#╙🖇mods-making-discussion
1 messages · Page 132 of 1
Put the lens
Exported
Lets go
Didnt work
Ithink I will wait for the mods creator to make 3dss for this
ok
third try on replacing lens
failed lol
somehow your config just doesnt take the lens bone
might be overriden by something else
which I dont know
idk man
I'll take a look
I cant tell anything from that really
it looks fine
unless I have the ogf and check it
I cant tell anything yet
this doesnt even have the 3dss lens
nor reticles
no wonder it wont work
rlly ?
wat ?
so something went wrong when u export
dafuq
no error message nor anything
ok
somehow
blender was saving it in an non updated folder
bruh what is happening😭
Oh no
where are the bones
ok this literally looks like a world model

there is no motion ref
I will fuckn die
I cant believe my eyes
I CANT BELIEVE
did he saved the world model as HUD ?
No bones again?
me neither
but u can try import the exported ones again
mine have bones
no it has bones
its just far away
and it still looks like a world model
since there is no motion ref
oh I see
but it works in game somehow
the weapon is loaded
shoots
and does its thing
ok
thats a world model without motion ref
if u use that for hud I'm sure thats gonna crash
and also the name has no hud in it
I will restart it
the motion refs were in the OGF file
and now they missing
what a mess
me too
restarting
so
the weapon has no lens bone but a wpn_scope one
should I change the lens to wpn_scope /
?
I dont know exactly how I did it
I simply dragged the scope from a model to anothher and the bones came

OGF TOOL : https://github.com/mortany/OGF-tool/releases (Used to edit and check OGFS)
OMF TOOL : https://github.com/mortany/omf_editor/releases (Used to edit and check OMFS)
BLENDER 3.6 : https://www.blender.org/download/releases/3-6/ (Must have)
PAVELBLEND BLENDER ADDON : https://github.com/PavelBlend/blender-xray/releases/tag/v2.45.0 (Used for...
@naive snow
oh the allknowingly burn, can you tell what this texture is responsible for 
since it does not look like roughness
this is roughness
what mod is it that makes you able to field strip guns
So one thing that I didnt understand is how do I proceed when the atachment ogf Im doing already exist
Like
In your tutorial the eft_mp7_tan_acog hud didnt exist before
In my case the mk12_h_cqbss_hud already exists
Do I just copy the lens or the entire scope like u did there ?
ok
I was checking the other guns in this mod and as the creator told it is in Beta
vvery unfinished stuff
I will wait for him to finish it first
now I will try 3dss the .50 beuwulf mod
wich is complete
how could i make (placeable) lights not take damage and go out? i've been trying things in bind_light_furniture.script but am lost
Does fetch quests reward based on the cost of an item you bring to NPC? So if I get 500 RUB for a guitar, for example, and I increase its base cost, will I get more money from NPC? Or I need to go to some specific DLTX file and type the desirable numbers over there?
Thank you very much!
That's very nice
Thinking about it it would be nice to have dltx logic which allows to edit condstrings
roughness maybe?
Guys i need some help
I'm trying to make some weapons from a mod start dropping from enemies
But i don't know where to start
How can I edit the description on an item? I want to change what the printed magazines say
ok well glossness maybe
can anyone help guide me with adding new retooled magazines in different calibers?
Greetings. Can i ask: if i wanted to remove a weapon, can i just disable in the mod organizer menu? or must i painstaikingly remove from the NPC lists as well?
Remove in what way?
In simply getting rid of the mod. Can i just toggle off some weapons in the MO no problem?
It depends most gun mods you can't disable mid save
If you are starting a new game tho then yea you can disable it no problem
ok, thanks! so i disable weapon mods, start new game and those guns will just be gone? excellent, thanks a lot
Yep, and always to make sure to delete the shader cache when adding or removing mods just incase
That's a curvature, it shows convex and concave angles in geometry, useful for making edgewear and dirt/grime in crevases
Does anyone know how to edit the item descri[ption text?
you need to edit XML for it
Thank you. Is that the program name?
if its for a gun, it should be in the same folder
file format
well not same folder
Oh okay. I am trying to edit the items that can pass time like magazines and playing cards. Do you know of a program that can edit XMLs?
down in gamedata\configs\text
uhh
i used visual studio code for it
but using notepad++ is good too
just save it in correct format
(windows-1251 can be used)
Awesome, thank you very much for your guidance
Hmmm you could use a couple of levels and drive masks off of it.
View it like this, 0 ~ 0.5 values represent concave, so inward angles. You can remap it to a full range to multiply, kind of like an AO map, or color overlay with it as a mask and add a brown dirt in the crevaces.
0.5~1 is convex angles, so you could use that make some edge wear brighter at bit to modulate your base color or specular map. Alternatively, multiply that with the world normal map (use the +Z (blue)) to brighten up your texture to emulate a sun bleach or something
so
anyone know why my custom magazine isnt working for this gun? the magazine exists and can be loaded but it freezes the game when trying to reload it into the gun
its basically the same as AO
i just need to correctly add it
understandable
thank you burn

you're the almighty helper
and i seriously need to get into this
Not really, AO doesn't show angles, it's occlusions so you don't get relief information
so i can do stuff proper
it's just baked on lighting
Pretty much
Well AO and curvature really serve two different purposes, you can use the curvature as a limited and false AO but I wouldn't as it's not really correct either for it
i have two ways
i can bake AO on texture and get it
after that i will put AO first
and after that
curvature
could look better
I'm not sure I'm following what you're saying
so you remember how I did BF2042 textures?
and made AO in substance painter
i will do the same since
it's cod stuff
and none of it has AO
because engine makes it while ur playing
or if u have a setting on
basically real time rendering
blah blah
i get the color map, put AO on it using overlay about 25-30%, after that curvature on 10-25%
Here's how I'd do it (the layers (bottom is the first layer):
Curvature from 0.5 to 1 remapped (lighten or soft light)
AO (Multiply)
Curvature from 0 to 0.5 remapped (tint it dark brown-ish) (multiply or overlay)
Base Color (normal blend mode)
Yeah, in photshop, use the color overlay mode on it

okay
ill do so when i wake up
or not
since i don't really want to sleep
but it depends, 5 hour of sleep is bad
got it
i like your funny words magic man

