#╙🖇mods-making-discussion
1 messages · Page 125 of 1
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
You can then simply look up in your MO2 the last file in order for it, in this case, GAMMA Starting Loadouts
oh sounds easy enough
thanks didnt even think of that
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 help
@stoic zephyr can you share the font you used for the text on ur icons?
Hello. How can I decode data in the .scop savefile into readable format? Example:
Thai font (stalker style) coming soon 
i dont think its possible
that is the engine save game file. like any save game you would need a special editor. i don't think one exists.
the .scoc file on the other hand is serialized lua and you could make an editor for that fairly easily.
Shouldn't be hard to make one or make it more editable by accessing the engine though
Tbh there is no need for that at all
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
also ig the other q here is ingame date or IRL date
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
Starts at base gamma support, is directed to mods making, then is finally directed to newbies chat 
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?
that or it's a setting in the settings menu i thiiiiink.
if its a setting pls let me know when you figure it out
what about more texts in game I always enjoy those
judging by everyone going "jesus fucking christ it's spamming my pda" that sounds like what you're looking for
and, yeah, this is the channel for making mods not asking for mod recommendations
but w/e
oh I was told to ask here
yeah... we know
sorry not trying to cause issues :/
So what am I supposed to download from here? All of it?
Anomaly book doesn't have an actual tutorial on how to setup and run the SDK, only lists the various versions of it..
what SDK do i download then?
i don't think we have one
i've been doing literally all my shit in paint.net and notepad++
Wdym? How do people make mods then?
you don't need anything more sophisticated than notepad to edit a config file
well ok, but I don't want to just change some textures. I wish to edit / add models
ok so blender and notepad
p sure the anomaly book walks you through it, plus the link to the blender plugin is pinned
I am very good with Blender (+6y experience) but just trying to make heads and tails on how to actually mod the game.
Got the plugin already, tested it. works great
cool. i don't make models, wait for one of the others to come on
Alright, tnx anyway man. 🙂
It does to a point, but it assumes I have a mental map of how separate functions,models,packers etc relate to each other, and I don't have that.
I am still not sure what is the 'main' editor with which one makes a mod.
there isn't a single main editor
I thought it was SDK
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.
Does the grok_bo script affect both npcs and the player?
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
I see. So it's my own modern self that mistakes with expecting a holistic editor? xp
grok_bo.script is ONLY for damage dealt using bullets, by the player to NPCs
damage taken by the player? grok actor damage balancer
npc to npc damage? pure vanilla anomaly calculations
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
grok_bo default logging already tells you which hitzone you hit when you shoot an NPC
again, must disable tosox minimods repo or reinstall it without the "stop log spam" option
Hi. I would love to play with this mod, but I have a problem.
https://www.moddb.com/mods/stalker-anomaly/addons/aks-74-replacement
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"
@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.
you're looking for #🔨modded-gamma-support, this is the "i am actively making my own mods" channel...?
Sorry, yes
Use IXRay SDK, or whatever SDK for Call of Pripyat you can find.
oh, wrong message. whatever. anomaly == CoP
@floral briar correct ping
Ye i see in the anomaly book that anything after X ray 6 works for anomaly. But I still trying to figure out whether I need it even. Others mentioned I don't need it for swapping adding actor models.
What about map props tho?
idk, mapping disgusts me
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
also what i wrote about editing static geometry is tip of iceberg
is there a way to change the locations guides teleport you to?
If I wished to copy and place already existing props within the map, onto different location, like some boxes and vehicles would that still be very complicated as adding completely new meshes?
yes everything about editing “anomaly” maps is complicated also i see mfb and other folks on anomaly discord explained it already
Yes, somewhat. But I need as much info as possible as I am still struggling to understand,
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.
Even with the Shift CTRL or alt modifier it is very hard to see all the inputs and its overlappings
npc guide travel is usually done by making a dialogue and teleporting you with an "action" defined in a script (e.g. the dialogs_mlr.zat_trash_station action in phrase 2)
maybe look into how to use dxml to edit/add the dialogue
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 🙂
ty
npc weapon loadouts are defined when they are spawned, you can look in npc_loadouts.ltx from "weighted npc random loadouts" and the faction loadout ltxs in "gamma npc loadouts"
as for outfits, i believe they are chosen from a list for the npc's visual model when they die, defined in death_outfits.ltx
Can anyone port the Margach D12MT shotgun from Stalker 2 to GAMMA?
