#╙🖇mods-making-discussion
1 messages · Page 128 of 1
ill just bombard him with the activision files
instead of telling anything
imagine it as a cake but instead of a firecracker inside of it
there's a tsar bomb inside
there's a problem - not enough ppl to work on renderer 
i wonder why

cuz yall lazy af
||/s, #acab #say_no_to_r1||
we ain't lazy
we just know nothing about yo god damn renderer
i call testicular torsion upon ye
Y'a just learn, you're not born with the knowledge 
^
true
and i wouldn't like to overload myself even more after
like over a shit ton stuff i got in blender
Do worst: Make it your job
If you like rendering shit, just become a 3D graphix prog, I did
i dont like no render shit
let me enjoy making stuff in peace
or else i end up like kmack
Do it right, make that bump#
doing textures or even worse
Do it
The price of wisdom is eternal vigilance, now that you now, you must do it
Emerald man! Long time no see


i no wanna
i wanna give my knowledge to other person and leave
Really interesting read on the texture packer of cod. They fused together some of the texture information
dang
and they're able to derived a bunch of data from reserving certain color ranges of certain channels
I might just throw this at my boss tomorrow 
We've been looking at trying to reduce memory footprint of the game, brainstorming ideas
uh huh
~11-20% memory saving doesn't sound horrible
there's this funny 'labpbr' thing
https://shaderlabs.org/wiki/LabPBR_Material_Standard
This is a standard covering the material data storage using only two textures in resource packs, as well as the decoding done by shader packs. They can use this data for physically based rendering (PBR), but be aware that normal and specular textures themselves are not directly related to PBR in any way.
This format has been created in the shade...
making the packer is going to be a pain, but there's a bit of pseudo code
aw hell na
Hmmm perceptual smoothness, reflectance and porosity, doesn't sound like the worst packing idea
Hey up. I've got an idea for a Mod if anyone's interested in making it. Basically a Sound Mod but with a bit of nuance. In general, a stream of background military radio chatter that plays constantly BUT fades in and out for varying and random periods of time. I'll post a link if I can after this description. So it could have an adjustable volume via MCM so people can adjust to their liking, plus maybe settings for amount of random silences and durartions etc.
Step into the secret world of Cold War surveillance during a stormy Berlin night shift in 1982.
Experience life inside a covert listening post as an operator monitors eerie numbers station broadcasts, live military communications, and mysterious wire intercept signals. The constant rumble of thunder and rain against the windows creates the perfe...
Something SIMILLAR to this- but you get the idea. I've no idea of what they're talking about but even if it was indistinct chatter it'd still work. I think it'd add a lot of immersion- esp when there's periods of quiet and suddenly you get a burst of static and chatter come thru, only to fade away again. Wether it's Ukrainian or Russian I don't know but it's just to explain the idea of this. I'm assuming this is Russian?
Anyway- just an idea- would love to see someone pick it up..!
Some good breaks/static/sqeulches in this one too, although NOT the chatter language itself:
Todas as comunicações por Rádio do final de cada espisódio da série.
*** INSCREVA-SE NO CANAL***
And in general less background noises like rain/wind etc- more just the chatter and maybe some gunfire/explosions in the distance at times?
ayyy
looks fire
can someone send me the m_zombie.ltx file from Gamma mutants overhaul? i messed up mine and now they are walking in slowmo. C:\Gamma\mods\G.A.M.M.A. Mutants Overhaul\gamedata\configs\creatures
get it yourself, look in your GAMMA folder\.Grok's Modpack Installer\G.A.M.M.A\modpack_addons\G.A.M.M.A. Mutants Overhaul
didnt know they were in there ty <3
np, that modpack_addons folder basically contains a copy of every mod that's hosted on the github gamma, which are generally the mods that are specific to the modpack
very useful to use as a backup or a reference
(editing them will not have any effect on the mods, though, the "live" copies are in GAMMA/mods as you know)
very good to know. now it makes sense i couldnt find them on moddb😅
yeah at this point a solid half of the modpack is on github
ok. the entire difficulty in this situation is coming up with the audio files
how to resolve it = figure out a way to hire a bunch of voice actors or get your hands on some audio files and start editing
ah- could maybe contact some Youtubers about access?
as for "how to put it in the game", you can and should look at other "chatter" mods like Better Merc Voices that is included in GAMMA, but arguably that's the easy part
yes, i wish you luck
Yeah, I get you man. I'm an artist in the games indus so know about all these problems. I've even tried making my own game. I love the idea of a mod like this though haha
HELLO, is there a mod that adds trader or technician to agroprom clearsky/loner base?
i cant find anything
There's this, but they don't list Agroprom: https://www.moddb.com/mods/stalker-anomaly/addons/not-enough-people-018pre
ty will check it out
Do any of you xray experts know how I might correctly check if a given NPC is one of the actor's companions? I am mostly fumbling my way through this and I am fairly certain I am going in completely the wrong direction about it:
local function actor_companion(id)
local st = db.storage[db.actor:id()]
if st and st.companions then
for _, comp_id in ipairs(st.companions) do
if id == comp_id then
return true
end
end
end
return false
end
Could anyone direct me to a guide or information on editing maps? I'm wanting to do something with the stash room on the Jupiter Quarry mining machine.
hello, does print or printf actually sends the message to the console, if not, where does it send?
printf sends to your console.
printf("This is an example, this is an example value: %s", example_value)
You probably need the xray SDK to do this.
https://www.moddb.com/games/stalker-call-of-pripyat/downloads/x-ray-16-engine-sdk-v07
Question from someone who's never once made a mod before: How hard would it be to make a mod that adds some tasks and spawns drivable vehicles in certain areas as well as enemy patrols?
Veeeeeeeeeeeeeery
no modding experience makes it pretty hard
you can start look at the anomaly modding book
it might give you some clue
I see 
I may check it out then, but in the meantime, anyone know of any modders who take requests/mod ideas?
Pretty much none
Everyone is too busy with their own ideas to be taking in new ones that they aren't particularly passionate about
Rip, that's fair
Maybe one day then I'll figure out how to do it 🤞
do u guys have any recommended fake start levels apart from the one with the grassy fields?