Hi yall, can i ask if there is a repository with documentation on scripting in the x ray engine? I saw for example in the log of the lastest patch in anomaly that they said:
Removed “add_cam_effector2”, just call “add_cam_effector” with or without the optional arguments instead
But where is the documentation?
Check the pins for the Anomaly modding book, read the github of the demonized exe or Tosox's github
@cinder bronze only really needed if you're fucking around with shader mods, unless that gun mod somehow fucks with shaders, you shouldn't need to touch the shader cache folder
I agree it's not needed most the time but it's something that's best to do when you install or uninstall any mod simply so you can remove the front the possible list of things that could have cause problems if you do have problems
Hey, I'm playing around with GAMMA balance by editing scripts. ATM I'm trying to increase the number of uses for weapon toolkits but I'm getting some unexpected behaviour.
Misc changes: Disabled immersive sleep and GAMMA Sleep balance. Enabled black market.
Here are the relevant files I'm editing:
E:\GAMMA\mods\140- Weapon Parts Overhaul - arti\gamedata\configs\items\items\items_repair.ltx
Line 375 under ([toolkit_p]:tch_repair ). I changed max_uses here to no effect as it seems to be overridden by the following
E:\GAMMA\mods\G.A.M.M.A. Economy\gamedata\configs\mod_system_GAMMA_repair_kits_uses.ltx
E:\GAMMA\mods\G.A.M.M.A. Economy (don't disable, turn on Black Market to buy gear)\gamedata\configs\mod_system_GAMMA_repair_kits_uses.ltx
I don't know the syntax but it seems to be overriding the max_uses to 3.
However when I change the value for max_uses here (or comment out the file), the toolkit no longer appears in the gunsmith's trade inventory.
This is where I'm lost as I have no idea why changing the max_uses would remove it from a trader's inventory. Any direction would be appreciated.
so Im having this issue that objects and npcs go invisible when I zoom in
does anyone knows how to fix ?
heres the configs of the 3dss
Did you wait on a shop refresh for a full 24~48 hours (or however long shop refreshes now are)
Simply check first if the item in the debug spawner has the correct amount of usages and go off from there
Cheers, didn't know about debug mode. Item was fine and the shop just needed a refresh. I was using a save just before the shop that had the item unmodded. I guess editing the item drops it from the existing inventory but the pool of possible items still works. All good now.
Does anyone know where colonel petrenko's logic packet is?
Idk if I'm blind but I cant find it in the "bar" folder despite the other duty npc script packages being there
you probably need to unpack db files
I have. I'm looking in said files
looks to be in this?
Yep I'm 100 percent blind lmao. Thank you
is it possible to rename OGF texture paths without editing the ogfs themselves?

where is this? 
lua_help_ex lol
but otherwise idk 
so its a script
, I'll try fiddling with it. It might beat me having to rename textures so that DICK's will get overwritten
i think you can use npc_on_net_spawn callback for this kinda thing
How would I go about giving an old mod the parts system gamma uses?
You can make a dltx like this. You can check the section name of the parts through debug

