#╙🖇mods-making-discussion
1 messages · Page 129 of 1
benefit of me having a good PC I guess
I got bored of constantly loading the save but I can make the shot ever further away
easily
i know where the three red logos for the main menu is located.
in gamedata\textures\ui.
but anyone know. where i can find the last grey one. the 4th in the row
LogoAMCM.dds in mcm mod
thanks, ill look for that ;Z
if i want to convert a video. to a ogm file. to use some clips ive edited into a main menu with backgground video.
what is some of the ways i can convert.. is its possible with davinci resolve. or am i looking at using another software etc?
try with vlc
where the fuck is the infested thoughts posterfrom?
Any idea how to get a DX8 scope to higher magnification than x8?
ah shit didnt see your message.
ive just spent i dont know how long converting trough ffmpeg in the CMD tool.
where you can set all kinds of parameters.
but its suuuper picky. and the rendering i do with davinci. and the codec used with ffmpeg.
ive only managed to convery a video. filming a building in anomaly. with a still shot.
and produce a video with 2.3 fps at 1280x720. XD without any pixel color glitches.
ill look into using vlc.
thanks
i was looking into Avidemux. but it seem they discontinued the codec type
I mean I've not tried directly converting the video myself but it says OGG and OGM so theoretically it can work
sorry for all the stupid questions. but where in VLC do i find that window you just showed
im here but i dont see codec selection. am i blind?
click convert
yeah it converts. but its just pixelated. i think i need to find the perfect Davinci render. in order to convert it somewhat visible.
and possibly use video clips with still shots and no moving camera
but thank you. ill play around with it 🙂
yeah you can do crazy shit with vlc. i build some streaming to my tv using vlc.. its incredible what range the software has
and pirated movies with "alternative" encoding haah
dang your many levels more neckbeardian than me... tips fedora ^^
no but serious, thanks man. helped alot. thank you for taking the time 🙂
Do repositions mess with laser sight zeroing?
Как сделать так,чтобы при голоде или когда персонаж захотел спать воспроизводилась одна из четырех реплик?
Просто я делаю мод на озвученного актера новый и мне надо это знать
Такой скрипт есть в моде от аукуу?
Ну на сон точно есть, вроде даже в самом моде на сон. С голодом думаю можно точно так же сделать
Есть ли такой скрипт в моде войсед актор от аукуу?
Это кто такой
Всех приветствую!
Подскажите, пожалуйста, понравился визуал рук на одном комбинезоне, как я его могу перенести на другой?
Я бы попробовал начать с этого файлика https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. Hands Legs Models Swap/gamedata/configs/mod_system_THAP_Rework.ltx
Так, и что мне с ним делать? Я просто в моддинге и всё, что с ним связано - полный ноль
Прошу простить за тупость 
Ну в теории поменять строчку в той броне на строчку из той брони где тебе нравятся руки
Условно, player_hud_section = actor_hud_spec_ops_outfit на player_hud_section = actor_hud_travel
И в игре должно автоматически поменяться, правильно понял?
Если мы правильно угадали файл, то да )
Ну, с богом 😂
А чтобы файл редактировать, его нужно скачать у меня просто не вставляются значения
Найди его в МО2 и дабл кликом открой. Только бекап сделай
Ок
Дай бог тебе здоровья! Все получилось
Is there a way to have the desert eagle always be one-handed
Partially utilizing the detector-pistol animation set (but without the detector obviously)
How do I assign vertices from another object to an actor vertex group? I've seen Dux models that have detectors on them and I want to attach this bear detector to this player model
Figured it out, deleted the old group, created a new one named after a bone "bip01_spine" then assigned the vertices.
you could have renamed the existing group
🤯
question
how does one bolt action animation work
as an example, ive shot my sniper rifle and hold down the lmb button
does it
- rechamber instantly after i shoot
or - rechamber when i let go of lmb
if its the second case then im probably okay
so im fucked in two words
i need to combine like two animations in one
probably 
since cod handles it different
i could write ask someone to do a script that detects lmb being held down and only play the fire animation
then the rechamber but it could be difficult
since stalker is fucked
yeah if you want to have the thing where the gun doesn't rechamber if you hold LMB idk if we have that in gamma
or well anomaly is
ill ask some smart people about it
you go ahead and do that
ok 
it you want to hold down LMB and not rechamber then it would have to be 2 seperate animations no?
shouldn't be that bad there aren't that many bolties
if we're talking gamma specifically
Can't seem to add a new item into the game for whatever reason
Made a new .ltx file, made the localisation
But the game doesn't recognize it whatsoever
"Section [af_testtest] doesn't exist"
Any idea what I could look for to check why it's doing that?
I tried editing this lsit in zz_item_artefact script
local knifesm = {
["wpn_knife"] = { min = 25 , max = 40 },
["wpn_knife2"] = { min = 35 , max = 50 },
["wpn_knife3"] = { min = 45 , max = 60 },
["wpn_knife4"] = { min = 55 , max = 70 },
["wpn_knife5"] = { min = 65 , max = 85 },
["wpn_knife6"] = { min = 70 , max = 90 },
["wpn_knife7"] = { min = 75 , max = 95 },
["wpn_knife8"] = { min = 75 , max = 95 },
["wpn_knife9"] = { min = 85 , max = 100 },
}
but it does nothing. script is last in load order too. wonder if smth else is needed too wanted to add tomahawk to mutant skinning % scaling and adjust last few knives
Just a question for the modders here:
Since i don't know much about how modding works, this may be a stupid question, but it sounds cool in theory.
Is there a chance we could implement the A-LIFE system of OLR 3.0 into Anomaly? To me, that would make the game so much cooler.
I imagine this would be very hard but i'm just curious if anyone would want to try this.
Yes you can implement it, im not stoping you
OLR 3.0 source code can be found on github/gitlab
What Anomaly lacking is proper scripted quests, Brotherhood comes close but its unfinished.
It needs quests like in Call of the Zone
They're more like regurgetated fetch/kill quests which are super boring
Можете скинуть скрипт,который заставляет говорить реплику при хотении спать?
Пожалуйста
i dont know anything about modding, but i am ready to blow up my last 2 braincells
would be too insanely hard to add new textures or models? like i have metro 2033 models 
People add textures and models all the time.
The lurker mutant is from Metro.
oh 😮
Regarding the time it takes for the gun to get to the initial position after shooting, is it changeable through a config file or is it more complicated?
Wdym get to the initial position after shooting
Read the modding book.

