#╙🖇mods-making-discussion
1 messages · Page 130 of 1
hd_tritium_white only
i dont understand what you are telling me xd
this one is lightplanes
basically one of the two
check it out
ok i made it green\
even better this time
since i cut out the green and draged it in place over the white
and now what
i put these ogf files inside?
wdym both
im about to zip up the first ogf one and test it give me a sec
there is 2 ogf files you sent
i made 2 variants 1 with the first one
wdym?
does it matter?
1 sec
@summer stream didnt work
front sight is still white ugh
check the second one
thought this was going to be easier honestly
lemme check the other one yeah
1 sec
moment of truth
nope
still nothing...
didnt work
I'm returning after a while of not modding. I'm trying to add BaS sights to an SVD but it gives an error. Am I just retarded and doing something wrong?
What's the error and in what context? For gamma?
for my modpack
it just doesnt start anomaly
so im guessing its dltx error
but err..
i forgot how to fix it since i didnt work on it for 3 months
lol
Well you have your hud section inheriting from itself which is causing the cyclical dependancy issue
oh what
oh
i see now
isnt there supposed to be .ogf after the _hud?
like this? or am i completely misintrepreting what hud = means
im basing it on other mods because i low key forgot how to mod myself
so i based the formatting on another mod i have
changing them all to be like this is what you're telling me right?
Yes
What other mod is doing a cyclical dependancy? It would crash if it's like that
nvm i was basing on the mod itself
for some reason the svd_sk1 hud all had wpn_svd_sight_hud
it works now 👍
Any ideas on how I could bring back in some control for the user to be able to control recoil some or lead targets that are running
@misty mulch veer i have a question, what formula does gamma use to calculate the damage
which type of damage? player-to-NPC, NPC-to-NPC, or NPC/environment to player?
player to npc
i need to know the way gamma calculates it
using different kind of mathematical equations
grok_bo.script, basically. there's not really a simple way to describe it, it's complicated on purpose
and note that player dmg to stalkers and player dmg to mutants is different

for a slightly, SLIGHTLY cleaned up version, you can look at the python source of my damage sim, but note that it's not actually very accurate for mutants (i think I'm failing to account for some quirk of Anomaly damage handling)
remember that for mutants it's "grok_bo output" --> fed into Anomaly damage calcs which feature such fun gems as "mutants classified as zombies take -90% dmg"
Hi does anyone have 2024 version of Frosty weapon pack? I'm looking for SKS tactical. many thanks
so, for testing and fun before making a main public thing, i made a custom loadouts thing for anomaly that works when used in it, but i cannot figure out how to get it to run with gamma. does anyone know how to make the following file show up in gamma, even if packed as a mod or such? it works with anomaly, but not gamma, so i hope to rectify it
its meant to make new game item selection better and its a wip i hope to release once i get gamma to work with it
with anaomly the directory i made it work with was E:\Anomaly\gamedata\configs\items\settings\new_game_loadouts.ltx and i am now assuming it needs to be put in gamma directory somehow
Do animators for stalker guns just animate with the bones? I'm used to the convenience of rigs
Looks like you need to dltx this ltx. Name that file as mod_new_game_loadouts_mycoolloadouts.ltx and put into regular gamedata or a standalone mod
I'm pretty sure it will crash because of duplicated sections, if so you would need to fix your file according to dltx rules https://anomaly-modding-book.netlify.app/docs/tutorials/addons/dltx
There are a few rigs floating around

Most people use rigs
How would I go about finding these rigs? Kinda wanna try out view model animating the VSS
Also, by rig, do you mean ones with fancy controls like this?
Hey Folks, can I just edit the local start_blur_1 to 3000 to sleep at a higher sleep eprcentage? HGaving to get down to 44 is cancer for me personally, no shade. That said, If not does anyone know what value in the actor_status_sleep.script that I should change to do so? To be clear, I am aware of !sleep and have no interest in removing the mod in full, so please don''t feel that you have to tell me about it lol. I love the features of immersive sleep I just want to do so a bit earlier in my sleepiness
I would imagine it would be local_force if not but that seems to indicate thtats the maximum sleep deprivation you hit before you pass out
-- Default 1400. 625 will be for perfect 8 hour sleep,
-- 510 = 4080, because the zone is not the most comfortable.
-- Food also increases sleepiness.
-- Should look into how bedrolls can improve sleep
local in_hour = 750-- amount decreased every sleep hour
local start_blur_1 = 5000 -- value at which gray indicator appear
local start_blur_2 = 6250 -- value at which yellow indicator appear
local start_blur_3 = 7500 -- value at which orange indicator appear
local start_blur_4 = 8750 -- value at which red indicator appear
local force = 9000 -- value at which player is forced to sleep
local force_slp = 10001
i think it's this line in ui_sleep_dialog.script? the compared value is the same as start_blur_1 but it doesn't use that variable directly for some reason
wait mb it's this line lol
Youre an angel thanks will report if it works
Guys, I want to start doing quests for Anomaly, what utilities do you use for modding scripts and info portions in CoP/CoC?
slightly unrelated anybody know how to get a space between the name of a weapon I'm moding
So this allows me to open the sleep ui, but no dice on being able to sleep. Will test some more shit and report
oh yeah mb there's another check that's the exact same on this line here, you need to edit both
this makes so much sense, you are indeed goated with the sauce. this worked!
anybody know how to get a space between the name of a weapon I'm moding
like in notepad
the main rigs for anomaly can be found in the anomaly discord #883097205710389288 message
it's all viewmodel though so if you need a 3rd person rig you either need to make it yourself or ask someone else
link no worky 
u not in anomaly discord 
!anomaly
I joined the wrong one at first 
there's a wrong one??
uhh i think so but i have no idea if it's in a channel or smth
have you got it or should I just forward it
I've got access, thanks 
???
Please tell me how and where I can change the weapon's characteristics?
Bot moment
Monolith moment
- Go to
your GAMMA folder/modsand make a new folder for your mod. Give it a name you'll recognize - Inside it, recreate the same filepath that you'd make for Anomaly (so,
gamedata\configs\items\settings\new_game_loadouts.ltx) - Open MO2/refresh it (F5)
- Your mod will show up at the very end of the load order, with the same name as the folder you made in step 1
- Enable it. Congrats mod is now loaded.
Also yes you need to do what Salo said regarding DLTX.
Same filepath and procedure to load your custom mod into MO2, though.
thanks for thei nfo
is there a channel for asking about mods? I'm trying to find a good blood mod that plays well with HD textures
Probably just the newbies chat or stalker chat?
I use painter of the zone and I think it adds blood textures too
Who have SVDK sniper rifle?
it's gonna be released soon by a dude i know
how do i space these icons more apart
i went into the ltx file to try and edit it
doesnt work as intended..
anyone with a few minutes to spare willing to just make an new save and give the starter gear options a glance over to tell me honestly if points costs are balanced or not? i made a bunch of new options for starter gear picks so the feedback is to help me balance stuff out
the new items are in custom section and default crap is marked below a ; sign thingy, so if its easier for people to check it, the items are in this file
tldr. hoping to know if points costs are balanced or not for new options
wpn_beretta_modern = true,1,75
wpn_m16 = true,1,75
wpn_ak74m_n = true,1,75
wpn_ak74u_n1 = true,1,75
wpn_mp155 = true,1,75
wpn_mp153 = true,1,75
wpn_mp133 = true,1,75
equ_tourist_pack = true,1,75
equ_small_military_pack = true,1,75
equ_military_pack = true,1,75
trenchcoat_green_outfit = true,1,225
helm_ppm88 = true,1,125
helm_respirator = true,1,125
wpn_knife9 = true,1,65
wpn_addon_grenade_launcher = true,1,120
wpn_addon_grenade_launcher_m203 = true,1,120
aimpoint = true,1,50
kobra = true,1,50
ammo_vog-25 = true,3,35
ammo_m209 = true,3,35
ammo_5.56x45_fmj = true,5,25
ammo_5.56x45_ap = true,5,25
ammo_5.56x39_fmj = true,5,25
ammo_5.56x39_ap = true,5,25
ammo_9x19_fmj = true,5,25
ammo_9x19_ap = true,5,25
ammo_12x70_buck = true,5,25
ammo_12x76_dart = true,5,25
medkit_scientic = true,4,50
medkit_army = true,4,50
leatherman_tool = true,2,65
ration_ru = true,3,65
ration_ukr = true,3,65
detector_elite = true,1,250
device_pda_milspec = true,1,250
;defaultstuffbelow ```
just from a glance a pistol being as expensive as a rifle is a bit nutty
fair enough. ill lower that bit. ty for pointing it out
I've made my own starting loadout edits too so I have a different mentality
nice. i was curious then, based on your experience doing it, what do you ususally think is a balanced thing to add? or is it more your own personal use type thing? i plan on uploading it later somewhere, so just curious is all
is this better or worse price wise?