If I copied the mod_parts file from another mod with basically the same gun and went in and changed the wpn_name in notepad++ would that work?
It should as long as its similar to the screenshot i sent
okay ty
Are GAMMA’s faction-specific damage resistances found in GBO mod or elsewhere?
Guys! Quick question. Is there a place in the files that I can config the moon brightness without changing the sky appearance? Not its global illuminance, but the moon "png" itself. I love the current night settings, but when I look at the moon it is too dim.
I know, very nitpicky, but aren't some of us?
inside the grok_bo.script file, lines 765 - 825
!mo2search // i strongly suggest you use the mod file searcher (on the right), to look for the winning copy of grok_bo.script (or any other file in the GAMMA modpack)
@grim mist 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
because in GAMMA, the winning version of that script is not from "Grok's Ballistic Overhaul" mod
today i will use windows file explorer 
Yeah i figured the winning version was gamma close quarters but ill recheck
im simply trying to replace gbo with arti so i need to disable all instances of grok bo to prevent issues
ive found that incompatibilities between the two result in stalkers being made of paper
oh yeah final note on the faction resistances: because the names are not obvious, isg_res is AP res and sin_res is damage resistance
i mean if you're just going to comment it out, it doesn't matter, but there you go, now you know more
Guys, I'm not very good at modding, but is there any way i can add my track to PDA radio?
@naive snow i figured out the texture thing about those hands
they are using specular glossiness, so i should've just set it as that in substance painter
since i had problem with it being really 'oily' or reflective in simple words
time to do curvature
done
this is without
!radio
@barren sail Follow this: #╭📖faq message
@frosty lake does BaS correctly transfer EFT textures to X-ray renderer style?
sorry to ping
yes
is there a proven method for UE4 texture transfer to xray?
how would i pack things like the occlusion and roughness
can i not just take the individual R G B and alphas out and then overlay them onto the color texture?
what
with an image editing tool of some kind, can i take the individual layers of the ORN texture and overlay them onto the color texture?
that being the red and green layers onto basecolor
and then keep the alpha and the blue layer as the normal
i know of fast travel and jump_to_level but is there a way i can jump to specific coordinates using the console/debug mode? like if i wanted to have my freecam go to exactly to one of these locations in dynamic_item_spawn.ltx, is that possible?
[l01_escape]
esc_antirad = medical, -140.42013549805, -24.980630874634, -359.43896484375, 20328, 362
народ, кто может сделать зашибенную винтовку авс-36, чтобы там полностью цельный крутой аддон на высшем уровне, с поддержой всяких модов. Сколько такое стоить будет?
people who can make a great avs-36 rifle, so that there is a completely solid cool addon at the highest level, with support for all kinds of mods. How much will it cost?
i see
so i MUST use substance painter
to bake
blender has no such baking functions?
it does, but its more complicated
there's demo_set_cam_position i think
Depends on the texture packing used for the unreal project. But most textures can be repacked and modified to comply with stalker's shaders
is there a guide for what the values mean in the weapon ltx files. im trying to modify recoil
recoil is tricky because gamma uses enhanced recoil on top of basegame recoil - basegame recoil only modifies climb, you have to alter enhanced recoil profiles to actually change the camera movements
anyway the full documentation of all the weapon params is here: https://anomaly-modding-book.netlify.app/docs/references/configs/items/weapons/weapon-world try the various "Weapon" sub-tabs if the parameter you see isn't listed in that specific link
actually just getting the doc is perfect, thanks
bookmark that link then, that is the reference for anomaly modding
perfect, thank you
Hey hey not sure if it's the right place for this question, i wanted to ask where should i start with changing the way radiation works. I want to achieve something similar to what "Arszis Radiation Overhaul" which from what i know is not compatible with GAMMA, in particular does anyone know how can i change the amount of damage one takes from radiations and tweak the "safe" radiation threshold added in 0.9.4? Is it a matter of changing a few numbers in the right ltx or is it something more conplex?
looks like its this script. I can't help you with it because i won't be able to do that without editorial comments and i don't want to annoy the moderators today.
Was looking for random files on MCM and also found this one which looked promising, i'm a total noob so the github helps giving some context to the lines, thanks! I'll fuck around with it tomorrow and see if i can get the safe threshold to be a bit more forgiving at least, i'm still chainsmoking here
@teal compass @next zinc the official mod is on moddb, i'm planining to create a recoil patch for short barrel variants (m16k and m4a1 pdw) to have more noticeable recoil impulse and tweak the damage, if you are willing to help, let's continue in DM
which mod, the sed's m4 reanimations one?
anyways I'd be glad to help if I can make it work on my gamma install
correct
for some reasons, an LR300 with 10.3-inch barrel deals more damagae than an M4 with 14.5
which is not logical
14.5-inch should deal around 33 or 34 damage, 16 deals 36 damage and 20 deals 37 damage i think
it's all hit_power or something that controls it
that's where it gets more complicated because EFP and maybe gamma has arti ballistics correct?
efp has, gamma has a custom mod that adds support with a different calculation
but still the hit_power control each gun's power
righttttt, so the damage that we see in the gun description is not correct
the gun stat is correct I think
I only know that hit_power controls the displayed number
for dmg
okay, thanks for info, i appreciate it
what about the recoil patch?
can we turn down the recoil as well or it only allows to create more recoil?
its all the things here:
cam_relax_speed = 10
cam_dispersion = 0.556
cam_dispersion_frac = 1.0
cam_dispersion_inc = 0.0675
cam_max_angle = 54.0
cam_max_angle_horz = 54.0
cam_step_angle_horz = 1.62
zoom_cam_relax_speed = 10
zoom_cam_dispersion = 0.466
zoom_cam_dispersion_frac = 1.0
zoom_cam_dispersion_inc = 0.0525
zoom_cam_max_angle = 54.0
zoom_cam_max_angle_horz = 54.0
zoom_cam_step_angle_horz = 1.57
the whole animation pack is made on the basis of the m4 tac
dispersion is the recoil I remember
and the m4 tac has 14.5 barrel
zoom is the ads stuff
yeah so adjust based on those stats
I also wonder that is the pack replacement or add new guns
or both
I see
M4A1 pdw replaces badger and MK12 mod H replaces TX15
well then it'd be hard to get it work in gamma ig lol
it's a fomod tho
if you dont use EFP, dont select the EFP patch
then it only replaces 10 guns
vanilla + BAS
I see
well gamma also reanimated some bas gun so I'd guess it would need patches too
cant we just put the new mod on the highest priority?
the configs for these guns are the same as vanilla and BAS in terms of spawn id and naming
well, only the ogf files have different names
didnt @next zinc checked it already? he tried to make 3DSS
if it loads no problem then it should be fine
idk I didnt talked to him about that
m16k my beloved, i think for this addon to work, we just need to make a 3DSS patch
okay what is this lmao
why is it reversed
because of missing 3DSS patch i guess
-
- there are some shortcomings
I would even say that yes, since in general their color correction and bump are well done
but understand that now each assembly of the sss has its own settings and because of this you need to adjust the gloss and color to them
with PBR assets everything is much more complicated, due to the fact that the textures there do not have any detail on them; they need to be baked
Ehh depends on the assets
Some modelers put some wear on the texture and then some on the maps
and they also have normal maps, different from those in stalker, this must be taken into account
you idiot, in order for the PBR asset not to look like shit, you need to bake roughness and metallic and shadows on it, you also need to get a gloss texture somewhere...
your attempts to say something smart right now only make you look even more like a fool who doesn't understand how to do it
I never said don't include roughness and metallic, just that not all textures are completely void of detail and wear
You colossal fucking retard
textures with more than 2 colors are not = detailed
For X-Ray you need to bake the roughness/metallic into the normal map and invert the channels to convert them to an X-Ray readable bump map
@frosty lake can i ask you something about the EFT textures conversion pls? im trying to make an automated script for PTS to run
Why then do your crafts look so bad?
bro just look how the bas is done
Lmao this fucking imbecile doesn't even know how to do it himself
I’m already silent about the fact that in 99% of cases you need to adjust the gloss manually, launch the game and see how it looks, and not just shit in the red channel

well, i did ask you via DM sometimes ago and you gave me an instruction, i created a script accordingly but the end result doesn't look like what BaS has, and since i'm a dumbass when it comes to bump and bump# i dont know that to do sory
Unlike you, I'm now telling you how to do it, and not trying to show off
Tarkov assets only look great in tarkov because a lot of them have the shadows and most of the detail baked into the diffuse
Not that they look bad in other engines, just that they don't look as good as in the actual game anywhere else
you idiot
Just have to figure out the orientation of the green channel in the normal map and adjust it accordingly to match it
one moment im proof it
https://youtu.be/wzMgWN5gebU?si=XnaSUqiQMFJ2tsQE fuking miror
https://www.youtube.com/watch?v=VozsomsXU0o good metalic textures, which even show fucking places with dirt
EFT M60 this time
This is intended for GAMMA but should work for Anomaly, EFP, etc
I don't have anymore guns to do, probably I'll do more when I feel like to
bruh
Learn how to do the metallic texture for this
miror
ok