Can't even imagine what level of effort do one need to put to create a proper freeplay scripted quest, but would be good
could someone help me with changing a texture for the Gorka mod? I'm trying to recolor the ghillie to be mor marshy/green. I've found the files within the Gorka mod but i dont know where to go from here.
For example the winchester dark tracker you made, when shooting it with a high zoom scope, after the recoil the screen gets dragged down for a few seconds till it arrives at it's initial position
Perhaps other guns have this as well but I haven't noticed it as much
That would be the camera animation
Thank you I will take a look into it
I tried editing this lsit in zz_item_artefact script
local knifesm = {
["wpn_knife"] = { min = 25 , max = 40 },
["wpn_knife2"] = { min = 35 , max = 50 },
["wpn_knife3"] = { min = 45 , max = 60 },
["wpn_knife4"] = { min = 55 , max = 70 },
["wpn_knife5"] = { min = 65 , max = 85 },
["wpn_knife6"] = { min = 70 , max = 90 },
["wpn_knife7"] = { min = 75 , max = 95 },
["wpn_knife8"] = { min = 75 , max = 95 },
["wpn_knife9"] = { min = 85 , max = 100 },
}
but it does nothing. script is last in load order too. wonder if smth else is needed too wanted to add tomahawk to mutant skinning % scaling and adjust last few knives
Because it's a local you need to unlocalize it first https://anomaly-modding-book.netlify.app/docs/tutorials/addons/lua-unlocalizer
im confused how does script are even being localized I thought its only for text files. or wait ya mean changes worked but "visual/text/localization" just needs to be changed too
ahvent thought of it t obe fair
okay found it
%c[d_green] • %c[ui_gray_2] Calidad de pieles mutantes: %c[ui_green]75 % - 98 %\n
@unborn yew, hey, sorry for pinging! I just wanted to say that I've fixed all those rain bugs you've reported, thanks!
.
Rain bugs? What was it about?
Hey, this might be a weird question, but does anyone have a good layout for the X-10 lab (radar/brain burner)?
If you can find a 3D model, that would be perfect
Let me explain: I'm mapping locations for DayZ, and for some reason, no one has ported this lab there yet. I've played instalker, shot some first-person videos and a demo_record, and I'll probably build it based on those, but who knows, someone might have something better in their references
And yes, I know how to use search engines, but here's the best I've found (attached)
Sorry for my English, I'm using a translator
anomaly/tools/unpack_all.bat after that install blender + xray addon (modding book how to configure paths) after that you can import whole game level(import level file without extension) into it to preview, rest is disabling all unnecessary occluders, collisions roofs etc
Thanks, I'll try
Basically, try to ask in IXRay discord, they probably have the most of different things for stalker
Do you have an invitation link?
^ this
Ohh isn't that a old ass issue with ambient occlusion or something?
No, that's different
But it's was an issue with the ambient occlusion too 😄
are there any mods that lights up the factions bases? like rostok, rookie village etc?
As in adds actual physical lights to the faction bases?
yeah
rostok is too dark
but not only rostok, other important bases too
Is this a fix for a specific mod or base Anomaly (modded exes)?
Okay, I read your bio. Anomaly then. 👍
Not even Anomaly. It was an OXR-exclusive bug, thus the fix too.
Quick question for anyone I’m new to downloading mods I just downloaded a few when I start my game will there be problems or nah
Usually no, but there's a chance there might be conflicts, just test it out, and if you get crashes go to the https://discord.com/channels/912320241713958912/928715640968212582 channel. Also this is the chat for creating mods, go to https://discord.com/channels/912320241713958912/1029824156289732649 for basic questions
what are the ltx files for the fnx45 called?
Hello! Is there a tutorial on how to edit existing animations in Blender for Stalker Anomaly/Gamma?
Question
which mod or whatever is respondible for the big gamma test when you open the game
in the main menu
nvm I found it
w_fnp or w_fnx probably
but knowing gamma there's probably some mod_system_zzzzzzzzzzzzzz_fnx or something completely overriding it
yeah i tried everything i could think of, only thing i can find is these 2 but as far as i can see they only do stuff with animation and hud
regarding fnp i tried modifying every fnp file but the fnx series was completely unchanged
Всем привет! Подскажите, пожалуйста, есть ли возможность перекинуть прицел с Mauser 98k «Лесник», именно сам прицел, не прицельную сетку, на другое оружие. Хотелось бы поставить его на винтовку Sako TRG M10 из оружейного пака Frosty
Hello everyone! Could you please tell me if it's possible to transfer the Mauser 98k "Lesnik" scope—the scope itself, not the reticle—to another weapon? I'd like to use it on a Sako TRG M10 rifle from the Frosty gun pack.
Открыть блендер и скачать PavelBlend's плагин на Stalker
Выучить как двигать модельку прицела в блендере
Присобачить её к Sako
Всё
Можно тебя помучаю вопросами? Никогда таким не занимался
Все возможные вопросы можно ответить с помощью видоса от Лунатика на ютубе.
https://www.youtube.com/watch?v=HwTYYH5zLjo
We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:
00:27 intro
01:36 tools of the trade
03:30 content overview
Part 1: having a plan
04:01 intro to planning
Part 2: editing textures
06:57 intro to textures
29:27 thm files
Part 3: working on mesh...
Спасибо
Hi, can the community help me with resources, docs examples to understand stalker modding? I am currently using https://github.com/TheParaziT/anomaly-modding-book but I still need more, anything new is appreciated
The scope is already there. Just put it on the rifle.
I don't really like the look of this scope. It's currently on my rifle, but I'd like a larger scope.
On this rifle he looks tiny
Adjust Scope HUD
MCM
I don't like the sight and its appearance, but not its hud.
It's the same scope that is on K98 Forester
The problem is that this sight on the Kar 98 looks larger. I want to make it roughly the same size on the Sako.
Scopes have mounts that allow them to be attached to a Picatinny rail on weapons. Frosty scaled the scope size so that the mount fits the rail on the rifle. You can make it bigger in blender if you like.
Can you tell me where I can find the file I need that I can edit in Blender?
It's an OGF file inside gamedata/meshes. Look for sako or trg, something like wpn_sako_trg_marchf_hud.ogf. I don't know the real filename, I don't have FWP.
Thank you and God bless you
I installed a plugin for working with X-Ray files. The plugin displays in Blender, but I can't open the .ogf file I need. What could be the problem?
I never used blender. Did you watch the video Maka posted?
can someone start making tarkov's modular system? I wanted to do it but got no time on this
Yeah sure gimme like 2 days and it'll be out
Is this a commission?
It would probably be easier to mod the Zone into Tarkov.
Returning to the subject of Anomaly, can textures be reloaded without restarting the game?
1 dabloon
hello i would some help with a script for a mod i am making for gamma
How does the engine handle functions like is_under_attack(), get_nearby_enemies(), and was_damaged_recently()? Are these natively supported in the engine/modding API (e.g., Anomaly or GAMMA), or do they need to be implemented manually?
Is this the correct channel for the question?
little edit to the pp2000 operator
Battery and laser almost as big and heavy as the gun itself lmao
Shit, I thought that was a GL. 
yeah which I guess is the reason that its removed
This helps as well https://deepwiki.com/Tosox/STALKER-Anomaly-gamedata
Lucy posted something like that on anomaly discord iirc
Women_of_the_Zone Has anyone used the HD version? is there an alternative to this mod?
no idea what you did but thats in the 3dssg files minust the flashlight lol
Don't know whether or not other people want it but a LeMat revolver. They still make reproduction ones in .44 and 20 gauge.
I added the flash light
thats it lol
not a big one but I just like how it look in icon
would someone, do me a favor.
get the bas_nvg_scopes.script file.
from Anomaly\gamedata\scripts
I'm trying to make a fomod but the mod is installed from the fomod folder. The gamedata folder is in 60. Flashlight Sway, what am I doing wrong?
Does DLTX have a way to condtionally change an LTX file based on a ui_mcm.get("mod/field") check?
Or in other words, can I use an MCM variable to determine whether or not a DLTX action condtionally modifies a base LTX file without having to overwrite the file completely?
does anyone know what mod in gamma makes the starting equipment not be ruined from start. and in mint condition
No, DLTX is an engine feature and it happens automatically and unconditionally always
There is some technology to overwrite section values in runtime tho, if you're interested https://www.moddb.com/mods/stalker-anomaly/addons/152-artefacts-variationizer-152
Thank you, I'll take a look
The better question I think is what mod in GAMMA makes the equipment you find ruined. In my experience, freshly spawned items that skip the death functions spawn in pristine condition and it's the ondeath and onloot style functions that set parts at a random range
Not on my main PC unfortunately but I would search for the .script file that imports death_generic.ltx and go from there, many of the functions responsible for equipment part degradation are in that script file from memory
This thing explains it quite accurate https://deepwiki.com/search/what-makes-the-starting-equipm_ab8869b5-b918-4fcc-81f3-298884c5a4d4
Heyyyyyyyyyy, was just going to ask if there was a modder wiki 😄
No, that's it espaguetti code.
Hi-Flyer is an bad coder (a bad modder in general, his mods are miracles) that by mystic reasons implemented that A-Life in OLR 3.0, soo port it is impossible, RECREATE it is possible with a proper quantity of years of ur life on it.
There is none, only AI slop 
oh 🙁
Or anomaly only modding book https://anomaly-modding-book.netlify.app/
better than nothing I suppose, I've just been scratching and digging to do my modding 😭
Any chance you have a whole list of what A-Life features OLR has?
I heard there are some cool things like npc trading with traders
Just imagine
a human
a normal human, acting like an normal human
and animals, acting like normal animals
and mutants acting like mutants
Damn, it's that good?
OLR 3.0 A-Life has everything that thingi that would be inmersive on a normal stalker, that is the best resume.
Yes
Hi-Flyer surely thought on let the life several times by that system
One of the devs of Old World Addon it's porting and improvement the entire Call of The Zone, OWA 1.5.3 will feature the CoTZ thingis.
Do you know how's it going for Old World guys? Last time I heard they were looking for someone to write schemes for their locations
According to three of them they are working on OWA 1.5.3 (CoTZ port) and OWA 2.0 (that, is more like Old World Mod).
Two of them are working on rework and add locations for Old World Mod, porting maps from several mods and reworking them, and a couple are "much better" than his old versions (for example, Dead City from Lost Alpha and Hiding Road have great reworks on OWA 2.0, according to chocohex).
Tho, i understand that they are planning on add and change the lore and story of certain thingis + on add one or two factions.
OWM it's planned to have 40 levels and a few from Anomaly are deleted, like Zaton and Jupiter by being too big.
i cant go on with the zip22, that things cursed
guys, which script file/mod that control how much tasks we must complete before yellow stashes appears?
Question relating the expanding of some maps
how was it done?
through simple editing of the maps where you just remove the big fence or in some other way?
I take look at it, thx!
Which files are responsible for increasing the spawn of NPCs?
Each smart (place where npc are spawning) has different spawn time, like this https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A%2Fmodpack_addons%2FG.A.M.M.A. NPC Spawns%2Fgamedata%2Fconfigs%2Fscripts%2Fpripyat%2Fsmart%2Fpri_b302.ltx#L5
Hello
Hello I have a problem
I wanted to make a magazine for 7.62x54 AK trophy but with the visuals of an AK 103 magazine ...
I did everything I can and followed instructions from the mag redux ltx
But I couldn't find or even get it to work ?
Can someone help me on how to do it ?
If i wanted to modify the mag size for m249, are the files in any of the mods or is it stored in the db files in anomaly?
Is there a way to reduce free look to snap so fast back to middle of the screen?
I would love to have it more fluent and slow..
You want to change the visible model on the gun?
Hey guys. I know this isn't "Creating" of a mod, but I really want the AK reimagination (Repositioning, animations) gone. Mind assisting me since I did hit something I do not understand?
I play on DX8, so the new reimagination with eyecupless PSO's doesn't work on my end, leaving them with eyecup scopes covering all the view. I want to revert it back to the original state since it makes AKs on DX8 with PSOs unplayable unlike before
which ak specifically
I already tried to remove the AK reimagination mod by unticking it in the MO2, but I had a file from DX9 compatibility patch cause my game not to launch, after changing it's AK105 properties that caused the crash from definitions to overwrites (AKA making it into a DLTX instead of normal by adding ! before the names) it started to spew engine errors (xrGame in a nonexistent drive)
74s are my goal to bring back, but 47s and others (Besides venom) are also affected'
Full list of affected guns
that might just result in missing section or overwrites which brick the game
that's from nickolas's ak family reanimation right
I did the overwrite fix by DLTXing DX9 patch, but that started spewing engine errors
Bingo
which I don't think that would 100% work
Throught SDK, on the level editor.
ok so that's a gamma vanilla thing and things are expected to break if u just disable it ig
u sure could disable it with further fixes but i never tried it so
Well I did and ended up at the engine errors-
I suppose the AK reanimation replaced some older gamma files instead of overwriting them as I see these files not being DLTX
yes
Yeah...
for example w_ak105 was bas one before ak reanimation
they might have different sections and the engine would error if some section went missing or something
Should I find the previous w_ak105 and others and stick it in here instead?
maybe
But then animations and other stuff wouldn't match
what
Yeah. The AK reimagination has it's own animation repo and all
Sounds, textures, animations
Not just configs
if u disable it, all of it are gone
so like they will all be gone
i dont see how it wont match
Yeah, and the game shits itself trying to find them, despite having perfectly working files already loaded
Which baffles me
What else could be looking for the AK files from this?
NPC item spawntables, existing item IDs?
yeah maybe
I don't know I'm not on dx8
I guess u dont have 3dss which most of the weapon pos dltx come from
Technically it is enabled
Oh wait'
They're not
I guess I have outdated knowledge of the modlist
dx8 dont even have the shader for 3dss so u cant even have it enabled
yeah that looks right
idk if u crash on launch or loading into game, but its most likely the game cant find something and error
Maybe I should move it up on the modlist so the other versions take priority?
so technically it's still there, but other mods overwrite it?
Oop. Nope. another fail
honestly I just dont know at this point
I'm on dx11 so its totally a different case for me
Shiiiit
#╓☢stalker-chat message hold on is this ur error

