#βπmods-making-discussion
1 messages Β· Page 131 of 1
what bone does armature have
open the dropdown of brewed_coffee.ogf.001
yeah that one
that should show the bone
it has to match the bone in that
its bone01, so I rename mine to same?
Weird, coulda sworn I added a bounding box
still same error cannot find root objects
Ill ask for your ogf after this but now I just want to figure out what Im doing wrong for the future
You have to select the armature before you can export
like click on armature and then export or what
yes
oh it works
click the armature and export ogf
why π
Im confused af xD
why clicking armature thats Inside model works but model itself doesnt π
wtf
Well without anything selected blender has no idea what you want to export
because its just how it works
some part of your mesh have no vertex group for the armature
You didn't actually assign the vertices, on me for not explaining
Click the Card Mesh
Press TAB
Ctrl A
Press Assign
1 puts you into Edit Mode
Yeah just noticedπ
clicking nay of those does nothing π
What does nothing? Clicking assign?
If you click select and all the verts highlight then its properly assigned
clicking 1 doesnt change to edit mod (did manually) clicking ctrl a does nothing
Oh god

What is wrong with thisπ
Just highlight all the vertices and then press assign
Screw it, here it is too. I'd like to continue teaching so that its a learning experience
The only thing that's weird is that the bounding box doesn't seem to save itself, might have to ask Athi
okaaay saved with no pop up errors. lets see in game
If you are still in edit mode you should be able to press select and it will highlight the vertices
yeah did manually select it and then click assign here
let me see in game xD
π
If only Blender was more similar to Maya, I'd have 5x of an easier time trying to mod 
yeah it works but its black π
But the time needed to familiarize myself with it is agonizing
I'd talk about textures but that might be another can of worms
Ur uv is fked
or texture assignment problem
I mean inside blender it looks fine :/
yeah
and I think need to place it horizontally not vertically π
- I copy pasted path folders from brew coffee basically and assign same path inside config.
pressing 1 instead of tab now feels criminal
u assigned the credit card with coffeeβs texture?
I just did it on reflex cuz Maya has that as the shortcut too iirc
ok but but do the paths match
okay now that I think. I didnt assing path to the texture naywhere π but I dont remember that coffee had it assigned too
actually it isnt doing anything rn, it's just hidding all the objects in the scene except the hand meshes im using rn
looks funny
it says creditcard\uv_base_color
which is inside gamedata/textures
uv also looks finely assigned
ok and if the texture dds name and path matches it should work
Oh god, I think it's because I use the industry standard control scheme which is closest to Maya 
yeah looks correct but in game its black
Can u show the path
just wonder if its the texture it self or something
p.s. indeed tab works but not 1 π
idk about shaders but default seems wrong
It should be models/model or something I canβt remember
yeah I seen example it was that I can replace it or need to do it in blender?
just change it in ogf editor
you can just change it in ogf editor
okay but so I know any ideas why its that and how to properly assign it in blender?
whatever let me see
if it works will try to assign height,metalic,normal ect to it mby will work π
U d have to make those into bump
oh right forgot
since xray uses a different way for textures
damn, nah wont bother π

yeah I forgot its ubmps
Me spreading misinfo 
that's the bone?
bone
it should be together with creditcard then?
Ideally yes
yeah
hmm how do I rise it
Weird, I put my card right on top of the bone and it didn't fall through the ground
I select armature theres no "move" arrows
on the left there is arrows button
world collision isn't related to the bones but the collision boxes themselves
and before you ask i don't remember how it was done
how is the boxes assigned anyway
I mean yeah I selected move tool I can move the card but not bone

ill do some small research and see if i can find anything relevant
I just remember there is a xyz value that u can mess around on the right tab
that one works for me
pics i found from blackgrowl regarding collision boxes
is thar automated or made manually
its done in the thingies at the bottom to the right
me neither
aaaaaaaaaaaaa still falls udner texture of the ground
probably because your world models were inherited from another one?
yeah Ill put it up a bit and see if it works at all
have you made sure that the parameters are correct
second time in my life laucnhed blender what do u think π
and this two miserable souls here sitting trying to help me. Thanks btw!
how can I mby thats more correct way to do it
for the gun yeah, I just remebered most of my guns just inherit from other world models
at least we made it work, halfway

idk i'm looking to find more stuff that could potentially help you rnπ
game doesnt crash so ye π
i'm personally clueless about this so i'm just looking for info

I made it this high its still not visible
mby that models/model is a problem?
w8 I missed bone will try with it
idk if its shader name wrong or something
u can just click any ogf and copy their shader name to the card
change the / to \ ?
let me try default to see what happends

idk Im going crazy its a progress but not one I wanted π
nope still udnerground I guess

I visibly saw it falling under the ground π
probably just collision problen
and idk much abput collision at all since I inherot from other world models
yee I tried placing sofa and dropping it on top of it. visible it was higher than the one on the ground (held F to highlight text name) I removed sofa and I saw it falling under

I mean mine should be inherited fro mcoffee no? π
I'm absolutely clueless at this point
yeah
noticed that when I do it vertically and leave default instead of models/model and drop lots of it some of them stays on the ground although black
aaaaaaaaaaaa
so models/model doesnt work?
have no idea. Im super lost wanna cry ahahhaha π

heres file if by any unholy means someone would help me out I would apreciate it alot. Im out to sleep its already apst midnight, spent last5 hours for nothing π
I did it
wanna know how I did it? π
great
sure
I kick coffee megu out, imported money stack, and did all the same things but with it instead of coffee mug. excat same. and it works
smth about coffee mug is broken
guess coffee is bad
π€£
edited bone and model a bit assigning it to 0 ground (Z) both as they were floating a bit. now will have to make 3 separate textures for it. and maaaaybe explore the way of bumps ect just for fun
but thats gonna be asking the man the legend Huh? to help out setuping that auto bump maker program π

how does one change the gameplay difficulty and also how does one lock the settings as a script
Alright guys- hope someone could advise me. I'll keep it VERY brief: Just how difficult is it to create a new Map Level for GAMMA please? I have a LOAD of custom structures and assets I've made over the years for the Stalker aesthetic and am starting to consider to get them added as a mod basically. Thanks for ANY advice/help with this. Just as a small example- these are a few of what I've got:
I work in the games industry so am more than familliar with levels/maps processes etc etc, but have ZERO xp when it comes to Stalker GAMMA/Anomaly.
Make an level is hard but is even hard make it for GAMMA, edit map-structures shouldn't be too hard if that don't affect the spawns or some addon related to x structure.
Thanks man. Do you mean it's even more difficult to make it for GAMMA specifically? I have ALL new structures but would also use existing ones. Is anyone aware of any other NEW maps being created at the moment too?
Yes, specifically make it for GAMMA is harder by have addons that edit thingis related to the maps
AH ok, good to know. It's such a shame- I've got loads of textured models just sitting around doing nothing too.
But if u want try make a new map i recommend check this:
https://anomaly-modding-book.netlify.app/
https://www.youtube.com/watch?v=RJpyP-oJ0LM
Hello everyone! It's been a while since I uploaded my last video. I was playing around with the SDK as of late, and wanted to make a rough video on it since It's relatively new. This video like most of my videos, I made mostly for me, and really only gives a rough introduction into the tool set. I still hope you found it helpful in some cases re...
Thanks, appreciate that..!
Anyone know what the correct syntax would be to add a red dot to a pistol that can't normally have one?
does the gun have the red dot mesh?
if not its more than syntax or whatever
I would assume not. It's the sig p220 XXX
well if it doesnt, you have to add the reddot on the gun mesh
ew, not looking to get into blender or nothing.
then I'm afraid thats not possible

that's the price you need to pay to get sum stuff in-game
blender is the only way
Right on. No worries. Just thought I'd ask.
or other modeling softwares but yeah
u have to edit the mesh since the scopes are acutally just changing to a different gun mesh
when the misalignment problems are all fixed and compat prob idk
truth
Right on. Well, thanks anyway.
if only optic patches was as simple as adding a line 