Well, yes, I have -3 marks in English
I taught him while playing cs go
увы
I made the texture based on the eft ones
to glossy maybe but I'm not a texture guy so blame me on that
at least you admit it
In principle, I don’t know much either, but I see the problem and talk about it, and when they tell me where and what was done badly, I don’t start making excuses and keep doing shit..
How much I watched the Juangster and Frosty, I never saw a single growth
although it’s worth noting that Juangster sometimes produces good animations
but it still fills the alpha channel of the bump with a solid white color....
and they don’t study visibly and don’t want to
i actually have an in-depth video instruction from a Russian chad on converting bump files for Stalker but since everything is in Russian, i don't understand anythign
that dude also said Forsty method of converting bump is wrong
if there is no progression in what you are doing then it is pointless
Yes, this is much more difficult for you, because CIS modding is more developed than for her behavior
The anomaly community is still too young..
who is Juangster btw?
ahh this dude
good clickbait
ok

they still do stuff
u think its pointless then let it be
not gonna stop anything
Need
check dm
If it loads on gamma ?
Yes
It does
Does it still need the TX15 ?
?
i dont understand this
yea
ok
works on gamma !
Mk12 mod H
This is the og mk12
Before they adopted the knights handguard and M16 buttstock
That became the mod 1
Is it WIP
@chrome jungle are u guys going to 3DSS this pack ?
im not sure, we are dealing with some of the current problems first and there are 6 of em
well, only 5 left since Raven helped fixing the world model
neither Sed nor I know how to make 3dss
we'll see
frosty have a good tutorial on that
Hi guys, do you know if its possible to change a weapon's rate of fire based on weapon parts condition? like, in scripting, is there a way to 'call' a weapon's rate of fire and/or edit it? this is a general question, like i will take care of associating it to the weapon part durability, but i cannot find a way to edit a weapon's stats 'live' so to speak. ive looked into the weapon upgrades, but am not sure if i can implement something of the sort, because the upgrades are 'embedded' in the weapon...
Any ideas?
Okay, i will check that out when i have time
Can I give a sugestion ?
Keep in mind that i work 12 hour shift so i literally have to trade off my sleep to work on the project
Since u have the mk12 model, try to make it its own thing instead of a replace
I tried to 3dss it but its kinda confusing seeing tx15_m in the code but mk12_h in the files
Is there any way to install Sidorovich script radio at different coordinates? Which chat should I ask this question in?
if my video card is 4gb but textures says they require 4gb+ videocard, that means that I need to have 6gb video card because textures 4gb + 2gb gamma, or 4gb is ok?
Sorry idk how it works, trying to figure it out
Honestly bro just give it a try, what texture pack are you trying to use. Maybe you could find one that is lower resolution or requires less? Keep a backup option and give the 4gb+ a try, compare it with the backup option to see if your rig can handle it
I’m not expert but it’s better to test
any 4gb GPU is barely powerful enough to run gamma
and textures would make it even worse
it was an example, you can use any numbers you want. Just want to know how this stuff works
it's not an exact science, but 4gb fits the parameters of 4gb+
ok, ty
Is this the correct channel to ask for help with getting a mod to work?
is there a mod for toxic air using the "new player experience" framework?
quick question. is this https://github.com/xrLil-Batya/xray-monolith the base for the current exe of anomaly used in gamme? so i can just compile it and use it? or is the source for those somewhere else
No. This is
https://github.com/themrdemonized/xray-monolith
thank you very much 😄
Hello, is it possible to make nato factions sell wp scopes? if yes which files should I modify?
Probably starting with the trade files and seeing their setups
Most trade files are in folders named trade
Probably can add entries of wp scopes to the nato sellers like that
any tutorial/framework on how to make quests or tasks
so I should add the WP preset up there?
Since it included that preset, look into that preset path and add the wp scopes names to it
Whatever is added to that preset file, that file you have open adds to it
Since it includes it
alright, thank you for your help|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _
https://cdn.discordapp.com/emojis/1047176125585043496.png?size=64&quality=lossless
Well I know who to blame if it will crash 
thanks a lot
and it worked |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _
https://cdn.discordapp.com/emojis/1148593979856785438.png?size=64&quality=lossless

How to make the script event checker check for any item of a list ?
as in this line
I need to include more items in the 3rd cell, not just one
Do I just list them with commas?
functors = {{"npe_toxicair_mcm", "owns_item", "af_mask_filter_homemade" }}
Using a MK18 Mjolnir mod that seems to be missing some textures on the buffer tube and the muzzle brake (or suppressor) Is there any good way to fix this?
Make sure the texture came as part of the mod, otherwise get another mod
I think that's the issue precisely, the textures don't exist here. Other guys on the mod page are complaining of the same issue.
I'm not sure where it would be trying to grab it from, I was thinking it might be easier to simply make my own?
And as it pretains to grabbing another mod, I wouldn't know what other mod is required here. I have all the dependencies listed.
Mod author probably forgot to package it
😭
If the person didn't make the model themselves, you could try to find the source of the gun file and grab the textures from there yourself
Well no surprise it's from EFT
Hmm, does it need to be overwriting all the stuff? Or replacing the old BaS?
Actually idk why it uses BAS textures tbh, it should use all just EFT but yea that’s the fix
Check the pins of juans thread for the bas 2022
I was planning to redo it entirely since I kind of am the tarkov boy
But juans does use some bas 2022 on his guns
Honestly seems easier to create two small little textures than it is to install fuckin all of bas 2022 over top of my working gamma install
That I've already heavily modded and gone about 50 hours into the campaign of
So I am concerned lol
Really if you check your console it gives an error texture path, you technically just need that one texture path to fix it
😮

Thank you pimps
Yea if you go in debug and equip it then quickly hit console keybind it should show a red text texture error then the path it needs, simply find that texture in the bas 2022 mod and just take that texture so you don’t need to download it all for one texture fix
You clearly don't
If you did, like I have when I made the mod, you would have the textures
as a side note, the mod is wonderful 🙂
hey does anyone know what script this section could be in? wpn_sil_veresk