there's the default one and one in custom, but it's probably only in test builds?
https://www.moddb.com/mods/stalker-anomaly/addons/alternate-fake-start-testing-map
There was also a shooting range, but I can't find it.
spawning a car isn't hard, bit of lua code, or maybe inserting some new spawn logic into a smart terrain.
New tasks and new NPC with custom job logic (using existing behaviors like patrol) are up there in the difficulty for a new person because you need to learn lua, and the basics of how objects and NPC are manipulated via lua, condlist(a stalker macro language), the dialog xml data format, npc logic data format, and at least one task data format (some tasks share data formats, some don't), posibly smart terrain logic as well. not to mention the data needed to define a custom NPC (its spread across several files/systems) and any custom items (much simpler)
once you know that you that have to implement your task and job logic via those systems which can vary in complexity based on the type of tasks and jobs and how they interact.
its like building a house. it isn't a single skill, there is cement work, plumbing, framing, electrical , roofing all of which are full professions in and of themselves you must learn first and then the actual work for you house may be harder or easier based on the design of the house.
Where do i put extra gamedata edits i want to make, like disable ads sway while strafing for example? Into anomaly's gamedata or somewhere else?
MO2 as another mod
AT the bottom of the list
lets say I spent an hour with freedom and now i want actual recreational drug use to be accurate, is it possible to request a mod to be made that makes you realistically high depending on the drug you use?
yes
you just
put out a commission somewhere
@ruby plinth What DDS edit tool did you use to edit the "Photo of a Loved One"?
paint.net, gimp, photoshop
Ty (:
Paint net is free
I think photoshop not work with dds anymore i think
nvidia plugin :
photoshop is the best software to edit stuff
but paint net has the same stuff and it's also pretty useful
since different compression n stuff
Ok guys
I did work on editing a model, changed the suppressor and added a bipod, rendered the hud model and world model, but it crashes when I put it on the inventory
What I did wrong ?
well what's the crash message
its saying it cant find textures
funny
because it has textures
its an already existing model
how do I specify the textures folder
go to where you activated the addon
for blender
find the xray addon
show more
youll find it there
could you just show the error
damn
next step ?
with ogf editor ?
yeah this thing
check if the path matches with where you put the texture
I remember I onced crashed the game without errors too but I forget why
it's something related to the animations
oh yeah I think I was doing 3dss patch and added a lens bone to the game but assign the ogf to the original animation without the lens bone, which crash the game with the memory crash thing lol
then probably change it to whatever your path is
now it mtches
then it should load the texture
Is there any mod that adds new mutants besides re:spawn?
nope
anyone know if there's a mod or a way to change human enemy strafe speed?
that shit is so wack
nvm found it 👍
Bummer
I wish somebody makes a mod that introduces the Blind Ones from Metro Exodus. Would be really cool to see that accomplished
Pretty sure that's already a thing somewhere
I think they even used to be in Gamma (citation required)
How'd you figure it out? I'd like to know too
Go into
MCM Settings > ZCP > Mutants
They're called Biblio-somethings. However, they are TANKY. Like near immune to bullets. Apparently they heal faster than most damage you can dish out unless you have a heavy hitting, fast firing gun with plenty of HP rounds
i think i like modding now 
if you run with both legs broken, you can "ragdoll" your canteen to the ground
You can also then change the values yourself which is what i ended up doing
Legend!
anyone knows which mod changed icon of picture of beloved one to sidorovich? inside inventory ?
Chat i have a question
how can I put a custom image in the "photo of a loved one"
so that it shows in game I wanna put some girl with fat jugs 
Find and replace texture
would be easier to know if the texture for the picture is in a specific folder or has a specific suffix to it so I can find it a bit easier mate
nvm i found it
I think I did it I wanna try and see if the game will load and display the thing
set it up as an item to be used with the addon Pinup Collector.
just need to add a use functor to the photo item to activate the pinup mod(this needs to be dltx'd into the [picture_woman] section:
use1_functor = item_pinup_collect.menu_pinup
use1_action_functor = item_pinup_collect.func_pinup
use1_allow_db =true
and then add a file to the pinup mods settings telling it what picture to open, and of course the picture. this goes in a new file in gamedata/configs/plugins/pinup/ with a name that stats with pinup_
[pinup_photo_love] ; section name can be anything but try and be unique.
item = picture_woman ; the section of the itme that will be opening pinup collect.
path = pinup_collect\photo_love\ ;the path starting in the texture folder of the file named on the next line. a unique path here can let the file names be generic.
texture = somegirl.dds
artist = missing_artist; will be transalted if posible, can't be blank.
desc = some_description ; will be transalted if posible, cant be blank.
add the dds of the picture you want show with the name and path
you could add a whole collection of diff photos by defining alot of these sections.
what the fuck
can't I just backup the original texture and then replace it with whatever I want?
paint.net saves it as dds anyway
gamma already has some mod making the picture show something? silly thing to have a dedicated mod for when there is an entire framework for adding picures to things.
i didn't realize gamma already had a thing to show a picture. I was answering how to do it in base anomaly. + one mod.
I will NOT show the bottom of the picture
for certain reasons
@obtuse isle
this newfound ability brings many opportunities @simple scaffold

Niiice
@simple scaffold
you could still tie pinup collect to that item. pinup collect does delete the items that trigger it. I need to add a way to make that optional.
Pinup collect has built in support for adding more magazines in a way that doesn't mess with item spawns or trade profiles, but any item can be used to trigger pinup collects system. I thought about adding a picture of Sid to the dirty underwear trash item as an easter egg.
and pinup collect can be any kind of picture. i also thought about doing baseball cards for famous stalkers at one point.
i just like to plug my framework mods so that creative ppl will expand on them.
Hi, i dont know where should i ask this so im gonna ask it here, did any of you know where i can find the repo for the xray monolith engine source code? Im a beginner graphics programmer and i would like to take a look at the source code and study it
Thanks, but I already had them on, although instead of having the bibliotekar model from Metro, they look like white pseudogiants with a jump attack. Don't know why.
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I think they are controlled in "274- Dark Signal Audio Pack - Shrike"
I might be wrong but afaik that changes weapon firing sounds
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if you mean gun firing sounds, I think its drak signal
other sound effects like reload is in oleh
at least for ak5c and m4 protector I found them in dark signal
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oh I didnt update for month maybe it has been changed
well you can also just change the snd_shoot in the oleh one
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yeah idk man, I would just search for anywhere that has ![wpn_m4_tac] until you see one with snd_shoot lol
or you could just create a new dltx that has so many z to override all other one lol
yes there is
it's inherited from weapon_sounds.ltx, m4 section
time to mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzm4sound
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Can someone point me to the SDK? I want to edit map files but every link for the SDK is removed. What gives???
interesting thing I've noticed while browsing the SoC ogg files
they have individual files for left and right
at least it appears that this is L and R
was it done like so to save on space? compared to stereo ogg files or for ease of use when developing?
Does anyone know?
maybe soc doesnt support stereo files for ambient, idk
ah
could be
Could be a limitation of the original engine