The Xray told me to add the ! before the AK105 names in the ltx, and I did
okay so
first of all
use notepad++ or visual studio to find ANY strings related to ak105
Afterwards it started up the game, but on loading in or starting a new save it crashes with engine error
Hold. Gimmie a sec
I dont have w_ak105_bas in my game
where the heck did that come from
🤯
DX9 compatibility patch
After dltxing it from define (empty before name) to overwrite (!) it spews this on loading a save
so it errors when loading a save?
what about a new game
Yes, and starting a new game it's a whole different error'
Okay. What do I do with probable 4 or 5 results?
find the file that overwrites the others
OR
just look into the problem via specialized command
since there is a fix for it
There is a fix for this shit?
a lot of shit is fixed via rearranging stuff
just search it in mo2 and see
Man. Why can't this be as easy as shuffling some files...

sir you're playing on 500+ mods game
what are you expecting
it's literally running on hopes and dreams
its files upon files
until its organized
Ehh. Whatever. So what now? I found one hit, just remember that my goal is to bring back the older 74s animations, not really 105
there's a dude
who kept it all inside db0

organized? maybe
weight? minimal
How the fuck did it run?
why
db0 is a special type of file that is being read by game
imagine it as a 7zip file but for stalker
Bro probably had a 128GB SSD
change one file cost....
its EVERY single one of it
textures, sounds, configs and etc

