#βπmods-making-discussion
1 messages Β· Page 133 of 1
so I got it to work but am I supposed to do original_script.variable_name for all variables or is this bad?
Is there a way to make a re-skin ''theme'' for GAMMA Style MO2?
There are different themes for it and even a Skyrim one
I bet its possible I just dont know how, if anybody has any clues, ideas, recommendations I would greatly appreciate it since I would like to make one for GAMMA
i think that's more a question for MO2 discord no? i'd also look in the themes folder and look at the files there to get an idea of how to make it
i did find the files
they are qss
im using notepad++
the hard part if figuring out what are the lines responsible for changing the background image and all that i waant to change
and then figuring out the scale and resolution
idk if these are THE ''background''
i didnt know they had a discord
ty
their discord sucks maaaasive schlongus
used the world stalker
as in stalker gamma
got imidiately timed out
there is no general chat
and discord is full of crypto bot accounts
π
Asked in Modded support and got no response, but is there any way to fix the jam animations not working?
Did you modify the files at all? Or is that base sedz Barrett
Base Sedz barrett, I have universal anims
Something might be conflicting not 100% sure though thatβs weird tho
Well I hope that's the case
u have a conflicting hand animation for sure
idk which but u might have another mod which have m82 hand anims and they get overriden for something
where's my I LOVE DEBUGGING GAMMA reaction image
Base Gamma with zero addons still has the issue 
Does anyone else experience it?
show what animation it uses in config
1000% a conflict in hands anims
thats what I said
you can also check if the animation itself is broken by importing the hand anim and applying a copy transforms from wpn_body to lead_gun
Really hard to diagnose accurately because it could be an omf with a random ass name
doesnt it load on alphebetic order
That could be it
well no the hand anim is the issue
Yeah but you could have an omf file that was named wpn_peepepoopooshitcaca_hands_hud_animation which has m82 anims in it
yeah that's painful to find

ok guys n galz
I DID IT
i started making a GAMMA themed MO2
π
will release on moddb probably and in mods posting
once its done
Still aint it 
lmk what you think
better than no gamma theme wdym xd
i can make different ones
for like inverno
I'm talkin about my M82 issue
but my eyes still do hurt 
yeah I think that background is too bright
I think the green Gamma's backgrounds in general just hurts my eyes
better?
this is how it is when you hover over things
you get that black bckgrouind
works
RAHHHHHHHHHHH THE CULPRIT WAS AN M82 MISFIRE ANIM FROM THE RELOAD TIMING FIX
lol
now I gotta fix this weird issue with most of my guns having desynced mag check sounds 
interesting. Where can I find the number of IDs I have when loading the game? in console?
Yes in console. Or in the log file
Best one so far
wish there was still a way to get ahold of azetrix's model merge, wanted to use some of the ogf files and textures for a project
the true M40 gasmask will forever be lost now :((
pinked
WAIT I FOUND THE TEXTURES
Hi. I create a new rifle based on the AK74 PMC with the same LTX setting, meshes, and animation. The problem is the AKU15 2012 ads animation is different from the AK74 PMC ads animation in gameplay. My assumption is the AK74 PMC ads animation is overwritten somewhere, just like the AK104 Alfa animation overwritten by adding 3DSS from
"anm_shots = wpn_hand_ak_tact_shoot, wpn_ak_tact_shoot"
into
"anm_shots = wpn_hand_ak_tact_shoot_3dss, wpn_ak_tact_shoot"
So can anyone help me with how to make AKU15 2012 punishing ADS look like AK74 PMC proper ADS via LTX?
search for any existence of ak74_pmc_hud in dltx files is my guess
I tried in MO filter, I cant find it.
no not like that
use notepad+ file search method
I get this error on trying to access the craft menu. It appeared after I added new category to the craft menu. How to solve this issue? What should I change in that .script file?
Looks cool
How does one add a new category?
I'm guessing you didn't set a variable
guys aydin grass or c-con grass (performance wise)
any idea why cache.dbg doesnt save stuff from hud editor?
I decided to clean up the furniture crafting. I don't like that there's only 2 categories and it's pile of stuff shoved together in one place. So I wanted to make it 4 or even 5 different categories with specific items inside.