Looks like just an ak
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
chatgpt said this was the cause of the crash

had the same kind of message
Not related, even tho the spelling is wrong, it didnt matter
Kinda funny i didnt see notice that this whole time but well
I will do a pr for the fix
try this
Is there a way you can add an option to only zoom when you ADS?
Make variable is_ads = false and bind its change to on_zoom_in and on_zoom_out callback
Then add additional check to zoom if is_ads == false then return end
Thx
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?
i use the 1st option of temerature colours in pizza
Ask in the Mas thread?

Which file should I modify if I want to add certain items to the trader inventories?
What do distance and object_distance mean in the NPC's vision formula? There should be one distance between the player and the NPC.
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Thank you kind human
distance is how far the NPC can see. object distance is the distance to the object.
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
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.
If we can do definition for each scoped version of weapon with separate icons can we do the same for supressed version of gun?
Icons only not separate weapon instance
why wont it work for supressed versions?
Because it doesn't have it's own
[wpn_name_supressed] tag usually
because
suppressors
well
basically the gun has it's own wpn_silencer
which is being triggered via putting the silencer on
it basically makes it easy for modders to NOT create one trillion models over and over
I know how supressors work I am just curious if it would be possible to do it without creating new ogfs
No I don't want to attach icon layer to supressed version just create seprate icon for it
you know you can trigger the change
but to make it NOT use the icon_layer
it would require to have different section
like
the icon being changed to suppressed one
ehhh
just do the icons only
sections would be required
like changing the icon fully
That probably isn't in the attachment framework
you know how there is
icons_texture for the icon of gun
and upgr_icon_path for the upgrading icon in workshop
it could have a thing that would trigger
icons_texture_suppressed
or
icons_texture_scope
It was only possible for scopes because of the way the scope setup works
(wpn_scope)
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
we cope
Just use sie
Womp
You can just unbind the free zoom key 
I wish i knew how to code
is moddb broken? i tried to upload some mod but i can't
Hey guys
just wondering
which file adds the text in the bottom left of the GAMMA main menu?
the one with the G.A.M.M.A. 0.9.4 stuff
Why is outfit drop condition for professional 35 when the next 2 ranks is 25? (Drop Condition MCM setting)
Looks like a mistake when doing the setting, esp. considering weapon conditions are linear (25 for pros)
zz_grok_ui_st_mm.xml
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.
Hello, how do I modify a basic Gamma armor? It's the green trenchcoat outfit
and also the 5 year old is extremely literal
you'll need to make a dltx override, my guide is in the pins. essentially you make your own mod folder, make a special config file with a specific kind of name, then list all the changes you want to make to the original armor in there
you may or may not need to navigate the shit ton of overwrites already in gamma
also armor protection parameters are not super intuitive
Okay, i will try it, thanks
given that embeds are off, wanna describe what that link is?
That is yesterday's YT update from Ascii1457, where he demos the upcoming DLSS4 for X Ray.
" 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.
just to know, how much of coding is needed to make guns mods and outfit mods (only retextures)?
I wanna learn that, and also blender
Will give it a try
thanks
overwritten by GAMMA Massive Text Overhaul Project even though you can tell from the filename it's not meant to be overwritten 
yeah XD
could be that they copied all the files and edited them
and forgot to remove this one
they don't forget to remove things, because that would imply they ever remove any of the xmls they copy and don't edit
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
yeah idk what to do with that tbh
I'd honestly just merge both mods into one at that point
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
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
ah alright then
...also because i'm learning to mod rimworld at the moment but shhhh
well I'll definitely take a look if you let me know once you've got it done
alr lol
I'm supposed to be helping 
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?
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_countand it takes a number e.g.artefact_count = 3
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
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.
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
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
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.
Thank you very much for your help. I have already passed on your message and the link information to my friend so that he can correct his mistake.
https://drive.google.com/file/d/1hmprrHChGWsfI5QxnSzHx0-zCZVksApu/view?usp=sharing Following the steps and information on the page, plus checking how the iteon task mod is structured, I created this .zip file. I would like to know if I did it correctly.
