#╙🖇mods-making-discussion
1 messages · Page 126 of 1
If it has one, the wpn_scope bone can be changed to lens for your needs
Frosty has a 3DSS guide here and that's what I used for some of mine
oddly enough, it works in my game
so i probably uploaded an old version, fixed it, then never uploaded the fix
Any chance I could get the fixed version if it also fixes the NVG attachment?
I imagine it's slightly more polished than my "fix".
as for the hidden texture, i remember why. i had it hidden so that it wouldnt overwrite ARC
check my github. i updated it
Thanks
would there be a way to script a different empty reload animation for ar15 pattern rifles when suppressed that makes the player use the suppressor button (forward assist)
probably. but youd still have to make the animation as well
Ah I forgor I can do that in the evening 10+h
how to fit this minimap into compass overlay? , If anyone knows, please let me know so I can edit the XML.
what does alife fixes do?
How hard would it be to make a script that presses alt a second or so after the map fully loads in? I've not ever done any stalker modding before and I am running into an issue if I ever alt tab in a loading screen where the game thinks I am constantly holding alt until I press it again... That, or any better fix idea is appreciated
it just add more checks and prevent crashing for a specific bug. It is useless now since modded exe fixed it
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repair_type in each gun's config can be pistol, shotgun, rifle_5 and rifle_7 respectively
im not 100% sure if thats how rifle_5/7 is written but it is along those lines
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i play dayz...
...movement in this game feels very unnatural
my brother in christ what

How dare I shoot bots in a singleplayer game
Bro talking about real gunfights should get himself out to one of the many wars going on and do something if he's so good at tarkov and apex
Bait used to be believable
Bait should be mastered
@steady apex Idk where to write, but I can do it here,
someone said that you've added ability to debug lua calls, put breakpoints, is it right?
no, ask @sudden inlet
ty
how should i dltx gamedata\configs\settings\parts.ltx ?
actually.....how do you add parts to a newly added gun?
Take a look at any of my mods that adds a new gun. Threes a dltx file that adds parts
I see, link to wiki died, will update it later today
The doc is here now https://anomaly-modding-book.netlify.app/docs/tutorials/addons/lua-debugger
yeah, i figured it out and it worked, thank you! just....now i have a other weird problem. i think this one is on me just forgetting to write something somewhere
anyway, wanted to ask. By adding parts and all that to a gun, then using any upgrade kit on it, do the part conditions stay?
Yes
perfect! thank you!
Hellooo! I'd like to adjust the exo servo sounds mod slightly to make it utilize the nosorog footstep sound for the actor as well and not just NPCs, but this is my first time navigating the game's code and so far my attempts to change the script have been unsuccessful. How should I go about this, short of replacing all the mod's walk sounds with nosorog sounds? XD
What I've tried so far is changing the local exo-types in the exo_servo_sounds.script to "nosorog" but it didn't change anything, and neither did changing them to "heavy".
Oh wait I think I see the issue, if the weight is above 50 it ends up using the "heavy" type and that's what I haven't tried changing yet. I think I'll try something with that, with more of other changes if needed... (edit - turns out it wasn't the issue, as my nosorog weights 41kg so it was not even using the heavy type, but the middle instead)
If I get it to work, I'll write what I did.
@quartz anchor
Okay, so in the end all my attempts to make changes in the script thus far have yielded no results, so I instead simply replaced the middle walk sounds with nosorog walk sounds (and middle jump and land sounds with heavy). It's a solution I was hoping to avoid, so if someone else decides to try messing around with that script, please let me know if you succeed by editing it and not the sound files!
is there a mod that gives me a better mp7?
Not sure where to ask this, but is there a way to make the npcs still "loot" their claimed bodies without actually picking anything up?
I understand that there is a mod disabling npc looting, but I was wondering if there was a middle ground between the two
Actually on the subject of NPC looting. Why is NPC looting disabled? Is that a progression thing?
Iirc because of the id limit
thanks. Maaan, it'd be nice to increase it by like x4 - i do recall there were issues with that.
a lot of mods rely on 65535 id limit, so if you will increase it some scripts COULD break
the forbidden engine did have an idea to increase the id limit but oh well 
Grok said it broke AI, AI will loot things you killed and sometimes goes looting in the middle of the fight. So he disabled it
It was done before on modded exes as well
and rolled back
or never merged, that could be too
Is there a way I can prevent specific script from loading? With ltx or with lua?
okay thanks, so technically I can remove it?
once again, a G
Yes
Hide/delete or overwrite with an empty script.
i've seen some references in the code to the 2^16-1 number but my understanding is that it's literally "search & replace" fixable, just the coordination of the fix across all the mods is a PITA.
ty, seems the only way
i wonder if LUA AST is available at any point to the C++. Perhaps it's possible to dynamically replace the "65535" literal at parse-time or something like this.
From which mod originally come isg variant weapons?
So I've asked people on the server of the Voldemort (unmentionable) exes and apparently increasing object id limit breaks the save/load logic of the game for old save files which is why there's no solution right now.
Bas i think
BaS.
There is no need to update the number of IDs if ppl don't create creat places where items pile up and don't get used.
Just don't put NPC loot into their inventory as items. Keep it as a list. Only spawn the items when the NPC is killed or sells the items.
Hi, I'm trying to replace GAMMA maps with Anthology 2.0 maps (they are just AMAZING). And I had "some" kind of success. I could load the maps and textures, but having some errors, spawns are screwed and having lots of file conflicts. Any one had better success? Or with experience with maps and such?
Any project trying this?
Definitely a think to ask in anomaly discord as well
Cordon 
Oh, I'm not in there will try this
stalcraft ahh geometry
Would anyone be available to attempt to fix an older mod that isnt working properly? Id be willing to pay a few dollars, like 10, 20 dollars or so.
The "ironman rougelite" mod is a bit outdated and some functionality does not work properly.
For some reason, the mod isnt saving your reputation and rank, as well as some minor incompatibility with the new weapon parts included with gamma.
why not copy all shit from gamma to anthology
at least it is possible to make it ‘work’, you can’t easily drag n drop maps from it or any other mod to anomaly without expecting small or big problems. why? simple explanation: all.spawn, level.ai, level.spawn and few hundreds of .ltx files that depend on each other’s in best scenario you will have npc’s flying in air or going through walls like on pic bellow ai grid wasn’t adjusted to latest geometry changes 
Maybe I could try this too
But would be of much more benefit, to have like a mod with map
If it is only a few flying npc, I can live with that 
I'm trying to isolate all the config/script/etc files for the maps to work, but it is really a big mess
if you want nicer trees and cars on maps i suggest using old anomaly custom maps that are on moddb they don’t obscure vanilla ai grid or spawns with unnecessary geometry and overall geometry is very similar to vanilla maps + it’s drag n drop mod
Well, more than trees and cars, I like maps expansions, and new parts. I couldn't figure out where this maps come from, already asked in anthology discord. They told me that probably from old story mods
Anyone here knows where to look for the logic where UNISG agents come out of disguise in a UNISG playthrough?
Is there any guide how to setup Lua stubs for (VSCode / IntelliJ IDEA / any other IDE)? Particularly, anyone using code completion / diagnostics?
For vs code there was one on the modding bible
ok, i encountered a dumb problem and im struggling to figure out how to make it work.
where...or how the line of text should look if i want to attach a "scope" to a gun and it turns into a whole different gun?
example being the kits you can apply on some weapons. i got really confused about how it works
vim is the only acceptable editor
I set up Rider, there are several plugins for syntax highlight. What i am trying to do now is mske diagnostics and code completions work. So I can know if my code referensing to something that does not exist
I used to work with Rider, so thats why
you need to install the language server protocol
i have never used jetbrains
there's a set of instructions for VSCode, i have no experience with Rider
#╙🖇mods-making-discussion message
Cool, thank you!
check out other pinned messages.
there might be something more there
you might also be interested in this guide to debug Lua scripts:
anomaly-modding-book.netlify.app/docs/tutorials/addons/lua-debugger/
https://github.com/themrdemonized/xray-monolith/pull/251
Debug scripts with VSCode and LuaPanda support by IXRay Platform
To use it, you need to install VSCode and LuaPanda extension: https://marketplace.visualstudio.com/items?itemName=stuartwang.luapan...
what is wrong with the x-ray engine......
i just figured out a way how to make the game basically spawn a different gun in your hands when using some attachment system. but best i could do is making a scope which you add to the gun and nothing changes, but when you remove it it basically spawns in a different gun in your hands.
How did i achieve that? wtf?!
how do i make it work when attaching something to begin with?