how do you open an .ogf file xd
use blender xray addon
uhhh wdym
yeah addon to import ogf omf and such files
yeah
ive figured out and found all the other dds files that handles all the UI.
Except these damn brown bars.
do anyone know where the file is. ive looked in gamedata/textures/ui
but i cant find it.
can anyone help
uh looks like ui_mcm.dds
ill check it out... wait you saying they in mcm mods file structure haha
yeah
you clever you.. !
https://youtu.be/mgO79sBGGyE?si=ea9wrodRIZAkpaUF
death stickzzzz
fenris cigars and mason black cigarettes
#╓☢stalker-chat , #╟🔰☢newbies-chat , this is for making mods
so im making a DLTX world model to replace the m209 ammo for m203 and i came across this
anyone knows what this "buck_shot" thing does? is it similar to like shotgun buckshot or something? if it is maybe we can do a 40mm dragon breath round
this is original m209 config from vanilla btw
I think it just determines how many pellets will a ammo shoot
its generally for buckshot
idk if it will work on m203 but u can try
the 40mm rounds have way different trajectory compared to 12 gauge, do you know where to change that by any chance?
k_bullet_speed?
idk not sure of what those means really
might even be different setup for grenades
Is c-con the best grass pack for Hippobot atmos?
or do u have any recoimmendation?
mod making channel
Add them yourself, this isn't a wishing well
then why is all this being done?
For you to learn modding
That's what this channel is for
You want those guns in, do it yourself or pay a commission to a mod maker that does comms, providing 3D models
How hard is it to make new tree textures which makes the trees more "realistic". Like more polygons or something like that? 🤔 Never seen any mods like that in Stalker Anomaly/GAMMA. Is it engine limitation?
That will easily destroy performance
Hey make those guns 
Hey furry SHUT UP!!!!!!!!!!!!!!!
-# (But why did you use a type of swastika though)
-# same question here
textures ready for download here: https://discord.com/channels/912320241713958912/1279805292472832101
And to kill your curiosity about tree models: #╟📸screenshots message more ss when you search my name in that channel and no it’s not public 
only when you port s2 or whatever else detailed af 30k+ tris models
and don’t use occluders and sectors
You say that as if the most popular gun pack for this game wasn't the most unoptimized thing ever and the most popular HD models pack wasn't equally, if not worse, poorly optimized too
idk man it’s not my fault ppl make vasyan mods 
Also those 8k barbed wire textures and whatever
People eat that shit up
welp this community is used to shitty mods 
Surely
Coming back to this
Some BaS world models reaches up to 80k tris
Meaning that if you had 30-40 stalkers walking around with BaS guns out you could have more triangles in those gun world models than the entire combined geometry of the map could be
mmm slap ato, pance and gfy or other hd models on top of that 
How to add new campfires to maps? Along with making them interactible as they are in the game right now
Is it possible to create smart terrains without modifying the levels themselves?
Ultimately I would like to be able to make NPC-s stay/live in custom locations determined by the player, maybe there's another way to do that i'm not aware of
is ammo decrafting parameters (when we get parts from ammo) editable in MCM?
i am happy to go into configs editing if it will be required 🙂
not mcm.
you have to directly edit the config files that govern what parts you get out of the ammo
to be clear: MCM options are limited to what the mod author decided to put in MCM
the file(s) you would want to edit are in your GAMMA folder\mods\G.A.M.M.A. Arti Recipes Overhaul\gamedata\configs\parts
parts_ammo.ltxfor vanilla ammosparts_ammo_bas.ltxfor BAS ammos
o,thanks a lot. i was looking in" Wildkins's Ammo Parts on Hover" so i was in completely wrong place)
syntax is:
[section name of ammo]:parent section(optional)
part = item_1, number of item_1, item_2, number of item_2
e.g. this section:
[ammo_5.45x39_fmj]:part_defaults
parts = casing_r5,2,powder_2,2,bullet_r5,2
means:
- This entry edits
ammo_5.45x39_fmj(aka 5.45 x 39mm FMJ) - This entry should use the settings defined under
[part_defaults], except for the extra parameter listed below - Each item should break down into
- 2
casing_r5 - 2
powder_2 - 2
bullet_r5
- 2
remember to make backups
now go have fun
thanks a lot for explanation
I have 1 more question: should I put salvage = 1 if I want same ammo parts every time I decraft a bullet?
it is all good. I got the result exactly as I wanted. Now I can decraft 150 5.45 ammos and craft them back into 150 ammos 100% of time. No randomization
thx a lot
very satisfying ❤️
fyi - back up your edited files (ideally, just copy them to a new mod entirely), because each time you update GAMMA your edited files will get overwritten and replaced with the original ones
ok, i will save script somewhere. ty.
guys i wanna translate the game for PTBR but i dont know shit about modding
theres an easy way to do this?
isn't there already a translation in progress?
why not contact that guy
you could also start by looking at its files to learn how it did the translation
and copy that
yeah i used it a bit, but its very incomplete and full of errors, so i wanna do from scratch really, but thank you, i will try and see if i can talk to him
it is also probably waaaay easier to start off by editing files from that mod (make a copy for yourself, then start editing it), than trying to start from scratch
yo can someone help me out im trying to change the sleeves and gloves of the mercenary exo suit to to the merc b5m armored suit?
#╙🖇mods-making-discussion message from the last time someone asked the same q
thank you very much 
i think it dont work anymore
How to deal with this type of stuff? I wanted to change some description of an item and I see only these exclamation marks. I guess smth wrong with encoding? This is russian localization
Yep, cyrillic. Some files are permanently scuffed because people saved it with UTF-8 or other "harmful" encodings.
IIRC the proper one for stalker is Windows 1251 - Cyrillic
Hi!
I'm trying to disable DOF effect down sights.
I set all sliders in SSS -> Weapon DOF tab to zero, I also unchecked all checkboxes.
I set r2_dof_enable to off
I removed all instances of zoom_dof and reload_dof in weapon configs completely
I still have this effect on some weapons. I've attached an example using wpn_thompson_m1a1 and wpn_thompson_1921. I chose them as examples, because they're defined in the same config and wpn_thompson_1921 is inherited from wpn_thompson_m1a1. At least, there's line
Currently I'm using unmodified GAMMA for testing, so there shouldn't be any issues with other mods
Tell us what you did then. Even better, upload your edited file + tell us what edit you made
Thanks
Damn I hate that the game is crashing on localization change
Is it fixable somehow?
I apologize, it might actually work, but I couldn't get it to work.
-
I opened the file
mod_system_THAP_Rework.ltxwith a text editor. -
I tried to find my current armor and replace it with a random set for testing.
-
I then replaced everything with, for example,
actor_hud_duty_skat9. I did this because I wasn't sure of the exact name of my armor, so I simply replaced everything to see if anything changed.
I'm not very experienced with modding, so I'm sorry I said it didn't work too soon.
hit enter early. The actual problem is this final one: which file did you replace/edit? where was it?
D:\GAMMA\mods\G.A.M.M.A. Hands Legs Models Swap\gamedata\configs
and then i edit this file "mod_system_THAP_Rework"
ok. you saved yes? and are testing it on a new game/debug map spawn as well?
Yes, I pressed save.
No, I only tested it on my current save file.
Now I'm playing again on the file I backed up, the previous, unmodified version.
cos uhhh Works On My Machine
Did you check to see if the suit you wanted to change, is ACTUALLY listed in that file? Did you test with specifically one of the suits that is altered by that file?
Because I just did (tried the merc_jackal_outfit) and it works.
So, I wanted to change the Mercenary exo suit to the Mercenary B5M armored suit. Unfortunately, I didn't know the exact names in this file, so I initially tried actor_hud_duty_skat9.
Maybe this could be the problem.
you are changing the output, the only thing you changed was "which arms file should i display for this armor"
use the debug spawner menu to figure out the proper section names (aka "item ID") of the two suits you're interested in - the one you want to change, and the one you want to change it to
then search the mod_system_THAP_Rework.ltx file and see if the suit you want to change is in there enclosed in brackets
to be explicit all entries are in the format
![section_ID_of_the_armor_you_want_to_alter]
player_hud_section = hud_section_you_want_it_to_use_for_the_arms
First of all, thank you so much for your time, I will test it right away.
yeah I use C Consciousness, but not satisfied with trees lol. I have no idea about making mods, but just wanted to ask from people that know this stuff 
Nah cause I made 200+ world models (which are what are used by other stalkers) with 5k to 8k triangles and baked down the textures to a single material
Nice try emerald man
had
Chat is burn DUMB
Not even the alphas can escape the self fulfilling prophecy
I mean, who doesn't play with population slider to 4?
It's not really proper slavic if the rookie vilage isn't tearing a new hole in your FPS
Hi, help me, I want to change the icons on my PDA.
But I couldn't find anything in the mod postings.
Can tell me if there are any mods that can replace and fix the icons on PDA?
Anyone know where to find the vz61 weapon config? Trying to make it pistol slot
https://discord.com/channels/912320241713958912/1049465555821797376 you can either directly use this mod, or download it and open it and see how it does what you want to do
so that you can learn from it
Thank you, Ill give it a look today 🙏
is there a way to track how many IDs out of 65536 I have right now during my playthrough?
Open console or spawn an item with debug
debug hud shows
Can I please request someone make a mod that replaces the doc with a model of shrek?
No. This isn't the mod request channel
when you load your save it also says how many items it loads
but yes spawning an item with debug is easiest, the console will show
how i can add here another radio to another base(like UNISG)? How i do it?
How to increase number of legends and masters in the zone?
Where are the medical and drugs ltx files?
How do I add an event during dialog with NPC that will add some item to player's inventory?
Like, for example, in that quest with scientist that send you to retrieve artifacts in anomalies. He can gib you Echo detector if you ask him
so i managed to fully update the bhs system to my own design. now there is arma stamina incorporated.
and a bar to show.
and also weapon degredation and armor.
as you can see the first pick i have no armor or wep.
and on the second its equipped.
i want to see if i can make a hunger and thirst bar somehow.
items_food and items_drugs. HOWEVER I strongly encourage you to make all edits with DLTX, since several of these items are overwritten with DLTX configs that will "beat" whatever edits you make directly to the LTX file anyway
also cos a copy of items_drugs.ltx is not in GAMMA, it is part of the Anomaly unpacked basegame files
and e.g. BHS in GAMMA makes all its edits to drugs with DLTX
ah that makes alot of things i didnt understand make sense haha
hi can someone make a volumetric moving fog
Hey, what are the coordinates for the ghillie net? I wanted to change the graphics but I can't seem to locate it... currently, these are the coordinates I have. ;Category: Outfits (Medium)
![ghillie_outfit]
icons_texture = ui\ui_icon_ghillie
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 38
inv_grid_y = 9
I wanted to add such a graphic
Can I just edit the guillie suit model to overwrite the Gorka Mod and the THAP
And make the ghillie have like backpack weight
Is it possible at least?
where is the location of stats file for major part of gamma guns?
C:\GAMMA\mods\G.A.M.M.A. Large Files\gamedata\meshes\anomaly_weapons
Depends on what gun you want just write the gun name something like wpn_{gunnyouwant}
Scattered across multiple LTX and DLTX files
was trying to edit m98b stats
Yeah you absolutely want to use your own DLTX override for that
also you can edit the ammo damage
can you help me with the ghillie suit
it will affect gun damage? i thought it was just for convenience
of course
Damage per shot = gun damage (hit_power) * bullet damage multiplier (k_hit)
ty ty
Not with the time I have atm
When you are free can you help me make the ghillie suit have +carry weight when I equip it ?
cant find ltx file tho
not through mo2, by windows search nor notepad++ search
like, there are some weapon ltx stat files, around 10-15
out of hundreds
what gun do you like to edit?
weapons_ammo.ltx
The config filenames are not always straightforward
And you might need to find the BAS ammo config actually
holy mother of god
The actual foolproof search is "find in file for .xml files for item name" -> read xml string id -> find in file in .LTX files for the string id to find the section
Check anomaly modding book for outfit config params, link is pinned
To have either properly working, you need to add and launch them through your MO2 so you have the right file virtualization going. Then you can look up in your Anomaly folder and have everything going through the .ltx or .xml
I kick it old school and just search GAMMA/mods, then use MO2 file search to double-check the winner. I do this because N++ runs a LOT faster if you don't launch it through MO2
But this way does require an extra step and it helps if you already have some familiarity with the modpack
I can't change the texture ghillie enters coordinates and most importantly gives it all the highest priority and still the game reads old graphics I can't change the texture ghillie enters coordinates and most importantly gives it all the highest priority and still the game reads old graphics. I have mod kvma but it has a lower priority than my rework
ive imported a model from KVMAs hd models realism to blender with the appropriate plugin, and have utilized assets from other OGF's to kitbash a custom loner. how can i export it now as its own ogf? i want to replace an existing suit visual ingame (i can handle xml editing just fine, but am new to blender).
does someone have the modified omf editor? and ogf editor?
❤️ trying to make 3dss patches
there's no "tools" function to change bone id names in the one from github
In blender you can edit the names though and in the omf editor