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
With this information and doing this, should Wolf show me a new dialog box, or am I missing something?
You either need the modxml script or add the new dialogue IDs directly to Wolf's section in character_desc_escape.xml (is a vanilla file though so best not to modify it and do the modxml instead)
For modxml to work you'll need modded exes, included in Gamma but if your friend is on vanilla Anomaly then they'll need the exes
Okay, so since I did everything you mentioned and what was in the guide, Wolf should now display new text.
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
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.
One of many misteries of the monolith..
ap_modifier is removed for consistency porpouses
![wpn_mcx_tac]
hit_power = 0.65, 0.65, 0.65, 0.65
bullet_speed = 500
!ap_modifier
ammo_class = ammo_300blk_fmj,..................
So just overwrite ap_modifier like this without any values?
Man, the image perms is getting annoying ngl
you could also have ap modifier set as 0 or 1 ig
i dont remember how the modifier worked exactly rn
Aight, rn I'm just gonna follow the existing patches, someone already made .300 blk patch, so I am really just copy pasting here lol.
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 🙃
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?
in anomalous stash gamedata\scripts\anomalous_stash.script
remove lines 92-97 to allow sprint.
doing the fast travel bit would be a bit of work
Thank you very much!
I assumed sprinting would be easier than the fast travel portion of the mod. I've been slowly trying to learn how to edit mod scripts and what not, so perhaps I'll test myself by trying to add that in.
How do I find the addon id? I need it to make two mods work together
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_```
It just name, not some internal system for addon id. You can name it however you want if youre making a new mod
ahh ok thanks
Still i would recommend naming stuff with some prefix like “bas_” above
For organizing
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.
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🥰
so the resto of the instructions i wrote about adding outfit data to mags redux made sence on the first read?
Yes, overall it was easy to understand, thank you
For some reason, I am unable to export ogf with an error saying root file missing. What is the issue?
@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.
!autocompleteru
#🤖bot-commands
Do terrain textures like "terrain_jupiter" affect the placement of grasses?
everything about placement of grass is in level.details in levels/level_name/
terrain_level_name.dds inside level folder is used as far lod and some sort of overlay for ground textures
is there any sub-chat where i can find help with S2 modding?
thank you❤️
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
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.
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.
Thanks gona look into it, better try then die a coward ;P a proper faction i knew was a pain in the ass makes sense
does anyone know what patch should i need to find for this one?
here's the issue that i have right no
now
its a sidhud UI overlayed with the hud icon, theyre become gray tho
you are talking about the quickslots items, like the medkit?
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
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?
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
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 
theyre not quick slots, theyre status efffects, example, when youre getting encumbered, or radiated
that's what ive been issued with tho
so yeah idk what patch should i need to use
maybe ill use the updated BHS
i don't see any of those in your screen shot.
but there is an addon alt icons that has a place in it's script where you can adjust the position of the status effect hud.
what is it?
its a status effect, like encumberance, or radiated, etc.
ive been having that issued that since 1.5.1
so yeah
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?
look at what the gamma main menu replacer mod does and replicate it
the npcs didnt shoot me even though i shot them, i test if theres a problem for it
someone said its because of the bas
alt icons should not affect anything like that. it just changes the way some icons are drawn.
i don't know much about bas. Never really used it.
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
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
i think im done with the Smith and Wesson
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.
The scope variant is reindexing the gun icon atlas
See if the x and y icons values are being readdressed in the scope section
Gonna guess he's copy pasting the storm sections into the groza Config
yeah, im changing the values, but i must’ve missed that one
You've got the models done too?
Nope, that’s todays challenge. But should be pretty straightforward now that i finished the picatinny yesterday
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
it's mostly XML workarounds
a lot of modding stuff is written down here
https://igigog.github.io/anomaly-modding-book/
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.
is there a faster way to edit sound comments than savandt?
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.
I forgot the name but you can copy them directly off the sheet. That's how I made them
Is it hard to modify how rare a gun is?