Goddamnit he could come in handy right now to unfuck this mess
XD
nope
even he can't unfuck this mess
It's a beautiful mess, but a mess nonetheless
problem can be relevant to textures or wrong config
but i think its the animation since it tries to load in cstep
fails and bricks itself
So I should go into AK reimagination configs, open the 74 file and just reassign the referenced files into the old ones? (if the new ones aren't named the same?)
i recommend trying it out on different save
Fuck...
since you need to know if its THAT specific problem
or the save problem
honestly i should just stop modding on this hell of a game
huh?
Gamma in a nutshell'
wtf is the talking stone does it come from a modpack or is in base anomaly?
is there a way in the files to change how much br a bullet can pierce
k_ap value?
i dont know, i just want to increase the br of 12ga slugs because 7 slugs to the chest of a monolith and them not dying is fucking absurd
Here is config value - https://github.com/Grokitach/Stalker_GAMMA/blob/8ea8f40bdb2f9fa97a5f8ce59df640fc42f37f79/G.A.M.M.A/modpack_addons/G.A.M.M.A. Close Quarter Combat/gamedata/configs/items/weapons/weapon_ammo.ltx#L2679
12x7 ammo is a special case and Grok added some distinct changes to this type, take a look https://github.com/Grokitach/Stalker_GAMMA/blob/8ea8f40bdb2f9fa97a5f8ce59df640fc42f37f79/G.A.M.M.A/modpack_addons/G.A.M.M.A. Close Quarter Combat/gamedata/configs/items/weapons/weapon_ammo.ltx#L2679
just change the k_ap value
which one is the slug
zhakan?
yes
Всех приветствую!
Подскажите, пожалуйста, можно ли уменьшить визуальную отдачу оружия?
Чуть уменьшить этот резкий рывок прицела вверх при стрельбе одиночными и уменьшить визуальную отдачу при стрельбе очередями?
Немного стало раздражать, что при стрельбе из малокалиберных винтовок чувство что стреляешь после жесткого алкогольного трипа
Hello everyone!
Could you please tell me if it is possible to reduce the visual recoil of the weapon?
Is it possible to reduce the sharp upward movement of the sight when firing single shots, and to reduce the visual recoil when firing in bursts?
It has become a bit annoying that when shooting with small-caliber rifles, it feels like you're shooting after a severe alcohol trip.
I wanna create extra dialogue for vendors (duty and clear sky technicians), want to create a fix for the ak105 kits being exploited by doing the same thing nimble does by exchanging a gun for the kit version for the respective technician
Проблема на стороне аниматоров.
Либо в Grok's Ballistics.
Но в первом случае тебе надо сидеть и чинить вручную анимацию,
во втором сидеть чинить конфиги.
Hey,
I use thap rework hands but i want to use only the ghillie suit from the gorka pack aswell, could anyone guide on how to do this?
If that gorka pack follows thap rules, then you can replace all lines here to the same line from ghillie suit from the mod
https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/G.A.M.M.A. Hands Legs Models Swap/gamedata/configs/mod_system_THAP_Rework.ltx 🤞
can someone use notepad++ and check all gamma scripts for how_much_repair function? And then send screenshot here of how much it is being used or overwritten
Alr ill give it a go, thank you
no
Пробовал чинить конфиги самого оружия, но визуально ничего не поменялось 🙁
Так же пришел к выводу, что нужно фиксить анимации.
И такой наглый вопрос, разбираешься ли ты в анимациях, можешь хотябы, как дураку основы объяснить или с чего стоит начать?
Я в них не разбираюсь.
Но есть ГАЙДЫ для этого. 
isn't there a mod that deal with player movement ? especially elevation/bumps, its been years and I never found anything that deal with that, it feels like the player have tiny wheels you stop when you hit a bump like a train rain and get stuck within a very small hole.
that and the borked collisions in general, at least at high FOV you can "teleport" a little bit because your shoulder brushed the door frame and for a couple of frames your camera stays at the door while your in-game position shifts and at some points the camera snaps to proper position.
Sry if this is the wrong channel. Say if I want to use both Arrival and HFX, BUT I only want certain particle fx from HFX and to leave the Arrival as it is- how would I do that..?
and also the prone position ADS bug where in most position in the, if you ADS while prone, the camera suddenly snaps to the ground, this old thread documents that: #1318212940381556776 message
player character physics behavior is very broken in the Anomaly.
Thanks
Ask a more detailed question. Sounds like you just need to merge configs correctly and import required particle files to your game
Is it possible to create an attachment based weapon modding system in gamma, similar to EFT, dayz and such games? And if yes do you guys know any project that is related to this?
Yeah sorry. I have HFX at the bottom of MO2. It’s over riding some gorgeous Arrival fx and also I don’t like the blood clouds/particles it makes either. How would I go about letting Arrival overwrite it- by putting it just on top of Arrival? Also- how to get rid of the blood cloud from HFX?
Like this? https://www.youtube.com/watch?v=vsqH2XKkcEk
Well i wasnt expecting something this comlex lmao, im just a bit bored of the base weapon modding, and i saw that individual weapon attachments and more complexm odding was talked about on the anomaly discord
I don't know much about particles yet, but how it works is you have
a) config file where specific particles are specified and b) *.xr or *.pg files with particles
Theoretically, you have to correctly merge config files from these mods to specify particles you want and make sure all of them are present in game files
I would recommend making a new "mod" in your mods folder where you would put your new adjusted configs
yes player collision in general is the most outdated thing in the game as of right now I do wonder if its something too hard to mess with ?
Its just engine modding.
is it something that can be messed with or its something big that the whole player collision needs to be overhauled engine wise to be better ?
Well anomaly is open source u can mess with it
Collision/camera code is in engine. Probably actorcameras.cpp or smth
hehe, i don't remember basic trig, much less anything about matrices. Sure i, or Punic, can mess with it, but as he suggested in his question:
I do wonder if its something too hard to mess with ?
yes, it probably is at least moderately advanced physics code and so probably pretty hard, and even that by the standards of ancient c++ which just increases the difficulty. With most solutions likely to fuck up gameplay in unpredictable ways if you've never worked in physics simulation at least as a hobby.
Or so suspect I, a java web dev.
Ah thanks for taking the time to explain this but it’s a bit beyond me that mate..! I’m not a coder at all but an artist, but thanks again anyway..!
has anyone made a mod yet that lets you convert npc PDAs into player PDAs?
✍️
Put npc pda into your pda slot and they work just fine
how do i make my own weapon hud edits? the old tutorial (using hud editor > cache > mod_system.ltx etc) does not seem to work. Is there a newer, updated version, or specific place for ltx file to be saved?
it doesnt do everything, namely id like to get the emission warning chatter
It shouldn't. Still not your pda
But it does work for most things you need pda for is the point
"shouldnt", did god almighty ordain it? its silly that one pda is magic, i like playing with itemloss
ill cobble it together
you can make a small script that will turn it into normal one
edit config and add new action
then make a script that will basically do alife_remove(item1) alife_create(item2)
function menu_battery(obj)
local p = obj:parent()
if not (p and p:id() == AC_ID) then return end
local sec = obj:section()
local con = obj:condition()
local battery = ini_sys:r_string_ex(sec,"battery") -- right battery
if not battery or battery == "none" then return end -- failsafe
if con > c_zero then
return game.translate_string("st_item_unpack_battery")
end
end
function func_battery(obj)
local p = obj:parent()
if not (p and p:id() == AC_ID) then return end
local sec = obj:section()
local con = obj:condition()
local battery = ini_sys:r_string_ex(sec,"battery") -- right battery
if not battery or battery == "none" then return end -- failsafe
alife_create_item(battery, db.actor, {cond = con})
alife_process_item(sec, obj:id(), {cond = 0})
actor_effects.play_item_fx(device_battery)
utils_obj.play_sound("interface\\inv_batt")
end
here is example with batteries
pretty simple
thanks!
menu_battery return string for localization
func_battery - action
functor is basically check and localization before allowing to do smth
action_functor is... action
your will look smth like this:
use3_functor = script_name.check
use3_action_functor = script_name.action
Is there a plan to add anthology locations into gamma?
idk, but youre more than welcome to port them
why? Most of people still will be playing on vanilla ones
And not to say about Anthology ID problem
they new for anomaly players i guess
in the process of making a BaS gun replace a vanilla gun and this is the error that it gives me but its not saying much and i havent gotten this before
check log file
try looking for smth like this
you probably forget/added a wrong parameter in configs
and i think if you play anthology you should ask about this in anthology...
are there any player model mods ?
its not actually anthology its more like vanilla anomaly
its a custom modpack im part of closer to vanilla rn
very bare bones
only the custom maps none of the other anthology stuff
kvma and gfy both change player models
They are locked to the person who was using them
Just like your phone
Has anyone tried to make a bas gun replace a vanilla gun?
you cant protect hardware against physical access, if you gave me your phone i could just hard wipe it and start using it
ur a random hobo in stalker. Keep that in mind
youre technical enough to build exosuits and electronics when given instructions, but we dont need to have a spat about it, the beauty of modding is i can just do it for me
thanks
if you use kvma remeber to enable HD player models in mcm in swm setting
We just talkin'
Besides, you already got a solution
thank you also what is SWm is it in MO2
If you are playing gamma it's already in it it's the first person visible body mod just go into MCM in-game and look till you see SWM
ok thank you
I am a completely dumbass I tried to delete the built in hud fov of the bas gun but I only deleted the number and not the whole line lol I figured it out thx for trying to help
any good UI mod?
Are there any resources for how OMFs and motion files work?
yk that text that shows when you press a button
shows item on the ground
yk how to change the color of it?
I don't sure it's possible because it's hardcoded https://github.com/themrdemonized/xray-monolith/blob/5e6b23ff/src/xrGame/Actor_Feel.cpp#L22
in what sense?
I guess just how motions are exported? Cause I'm trying to see if I can copy a motion from one gun mod to another
copy the key frames for lead_gun and paste them in the other gun
I don't think there's another way
That sounds like it's gonna be all kinds of fucked
yeah well the whole process of swapping anims around is fucked by itself lol
shouldnt be too hard to replace a full model 😄
i saw that there is the shadow company from call of duty modern warfare that replaces mercs lol
hello folks. i'm currently trying to change some of the movement speed buff/debuff for armors. i try changing outfit_speed.ltx from Outfits affect move speed addon however i believe it does not change the stats at all because when i hover over the armor it still shows 90% move speed. i do suspect that this is just a UI bug and the actual stats actually changed. does anyone have any insight for this?
Is there a mod that allows you to craft grenades?
Has anyone tried to port anthology new locations into gamma?
yes, DM LVutner