That’s how I changed my bone names, not sure if you meant naming or actually the IDs
basically how do i take all this shit and make it apart of one ogf file
I just changed it through blender
Yea I just do it via blender and edit the omf it uses and change the bone to a lens bone or whatever I am using
Easiest way to do 3dss support
OGF TOOL : https://github.com/mortany/OGF-tool/releases (Used to edit and check OGFS)
OMF TOOL : https://github.com/mortany/omf_editor/releases (Used to edit and check OMFS)
BLENDER 3.6 : https://www.blender.org/download/releases/3-6/ (Must have)
PAVELBLEND BLENDER ADDON : https://github.com/PavelBlend/blender-xray/releases/tag/v2.45.0 (Used for...
I only done guns before but ive ported them to different ogfs and anims before, guessing it may be the same for these type. You have to use one ogf for the setup, then for the parts you wanna join with the ogf in mind, they need to have the ogf skeleton removed and added onto the ogf you wish to edit specifically
So armature and bone needs to be connected to the main ogf skeleton, then exported
Hey guys! Does someone know where most of A-Life systems are, code-wise? I’m really willing to read it just for learning how they did it.
this is honestly my first time ever using blender and im tryna get a good hang on it cause id love to start making more of these kitbashes. i appreciate the response mate :))
Now idk if my response is factual or not, I only ever done gun ports and porting parts and gun attachments to different skeleton setups and omfs and anims, but I also worked on models before for npcs and I don’t think it’s extremely different
Bones probably aren’t the same between guns and npc models though
fuckkkk i might have to pay someone to do this, its gonna take a long time to learn this
wait nvm im watching a modding tutorial for weapons that covers this exact thing lmao
should i follow the same process for exporting, unticking both "export motions" and "Texture Names from Image Paths" or should i leave those ticked since its a npc model not a gun
I managed to add the NAGL laser to one of the guns I would like to add it to, but i'm missing the red dot on my screen. checked the LTX but having a hard time finding it, can anyone point me in the right direction?
In blender, the laser dot is actually a mesh
So you need to add the mesh dot alongside the laser beam
Check a bas gun with a laser attachment and clicking y on the world you can see the dot beam
Ah nice! I mised that! will do, thanks.