Thanks, i'll read it and try to make a couple of simple things to test it 🙂
Thank you, RavenAscendant! I'll check both of the mods you mentioned. I believe it will be really handy checking how other ppl made storylines
There's also #1184126640775761970 but it's unfinished
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:
-
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 -
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
they are there for a reason
good to know - what's the reason?
!disabled
@visual gulch read this: #╭📖faq message
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
Actually they do show up, at the bottom in disabled
gotcha
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
The first 2 entries seem like bugs nevertheless
the first mixes two mods, the second uses 2 names
Boomsticks and Sharpsticks New (keep disabled)
Anomaly Magazines (Disable G.A.M.M.A. Unjam Reload)
these?
ah yeah i forwarded first 2 things to the helper chat
great, thanks!
expect nothing to happen
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.
isnt there a console command for that?
You mean thermal scopes in 3dss? or heat vision mod?
for the thermal sights that are in base gamma.
what´s the value that i gotta modify for scopes that have backup sights or offset, is it firepoint?
aim_hud_offset_alt_ pos and rot
thank you!
Are you using https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor ? It should put your HUD values in the cache.dbg ltx
yup yup, got the okp7, eot, xps3 done so far, now the specter is done
Hey gang, where can I ask questions related to performance? Recently updated to a 9800x3D and wanted to bounce some questions off you guys.
#╟🔰☢newbies-chat
this chat is for making mods
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.
that is probaly just a texture change on the progress bars. you should be able to copy the name from one xml to the other.
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
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.
"Outfit Affects Movespeed" mod affects movement speed for various outfits
Textures or colors? Colors are set in the mod_system_3dss_colors.ltx file, but can be set in any config using DLTX.
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
those are individual mods. i'd assume their files that assign a texture are overwritten
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
try GAMMA scopes radius fixes
but that seems to be the scope itself rather than reticule (i've lost the plot on exactly what you're doing lmao)
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
did just find: https://discord.com/channels/912320241713958912/1305253557808922685 though which might help slightly
okay yeah they may know
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)
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?
Look in the configs, then search for files in MO2. Could be in Oleh's WSTFG mod.
your guess was correct, found exactly the gunfire sound i was looking for.. thank you man
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?
Addon i'm fiddling with: https://www.moddb.com/mods/stalker-anomaly/addons/dltx-add-skat-10m/page/2#9061256
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
Thank you, veer, i'll see what I can do from here.
you can stop the armors from being sold by simply deleting the gamedata/configs/trade folder in the mod
@misty mulch i dont know how to do that exactly. do i click on "full guide" link?
yes, please read the dltx guide i wrote to learn how to make a dltx config override
that is why i linked it
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 
dltx is the best , especially for quick little mini mods
hey, just wanted to check again if you ended up finding a way to extend the corpse cooldown time for the EOTS and t12 thermal sights.
its fine if not.
never looked
this is one of my alltime favorite mods
why cant i put picture here in this thread
Only certified modders and moderators can. There's a server-wide block on pics and embeds.
the inqusition has arrived.. heretics begone..
got it 🙂
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
No It was cause an idiot that spam posted gore and porn
I am very happy with it. I think the hud is a simple and direct improvement on the base game one and the set system is a simple solution to the BHS medical problem
when i use your mod, i always think to myself.
a similar type of function for sights, supressors and attachments would be so neat.
so you can quick swap between holo and zoom optics.
like this one by Haru: https://www.moddb.com/mods/stalker-anomaly/addons/quick-action-wheel
which is in gamma
for all effects the 1917 is finished, just need some pics, and fomod it
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.
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
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 .
Thanks!
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.
how hard would it be to make door opening animations
ty
how to compress textures in BC7 RGBA?
use paint.net
how about photopea? There's an option to export dds but idk how to use bc7
there is only one thing that you can use to see non-compressed albedo textures
nope
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
but @tacit surge uses BC7 #1206163448497573898 message
IT'S BC7 LINEAR
did you use this? https://www.nexusmods.com/site/mods/602
so, can I redraw some elements on a gun and save using BC7? Or should redraw whole texture of a gun?
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
What? You can't save individual sections of a texture, you save the entire texture in the format you need.
yea, I mean if I can edit someone's texture and save using BC7 will it enhance overall quality or I should redraw the whole texture?