wpn_beretta_modern = true,1,75
wpn_m16 = true,1,120
wpn_ak74m_n = true,1,120
wpn_ak74u_n1 = true,1,75
wpn_mp155 = true,1,85
wpn_mp153 = true,1,65
wpn_mp133 = true,1,45
equ_tourist_pack = true,1,100
equ_small_military_pack = true,1,50
equ_military_pack = true,1,75
trenchcoat_green_outfit = true,1,225
helm_ppm88 = true,1,115
helm_respirator = true,1,115
wpn_knife9 = true,1,65
wpn_addon_grenade_launcher = true,1,85
wpn_addon_grenade_launcher_m203 = true,1,85
aimpoint = true,1,35
kobra = true,1,35
ammo_vog-25 = true,3,50
ammo_m209 = true,3,50
ammo_5.56x45_fmj = true,5,35
ammo_5.56x45_ap = true,5,35
ammo_5.56x39_fmj = true,5,35
ammo_5.56x39_ap = true,5,35
ammo_9x19_fmj = true,5,35
ammo_9x19_ap = true,5,35
ammo_12x70_buck = true,5,35
ammo_12x76_dart = true,5,35
medkit_scientic = true,4,120
medkit_army = true,4,120
leatherman_tool = true,2,80
ration_ru = true,3,65
ration_ukr = true,3,65
detector_elite = true,1,350
device_pda_milspec = true,1,250
;defaultstuffbelow ```
is the high amount of points intended? Cause I was able to clear literally every single item in the inventory on survivalist
I also noticed some debug only guns were in there too
🤯
its kinda meant to be mid so i assume further tweaking is needed. also, what were the debug guns?
whatever is not obtainable in gamma
check this
ty
I can't send code blocks for whatever reason so here's an example of how I balanced my Loner loadout
It uses https://discord.com/channels/912320241713958912/1236456051579031612 as a base
thats very helpful and good to know. many thanks
And is under the assumption the player is on Survivalist (1100 points)
The way you balance stuff is dependent on how you think someone would make their starting loadouts
I wanted to have the idea that you can choose two of three:
Good Armor
Good Weapon
Extra supplies
Something like this
Quick question: I'm a bit over my "stuck inside an industrial air handler" music phase, so is there any way this incredibly loud, incredibly long "song" can be removed from the lineup? I'd like to hear the other music, but I've had to turn it off because every time I'm tracking the footsteps of a mutant through the woods, a railroad turbo-diesel engine decides to take residence in my helmet.
I asked in Newbie Chat,and they said this was the place to ask.
no clue what the track name is but it's probably from Ambient Music Pack
in c/GAMMA/mods/18- Ambient Music Pack - Wojach
easiest way would probably be to listen to all the tracks in there and see if any of them are the one that's bothering you
Gotcha! Much appreciated. I'll see if I can track it down.
best of luck 
stupid question - if I zip installed mod and share it installing it via mo2 will work properly as its basically just unpacked zip anyway right.
If there is no fomod then yea, mo2 just extract the archive
if i wanted to INCREASE npc grenade throwing, is that just making sure more grenades spawn in their inventory?
Is there a way to print out the contents of a table in debug? printf just prints out the table reference and print_table seems to do nothing
i suggest making a spreadsheet for this stuff honestly. make a table of the starting loadout items, their point costs, and then figure out how many starting points per gameplay diff + how many points are left from default if they pick up that item. you can use your reference table to then quickly calculate "ok, how many points are left for e.g. guns if I assume the player chooses a mask, the medkit and two yadulin?"
also re: MO2 installer, even a FOMOD or BAIN installer is just a cleverly formatted archive anyway
(yes yes fomod has .xml)
which means you have a reference to the data. You retrieve it first and then print
that'd be helpful if I knew the structure
that is the real question
I'll be more clear, is there a way I can determine the structure of a table by using a function in a script to output text to the ingame console
and if the answer to that is no, how do I correctly determine the structure of a table given the lack of documentation
and please god, don't let the answer be to monkeytrace manually back to the given object creation and it's parent script
I always though regular for k,v in pairs(some_table) would export you all keys and their value
How can i change the price of specific item from mod if changing parameters in config does nothing(changes quantity)?
use global store_table or print_r
I'll make a debug function for that and try, thanks. Is there an easy programmatic way to keep expanding nested tables in that case? Not too familiar with lua for the record
I'll take a look, thank you
recursive function can take care of nested tables
print_r is defined in _g_patches btw
hmmmm, can't find _g_patches.script in my mods folder or see any references in the discord, what mod is it a part of?
is from modded exes but is added to global namespace, you can just call it
with a table
huh weird, I have the demonized code in my mods folder for it to be searchable
gotcha, thanks
@quartz hill sorry to bug you but are you aware of any way to implement a intellisense style function look up for modding GAMMA in a way that doesn't bork immediately?
using VSCodium for the record
i guess there's this?
#╙🖇mods-making-discussion message
hmmm statically defined though 🙁
that might be enough for the time being though, thank you
ngl i am a total amateur so i wouldn't be of much help lol
no worries man, I appreciate the help
guess and check gets pretty tiresome without good debugging tools so if this works, it'll save me a ton of time
Idea has quite decent intellisense with EmmyLua if you want dynamic
?
Each item has their owncost property like this, I'm pretty sure you have to dltx this property directly https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/items/items_devices.ltx#L487
@quartz hill perfect, print_r is exactly what I was looking for with table printout thank you
hey guys
I was thinking, the way animations work for FDDA, when you use a food or drug item, an animation plays accordingly- is there a way to add animations for weapon cleaning and field stripping? I can make the animations myself but i have zero knowledge as to what format i need to use
Other than that i would love to make weapon cleaning, field stripping, disassembly and parts cleaning animations
yes. Make an animation for every weapon, for every action
should be close to.. at least 200 animations
im deranged, i am a big hoplophile
I would ACUTALLY DO IT
oh, you want 4 animations per. That would be i think at least 400
Now some weapons share animations, but that is not very common
triggering the anims is not a hard part. And if you seriously decide to do this - contact lizzardman. He is the kind of guy to have a quality mod like this
nah but weapon field stripping would require each platform (same weapons with different colour schemes) having a unique animation
like for example the ak 74s different models
but using cleaning kits can use common animations for the same type of weapon maybe
they all would have same animation, same parts
Alright imma work on this and get back soon👾
you don't get it. Unless animator made multiple weapons share animation set - you need to make a new animation for each
you can't have just a universal animation
ooooooooohhhhh
db.actor:move_to_slot(previous_item_in_binocs_slot, binocs_slot)
is there any way to prevent item from being activated upon being moved to the slot?
Alternatively, is there a way to check if an item is currently "in hands" or "holstered" and then programatically restore that state after changing the item in the slot?
bones are different. bone names are different
you can't edit the model without breaking every other animation
NPCs have unlimited ammo (I'm sure), including grenades (I'm almost sure).
so it's a matter of combat scripting
So I assumed armor parts condition would be stored as a key/value pair that was retrievable with utils_stpk.get_object_data on the armor in question. Maybe I'm accessing the object data too early before parts data is populated but does anyone know where these values live?
try item_parts.get_parts_con ? should take object as 1st parameter and id as second but you should check
thank you again 🥲

looks like 3 params but that's a great starting point
3rd should be optional
yeah looks like 2nd and 3rd both are
Is there a mod for the detector called "Hilka" or "Gilka"?