Ugh, I wish.
I wish the system is like scope attach to bones and stuff
instead of the changing whole mesh
I know
main problem is that there's a bone designed to have scopes
that no one basically uses
but its not the norm right now
wpn_scope?
or it can be any
wpn_scope only

engine would have seizure if it used different bone
then like 80% of animation I touched doesnt even have that
lmao
the 3dss bone is named something else right?
u can assign the scope to wpn_body
only exception is the len
it needs to be assigned to be bone other than wpn_scope
huh, I recall changing the wpn_scope bone to the lens bone
so theoretically if MAS used the lens bone it'd technically work better?
like for mp133 I did recently, it has a stock bone
and use this stock bone as len hider totally works

idk honestly
I remember athi or frosty's guide saying that a non-moving part can be used as a bone, and the wpn_scope is the easiest choice
not sure how that works
yes but it nneds to be different name
since engine is using that bone for something
it will be hidden all the time
anyone know how to replace outfits with specific models from a mod?
Make a mod that mimics the folder structure leading up to that model you wish to replace, rename your modded model as exactly that model, place lower in the modlist
Im back xD high. got a small questions. I did make bump and bump# using chainer, I can just assign them to the model inside blender right it wont scream that theres more than one texture?
no?
u just name the texture and it will work
Ok so I created a DLTX and I'm modifying The Paragon of Freedom Exo (svoboda_exo_outfit). I want to increase the balistics resistance but when I do it doesn't take effect.
maybe its still being overwritten, add more z's to the mod_system_dltx
like I assign base color named same as bumps but just with _bump and its auto pick it up fro msame folder?
Hmmm, I guess I could. I'll give it a shot. Right now I have it as mod_system_zzzzzzz_outfit_speed.ltx
huh, that's a fair amount of zs as is, I have a mod that changes armor too and it only needs like 6 
Very curiouser
curious*
maybe my line is bad. What did you put in as your parameters?
Unfortunately I don't know much about armor stats, but I think Sparta's Heavy Armor Tweaks changes armor values?
Ok, thank you. I will look into this and try it out.
Not sure where to report bugs when you have the discord newbie role, but: the currently shipped modlist.txt contains a typo that causes a mod not to be activated in MO2:
+DarkasleQif's and iTheon's Parts Condition Color Thresholds Changes
The Q is superfluous in the first name and while the mod is downloaded, it won't be activated.
be nice if someone forwarded to where Grok would see it
wait, maybe this is from github and I can submit it as a PR
it is, so nvm - I'll submit it as a PR
hello, Im trying to assign new sound to an item, I got .ogg, mono channel, 44k heres lines Im using ( basically copy paste from working item just renamed), what Im missing for the sounds to work?
use_sound = interface\items\creditcard
snd_on_take = interface\items\creditcard
if you look hard enough at modlist.txt you'll find errors like this all over it
big shoutouts to the multiple times a mod has changed pos/moved/been deactivated because of a double-space issue
Yeah, I had reported some others earlier.
Looking at the git history, this typo has been there for a long while. The mod would be a biggish change if enabled so I suspect this is now intended behavior.
Are there any mods that add carry handle scopes for the M4 like these two? Want to make 3DSS patches with them
The ACOG model from GAMMA is the carry handle version, which is mounted on a Picatinny mount. Remove the mount and you have a carry handle optic. IDK if there's more out there somewhere.
question
what does the on timer 500 500 and 9000 do in this case
this is the script in desman metzgers horror overhaul
the one responsible for the x-16 alarms
are the looped sounds on a timer?
or is there a timer for each lever?
oh wait is that due to the fact that in anomaly you can still get uncalibrated helmet?
i believe it just waits that many ms before switching back to system_idle and starting the looped sounds
right
guys i have this mod to open backpacks like a.r.e.a... how do i add a shotcut to it? because i have to right click the bakcpack and open it every time
Hello there guys, is it hard to add scope/attachment on already done mod of VZ 58 ? Or if could someone just give me a little guide how to do it. I would like to modernize it.
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Thank you very much !
Hello all. Could someone adapt this to meet the BHS standard?
Question, any idea why i dont have X-ray options ?
install the xray addons
hi guys, there is [mag_50_762x51_drum] awailable for sale from traders but no [mag_50_762x51_drum_hinge]
first one is for SA58 and second one is for SR25 and similar. Is it possible to fix it for traders somehow? Looks like mod maker(s) has forgotten to update trader presets and allow buying mag_50_762x51_drum_hinge
Mod is called "429- The Covenant Weapon Pack 3DSS - Andtheherois & TCWP Team" and file with mags is called "mag_large_drums.ltx"
I just don't know where [mag_50_762x51_drum] is injected to traders inventory, otherwise I can probably do the same for [mag_50_762x51_drum_hinge]
Goated guy, give him all your money

Use thebretool feature
thanks, I'm not a modder and not sure what is thebretool
Context menu in game
I know ids of the mags. I don't understand how they are injected into trader inventory and why one is available and second one is always missing
Because I only made one available because you can retool it to get the other. There's no point in cluttering the trader inventory
It's just an ltx that adds the mags to the traders
thank you mate, I didn't know you can retool. Never used it before
what standard? it's already there
is there a way to make a mod that would classify zombified not as mutants? for the sake of tasks, so you don't get them in mutant hunt quests?
or maybe there is such a mod already?
I'm updating the textures of the terranes for bright summer options, will it do?
new
old
new 2
I also found this texture option
as an option, it can also be based on it.
Which is better?
or?
Could someone help me make it work ? I am not that good. This is my first ever try in Blender and i would love to add modernized VZ58, just adding attachments from BaS, but i'm not sure if it's going to work.
The problem is this
Hi can anyone help me with changing mod settings
I'm trying to make rank gain for player about 1.5x
I see Gamma has 161 - Improved player and companion ranks ... mod that has no setings in MCM
I went to its folder and found gamedata\configs\creatures\game_relations.ltx
Can I edit the below in the ltx file with notepad to 1.5x its values and rank progression will increase for companions and me?
[rank_kill_points]
novice = 10
trainee = 25
experienced = 50
professional = 85
veteran = 130
expert = 200
master = 300
legend = 500
texture needs to be 512x512
literally open any existing texture and draw over it
thanks
idk if its me being weird but this has always resembled an atom picture in a weird way
Maybe some of u can help me. I use mag mods and I just wish to change the "put (mag) in loadout" bind from ALT to CTRL
its not possible thry MCM, I bet its in one of those scripts. of mag redux
but I cant find it
I might be misrembering, but I think CTRL might be one of those restricted key in the inventory UI
and there is
Did you assign the actual vertices