And can I edit texture using photopea export it in dds and then save using BC7 in paint, will this do?
@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
It won't ''add'' quality, it just won't introduce more artifacts
how did you create textures for pistols? What tools did you use?
3D Subtance, Paint.NET, Gimp for Normals/Bumpmaps.
so, substance for creating textures, but paint for what then?
Small, quick changes like levels, overall brightness, etc.
And Paint.NET BC7 compresses very well. I sent a screenshot of the compression settings.
is substance trial version enough or not?
thanks!
if someone redrew all the gamma weapons
do I need to create bumps to make a better texture quality or I just need to increase quality of that texture without bumps?
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
Its good practice to scale the bumps up, but depending on the details it may not be that needed
why there's no desolation-like mod for gamma?
Because it requires an almost complete remake of the attachment system + thousands upon thousands of work to make it work for all guns
because ur lazy.
->anomaly modding book (scripted attachments)
->xray monolith (if you need more)
Is BC7 best quality for icons?
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
i'll have to ship the m1917 with anim scripts
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?
Where can I get a minimap like this?
https://imgur.com/a/5SZPLVi
Enhanced UI.
thx
Get it from here, since it requires some stuff to be fixed on GAMMA.
idk if this is the right place to ask, anyone got a remodel for the cmmg mk47 mutant thats in gamma?
milspec pda catspaw had a problem
2 in fact, one with dolg-quest and deadbody
im using 1.15 btw
is there anyone who knows, how to make quests for anomaly?
go near to any npc, especially the ones who only stands, then click no.2
press*
What should I do if I only want to take the compass, not with other mods, if I want to install the compass, I also install the HUD from the author, I don't want that
i mean, i want to write a mod for a new task, but cant get all the things right
ohhh that? is there any conflicted mods after you made it?
i always check the conflicts first
that's why the FDDA redone is good, i just move their files
for now
did you have problems with catspaw milspec pda?
i have 2 problems, i think the one with dolg_quest is missing
the other one with deadbody is erroneus
does this system work for anomaly?
i checked few "tasks addons" and found nothing similar to this guide init
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
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
Run the game in debug, F7 > 1 > item list
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
Hey guys
quick question
do you know what might be putting this circle at the bottom right of my screen?
https://imgur.com/a/wu5RBhv
I turned on Hide Ammo Icon and Hide Ammo Counter but it still shows this
It's the stealth visibility icon
thanks
how do I disable it?
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
- Get OGF Model Editor.
- Look into original texture path for them.
- Open up the OGF Model editor.
- Write down the right texture path.
- Check in-game.
Magnifique, you saved my day, literally.
thank you very much, have a great day
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
MCM
hi lemon please tell me you are a zone wizard or something like that
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 
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?
got it
thanks
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 
But I still let NPCs get hit with the multi-hits since they are a bit on the tanky side 
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.
hmm, so i cant put yt links on here as well
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
there is only one way to find out, but i don't think so
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🙏
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(
у меня плохие новости
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
можно в теории отвязывать каллбэк при переходе на уровень
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
Я вроде так пробовал, но чет нихрена не сработало, не помню уже всю ночь убил
Мб накосяпонил где то, сейчас перепроверю
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
учу красиво вставлять код:
local = code_on_lua
Умнэе🥹
попробуй
типа ставишь ` три раза и рядом пишешь lua
и в конце тоже три `
ибо иначе очень трудно читать
вот
супер
хммм
ты просто убираешь каллбэк?
акакнада
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
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?
i think its level.ai
but you can add some new waypoints trough logic
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?
вот кстати ты хорошую идею дал
ты умеешь работать с mdata?
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
Так, сейчас попробую
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
Курсор при загрузке?
типа когда текст?
Когда, да вот сам эффект проигрывается
Могу в лс кинуть скрин?
ага
Mpx in 9x21 coming to the finish line
anomaly modding book is 404 for anyone else?
Yeah I just noticed that myself
Repo owner seems to have changed. Gotta wait until they fix the book. New url will probably be https://theparazit.github.io/anomaly-modding-book/
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?