1st as well if you give 2nd 
Every param in lua is optional 
So, in the past, mechanics would buy ammo, and at a higher price than other traders, this is no longer the case, any idea on how to re-integrate that back into the game? Also, magazines are stupid cheap when selling them to any trader, how can I increase the price at which they sell?
i wonder
is it hard to optimize script to LuaJIT
or its not possible 
Pretty sure you should add ammo to buy_condition for each of the mechanic https://anomaly-modding-book.netlify.app/docs/references/configs/items/trade#1-buy_condition
А для работяг, что это значит? У нас же и так луажит сейчас
Типа я смотрел на один скрипт
Там используется Lua 5.1
Не понял. Используется версия Луа которая под капотом в движке и поменять ее нельзя
окак.
просто мне там одним работяга объяснил то что у него есть скрипт
я его там просмотрел и понял что он на обычном луа шпиндолит
а не джите
вот и сижу думаю как его там поменять
А у нас под капотом такое
иначе буду поминать себя
а
т.е обычный 5.1 можно использовать?
без примочек от JIT'a?
не бейте если нихуя не понял
я зеленый как огурец
Я бы смело заявил что все фишки из обычного 5.1 можно использовать, хз
do i need to add the item section of each ammo to it or just the word "ammo"?
А вот за фишки жита надо почитать, что там есть
а ну тада заебись
буду адаптировать под другую хуйню
кста у меня там небольшая идейка нарисовалась насчёт этого, но лучше обсудить в лс
Item sections for each ammo, yea
got it
А это чего ты такое делаешь? Переносишь скрипты из разных движков?
Не не не
Услышишь идею в лс
Testers needed, Mouse and key as well as controller! https://discord.com/channels/912320241713958912/1430388453589254268
Does anyone know how the item editor works, and what folders need to be unzipped in order to change item characteristics?
.357
- Is there an item editor?
- You need to dltx desired items sections to change their characteristics
dltx guide - https://anomaly-modding-book.netlify.app/docs/tutorials/addons/dltx
Most of items sections - https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata/configs/items/items
hey, first time posting in this channel as I'm by no means a modder, but I've been having this idea for a while of adding other background songs in gamma on top of what's already in the gamma soundtrack. I imagine something like this would be fairly easy to do but since I have no idea how I figured I'd ask here if anyone's down to help :)
what value do i add to make a weapon full auto?
-1
Are we talking about the same item editor? My editor was already built into my Gamma, and when I try to edit item stats in the game's debug mode, nothing happens. If I press [H], a help text appears stating that I need to unzip certain files that I can't find.
Hey guys, I have a question. Is there an easy way to make the PDA messages in the lower left corner smaller? I do play with "Rescaled Fonts for 1440p." Everything else is fine, it's just the messages sometimes are too large
https://discord.com/channels/912320241713958912/1115558016608120863
This mod has an optional setting for this. You can see how they did it.
Thank you! this mod has a lot of optional settings, thats so nice.
Edit: Yooo, it even is compatible with 21:9 ratios. I have been playing with a stretched hud for idk how many hours now 
how do i apply textures for the model in blender
Oh, I never used it before so can't help with it.
But regular editing is possible
What do I need to edit in the Hideout Furniture mod so that traders sell doors and walls?
you don't have to edit it lmao. just disable this mod.
and then enjoy the insane trader bloat
but that also disable crafting?
fun fact the walls and doors aren't even from Hideout Furniture itself, they're from "Even More Hideout Furnitures"
it does not
that mod is an altered version of a mod I made called "Everyone Sells Fridges", which 1) standardizes which traders sell interactable furnitures and 2) makes all decorations (including walls and doors) crafting-only, to de-clutter trader inventories. It also adds a new crafting category for these decorative furnitures to declutter your crafting menu.
the crafting recipes for furnitures already existed before that.
ok thanks
Is there a mod where you can set your own safe zone?
safe zone as in what? safe from emissions? safe to sleep?
emissions
we already have the dynamic emission cover mod in GAMMA so you just run under anything solid
but that works with the HF walls?
it only cares about roofs
a hf wall placed like a roof? xd
https://www.moddb.com/addons/dynamic-emission-cover ask utjan, not me
or experiment
somewhere here in this dc i read that not work with hf
for that reason i ask
something like you touch a key and add a 5x5mt safe zone for emission
Like i need to unpack and edit .db or add separate config to mod(Im kinda familiar with programming, but not with modding this exact game)?
no, using DLTX method: https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md not programming, just config edits
as someone who just balanced a bunch of cost params, remember that the 3 different progression difficulty presets have different buy/sell multiplier defaults, too
Hmmm is there a way to make npc that is hostile to everyone "factionless"?
hello.
use_sound = interface\items\inv_items_money_paper
snd_on_take = paper
snd_on_take works, but use_sound does not. anyone knwos mby there different kind of "use_sound" fucntion?
Question: When you load the Atmos cfg manually, because you deleted the atmos files beside shader-cache folder, does that mean you got to load it every time manually or just once per new game?
When you do like cfg_load atmos_summer or neutral - do you have to do it everytime you play or just once?
How do you make the .dds image work? I used a mod and simply replaced the .dds image with another, but it crashed when I tried using it.
What format do I use when I export the image in Nvidia texture tools?
not recommended to do it with Nvidia tool, it's good by itself but doesn't have some good formats
you can save it as a TGA file, then using the paint.net save as BC1, DXT1 or BC3, DXT5
OR BC7, Linear
there's also the A8 something something
that is called 32.32.32 in Nvidia texture tool
which is basically uncompressed
Thanks, man!!
Do you also know how I can convert videos to usable .OGM files for Stalker Anomaly?
use VLC media player
it can convert TO .ogm and .ogg
basically you need a special profile without audio in it, but using Theora as a video compression tool or format
after that when you're SAVING the file, set it as all files and save as .ogm, not .ogg
Yo, anyone know if there is a way to show a total ammo counter next to the current ammo count? Been looking around and can't find anything for it, not sure if there's just no demand for it or if it's not an easy thing to mod in? Also wondering if there's something to move and resize the current ammo counter, would like to be able to move it to a more visible spot on my HUD.
im pretty much new to mod making and im sick and tired of npc's coming into my base all the time. its the top floor of the factory at agroprom, is there a way to edit there pathfinding so they cant enter that room?
re-do the entire map
basically decompile it, go into sdk, remove the path finding in there
compile it back
thanks man
Thanks!!
i chose it cuz its free
:D
theres likely other tools out there as well that can tinker with dds files
Would it be hard to remove the expert tools from yellow stashes pool?
❗
We need a person with the downloaded SDK, we need to find all the terrain_"location name" textures.dds, which depict the entire location, we need the SDK to find the color version, please write to me
Нужен человек с скачанным СДК , требуется найти все текстуры terrain_"имя локации".dds , на которых изображена вся локация, нужен именно сдк чтобы найти цветной вариант, пожалуйста напишите мне
Or use Hideout Furniture to physically block the NPCs
brother in citrus, look into gamedata/textures/terrain
POV you're asking ChatGPT about Anomaly textures
There are no color versions of these textures in the anomaly files, initially there are only monochrome, but rather white versions of them.
But these files in the color version should be in the SDK.
There are color versions....
Otherwise you wouldnt be able to blend 4 detail maps
And there is no public anomaly sdk
hey guys, I'm trying to change lowered weapon HUD and i have a problem with sr2 Veresk. In HUD editor it shows one value and in cache_dbg.ltx completely different 🤔 In this way all my changes look differently in game. All other weapons I can change but not this one... Maybe someone knows?
There are colored textures in coc sdk, I just need to replace the vanilla ones with them.
whatever.
how about downloading the coc sdk yourself and grabbing them 
I don't have the option to download it right now.

Don't mess up the chat with your dumb prompts, I've outlined what I need.