What are you even talking about?
trying to replicate "upgrade kits" which basically changes standart ...uhh...ak105 to ak105_swamp
What's the problem, you make a scope section and then declare the cloned weapon it's own parent
yeah...im not sure what im doing wrong ,but it didnt work exactly
because i made a "scope" and when i attach it, basically nothing changes, but when i remove the scope it does what i want to.
like....you remove the scope and then the gun changes to what you intend it to be.
https://github.com/Aoldri/anomaly-definitions
Those can help. IDK if he made a fuide
alright, but what if i wanted to make it change into an already existing gun. just for shits n giggles, what if want to my aks turn into a groza when i put on a "scope"? how would you approach that?
im sorry, im just....not very bright when it comes to this
!puddles
@still light
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"
then just point its hut to the scope section of a different gun
and then when you remove the scope it becomes the base again
yeah, that i figured how to do, but the idea is to turn it into grza with all the attachments it can take. including other scopes. literally making it turn into that gun completely
just point it at the base groza hud section
make a dummy section for the scope
theres no point in doing that though
I've been playing the Stalker games and Gamma for a few thousand hours, and I'm contemplating pulling the trigger on a mod idea. For a long time, I've been very underwhelmed by the effects of psychic damage, and I've been thinking of ways to make it more interesting/threatening.
a dummy section for the scope? why that and .....why is all that pointless?
if you want turn one gun into another gun youd be better off using the drag and drop crafting method present in the game
trying to use the scope clone to do that is more complicated than necessary
alright, could you give me an example of that or where to look for that of how it works or could work?
check at the bottom of craft.ltx for how drag and drop works
its really straightforward
omfg.....i didnt even know that existed. so i could just make a random crafting recipe of you combining a gun and a vodka bottle and it would make adidas camo ak in my hands? assuming i made that skin
yeah
alright, i made that work! thank you for your help and suggestion. tho i did encounter another issue..... the weapon parts dont stay the same. The gun spawns prestine with no parts missing. damn.....
i just created another item in the junk category to test it. what could be done so the weapon parts stay the way they were...if that is possible at all?
scripting
yeeeaaaaa....i think it would be easier if i just pay someone to do that for me. i know....nothing about that
probably yeah but i certainly didn't execute it well 
oooh....damn...ill give it a shot tomorrow, but thank you!
I am working on updating a few of my own mods to 0.9.4. One of them touches actor.ltx. It appears something is overwriting run_coef, sprint_coef, and run_back_coef, which each control the speed the actor travels. This wasn't happening in my 0.9.3 pack, so I am inclined to say it's probably something new.
I naturally first thought there would be a dltx overwrite somewhere, however after searching all 1212 mod_*.ltx, it doesn't appear to be the case. I guess this could be a script doing this instead? Anyone have any ideas what new mod could be overwriting actor movespeed?
somewhat bizzarrely, despite run_back_coef being included in this, walk_back_coef is not and works as expected. i got nothin.
found the fucker.
disregard, solved.
so has anyone begun any work with either extracting conotroller support from the enhanced versions or getting anomaly/gamma to work with enhanced? even at a stripped down level?
- you cant extract it
- you cant get anomalyand its modpacks working with EE
openxray has some basic implementation, maybe you can port it.
kinda figured it just wasnt going to be worth the effort, but figured i would ask anyways.
ive used steam input for a long time and it works well, but that will probably remain the best option withoout unreasonable extra time and effort
and @fair canopy , sorry for the ping, but i love you two. thank you! you really helped me out here. everything works how i want it to!
Why the hell are native rigs so janky, weird and asymmetrical? How can X-ray work well with this, when modern workflows absolutly require to have a symmetrical rig for most uses cases? I'd honestly just make my own rig from scratch, but am not sure how complicated that would be in order for xray to read and use my rig properly?
xray is a janky thing, very outdated so we need to work with what we have
truth spoken
I can't find anything in the anomaly modding book about how to actually change the rigs and animations. It talks about camera animations and FPV hands. As I understand it, model + rig is ppacked into singular .ogf file; And animations for that rig are packed separatly in the .omf, correct?
.ogf - model/rig
.omf - animations
Right. Ok.
If I changed the rig and the model, and used custom animation in custom omf, will X ray be able to read that ok, or do I need to do something extra?
it will read that
how do you think guns work?
they have custom rigs
but main part of them are
wpn_body
Ok, ok. well I am still trying to understand how the engine and game work in essence, and build a mental model before I go making the models and animations.
What would be the main thing in making that work, keeping the same number of bones and naming convention for the rig?
Not sure if engine is looking up other information besides that.
npc
npc's probably has a special script that reads the bones
or not
since they use some special rig so their legs will contact with ground
im not sure
Hm, ok. I will for starters just swap the model, then test it. Then swap the rig too and we'll see.
Tnx for the help.
How do I test it tho?
Make a mod via Mo2 with the model?
What folder structure do I use? Since all original meshes are packed in db.
You could un pack them. Anomaly comes with a tool to do that.
Or look up the path here
https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata
Guys I have a couch from the furniture mode, prop_couch_1, how do I check in a script if the player is within a certain distance of that couch placed in the world? I'm new to modding, would welcome some simple usable advice
I have unpacked them, the og model I pulled from there. But not sure how to make the game read the proper path now. Is it enough if I start from meshes/monsters/zombi/ ogf file?
I am still learning myself but .... https://anomaly-modding-book.netlify.app/
Introductory book for S.T.A.L.K.E.R. Anomaly modding
so i want to remove radio section on pda and replace it with a browser that is working how can i do it or can i do it
guys where do you find level files ?
i'd like to customize them a bit
nvm i think i found
where can you download sdk ? I think i found a link but it says it's for CoP so idk if it's the one to use with anomaly
you can use ANY sdk thats compatible with CoP.
ixray could be a good variant
it is the good variant
k nice thx
ig it requires to install the xray engine too ? (srry for dumb questions, i have no knowledge in moddig and i just want to add trees in cordon and modify the terrain)
no
thx
where can i find the level files ?
db/levels
unpack them
then use decompiler to decompile them
k thx
then open with SDK
decompiling levels will break geometry you will need later to reexport all objects with blender to fix normals (for cordon iirc 50-70 objects that use lods + all static geometry like buildings, boxes, etc…)also i’m not sure how it works with sectors and portals -if decompiler export them i don’t remember if not there’s another good few h with blender to fix them 
i like adding lights to the zone using the hideout furniture mod. if i wanted those lights to be permanent - i'd have to do what panzerdivision goose is doing and edit them into the levels?
probably
while on the topic of levels, what is the deal with .hom files (occlusion geometry). Are they handmade or autogenerated?
If a file exists in gamedata/meshes/...
It will be loaded in place of the one in the DB .
Replacers are simple.
As long as there isn't another mod with the same file. Then you need to poke a mo2 load oreder
I have a mod idea but a little unsure which channel to post it on
here
Oh, nice
Its about animations really. I though since there is a limb health system, why not have dedicated animations for say if you damage your arms enough you fumble reloads and are generally less able to use your arms until healed?
And if you damage your legs enough you would have a dedicated animation for tripping or something like that
ok good, now make it yourself 
definitely gonna be a very annoying imo and a lot of work for animations
different reload animations for all guns based on arm health
Yes, 300 hours of work

Not really
Stalker has animation blending. It's possible with a universal anim
but almost nobody knows how tf that works
I also though about what if guns blew up or had a catastrophic failure like far cry 2 had? When the weapon is degraded enough? Sorry im really new to the modding scene and i just wanted to get some ideas out there
hey good people, im currently working on fixing an issue that is annoying me withing a mod that i otherwise love and adore, and hence i have a simple question regarding anomaly modding:
The mod has a file named "xyz.ltx" that i need to make edits (add new lines) to, if i create a new empty mod below the original in load order, then in there (replicating the structure ofc) make a file also named "xyz.ltx", then that second file is going to replace the file from original mod in its entirety, correct?
or will the contents of both files be somehow merged?
Starting small i see
yes
I was playing gamma and though about these things. I though maybe people who develop mods for gamma would think its cool😅
hey, that's quite simple. Make a script that if gun durability is below X% and it happens to jam, then there is X% chance to spawn an RPG explosion on the player
Sorry i didnt know it would be such a difficult task. I was just brainstorming
Ah yes, gun explodes and tears you to pieces
realism
imagine you have a way to load wrong caliber into the gun
and if you do so
it just implodes 
Maybe put you in a crippled state like very low health?
dealing you a ton of dmg but doesn't kill
bruh
Guns don't explode IRL just because
you need bad ammo for that. Not bad gun
and even then unless it is a 14.5mm explosion is very small
add old ammo back into the game? 