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
Show us the code, maybe?
cant post pictures, i´ll post the code
on mod_system_zz_3dss_akms_alt_inh.ltx :
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_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
here
! Is only for modifying sections
Don't put anything in front of the section name for completely new sections
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
New sections can go in mod system files
kay, it launches, but cant equip the sight, it highlights too
oh, i´ll try reverse, see if that makes it work
The reverse won't change the code
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
You don't need scope status or zoom factor either either
oh, yeah, i removed that section
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
uh. not following, could i borrow like 10 minutes of your time and voicecall?
No, I'm currently out
understandable
What's the section name of the gun you're trying to modify?
so im trying to add a scope to the akms_alt, which is under the akm ltx
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
i get that, but the akms_alt code is in the akm ltx as its own section
Doesn't matter
oh
What matters is the base section of the weapon. The file name is mostly irrelevant
so which file should i add the code in then?
Easiest and least messy way is to make a dltx with your new sections
okay, i´ll give it a try
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
okay, worked, but still same issue, highlights but cant equip
Post the code
![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)
You don't need to redefine variables that were already defined. You also didn't fix the section issue
Should be wpn_akms_alt
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
does it matter? i thought the name of the weapon im inserting doesnt really...
lemme try that
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
kay, it attached, but immediatly crashed LUL i´ll look at the log
You don't need to redefine parent section
since the section being inherited from already has it right?
It should unless it's a gun that never had scopes
kay, deleted the parent but still crashed
Probably bad ogf file path
Can't find variable item_visual in [wpn_akms_alt_e0t2_hud]
that´s the error, i think i know how to fix it
cant find variable attach_place_idx in (wpn_akms_alt_e0t2_hud)
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
If the base is 800 rpm and in the game it's different, then probably some other config is changing it using DLTX. I would use Notepad++ to search for a string ![wpn_udp9] to find that file.
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?
At this model new model and if gun has scopes every variant need laser, if you want laser as just alternative "scope" you can just make one extra model
u can write a script to hide teh bones n shit
There is one in work somewhere, engine edit to be precise
why adding laser on every variant with a scope? Why not hiding laser and then turning it on on pressing key?
so, it's engine-side
Laser right now is part of model with special shader, so if you have like assault rifle that has 8 scopes you need to edit each model for each variant with laser sight attached
Or you can do one extra model then laser sight will be new scope "lazup"
ok, ty
I would suck some dick for this
go to anomaly server and search for lucy's mesages with links
Nice try 300 music links 

scripted attachments ftw
Are you spawning a world object and attaching it to sockets/bones?
Does it make use of the world model of the object or the hud model itself?
Idk ask Lucy 
Does anyone know if GAMMA loads a certain Atmos preset by default? If so, how is it doing it?
user.ltx
search for line: cfg_load Atmos_Summer
Is that what you are looking for?
Yeah, thanks.
Right now in gamma in lootpool/obtainable is only sr2 and sr2m_upkit right?
SR2m is outside of lootpool?
always forgot so I am remaking sr2
saints row?
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
Священное писание удалили😭
Ни у кого нет резервной копиюшки?
https://igigog.github.io/anomaly-modding-book/
The Holy Scripture has been deleted
Does anyone have a backup copy?
Afaik its in maintenance
@lilac ibex is this a whole new attachment system?
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
Just change the section names
I did that and it didn't seem like it was enough
I'll try it again
Replacers probably use the same file names as original guns, so even if you change the section names, original guns will look like replacers. You have a lot of renaming to do.
super exciting!! Is it gonna be posted soon? I wanna follow this.
its already in modded exes afaik
Is it related to mas or a new system
Cs 1.6
?
@last yew in shamble,he gonna port weapons all over again 
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?

Ah so new modded exes? Beyond the ones Gamma uses?
I gotta go look at the github then
ok
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~♡

Sorry I'm geeking out 🤣
Over 100+ new event hooks... 
no way, I've came up with this idea yesterday and you've already done this
@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
how about making this system? Want to create it https://www.youtube.com/watch?v=StyvDgaMwWg
you can recreate it
i dont see a problem. scripted attachments were used for that funky lockpicking anim in 1.6. you can do anything 
yeah, but it'll take time, months maybe, because I have to learn c++ and look up engine code, also create tons of lua configs
that gif with weapon preview with attachements through gui would help me, is it already on github?