π
How do I fix rhe bones being so far away ?
nvm I got it
Anyone know why the AK12 Swamp Thing crashes the game??
Whoops sorry. I meant AK 105, but thank you.
is there a way to make a mod that would classify zombified not as mutants? for the sake of tasks, so you don't get them in mutant hunt quests?
or maybe there is such a mod already?
yo anyone know how to convert from OBJECT TO OGF
where is this? oh nvm
Anyone know of a mod that lets you put down a campfire?
Hellowz, in magazine mods, the guns spawn with full mags.. is there anyway i can modify that.. so on a new game, the wapon that spawn.. to not have any magazine. .of it it has a magazine.. to be empty?
Yeah, I want, in a new game, for the weapon you pick to start completely empty. Iβve already figured out how to remove the extra magazines you get, but the weapon itself still comes with a fully loaded magazine.
Could just sell all your stuff...
change values in NPC_Mag_Loadouts
would this affect all NPCS and subsequent spawns?. I want this change to only apply once on a NEW GAME. Im working on a hardcore spawn mod. (personal use atm.)
And just for the actor, ofc.
F π
Gamma already has placeable campfires
Guys, what I have to do to get rid of furniture in trader inventories? Tried many options and this shit still spawn there. grrrr
Hi guys
Rank System in Gamma seems to be borked
-
There's a mod 161- Improved player and ... which is supposed to overwrite rank rewards by the ltx file
But Gamma Economy has the same ltx file and overrules it in priority by default
That file handles rank rewards for stalker kills
(So any changes would have to be made in Gamma Economy not that file)
Possibly Gamma Economy should let that file have higher priority -
Mutant Kills, Task rewards etc. rank rewards I'm not 100% about - but seems to be in game_statistics file
But even that is borked
As in both Gamma Economy and the 161 mod the file lists mutant kills as 50 and tasks as 100 but mutant kills give 3 and tasks 7 or so
I'm not sure where these values are coming from
Combined these two issues make it so that rank system is borked and
- Player will rank up much slower than intended/written in mod files
- Killing stalkers only gives good ranks while all other Anomaly rank rewards are relatively non rewarding in Gamma
All other tasks give rewards as base Anomaly but only stalker kills rewards are increased while rank caps are increased
This isn't the #1092834455300866068 , but in all likelihood, this is intended by Grok to slow down the player's progression of ranks and tasks aren't meant to be the main driver of rank increase (although the main story missions give quite a lot)
Modify the various ''trade_*.ltx'' files that Hideout Furniture includes.
You should have a couple in your configs/items/trade/ , mainly from Hideout Furniture Expansion or whatever new hideout furniture is now
Alternatively, create your own DLTX to remove the sections in each trader's section
sorry. thanks!!
Came here from newbie chat after being referred.
Do you know which files I can edit to see and change the rank rewards for mutant kills, task completes etc.?
Create your own copy of game_statistics.script and modify in there whatever you want. You can start off a copy of the winning conflict file (most likely Gamma's economy) and make your own local mod with a higher priority
Thanks!
But therein lies the issue
The game_relations.ltx contains stalker kill rank rewards and the winning conflict file gives the latest values and can be edited or switched with my mod
But for mutant kills, tasks etc. it seems to be in the game_statistics.script file apparently but the values ingame do not follow it
ex. tasks is 100 but ingame is 7
mutant kill is 50 but in game is 3
I'm not sure where these values are coming from since it's not from the game_statistics.script
(whose values are reasonable tbh)
seems like a bug or maybe a different file?
It's not a bug, the values are simply divided by 4 and the displayed values are again divided by 4, so 1/16th, rounded down.
50 for a mutant kill divided by 16 is 3.125
holy shit! that explains everything!
thanks very much!!
Ok, here we go... bit reluctant to ask this tbh.
I would like to get into modding; i'm good with 3D cad, can program a little, but never put that into anything gaming related. I would like to start "small", with adding lasers/grips etc. to already existing weapons (learning proces is more important to me than the end result). if I wan't to learn how to, what would be a good way to start?
it's not that hard
you can start with basics on blender
there's also a lot of basics about modding for stalker
https://www.youtube.com/watch?v=HwTYYH5zLjo
which is this
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...
Thank you, I'll start there!
About WPO and weapon unjam. A question/call for help maybe?:
In gamma version the bind is moved to keybinds, so I cant add a modifier (like ctrl, shift, alt) or better yet double tap (which I really would like π I am very used to use it)
Is there a way to change it? I have the "older" version. I might just replace it, but perhaps it's not that hard to change the script? And leave the original (gamma) WPO version?
It all boils down to "a_arti_jamming_mcm" and I know that cause I literally swapped this file with the one I have (older/newer, I think... just different, this one has bind in MCM and it's very configurable; the bind I mean) and it worked, but its a bit messed up.
Both scripts seems easy, short. I am just not good at merging them :/ Maybe it would be easy for somebody here?? And it would really improve my experience.
Hi i have few questions regarding gamma, and modding. I have little to none knowlege about stalker engine and all my coding experience consists of few mods to minecraft i made back in 1.12. Is it possible to change how "jam probability" works, or does it connect with to many other systems, so changing it will break the game or require to much effort?
Rn, how jamming works seems really daunting, and new-found broken gun is mostly useless. Would it be possible to make guns have "progresive" jam probability? Let's say while reloading or shooting "timed shots" (second or two between each shot) gun is really unlikely to jam (2%~5% for even most broken pice of crap). Likewise, while blasting full auto gun will almost always break.
Something simillar could be applied to armor (i don't know if it already is, still playing on outdated version). While fully fixed, durability would decrease super slow (up to 85%, so armor woudn't need patching after every single encounter). With every % below 100, getting more vulnerable to damage.
I am getting a fatal error crash on load whenever I change the "Photo of a Loved One" picture texture. Has anyone else had any issues with that mod?
Huge thanks, mate!
You're legend
he is....
what are all the bone areas and names for your player? rn i have
[11] = true, -- spine
[12] = true, -- spine1
[13] = true, -- spine2
[14] = true, -- neck
[15] = true, -- head
[16] = true, -- l_eye
[17] = true, -- r_eye
[18] = true, -- eyelid
[19] = true -- jaw
[20] = true, -- clavicle
[21] = true, -- l_upperarm
[22] = true, -- l_forearm
[23] = true, -- l_forearm
[33] = true, ?
[34] = true, ?
[35] = true, -- r_forearm
[36] = true, -- r_forearm
[46] = true,
does it follow a normal scheme or is it all custom for anomaly/gamma?
it all follows normal scheme
anomaly is a mod for CoP
so you don't need to change anything
ehem, is a mod for Last Day
Guys, how can I edit the outcome numbers for harvesting wood with an axe?
I'd like to make some changes for amount of wood you get and food/water you spend on it. Right now harvesting wood is just cancerest thing in GAMMA. It's absolutely unprofitable
Thanks, I found all the bones and their names in BHSRO so that solved it lol
You can try modifying the items_campfire, the section of [itm_xcvb_2] which has a eat_satiety, eat_sleepiness, eat_thirstiness or the [itm_xcvb_1], those should handle how much impact cutting wood has, they are based on the type of weapon you use to chop the wood.
campfire_placeable.script has the actual times based on which weapon is used to cut the wood.
local axes = {
["wpn_axe"] = { degr = 13, item_to_use = "itm_xcvb_1", minutes = 90},
["wpn_axe2"] = { degr = 9, item_to_use = "itm_xcvb_2", minutes = 61},
["wpn_axe3"] = { degr = 5, item_to_use = "itm_xcvb_3", minutes = 45},
["wpn_knife9"] = { degr = 5, item_to_use = "itm_xcvb_3", minutes = 45},
}
And you saving me again! Thank you very much. I'll check those lines
You'll find the wood creation number at line 246 of the campfire_placeable.script
-- spawn campfire in inv