@lilac ibex @slow bolt

What the fuck
gamedata db4 btw
peak
this is fascinatiing stuff
Ooo I found the map files

ooo map that isn't in the game
This map was part of "True Stalker"
North of Novoshepelychi
oh?
I found it in the gamedata files for SoC
Yeah, one of the many cut features
Cool...and fascinating
finding the car ogg files was cool too
there were also quite a few other unused maps I found
reminds me of rookie village + meadow in a way
A lot of cool maps that could be part of Anomaly but modding it is an absolute pain in the ass due to how Level IDs work
Anthology comes close
why so?
You add more levels, Level and Game vertex IDs change across the whole game, and cause huge compatibility issues
For the record I got completely bored and downloaded SoC cuz I wanted to rip the ambient tracks straight from there

I see.
Anthology adds a bunch of maps including from other popular story mods like Spatial Anomaly, even some of the storylines from SoC and CoP
as far as i heard
I havent tried it out yet
But it looks like a huge breath of fresh air from other Anomaly modpacks
https://www.youtube.com/watch?v=dutVdDmyjoA Go to 8:58 to see how that place looks like
Hello my friend, welcome to True Stalker!
A brand new map awaits us, with a whole slew of new activities and adventures.
What will Wavey get himself into today?
Stay tuned to find out...
tbh this isn't much for mod making discussion but I share anyway
Has anyone had experience with MtacwPack mod? Is it safe to use or are there any issues? I've linked the mod below
Try it and see
game doesn't want to start with the weapon pack mod activated
starts normally without it. I wonder what could be causing that, since no error message appears
fyi you are in the "i am making a mod and need help" channel. you probably want to be asking #🔨modded-gamma-support
How can we change reload speed of weapons?
Like, say that I want gun X to have a faster reload speed and gun Y to have a slower reload speed.
Is there a multiplier we can change somewhere?
You can change the animation speed but you also have to adjust the sound file manually to match, unless you don't care
I assume it's these?
anm_reload = mp9_j_reload, reload, 1.18
anm_reload_empty = mp9_j_reload_empty, reload_empty, 1.18
where the value is the speed modifier?
And the sound files themselves can't be dynamically scaled using the modifier?
The number at the end is the speed modifier for the anim. Sound speed can't be changed dynamically
I see.
And does this affect shot guns or guns that load round by round?
For instance, I want to tweak the reload of the w_marlin_tracker, Is the reload sound played once per round or is it a full sound clip for all of them?
Also where is the animation speed refrence for it?
Tbh I'm not sure. I think you have to speed all the animations in the chain for a tri state reload gun
It's always at the end. Its (hand anim), (gun anim), (anim speed)
If there is no set speed then it's played at 1:1 speed
Is one of the Multiplayer maps lol
I've never seen this map in multiplayer
then again, i barely played multiplayer because the netcode is ass
I played the vanilla multiplayer without others players than me🤧 , some maps are really cool.
That village it's used on two maps by AMK Team, Predbannik and Derevnya.
I think many cut contents of soc are in lost Oblivion or something
and they made maps playable including the mp maps iirc lol
Oblivion Lost and Shadow of Chernobyl are different thingis.
yeah ik its totally different
Hi-Flyer (the author of OLR) didn't made playable none level, but... u can see every actual Oblivion Lost level in Oblivion Lost Remake.
Dezowawe Team restored a few levels but are very different to the thingis that was supposed to be.
I see
oh yeah I think I messed up the maps
I remember watching a vid talking about soc development history
and it talked about those stuff together
And others modders restored/recreated:
Level 12.
Cartographer Place.
Bridge of Pripyat River.
Black digger stash.
CoP Dead City.
Deadmil.
Milrad.
is it possible to create recipe that produces more than one box of ammo?
Is it possible to make ur own npc model
Yes, it is.
There is a lot of "if" and "how".
Since most of the bones AND weights are pretty hard to get.
Depends on what you mean "make your own NPC model"
Make the actual mesh?
Import an existing model into the game?
Make a new NPC?
Replace an existing NPC?
this is what we got: https://anomaly-modding-book.netlify.app/docs/tutorials/models/binding-model-in-blender
idk how useful those guides are. i am not art person
the book recently migrated from a different host. report the issues
alright
maybe the links broke and can be fixed quickly
WHERE DO I GET THE ID FOR GAUSS BATTERIES AND BATTERIES? CREATE A MOD FOR CRAFTING ITEMS SUCH AS SHARPENING STONES AND SO ON, BUT I DON'T KNOW IF GAUSS BATTERIES IS JUST THE ITEM IN ENGLISH LIKE SHARPENING_STONES.
if you hover over it in the debug spawner it'll show the section name too
Please make a mod for knife inspection animations 
I really miss this feature in the game
im changing this gun with scope in blender but in game it looks the same, anyone know why? for gun with no sscope it works just fine
this one works in game, is there something weird about guns with a scope on it
what are you changing exactly
also in order to export the model with whatever you changed has to be in the parent to the weapon ogf in relations
im just trying to add a mesh using part of the original mesh. i duplicated a part of the model for both gun models and only the non scope version worked.
also where is relations?
o you mean this right
yeah and seems you parented it right
what bone is the stock on
do you mean this, sorry idk
also im just doing this as proof of concept because what i was trying to do was not working
so i just duplicated a random part of the mesh
well it seems like you did the right thing
ok holdon I think I know something
where did you put this changed ogf
I am afraid its benn overriden by 3dss ogfs
since 3dss doesnt touch base ogfs that doesnt get overriden
i knew it omg
i thought it was that but i didnt know what could be overwriting it
is there even a way to check this kind of thing or
yes
o how?
in mo2 go to the right box
where it say data
u can search the file name in there
and it clearly shows what's the last file that's going to be in the game
and also shows what it overriden
so u just put the ogf name into that search box and find it
thats amazing ty
yep, so you want to replace that one
also since 3dss mesh and the org mesh is different, you want to edit upon the 3dss one
yes
i tried replacing a sound file once without knowing this
pain
good to know now