I'm not sure
aha, imgui is on github too
Only if redux dev opens sources. Which these projects never do
like someone needs redux sources. we got mas, scripted attachments
based
oh and MT
so I gotta make this mod myself or with help by others, btw I'm interested making it
what is mt?

welp copy those .dlls to your bins folder
multithreading
the multithreading is real
thanks
np
Guess we gotta start prepping all the attachments with proper pivot points and transforms. Did Lucy already start making some documentation about it?
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 ==========
Bleh.
I knew this kind of thing was coming, I'm prepared.
But by no means is it coming to GAMMA any time soon, you guys can wait until I have good mods/modpacks patched
idk what you did wrong but you should have 32 projects. I just checked the repo, all stuff was compiled successfully. If you want to build verified project, select verifiedDX11 here and then build solution
You should open engine-vs2022.sln file, not engine.sln one
in vs installer: https://imgur.com/a/9w7FSaD
demonized exes have MT, i thought it was a separate, unmentionable here project?
not yet
ok, thanks, confusion alleviated.
i think there's some in the book about script attachments
Waiting for GAMMA Augmented panoply equipment
Its down rn
. You can still see them in the page source
404😭
Well, once someone has something going for weapon attachments, hit me up and I'll work the models
Hi...so i'm currently making a whole new Area for Anomaly....
and i have few questions about 3dsmax and level editor( CoP/SoC)
There are I think one or two people in this server that know about that but you might be better off asking in the anomaly server itself. There's more general knowledge there afaik
unable to join their discord
Is there any live or zipped version of https://igigog.github.io/anomaly-modding-book/ ? Wayback machine has it, but it is kinda slow
wait a couple of days, it will go back online
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
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
aight
use ixray sdk
much better than 0.7 from appro
yeah im using AWS X-Ray Sdk
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
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
you may find more mappers/sdk modders in ru servers tbh
yeah probably but langua barrier...alredy tried that route
i've got the " compatible one" its crashing the editor ;D
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
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?
Did you try typing .rank stalker in their bots channel?
nope.
Do it
Description will go into a meta tag in <head />
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
You can probably just rechamber the USP Match "Wolfhound" by looking at it's LTX and changing all the ammo types to .357.
what about the magsredux issue?
hmm, you can probably check the current version of mags and find the mags ltx that the USP uses and copy it over
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?
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
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
Have you edited file itself or created your own ltx?
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).
Can't post files in there
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
Read the announcement
Why is the anomaly modding guide by grok broken
?
Mags Redux has a file integration .txt that tells how to make a gun use a particular magazine or even make entirely new magazine types exclusive to your new gun
sheesh making dltx file is a whole process
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 >
Yeah it's down
Silksong's fault
HLSL, LUA, CPP
i only know java and c# haha
You got it man, once you code your first hello world it's all gravy from there. Play with it.
can someone explain this & LTXDiff findroot "[Base Folder]" "[Mod Folder]" "[Relative Path to File]"
base folder modfolder and path to file
Let me check
I think i might back up anomaly skip the dltx process
for now
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
What were you doing to get this error
its not an error lol its from dltx guide
Oh duh
huh
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.
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'sG:\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 beinggamedata(e.g.config\items\weapons\w_kiparis.ltxto 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
What happened with anomaly mod book, I am getting 404?
look at the link above. it's moved
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
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
That sounds fun!
yeah its gonna be very hard to learn everything tho
You'll get there. Baby steps
hope you find a way to make it 🙂
im trying to create a whole new map is draining my energy ...:|
that's gotta be exhausting XD you can do it!
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.
its bee na life saver
probably gonna take me a year lol
or two ;D
Yeah
mags redux is setup to let you just drop new files into the folder. don't need to (and shouldn't) add them to existing files.
anyone else having trouble downloading newest exes of github? I get dl failure on FF and Chrome.
works now. weird.
Yeeeah I will do edit for you
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?
It works like "scope"
@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
I didn't change sounds or anything only damage and ammo
thank you, now i know where to look and found traces of it to do my kind of investigation about how it works!