alife_create_item("itm_campfire", db.actor)
Thanks
Welp the things you learn, turns out the sledge hammer is way more efficient at chopping wood.
Axe2 is just an empty, it's not a real weapon, just a copy of the Axe, with no distinguishable way to know if it's the better one except looking at the debug name (it does chop wood better tho) while axe3 is the sledge, wpn_knife9 is the tomahawk
How would I go about making a repositioning mod for a weapon
change their positions in config
Hi, I want to try my hand at making an arena mod using the old x-ray multiplayer. Does anyone know if the code for that is still in x64 monolith before I dig too deep?
How to tune the inventory of every medic, mechanic and barman in GAMMA?
I can only see trade files of em in general. 'trade_generic_barman/medic/mechanic'. Need to add more personalization
is there a way to make a mod that would classify zombified not as mutants? for the sake of tasks, so you don't get them in mutant hunt quests?
or maybe there is such a mod already?
Hi guys, was wondering if theres any PIP scope mods for gamma, and also reshades/graphical changes, is there any mods people reccomend for looks? I saw a few ray tracing esc ones in the mod posts, not sure how well they would work/look compared to a non RTX mod. Any ideas? thanks in advance ;D
ΠΡΠΈΠ²Π΅Ρ!
ΠΠΎΠΆΠ΅Ρ ΠΊΡΠΎ ΠΏΠΎΠ΄ΡΠΊΠ°Π·Π°ΡΡ: Ρ Ρ
ΠΎΡΡ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ Π·Π²ΡΠΊ ΡΡΡΠ΅Π»ΡΠ±Ρ ΠΎΡΡΠΆΠΈΡ Ρ Π³Π»ΡΡΠΈΡΠ΅Π»Π΅ΠΌ Π½Π° ΠΠ-12 2016 Π³ΠΎΠ΄Π°. Π ΡΠ°ΠΉΠ»Π΅ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΈ w_ak12_m1 ΠΏΡΠΎΠ±ΠΎΠ²Π°Π» ΠΏΡΠΎΠΏΠΈΡΡΠ²Π°ΡΡ Π½ΠΎΠ²ΡΠ΅ ΠΏΡΡΠΈ ΠΊ Π·Π²ΡΠΊΠΎΠ²ΠΎΠΌΡ ΡΠ°ΠΉΠ»Ρ, Π½Π΅ ΠΏΠΎΠ»ΡΡΠΈΠ»ΠΎΡΡ. ΠΠΎΡΠΎΠΌ Π²Π΅ΡΠ½ΡΠ» Π½Π°Π·Π²Π°Π½ΠΈΠ΅ ΠΏΡΡΠ΅ΠΉ ΠΊΠ°ΠΊ Π±ΡΠ»ΠΎ, Π·Π°ΠΌΠ΅Π½ΠΈΠ» Π·Π²ΡΠΊΠΈ Π² ΠΏΠ°ΠΏΠΊΠ΅ Π½Π° Π½ΡΠΆΠ½ΡΠ΅, Π° Π½ΠΎΠ²ΡΠ΅ ΡΠ°ΠΉΠ»Ρ Π·Π²ΡΠΊΠΎΠ² ΠΏΠ΅ΡΠ΅ΠΈΠΌΠ΅Π½ΠΎΠ²Π°Π» ΡΠ°ΠΊ ΠΆΠ΅ ΠΊΠ°ΠΊ ΠΏΡΠΎΠΏΠΈΡΠ°Π½Ρ Π² ΠΊΠΎΠ½ΡΠΈΠ³Π΅, Π½ΠΎ ΡΠ°ΠΊ ΠΆΠ΅ Π½Π΅ ΠΏΠΎΠ»ΡΡΠΈΠ»ΠΎΡΡ. Π§ΡΠΎ Ρ Π΄Π΅Π»Π°Ρ Π½Π΅ ΡΠ°ΠΊ?
https://discord.com/channels/912320241713958912/1029824156289732649
This is a channel for mod making, not mod recommendations.
My bad
So, this may have been asked before, but I couldn't really find a decent explanation: Why do all the HD model packs seem to mess with more than just the models and their textures? Can you not just replace the original models with higher poly ones and call it a day? I'll admit my experience and understanding about modding this game is very close to zero so there's probably some reason I just can't fathom.
If you want them to be animated and work with gun models, it's more than just swapping model files.
Thank you kindly
Is it possible to change the position of just the left hand for a weapon?
hud editor just moves both
afaik
Meow
True pip good
My dream
For now its impossible
Because both hands are 1 object
I think the only way to change just one hand is through reanimations
Right @summer stream ?
A quick question: Are RE:DONE mods safe to use? I started a playthrough with a lot of them enabled, played for a couple hours, then CTD and now my game doesnt start anymore.
oops wrong channel, Thank you
okayyy thank you xablau
Ur welcome !
I am trying to add a silencer and laser to both of the L96 snipers (because i like them)
got the easy part done which was editing the config file so the guns accept the attachment in game and now sound silenced
however, i have no idea what i have to do to update the model, do i have to create a separate model with the silencer on or do i add it to the existing model?
and if that is done how do i tell the game which model to use? looking into other mods was unhelpful so far
also i can turn the laser on now but it does not show in game, what am i missing here?
You can basically just grab a suppressor from another model you like, position it, then export the model and it should appear in game when attached.
Make sure to do the object parent and vertex group assigning too
IF these laser sights still work like the ones from BAS they are basically a translucent glowing stick on the end of the gun. meaning they need a model edit with a specific bone for the "laser"
Texturing part...i really need help here π
Any idea how to change gamma on texture ? i have the box for it, but i dont know where to connect it
Hello ! GAMMA Medication Balance -> gamedata -> scripts -> zzz_player_injuries
I try to change local "damagescale=0.85" To suffer less damage, But is this file activated? Because I don't see any change
This crash error pops up any time I try to load the game when editing the photo from "Photo of a Loved One". Saved the .dds through photoshop, is it compressing it wrong?
Just wanna look at my cats in game
what settings did you use?
for the Nvidia export?
yeah you probably
saved it in the wrong format
BC3 or BC1 can be used but
it's mid for NVIDIA export
use paint.net
it has DXT5 and DXT1, which is BC3 and BC1, but proper format
hey guys, i remember there is a way to add an exeption for some running weapon animations. Could someone remind me please?
This was the issue, wrong format! Thank you very very much
How can I make certain NPCs unable to talk with from X to Y timeline? I thought Semi-Radiant mod will help out, but you can talk with 'sleeping' NPC anyway
Add it to the list of excluded in Lower_weapon_sprint.script
Thanks!
Anyone know what mod is handling base GAMMAs magazine size? I picked up the vntorez_isg and that thing clearly has a 45-60 round mag but in game its only a 30 rounder. I tried to change it in the w_vintorez_isg (I found 3 in my search of the files) but all of them only show ammo_mag_size at 10? Really confused as to what mod is managing that.
probably dltx is doing that
hmm, I'm not seeing anything in dltx that should be affecting that
also, I was playing ironman with life granter and I was not able to find my current life count in the notes section of the PDA. Did that get moved somewhere?
The Vintorez isg uses both the mag_vss_9x39_default and the mag_val_9x39_default.
The mag_vss_9x39_default inherits from the val_9x39 which is a 10 round, the val one is a 20 rounder.
All of those are setup in a DLTX
If you're not playing with mags, the ammo_mag_size is set to 30 in a DLTX, the mod-system_weapons_fixes_GAMMA
I see thank you! It was driving me nuts!!!! If I delete that line from the weapons_fixes will the w_vintorez_isg.itx handle the mag size?
Yes, but you shouldn't. Any update whatsoever to GAMMA and you'll break the weapon and possibly your save.
You should make a small DLTX, takes 2 minutes and is safer + compatible with futur updates
copy wilil do! Thanks again!
w_xm4.ltx
Damn. I thought that finally able to fix that weird ass looking sprint animation of SVU by commenting off those lines in the file. But there's an issue with animations in general. When you start sprinting, actor rises his right elbow up very weirdly and only then lowers his weapon like if you hit the 'B' button
Sad. Very sad. I love SVU, but hate it in GAMMA just because of that sprint animation π
It's just soooo bad
I wonder if it's possible to bring back old animations without going through 10 DLTX files
Lore accurate XM177.
Buffed fire rate to 900 rpm which is the upper limit of the real life version. Increased mag capacity to 28 rounds.
The XM177 was used in Vietnam, and soldiers often underloaded the magazines for reliability reasons, often loading them to 28 rounds.
I want to make the XM177 less ass, because there is no reason to run it over the M4A1, with the shittier optic options, slower firerate, and smaller mag capacity. Maybe I should raise it to 30 rounds, what do ya'll think
do whatever u want its your game now
I just changed it to 30 rounds straight
the 900 rpm melts people
I think the stats are worse because I find those all the time. Only had 2 M4A1s drop
XM177 is worse than the M4A1 in almost every stat
its a cool gun, but I want to buff it to make it as viable as I can
for sure
I wish the strap changed patches based on your faction
but that'd be hell to code prolly
it was designed to be worse m4
yeah, that would be awesome. I actually think it would be cool if there was a skin mod for the different factions for weapons
no, the M4 was designed to be a better XM177
yeah I mean game stat wise
I know its the reverse order
yeah, just gork made it's firerate super anemic
lol that's why I said "worse"
currently it's a pretty forgettable weapon
yeah I think it makes sense to be a higher rpm gun
but in cost of other stat loss
like accuracy and recoil worse than m4 and such
just my opinion
the worse optic options REALLY drag it down
yeah that's also a downside
and that's not a easy config change thing
because it including editing meshes