yeah we have many mods here overriding each other so it might be a pain to find the right one
but at least I showed u a way to find it
does anyone have the original gamma MCM values folder? I need it since I don't wanna have to reinstall to refresh the mcm and mods being cached in my game.
Despite clearing shader cache, some mods are 'active' despite clearing it, and i'm thinking they're locked to mcm values as well, so if anyone can link me that zip, i'd appreciate it
nvm I fixed it
Is there some forum/discord for Anomaly modding in EN? Cause I feel that I need some more guidance on best practices than just green field approach based on https://anomaly-modding-book.netlify.app/
Or some example of good mod with source code open and some good Readme how to have testing and such setup.
This is going to be a shocker. Maybe try anomalies own discord?
does anyone know where the PDAs are located?
like the files for them
textures models etc
M4 tac rework ? Awasome !
It used to work in the UGP times
Man I really miss ultimate gun pack
Currently it works on the 2d scope packs such as anthology
And that infamous russian modpack
base anomaly db files.
in the tools folder there is a bat file called unpacker_all it will decompress the base anomaly game files and make a reference copy of them. It will take up a few gigs of space.
there is a repo on gitbhub that has the anomaly 1.5.2 files. for the PDA they are probably the same as the 1.5.3 ones.
here is the item definiton
The visual in the primary section is the world model
the hud section contains the model you see in your hands
using the ogf editor you can get the texture path for the models out of the model files, they are not listed anywhere else. at a guess i'd say this goes with the hud model linked above but i'm guessing.
PDA functionality is spread across base anomaly scripts, mod scripts and the engine its self. I don't have time to list that. the base game scripts all have PDA in their name. some, like pda.script itself, are replaced by scripts from mods so check mo2 data tab to see if that is the case.
and ofcourse look in the mod list for mods that say PDA like Milspec PDA or the taskbaord
thank you!
all those are for the basic PDA you start with. the other tiers of PDA are listed lower in the file.
also note that mods can edit item definitions via dltx. you may need to do a file contents search of your mo2 mods folder to find those. use notepad++ hit control F and then change to search in files and put device_pda_1 and set it to search in the mo2 mods folder. that should find any dltx files that are modifying that section in the base game files, need to do this for every section you are interested in changing or the other mod may undo your changes, can be frustrating.
gamma is a bit of a soup so finding exactly what changes something can be hard. to the point where i don't bother. I only make mods for base anomaly. (many work with gamma fine, some are part of gamma and have been since day 1, but i made them for base anomaly)
Guys, which file I should modify if I want to edit Individual Mutants stats? stuff like their health, damage, and stuff. I plan to buff them a bit
gamedata/configs/creatures/m_*.ltx note that changing the offline alife stuff will do jack for actually fighting them
check anomaly modding book to see if there's a guide on the params
Thanks, I'll see what I can do
Question.
How do you make some parts of the gun EMMISIVE using ONLY the texture?
Like, without separating it using different shaders and etc.
i dont think thats possible
definitely possible. i've explained allat on anomaly discord
requires basic c++/hlsl skillz
yeah i mean with editing the engine/shaders most likely possible
#883097205710389288 message <- emissive textures n xray
w lvutner

Hi everyone, I would like to start making mods, but I don't know where to start or what to install. Is there a list of apps and literature or videos to start learning how to make mods?
Go to lunatics moddb page he has tutorials there on how to begin modding
Today marks the start of a journey, I’m going to port X-Ray Monolith into UE5.
The Unreal Monolith Engine X will have all the bugs of X-ray AND all the problems of UE5.
Hello! I'm creating a mod for Stalker featuring the Mosin Nagant. I need the vanilla gamma Mosin Nagant shooting sound with all its sound layers. How can I implement that in my .ltx file, and what structure do I need to use?
UE5 is only a problem when developers don’t OPTIMIZE.
However I appreciate the fat gotenks.

I want to see you optimizing UE5 codebase. 
before you waste decades of your life: https://github.com/RedPandaProjects/STALKERonUE
Anyone might know how are maps being assigned as a northern map? So its marked as map accessible before BS or after it?
the locked areas by BS is north
so beyond BS
I didnt ask which ones xD asked how are they being assigned it via script or config if so mby someone knows which one
should be in the "psy fields in the north" mod
Will check that one thanks
oh I thought u ask what it means lol, but yeah follow what noot said
there's just a table of maps inaccessible before bs
["l10_limansk"] = true,
["l10_red_forest"] = true,
["l10_radar"] = false,
["zaton"] = true,
["jupiter"] = true,
["pripyat"] = true,
["l11_hospital"] = true,
["l11_pripyat"] = true,
["l12_stancia"] = true,
["l12_stancia_2"] = true,
["l13_generators"] = true,
["jupiter_underground"] = true,
["l12u_sarcofag"] = true,
["l12u_control_monolith"] = true,
["l13u_warlab"] = true,
}```
Thing is New Levels mod maps u can run before BS but teleportation blocked in them as if they are northern maps
in grok_psy_fields_in_the_north.script
you might need to look into fair fast travel mod
yeah that one too if u mean fast travel
Yeah also thought about it as there are an option to tp to northern maps before bs and it unlocks them
Its just bothering me as inconsistent thing and want to fix that 🤣
teleporting to a northern map before bs just means you will die after teleporting
I just disabled the fft
And tp for free? Yee nah I then never walk and only to 🤣 this one at least give me an option if I want but prevents me to do it constantly coz of price xD
its personal preference but I'm not sure which script controls the fast travel maps in fft
Tee Ill check on it coz smth definitely doing that for those maps
so I found ```function scorcher_blocks_travel(start_map, end_map)
if monolith_science_toys_off() then return false end
--vl("scorcher_blocks_travel: %s -> %s | start_map north %s | end_map north %s",start_map,end_map,northern_maps[start_map],northern_maps[end_map])
return gate_northern_travel and (northern_maps[start_map] ~= northern_maps[end_map])
end
pretty much means if bs is not turned off, northern maps travel are blocked
idk where to identify that northern_maps but its some clue
is in travel_destinations.ltx
nah it's from fft
oh I see it
ok that make things easy
find the new levels map name
put it as false in [northern_maps] ; Whether or not a map is considered "northern" for the purposes of fast travel logic zaton = true jupiter = true jupiter_underground = true pripyat = true labx8 = true k00_marsh = false k01_darkscape = false k02_trucks_cemetery = false l01_escape = false l02_garbage = false l03_agroprom = false l04_darkvalley = false l05_bar = false l06_rostok = false l07_military = false l08_yantar = false l09_deadcity = false l10_limansk = true l10_radar = true l10_red_forest = true l11_hospital = true l11_pripyat = true l12_stancia = true l12_stancia_2 = true l12u_sarcofag = true l13_generators = true l10u_bunker = true l12u_control_monolith = true l13u_warlab = true y04_pole = false
done
This is kind of illegal tho, no?
GSC officially gave us the go ahead for modding on X-Ray Engine and its forks but said "No" to porting it to other engines :V