It’s because a dltx file is overwriting the hud offset most likely, pretty sure that sr2 does have a specific dltx ltx that messes with the positions somewhere in gamma files
ai is a hell of a drug
Can someone help me modify "Skill System Haruka" mod? i just need change income xp for scavenging skill
question
how do you get the id of the gun that you have in your inventory
what do you mean throw it away 
im putting a sight on the gun
it spawns another gun with other information
the gun before had 4.3 kg weight
new one has 3.7 or 3.9
uhh throw the weapon on the ground, aim at it and click get info in the debug tab
ok different problem
i put scope on it
it dies
before it
spawns another gun
keeps the old one
what
ok what scope and what gun
newly made
the shitass config i made
it basically adds mono_kit to it
oh ak12_custom + mono_kit just turn into ak12_custom_mono
so yeah its making a new gun technically
yeah but when i PUT
gauss sight on it
it creates a new gun
with different info
basically
there will be two guns at the same time
gauss sight and non gauss sight
not sure if its section problems
since u have like several dependencies for the mono gauss sight idk if game freaks out or not
I'd just keep it seperate?
since it looks like it's a scope on scope
which is different from scope on wpn
adding new scope for a dude
(he paid me for it)
I see lol
I was thinking of getting a different ak anim on the mono kit but I'm still looking
so I should put changes in another file right? I was thinking about this, gonna try
Oh you have to set parent section to the base gun
@lilac idol does wpn_body always follow lead_gun in game if the animation isn't baked?
If you find the correct dltx file you can edit it for your changes or you can make a new dltx that overwrites the current dltx, your edit dltx would go in a configs folder and make it mod_system_zzzzzz_whatevername.ltx and put in the edit
we are putting wpn_body above lead_gun since the game uses it that way
same goes to uhh
any other gun
like cod has it too
No, nothing helps... I do this in hud editor and then when I install this patch in MO2 I see the second one 
yeah
i was wondering where to find an up to date version of new_game_loadouts.ltx that gamma uses
ive been using a variant from anamoly for a while now and wanna edit the right one
there's this
ty for this. thats what i needed
!mo2search // the even better answer is: "use the file searcher on the right in MO2"
@tight plover Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
it will not only show you which files are being loaded, but which mod provides the overwrite-winning copy.
TY
what line do I need to edit in a wpn ltx to change what repair kit it needs? I have some VSS rifles that I want to be C kit
one of these i assume
repair_type to rifle_5
Does anyone know which part of the code initially sets up the condition on weapon parts? My assumption was that it was done in item_parts.evaluate_parts() and that does seem to be the case for armor and helmets but never successfully saw a weapon object enter that function.
best to DLTX them as GAMMA does all its own repair kit reassignment through DLTX, if you directly edit the weapon config you'll just get your changes instantly overwritten
how do I create a dltx mod?
nothing works for me, although I did everything according to the guide and tried many different options.
I tried making a small mod for the effects of drinks from western goods, but it didn't change anything in the game.
probably here in item_parts, i think it's also done in arti_jamming.script via get_parts_con
maybe you are not targeting the correct root ltx? should be system.ltx for consumables
in the name of dltx file, I indicated the name of the file in which all these values were originally written.
that file is included into system.ltx, so you would need to dltx that instead
in other words, what should I name this file and in which folder should it be?
gamedata/configs, something like mod_system_whatever.ltx
the main file is in configs, items, items
yeah all those files beginning with "items_" are included into system
no
unless it is the root file being read from
but even if you specify it, it doesn't hurt in any way, because it will be considered just the name of the dltx file itself?
ohh...
you can as long as you have the "mod_system_" at the beginning of the filename, but it would probably be better to use a more concise name
okay
z stacking could also be a concern
Race to mod_system_zzzzzzzzzzzzzzzzzzzzzzzzzzzz_config 
i don't think items from western goods would be dltx'd unless they have patches for it or smth 
this is also covered in veer's dltx guide 
https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md#what-is-a-root-file-and-why-is-it-important
yes, I read it, but until recently I didn't understand what was wrong, it's probably difficult to figure out how it really works, it seemed to me that if there are no system.ltx in mod, then you need to take the root folder.
I didn't catch the connection somehow
And yes, English is far from my native language.
difficulties in translation and understanding...
does translator not help
This function is basically just a wrapper for the function that I already tried to modify unfortunately (evaluate_parts)
did some print debugging in the function for the item section getting passed through on looting stalkers and it never printed out a weapon name so I don't think weapons touch this part of the code at all strangely enough
Is there a specific way to set up a camera for gun animations? Feel like that's a first step needed for me to try out animating
I think there was a guide for that in the modding book?
either way firebreath's rig already comes with one
looks like it gets monkeypatched in zzzz_arti_jamming_repairs.script
monkey patch? not in my GAMMA 🙉
thanks btw, I'll take a look and see if I can get any good debug info there
hmmm yeah, the IsWeapon check in the monkeypatched evaluate_parts there is diverting weapon objects to a new weapon_eval_parts function, looks like another script I have to change 😭
monkeypatch over it 
whatever do you mean
as funny as it is to point out how spaghetti things can get, there are some benefits to monkey patching I guess, namely what you just pointed out
if I can monkey patch in a parent or adjacent script, less changes I have to make when/if GAMMA ever touches that file again
obviously not optimal but I can see why it's done now
probably almost as bad as dltx z-stacking 
that's the first thing I thought of actually, felt like a script analogue to dltx 🤣
wonder if anyone has ever run analysis on how much repeated code is in the full 100+GB install 🥴
there are also quite a few redundant mods in which all of their files are overwritten
Too much for any sensible review
But the bloat is not from the code
Probably 3D meshes and textures are a bigger culprit for the size
are there repeats for this as well in the install? or is it a bunch of unused stuff?
Both
The 3DSS mod probably overwrites most models for most guns from the base mods, but also there's a lot of cases of heavy mods that are fully included when gamma only uses a small percentage of the assets
PPP comes to mind
Should be fixed in the ninja update from #📢announcements
appreciate it
Can anybody help me what the standard rifle (especially AK) durability parameter is in GAMMA ltx?
I intend to create some AK rifles and variates based on its receivers, which are stamped (1x durability), bulged trunnion (1.5 durability), milled (2x durability) and butchered stamped (0.5x durability).
In AKM BAS ltx is written
condition_queue_shot_dec = 0.0008
condition_shot_dec = 0.0008
If the 1x durability parameter is the same as above (or not because overwritten somewhere due to GANMA gun balance or kind of), what are the parameters for 1.5x, 2x, and 0.5x durability?
I'm trying to make my silly suggestion into a mod but have bugger all idea what I'm doing. I'm writing it for base anomaly first because it seems easier. Any suggestions for testing it out? Or do I just load it into the game?
The modpack file size is 100% from all the weapon remodels. Just run a wiztree analysis or something.
Overwritten by DLTX from... I think it's "GAMMA Guns Have No Condition", the DLTX file that has misfire in the name
edit: yeah it's this one mod_system_zzzzzzzzzz_streamlined_misfire_probability.ltx
Please see this FAQ post for bullshit weapon reliability explanation: #╭📖faq message
We could get rid of a ton of the bloat if we just leave 3dss as the main model mod. I just have to replace the 3dss shaders with some placeholder dx9 compatible ones and the models are mostly. Compatible
Might be some textures that need to be resaved for dx9
Half the reanims come with new models
But it's a mess and you're really tapdancing on quicksand
These mods would just go to the GAMMA Disabled section. They would still get downloaded. 
that's what i mean, you could do it but ultimately you would have to get grok to remember to change the launcher instructions
and given that it still installs, like, five outdated versions of SSS...

How about making rifles ADS slower? I want to make my Zastava M70B3 drum mag have slower ADS like the RPK-16 ADS or other LMGs ADS in Gamma. I'm sure there is DLTX somewhere you might know.
best best is for you to run a find-in-file across all *.ltx files in gamma/mods for zoom_rotate_time per https://anomaly-modding-book.netlify.app/docs/references/configs/items/weapons/weapon-world#aiming
Thank you. ❤️
How would i go about making artifacts from deanon's artifact soup mod spawn in gamma? seems like only perk based artifacts are currently spawning
Any scripters interested in doing a mod? I already have an Animator thats up for it, he just needs a scripter
Mod would be a wristwatch animation for checking time for the EFT hands addon
has anyone happened to take a look or try making a patch for re:spawn mutants collection for gamma? it obviously works by default, however, many of the mutants in the mod are extremely tanky in gamma since their health and protections/immunities were not created with gamma/gboobs in mind.