yeah that's a whole blender and whole 9 yards
there is tutorial on that but still depends on if people want to do it or not
idk if MAS touches the xm4 tho
it should touch every gamma vanilla weapon if its masg
that mod is nice, but I run too many gun mods in my install
I can't live without Kmack's VSS or Meowies reanimation guns
real
Please, share the file!
+1 viable 5.56 gun it's always nice
Gunslinger reanimation mods closed the road to G36 or SIG to me. I just can't play with those weapons because of that aiming animation thing
Only Thales, Steyr and M4s left for me
slap it in here, let it overwrite C:\GAMMA\mods\G.A.M.M.A. Weapon Pack\gamedata\configs\items\weapons
Thanks!
Nice, uncucked XM4
hey boys! does anyone know how to replace inventory icons? I'm trying to put the medkits from the trilogy.
I downloaded a separate mod and edited it so it only replaces medkits,
but the icons don't change, and there are no conflicts in MO2
Even the icon mod from cr3pis doesnβt replace the medkits, everything else works fine
Maybe someone knows what the issue could be?
Thank you for the help so far!
I imported the wpn_l96_sk2_hug.ogf and the timberwolf supressor, deleted some stuff (bones), set the parent and assigned the vertex group (see screenshot)
Then I exported the whole thing under a new filename and changed the config
Result was an untextured ingame model with a very nice silencer that was present whether it was installed or not (dang)
I figured if i saved it under the original filename it might work, which restored the textures but the silencer did not show up (double dang)
It is my first time trying something like this and my first time in blender so ihavenoideawhatiamdoing.gif
Is it possible to tell what i did wrong?
file for reference
Okay I made progress!
I was editing the wrong file (103 L96 reanimation)
Editing the file in "410 3dss" did work so I can attach and remove the silencer correctly (yay)
This time i used the silencer found on the mcmillan tac700, which was easier and I did not have to delete anything (except the rest of the gun, lol)
However doing this resulted in a loss of all textures and I feel a little lost
Help is much appreciated π
Be sure to be exporting in cs/cop with all boxes unticked on the right side during export
DLTX it, don't overwrite ltxes directly
!mo2search // use the file search on the right and make sure you're actually editing the overwriting file
@wide hatch 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. ||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β||||β|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png
Thank you so much! That did the trick β€οΈ
Amazing how simple that is, if you know how.. even the ingame description updates automatically
Love your Weapon pack btw!