I just saw a video of it in action 
Bish this project runs better than stalker 2
Первые тесты работоспособности мода GUNSLINGER на платформе STALKER on UE!
Discord: https://discord.gg/u6qcvEkEdn
Boosty: https://boosty.to/stalker2ue
Patreon: https://www.patreon.com/STALKERonUE
i wonder why
Probably because it's barebones as fuck, map geometry is 100 times less expensive, no grass 
They are not even there 🤣
Yes those maps not in the list
Maps from new levels are not in that list
yes u have to add it
then add them 
Okay that makes sense because ya said edit it xD
this
when I say find
it means find it in new level and add it here
I thought find in the list ahahha xD
since fft never considered new level ones

maybe my wording is confusing but yeah find it in new level
Yeah I got the names from diff mod I did so will add them and see if it works
should mention it somewhere
great
give it false and it should be able to fast travel
Cool
i believe the fast travel block is only from south to north and vice versa
Still think their placement bit bad in the world but maps are fun
it just blocks travel to map thats assume to be north before bs
and the default boolean seem to be true for whether north or not
should be
like for monolith gameplay maybe?
yeah so north to north is fine
but crossing is not
Project made with super early 00 assets runs better than the game with 2022ish assets?
Anyone one can help me with this? I’m trying to find the default vis_transparency_factor values for bush and bush_sux.
I was having some trouble with NPCs not shooting me through bushes, so I “fixed” it by changing the values in the Tosox "NPCs cannot see through Foliage" mod to this: @[materials\bush]
vis_transparency_factor = 1
@[materials\bush_sux]
vis_transparency_factor = 1
From what I’ve seen, the default values are in gamemtl.xr, but I still haven’t figured out how to access it. Can someone help me with that?

Except it looks better compared to S2 blurry mess
OMG!!!! I can’t believe you have the file, thank you so much. I was looking for this everywhere with no luck. I was having a problem with the vis_transparency_factor values for bush and bush_sux, because NPCs weren’t shooting at me through bushes. You’re really a lifesaver.
?????????
i was searching for the gamemtl.xr file and looking in previous messages, you have it posted before.
when in doubt - contact GSC
they reply p fast when it comes to legal stuff
SDK
wonder if osmeone knows how do I properly check coordinates, guess there an option in debug menu or console command for it?
as well as how to do I get that gvid?
lc_extra_level_transition = true ;; mandatory field
story_id = lc_meadows_to_garbage ;; story_id, without it the item wont be added
pos = -118.3,0.4,114.6 ;; position of item
gvid = 5315 ;; Gvid of item
spot = level_changer_left ;; texture to use for spot on the map
hint = esc_space_restrictor_to_garbage_descr ;; string id for hint description, defined in xml files
to_pos = 164.2,-0.2,-200.2 ;; position where to teleport actor
to_gvid = 748 ;; Gvid where to teleport actor
Open debug menu, press P to save your position, look for positional_info.txt in your MO2 folder
another small question, what determines two things
- timer over buff icons (RPG system mods XP buff doesnt have that timer wonder how to add it)
- tooltip information, some potions of RPG system doesnt show their usage info, like how long they last for example, this information only visible in debugmenu spawner
Tbh its only worth the first playthrough
SOC still has the most playthrough value of all stalker games
S2 really ruins it self in the ending
ITS SO LONG
The problem with stalker 2 and modern games, is the heavy reliance on DLSS and equivalents to upscale.
I can't play with DLSS I find it hurts my eyes.
💯
are pda emission warnings modded behaviour?
Hey can anyone point me towards what lines I need to edit in a guns file to change its recoil control ?
A lot, it's not a single value
Also you can just change the camera climb, not the camera shake and the physical movement of the gun
Darn, I was hoping it was one value like changing bullet speed
I’m starting to mess around with Draggable hud editor. Are there any tools out there to help keep repositions consistent? Kind of like a crosshair with angles and stuff ?
I guess I’m looking for an overlay with lines and angles to help with the whole repositioning process
@naive snow is there a way to copy the same mesh onto multiple armatures?
trying to replace the laser dot for this gun on all the scope ogfs and it takes forever to do them one by one
yep it worked, thanks @teal compass you too!!
awesome
another small question for whoever knows by chance, what determines two things
- timer over buff icons (RPG system mods XP buff doesnt have that timer wonder how to add it)
- tooltip information, some potions of RPG system doesnt show their usage info, like how long they last for example, this information only visible in debugmenu spawner
По какому пути находятся файлы конфигов неписей , хочу использовать их для создания своего
How do I properly create a mod that adds a new NPC to GAMMA 0.9.4? The mod displays as 'incomplete' in MO2 and the NPC doesn't spawn.
Specific clarifications:
1.
What should the folder structure be for a mod with N?
- "Which folder should NPC configs be located in: character_desc or character_desc_stalker?"
- "Is a system.ltx file needed in a mod?"
- "Why does MO2 show the mod as 'incomplete'?"
- "How do I force GA?"
Tho, the guys that are porting SoC to UE5 are making 2K/4K assets for it.
💔
scary fear
isn't that a yakushev's remodels for cop/ixray?
The dev of A Quiet Place too it's working with the project of Red Panda, he port models, mechanics and more thingis that he did for Тихое место, sooooo is an example
Ah, thats pretty
I reckon you could probably make a quick python script to automate it all. Depends on the actual steps, but given an active selection (the laser model you want) and a selected array of mesh groups/armatures, you could probably automate a duplication/joining of the models
You got a scene or something concrete you could show me?
i love you
https://drive.google.com/file/d/1Rvt2jzEuEQ-0nd4qVFPZjE7h_oKJFm0G/view?usp=sharing couldnt upload the blend it was a little too big
its basically just the laser dot im resizing and moving to every ogf to make it work with 3d ballistics
another small question for whoever knows by chance, what determines two things
- timer over buff icons (RPG system mods XP buff doesnt have that timer wonder how to add it)
- tooltip information, some potions of RPG system doesnt show their usage info, like how long they last for example, this information only visible in debugmenu spawner
Idk if this is the correct channel to ask
my question is about the way audio functions in the engine.
the other day I was unpacking the shadow of chernobyl files and noticed that nearlyevery file has a left and right preset to them for I believe majority of music and other stuff
ie: ambient 15_L and ambient15_R
other files had this form factor as well
my question is.
is gamma the same in the way it handles anything audio related
it had one mono for left and one mono for right
because that seems incredibly inefficient unless its a limitation of the engine
I'm asking because idk if gamma uses the same audio stuff
or if anomaly or the modded exes changes it so there's native stereo 2.0 support
How do I properly create a mod that adds a new NPC to GAMMA 0.9.4? The mod displays as 'incomplete' in MO2 and the NPC doesn't spawn.
Specific clarifications:
1.What should the folder structure be for a mod with Npc?
2. "Which folder should NPC configs be located in: character_desc or character_desc_stalker?"
3. "Is a system.ltx file needed in a mod?"
4. "Why does MO2 show the mod as 'incomplete'?"
5. "How do I force GAMMA?"
Find a mod that adds new NPCs and do it the same way.
In which folder is this mod located, or do you mean a left mod from the Internet?
This mod adds new NPCs. Reverse engineer it.
https://www.moddb.com/mods/stalker-anomaly/addons/not-enough-people-018pre
Can I alter the speed the player can move/run around while using an item? E.g. I want to limit the movement speed while using certain healing items.
Hey. Do you guys think Artifacts Inspection V2 is safe to try and install with Gamma 0.9.3.1?
If no one did it beforehand I'll test it out
it should be
FAFO first, ask questions later. 
Hmmmm.
Just got this error. Tho I feel like it's possibly Catspaw's Milspec PDA rather than artifact inspection

