is only sr2 and sr2m_upkit right?

SR2m is outside of lootpool?

main plover
undone spruce
#

saints row?

vernal cypress
#

Yo, do anyone know how to adjust how stamina works? Was playing Road to The North mod and I cant stand how atrocious was the stamina worked out in this mod, the threshold is way too low

crisp burrow
undone spruce
#

Afaik its in maintenance

wraith willow
#

@lilac ibex is this a whole new attachment system?

sonic bolt
#

Is there anywhere I can find out how to change a weapon from a replacer to a seperate gun? There are some gun mods I have that I want to make into seperate variants

celest forge
#

Just change the section names

sonic bolt
#

I did that and it didn't seem like it was enough pepesludge I'll try it again

verbal siren
wraith willow
lilac ibex
#

its already in modded exes afaik

novel ruin
lilac ibex
#

new system

#

straight from 1.6

novel ruin
#

Cs 1.6 hellonewstalker3 ?

lilac ibex
#

world attachments

novel ruin
novel ruin
# lilac ibex world attachments

Question about attachment, they are basically just model in the world without any other property right? Like id, name and stuff.
Is it possible to port model editing (resize) to normal object?

lilac ibex
#

so... read sourcesTROLLED

novel ruin
summer stream
wraith willow
#

I gotta go look at the github then

lilac ibex
#

ok

wraith willow
#

Oh man these new exes are amazing. The capabilities of modding are so much more expanded now since we can use live rendered objects .

New callbacks for "on death", exporting of hud elements to lua, better and refined garbage collection, hdr10 support.

Can't wait to see what I can do with this.

#

And best of all MULTI CORE USAGE~♡

novel ruin
wraith willow
#

Sorry I'm geeking out 🤣

summer stream
wraith willow
#

Over 100+ new event hooks... POGGIES1

regal bolt
#

@steady apex Hi, somehow couldn't build exes, idk what's wrong, MFC and ATL are latest version
here are images
https://imgur.com/a/HFSyjEn

regal bolt
lilac ibex
#

u gotta need to show full log

#

idk why you cannot build it

lilac ibex
#

i dont see a problem. scripted attachments were used for that funky lockpicking anim in 1.6. you can do anything shrug

regal bolt
lilac ibex
#

I'm not sure

#

aha, imgui is on github too

slow bolt
lilac ibex
#

based

#

oh and MT

regal bolt
regal bolt
summer stream
lilac ibex
lilac ibex
summer stream
#

the multithreading is real

regal bolt
lilac ibex
#

np

naive snow
#

Guess we gotta start prepping all the attachments with proper pivot points and transforms. Did Lucy already start making some documentation about it?

regal bolt
# lilac ibex np

I'm getting this error:

28>LINK : fatal error LNK1104: cannot open file 'C:\Users\Alex\Source\Repos\xray-monolith\_build\_game\bin_dbg\x64\Verified\luabind.lib'
28>Done building project "xrEngine.vcxproj" -- FAILED.
========== Build: 27 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Build completed at 5:16 PM and took 06:32.888 minutes ==========
last yew
#

But by no means is it coming to GAMMA any time soon, you guys can wait until I have good mods/modpacks patched

steady apex
#

You should open engine-vs2022.sln file, not engine.sln one

azure bluff
azure bluff
#

ok, thanks, confusion alleviated.

lilac idol
fair canopy
novel ruin
naive snow
fair canopy
#

Well, once someone has something going for weapon attachments, hit me up and I'll work the models

spark oriole
#

Hi...so i'm currently making a whole new Area for Anomaly....

#

and i have few questions about 3dsmax and level editor( CoP/SoC)

fair canopy
lilac ibex
gritty lynx
steady apex
#

wait a couple of days, it will go back online

spark oriole
#

Tried using level editor...to change existing maps.....THAT tool is shiet how in god name they were able to create anything with it, fking ancient technology 😐

#

it crashes when least expected...even on idle, 20minutes to load a barrel....if you happen to change spawn point you're screwed...jesus !!

#

now i understand why there's handful of people using it

spark oriole
# lilac ibex

im unable to join i need a phone number to complete my registration and i do not have one

#

i have no permission to interact with the channel

lilac ibex
#

aight

hot salmon
#

much better than 0.7 from appro

spark oriole
#

is shiet

#

xD

#

i have to get the hang of it

#

tried sdk manager 10.x smt to work with it...is suggested to use 0.7 instead...reasons idk

#

is like asking secrets ...no one is willing to asnwer any of my questions

lilac ibex
#

you can use any SDK thats compatible with call of pripyat. ixray is somewhat stable & improved. other than that there's hybridxray, on github as well

lilac ibex
spark oriole
spark oriole
#

i have to just focus on finishing the map details on 3DS Max for now i get back to x-ray later when i have to begin the real work

wide bobcat
#

I can't really think of a better place to ask this, anyone know what addon changes the important NPC models in GAMMA like Petrenko and such?

verbal siren
verbal siren
#

Do it

spark oriole
#

tomorrow

#

this map has sucked my life in the last 2 days xd

#

and thanks

quartz anchor
#

New to modding here.