which one of these is last in the load order? is there a better way to check?
i can just type the mod names in mo2 i guess but still
found it (game crashed)
under the start button there is a data tab. it shows the final MO2 VFS and will tell you what mod each file comes from
Lmao I gave it shit optics cause I hate that gun
Fucking ugly cod rip
Imo it should have been an m16, not a worse m4
I actually donβt get why that gun got added
Itβs kind of ugly
Id rather prefer bo1s commando tbh
Last quick question for my L96 Project:
Laser is successfully added to model, shows up in game and can be turned on and off, I can see the beam leaving the gun
but there is no laser dot
what am I missing here?
You forgot the laser mesh in blender
Every laser has a dot or box mesh at the very end of the guns setup in blender
Using y on blender to see the y axis and rotating it by clicking it again should allow you to see the dot mesh
If no dot mesh then you are missing it and need to add that mesh to the setup and save

If missing best to take another guns laser mesh dot and just put it on the gun youβre making
Wow that thing was REALLY far away π
Thanks again everything works perfectly, here is the result.. its a bit sad that the LAM is obscured by the scope, but thats a small price to pay
Yah lmao I remember last year I was adding the laser attachment and wondering why the dot wasnβt appearing
Where did you get the laser mesh from?
the M6C Socom Pistol (because it was one i knew had a laser and the mesh was easy to find)
i think that one does not come with gamma per default, but is part of juans lovely collection of guns
I assume any mesh with a working laser will do though π
on which gun do you want to slap on a laser?
I also managed to get alt aim working, values scraped from the McMillan TAC-50
@hot salmon :> yay
hey that thing was goated in Zombies
brutal legends in the big 25
Does anyone know the file path to the main menu music? I'm trying to swap it
Is there any guide for making new ammo ?
How to add new dialogue to the NPC?
@sudden inlet Any reason why the new notifications mod crashes? Manual reinstall didn't help the user, but disabling the mod allowed em to play afterwards
guys, does anyone know how to remove the blur effect in the slider menu?
hi can anyone help me?
I'm trying to make a mod where you can set in mcm artifact slot multiplier and efficiency bonuses or debuffs
like say edit suit artifact slots (double of original) while making efficiency of equipped artifacts (say half of original)
I managed to find a mod that adds a flat artifact slot bonus and edited it to add slots as dependent on original suit slots.
- How/Which functions do I patch for returning the efficiency of artifacts?
How do I access the current efficiency of the artifact?
(I know how to multiply it with the mcm factor)
What would it take to make player models andaybe even npc skin change based on the gear they had equipped?
you might look at dnpcav mod source code
What's this in? Like wdym by this?
there is no "single model" for the player. the mod that controls arms visuals and the one that controls legs visuals are different (there are, in fact, two separate hands packs in GAMMA + a GAMMA patch mod on top of all that)
edit: and both are, of course, separate from any 3rd-party visual model mods
DNPCAV is a mod that does partly what you're describing for NPC companions. Changes their armor value depending on their "equipped" outfit.
Yes I was mostly thinking about using kvma as the base then seperating every head and backpack so it's only the main suit then seeing if I can do a script or something that changes your head and backpack depending on what you equip
This sounds interesting
no because you can't modularly change only sections of the 3rd party model. You'd just have to create a new model for every possible combination of helmet, outfit and backpack.
And swap between those.
So you couldn't have the main outfit as a thing and then have it so that depending on what mask you put on it puts the helmet on top of that? Kinda like MAS for suits instead where you have all the helmets as seperate ogfs or whatever then you just gotta make sure it aligns well with the 3rd person model somhow
yeah that doesn't exist.
unsurprising given that most people are playing in first person and will never see the 3rd person model anyway
your choices are either "create a couple thousand models by combining all outfits/helmets/backpacks" OR "create a MAS-like system just for suits"
I didn't think it would exist lol but I was wondering how hard it would be to make it, I might try it would give a lot more variety to NPC's too so I'll see what it might take, maybe I'll ask pizza how something like that would work, thx for the info
well... MAS only exists because someone essentially made engine-level edits to allow for the possibility of modular guns.
as for "how many models would you need to make"... 6 backpacks x 21 helmets x 161 outfits = 20,286 different models
.....well shittttt 
This would be like 30gb of only skins lmfao
you don't get it, you can't just retexture the model 20k times, you'd need 20k different models because they're different shapes
Ya sorry when I said skins I meant ogfs I didn't mean actual texturing lol I just didn't think about the technical word
Ya I think that's best bet no clue how hard or easy it will be tho
either way, it's not as easy as your initial assumption that you can just separate out a "backpack part" and a "helmet part" and tweak positions
truth
Ya i would have to make every helmet armor and backpack their own individual thing and make sure they look good by themselves
Probably make the suit have a default style head and make every single helmet be an empty thing that would go over that
yo, can I make it so tooltip appear a bit later? like u gotta wait a whole second for it to appear??
inventory items tooltip i mean
answered in #βπ°β’newbies-chat, does not require a new mod
is there any technical reason why pelts and artifacts can only go upto 98% efficiency or can I mod it to 100%?
I fixed this mod - https://www.moddb.com/mods/stalker-anomaly/addons/enemy-marker-with-distance
Issues:
- Marking logic was wrong - Enemies which could see player were marked. Instead, enemies the player can see should be marked.
- There were frequent crashes.
Can/Should I upload this to the mods-posting channel so that other people can use it or is it not allowed since I fixed an existing mod?
I'm trying to make a script where the minimap only appears for certain reasons but I'm having a hard time just making it so the minimap is hidden on game load any ideas?
from here: https://www.moddb.com/mods/stalker-anomaly/addons/minimaptoggle
function toggle_mm()
minimap_enabled = ui_options.get("video/hud/show_minimap")
ui_options.set("video/hud/show_minimap", not minimap_enabled )
local maingameui = ActorMenu.get_maingame()
if (maingameui and maingameui.UIZoneMap) then
maingameui.UIZoneMap.disabled = minimap_enabled
maingameui.UIMotionIcon:Show(maingameui.UIZoneMap.disabled == false)
end
end
@hoary cipher
Ok I'll see what i can do with this thank you
It crashed because there was no information about how many charges left.
Is it vanilla gamma? Looks like some other mod overwrite functions responsible for disassembling items
Looked vanilla as could be
Here's what the player did directly after disabling the mod
That weird but okay, will do another round of testing
Guys
For creating a new ammo icon
Do I need a blender render or just a picture of it from internet ?
Nvm now I remembered that I need to make a model of it for it being able to become an item
Sorry !!
Hey guys, I am trying to understand how GAMMA Rare Stashes Balance (treasure_manager.ltx) works exactly, since I saw these warnings in the console after receiving stash coords and was wondering if that was intended behaviour.
Is this basically how the respective items were removed from the pool for stashes?
I can find their entries in grok_treasure_manager.ltx but im still wondering why the warnings happen
Yea if making an icon and a world ogf etc it needs an actual model for best icon setup so it doesnβt look like dookie
Uhum
Since that notification mod is added to the gamma via moddb link - does that mean that launcher will always download "latest" version from moddb ?
Should, yes
Unless moddb shits the best that exact moment but that's a separate issue
nope
iirc some items are just defined only in grok's tier config and not vanilla one, causing warning spam
Makes sense, so the warnings are harmless
I saw them when I was troubleshooting smth
and made me curious
Thanks
This specifically, but I understood its logic now
if it doesnt find any enemy factions, bandits in this case it wont generate the quest
but it causes a slight stutter in the task list upon refresh which made me want to investigate
isnt that just
long bow
from cod
Yeah I made one and Frosty has too
seems like problem solved idk why we need another one ak platform in default pack
?
Or just for newbie confusion "WOW I GOT B TIER AK, wait it shoots semi auto
"
There's the adar. That's probably why
yeah but it hasn't been posted yet i think

hypothetically if someone already had model for it what anims would fit that bad boy 
if anything mk14 reanim probably
nuh uh


yeah, because the condition randomization scripts trigger when the artifact etc. hits 100%. This is because all items spawn at 100% automatically. The 98% cap stops it from being rounded up to 100%. And, no, before you ask, I do not believe there is an easy way for scripts to detect the difference between "newly spawned item at 100%" and "already existing item that is only now being brought up to 100%"
there is like a lockable artifact mod that u can lock a 98% to be 100% or something
how do people get those little containers for kit icons?
Im trying to make a reposition for the grizzly detector so its held uniformly to the rest of the detectors but my ltx reposition file doesnt seem to overwrite the position
I suspect its because the original position for the grizzly is in an ogf file, probably dev_grizzly_hud,
I have no idea how I should move forward from here, any other reposition I've done has been fairly straight forward and I've never run into anything like this so any help would be greatly appreciated
are u using dltx
How difficult would it be to make it so a gun spawns in the world like Kmackβs Terminal and Shiv? I wanna make his Survivalistβs VSS spawn in the Agroprom building
just look into the script folder of those mod, world_spawn something
it explains pretty much everything and u can just replace the item and locations in it
sounds good thanks
I also made it work for one of my weapons so if u have any problem I can help
what weapon is yours?
holy jackpot