I'm trying to make the blue cooking kit and the army kettle have infinite uses.
I first tried removing the relevant lines in items_cooking.ltx, that didn't work, then I tried to add an exclamation mark to block it as I saw it when I searched in the discord which also didn't work.
Can someone take a look and let me know what I'm doing wrong?
To edit any *.ltx file you better use dltx because usually all ltxes are already overwritten by some other dltx and your changes just disappear during that
https://anomaly-modding-book.netlify.app/docs/tutorials/addons/dltx
I'm pretty sure to edit items to need to dltx system.ltx with your changes to cooking section
Ah okay, that explains some other weirdness I had with some changes working and others not working, thanks!

what
which ak12 are u talking about
m1
ok now new problem
it sets in default position if you shoot for too much
god
i hate modding
it's so fucking ass

what
you mean the camera resets itself?
need a little help:
- is this addon only in gamma?
293 - PDA Taskboard - iTheon, Serious Tasks QoL Pack - what exactly it does?
- and can someone plz send it to me?
https://www.moddb.com/addons/itheons-pda-taskboard There's a moddb link if that's what you're looking for. As far as I can tell it adds the remote PDA task accept functionality
Unless you're referring to Serious' Tasks QoL pack
For what they do, the pack is a bundle of three mods. The Job Can Wait prevents tasks that send you up north pre-BS, while the Northern Job makes it less likely that tasks will send you south when up north. The last mod is a fix for a bug where refreshing the task board gives the wrong information
Thx
Third one seems like what I need. It's prob what is causing some compatibility issues with my code
Saw your taskboard mod, looks neat. Hope you can solve the issues 
Please change the skin of the snorks to quadrobers.
Please? ..
Read the pins, make your own models, your own mod
This isn't a wishing well
I've always wondered how this was done
legit curious on how they made it so clicking a button accepts the tasks from a trader 200 meters away
Digital PDA Network? Doesn't seem too farfetched
what you cooking 👀
Taskboard UI change, it's up on moddb already
Ye 
idk if you checked dms but I sent you world models of helmets 😉
chat how does one convert the .lua files back to .scoc or .scop?
I'm tryna edit my own save files and tinker with them
yoo that looks sick af
cuz I get this message which idk wtf it means
I have made backups of my saves but I'm just tryna tinker with it
hmm allegedly using a hex editor works
the background hum when you are in labs, and jupiter underground for example... any one know what that sound is so i can kill it?
i think i found it as underground_3.ogg
wow - making that silent lets you hear so many other noises.
What is the name of this interface?
Hey guys, I'm trying to extract the region/level maps from anomaly and somehow import them into unreal as a world, as I'm working on a stalker animated series
Anybody got any tips on how I go about doing that, I'm not really learned modder but I'm reading the AMB for a start
Try Sota's UI, it has options that can appear like that https://www.moddb.com/mods/stalker-anomaly/addons/ui-rework-gamma-style-by-sota
thx♥️
how hard would it be to make a red headlamp varient
very easy
well not a variant but to change color of headlamps easy. to make a new red one i dunno
Get Blender and Pavel Blend plugin to be able to open .level files.
Configure the paths and launch Blender through MO2 to get proper path virtualization.
Unpack your anomaly files with the .bat found your Anomaly install.
Move those to a temporary plugin enabled in MO2.
You should then be able to load the maps and have the textures assigned.
The terrain textures will be messed up however as those are done with masks and a special shader. The Grass is also handled on the engine side so you won't have any.
Hide the C-Forms as necessary and hide the colliders if necessary.
Split everything up and export .FBX for Unreal or .OBJ.
Reconstruct the shaders and textures associated to every mesh. Best of luck in that 50 hours exercise.
Thank you so much my friend. It's tough work sure, but what I'm planning is definitely worth it, all the more if you see it and enjoy it
I have some experience with blender, altho imma need to brush up on some of the steps you mentioned, but can do that in YouTube.
Overall, you should be able to get most of the meshes out of the level. It's reconstructing the shaders, importing/exporting and associating the right .bump map to the objects that will take up most of the time
Be mindful that Xray doesn't use the same PBR/Metalness workflow as Unreal, so you'll have to find a way to deconstruct the .bump and .#bump to get the channels and material information that you want for proper rendering.
You could probably automate the .bump fetching in Blender via a python script, reconstruction of a shader that works for evee or cycles even. I think I made something similar for guns, for making icons for Juant months ago.
like create a red flashlight thats more dim instead of a bright white light
you need to find items_devices.ltx open and scroll down to [flashlight_definition] and there you can set colors, range etc
thanks homie
i'm going to end up doing this too... i so badly want to add lighting all over the place. i spend more time placing light fixtures than playing some days
not in unreal though. i just wanna burn in my lights so i dont have to redo it everytime i start a new game 🙂
Thx for reminding me
Ye, I'll check em
bro, tysm, white flashlights and red headlamps now working with gamma
🙂
better option would be to decompile maps then he would get whole objects
and not cut ones
red light for tactical snowy bandits:)
I wonder if it’s possible to mod in new trees into anomaly
One step closer.
Now I just gotta figure out how to resize it
To be smaller and less illuminated
yes kekw.
Get sdk blender n fuck around like everyone else
I guess, but he wants to get the actual built maps, or so was my understanding. If you want to keep the transforms as is, I'd go through blender and just import/export clusters with zero'd origin points
Guys, does anybody knows how to retain the ability to shoot during aiming animation with Gunslinger guns?
If you don't get what I mean, just get TOZ-34, for example, and try to shoot when aiming animation plays. You can't. Now grab AKS-74U and do the same. You can.
And this is why I hate Gunslinger animations so much. You need to wait until the end of aiming animation (1-1.5s) and only after that you are able to shoot. Sadly, you can't just turn this mod off. GAMMA will CTD.
Help.
i wonder
if the IX-Ray SDK is basically the only one SDK that is more stable than the og SDK
yup, and what's more important they maintain it and answer questions

no wonder lmao
a lot of stuff is being made by it rn
same to particle stuff but
it's more unstable than you can imagine
what else do people do nowadays? 
oh, "made by it", i misread lol
I actually had no issues with ParticleEditor for Рейд во мрак
y'know the amount of stuff that is being made for custom
makes it just die 
im seriously
NPC Trading System
Damn, that's sounds like a good chunk of immersion, finally someone did it

https://www.moddb.com/mods/stalker-anomaly/addons/mosin-nagant-m1939-re-model-re-animation did u guys hear of any 3dss support for this ?
Hello, I've been working with some of the mod .ltx files and I've been wanting to edit a specific one for a while. With a lot of time trying to find the right one and some of the edits not having any effect I'm at a loss. The specific item I'm trying to edit is The Paragon of Freedom Exo Skeleton. I have managed to increase the spring speed in the corresponding .ltx file, but when I change the run speed it has no effect. The Paragon of Freedom item name in debug menu is "svoboda_exo_outfit." Could anyone one point me in the right direction or at least tell me what I'm doing wrong? Thanks for the help in advance.
Daamn, how u made ur game looks like that ?
you need to make a DLTX edit because the runspeeds all use DLTX config overwriting method, which has priority over direct LTX edits. my guide is here: https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
That's strange I haven't had to make a DLTX edit before. Other mods that I've edited that came with the Mod Pack I've just directly edited the specific .ltx associated with the item in the game and it has worked. I've changed the immunities for the same suit and for some weapons as well. With this in mind would I still have to make a DLTX edit?
is there a way to make custom death screens?
ie if I die a video plays or something like that
I've done it this way on previous updates of the game and it worked but it only works for sprinting and not running.
Hey I want to make a sound play every time a weapon jams. How could I do that with a script?
like if a jam happens play this sound
so I don't have to overwrite every single weapon's jam sounds
You've been lucky that your edits weren't overwritten in the past. I know for a fact that all armor move speed is set by a DLTX file and that's why it's not working now
idk man it's vanilla anomaly and like 10 mods on top of it 
Ok I understand. Don't get the wrong idea but why would it be working for sprinting and not running. Another mod must be overwriting it, right?