Maybe just a catastrophic failure like barrel exploding or something? Then damages you accordingly if the gun is ADS or not?
kentucky ballistics 
Maybe something like that🤣
lets think pratical for a sec, so you want your gun to explode, ok spawn a rpg explosion, probably never look good at close, what about the gun? You cant change how it look without making every single model for each gun for it, simply make it disapear then it will look bad, cant add a custom animation to it. See what im going here? This is why a lot of mods cant be made
unless some magican add some cool engine func to do that ofc
Yea i see what you are getting at, but again i just though it was a cool idea for immersion
Seeing as how far only the modding community has gotten with gamma makes me think it could be possible but i dont know much, i just play the game😅
Yeah so
Does animation blending at a script level help with the fact you can't load idle anims into Blender rigs
If it would be like solid object (wall) you could "simply" create a script that generates mesh at runtime, adds some particles and that its. In case of guns you will meed to create plugin to edit each gun, and it should work really well, so artist will not spend much time working on each gun. Insane amount of work for such feature. I would suggest you just blind player (like cs flashbang), drop his gun and make barrel broken, might be a ton less easier to implement.
That's a kind of system that:
A. Warrants the functions of guns to be made from the get go thinking about that specific mechanic
B. A complete rework of how gun meshes, armatures and animations work for Anomaly
And please allow us to dissable it 
There already too many ways to die in 1 life runs
Thats a genius way to make it though
It would be kinda cool and punishing if you are using a looted gun thats not in good shape
I think could be cool and suit gamma in the way its so unforgiving and gritty in its nature to include that kind of mechanic
That would never be added into GAMMA
Hey guys I’m in a bit of a bind as a crazy novice and could use a little helping hand
So I’m pretty sure GAMMA used two mods to really level up the quality for the emissions and I’m trying to achieve something pretty close on a fresh Anomaly setup. The two mods being Atmospherics and HollywoodFX. Atmospherics works great and does everything it needs to but the HollywoodFX seems to have been slightly altered in GAMMA. The dust and debris flying by, shaky camera and flashing lights are still there but the VFX for the shockwave looks so much better in GAMMA. If anybody would be able to help me modify the textures for the shockwave from the low-quality explosions they are now to a dark-grey dust cloud of the same shape, I’d be forever grateful. Sorry for the Bible, just not sure where else to turn.
It’d actually probably be a bit easier to just get rid of the explosions in the shockwave altogether from the HollywoodFX mod and keep everything else, the other mods will cover just fine
Still not sure how exactly to go about that though
Doesnt SSS (Screen Space Shaders) come with some sort of a "Wind" module that affects emissions too?
i have a feeling that might be what you're looking for
I’m not currently using SSS, is it performance-heavy? Running Atmospherics along with it’s requirements and the HFX mod run pretty stable for me, but I don’t want to push it lol
I’ll get a quick video to demonstrate the parts I like about what I have currently set up and specifically what I don’t care for just to clarify a bit
Atmospherics require sss you know? 
And yes, you need sss for the wind fx
I’m an idiot was thinking of something else I’m currently trying to get a video to specify what I mean by wind exactly
I have all the features for SSS enabled I believe
So the wind rushing by just before the shockwave is because of the HollywoodFX mod, and so is that ugly-ass explosion texture at the end. If it wasn't for those weird bombs going off, it'd be flawless.
I've tried looking in the mod files but I can't find exactly what's making it do that.
Here's a comparison with the HFX mod disabled. I'm trying to strike a balance between the two.
I'm guessing due to the similarities in the emissions in base GAMMA that the devs for it made slight changes to improve the look of those blasts at the end. At least, that's what I can surmise from what I've seen in videos.
How can I open this particles.xr file?
Anyone know if there's a tool I can download that makes configuring mods a bit easier? Lol
Define "configuring mods", what do you mean
Well, I was initially hoping to access the actual code for the mod and just remove the effect for the shockwave and leave everything else, but I can’t even open the .xr file containing the particle info
Maybe you need particle editor for editing particles, but I don't know where you find one
I tried using a couple tools to open the file but nothing was working, found another tool for configuring mods and couldn’t get that to work either
Don't you need to use SDK to edit particles?
This probably would be the "modern" one, they are the only guys who work on x-ray sdk nowadays https://disk.yandex.ru/d/O-rKunhK6msd0A
Theoretically, you need download this, find ParticleEditor there and thy edit desired file
What are thm files?
Do I need it if I am using a custom texture?
I am trying a test, but It doesn't seem to work for some reason.
This is the only 'mod' I have, where I replaced the model and the texture for the zombie and have used the folder hierarchy shown in the screen. Is it wrong, do I need to start from db instead of meshes for Anomaly to recognize it?
What is SDK?
its what you use to kinda set up material properties
Is it necessary? I presume it's just a context file that tells engine which texture to use for which model and on what UV, correct?
well its not 100% necessary but theres no reason not to use it
Ok, how do I generate it for custom textures?
thm editor in the pinned messages here
then i dont remember the exact process to make one but it should be pretty straight forward
ah ok, found it. Tnx
port it to anomaly and you have somewhat good base for that feature.
рус
Если бы я создал очень понятный и универсальный инструментарий для создания и изменения модов, своей сборки, анализатор ошибок и лог файла в одном. Вы бы стали этим пользоваться?
eng
If I created a very clear and universal tool for creating and editing mods, your own build, an error analyzer and a log file in one. Would you use it?
lol
Basically a unified engine editor like UE5 (in principal)?
Yeah, good luck.
Don't get me wrong, I would LOVE to have that right now.
But to make that, it would take you years of work.
In fact, everything is much simpler) It is rather a set of autoscripts, instructions and guides. But it will be designed specifically for a new user, that is, anyone with only knowledge of the language will be able to implement almost any task.
Короче понял
Умным нах не надо, а тупым и так тяжело будет
Everyone needs it. If you ever worked in UE5 you know how jarring it is to work with an old engine like this without a central hub. Efficiency is key.
But I don't think it's as easy to make as you wish, maybe I am wrong. I will trust you when I see it.
Although I would be more impressed in seeing some fundemental elements updated to modern standards, like X ray having adaptable A-Life and not requiring level re-bake for new static meshes and NPC actors. But seeing that GSC is having a hard time just making alife work in S2, that's a dream.
I'm not sure if this makes sense. For some reason, it is forbidden to talk about the new IX-RAY engine, which is fundamentally better than the old one in every way, but for some reason there is an unspoken taboo on it everywhere. I am absolutely sure that in the next two years, the new Call of Chernobyl will dethrone Anomaly by absorbing all of its user content (a tool for this has already been developed). So is there any point in creating a toolkit for Anomaly at all...
I am fairly new in the modding sphere, but I am not sure I've encountered any taboo with IX-Ray. I have not gotten into a lot of conversations about it either though. Is IX Ray the latest, 'best' xray version out there? Is CoC on said IX-Ray?
I've played CoC some years ago and it was fun, but Anomaly was def better and way more customizable, so it was expected for a massive shift to occur. I did not know that CoC was still being developed. Interesting.
I can't find anything on it though. Everything CoC related online is mostly 10 years old.
In fact, COC appeared much earlier than Anomaly (in fact, Anomaly is an American re-release of this mod, which hyped up many times more). IX-RAY is a completely new engine that has been in development for several years. Call of Pripyat and the beta of Call of Chernobyl have already been released on it. According to the developers, Anomaly will never receive support from IX-RAY due to internal reasons. Apparently, the modding community at some point split into those who support the already working project and those who believe in the new one. The new one will come out the winner in any case, but until then, the debate continues
There should something be done with these random crashes, maybe analytics. (AWS / Azure)
именно
Yes, I might release a separate log and build file analyzer for errors. But it won't be completely automatic anyway and you'll have to configure each item wisely
I know that Anomaly was built on CoC. But it's not like they are the same, Anomaly has much more customizability and expanded systems in comparison. I loved CoC but it feels very bland against Anomaly today. IX-Ray is open source so I don't think Anomaly team need anything from them, if it makes sense to port they will port.
Привет, нашему Сталину!
Shkuld be like automatic, just reports crashes to server. Maybe even without crash dumps for start, to reduce traffic cost
In fact, there is no fundamental difference between them. The problem is that Anomaly received many times more user support than COC, which is why all the alpha modders' efforts went to Anomaly
I wonder who will finance the server's operation?
Depends on cost
Simple crash log texts, maybe will be not that costy
I know it's only the 'cosmetics' in the sense that the engine base is the same, but anomaly has expended user interface. If CoC had that, it would be similarly popular so there's not much to say about it. It is self evident.
If you want a user interface and a large number of simultaneous users - it will cost as much as a regular game server
Modders would be happy not to use this UI) There are too many problems with it, that's why MCM was created
No ui, just background mod that reports crashes
Full auto
I don't really understand why a server is needed in this case
My bad, i meant azure / aws server
Well, technically it can use ftp
Without azure aws
Ye well, like I said, I would love to see a better version!
I had an idea to use something else)
A little more modern)
Stay tuned for more news)
What?
What mod is responsible for rank requirements for armors?