Been needing a KS23 reanimation
and a Butcher rework? dayum
looks like another night of modding instead of actually playing 
lol have fun
that makes sense. thanks!
@undone lily
German SSG82
only reason i know this fucking thing exists is we have one at work for some fucking reason
nevere mind im fucking retarded i didn't see semi auto in the prompt. the autism took hold of me
And who is gonna model and animate that
posted it here and not in suggestions for a reason lol

Who df is this?
It's not someone on main base in Dead City, so I'm just confused a bit
Damn. Overhauling game economy is so tedious and complex shit... Never thought that before I started doing it
Meeker's the trader in the Outskirts Bookstore
Oh nice! I completely forgot about that boi. Thank you very much
Just found this: https://www.youtube.com/watch?v=UvqSYWYi3Mw
Perhaps someone is interesting in making it for Gamma?
Free Call of Duty Modern Warfare Sound Effects
Download -
This pack includes:
Weapons
Hitmarker
Human Sounds
Grenades
impacts
physics
whizby
Bullet casings
explosions
Extras
- foley
- misc
- Nightvision
β¦
better to wait for IWS to update
Is this the (base) mags mod used by GAMMA https://github.com/RAX-Anomaly/MagsRedux ?
I have mags running fine, but I'm just curious which mod it actually is since there are so many with similar names
Yes.
Please can someone recomend a good unpacker for stalker gamedata?
All the ones I find on google/youtube/reddit have trojans, and its tutorials from up to 13 years ago
Why would you put trojans into an unpaker π π
On your anomaly folder (C:\ANOMALY\tools) you can find a .bat file for unpacking. You just run and it will extract in that same folder
thank you! I don't have anomaly, is there a safe place to install it?
Or do I need to pay
You can download Anomaly from here, it is free: https://www.moddb.com/mods/stalker-anomaly
Once downloading it, you can access the tool I mentioned
Thx! I also found this, https://github.com/Tosox/STALKER-Anomaly-gamedata is this safe? Or I better use the anoimaly you sent
It should be safe. However, it is for the 1.5.2 version of Anomaly, which is currently on the 1.5.3
I am using the blender addon Release v2.38.2-PavelBlend/blender-xray GitHub
But they said it works with anomaly gamedata too
It should, as Anomaly is basically Stalker Trilogy assets combined and then some
TYSM
βοΈ π
No problem! Good luck on your endeavors
Bandits and Renegades doing, probably
The poor stealing from the poor
Question, does anyone know how to increase lua_gcstep value past 1000? For some reason it seems like the values work the opposite way, to me at least. Lowering garbage collection makes the frequency of stutters decrease (making them more noticeable), and increasing the value makes them more seamless, was wondering if I can make it more fluid by going above 1000. At 1000 when moving the camera you can still see them, by looking at a tree with the sky behind it for example
Edit: Found out how the values work, and why the frequency increases as you go up
For experiment sake
After some research sounds like it would be a hastle and potentially lead to worse results
might be hard to completely get rid of those micro stutters
I have two
The one that i like most can unpack several "formats" of files
They should be more avaible, I am so mad those on yt with thousands of views have trojans in them
π
Stalker Universal Extractor 2.
U can extract "russian thingis", xdb and more (has other modes but idk).
This is useful for the majority of packed files and just in a few-few mods this couldn't unpack the thingi because certain mods have special formats, but probably the common user/modder shouldn't have problems with this.
U just don't know where searchπ€§
the red thingi is for put the location of the files and that
I also used this one from a tutorial
βοΈ π
False positive?
i don't had that type of problems with that, perhaps false-positive.
check community tab
the comments
Alright thank you! Its insane that there is no official unpacker in 2025
In the community I found already unpacked gamedata which is useful
But it would be cool if there is an official unpacker
Because the community don't need official unpackers
I also found this method:
Unpacker Stalker Shadow of Chernobyl, Clear Sky, Call of Pripyat. How to proper unpack game archives DB, edit configs to cheat without crashing
Unpacker (converter): https://bit.ly/3HZOPBc
Cheat files (SoC): https://bit.ly/3LOFi24
More interesting video:
Livesplit tutorial: https://youtu.be/BLIOHYR5KQY
Secrets of stealth: https://youtu.be/il2M...
and thingis like SUE2 and AXR tool thingis are probably better than thingis that GSC would have
They are automatic?
nice
TYSM
Automatic in which sense?
You don't need to open ad write code to run them
No, in the case of SUE2 is just select a location where the files are located and the app select that route as place where the unpacked gamedata will be (u can change the "unpack" location too).
sooo i guess that is automatic (?
This is amazing! Also found that this is probably a false poositive by Ikarus
2018 was 7 years ago...
π
Roblox is 20 years old π
Roblox is as old as Stalker π
How???
βοΈ
i have this unpacker too (just for english thingis), but i like SUE2 more.
S.T.A.L.K.E.R really has +23 years
Stalker really grew up with us
I will use sue2 because this has more false flags π
ok, the thingi that u like more.
Pretty sure, I'm using the true pip scope exe
I am asking if u used dltx for the reposition
it might be overriden by other stuff if it isnt
ah, not as far as I know, wrote an ltx file
And popped it into mo2
Adding more ! marks would amplify the priority if I recall right, right?
Otherwise, how would I go about dltxifying the repos?
no, u only need one !
dltx files is mod_system_whatever
and if u want to override it, u can z stacking(its kinda bad but works)
so file name would be mod_system_zzzzzzzz_whatever
so it will be loaded last
Gave the skills menu a face lift and changed tooltips/descriptions. I'm also making a patch for Skills Expansion 2.1 to have similar stat progression to GAMMA, but I'm curious why skills expanded is not included by default. Are there some incompatibilities that I am not aware of?
I think its just made to be that