#

All i want is to make a 357 USP nimble, and i am not doing well. any advise would be great

#

such as what addon to pull the visual assets, sounds, and mags to modify into a new USP that chambers 357

sonic bolt
#

You can probably just rechamber the USP Match "Wolfhound" by looking at it's LTX and changing all the ammo types to .357.

quartz anchor
#

what about the magsredux issue?

sonic bolt
#

hmm, you can probably check the current version of mags and find the mags ltx that the USP uses and copy it over

quartz anchor
#

is there only one USP wolfhound? i looked at the spawn command in a game and it said it was listed as wpn_usp_nimble. but i think there may be multiple, or is it located in base anomaly?

sonic bolt
#

it is, but it should work for what you want since it was an old upgrade that became debug only when the match was removed

quartz anchor
#

i looked through the mags addon that i have enable rn, and there seemed to be more to it than i thought. i copied and modified the nimble ltx, but nothing new appeared. Thus i am worried this was the "wrong" one.

#

the mag and the gun i "made" did not appear in game

main plover
#

Have you edited file itself or created your own ltx?

sour night
#

What name are mercenaries under in GAMMA NPC Loadouts mod? Killer, correct?

#

I take the thumbs up as a yes, that and multiple "merc" guns are in that file.
Cheers.

#

There a preferred spot for me posting some file edits incase others would like them? Just the #1035807043933720576?
(Fixed SV-98M 3DSS PN-23 NVG optic position & added the SV-98M to drops for Mercs, Military, Monolith & Renegades).

sour night
#

Can't post files in there

verbal siren
#

Post links

spark oriole
#

yeah noticed, can't post anything. speaking of Stupid choices this is one...especially in a modding creation channel

#

i want to post my progress on the making of Projuect V. for anomaly 1.5.3

#

and i cannot xD

tired drift
#

Lowkey want to make space marine armor

#

on da low low

tired drift
#

Why is the anomaly modding guide by grok broken

lilac ibex
#

?

simple scaffold
tired drift
#

sheesh making dltx file is a whole process

rough lion
#

Not really

#

making DXML is a bit more tricky

wraith willow
#

I've been making custom tranquilizer ammo specifically for 9x18 weapons, 🙂 it's fun! So far my system monkey patches into Stealth 2.31 for those that have it, and has a standalone for those who don't.

Shoot. Enemy sleeps. Loot spawns around them like in MGS, then a script prevents additional loot spam. Npc wakes up, has a groggy state, and then forgets where you are after about 60 seconds and resumes patrol. It's a great system so far. I'm expanding.

#

Adding the ammo for the gun was the easy part 👌

#

Always make sure you use a folder called basetype and put the ltx file in there for the ammo, the mag file goes in configs

#

You can append existing weapons and mags with >

tired drift
#

wtf

#

dltx tutroial eror 404

wraith willow
#

Yeah it's down

rough lion
#

Silksong's fault

tired drift
#

what language is stalker

#

lua

#

ok

lilac ibex
#

HLSL, LUA, CPP

tired drift
#

i only know java and c# haha

wraith willow
#

You got it man, once you code your first hello world it's all gravy from there. Play with it.

tired drift
#

can someone explain this & LTXDiff findroot "[Base Folder]" "[Mod Folder]" "[Relative Path to File]"

#

base folder modfolder and path to file

tired drift
#

for now

wraith willow
#

Naw, dltx is the best way to do things.

#

It's non destructive

#

You wanna code with monkey patches and make sure your code isn't calling local functions, making them global is the best way to make it compatible with other mods

wraith willow
tired drift
wraith willow
#

Oh duh

tired drift
#

huh

wraith willow
#

LTXDiff findroot figures out the correct “root” in the base game for a file you changed in your mod. It helps you target the right original file when making a DLTX patch.

#

It tells you which base-file path that modded file should be diffed/patched against, so you can generate a proper DLTX transformation.

misty mulch
#

read that

#

that is my writeup of what a root file is, why it's important, and how to find it using three different methods.