please stop gooning on those locations
you are not welcomed
do you understand
I'm glad that im not welcomed by morons
sir
are you braindead
no one will try PORTING it
since no one knows how to do it
plus they are still mid
@weary root helo erandis grass 
where new flower
hii
yeah it’s time for me to go
he flew away

you need to learn how to make your own DLTX overrides and look for other DLTX overrides that are likely altering outfit movement speeds in GAMMA. My DLTX guide is somewhere in the pins here
DLTX being a method to selectively overwrite LTX config sections
If anyones interested im remaking some reticles
youre dad
I notice there are mods for all the seasons... What if a mod advanced the season (after a lot of playtime obviously) by switching from one asset set to another while the player sleeps?
Maybe travel rather than sleep. Any new load screen rather
It would be so killer to go somewhere and find that it's snowing
So. with Jabbers Soulslike, is it possible that upon death, instead of dropping ALL/MOST of your inventory, that ONLY the items that the RNG determines are lost, are the only things dropped/removed. Meaning you would respawn with all items you had, except for the items that were lost due to the RNG function of Soulslike.
Possible? I do not enjoy having to run back and forth to pick up 90% of my gear. Instead I'd like only the random item loss mechanic.
Am I clear? OR is this word soup?
Also, to leave more thoughts here, I know TALKER is in development but in the meantime I've been considering a lua script to simply detect the length of any given unvoiced dialogue and play a script of random generic Russian speech of roughly that same length, drawn from a bank of voice clips
Kind of like how the KotOR games presented alien languages
Of course, this illusion only works on non-Russian speakers
That is, uh, special
Would be a lot easier to AI generate in bulk ngl
It could breathe some life into conversations, but only if you don't speak enough Russian to realize what's going on
cause finding speech that is also not changing the voice for the same NPC would be... monumental
One that does not have obvious cuts as well
Extracting all the lines would be relatively trivial. Just need to bulk generate AI voiceovers while keeping consistent voices
Yeah, honestly that's just what needs to happen. It's one of the best uses of AI
Surely someone's already doing it
The amount of money to pay for that would also be no crazy, but not something you'd pay out of pocket
If I'm not misunderstanding, TALKER is both doing this and adding AI conversations, which seems way beyond what we need here
No, talker is an LLM text integration. AI voices are not what it does right now
Ah, alright
I love how immersive GAMMA can be, I feel like being fully voiced is the next logical step there
I think voice generation is relatively cheap. I'd need to research it, or you need to.
I just never needed it, so i know only what i randomly picked up.
Yeah, I'm gonna look into this more later. I need to hear more of sidorovich's sweet melodies
Hi all, I'd like to ask a question about further modifying a mod.
I have yet to do so in my time with GAMMA.
I'm curious if it is OK to edit the .script files without any problems.
The line item I plan to edit seems harmless to me.
Specifically I plan to modify Item UI Improvements.
I want to change the colors of the quality dots.
I plan to change these RGB values here, in z_item_icon_info.script.
is there a mod that makes psuedogiant stomp like back in original series ? without all that timing bullshit ?
can npc versus npc damage be lowered so two enemy groups take longer to kill each other?
..huh?
what timing
oh nvm i was just wondering if there was a mod about psuedogiant just like in vanilla , in anomaly u gotta time the jump to dodge the shockwave but in original triology afaik u just need to be in the air
In anomaly it is the same
you need to be in the air
Well yea but its diff , u gotta jump when giant hits the ground but as long as u in the air u fine in og stalker
i was just asking so forget bout it
Same in anomaly
you don't take damage in the air
make a backup, make your edits, see if it explodes
that's how it all goes
are there any mods that also changes your hear gear and not just the normal head gear the comes with a suit ?
how can i make frosty's mosin and obrez replace gamma mosin ?
So in other words, you want the gamma mosin to not spawn on NPCs, because frosty's are already spawning?