Let's leave this as an intrigue
Grok balance probably
Not a gamma expert, sorry
Couldn't find anything related to it in any balance related mods that seem like they could be related to armors or loot
how do you just remove the grenade launcher addon option in the weapon ltx?
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
grenade_launcher_name = wpn_addon_grenade_launcher
grenade_launcher_status = 0
grenade_launcher_x = 112
grenade_launcher_y = 24
launch_speed = 0
you keep all of it, just clear out the grenade launcher name?
nvm, figured it out
Can you elaborate for posterity? Who knows if a modder will use the search function to find how to do exactly what you did 
I have a problem I can't figure out. I've replaced the ogf model with the texture, and tried spawning it in the game but It never comes up. Not sure if its under specific tag not seen in the debug menu, theres 14 zombie models, but I am not sure how to troubleshoot. Any ideas?
Or did I mess up the mod folder structure?
i might need to do more extensive testing, but sort of worked like this. you just leave grenade launcher name blank lol. i tried deleting it all , but that would make the game crash as those values are needed. i know this is a dumb af fix for what i needed
grenade_class = ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
grenade_launcher_name =
grenade_launcher_status = 0
grenade_launcher_x = 114
grenade_launcher_y = 14
launch_speed = 0
tried adding my own music to the PDA radio station, whenever I enable the gamedata mod I get this error
it says can't find the pathway in arguments
because there is probably some .ltx that points different tracks names to their location to tell engine what to play. Did you sort out this ltx or did you just replace the sound files?
not sure what you mean by that
I didn't edit or mess with any ltx tho
at least it didn't say that in the tutorial
That's my point. You need to update an .ltx file responsible for the sounds, to list your new audio files so it can tell to the engine to play them.
how do I update it
I also have no idea which one is responsible for that
I am somewhat talking out of my ass here, as the only audio files I've ever changed were for the Alone in the Windstorm mod, where I added new underground sfx, but I had to update the .ltx and literally add the new tracks on the list, so engine knew that it needed to play those too. Never searched for the related ltx for anomaly though so you will have to find it or ask someone more experienced.
well it didn't tell me in the tutorial that I have to update any ltx
im just so confused atp
Confusion is baseline state when working in xray...
Don't hold me accountable, I may be wrong. But just sharing what I had to do when I wanted to change some sounds.
Here's an example I just found. Sounds that zombie makes are listed in zombie.ltx and engine goes and search for those in the according folder.
yeah well
i found the reason
its just the russian guide seems to be different from the original guide
Does anyone here take commissions? 😂
for what
Do you maybe know how to solve it?
.
This is a quick test, I just replaced the ogf model, rig is the same, name is the same.
So when you spawn the zombie(s) they don't have this model?
Basically I just need somebody to go into the files for the HollywoodFX mod and make the shockwave for the emissions transparent. Everything else is fine the way it is.
I made a few inquiries about it last night that should still be here
Nope. I found the line which says that zombi_1 is for normal and fake, spawned quite a lot of them, it never shows up.
I did the manual route too, just placed the model and texture in the gamedata, and texture reads, it shows up on the def model. But the new model does not show.
Model is correctly binded, I tested the animations manually in Blender.
Then it is replaced later on i guess
or the zombie is overwritten to use another model
Only active mods I have are MCM and ZCP. None at all in the mo2
Excpet my test of course.
Not for this, I am testing.
disable zcp. That aint needed
I need to make the mod work first.
so disable zcp while testing
I will wory later about compatibilities
exactly
Happen to know anyone who may be interested in helping me out?
no
Any ideas what to try next?
disable ZCP first and try. It messes with spawns and other stuff
other than that - no. Makes no sense
replace all models
That crossed my mind also. Alright, tnx.
Do you know where I could begin as to going about it myself?
Need SDK first of all
Would that be in the mod’s original file or in the unpacked files in my game folder?
Neither I think. You need to download one yourself.
Is there an Anomaly SDK I can download?
Are you blind brother? I linked it above.
SDK is a software piece
get it separately
read the modding book
pins
Sorry on my phone, I’ll check links when I get to my pc
I sent you a link to the anomaly modding book, on the page of SDK's. So check that.
Thank you man.
it is really fun combining things from other mods to create something custom. (sorry in advance if people dont like me messing with other mod files to create something)
only thing i dont understand how to do is changing the animations. can i just barrow the animations from a whole different gun? considering the thumb being literally inside the picatiny rail on the side on the front lower handguard and me wanting to give this a foregrip
generally, no
oh well, then i just got to live with it or change something up
You can make minor edits to the omf iirc. There's a pinned video about it
oh god, i just checked how its done and....naa, i dont wana especially when im dealing with idle animations which means it will fuck up everything else
Hey I tried going to the anomaly mod book page but I just got a 404 error
Does anybody know where configs->items->ammo file is located? To change crafting material quantity?
MO2 doesn't differentiate from gamma or personally installed
You have to either separate them on a new separator or just check them on a vanilla profile
Terrain Textures Redone or ATO 5?
yo @summer girder
~~i have a suggestion, idk if this is anyhow possible, wanted to know if modders can have ss post sending without timer?
might help organizing things and sending things a bit easier for them to show there work, if that's not possible, completely understandable and i respect that~~
nvm i think if we chose one by one to send that can happens, sorry for the ping
Is there any way I could view the full mod-list for GAMMA? I know there’s some custom stuff but I’d still like to take my own little bits from it
grok's github
Actually, would I be best off just downloading GAMMA and stripping away what I don’t want (almost all of it)?
No. You'd be better off downloading anomaly and installing what you do
The only issue with that is I think part of what I need was custom-built for GAMMA, using the mods I showcased last night
Unless they’re willing to post their fork of it I don’t see how else I can replicate the look of the emissions
oh, why
Why indeed
Is there a way I can download just a small fragment of GAMMA? I’m assuming not but it’d be really nice lol
Nope
So then my best solution to acquire these custom visual aspects of GAMMA without actually having to play the modpack itself would be to download it and then get rid of the things I don’t want to use, no?
heya, do you guys know any mods that would change speciffically the reticle for the EOTS thermal scope? it's fine if it changes other reticles i, just need the one for the EOTS
how many hours you spent in anomaly?
Not enough
Lol only about 10-12, really just wanting to get the emissions looking good and I’ll be all set. Unfortunately, the only high-quality way I’ve seen that done is whatever the wizards concocting this modpack were able to do with the mods I’ve already got running.
Ye lol
Play 30h anomaly, then 30h gamma
No
1000+ anomaly and 1000+ gamma
I don't see how that will really help me out with my situation. I've watched gameplay of GAMMA and I'm relatively certain I wouldn't be a fan. Too unforgiving. If I can tailor GAMMA to have a similar vibe to my base Anomaly setup right now, I might consider it.
The way it seems to be set up at it's base, getting shot at once will have you feinting. Just doesn't sound like fun for me.
no
gamma doesn't have custom only gamma mods. Except for it's inventory ui and the changes in recent patches(which i don't like anyway)
Does Gamma not utilize the HollywoodFX mod? If not, you guys found another mod to replicate the rushing dust and debris before the shockwave, and the shockwave itself, perfectly. One I have been unable to find as of yet. If it is that mod, there's gotta be something that changes it to be less of an eye-sore. Unless the shaders and textures GAMMA uses just overrides the outdated looking ones.
I will browse through and hopefully be able to identify something of the sort lol
HollywoodFX destroys FPS, so i don't use it anyway
Especially the stutter every time new effect is loaded. that is just no
I didn't notice a problem at the max, but I have it on minimal just cause I'm only using it to make the blowouts more impactful
I believe GAMMA uses Botz Yawm, the cinematic VFX
Blades of the zone? Yet Another Winter mod? What?
Otherwise ISFX
how are those 2 mods related
I tried cinematic vfx but it doesn't have the dust rushing in, apparently HFX is a combo of the two
Nah Particles Cinematic VFX 3.5.1.1.2,
Is that on Moddb? Must have passed by it
There was a mod that toned down the VFX in gamma, reducing the FPS impact and stutters
but it's gone with my ssd
I think the blow out skies are from Skies redux
I didn't think there were any mods affecting emissions in Gamma besides Atmospherics and whatever gets all that dust kicking up as well, I get the same skybox textures as the clips I see from Gamma at least
That's the only thing affecting particles for the blowouts, as far as I can tell
The audio is mostly from audio Expansion, dark signal blowout and Horror Overhaul
blades of the zone and Yet another winter mod in the title
tf
gamma doesn't even use winter
Ah that's what you meant, I hadn't figured out what BOTZ and YAWM were acronyms of 
Greetings, fellow stalker modders..
Any input on what to modify in order to get the correct infrared settings and reticle in my M4 Butcher?
I found a mesh in the 3DSS for EFP v3.18 but all I could get it to do is this:
Need more mod names that are clear like DICK 
Any and all input is greatly appreciated!