#

if the issue is that you literally do not know what "[Base Folder]" etc. means:

  • [Base Folder] = filepath to the unpacked Anomaly folder (e.g. for me it's G:\Anomaly/appdata/_unpacked)
  • [Mod Folder] = filepath to your mod's gamedata folder (e.g. G:\GAMMA\mods\whatever_your_mod_folder_is)
  • [Relative path to file] = filepath to the LTX file that you are targeting, with the root file being gamedata (e.g. config\items\weapons\w_kiparis.ltx to use the Kiparis example from my guide)
#

remember the quote marks, you'll need them

#

and here's an example of what running it looks like if you did it all correctly

#

note that the "mod folder" filepath can be radically different from your GAMMA folder or your Anomaly folder, it doesn't matter

floral briar
#

What happened with anomaly mod book, I am getting 404?

misty mulch
#

look at the link above. it's moved

quartz anchor
# main plover Have you edited file itself or created your own ltx?

I coppied the usp ltx file from base anomaly, copied the nimble usp, renamed, chamged ammo and properties for dmg to that of the desert eagles 357. Set the ammo capacity to the mag i made and the mags redux addon in gamma addons magazines 2 file. I added a new one i made from the mk23 mag ltx and just added that to the same file with the real mk 23 mag. Im assuming i have missed/made multiple mistakes somewhere

tired drift
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I want to make a new quest where in the endgame you can get expirmental armor to go with expirmental weapon the gauss. It would be like the space marine armor

tired drift
wraith willow
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You'll get there. Baby steps

spark oriole
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im trying to create a whole new map is draining my energy ...:|

wraith willow
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i've been building my mod and encountering many regression issues for the last, two weeks?
it's killing me lmao, but I keep making backup versions of my mod to roll back to if i mess up.

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its bee na life saver

tired drift
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probably gonna take me a year lol

spark oriole
tired drift
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Yeah

simple scaffold
azure bluff
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anyone else having trouble downloading newest exes of github? I get dl failure on FF and Chrome.

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works now. weird.

sturdy plaza
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i cant find how the weapon upgrade kits work. basically turning your standart ak 105 into the swamp thing or whatever. where i can find the upgrade kits within the game files?

main plover
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@quartz anchor

It creates new weapon usp_wolfhound it's only available thought spawn menu because I saw that usp_nimble is not available in gamma rn

Uses coonan mags

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I didn't change sounds or anything only damage and ammo

sturdy plaza
main plover
sturdy plaza
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i figured the idea how it should work, but its a lot more complicated than i thought

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because the game uses a whole new weapon model when you put a scope on it. for example putting kobra on ak74 , in the ingame files it changes the whole weapon model which is made together with it

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so i assumed adding the kit would just make it use a different weapon entirely with different stats and all that, but its not that simple at all

fair canopy
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You make the new gun section it's own parent section

main plover
main plover
sturdy plaza
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yeah, but its made so oddly, its hard to figure out exactly how it works

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because the kits aint simply listed in the scope section for the gun. in ak105 files neither of the upgrade kits are listed

fair canopy
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They work the same as scopes

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Like exactly the same

sturdy plaza
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ill apologize in advance, i tend to be exceptionally stupid

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example...taking ak105 specifically right now. w_ak105 has neither of the kits listed as a scope option. There is another file named w_ak105_kits. I check there, and yeah, the swamp thing and the other one are listed there. But the parent for them is ak_105_dummy

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which is just confusing as fuck

fair canopy
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Yeah it's a workaround I had to do because the dummy file holds the inherited information for the AK kits

sturdy plaza
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how does that work? shouldnt it be counted as a whole new gun by the game?

fair canopy
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It is

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But it doesn't matter

sturdy plaza
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no, im genuinely curious how does that work and why such a workaround? the way it works just really gives me an idea for something i want to make without just straight up adding a whole new gun to the game

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as in....its hard to explain, i just want to figure out how it works so i could create a kit for a already existing gun and as i figured it should be straight forward, but...no

simple scaffold
fair canopy
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Its a really easy process. The workaround was needed because gamma adds new ak105 reanimation that overwrites the bas files

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So I had to create a dummy section where the AK kit guns could Inherit the info they were missing from, otherwise they crash

main plover
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if we all here I want to change sr2 upkit to have support for diffrent scopes so i just need to make parent section for upkit?

fair canopy
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You'd take the whole name of your new scope section as the base section

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So it's be 'sr2_upkit_(scope)'

sturdy plaza
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yea...yea...i was tihnking of doing something similar

fair canopy
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Ugh fucking discord formatting

main plover
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I was always thinking about that because it makes making nimble upgrades without dialogue changes viable

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So only nimble selss upkit for certain weapon

fair canopy
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Yeah, I made a mod a while ago for "crafting" guns in that way

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The only issue with inheritance is that any 3dss scope variable needs to be completely redefined under inheritance sections