Prob cos sprint, run/jog and walk are three different movement states
Basically the reason I could tell as to why my edits weren't overwritten is because I found that mod that was overwriting the others that dealt with the same attributes or stats.
That's what I'm saying the mod that I'm editing has 2 different sections in the .ltx file. One for sprinting and one for running. I edit sprinting and it works. I edit running and it doesn't.
This is the file path
C:\G.A.M.M.A\mods\G.A.M.M.A. Exo Balance\gamedata\configs\items\settings
this is the .ltx outfit_speed.ltx
It's a mod that came with the Modpack
what mods ?
THANKS
oh, it's a mod added ltx. then i only have bad news: you need to figure out which script reads off of this LTX file and how it uses the values + parameters inside it, to understand why it only affects one and not the other
Yeah, unfortunetly I've been looking for a good while and have yet to find anything other than one and it has no effect period and it loads before G.A.M.M.A. Exo Balance so we both know that it's going to overwrite it. I've thought about deactivating the one that loads before it but I've been on the fence about it.
From what I can tell no other mod really corresponds with walking/running/sprinting speed . Its been a headache, lol.
cheers
That's why I came here. I wanted to see if anyone knew of another mod that might be overwriting that certain section that is in the .ltx file. I had even tried changing the running speed of every other armor that was in there and nothing, but for some reason when I change the sprinting speed it works just fine.
does anyone know the proper dimesions for the loading screen dds images?
thank you, i actually ripped a dds file, and checked it online, appreciate it!
Is there a template anywhere for the like borders of the loadscreen?
i have only from cop
could you send it to me, if ur willing to share? 😄
not sure if there's anything for anomaly
is anybody here accepting comissions ?
resolution is lil different here
❤️
all good, photoshop will do wonders
any chance, you know the specific dds. for cordon?
thanks bro, you rock.

What parameters should I choose here?

sir this aint about "how 2 install this mod"
this is about "how 2 make this mod"
i have a question. the stalker anomaly executables, is there a code base i can compile myself? the only one i see is https://github.com/xrLil-Batya/xray-monolith
is this the right one?
https://bitbucket.org/anomalymod/xray-monolith - og dev repo
Anyone know what mod the Ruger SR-556 is located in. Looking to edit the damage on it.
What is the parameter that controls the zoom in a scope ?
you are DEFINITELY going to just want to DLTX that, so the section to edit is [wpn_m4_ru556]. you do not need to even know the base config ltx name
since it's a gun the root is system
so mod_system_myru556edits.ltx, contents
![wpn_m4_ru556]
hit_damage = whatever_number_i_want ; default is 30
Ok I know this is going to sound crazy but... I've done it other weapons I just want to know what .ltx it's in.
every other dltx for the gun is scope related so it shouldn't conflict
the trick is running a find-in-file for [section name of the gun] for all *.ltx files in GAMMA/mods
and you can get the section name for the gun in the weapons database i made for all gamma guns
pinned in newbies chat
Ok, great. Thank you sir/ma'am.
i personally use notepad++ but doesn't really matter
Me too\
Cool, I found it. Should be easy peasy now. Like I said I just do direct edits to already installed mods and go from their. I try to keep is simple stupid.
The phrase. Not calling you stupid.
Whoops, misspelled "there."
thing is, if you do direct edits to mods, every time you update GAMMA your edits get overwritten
and there's every possibility you might need to run an update to fix something in the future
I really advise using a dltx at this case
sure u dont need to but its really hard to get overriden by other stuff
This is true, but I'm just doing this in the moment. I'll look at your guide more and see if I can pull it off. Thank you for all your help. I hope I can count on you if I have anymore questions. If you wouldn't mind.
Funny thing is I went from 9.0 to 9.4. I'm so outside the loop that I'm having to relearn everything again, lol. It's alot.
Funny thing is, this message is 90% of making a DLTX mod @zenith rapids
I gave you filename and contents. You only have to figure it the filepath for it to work
I understand. I have had to figure everything out pretty much all by myself from google and trial and error. First time posting here and was directed here by someone else. Hard for me to learn something new when I'm use to doing something a certain way. I'll try though and thanks again. You have been a big help. Also, where do I view your weapons database?
!sheet
@zenith rapids Follow this: #╭📖faq message
Thank you 🙂
I'm trying to make a custom nosorog armor, like copy and paste one that already exists and change some values and maybe color/texture, but I can't really find the file I need to edit it. Any idea where I can find it or some easier way to do this maybe?
Launch something like Notepad++ through your MO2 and search either by filtering through the XML file with the in-game description or use the debug item spawner to find the item ID name and search for that by filtering:
Your outfit will probably be a variation of one of the [army_nosorog_outfit] or something
@naive snow are there any tools to detect and convert bc7 textures to bc3?
Hmmm the textures aren't really saved with any meta data that defines the image compression, as far as I know. Some software utilities may have a way to see that info however which would allow you to search or know which ones are BC7 and then just batch resave them as BC3 with the Nvidia standalone tool
That would work too
Check out then Texdiag, you could probably make a quick .bat to spit out and analyze full folders
https://github.com/microsoft/DirectXTex/wiki/texdiag
the ''info'' command spits out the format, which is what you could use to sort everything
Hey thanks for the reply. How exactly do I launch my notepad++ through mo2 tho? You mean like through here somehow?
press "edit" and add the executable like this
Yeah I made it there but when I open it through the mo2 its just a blank page
just like opening a random instance of notepad++
do a find-in-file search in your anomaly folder (preferably with filters like *.ltx, *.xml, and/or *.script)
ohh okok that makes sense sorry.
any way to get this working with gamma? https://www.moddb.com/mods/stalker-anomaly/addons/workbenchvice-stash
uhhh why is sidorovich putting a bounty on a free stalker im a free stalker can i just kill the bounty?
oops wrong chat
double-checking before i go down the rabbit hole but is anyone here familiar enough with the xray engine file system to know what "Game material '55' is or where i would find it
Or, and this is faster, run Anomaly/tools/db_unpacker.bat and direct normal Notepad++ at the _unpacked folder it creates, which contains every base game config/script file
Can someone point me to the file where the mags pull their ammo info from? There's an inconsistency in the 7.62 NATO ammo texts that's bothering my autism.
To clarify, I'm looking for the file(s) that lists the texts shown on the magazine HUD above the magazines, showing which type of ammo is loaded in each.
Tried doing some searching yesterday but could not pinpoint the location.
Start by checking the mags mod folder, gamedata/configs/text/eng. All text strings are saved as xml files. Doing a find in file search for the exact current text of that 7.62 NATO ammo will speed things up
Hello, does anyone know how to change the damage of this weapon located in this mod. I've successfully changed the mag size, rpm, and distance the round travels in this same file. The file path is "C:\G.A.M.M.A\mods\G.A.M.M.A. Weapon Pack\gamedata\configs\items\weapons\w_ru556.ltx" and this is what the inside looks like. Keep in mind that I've tried to change the hit_impulse and hit_power but they take no effect. I've done this with another weapon called ak5c and it works flawlessly. Please help.
Because again you should be making a DLTX override for this, in the (likely) scenario that something is overriding this weapons hit power param
I even linked you to my DLTX guide...
This mod is the one that overwritting all the other ones that has the weapon in it.
hit_impulse has no impact on damage. Only hit_power
DLTX doesn't give a shit about file overrides and takes priority over all regular configs
That's why we keep on telling you to use it
Ok I understand. I have tried a DLTX and for some reason I couldn't get it to work. I've never done that kind of thing before and I have a feeling that I screwed something up. I followed your guide but again to no avail.
This will go way faster if you zip up the folder where you were making your DLTX file
And send it here
Ok, thank you. Give me some time. I have to rewrite it because I deleted it.
Can I ask one thing, tho before I do?