yea and i think i can add frosty's mosin on starting loadout configs aswell
just swap the ids with frosty's mosin
Well since they're twos separate guns you can't make it replace one gun. But you an make the one mosin replace gammas by overwriting the base section
i got an idea, npc and starting loadouts. I'll delete any mosin entry for npc loadouts then swap the mosin id in starting loadouts. That way i can get the eft mosin and no more gamma mosin spawning
i'll make a backup then try it out
starting loadout works
is it possible to make npcs sell items with parts on it ie' guns but have the quality be randomized
Sure, with a script
head gear
Thanks
what i mean is is there a mod that shows what head gear or helmet your wearing instead of the one thats included in the suit
Wdym? Like, with icons or 3rd person models?
I want to edit ISG loadouts so killing them is more worth it. Could I get a quick run down of what the numbers after the weapon do? I wanna remove some guns and add some others to ISG loadouts.
there's an explanation in npc_loadouts.ltx
I remember seeing someone's message about adding context menu to magazines to load ammo
Any chance that someone is reading this thread? 
If you want to make it, I'm sure all mag users will be thankful.
I was hoping to ask that man to add hotkeys for that menu so we can load å couple of marking rounds first.
Just realised I don't even know if such marking rounds even exist in stalker, lol
IIRC that someone wanted someone else to make that mod, not to make it themselves.
If by marking rounds you mean tracers, then they exist. I think by default every 4th round is a tracer. Silenced weapons don't show tracers unless you enable that in modded exes settings.
Tracers, yeah.
That's cool, hopefully it would be possible to interact with them from scripts
Oh hell no, it's so deep in engine code...
It's possible to change the frequency of tracers, I remember using a mod that made all rounds as tracers.
My cpp skills are poor, but I think it now make tracers for the each bullet https://github.com/themrdemonized/xray-monolith/blob/5e6b23ff5d456bb15fff9007e6f294ff897c6549/src/xrGame/Level_Bullet_Manager.cpp#L1156
But I found the mod, thanks
Should I assume this is the what people use nowadays for mags?
https://discord.com/channels/912320241713958912/1322655858240262304
!mags - Yes, but:
@sudden inlet
How to enable magazines in GAMMA: #╭📖faq message
Do NOT enable 207- Mags Redux or Mags Buyable at Traders!
how can we normalize volume of sounds? like sotrmy weather sounds as if volume cranked to 200% and emissions whole 500%, it just hurts ears
Easiest method is turning on Windows loudness equalization, or change the properties of sounds using SAVandT/Audacity
wil need to find those sound files first and then see which option works best
read the first pinned msg here, it's not quite as simple as what the comment in npc_loadouts says
Does anyone know of a mod that makes the important npcs drop better stuff (vendors or tehnicians)? I have heard but not found of a mod that gives a tehnician a chance to drop books
3rd person models
It'd probably be too difficult to do. You'd probably need a script that detects what helmet you have on, then you need to have one of maybe thousands of potential armor/helmet combinations
yeah the 3rd person models aren't modular
so you'd have to create a model for "helmet 1 + armor 1", "helmet 2 + armor 1" etc. for every helmet you wanna cover, rinse and repeat across every armor variant, no?
@slow bolt привет, может ты знаешь, где у Грока находится файл со списком модов которые качаются с моддб?
Хотел бы туда сделать ПР со ссылкой, но не могу понять это вообще где
Не помню где конкретно. @misty mulch you member which file has moddb names and links for download?
mods.txt
in your .Grok's Modpack Installer/mods.txt or https://stalker-gamma.com/api/list (mods.txt being a local download of that url anyway)
I think he wants the file that the launcher uses to get mods (links) and to know what to install from these archives.
yeah that IS that file
each line is tab separated and it goes:
- download URL
- folders to unpack
- author
- name to use in MO2
- mod source URL
- md5 hash
you can infer the fomod/bain install options based on the folders to unpack, but it's not always a perfect 1:1 lineup
I got it mixed up wit modlist.txt 
i mean, simple mistake lmao
Gotcha, thank you!
it doesn't cover any of the mods that's github hosted, but you can reference those in Github or just go through your own GAMMA/.Grok's Modpack Installer/G.A.M.M.A./modpack_addons folder
anything in that folder gets copied over to GAMMA/mods during the last few launcher steps
Yeah, I am gonna just make a PR with a line to that mods.txt
you can't
it's not github hosted
just message grok directly and tell him what to change
Isn't this that file from your link? https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_data/modpack_maker_list.txt
nope, wrong file - mods.txt is generated by the launcher by downloading it from the backend link I sent
it is not part of GAMMA github. the launcher is close-sourced
Gotcha, appreciate that
Friends, hello!
Please help me - I’ve just started learning how to make mods for S.T.A.L.K.E.R. Anomaly, and I’m still trying to understand how everything works. So far, I only unpacked Anomaly and have been exploring the files.
As my first project, I wanted to make my own voice lines for the Mercenaries.
I noticed that in the G.A.M.M.A. mod “Better Mercs Voices” there are 3 voice line sets for them.
I added a fourth voice line set, my own, and in the file character_desc_general_killer.xml I set all mercs to use the 4th voice set - but they are all silent and don’t play any of the new lines.
So my question is:
In Anomaly, do I need to specify somewhere the number of voice line sets or register the new one manually?
Please help me understand how to add a new voice set instead of replacing the old ones.
Thank you so much in advance!
I don't know much about sounds, but I know that Anomaly needs them in .ogg format with comments. Maybe your sounds are not properly converted?
https://anomaly-modding-book.netlify.app/docs/tutorials/audio-video/setup-ogg
Thanks! Yeah, I converted the audio properly — it works fine when I replace the existing voice lines. The NPCs play those sounds normally. The issue only happens when I try to add a new (fourth) voice set — then they stay silent.
Hey guys
Just a quick question
are there any mods that could set the axr_options.ltx file to read-only?

anthology has some special artifact detectors that i would wanna port over to gamma. What do i need to consider? I don't think it's just a click and drag operation
hmmm
what detector?
Its probably drad drop operation
if you didn't count configs
in this case they're called "fenix" and "omega"
yeah, one has a quest attached to it. from what i could gather, they use svarog skin, which uses the devices of the zone skin
i remember helping them with one of that detectors and FE compatibility
the detectors also have a fix for devices of anomlay
so i'm wondering if that would be enough or not
try it
i'll do that thanks, i wonder how i port over the the quest though. btw do you take commissions? i would like to add a function to your mod
#1387494277218566454 lets discuss there
quick question, trying to fix the gauss sight on the ak105 swamp thing as ive noticed when the gauss sight is used, the zoom behaves like the spectre (instantly switches from minimum zoom to max zoom without gradually stepping up), how do I make it so it zooms gradually as I know other guns are ok
figured it out, zoom_step_count was missing so its all OK
folks, just wanted to know if there is any addon that increase the quantity of stock that a trader sell?
hi, can u add gauss sight (eots) to wpn_ak12_m1_mono_kit in this file, or can some1 tell me how to do it?
So. with Jabbers Soulslike, is it possible that upon death, instead of dropping ALL/MOST of your inventory, that ONLY the items that the RNG determines are lost, are the only things dropped/removed. Meaning you would respawn with all items you had, except for the items that were lost due to the RNG function of Soulslike.
Tried asking in the Soulslike thread, but this was not recieved well.
Will comission this script literally.
ok first of all
get any video you want to set as video
then get VLC
now convert it as OGM
das it?
well yeah
Greetings fellow Stalkers, im back with more "stupid" questions, is there a mod that unlocks AI potential? I ask as AI in game is (at least in my humble opinion borderline retarded, btw playing Anomaly as Gamma cannot WarFare) I know when game was made AI was advanced and more capable that avarage NPC (human) can AI be on pair with a player ?
Thank you my man, have a nice day, hopeI was not too annoying 😉
Hey fellas. Im new to Mod making, anyone know if theres any guide to making a custom follower? Im planning on making a fairly indepth quests similar to Hips (minus some of the tedium) but for Mercenaries so you can have a immortal character prior to shutting down Brain Scorcher.
ok so i have a question regarding 3DSS
i forgot how to make the scopes work when you add it on a new gun
(i forgot what you need to add in LTX file)
If I were you I would start from looking how everything works for Hip and copy that.
I can try to find and share some Russian forums and Russian articles if you are up to that
Hi guys. Ranodm question. How difficult would it be to make a mod that RANDOMLY plays all Mooze's ingame tracks from the OG games in GAMMA? I can't believe there still isn't an optin to turn them back on or a mod available for it. How easily doable would it be for a complete beginner please?
sorry for taking an hour to respond. Ye I'd love that lol. I cant read Russian but I sure as hell can try to learn with a translator
Actually there is a whole guide nowadays https://anomaly-modding-book.netlify.app/docs/tutorials/quests/npc-creation
which ltx file concerns drink again?
er which is the one doing the overwriting
\G.A.M.M.A. UI\gamedata\configs\items\items\items_drink.ltx ?
It's definitely system.ltx if you are gonna do the dltx
Ty
Is there any mods that add more devices to the game? things like newer pdas, detectors, night vision or other electronics that could be useful?
hehehe
neat
Sorry for the very noob question, but can someone explain what the : does in
game.get_game_time():diffSec(level.get_start_time()) /level.get_time_factor()
I'm looking at a mod that has a malfunctioning timer. In the MCM settings its set to trigger an event every 10 minutes, but in-game it triggers every 30.
This bit of syntax is something blocking me from understanding what the code is doing.
Default time factor is 6 so this code converts difference of in-game seconds to real-time seconds.
When you say 10 and 30 minutes do you mean real or in-game minutes?
What mod is that btw?
It's from The Collector
When i said 10 and 30 minutes i meant in-game
also i made a mistake
I said the setting i wanted was 10 minutes, but i set it to 5
the 6x time factor means.... its probably real-time huh? (6 times speed x 5min irl = 30min in-game)
ill try setting an irl timer real quick and trying some stuff, but that might answer all of my questions honestly
thank you so much for the help 
Yup, that sounds right. 5 irl minutes = 30 in-game minutes so you should be fine
hi folks, is there any easy way to put mp9 into pistol slot? It is already possible for p90 and mp7 but I can't figure out how to properly edit config files and which to change
Not sure not sure xd
#╙🖇mods-making-discussion message
is in the pins
thanks, much appreciated
I edited the m4 butcher anims cuz I like the gun but not the draw anim
https://files.catbox.moe/3ho5c0.mp4
does anyone know how I can enable access to the clipboard for the console? I cannot paste anything from outside the game
nvm, got it
Is this in your armory channel?
not yet I just finished it and didnt even manage it so its spread in several mods
anyone knows what's causing a gun to play the reload animation despite having no reserve ammo? basically when you fire the gun and press reload instead of doing nothing it plays the reload animation despite having no bullets for it and when you press the inspect button it plays the reload too, i didnt really notice it since its not an issue when using mags
I have people reporting that problem too
I tried without mags but it stil couldnt trigger for some reason so idk if its some addon doing it or something
Is this happening on base GAMMA or with additional mods?
doesnt matter if its on base or with addons since it only happens on my gun
eitherway ye it happens on base
hello, how can I go about removing some guns from gamma? wanna strip it in half at least or so, just for fun lets sya for now
ok so after convertimg my video to ogm how does one make a custom gamma main menu video?
@summer stream helpa
or can anyone else for that matter tell me how to put a custom main menu video
well I found the mod that is responsible for the main menu video
ok I've no idea how to do it the main menu is in ogm and vlc only converts the video to ogg
what in the fuck
I did mate
it doesn't work
I tell it to use theora and whatever other bullshit and it only convers the video to OGG not ogm
the fk
what am I missing
wait like .ogm?
lemme retry
@summer stream
same shit
as I said
this time I did custom
only video with theora
gimme the vid
if I got item in the game, with icon ect its in there. but its called "not used" as if someone added it via mod but never assigned it to anything anywhere. How could I go about actually using those items for smth. find its ID and start assigning it to drop tables/ traders sell tables/ any kind of usage lists?
release it now
?
chat I'm actually ryan gosling
question is why doesn't the song replay
once it ends