Doesn't butcher not even spawn in gamma
which results in not having 3dss
Even with Athi's re-enabler the butcher isn't included iirc
Mmm.. well.. this is modding GAMMA.. so..
but that looks like it lacks a reticle texture
aha! should I just edit the .ogf and point it to the correct reticle?
where would I enable the infrared feature then?
https://www.moddb.com/mods/stalker-anomaly/addons/shader-3d-scopes-editor-v10-153 This might be helpful?
It has IR and NV features included iirc
Sweet! Thanks Alchem!
I'll give it a shot.
is there a name for this scope?
it's just a replacement for the gauss_sight
What about the RAPTR
Sweet! This works fine! Work in progress! Thanks Alchem!
Getting there..
I love individually moving vertices for hours on end 
Hello guys, I'm interested in Anomaly modding - mainly remodeling/retexturing characters/guns. I'm not a beginner (3 years of 3D character rigging/animation and 2 years of programming Python/C) and I already found a way to import .ogf file format in Blender (I use Blender). The only thing I'm missing right now is some Anomaly modding specifics. I found some links to Anomaly modding guide book in pinned messages that appear to be dead links. I ask you where can I find 3D modeling/texturing info related to Anomaly modding? Are there any tutorials, articles?
You my man are exactly in the same position as I am/was in regards to this.
I have 6+ years of Blender experience, been in the industry for a while, but I had no clue how to go about moding x-ray.
I was frustrated that there is no singular place to give new moders a mental model of how different things relate to each other, how moding workflow functions and where to start for what, so decided to make it myself. Modding book assumes you know stuff about engine already on the onset so it was not helpful at all. Just lists various tools and jumps mid tutorial, without letting you know how to actually complete them.
You also really want to ask the same in vanilla anomaly discord.
There are plenty of guys keeping secret knowledge from public
lol
There are plenty of guys keeping secret knowledge from public
you can find that "Secret knowledge" on ru forums/discords
https://anomaly-modding-book.netlify.app/ - modding book
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Ja nu vienīgi tu runā krieviski
May as well be hidden knowledge. Google translate is gonna tell me to throw the baby in the oven to make the script work
yeah yeah adolf hitla
deepL
Oh, no nothing regarding that kind or politics, I just don't speak russian and I don't assume a lot of other people to
good thing its 2025 and you can use deepl to translate tutorials
The fuck is deepL?

aha, and gameru.net (u need to use webarchive, cuz that site died). hella valuable resource [mapping/coding] 🙂↔️
Id try archive to see if the modding book is archived
If not incould recommend Lunatic's tutorial for modding guns that is very complete about the specifics of anomaly, you could search here or on yt see if you can find it
Nonetheless the modding book has a proper discord server where i think the authos discourse between themselves about it, but i cant day they are willing to help on questions, you can find info about on the anomaly server
Checking quickly as i found it for messing with dltx, is this version of the book complete?
As in including for example the config and filetype data?
I cant for the love of me find it there
Just the info on software and tutorials
Oh i found config files info on references
i'm trying to get an item to spawn in db.actor pos, but, i'm not having success, any tips?
alife_create_item("prt_i_scrap", nil, {["position"] = get_actor_pos()})
function get_actor_pos()
local pos = db.actor:position()
pos.y = pos.y + 0.5
pos.x = pos.x + db.actor:direction().x * 0.5
return pos
end
maybe the item is being created on actor feet and feeling off the ground?
"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?"
Someone answered this question for me and they said its in configs->items->ammo but i can't find it. Does any one know where it might be?
Also they mentioned "but watch out recipes for ammo are very tied to the box_size of ammo parts(ammo parts are coded as ammo) and ammo itself" What do they mean by that?
I DMed you multiple methods:)
added a laser module from bas to a gun which isnt supposed to have it. all works and stuff, just, how do i center the dot when hipfiring? the shots are going way too far to the left
Bullets fly to the center of the screen. A laser is basically worthless for hip firing u less you're standing still
yeah, im aware, but isnt that the only reason you would use one for? its just not pointing where the impacts are happening. i guess i sort of went around the issue by editing the 3d file and putting it more to one side. tested ingame and its showing close enough to the center.
to actually have some use out of it. its a bit weird how that has happened for me, but oh well
Isn't there an option in mcm to turn on bullet from barrel to adjust this
MCM → BaS (Boomsticks & Sharpsticks) → Gameplay"Bullet trajectory from barrel" ←
You can also adjust laser with that. So it should be possible
What
what
That's not a thing under bas. The bullet trajectory options also need some setup
The laser isn't gonna fix that if it's not aligned with the barrel
GPT ahh answer 
Prof lander can explain it better
Quora answer
It's a lot more complicated than I can explain at a red light
try
alife_create("prt_i_scrap", db.actor)
it is more generic and defaults to spawning an item in the world near the object you give it.
has anyone attempted to make a dovetail to nato mount for the ak platform?
yes, literally doing that myself, but got sidetracked. its very difficult to make it....properly
what exactly is the difference between the hud and world file. you open them up and its the same thing. is it all in the "bones" and what not?
world model is much lower poly, has less bones and its usually bigger than hud model
unless, you know, bas
ooh, alright. alright. yeah, i just used the hud model to create a world model and it caused my game to crash. so i assume it was just too much for the game or something
afaik HUD model is the one that you see when the player's holding the gun so it's close to the camera. World model is the one that's used when the weapon is dropped in the game world or when NPCs are equipping it, so it can be a lot less detailed so the game doesn't fucking die because 2 npcs are holding the gun within the player's view
yeah, i assumed so, but i didnt expect the game to crash instantly when you want to test it. anyway, made the same configuration from just combining elements from multiple world models into one and it worked
by default, bullets fly from the camera to center-screen, so any barrel-oriented laser will be inaccurate.
you can change that with Options -> Modded Exes -> Gameplay -> 3D Ballistics
ideally you want both g_firepos (bullet start) and g_aimpos (bullet target) on for laser-friendly physical accuracy; firepos depends on barrel position, aimpos on barrel direction.
if either of these are wonky (as some BaS guns are known to be, particularly with orientation) then your shots will start offset from the barrel, land wide, fire sideways, fire at the floor, various problems. you can set firepos = false / aimpos = false in a weapon's LTX to force them off case-by-case, but that trades physical accuracy for compatibility.
you can visualize the effect by turning on the 'Weapon Near Crosshair' in Options -> Modded Exes -> Visual -> Crosshair, and optionally its aiming line; that'll show you the exact bullet trajectory so you can see how your laser mesh relates to it. the crosshair's resting position during hip aiming can be adjusted via the weapon reposition editor in the debug menu.
though be aware that HUD mesh laser models are an inherently inaccurate solution, since they draw with HUD FOV instead of world FOV. you can set HUD FOV = 1 and world FOV = 85 (iirc, may be +/- 5 or so) to forcefully line them up, but that looks real funky if you're used to the standard FP weapon scale, and can be overridden by a weapon pack's LTX, which requires DLTX to undo.
you could also hack the weapon near crosshair into giving you a truly accurate laser dot by changing its texture, default color, and fade alpha (a dot is provided in modded exes gamedata/textures/ui for this,) but that draws on top of everything unless you do some shader finagling to make it depth-aware, and is independent of your equipped gun. mostly good enough to fool the eye, but not ideal yet.
World models have less bones (it helps with performancr) and must have collision made for the bones involved in it
Crashes for world modes are generally lack of collision boxes
1 quantity of ammo means a full 'box' containing the ammo_size number of bullets, i dont remember if ammo parts are the same thing, but i do believe its a pack, containing like 5 items for a full pack
So lets say theres a ammo that has 12 bullets in ammo-size, the empty cartridge is divided in 10 items/pack and bullets in 5/pack
If you put a ratio of 1 ammo box made from 1 cartridge pack and 2 packs of bullet, itll consume 10 cartridges, 10 bullets and create 12 ammunition
I would make a better explanation, but you could check my small caliber framework since it creates new ammo, new parts and introduces crafting, but ill see if i can explain it better when i come home
until we get a better solution, fire_point can be visualized with the WCT debug mode
ive been fixing some of them, but its so tedious
If you look in settings there is definitely a way to adjust where the bullet comes out of , I've seen it before. I just forget what part of the settings I've seen it in.
It looked like a defunct option though with naming like ui_etc etc
I'll check when I get home tonight.