Idk I always did mine on cs cop
What is the actual difference?
difference being :
SoC has less weights on the model and less smooth(i think)
CS/CoP allows more weights on one vertex, more smooth(i think)
IT WORKED! super excited, gonna practice more and make more suits and stuff

oh good luck for pu 3dss

tbh I forgot how I did my pu scopes
think you need the original hud, then a separate PU hud
couldnt i just rename the og hud(copy paste rename) and edit it for PU?
nah it's a special setup
it needs the wpn_scope setup
so you make one of the original gun, then a PU hud for the 3dss
ill be so real im new to this and have no idea what that means but im working towards getting better.
and the kar in gamma is broken and not 3dss
i got it working now i just need 3dss
frosty u have a 3dss guide right
So, instead of giving it a Lens bone, you don't change that bone, you keep the wpn_scope bone

I do yea
im using frosty's guide
but it doesn't cover Pu 3dss setup
nah it needs the wpn_scope bone
gurkler is frosty? oh okay sick, so frosty
it doesn't use a lens scope
ah
in your video

the beginning shows like the omf and ogf editors
but yours are modified
and i have no idea how to operate blender as far as bones go
the pins in this thread have all the stuff you need for omfs and ogfs and blender addons
that green skeleton bar shows the bones when clicked on
then each yellow triangle has a specific vertex group which is the bone naming
OOOOHHHH oh my god thank you
specifically for a PU scope, you can't use my guide the same way for the setup, you need to make one HUD, naming it just the original wpn_kar_hud.ogf then making a PU hud, wpn_kar_pu_hud.ogf.
the PU scope must use wpn_scope for the LENS hider, then making the config edit to display that.
in the w_ltx for the kar, you need to give it a specific PU addon setup like the w_type63 has on mine
then the mod_system needs to path to that, but making it use the 3dss lens scope PU setup

I added a pu scope to ks23 without noticing all that
I gave it a different bone for lenshider or something
think it's for these specific guns, idk it's just how athi showed me how to do it when my lens hider wasn't working
maybe he can just use my 3dss guide as showed

damn this is specific weapons then
I know when I did the Gewehr I needed a pu hud with it
same for the svts and avt
and type63
but maybe kar doesn't
interesting
in order to make a new ogf, i simply can rename the specific bones etc correct? (ill watch your guide again too)
and then merge the meshes.
yea try my guide first and see if it works like that
will do
so for omf editor and bones how would i go about that
wait nvm, u said use blender
yea for editing the bone name for the ogf itself you do it via blender, for the OMF itself when maing the _3dss.omf edit you just click the OMF itself and rename the bone like my guide displays
if it's LTX edits you can just use system save in debug mode and hit F5 to see real time changes
but if it's actual ui dds you need to reload each time I believe
like for the scope?
yea corcor was trying to do a kar 3dss pu scope
since you know more about it than I do thought you'd help them on it
but I was thinking pu scope was different setup than other 3dss scopes, but yukiz said they did the pu scope just fine normally like my 3dss guide was, so idk
you would set it up like i did with the mosin, using scope section
i think the config is in the readded guns mod i did that i never updated