Quick question: does anyone know how to move a specific gun further away from the camera? I know of the HUD FOV option and I've already set that to 80, but - for example and case in point - the SR25 is so freaking close to the camera that it takes up almost half my screen with a scope attached. any way to move it further away so that it doesn't block my view?
Modify the position
pardon my ignorance, I'm not a modder myself - I'm assuming there's a config file somewhere that would do that, right? how would I go about finding that config file, i.e. how do I know which mod has that weapon I'm looking for to alter the necessary values?
Hi im try to make Ghillie Suit overhaul v1.6 to work but i cant make the ghillie works with any armor. When I put it on, it immediately takes off the armor.
I add patch with base.ltx and i have change there some lines but still not working. Any ideas?
[outfit_restrictions_1]
helmet_avaliable = false
[outfit_restrictions_2]
helmet_avaliable = true
backpack_avaliable = true
[outfit_restrictions_3]
helmet_avaliable = false
sprint_allowed = false
[outfit_restrictions_4]
sprint_allowed = false
[outfit_restrictions_5]
[outfit_restrictions_temp] ;-- dummy section, leave it as last or game will fail to read "outfit_restrictions_5". For some reason, engine fails to read last section before the includes!!! TODO: fix this
backpack_avaliable = true
so you will want to make a DLTX config override, tutorial by me is pinned here
which outfit restriction section does the ghillie suit inherit from.
and what change did you make
specifically you want to overwrite the SR-25's base section, the parameter hud_fov, which i assume is in there
all lines was =false before and i change backpack_avaliable to true where it was possible
bad idea. where possible you want to change the ghillie suit's config, not the base sections that every other outfit in the game potentially uses.
so, start by figuring out which outfit restriction section the ghillie suit uses
||in this specific case it doesn't even matter because those specific sections are getting overwritten by a base GAMMA mod, but the principle applies||
thanks for the pointers, I'll dig my teeth into that and try to figure it out once my daughter's asleep
ok, but i was editing only files form the mod
jesus christ ok no wonder it wasn't working
i don't mean your method, i mean i can tell just from the existence of that file in the mod that the mod is old and crusty as fuck
you STILL don't want to be editing base.ltx. again, look at the config for the ghillie suit itself and figure out what outfit restriction section it inherits
yea its 3 years old
as a first step
it's using a method that was outdated even then
for its configs
my question still stands tho
and the reason i am telling you not to edit base.ltx, is that
- because it's a direct LTX file overwrite, it automatically gets overwritten by the hundreds of DLTX config overwrite files in GAMMA (the more modern way to overwrite a config)
- I know for a fact that those specific sections are all overwritten by a GAMMA mod
- therefore editing base.ltx, even if it's provided by a mod that you are loading last, will not make any changes
https://www.moddb.com/mods/stalker-anomaly/addons/ghillie-suit-overhaul-v10/page/5#9087610
this is the mod im trying to make work
If you are asking "which outfit restriction section does the ghillie suit inherit from" idk that
yeah i'm asking you cos you will need to edit that file, so it's good for you to figure out/learn what it is first
do you know how to look for it?
Can you help me? Im new to that, i just wanna make it work with isg nosorog and Mercenary ACE armor
i do not 🙁
wait how? those are outfits in their own right, they use the same slot
the mod i provided Ghillie Suit overhaul v1.6 make that the ghillie goes to backpack slot so it can be used with armor, but its not workig cos its immediately takes off the armor but its still in backpacks lot
ok. and did you install it with the "optional backpack slot enabler" option?
i'm guessing "yes" because of the base.ltx file
yep
ok wait a sec cos now i need to dig through how this mod works
ok man thanks
lmao ok bad news: the "doesn't let you wear a suit" thing is a script, not a config param, so i can't help you there
i mean i GUESS you can comment out those functions but i am not responsible if everything breaks
do you know how to do it in the script, i will try
--[[ add this BEFORE the bit you want to comment out
some_function_goes_here
and end your comment block with this
]]--
also pretty sure the mod even gives you a quick equip/unequip button for the ghillie suit (it's backslash)
now i see why people don't generally recommend it for gamma though
i mean aside from the point where all stealth is jank af
ok man thanks
the functions are largely labelled so you should be able to figure out which ones are responsible for unequipping the suit when you equip the ghillie outfit
in gamedata/scripts/ghillie_equip_override.script
so like this?
--[[local function outfit_equip(obj) --unequipping ghillie when a new outfit is equipped
ghillie_check()
local ghillie = db.actor:item_in_slot(13)
if IsOutfit(obj) and ghillie_flag and (obj:section() ~= "ghillie_outfit") then
db.actor:move_to_ruck(ghillie)]]--
end
end
It works
no, you need to cover ALL the functions related to unequipping the ghillie suit. more like this.
you NEVER want to cut off a function half way, you have to cover all end statements
also you didn't cover "unequipping ghillie when an outfit is unequipped"
yea I figured it out after posting the comment, I did exactly as you wrote and it works
with placeable furniture lights - could i put a time of day check here so lights flicker at night ya think?
Probably
Smth like if time_of_day > 20 and time_of_day < 6 then return true end
yep.. that's where im at
Just get time of day from somewhere
if (hrs > 6 and hrs < 18)) then return true end
Working?
local function update_conditions()
hrs = level.get_time_hours()
end
i dunno i literally had finsihed typing it when u posted 🙂
INSIDE need_flicker
-- TIME OF DAY
local hrs = level.get_time_hours()
if (hrs > 6 and hrs < 18)) then return true end
Yes
ha. let's see how this goes. thanks boss
))
To much ))
Remove one
You dont need () at all in if
And it also gonna flicker at day time
Only
i see.. i changed it to hrs > 19 or hrs < 5
What IDE is that?
i dont know what that means
Text editor
notepad++
You can enable lua syntaxes at the top
It will highlight things
Make it much easier
With this in mind, I tested Grot (I turned off mags configs for this weapon since I normally use mags, so now Grot behaves as if the mags were disabled):
- spawn
wpn_grot - right click: unload
- drop the ammo on the ground
- press R for reload
- nothing happens
Ammo check animation plays normally. Didn't test (Doom like) weapon inspect, because that thing annoyed me and I disabled the mod long ago.
Are you sure that you didn't accidentally enable unlimited ammo in debug mode?
it's working ha thanks Ncenka
hotshit it worked retroactively
ifaik, it happens to some people and not for the other people like me, I would assume its some addon that caused it
🍄 🚬
One thing has not yet been determined: does the gun stay empty despite showing the reload animation, or does it actually reload (which would mean unlimited ammo).
I watched a clip of it, the ammo counters stays zero
this one
nah if that was the case the gun would receive new bullets but it didnt it just plays the animation without loading them in
i put these up before i wanted them to flicker. but it's a great show now 🙂
does anyone know if there's a way of changing item spawn durability in traders?
which items
like weapons or outfits or anything? guessing the logic is the same?
black market spawns items with non-100% durability right?
I was looking into it yesterday and at least you can iterate trader's inventory after it was updated and do whatever you want (This is how trader destockifier works)
And I really doubt it's possible to do with regular configs due to no condition mentioned there https://github.com/themrdemonized/xray-monolith/blob/5e6b23ff5d456bb15fff9007e6f294ff897c6549/src/xrGame/purchase_list.cpp#L68
@faint sable Sorry to disturb you, I'm most likely being an idiot, but when trying to install FWP, none of the mods actually show up in MO2. Yes I've followed the video correctly (one in the download, not on yt) and they just aren't there at all in MO2 (gamma disabled + searching directly for them). I've also checked to see if it was just an issue with my custom profile on MO2 but it doesn't show up in the base "G.A.M.M.A" profile either. Fixed it - had to make a new profile for some reason.
I also can't type in your mod thread because its reached capacity....
To Add onto this, the folder itself now shows up, just nothing else
Yep done that before and still nothing
for the files to read, it should be addonname/gamedata/etc
For mod to show in MO2 it has to have gamedata be a first folder there. I'm pretty sure you have to unpack your folder once again
if u put it this way the game cant read it