- I created
ui_st_furniture_new_categories.xmlfile both in rus and eng localization folders. I have proper <string_table>'s in there with names of categories. - I created
mod_craft_add_new_furniture_categories.ltxfile in...\settingsfolder that defines all those categories. Example :
title = st_ui_craft_furniture_main```
3. I added the craft recipes with all those categories titled in `craft.ltx`.
4. And, ofc, I commented out all other crafts and categories of furniture in other furniture .ltx files that might have overlap or conflict with my changes.
But I miss smth. `workshop_autoinject.script` is just crashing my game to desktop when I summon the workshop menu.
@misty mulch Hello! I'm pretty sure you know how to add custom crafting categories. Could you help me, please? I tried everything. My knowledge is not enough...
how do i increase the recoil control stat of a gun thorugh configs?
Since your category is being added by a DLTX file (step 2), your craft additions (step 3) must also be done via DLTX.
Look at my mod for how I added a ninth category for "Decorations":
- First, I had to make a DLTX file to add the category, which must load first (note syntax, you're missing square brackets [ ] )
- Then, in a DLTX file, you can remove recipes from their existing category, and then re-add them to your new category
Note that the category numbers, as far as I know, must be sequential and unique. To make it compatible with current GAMMA, as it uses a variant of my mod, you'd have to start your new category at [10].
You technically don't have to comment out other LTX files that handle crafting, you only have to make sure yours loads last after them. Files load alphabetically.
Complicated q because there's a separate modded system handling recoil camera effects, separate to the cross hair climb. Your best shot is to learn how to make a DLTX override (basically necessary for any weapon stat modding), then refer to the Anomaly modding guide to see which parameters to change (pinned)
Also the entire point of using DLTX is to use unique filenames so you don't have to directly override files, which is a compatibility nightmare. Don't just directly copy the EXACT filename of the configs in my mod.
Hmm... I still can't make it work. Maybe this is because I'm actually doing a bit more than just moving all hideout things to new categories. I'm also making some of them not obtainable via craft. Only trade. So in this case I think I really need to comment out other crafts, right? Or maybe I'm wrong?
But anyway, right now I have this setup :
ui_st_furniture_new_categories.xmlwith category defines inside
title = st_ui_craft_furniture_main
@[9]
title = st_ui_craft_furniture_containers
@[10]
title = st_ui_craft_furniture_light
@[11]
title = st_ui_craft_furniture_decor```
2. `mod_craft_z_new_furniture_crafting.ltx` with actual crafting recipes in it.
```![8]
title = st_ui_craft_furniture_main
;------ [T0]
x_prop_bed_1 = 1, recipe_basic_0, itm_sleepbag,1, beadspread,1, prt_i_scrap,2, prt_i_wood,2
x_prop_clock_1 = 1, recipe_basic_0, prt_i_scrap,1, prt_i_copper,1
x_decor_radiola = 1, recipe_basic_0, radio,1, prt_i_copper,2, prt_i_transistors,1, prt_i_resistors,2
x_radio_item = 1, recipe_basic_0, radio,1, prt_i_copper,2, prt_i_transistors,1, prt_i_resistors,2
x_radio_item = 1, recipe_basic_0, radio2,1, prt_i_copper,2, prt_i_transistors,1, prt_i_resistors,2
;--- t1-t2-t3 groups ---
![9]
title = st_ui_craft_furniture_containers
;------ [T0]
x_weapon_rack_item = 1, recipe_basic_0, prt_i_scrap,10, prt_i_wood,12
x_pistol_shelf_item = 1, recipe_basic_0, prt_i_scrap,6, prt_i_wood,8
x_sumka6_item = 1, recipe_basic_0, sewing_thread,1, prt_o_fabrics_1,1, prt_o_fabrics_2,1 ,prt_o_fabrics_3,1
x_decor_box_paper = 1, recipe_basic_0, prt_i_paper,3,prt_i_wood,1
;--- t1-t2-t3 groups --- ```
Same thing goes for the rest of categories.