if we have lasers from bas, could we potentially make flash light attachments using the same setup, or is it impossible to do
I was kind of wondering about how it works
what are the full file names for both
might be that one of the other scripts in sota ui is patching some utils_ui functions so it seems like it is overriding
you can check whether the file is overriding/being overriden in either mod's conflicts tab
load order only affects what version of a file will overwrite ones from other mods
but for scripts it doesn't matter what they are called most of the time, they can patch other scripts as they want
How do I change the chances to spawn with addons on weapon for NPCs?
hello, anyone familiar with lua that can help me? been trying to make a small change to autolooter to loot weapon parts that are recipe materials and I got it to work on loose parts in inventories but I cant get automatic striping to work correctly heres what i have been trying:
if config.strip_weapon == strip_weapon_options.all then
zzzz_arti_jamming_repairs.act_fieldstrip(wpn:id())
elseif config.strip_weapon == strip_weapon_options.usable_parts then
for part_section, part_con in pairs(parts) do
local is_recipe_material_wep2 = zzz_craft_use_in_tooltip_mcm and is_not_empty(zzz_craft_use_in_tooltip_mcm.getCraftableItems(part_section:section())) -- prillan added
if not string.find(part_section, "barrel")
and part_con >= config.usable_weapon_part_condition_treshold
and zzzz_arti_jamming_repairs.is_part(part_section)
or is_recipe_material_wep2 then -- prillan added or...
zzzz_arti_jamming_repairs.act_fieldstrip(wpn:id(), part_section)
end
end
end
So I added two lines one that should check if the part is a recipe material and one that makes it take it if it is, but I get an error and crash with this log:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\z_auto_looter.script(286) : handle_strip
LUA error: c:/anomaly/bin/..\gamedata\scripts\z_auto_looter.script:286: attempt to call method 'section' (a nil value)
I know the error is my added line but I cant figure out why. Any help appreciated.
nwm figured it out.
hello, I was wondering what mod was managing the inventory ? I would like to take a look at it and see if I can change a thing or two
which aspect of the inventory? the sorting, the UI, the item info?
(i mention those as examples because all 3 of those are separate mods)
well the way it sorts everything and all
Sorting is managed by the Sorting Plus mod
there's a massive perf hit if you use either the "highlight junk/fav" or "icon on junk/fav items" options, and you mark a lot of shit as junk or as favorited items
it's why by default none of those options are turned on in mcm
in gamma anyway
yeah they're off for me
but having the game hang every time I open my inventory is a bit annoying
well how much shit do you have in your inventory
this is just an anomaly engine issue - loading invs with a TON of items, causes a lot of lag
a couple things
it is in fact a good thing, as the game has a hard cap on the number of items spawned in the entire save file
treat the lag as a sign that you need to sell some shit.
no
having a hideout with lots of stashes filled with items, can cause performance issues just by being near it, in the worst cases
you have to free up those IDs
you don't want to just delay the problem to "now it lags when i open the stash"
oh it already lags I hoard a lot of shit 😭
better get rid of things
i'm sure there'd be a way to optimise stuff but hell if I know how to
and they would almost certainly be engineside edits
yeah
you could look at what e.g. Serious' Workbench Optimization does
but that doesn't get around the 65k item ID limit
in fact we kind of rely on there being lag, to unsubtly tell people to start deleting items
cos there's otherwise, no warning about the item ID limit + the resulting crash
oh so it bricks you ? how does that work ?
when there's 65k items in inventories the game crashes ?
When you reach the limit and the game tries to spawn a new item you crash. When that happens just boot up the game and delete a few stuff.
Huh I see
Well not just item, but stalker, monster anything with an ID
The Id limit is engine side yes.
The lag (at least inventory opening lag) could be fixed client side with Lua, but it would be best to optimize it server side.
that sounds really interesting ngl
maybe I could try to look into it, I'm sure I'd learn something
You can check via one of the debug HUDs, but you would need to enable debugging mode first
i have it enabled already
to be clear it's normally really fucking difficult to hit the 65k limit. it usually only happens if ppl crank up NPC spawns like crazy (or play warfare which does the same thing), have mods that add more items to NPC loadouts, or hoard like a motherfucker, or all three
the non-modded-GAMMA cases i've seen of ppl hitting 65k id limit have been:
- guy who's filled up 20+ of the 400kg stash boxes at one hideout, with broken fucking gun parts
- guy who somehow started the game at ~2000+ NPCs spawned and didn't notice anything wrong with an FPS of 15
By all means go for it, but know that it's a complex problem and requires understanding a few things (technicals about how the game works Lua and engine side too). If you've the affinity have fun with it!
I mean I really wanna learn shit about engine programming and I figure an existing codebase would be better
oh 20+ ? I'm nowhere near that :D
the lag is its own warning sign, it's not an invitation to try to crash out your game
yeah ofc
but it goes to show how hard it actually is, in regular play, to hit that limit
This engine wasn't writtwn by the best engineers. Maybe another project would be better. I've heared that serious sam's engine is very well written and is open source
Or Quake 3 IIRC is open source too and extremely well written.
I guess my second choice would be openmw
Tbf they put that ID limit because for what they made their engine, reaching that was a literal impossibility
it's just that I like stalker so much I would wanna contribute you know
Go ahead and just start making stuff. I suggest starting with Lua first since it's less of a headache to get that running right off the bat. Very cool stuff could be made with only Lua too.
True. They weren't anticipating ppl to play for hundreds of hours on 1 save or have 1000000 mods active at the same time. If we look at it from that perspective it's kinda impressive. But I know a lot of ppl have already worked on optimizing the engine
Go ahead and try with the engine first then. I think I did basically the same too. Made 1 small Lua mod and then an engine mod
I see, thanks ! would you have a recommendation of a mod I could make to get started ?
Nope. Ppl in the anomaly discord had a discussion about it. One guy said he'll just try and modify the type of the variable(s) that handle it, but it crashed the engine. Of course he tried a bit harder than just changing a type, but it still wasn't a super huge effort just a potshot at it basically.
What are things that bother you or that make you think could be improved in the game?
oh I talked about it today ahah
the fact that you can dodge the pseudogiant strike with a well timed jump, but only when you're going up
I would like to make it so you can take less damage when you're in the air but make it consistent
Oh interesting. Now I would have 0 idea where to look for that. I think it's not even a designed mechanic, but rather a "bug".
Modding this game can do wonders for coding skills btw. You become very good at finfing and debugging things. Plus understanding complex (mostly bevause of bad design) code. I know I've learned valuable stuff that I even used at work.
yeah i'm a compsci student and I realised I don't code nearly as much as I used to since I started my studies lol
I want to do side projects
and I feel like modding could be great lol
it'll teach you very fast about the values of writing in a way that's comprehensible for other people
in the sense that you will come across something you want to alter and the modder who did it, will have left no clues about how anything works
and you will cuss them out
Brb talking to grandparents
so regarding item id limit, what happens to the stuff that stays unlooted in a dead npc body? does it still count towards the number
just out of curiousity
I think it would given what I understood
it does, until it despawns
okay my inventory lags less now indeed lol
i think there are a couple of issues with shading. I resolved the more major ones with this priority order... i know it's abysmal but everything looks half gamma half potato anomaly
i'm sure this mod order is wrong and would like to reorder priorities correctly?
if anyone can help i would appreciate it ❤️
wrong channel vro
not sure why but maybe try here https://discord.com/channels/912320241713958912/1029824156289732649 or stalker chat
is this based on gamma?
the fact that you only have 25 mods tells me "no"
if you are trying to make your own Anomaly modpack, better to go to the Anomaly discord
!anomaly
You messed it up, Enhanced Shaders is always meant to be overwritten by SSS, Atmos is meant to overwrite SSS. Beef NVG should be under SSS but above Enhanced Shaders
right. i'll try that!
hey folks, trying to play around with muzzle velocity on the isg vintorez. ive searched and modified every instance of the vintorez_isg ltx files i can find but i just cannot seem to get anything to actually modify the performance of the weapon in-game. i also tried mimicking the ![wpn_vintorez_isg] and added that to any file i could find but nothing seems to work. any ideas?
u need dltx
thanks for reply. found the dltx guide by veerserif. i need to make a file following this guide, referencing the vintorez_isg file found in the BaS mod folder, correct?
anyone who knows how monkypatching works that could help a little? I have unlocalized some variables but one of them cause a crash with attempt to perform arithmetic on global 'outfit_part_condition_threshold' (a nil value)