Okay yeah it was definitely this
g_firepos
Bullets fire from the weapon muzzle
Only applies when the weapon is in hip position
It only works when not aiming and it's not actually coming out of the barrel?
g_firepos_zoom and g_aimpos_zoom are the while-aiming equivalents
firepos = bullet comes from barrel
aimpos = bullet aims along barrel
so you can mix-match; the old busted g_firepos_* from before i wrote 3DB was roughly equivalent to the current firepos off, aimpos on
so bullets would come from the camera, but fire in the direction your gun was pointing
which was not terribly accurate 
Thanks for the info I appreciate the education on that
What is pp.defs.start and pp.defs.dir even expecting? world coordinates, or hud coordinates?
world coordinates
guys I have "memory access violaion" how to fix it
Idk, post more details lol
I can try it again, but last time I fed it world coordinate it would miss unless the projection and hud projection matrices had the same fov
look at hud_to_world / hud_to_world_dir on the vector and matrix types
and their world_to_hud_* equivalents
Yeah, I know about them
When I get some time to look at it, I might ping you with questions if that's alright?
sure
get the PDB matching your modded exes release if you don't already have it, reproduce crash, post log + modded exes version
also the most recent .mdmp in the same folder as the log, if there is one
guys how to save mods before updating
Hello everyone,I'm a modder working on a full Turkish translation for S.T.A.L.K.E.R. Anomaly and G.A.M.M.A. I've successfully translated the game's text, but I've hit a major roadblock with the font file.The game's .dds font textures and corresponding .ini files do not support Turkish characters like ç, ş, ğ, ö, ü, and ı. I also need the uppercase versions of these letters: Ç, Ş, Ğ, Ö, Ü, and İ. As a result, these characters either don't show up in the game or appear as incorrect symbols. This forces me to replace them with their standard English counterparts (e.g., 'o' instead of 'ö').I need a way to either:Modify the existing font .dds texture to include these characters, and then update the .ini file with their correct pixel coordinates.Generate a new font file and a new .ini file from a .ttf or .otf file that fully supports the Turkish alphabet.Is there anyone here who has experience with X-Ray Engine font editing or who knows about a reliable font generator tool for S.T.A.L.K.E.R.? It would be fantastic if someone could help me by creating these files. Any help or guidance on how to properly add these characters would be incredibly appreciated.Thank you for your time.
Thank you and also I'm still looking for that file to edit if its possible. I just find it quite taxing to use 20 casings and 20 bullets to make 10 pieces of ammo. Thanks again.
~~im looking here, it derives from craft.ltx ~~
ignore that, the mod that dictates it in GAMMA is GAMMA Arti Recipes Overhaul, check the ammo_vanilla.ltx file
In Gamma or Anomaly folder?
found it! nm
There are 4 files from different folders
check through MO2 file structure that it'll show the one thats properly activated
I see Arti Recipes and Ammo Maker both activated
check the file structure on the left to see which one actually is used
you can just search the file name there and open it directly
oh i think its this i hope.
thats when i search it through here
ammo maker comes up but its a script file
ok i confirmed it. thank you!
what number should i put in the fire_modes line in a weapons config file if i wanted to make it automatic? it is currently on 1
-1
welp, should've guessed it would be a bit more complicated than that lol, thanks tho
Hey guys, disabling the heavy metal magazines only changes the texture files for pr0n mags? Wassup with that? How would I revert it to the original?
Ask in Anomaly Discord - there is a website or program that allow to create fonts
And speedup whole process
Also yeah, big chance that it would be hard to add this letters
Once again - ask in Spanish channel in Anomaly Discord for help, I'm sure they know how to help with this problem
Or ask Poles in same Anomaly Discord
Ahhh, the heavy metal magazines description and properties isn't actually located with heavy metal magazines, it's in the gamma text overhaul if anyone's curious.
Figured it out kinda. There's a file in 287 Gamma text overhaul called zzz_metal_magazines containing the heavy metal magazines description. I'd recommend moving that to the actual metal magazine replacer mod. Guessing crafting properties are stored in a hideout furniture mod but cba to fix that right now.
Now I can immersively look at the front covers to recover faster from psi damage lmao. Boobs are good for your psi haha
Make another reposition.
Use the Draggable HUD Editor from moddb.
does that works without the deprecated version?
Deprecated version?
Draggable HUD Editor never was deprecated.
Only my Hud Offset Editor, cause its already included in the first one.
advances in anomaly technology: #1417405402873729025
Can anyone help me out with this? I'm trying to unpack this mod's db files to get models and textures so I can view them in blender, but no matter what I do the unpacked result never has anything in it
Aight sweet, thanks
Question: would it be possible to mod new mods in the game like a bolt catch control like on this sig spear that decrease reload times on empty mags and may come with a animation that uses them, or flared magwells to increase reload speeds?
yeah it just requires a reanimation
Would it also be possible to further add that to the weapon modding system as bcc's are mostly just screwed on non permanent mods?
Like how you add a suppressor or a scope
what is a bcc?
and no one has added new attachment sections in ages so that should answer your question
X-ray engine big poo poo regarding attachments and how they work
Bolt catch control
The thing at the bolt catch release
right right
You basically got a long metal piece which winds around to the trigger abd so speeds up reloading by allowing to drop the bolt catch with your trigger hand
but like if youre doing it it would be baked into the gun model
or well maybe as an upgrade if you want to mess with bonehiding scripts on upgrades (already a thing kinda)
scripted attachments
has anyone made a mod out of them that you know of?
yes, anomaly 1.6
I yet have seen nothing but I never really got to modding since my old PC was ass
idk, people with some lua skills should be able to make new mods. im not following the scene besides fx addons
yeah fair
those features arent dx11 exclusive at all
^
I mean previously I was completely unable to run most gun mods since those required most of the time dx 9 or dx 11 iirc
And my laptop couldent for thr shit of it run that
very little gun mods require dx11 besides the not so well made ones, BUT im still happy for your new rig ig
more accurately, GMTOP creates file overrides for stuff it shouldn't override
heya, what variables in a weapon's config file determine if it's semi auto or full auto, or both? i've tried changing fire_modes but that hasn't changed anything
-1 for full auto, 1 for semi and from there any number will be a burst
if you want multiple just stack them like this for example
-1, 1, 2
hmm i've tried that, just set the ak50 fire_modes line to -1 but it still is only semi auto, if i put -1, 1 it makes a click but it doesn't change fire mods
then the weapon_class used doesnt support those fire modes
which weapon classes are there?
no clue if theres a list
hmm do you know of any that would have both single fire and automatic?
ak74 or lr300 maybe
also would the weapon class affect other stats?
no thats weapon type
your weapon class is probably something like svd
or maybe it was the other way around idk
oh there's "class" and "weapon_class"
i'll try with ak74 on class and sniper on weapon class
Sniper only supports single and burst. Doesn't matter what the weapon is
You'd need to set it as any other weapint type to get full auto
what about the sr25 tho?
yo i need some textures from metro exodus; pfx/fx folders
Iirc that's listed as a rifle
but its in the sniper sections iirc
No models 
Does Jan have the only unpacker that can unpack that db 
let me be clear, weapon_class afaik just tells you which debug menu item it's listed under in the item spawner
from https://anomaly-modding-book.netlify.app/docs/references/configs/items/weapons/weapon-world
looks like what you want is class and not weapon_class
Fdda redone, the attach item to hand when pick up option
Other than that, there is arti inspect by Vodo in anomaly discord
i've tried setting [class] to WP_AK74 ut it just sparked a bunch of errors with the ak50 not having compatibility with some attachments i think
Lizzardman postponed his other attachment related mod (gas masks) due to problem with sss motion blur being broken 
fwiw i know that the weapon upgrades that e.g. change fire modes do literally just add values to fire_modes param
hmm i'll try again, maybe it was some dumb one time errors
lmao
e.g. here's the 3-shot burst upgrade for the vanilla AK74M (default fire_modes = 1, -1):
[up_sect_thirdc_ak74m]
cost = 4690
fire_modes = 1, 3, -1
2.5d overlays could save him a lot of headache
i tried changing class to WP_AK74 and adding burst and auto modes to fire_modes and ended up getting these 3 errors before a memory access violation CTD
You're missing grenade launcher lines in the LTX
As very clearly laid out in those 3 messages
i've no idea about modding, could i add the lines from another weapon config file into the ak50 config and jsut change the weapon id in those lines?
any clue on how to make a mod like https://www.moddb.com/mods/stalker-anomaly/addons/until-death-v1-1
where you can not load anywhere on ironman runs, the original doesnt works
not released yet, but it's coming
also feat. SoulCrystal's gorgeous HUD shells
@dreamy spindle is it possible to align a gun for both normal center shooting and 3d ballistics?