As a general question, is it possible to script an animation to start with a button press, and then stop at a key frame until button release, and then initiate a new animation upon release? Iβm going to look into learning some scripting for this game to try and make a manual cycling framework, but Iβm wondering if anyone has already tried and found any roadblocks I should watch out for when trying to break up an animation in this way
Aah it was the zzz I was thinking about, I'll give it a shot and hopefully that'll solve it. Otherwise I'll have to prioritize upgrading to veles
Thanks a lot for the help buddy
u welcome brother
how do you edit outfit/weapon stats? don't get the instructions for it
hello my good fellow stalkers, is this the right topic for ask or question for mods that goes in the game? sorry if im asking a stupid question, just a little familiarized with discord...
If u want to change something, yeah
question about how a mod work also should be fine
thanks bro
im asking if theres some way to start the game with less items than the min and/or no money, knife only to start or somn like it... i like to play limited lifes and no items, but dropping all and spenting all money just pokes my patience sometimes. i know its stupid stuff, but, if that mod exists, would be nice to have it
Look up the new_game_loadouts.ltx in the data -> search bar, then open it up in notepad++ and edit the money to be less
TKS A LOTtTtT! π― 
https://discord.com/channels/912320241713958912/1283692011077238797 there's also this
has anyone made a snip of code to dismiss all followers?
anyone know if theres a mod that adds the remington r11 rsass?
Are there any mods that touch the textures of things like the computers/pipes/science decorations, mainly in the undergrounds?
Or are these "baked in" level assets like the weird tree stumps in Cordon?
Maybe rotten life
Think they're 90% ground and house textures like most (also where I learned of the stumps lol)
What determines a texture's reflectivity? Meowie made a glass texture for me a while back but it seems shinier than before. Dunno if it was before SSS23 came out
red channel in the bump
Any programs I can use to change that channel?
So just up the red like this?
the way i do it is by selecting the red channel and then edit it using levels
oh so like this?
well i do it differently but that works too
Hope it actually works 
Hey fellas I'm trying to add some modded weapons to new game loadouts, but they aren't showing in the selection menu. I'm sure it's something real simple I'm doing wrong, but can't figure it out as I followed the structure of FWP's starting loadout ltx, the images attached were me testing to see if this one gun would show
it says it's a text document, maybe it has wrong extension? (assuming you have extensions hidden by default) 
Bahahaha fuck you're right I factory reset my pc a lil bit ago and forgot to reenable them
uhhh for textures there should be a list of these right?
main.dds
main.thm
bump
bump#
bump.thm
bump#.thm
should be
might be able to run alife_storage_manager.get_state().ironman.life_feature = true
you'll probably need to save and load for it to take effect
in function executer

f7 > 0
in the console log there should be a line starting with this
# LOADING: Ironman mode - Second Wind
- some more information after, make sure it says something like 'life_feature = true' and 'life_cycle = 120' or smth
or maybe you can check ironman status in pda > guide > notes
uh should be good, that's the default value it's set to
alife_storage_manager.get_state().ironman.life_cycle = 24 probably
Hey guys, do you know a good resource to start creating mods? I'm actually a gamedev so i'm not too concerned about achieving what i want to do, but i don't know where to start, what files to check etc
Is there a documentation somewhere ?
check the pins there is one with modbook and stuff
good luck on whatever u doing
Hello, just a quick question, i made a less ear destroying version of the pause menu music, how can i convert that to a mod that just replaces the file with the quiet version, right now i just have it in a zip that mimics the file structure of GAMMA which can be extracted to the gamma installation directory, but that seems suboptimal. is there a better way to package it so that mo2 can install it?
Is there a way to lower zombified spawns?
Hi everyone, I'm trying to make a mod, sorry in advance for stupid questions, this is my first time doing this, I have L85m3 with working Mags and 3DS, but I don't know how to make it so that this weapon drops from NPCs
i have this, but i don't understand how this works

read the first pinned message
I more or less understood, but from what I tested, my weapon drops on average 1 time out of 50 kills
i think it's works then. btw i will play with this and do more test
i messing around with HUD stats, inventory screen. trying to have other stats than stamina in my BHS medical interface. (the inventory menu. in the interface so i can edit xml and texutures to fit)
im using the one, thats only dependent on BHS.
and im trying to build my mod around that.
but im kinda shooting in the dark with what the inventory is called
(UIInventory is what is displayed in the console ingame. first i thought it was actormenu or something like that)
heres a snippet of my init.script
concept of faction im trying to build the mods around. and make some more villians for the zone.
im working on various consumeables, combat stimulants.
and various meds, with recipies from mutants.
and or some new items like blood samples from factions.
mixing science and occult zone lore for new concepts
Hey, guys, how to make a certain item to be disassemblable? For example, I want to make a medkit disassemblable to few ingredients. How do I do it? What lines should I change and where?
why is your script file a text file? is this AI generated?
make sure it has an entry in parts.ltx (you can also DLTX this file)
Oh, nice! Thanks
probably
won't be surprised if it is ChatGPT coded
i'm pretty damn certain yeah
can anyone handily source me the heightmap for the cordon aka escape? I used the terrain folder and converted it but its not very accurate
Not sure the method
Tried installing SDK but im getting dll errors so thought i might as well ask while i troubleshoot it
The problem is we can't even give feedback or pointers, because how would you understand to fix script errors in a script you didn't write, and don't know how to evaluate?
Also tbqh if you don't play gamma and you aren't modding for gamma, why not stick to anomaly modding discord?
Modding for a modpack is specialized in a way. It makes everything more complicated. But there's also ppl here like me who only mod for gamma, and again, can't give feedback on your planned modlist.
thats totally fair, thank you for being frank.
i do play gamma. also. but yes it makes sense. for some reason i never thougt a dedicated anomaly server existed. could you point me there?
no, that makes sense π
does this still work_
so
im trying to 3dss this mk12 a dude in EFP made
I did all the blender and configs stuff but
its still a 2d scope
here is my 3dss code
chenged for this got it from bcm458 3dss files
lets see if it works
this should work
u sure its the right section name?
u mean the hud ?
yeah
ok wait
why hud for the first two
they should be the one without hud
those dont go into hud section
Did you set the hide bone correctly?
whats the len bone
I'm going to guess not
why only leupold
I did like frosty did, took from a weapon with working 3dss and copyied and pasted
Im starting with this one
what's the bone of the len
lens?
it might be different of different guns
lens
i keep forgetting that 3dss scopes require specific configs
isnt there a specialized ltx file with scope parameters in it
that you need to insert in the cfg file of weapon
or im dumb
any 3dss config should do
i didnt see any with it
and the mesh has lens bone?
so I got this 4 lens
the first, the third and fourth are wpn_body
the second one is lens
ok so its lens
yep
my only guess is u gave the wrong path
like a wpn_body len in front of it ?
just a bone called "lens"
another one ?
In front of the lens one ?
already have a lens bone
its in configs folder
oh
srry
its in anomaly_weapons
\gamedata\meshes\anomaly_weapons\wpn_mk12
ogf name
and it needs to match your config
like I dont remember why its cqbss when most uses leupold
wpn_mk12_h_cqbss_hud
because the dude who made it wanted that way
maybe its a replacer for the EFPs TX15
but opens in gamma
if it dont crash it work
In this code its this
if u just override the org ogf it should work
why it didnt i dont know
ok overwritten in my the tx15_m_hud 3dss to the mk12 hud
lets see
yep
still the same
ok
So I think it was a blender problem
The wpn_body len was in front of the lens bone len
Lets see of it works
idk where u got the lens but just use any proper one from 3dssg
uuuh