Will look further into it, but so far the Artifact inspection works without issues. The only Issue I have with it personally is that you cannot move while holding the artefact
I think s2 did the same lol
But otherwise it works. The "gravity waves" around it are also off for whatever reason
Like off center
The only artefact that looks good with those is HotO because of the branch actually putting the artefact in the center of those waves
Otherwise nothing more to say for right now.
I wish I could ask for someone to test it on DX9 and DX11 if possible
But I suppose that is just wishful thinking
Anyway. Time to pester Catspaw! XD
So you're adjusting the size and position once, per gun model, than you just want that applied to every scope variant? Is that correct? Do you need some bone assignment too and vertex groups?
Vertex group can be wpn body
And pretty much yeah, either mesh copy and paste or information translations to the existing mesh
In this case I've just been copy pasting the mesh
Do you just want the laser mesh or the whole laser module too (+ the dot plane )?
Oh wait, is it only the small dot plane that you need added?
Tbh I just need the dot plane moved
Yeah
I'm just adjusting that on every model that has a laser
If I start from a fresh model I don't have to worry about it
Is it a static location every time?
Yup
Alright I think I got the jist of it, I'll cook you up a small python script

Alright try this on for size, this duplicates whatever is the active selection (the object with the square selection around it, the first element of a selection) and for other element of that selection it joins a copy of that duplicate mesh, adds in it's armature modifier the parent object and tries to assign the vertex group of WPN_Body first, if not fallback to ''body'' and if all fails, leave blank.
So you just pick the laser dot plane first, select all the ogf in the hiearchy you want it duplicated to, hit the script and voila. Do you want a side tool bar button to launch it while at it?
that would be great
it'll make the job go a lot easier when i get back into 3dssg to fix all those lasers too
There, just launch the .py once and it will add the Duplicate/join button to your side-bar

🔥
would anyone know where the sounds for the miracle machine are stored at?
omg this is great
Works how you want?
Straight from X-ray pavel's probably not
but I reckon it would be possible to automate some of it yeah
ngl ripping the anomaly/gamma radio files and putting them into a shuffled radio mix would be a big vibe
at the very least the process doesnt take forever anymore
so this is useful if I want to add any universal accessories on the gun right?
laser, grips, stocks, whatever and more?
retroactively, kinda
my reason is to go back and fix the position of a single mesh across multiple ogfs where i dont want to redo all the scope positions and such
but if you start with a fresh gun you shouldnt need to do it
true but I am think if I want a tac version of an already made gun, it might be also useful
wait a minute
the voice where the miracle machine goes "VNIMANIE , VNIMANIE" is that from a seperate mod gamma uses?
yeah it is actually
desmans horror stuff
I guess the alarm sound is layered on top of it
i thought it was one ogg lmao
oh its seperate? damn
after the second or third lever the miracle machine turns on the loud alarm and goes AVARIA
i like it as well so i unpscked the anomaly data files but only found the original ones
then i checked in gamma and its actually desmans mod that apparently adds it
"horror overhaul"
interesting
yeah I checked it seem like its combined several oggs
me too
find secrets...
which is the alarm one
the loud ass one
I'm trying to find
i did find the crazy frog in the car ogg files from the original SOC

peak

no joke
where the fk was this buried
19- Horror Overhaul - DesmanMetzger\gamedata\sounds\ambient\x16
well true

now i need to find a way to overlay the two
and i have the complete thing
to post and do the funny
its has 1 2 3
which I guess its after first lever, second lever, and third lever
each uses a different ogg
well 2 and 3 just combines the previous one and add one more annoying alarm
ye true
so 3 has like 3 alarms lmao
they loop s
idk this is so fascinating to me
i found the files where stalkers tell jokes
and stories
the one about the bomb artifact is my favorite 