think my profiles are fucked actually, I'll do some more tinkering
no ik that
so get the gamedata out of those folder and put it in the mod folder
you probably installed it the wrong way
also use this button to install
gdrive - 7z (FWP folder) also tried 7z (mods in folder) to >Gamma>mods
for FWP it's the other way
there's literally
a video tutorial
how to DOWNLOAD it
you're either watching the wrong one
I fixed it anyway, they show up on a new profile
or you skipped like the main steps
huh
you unpack the FWP folders in the mods
I'll just redo the stuff that I did prior
it's that stupid

Gamma players can read and other funny jokes.jpg
Its alright anyway, its fixed, knew I did it right
what does the text say?
If someone generated AI voiceovers for all the dialogue in GAMMA, should the voices be in english, or russian?
Also, where can I find the audio clips of certain characters' voices in GAMMA's files?
all of them are mostly inside anomaly files
the english voices for mercs are another mod
Oh man, I'm such a dumbass
I was trying to get this voicegen AI project working and realized I just upgraded to a 9070XT
It runs exclusively on CUDA
Hi everyone,
I've been working on a overhaul of the popular Anomaly aim assist mod and I'm looking for a modder to help get it out to the community.
With the help of an AI, I've also re-architected the scripts to allow for a much smarter, more immersive experience.
The "On Fire" mode is now a true combat assist, not an aimbot.
The original "On Zoom" mode is always on when you aim. It tracks enemies you're not even shooting at, (even through walls) which can feel immersion-breaking.
My new "On Fire" mode is different:
- It only activates when you hold down the fire button.
- This means you can aim and scan your surroundings normally, but the instant you commit to a firefight, the assist kicks in and locks your aim.
- It's perfect for automatic weapons (rifles, SMGs), as it helps you stay locked on target and manage recoil during the fight, without feeling like a cheat.
The mod now has a full per-weapon-type configuration menu. This lets you create the perfect setup:
- You can set your Rifles and SMGs to use the new "On Fire" mode for that reactive assist in CQC.
- ...But you can still set your Shotguns, Pistols, and Sniper Rifles to use the classic "On Zoom" mode for that satisfying "snap-on" feel before you take your single, precise shot.
Summary of All Upgrades:
- Per-Weapon-Type Modes: Set "On Fire," "On Zoom," or "Off" for each weapon type.
- Per-Weapon-Type Strength: Set the "stickiness" of the assist for each weapon type.
- 100% Stable: The "On Fire" mode is now rock-solid and works every time.
- Global Toggle Key: A master keybind that can instantly toggle the entire mod on or off, no matter what mode you're in.
I'm not a modder and don't know how to package this properly. I have the two completed script files (aim.script and aim_mcm.script) ready to go. If any trusted modders are interested in taking these files, polishing them, and releasing them for the community, please send me a DM!
The Mod is currently working and stable in conjunction with GAMMA, currently on dx9 with lossless scaling
It feels like gameplay would be more smooth if instead of register/unregister callback you make a single actor_on_update register and then work with something like zoom_in_active flag
Otherwise, what a good idea, no more skill issue for gunplay 
played gamma several times on my main pc but when i started playing on my handheld with a controller it seemed all but impossible. insert the solution lol. Also yeah i know next to nothing about this code except that it currently seems to work. If you guys can improve on it then the help is more than welcome
how do you want to even export it
did you make animation for NPC or for hands
since all of the time i export animations
at first i do it via exporting as skl
and then importing on another skeleton
then exporting as omf
since im working with IK rig and it doesnt work for normal rig
I exported it trought blender and mergeded with omf tool
So uhhm, the launcher still does that in v8.0 

Question
So I did my own custom uhhh song and main menu video
however how can I make the song replay since after it ends it..well ends :D
oh nvm it does
it does replay I'm stupid ok false alarm 
Yeah but there's no way to ensure that it does only once, I'm sorry
Or I'm not sure how to check if that's already a thing, and if it is, don't change it up.
You can probably make your file read-only if you don't like it
I mean the .gitconfig uses a simple .ini format so you can just check if the entry already exists, yeah. But isn't it possible to create a .gitconfig exclusively for the Gamma Launcher instead, so it doesn't mess with the global .gitconfig? I know for sure that you can also add these properties specific for each repository. That can be found in the .git folder in the config file.
I use the --global flag iirc

changing the global git config silently via a script is diabolical work 😭
that also means that you're giving arbitrary code execution permission to all git repositories in your system 
F
guys im trying to make Kmacks Walther PDP pistols fornt ironsight match the same green color of the back ironsight
since the front is white...
but when i edit the dds files and make them the same green color it still appears white in game
what am I missing?
check ogf file of the pistol
1 sec
ogf file in the folder of the gun or?
world.ogf?
hud
wpn pdp

it should have world and hud model in that case
can i use notepad ++?
check pins
it should be there
there's a tool specialized to view ogf but you can use blender too
i never did anything like that remotely
aha
can you open it?
do you have software?
yes