Just to help me understand a bit?
i have honestly been waiting this whole time for you to be asking questions about how to make the dltx file, so go for it
How was I able to change the other stats of the firearm like the mag size, etc, and it works, but when I change the hit_power it doesn't work? Is something else controlling the hit_power specifically?
if something in a DLTX file is overwriting any of those parameters for that gun, your LTX edits will not go through.
evidently, something in a DLTX file is overwriting hit_power and not any of those others. which is why i told you originally, you were getting lucky with your ltx edits, which led you to falsely conclude that LTX edits are best practice
additionally, gun damage is gun hit_power * bullet k_hit
though of course this means that changing hit_power = changing overall damage
I apologize.
for not knowing? that isn't your fault
My understanding on what worked and what didn't is evidently misconstrude
for not listening to us talking about DLTX, i'll take that one 
misconstrewed
Fare enough. Again, I apologized. I will do my best to understand and listen from now on.
Apologize*\
again - not knowing isn't your fault
Ok, time to get started.
Again, let me try doing this and I'll send it.
What would be my base folder because that weapon is not in the Anomaly _upacked folder?
same as every other DLTX file that starts off mod_system_* - it's gamedata/configs
in many ways, weapon config DLTX is easy mode because there are so many of them in gamma and you can just use them as your clues for "what's the correct folder to put my gun DLTX?"
Ok, in your guide for finding the root folder to type it out like "G:\Anomaly/appdata/_unpacked" but the weapon I want to edit is not in _unpacked. Does this matter?
Or should I disregard that part of the guide and just start making the DLTX based of that mod that it's in?
you're editing a mod-added weapon, so it makes sense that it's not in the unpacked Anomaly basegame files. however, since every single gun has the root of system, it doesn't actually make a different to anything i said (or even to the examples in the guide)
Ok so what's the solution? Am i just screwed??
since every single gun has the root of system, it doesn't actually make a different to anything i said (or even to the examples in the guide)
...please, read the full message
Ok, I guess I'm not getting it. Basically it sounds like I can't chage it regardless because it's a mod-added weapon.
since all weapons use the same config structure, it doesn't matter that it's not in _unpacked, because it uses the same root file and same folder structure.
So I can just skip that part of the guide and just go from there.
Maybe?
Because as long as I direct the DLTX to where the mod is and what weapon it is then it will work?
Oh wait, no that's not right. Hang on let me look. Ugh, I'm sorry. Again, I'm not good at this.
I take it that 76- BAS patch 28-12-21 (2nd 76) - Mich is the parent mod that I need to use and that's why you showed it to me a while ago?
So far this is what I have in powershell PS C:\Anomaly\tools> & ".\LTXDiff" findroot "C:\Anomaly\tools_unpacked"
the steps of making any dltx file:
- Figure out the config you'd normally be editing - for you this is
gamedata/configs/items/weapons/w_ru556.ltx - Figure out the root of the config you want to edit - for you this is
gamedata/configs/system.ltx - From the results of step 1 and 2, figure out the location and file name for your future DLTX file - for you this is
gamedata/configs/mod_system_whatever.ltx - Create the DLTX file and make your edits in it - I did this for you yesterday and it's here: #╙🖇mods-making-discussion message
- Move your DLTX file into the correct folder to make it your own mod - for you this is
your GAMMA folder/mods/name this folder whatever you want your mod to be/gamedata/configs/mod_system_whateverYouCalledYourFile.ltx - Enable that sucker in MO2
i literally did steps 1-4 for you already, you're... kind of overthinking this
I tend to do that, sorry.
for a gun mod you simply do not need to use LTXDiff because there's a pretty strong hint that your gun-altering DLTX file should be gamedata/config/mod_system_*.ltx and it's this:
look at ALL the (highlighted) DLTX files, they're all editing guns, they're all in this same place with the same file name structure. that's a pretty big hint that you should be doing the same exact thing if you are ALSO trying to edit a gun with DLTX.
there's no such thing as a "parent mod" for DLTX and you don't have to know it, except for the part where you might want to know what the values were, before you start tinkering. it's useful to know for the changes you make, not critical for the sake of making a DLTX file.
Oh so I just need to name my .ltx "mod_system_alt_ru556.ltx? Then, add the parameter in the file? Then put that .ltx in the right mod?
I'm sorry if that's wrong. God I suck.
Please don't hate me....
you don't have to call it alt anything, the reason why i kept aggressively naming it mod_system_whatever is that the whatever part can literally be ANYTHING
mod_system_stinkpoopbuttfart.ltx would still work
i am genuinely not trying to be mean, but pre-apologies don't work how you think they work, and certainly don't like... appease me or whatever
what i would appreciate is you just taking a deep breath, sitting down and reflecting on the information you've already been given. this is not a race. go take two days to do this if you want.
the thing that makes me frustrated is when someone works themselves up into a frenzy and then doesn't actually digest the info given. not people not apologizing for shit they had no way of knowing about.
Ok, I was just having a hard time digesting the info is all. This is probably from me over thinking it, but I was genuinely just trying to understand.
Figured it out finally! It wasn't mags related at all in the end.
The files weapon_ammo.ltx in both mods 181 - Ballistic overhauland G.A.M.M.A. Close Quarter Combatwere using the wrong inv_name_shortattribute. It was ammo-7.62x51_apwhen it should have had an _sat the end
i mean yes that edit will also work, but see the above convo for why i would advocate you making this change in a DLTX file versus direct-editing the LTX
and, great news, for any ammo-editing DLTX, you also make a file gamedata/configs/mod_system_myFirstAmmoEditingDLTX.ltx and edit that
Hey I said I would send it so here you go
Thing that is stopping your file from working:
- your file should be in
gamedata/configs, notgamedata/configs/items/weapons
Notes about the changes you make, which don't affect whether or not the file works
hit_impulsedoesn't affect damage, only the ragdoll of enemies when they get shot- (oops misread) you have COMICALLY exaggerated the damage of the gun
bullet_speedhas NO impact on damage, it only affects bullet trajectory (how flat it fires), 880 is already basically "completely flat at all distances"- the general principle is that "if you aren't going to change the value, don't put it in". You don't change
fire_distancevalue, so don't put it in
otherwise it's fine and it'll work
misread let me redo that damage note
Well when I increased it with those numbers on another weapon the in game value jumped up.\
every NPC in gamma has a health value of 1.0. Damage of 9.52 = 10x overkill to literally every single enemy in the game.
the short version is "take it from me, a person who spent six weeks understanding how bullet damage systems in GAMMA works"
Ok, I had originally put the file in gamedata/configs but it didn't work when I put the mod into MO2. I then went back to your guide and in your guide you said copy the same file structure of the mod.
The idea of everything being over powered is the point with me. I just like causing chaos in the game. It's fun to be OP in my opinion but maybe not to everyone. At least I only want to do it with this one weapon.
...sure. but it should STILL go in gamedata/configs.
also make sure you enable your own mod in mo2
Ok, I had enabled it, but it still didn't work.
you may need to refresh MO2 (F5) to see it. It should show up at the very bottom of your modlist, if you are sorting by Priority.
how are you checking
By checking the mod in MO2 and then going into game to see if the gun stats have changed. I also went through the trouble of checking in debug menu.
okay
is the rar file you sent me, just your mod folder zipped up?
as in, is your full filepath GAMMA/mods/My ltx creation/gamedata/configs etc.?
No "my ltx creation" is just the name I game the .rar
C:\G.A.M.M.A\mods\RU556 XL\gamedata\configs
hmm
i mean yeah it should be reading the config on starting the game and loading the save
let me just replicate it real fast.
There are 3 diferent mods that I know of that have this very same weapon in it. I've gone through all of them and the only one that seems to have an effect on the weapon is G.A.M.M.A. Weapon Pack, but only in regards to mag size, etc
Well that and rpm, bullet speed, and what not.
Wahey, got that working! I'm a modder now 🤣
I also have this problem with the wpn_sig220_n. The problem there is I can't find the XXX version of the gun so I can't edit it.
please stop editing the base ltx. the entire point of this exercise is so that you do not touch an ltx file in another mod.
I get it, but this was before I started talking to u.
So I will from now on change my ways.