it all stemmed from the fact i enjoy digging in game files to find where the soundtrack files are located
same
and it escalated from there
me when avaria
she avaria on my machine untill i miracle
@opal void This + a screenshot of Iedy posting gooning material would go wild
"WARNING! GOONING DETECTED!"
literally
I would overlay a tarkov reserve base alarm on top of all that
REALLL
agree, shit really scary when I hear it for the first time
Not first time. Every time
😭 ture
ture ture
I have work in the morning mate
Ill do it tomorrow
I dont mean it's urgent, bruh
Anywhere within a year will do
In my fallout modpack(rip) i had rad storms be almost as dangerous as emissions.
But, not the place
I replaced both alarms, psy and blowout, with this
we need more horror elements in gamma and less tacticool aks and m4s
both are good but the horror stuff needs to be increased a bit
gamma players are too concerned about overly bloated loot and tacticool guns instead of making Gamma actually fun and stalker-like
that's when stalker is truly peak
its funny how base anomaly and even the og games are spookier than gamba

Here, you can specify an export path and it will batch export a selection (careful it will lag). It uses the object names in the selection and dumps them in the given export folder.

oh yeah this works perfectly
importing all the models takes a minute but between the first script and this batch export script it takes like 2/3 minutes to do what used to take 30-45 minutes because i'd get bored
🔥
Vibe code away all the silly brute force steps away

i downlaoded this mat49 mod and deleted the trade folder, and I wanted to make sure that the weapon is spawning on npcs
any help?
it looks like it already does
ok just making sure wasnt too sure what the difference between the ones with 0:0:X and with out those meant

spliced them in 2 audio tracks in audacity
fun fact
the speech one is longer than the alarm
for some fuckign reason...
huh
so they'd be unsynced or not
🤯
but if you put the 2 audio tracks its visibly noticable how the avariya is slightly longer however in game that doesn't appear to cause issues
Guys. If you need something tested for DX8 specifically do tell. I'd be happy to oblige and provide data to prevent the screw ups for the future mods like the AKs got shafted in 0.9.4.
Just ping me. When needed ^^
Also I see what are you all doing here and I feel proud af for being a part of this community. I can't code for shit, but I'll gladly playtest if possible! ^^
🫡
How would I go about replacing the firing sound for the G43?
I've got a reanimation mod for it but the LTX file doesn't seem to direct to any firing sounds, I can't find anything in GAMMA or Anomaly that refer to a G43/Gewehr firing sound.
weapon_sounds.ltx has a g43 section
Thx
Checking all the files in GAMMA that match that name and it seems that it just uses the SVT40 fire sound.
I'm fine with replacing that if I need to, I just want to replace the firing sound of the G43.
I can't actually find a file for the SVT40 fire sound.
I'm pretty sure I could change the firing sound of the G43 by editing it's reanimation mod LTX file and adding a line of code to direct it to a new firing sound, but I'm not 100% sure how that works.
Like for the SVT I just don't understand this code path "snd_shoot = wpn_svt40_snd_shoot
snd_shoot_actor = wpn_svt40_snd_shoot_actor"
these are sound collections defined in wpn_rifle_sounds
Testing if I got it working
I think it does because I now just goddamn deafened myself with it.
10/10
I realised I should've just looked at custom weapons that have their own sounds, and copy how their code works.
Yeah I understand now how it loads sound files.
Still no idea what the shoot actor means really, different impact shot?
Thanks anyways.
actor is used by player, regular is used by npcs
Ah thanks.
Do I have to unlocalize this entry if I'm monkey patching the variables?
Yeah, absolutely should
Kino incoming
Idk where to put this request but is there anyway to download groks version of the free zoom mod?
so for npc firing sound, do they have to be mono? I used stereo before and it seem like when npc shoot anywhere it just sounds its nearby of u
that way its like stereo sound for actor and mono sound for npc?
correct
great, thanks for the info
yessir thank u
I dont know how to use github how do you download it?
hooooooly shit there's so many audio files in the anomaly DB
my god
tryna find the "anu cheeeki breeki i v damke" ogg but there's so many to go through lord
There isn't a download on the link I sent, you might have to manually copy and paste and create new files with the same names
to be completely transparent with you: don't use it
if you do not know how to use github i would rather tell you to get Kute's Free Zoom rewrite, which has a #1035807043933720576 thread, is therefore easier to download, and is the version of Free Zoom that gamma uses by default anyway
(I think this is more appropriate for here)
Is there a way to rip the fonts and UI elements out of the game? Ive already ended up just remaking most elements here in illustrator cuz i couldnt find them in the DB textures, but I need the font for the text here
Im pulling these out for stalker 2, but I still need to know what font that is called at the least and I can use the binary data from the textures db at least
there are just so many fonts in the db files that I need to know the name before trying to create text with it lol
Does anyone know who the original mod author of EFT hands for THAP is? I wanted to ask their permission if I could redistribute the original mod

Was it you?
You put out quality stuff so I'm not surprised. Thought it be a cool option for people that wanted an alternative
Just trying to learn how to make an fomod since I have no experience w/ this stuff besides consuming haha
i still didnt do any good stuff for a long time
Guess you gotta start somewhere 🤷🏾♂️
eh
Chat
how can I change the stalker profile picture in the upper right of the inventory
I want to put ironman jarvis meme there
are the files in gamma or anomaly?
@misty mulch
its weird that all the icons are stored in one file instead of seperate
but I guess its easier this way