yes, a physically-correct 3DB reposition will cover both cases
I've been having me trouble with that even when correctly aligning fire point with the barrel
the ideal case is that the reticle is centered in both hip and ADS states (modulo offsets / wobble etc introduced by animations,) meaning the gun is actually pointing to the horizon
i.e. is correct when doing advanced barrel tracing, as well as the simple straight-from-camera approach
it also introduces concerns of zero distance, since the trace hit point will land lower for closer objects if shot from the barrel
Does the hip hand position need to be proplery centered in order for the 3db positions to work? Or can it all be done from aim pos? I have noticed that even though I center to the sky it has problems with anything closer than like 50m
orientation is by far the most important part; make sure to use the draggable repos editor, slow the time factor to a stop at a point in the weapon's idle anim where the crosshair is most stable, then do rotation to align the crosshair with center (the independent crosshair setting in the 3DB options helps for this)
after that, you can strafe the gun model around to taste, and it'll barely move the reticle due to perspective. mostly artistic choice at that point, though the horizontal position offset will also determine how effective the gun is at corner-fire with g_firepos turned on
I'm pretty sure the firepos/fireaim vectors are already correct
It's hud_fov that breaks them
and bullets landing different at closer distances is kind of the point
so long as you zero to infinity (i.e. look at the sky) it'll be correct for both 3DB and regular camera ballistics
Feed them directly to the bullet spawner, and they work perfectly
[default gamma install]
i see the offset, but it's hard to comment on the cause without seeing the weapon near + far crosshairs and aiming line
The aiming lines are wrong also due to hud_fov
feed the position and vector to CShootingObject::FireBullet(P, D, fire_disp, cartridge, parent_id, weapon_id, send_hit, iShotNum);
And test if it fixes all your problems
thus far, i'm not aware that i have problems 
hence why i'd like to see this with more information available onscreen
Alright, how do I turn those on?
options -> modded exes -> visual -> crosshair -> weapon near / weapon far
you'll need the vanilla crosshair option on also, since all of the extended stuff is subordinate to it
It's when you move the origin that things completely break
same goes for the distance readout
So basically most guns would need a repos?

vanilla is ~80-90% playable, but few guns are ideal
It's very easy to test this yourself btw, all you have to do is change hud_fov and shoot at the old wall marks
BaS is weird, also largely playable, but with some whammies in there
Occurs in vanilla anomaly, and doesn't need a scope either. It's just easier to see
you speak as if i didn't already spend tens of hours doing that in a sandbox, with extended free-aiming specifically to make sure that FOV -> HUD FOV translation yields consistent results across the entire screen 
I understand, I also did the same
Like this?
And how sound lasers be placed in the model? I imagine at least in line with the barrel
turn off the camera near / far crosshairs, i think you might have to tweak the weapon near range as well - sec and i'll dig out my gamma config
oh yeah, if you just send me your axr_options and user I can drop them in
it's a bit fiddly since the default settings need to be vanilla-compatible
I can run it under vanilla anomaly if that helps?
here you go:
though fair warning, i play with ESDF binds, which you might inherit with these configs
kenesis?
and you'll need to turn on the aiming line at the bottom of the weapon crosshair section, since i find it a bit cheaty for actual play
kene-who?
keyboard. Lot of people use ESDF with it
oh right, nah - i use a moonlander split board on tripods because i'm an ergo maniac 
best i can do is "as it would be on a real gun" - if my understanding of red dot / holo sights is anything to go on, i expect lasers are subject to alignment zeroing as well
excellent
though my comments from the other day re. HUD-space laser models apply - they'll only line up with the world at FOV ~85, HUD FOV 1
So aligning the dot to the barrel and pushing it out far into hud space in blender wouldn't do anything if I try to align it for hip position?
can you send a screenie of the rig? i need to make sure my grasp of BaS-style lasers is accurate
im more than certain im a complete noob amongst you two, but i just dealt with this. I at least use the laser for hip fire only so my fix was adjusting its location in blender till eventually my impacts ingame were around where it pointed. just trial and error of finding it out
basically the dot is put way out into space and the dot texture display on it
this does not seem correct
No lasers are that misaligned
is the cross-section protruding from the barrel related at all?
they are never zeroed, since they are not meant for precision
its definetly not, but i dont get the red dot while aiming down sights so it doesnt change anything for me. this could be just be me tho
Gun is zeroed for like 200-400 meters moment
you can thank 3dss for that. i did it so that people wouldnt bitch laseres arent perfectly aligned in normal ads
more than fair enough!
nah thats just a mesh where the laser line mesh projects. it has no actualy relation to the dot other than just in it's direction
right, that makes sense
the cross is really just for "realism"
alright, so I'm just trying to understand this
If I set hud_pick.defs.start and dir to a world position and world direction, and render a camera with the same position and world direction, where will the bullet strike (assuming no drop)[?]
here ive moved the laser dot in line with the tail of the muzzle bone, but i would adjust in game to move the fire pos closer to the muzzle of the gun. so should the dot be aligned with the barrel mesh instead and projected further out, and if so how much out?
hmm, that depends on how the dot bone is positioned by BaS' lua scripts
does moving it horizontally or vertically in blender change its final position in-game?
bas' scripts on turn the laser itself on or off via a shader
the dot itself has no bone
then nothing makes sense and everything is mad 
its basically a part of the gun mesh itself
if there's no script component, the best you can hope for is aligning it with the barrel and putting it super far away
also, make sure to use the crosshair that i've been instructing M22 on to do your 3DB reposition; trying to do it via a HUD-space laser dot is going to be wrong from first principles
appears to be functioning as intended
think this might be far enough for the model?
the far (small) crosshair needs to A. be centered by reposition and B. line up with your sight, and i need to see the aiming line to make judgments about barrel position and orientation
okay, lets simplify a moment
I have a ray [world coordinates]. And I want to shoot from it. What do I feed the ray to?
500-1000 stalker units should do it

strictly anything short of infinity is not correct, but infinity is a bit difficult when it comes to billboarded laser dots 
stalker's far plane is somewhere in the 500-1000 range based on environment i think, i forget the exact numbers i used in-engine
Even if the laser shader projects over everything?
but the main takeaway is that aligning it with the barrel, putting it far away, and pointing the gun at center-screen, will help hide the discontinuity between HUD and world FOV
depends on whether it uses fancy math to scale the dot by distance i guess
since putting a perspective-projected thing infinitely far away means it can't be seen unless it's also infinitely big - i.e. you have to pick a real (high) number and size it inversely, but BaS might take care of that already
brother, are we troubleshooting 3DB, or spiraling off into arcane custom gun behaviours? 
I was asking for help, but it's fine
Nop. The dot is always the same size regardless of its distance and is only affected by the size of the dot mesh itself
There is a shader floating around that changes the size of the dot based on world space
hmm, the BaS laser might have been fooling my eye more effectively than imagined 
and well, i'd say push it out to 1000 if it doesn't cause any visibility issues - further is better, but diminishing returns are a thing
i'm quite willing to help, but i need a fixed problem space and proper context in order to do so
if the assertion is that 3DB's projection isn't working right, then we prove it using the mechanisms i built in for that purpose, and move from there
I completely understand. Sorry for the noise, and I very much appreciate you looking at my ramblings
if the issue is instead learning how the various trace machinery works, starting from first principles with the debug line API is probably a good bet
since that has a switch for drawing stuff in hud / world space, which makes it easier to figure out how things lines up
just mishmashing 3 or 4 different gun models into one, seeing what i can make. i mean....by mishmashing ,trying to make it still look cohesive
!debug
@regal bolt How to enable debug mode: #╭📖faq message
There are enough lost users here that I thought it was normal debug mode 
@marsh vapor are you still developing soulslike? oh i found the threads
here and there 🙂
What’s the add-on on the echo of the shot?
S.T.A.L.K.E.R. Anomaly is a stand-alone mod for the S.T.A.L.K.E.R. series of first-person shooter games. Anomaly is designed to be a more immersive and challenging experience than the base games, with a focus on survival and exploration.
In S.T.A.L.K.E.R. Anomaly, players must navigate the harsh terrain of the Zone, battling dangerous creatures...
@foggy turtle
do u guys know if theres a way to open PBO files in blender
or anyway to extract a model out of it ?
tf is pbo xd
zenhax/xentax exists — you'll have better luck asking for help with proprietary formats there
gonna be direct, I want to import a model from Arma 3 mod
Why not Google how to extract arma assets?
making a separate gun, internally a copy of the ak74_pmc. While shooting a bit and stopping ,the hud basically snaps forwards back in position. As if there is no animation at all for "recovery" , but when i test it with the actual ak74pmc , that problem is no longer there. what could be the fault? i dont really want to blame myself for fucking up the animations as i simply didnt touch them at all
You're probably missing the gbo recoil Config
Hey dudes, is there a way to edit the actor damage balancer mod to tone down the damage values some?
i did add it to the list. thefore im confused
how to modify npc's stun animation chance? I tried to look in the m_stalker.ltx but there is only allowed stun hitboxes as far I can see
Show me the Config
only thing i didnt bother to include is the alt aim configuration on it, but i dont think that should be the issue either.
and which config are we exactly talking about? the gun itself, or.....the recoil config of grob bo?