But idk how kits that are not removable work, yet
i figured the idea how it should work, but its a lot more complicated than i thought
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
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
You make the new gun section it's own parent section
aight so as I tought didn't test it yet
you can still change stats for kit
yeah, but its made so oddly, its hard to figure out exactly how it works
because the kits aint simply listed in the scope section for the gun. in ak105 files neither of the upgrade kits are listed
ill apologize in advance, i tend to be exceptionally stupid
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
which is just confusing as fuck
Yeah it's a workaround I had to do because the dummy file holds the inherited information for the AK kits
how does that work? shouldnt it be counted as a whole new gun by the game?
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
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
kits make an entier new gun. same as rifle scopes. kits just are not reversable.
Its a really easy process. The workaround was needed because gamma adds new ak105 reanimation that overwrites the bas files
So I had to create a dummy section where the AK kit guns could Inherit the info they were missing from, otherwise they crash
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?
You'd take the whole name of your new scope section as the base section
So it's be 'sr2_upkit_(scope)'
yea...yea...i was tihnking of doing something similar
Ugh fucking discord formatting
I was always thinking about that because it makes making nimble upgrades without dialogue changes viable
So only nimble selss upkit for certain weapon
Yeah, I made a mod a while ago for "crafting" guns in that way
The only issue with inheritance is that any 3dss scope variable needs to be completely redefined under inheritance sections
I'm actually trying to get rid of inherited sections in the next 3dss update
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?
It's easier, but I instead suggest copy and pasting the whole ltx and changing what you need
Yeah, you'd just do it as a dltx instead
Basically
I am halfway trought scopes for that version of sr2 with pic rail
There's a few tricks you can do with that
go on
Can't explain rn but they aren't hidden
please do explain whenever you can, im not really a bright person
Lol youre a G man,
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?
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.
tnx
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?
Move the scope on the model? Blender.
Move the whole gun/scope closer to your eye? Adjust Scope HUD mod in MCM
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.
Nope
configs->items->ammo
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
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.
use blender instead
literally just learned how to do it myself
this video explains it super well
is there any mod that adds american punk to the radio
I did use blender, it was giving me shit for the textures.
I think because I missed one of the steps that's mentioned in that video
I just winged it without a tutorial.
yeah, but therefore do it as the video says, nearly word to word to get the hang of it and what not, because i just did exactly that myself and it worked. i assume you know it all better than me anyway.....but its a really good video
You don't need the textures to load. And don't check export texture paths in blender when you go to export your ogf
In game they don't load
Is my point
I just got a pure blue gun after exporting the model back to where it was.
You exported your ogf with texture paths that were setup incorrectly in blender
Literally all I'm doing is loading the OGF file, moving the scope back on the model then exporting it.
Right. But there are options on export that cause your issue if texture paths aren't set correctly
hello i was trying to make my puddles always appear how would i do this
I would like it to be like this
ssfx_terrain_offset -1.0, -0.4, 0.0, 0.0
!puddles
!puddle
there is a command
lol
@slow bolt
If you want to add permanent puddles:
- Find the mod
290- Atmospherics Shaders Weathers and Reshade Latest - Hippobotin MO2 - 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
- Click "OK", then "Replace"
Thank you
Ok it was just the fact I exported it wrong.
Thanks.
Fresh problem, the scope is not rendering. Just remains the same glossy surface that's used when not scoped in.
Caan you show a screenshot of what you're seeing?
I'll dm it
someone gimme a list of top 3 graphical mods
maybe top 5 if fantastical
pls and ty
idunno where else id ask for reccomendations
Probably something I've done wrong, but either way I've dm'd the screenshot.
Looks like lens hider isn't setup in the Config. I honestly don't remember what I was doing with the sv98 custom.
Idk I just fixed it for myself so figured you would want the file.
I'll look into the former.
Chill
?
Anyway its the lens hider lines that maybe off
ran into one small issue, the gun jams, and cannot be cleared because it doesn't have any parts lol, how would i go about fixing that issue?
Tried tampering with them to no effect, I note it's apparently tied to a "lens" bone that isn't present on the model. I could be missing the obvious though.
It's not always named lens