why are you pinging me
Um... Hello? I need a volunteer to test my small addon for the latest Gamma update; this won't supposed to take much time. Who could help me?
So pcall wrapping the original body of the function cuts my GAMMA crashes by at least 50% if not more. Especially the crashes at level transition times are cut by a lot. Game seems to work fine and plying is much more pleasant. What am I breaking by just naively wrapping it in pcall?
The fallback path was there in the original code.
450- Useful Idiots - bellyillish\gamedata\scripts\illish\patches\utils_obj.lua
function utils_obj.safe_bone_pos(obj, bone)
-- no patch needed
local status, result_or_error = pcall(function()
if obj:get_bone_id(bone) ~= 65535 then
return obj:bone_position(bone)
end
-- try to match head or spine
for match, aliases in pairs(PATCH.BONE_ALIASES) do
if bone:find(match) then
for i, alias in ipairs(aliases) do
if obj:get_bone_id(alias) ~= 65535 then
return obj:bone_position(alias)
end
end
end
end
end)
if status then
return result_or_error
else
-- fallback to generic position
return vec(obj:position()):add(0, 0.5, 0)
end
end
guys how can i convert an mp4 file to an ogm file
Oops, links are dead.
I'm not even sure if that is the required software, or if any converter would work. The Stalker trilogy had specific requirements; it didn't accept OGMs from newer Theora versions. Hopefully xray-monolith isn't as picky.
Not sure if this is the right channel to ask but is the GAMMA Close Quarter mod available for download somewhere? I wanted to use it in vanilla Anomaly
Either download a whole repository and take it from the archive or just grab it from your installed gamma
sorry
!portrait
@orchid agate If you want to create a custom character portrait, follow this guide: #╟🔰☢newbies-chat message
??????
bro pinging me nearly an entire day after I was able to do it
Mb 
forgiven 
Is there supposed to be a mcm page for the mod?
I dont have it
nope
Is the quick melee binded to mouse3, pressing it does nothing, i have it binded to freelook maybe that is the problem?
Actually it isnt binded to anything
I have poor knowledge how hotkeys work, but only thing that stops quick melee from being activated is when you have melee weapon in your hands
I have ak
Um, so does it work when you assign a free hotkey to it?
I cant rebind the quick melee
I dont have the mcm page and in the controls it doesnt appear
It should be installed correctly
This is on vanilla anomaly with only close quarter mod enabled.
Hm, maybe you have old moddedexes in your anomaly?
I have 28 september modded exes, i have others mods installed, sorry for vanilla anomaly i meant not gamma
But mo2 doesnt show any conflict
Show what mod owns ui_keybinding.xml in your mo2, it should be this mod to see these options
How
Put it in the search bar
Ok nvm i didnt install this
I dont know how to install reposities so installed each file manual and i thought this was useless as there was written "remove scope" or something like that
Would this mod work outside GAMMA?
Looks like quickdraw script that is responsible for the quick hit should work, yeah
try it and see
One issue, I don't have GAMMA installed right now and i dont want to download 100gb worth of data just to get one mod
@jade tulip actually, Bazinga is right, you might want to remove other scripts except quickdraw.script because they can affect damage calculations
You can always download it file by file manually
yeah, bit of a hassle, though
Thats what i have done, i have rebuild all the folders and paths
Btw the quick melee doesnt work
But now its on the controls tab
go to github and downloaded whatever folder u want
if u dont want download everything, just use this https://download-directory.github.io/
give a directory and it will pack
Oh thats really convenient
yep its really helpful if u just want to download one folder from hundreds of folder lol
Should have known about this sooner
Huh, right, I can see actor changing his weapon but no animation or damage.
Well, then we can't use it with regular anomaly
So no way to make it work? Damn
Well, research is the only way 
Why is Grok like Sony?
Wish Grok also had some iconic sound

Здравствуйте кто знает как импортировать анимацию из гаррис мод в гамму?
- Можно.
- Заебёшься.
- Зачем?
Я хочу сделать мод на аптечку гризли из таркова,и вместо делания анимки с нуля я хочу взять готовую,все
Легче взять сразу из таркова
Только заебешься чинить её 
А другой способ чи не?
Не че то не хочу пока
Не знаешь про такое? 
Ну так автор афак анимки тоже из гарриса импорт сделал
И что
Все ок
А я всё сразу из игры беру, чтобы проблем не было
А так автор берёт всё от ДРУГОГО автора с которым я работаю 
А сам чи не? 
Ну да 
Которая может быть с вирусами
Если ты не качаешь как последний дебил
То всё ок будет
Может все таки из гаррис мод импортировать?
Сам решай 
Какой сайт?
Инструкция есть?
А я говорить ниче не буду 
Спрашивай у знающих

мне кажется ты странный.
и уже есть такое
Скинь
Это где
В дс?
Скидывали
- Нет
- Задаёшь слишком много тупых вопросов
А в каком?
Смотри на других ретаргетеров
Тот который АФАК портировал в кредитах указывал человека который его учил
Оа
Ок
Спасибо ты очень помог
Даже не знаю что сказать
guys is greh the id for sin? like for example if i wanna change the loadout on legend sin members i should modifiy greh_legend_primary and secondary?
Парни, а нет вариантов грозы с Нормальным здоровым глушаком? нашел только в ганслингере что то подобное. Тут есть обычная гроза и гроза долга но они все без глушаков, может можно как то на мододела этого пака выйти и его лично попросить им глушаки накрутить я хз
lets say I wanted to change the laser on a gun from green to red, what needs to be changed?
Hey guys. How does one make a keybind toggle?
I wanna try to make a mod that uses the "Time factor" command to decrease GPU and CPU load, and since I have no idea how to automate it I wanna make a V.1 as just a toggle
Maybe. Is it worth the hassle when AO+E exists?
Could you explain?
Or point me to where I can read about it?
See DMs
Will do
You edit the weapon's OGF file and assign red textures or you swap only the textures: copy the red ones and rename them to green.
anyone knows how to compress textures into bc7 without nvidia texture tools exporter, since when i used that my game would crash
paint.net is the way iirc
do i need a plugin or does it come with dds saving by default
nvm i didnt see the option
thanks
Is it possible to prevent zcp from handling mutant spawns to make it work with RE:Spawn?
Everything is possible, yea. But I don't see how exactly zcp prevents new mutants from spawning.
Looks like it's pretty friendly to other mods https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. ZCP 1.4 Balanced Spawns/gamedata/scripts/sim_board.script#L144
I recall seeing on moddb that zcp can interfere with the respawn mutants
Nevermind it conflicts with this one
Do I delete the mutant scrips in the zcp script folder or is it more complicated?
I afraid it's more complicated, yeah. But it would be cool if you invite mod developer here to discuss
Apparently the mod maker tried to make a patch in the past but he wasnt able to succeed 
Is X24 scope on DX8 renderer possible?
The zoom on scopes is just FOV decrease so it should be
technically yes
start new game debug yourself a gun with rail and the scope and try it out
DVL-10 and March-F?