Luckly I made a backup of the whole game on an external. So, if I want to revert, I can.
also i hate to say it but Works On My Machine
Oh that weird. Maybe have to re-update again? Either that or use my back up?
certainly I can make the RPM 2000
damage number doesn't change but i have a feeling this might be a tooltip bug not a gun stats bug
oh right i have to fuckin disable the fuckin log print remover
talking out loud, nothing for you to concern yourself with
Oh, my bad.
Well suffice to say I'm glad it's not me.
Oh, and if it make you feel any better the damage numbers were just test numbers. I was going to go back and fix it if it worked.
And hit_impulse if fun dangit! Watching people fly after you hit them is hilarious!
Called it, there's another DLTX file overwriting the RU556's damage stat.
So you just have to make sure your DLTX file comes alphabetically after the filename mod_system_weapons_damage_GAMMA.ltx
I suggest mod_system_weapons_myRU556edit. Since m comes after d (for Damage)
in my defense there were 776 hits to manually go through in GAMMA.
Fare enough.
i mean hell mod_system_weapons_hahasuckitGrok.ltx would also work
LOL
Now you see why I was frustrated, lol. I like modding but man this shit had me up for hours trying to figure out why it wasn't working even after talking to you.
I'll test it now.
the other nice thing about this file is that you can do all your weapons damage changes in the same ltx file.
OHHH SHIT!! IT WORKS! YAAAAAAY!!!
and yeah I plan to. THANK YOU so much for the help!
the XXX version of the gun is [wpn_sig220_n_upg220]
actually let me double check that and not just infer off the string id
Right, I figured that part out, buuuut. You can't edit the stat on it anywhere from what I can tell.
you can, just do it via DLTX the way you just did for the RU556
Ok, cool.
Hell, I can probably use the same name for the ltx except it won't be ru556
just because the parameter isn't explicitly listed, doesn't mean you can't modify it - in the case of guns like the P220 "XXX", because it is a variant of an existing gun, it inherits stats from the base version
Yeah I thought that too. Just didn't know what to do about it.
not even that, you can literally just put it in the same file
![wpn_mp4_ru556]
(all your edits for the ru556 go here)
![wpn_sig220_n_upg220]
hit_power = 10
you can do this only because all guns have the same root, which means same file structure and same DLTX filename prefix
Damn, you were right. This is easy mode, lol.
you can actually see this in action in that mod_system_weapons_damage_GAMMA.ltx file - it changes the damage stat for dozens of guns in the same file.
and now if you update GAMMA at any point in the future - your changes will be kept and you don't have to redo them, and they're all in one easy place in case you ever want to tweak the numbers
geez, is that Grok's doing?
the config overwrite wars in gamma are intense and it's not actually just grok doing it
oh it's categorically worse than skyrim
Lol
Alright, well, again. Thank you, so much. I appreciate your help and patients.
any time. enjoy your busted guns
They're not busted, I swear.
Oh, man. I'm sorry, but I do have one more question. Don't worry it's not a big deal, but can I also add armor parameters to that same ltx that I created?
Or is that particular one strictly for guns?
technically, yes, outfit LTXes also use system as a root. For reasons of neatness, I would encourage making a second DLTX file (can just go in the same folder)
also named mod_system_*.ltx
Cool.
where * is whatever you want. whether or not you have to play the alphabetization game, depends on whether or not there's another DLTX file in gamma that modifies the same parameter you want to edit, etc. etc.
I could just put a bunch of z's in front of it couldn't I? Kind of like Stalker 2
...you could, but z-stacking is a scourge upon this earth and i refuse to condone it
especially doing it before checking whether or not you need to
Right on. I wish I could record this convo for future reference.
search bar exists, just look for stuff in this channel, from me, that mentions you
Oh ok.
then you'll see a list of all the messages where i pinged you, which should take you back to this convo
Oh wow. That was easy. Sorry, I don't use discord that much.
hello. I mtrying to make new .ogf that part is okay I guess exporting now, but how does stalker know what textures to assign to it, or .ogf format carries that data on its own somehow? I doubt it
The meshes in the ogf have data for textures
data from like where I got those textures placed when I assigned them to the model right? or the hwole "textures" data inside them. coz I wonder if I need to ocnvert my .png to dds ect xD
tried assigning but it didnt work and next tier item that is not even child of this one crashed game
visual = dynamics\money\creditcardgreen.ogf
oh wait its probably this exact one not higher tier so it does need dds file assigned otherwise it crashes
mmmm need tutorial ahahahha
having a bit of trouble with creating a custom main menu for anomaly (not gamma)
I did by doing the gamedata textures ui thing and putting the OGM file inside but when opening the game the menu selection glass thing gets brokenand becomes green and the video is super zoomed in
anyone have tips on how to do a custom main menu video?(working on a tutorial)
cuz with gamma i just replaced the background_new one
but in anomaly that doesn't work
if someone could give me few tips how to properly implement new .ogf I would be very grateful
the anomaly main menu is the logo on the top then the menu select thingy outside of it how would one go about puttin the video only without messing with that bottom thing
because this happens
and the video doesn't play
as well
anyone know?
and if I have only the video OGM file this happens 
update: I got the video to work but the menu selection transparent thingy is gone its just the glossy looking fitler it has

getting this errors when exporting ogf mby thats why Im crashing
this chat is more dead than a pharaohs tomb tbh
I understand its for anomaly
but perhaps someone knows
that is why I'm asking
surely its not THAT different in gamma compared to anomaly
its not as if one is on unity and the other in UE5
I fix errors but game still crashing guess Im missing smth on the model
bone missing maybe?
cock missing?
Missing assigned Vertex groups? That's a big culprit when I made kitbash models
can someone show me how to add them never worked with that part of the blender xDD
@sonic bolt@teal compass? please if ya have a minute
Well it might depend on what exactly you're doing, but when I combine two OGFs together I need to assign the new model to the existing skeleton and assign a vertex group to it
Im creating creditcard
Uhhh, not exactly sure what that means, like, an asset?
like litterally an credit card item 😄
I get that it's an item, but are you crashing when you're trying to drop the object on the ground or something?
Actually starting to think this is out of my scope 
yes when I drop it on the ground so I think ya all right I need a bone so it would fall and nto clip through the ground
and vertex group too??
here's a picture of what I assume to be the world model of an energy drink. It still has a bone so it can interact with the floor (I assume)
yes I added it, tried at least idk what Im doing
I managed to make a quick test and it seems to work out
how did uadd it? armament?
You can try looking for an object that has a world model, maybe something with one bone
added brew copy can I aby copy paste it all into my card? 😄
You need to add a bounding box to the model. Click on the main one of the armature and a little running stick an should appear on the properties tab. The settings for creating a box should be in that
sorry what exacly?
will go ask cahtgpt what is bounding box 😄
all I wanted is simple creditcard ogf aaaa
Modding is never easy no matter how tiny it is 
especially when Idk about blender anything only messed with some uv mapping a bit
prob see some blender tutorial for that part
but yeah its all vertex group assignments
if I knew what exacly I need and what to look for
honestly just check if the model moves with bones
I dont know how to add bones... 😄
Then add one?
Or just bind it to another armature
idk how xD
I mean exacly? how to assign bone? or what armature? or vertex groups?
so nice to search for video without know what I need to look for. guess will try how to assign vertex group idk
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literally just search blender vertex group.
Is your credit card an OGF already? Click onto ogf, then press shift + drag it into the armature
upon that the ogf also need to have assigned to the bone in that armature
idk what that credit card mesh is assigned to but it should be a easy assignment anyway
well now vertex weight's gotta be explained (and I could be talking out of my ass for all I know
)
its just edit mode select the meshes vertices, assign them to a vertex group
that should be it
so I dragged my creditcard inside brewed coffe and copiedm odifiers into it
ok now vertex groups
give it a vertex group
I just clicked + and named it bone and then selected it here
so I can try to hide mug then export as ogf and see if it works?
Don't think so, as long as the vertices are assigned to the group
Just delete the mug
like that
just to test xD
Actually hold on, doesn't the vertex group need to be the same name as the bone? In this case bone01
okay deleted. but now gives error cannot find root objects
can you send the ogf? let me try messing around
Ok so wrong bone then ig