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I'm actually trying to get rid of inherited sections in the next 3dss update

sturdy plaza
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so...in theory, just in theory. lets say.....i want to add....whatever, a potato on my gun, but make it viable to attatch other scopes to it. so i simply make potato as a scope option, for the speicfic gun. example ak74. so in the ak74 file i would need to add [wpn_ak74_potato]:wpn_ak74. Then make basically a whole new gun with the file name of wpn_ak74_potato and write all the subsections for each scope there?

fair canopy
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It's easier, but I instead suggest copy and pasting the whole ltx and changing what you need

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Yeah, you'd just do it as a dltx instead

sturdy plaza
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yeah, yeah, dltx

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but my dumb idea would work? its actually still straight forward?

fair canopy
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Basically

main plover
fair canopy
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There's a few tricks you can do with that

sturdy plaza
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go on

fair canopy
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Can't explain rn but they aren't hidden

sturdy plaza
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please do explain whenever you can, im not really a bright person

foggy plover
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is there a way to configure a file that relates to crafting? such as changing the amount of items to craft an item. Like 20 casings for 15 bullets to 15 to 15?

umbral cosmos
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I don't know if this post is suitable in this chat or not but is someone try a T.A.L.K.E.R. A Dynamic AI Dialogue Engine for S.T.A.L.K.E.R. Anomaly mod? I watched couple of videos and looks awesome. You can talk to NPCs and AI find suitable answers for it.

sour night
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How might one go about moving the position of a scope on a weapon? (Specifically Juan's AXMC, not a fan of how far forward the scopes sit).
Is it a simple config change or I actually need to mess with the model?

verbal siren
sour night
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Blender it is I guess.

slow bolt
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Well yeah

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it's part of the model

sour night
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I'm tired, just a fleeting hope that since it's one with multiple optics as options I'd be able to adjust their position in configs instead of needing to touch the model.

slow bolt
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Nope

main plover
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but watch out recipies for ammo are very tied to the box_size of ammo parts(ammo parts are coded as ammo) and ammo itself

sour night
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Would anyone happen to have a version of OGF editor lying around? Tried to use the one I found on gamebanana but it's completely broken for me.
Moved the scopes appropriately on the model but I got the fresh problem of no textures.

sturdy plaza
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use blender instead

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literally just learned how to do it myself

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this video explains it super well

icy shoal
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is there any mod that adds american punk to the radio

sour night
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I think because I missed one of the steps that's mentioned in that video

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I just winged it without a tutorial.

sturdy plaza
fair canopy
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You don't need the textures to load. And don't check export texture paths in blender when you go to export your ogf

sour night
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Is my point

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I just got a pure blue gun after exporting the model back to where it was.

fair canopy
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You exported your ogf with texture paths that were setup incorrectly in blender

sour night
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Literally all I'm doing is loading the OGF file, moving the scope back on the model then exporting it.

fair canopy
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Right. But there are options on export that cause your issue if texture paths aren't set correctly

wise turret
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hello i was trying to make my puddles always appear how would i do this

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I would like it to be like this

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ssfx_terrain_offset -1.0, -0.4, 0.0, 0.0

slow bolt
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!puddle

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there is a command

wraith willow
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lol

slow bolt
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name eludes me

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!nopuddles

queen pineBOT
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@slow bolt
If you want to add permanent puddles:

  1. Find the mod 290- Atmospherics Shaders Weathers and Reshade Latest - Hippobot in MO2
  2. Right click -> Reinstall, and choose ONLY these options:
00 - [REQUIRED] Sky Textures
01 - [REQUIRED] Atmospherics
06 - OPTIONAL PUDDLES ALWAYS PRESENT
09 - OPTIONAL Extra Weather Cycle
10 - OPTIONAL FOG Distance Increase
12 - OPTIONAL Improved Skybox fog blending
  1. Click "OK", then "Replace"
slow bolt
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there we go

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@wise turret

wise turret
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Thank you

sour night
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Fresh problem, the scope is not rendering. Just remains the same glossy surface that's used when not scoped in.

fair canopy
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Caan you show a screenshot of what you're seeing?

sour night
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I'll dm it

neon path
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someone gimme a list of top 3 graphical mods

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maybe top 5 if fantastical

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pls and ty

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idunno where else id ask for reccomendations

sour night
fair canopy
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Looks like lens hider isn't setup in the Config. I honestly don't remember what I was doing with the sv98 custom.

sour night
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Idk I just fixed it for myself so figured you would want the file.

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I'll look into the former.

fair canopy
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Chill

sour night
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?

fair canopy
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Anyway its the lens hider lines that maybe off

quartz anchor
wraith willow
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coding regression... i had it all working.. and then

it all borked

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pain..

sour night
stuck spear
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It's not always named lens