Grokbo and actor effects
hold up....actor effects? i didnt even know about the necessity of that one
That's the problem. It's the exact same as grokbo
Make sure you have It in the right folder too
god damn....i didnt know about it. thank you! ill update if the problem is fixed or not
no, that didnt fix it. it sort of changed nothing. am i missing something?
and there isnt even much for me to send...i did dltx for grok bo anchanced recoil and actor effects
and both basically look the same inside of them [wpn_ak74_magic]:wpn_ak
is there a reanimation mod for the ak74 pmc which i somehow overlooked or something?
hold up....i think i might have found something. 3dss_recoil_hands.omf
but i got no clue if that has anything to do with it
Probably. I did redo the recoil for some really bad guns
alright, but....how do i even test it...or tie it to a weapon i want....how the hell does that even work?
yea, i opened it up, but im not sure what i have to see there. is it the lewd_lens_hide things which somehow impact that? it cant be the aim_hud_offset positions either as those, right?
na...call me a moron, but im god damn lost.
i know few people here might want to shoot me for this, but i finally found a workaround. The animations are from completely a different gun, but they are fairly smooth in this combination. Still not perfect match, but since i cant animate anything nor even have a proper understanding of this, this is the best i could figure out. At least its playable and not a complete eyesore
as long as they look normal, its fine ig
Pbo is not a model, bruh
you can't open it in blender
addon for blender to import such files. if one exists, but should
open the pbo first
it's all on the internet
iirc files are .p3d
textures are .taa
what, the aiming line? it draws a line from the muzzle to the crosshair with color and opacity fade based on the near / far crosshairs
useful for rooting out badly-configured gun bones, since it gives at-a-glance info on their position and rotation versus the actual graphical barrel
can also be finagled to act a bit like an RE4 laser sight, for funsies
so this is after fixing the hand rot/pos
i havent fixed the fire position yet
but i zeroed the far crosshair to the horizon. does this look right?
yep, looking pretty spot-on; far crosshair aligns with the red-dot, and the near crosshair moves down to the barrel as you get closer to an object
the aforementioned funsies:
Actual real footage of how people want the stalker ai to be
can anyone point out on the new anomaly modding book
where the hell is
shaders name
like mate
this aint even a joke
this is less useful that the modding book beforehand
https://anomaly-modding-book.netlify.app/
the new just contains information about files itself
Introductory book for S.T.A.L.K.E.R. Anomaly modding
can like ANYONE TELL ME
where in the name of lord, i will find anything related to models \ (shader name)
😭
@dreamy spindle so i think i found a good spot for lasers. seems to be 150m out from the front of the barrel in blender
unfortunately scale gets set to 1 when the omf gets exported, but doing 30x scale seems to make it a good size
heres the mesh if youd like to try it out
in game
without the crosshair
assuming fire_point is correctly placed
Its in xr_shader
Good luck
i have a ton of models using different shader names
so im good
plus i remember some of em
mid bubble
How do i stop stalkers from double firing the loot claim txt
you mean getting a warning once and then being able to loot?
Hi everyone, I've encountered a problem where when I throw a bolt, left hand (the one holding the detector) starts moving awkwardly.
shaders.xr, shaders\r3\s files, uber_deffer.cpp
wtf?
!support
@bronze kiln 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.
Is there a reason why some of MrDemonized mods are separate and not part of the modded exes? I mean stuff like the Draggable Hud Editor or the HD Icons Framework.
Cause they are mods
Hd icons Framework also is only for HD icons iirc. Not needed at all
after installing hd framework, icons for those batteries became x4 smaller~ like theres space around them for them to be bigger like they were but now inside inventory they are smaller and their highlight is also smaller not just icon
I tried making their size bigger but then they just go outsdie their "space" and cut out
fix thanks
function on_game_start() is the entrypoint for mods yes?
entrypoint? no. You mean callback, and all it does is execute whatever it is you want when game starts
wonder if someone could advice how to fix that
Where do i find the vanilla particles.xr file ?
basically, everytime i press f to loot a claimed body, obviously they will moan about it, but they will do it x2
not really game breaking, but there seems to be some kind of jank happening
unpacked gamedata repo on github
@undone lily about last post in #📎mods-added-for-next-build , I made an GUI alternative to complete/fail tasks because using F7+Home/End is a bad design, lol
Let me know if you want any other task-related feature added there
The addon https://www.moddb.com/mods/stalker-anomaly/addons/simple-task-manager
idk if this is the right place to ask but what do i have to do to edit a trader's inventory? i want Krolik to sell 7.62x51 in bigger numbers
Find this file in your MO2, open it, find ammo you want and change the first number https://github.com/Grokitach/Stalker_GAMMA/blob/76655418d6e3868d2d10fff235262ebaf1e7e887/G.A.M.M.A/modpack_addons/G.A.M.M.A. Economy (don't disable%2C turn on Black Market to buy gear)/gamedata/configs/items/trade/trade_monolith.ltx#L4
thank you very much ill try it out now
is there a difference between prs sight meshes and the default ones?
like can I have prs meshes without prs mod
you can't
prs got some extra shader stuff and mesh layers in blender on the prs sights they have
without the prs mod, the sights just come up as missing if used
so I have to make two ogfs for prs and non prs?
double work then
Yea pretty much what I had to do for fwp
Make normal sights originally then make separate prs models for prs specific
Afaik at least from my experience, you don’t have to delete anything, but the model of sight is what matters in what makes it prs
You can see the difference from a bas sight and then a prs sight model within blender
ah so its a different model then
Basically yea
😭
You gotta go into blender and make it prs
Just like you would for a 3dss patch
But for a sight
I see

so double work there lmao
Basically
Doubling sight making
anyways thanks for the info

Tbh it’s not as bad as 3dss, since you don’t need to make a new omf edit or anything, just need the prs sight on the gun in blender, make the ogf hud, and prs mod enabled and just debug editor to make a dltx edit for the updated aim position
Simple guide to setting up PRS for guns or existing guns for STALKER
I did this guide for someone else but should help
oh damn I totally didnt see that lol thank you
I see, just like making a new sight on gun
Do people use the same method of making weapon icons for armor? Thinking of making some icon renders so that some of the armors I'm making look more unique (and fitting)
yes
Holy i wasn’t even aware of this modification of the engine. This new Ui system is fire. Thanks a lot a good job 💚
Hi, can someone help me figure out how to fix this texture issue? I replaced the sleeve texture from camo to brown in Blender, but now the glove textures appear stretched. I'm teaching myself Blender and not sure how to fix this—is it a UV mapping problem or something else?
It's stretched because of the way the animation was made
Look at it this way: The vertices are stretched apart, which means the UV gets stretched as well
There are probably some ways to mitigate this but most players probably stopped paying attention to this
Then again I might be talking out of my ass right now. I haven't touched blender for stalker in a while.
or remake weight paint
Was actually wondering about this. Thank you for the video, I need to learn a thing or two
Has anyone created a custom timer mod for streamers similar to https://www.moddb.com/mods/stalker-anomaly/addons/run-timer
With custom positioning, the one i provided is positioned on top left.
I was wondering if anyone has seen anything similar with custom positioning on screen.
Guys, not mod making question but dont know where else to ask, does anyone know what mod does that you can use certain repair tool multiple times before the craft/repair UI closes?
No, but there's a more compact version without the 24 hour limit https://discord.com/channels/912320241713958912/1352309077694349405
there're different scripts responsible for different tool types, and I think even within a particular tool type you can have differences in behaviour (will it reset or close?) based on what kind of item you're working using the tools. This is a commit i made to make it so that tools do not close if you tinker with weapons.
https://github.com/Grokitach/Stalker_GAMMA/commit/b9b6f2e9e6019cc3b43412b0723a4195d174c515
stupid question but where do you guys usually get weapon attachment models like bipods and PEQ-15s? Online or just recreate it all on Blender?
Im extremely new to modding and 3d modelling
you can get free 3d models in site like sketchfab
there's also like 3 dudes here who actually make models
and like 5 in the whole anomaly scene rn
otherwise you can just manually port them from other games
Thank you!
How can I control staggering/stun animations for npc? Tried to found script or look into m_stalker.ltx, but there is nothing
What tools are needed to edit the UI?
Notepad
Modders, I ask thee a question
Is there any way to clear cache_dbg mid game?
cache_dbg.ltx? I do it often, manually. Ctrl+A, Del, Ctrl+S.
Iirc it's 7 or 9 on the numpad but half the time it crashes when it clears
It's more that I want to clear it mid game. If you just delete contents they'll reappear on their own
And I will keep that info in mind
Does anyone have the main menu Stalker 2 theme for Gamma?
Or is just the raw file , its okay
pick one out of dozens of options
thx
.mp3