3. And I also have other DLTX files that contains crafting recipes with commented out code lines
But when I double click on basic tools, I get this error
I think I know how to just move recipes to new categories properly, but if I need also to remove some of them entirely from the existence - I have no idea. GAMMA modding is owning me right now
Or maybe I'm just too stoopid and this is ez task af actually π
open every mod with guns and look at the configs
https://cdn.discordapp.com/attachments/1119963939023900794/1259756840523137024/PFPTemplate.7z?ex=69196dfb&is=69181c7b&hm=5ccbea18ffe9209f712b67b4acbfdce213d0d2386ff7e1caf2f17e652bc989bb&
get this
open up photopea
replace green box with that picture
no data image is now your picture
thanks
Okay. Blyat
I'm such a noob
Cyka
@misty mulch My apologies for bothering you, my friend. I made few mistakes during copy-paste recipes and lost some variables. Because of that, ofc, it was crashing. O.M.G. π
I can't even name it rookie mistake. This is tushkano mistake
!MO2search
@regal bolt 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
lol so my bug crash has to be from one of those
So it turns out the Base Kar98K is 3DSSβ¦.but for some reason my GAMMA just says nope, even with a normal install and uses the shitty 2dss version. Anyone have a fix? Cause the 278 - Remodel and Reanimation doesnβt load even when the files are configured correctly?
^ is 3DSS cause of the reanimation etc and has built in 3DSS support with 3DSS for GAMMA.
Game crashes due to hud ogf issues.
Maybe it was disabled because of issues
For 1:
- You cannot use DLTX syntax in an XML file. You should be doing this in a file
mod_craft_*.ltxwhere*is "whatever you want it to be". - You cannot use
@[8]or@[9]("create section") because these two already exist. You have to do![8]and![9]to alter these sections. - You haven't shown your actual XML file string nodes, so, no comment there.
For 2:
- Because in your first file, you have already defined the
titleparameter for each section, you do not need to re-define title (as in, remove thetitle = whateverlines - Rest is fine but without actually seeing your files and filepaths, I can't go over everything
Erm actually @ is used to override or create the section 
yeah except it doesn't seem to work great when handling already existing sections IME with this exact example
also really the main thing is putting dltx syntax in an xml file
Yeah no, it is just for info
yeah I tried @ before but it dont work properlly most of time
@ is very finicky. I was just trying to make it work for something
I think you might be better off deleting the section with !! And then redefining it
yeah that might be better
Heya, so I started playing few weeks back with rookie settings, now I feel like itβs not as challenging as I want it to be. I played with npc aim and spread buttons. But how do I change damage being done to me? I searched discord and it should be done through script, I managed to find some scripts but idk what to change to make the game harder - my character armor / damage done to me higher
You could open up the grok_bo.script and change array of difficulty_multiplier which is how much damage you deal based on the difficulty (130% on rookie, 80% on master, etc) and change the same one in grok_actor_damage_balancer.script which handles the damage reduction (65% on rookie, 120% on master)
Mind you this will affect your current game and any other past that. It doesn't change the loot availability or other modifiers that are based on the difficulty
how can I see what number of IDs my current playthrough has when I load the game?
Either spawn a new item via the debug menu or open up the hud info debug menu
It's printed in the console
Thatβs all I want, idc about loot, there are 4 grok_bo scripts ,β close quarter combat///ballistic
Change the one that wins the conflict in your MO2
Aight Iβll check, Iβm new to stalker π
Hey so I was wondering what the numbers
"_3_1"
in
![supplies_1]:nato_3_1
which is in black market configs stand for
Does it mean that the trader will accept supply 3 level weapons and sell supply 1 level weapons?
thanks! and any ways I can manage the number IDs my current play has using debug menu?
What do you mean manage?
reduce the number of IDs I have. So the 65536 (65K) problem will never happen
Actually get rid of shit and let it despawn properly
The game starts off at 35k or something
It takes fucking forever in a playthrough to even get close to 65k
I had it once, after 3 compelete story lines. But it was my problem. Because ammo parts, tons of ammo parts, were in my workbench
It inherits from that section, so supplies_1 gets its basis from nato_3_1
Nato_3_1 inherits itself from nato_3_1_mags and it basically just removes toolkits from trader inventories. It's defined in blackmarket_trade_presets.ltx
adding the shorty scope the M4_Tac, just to get familiar with this whole adding more to a gun thing; but the model I need to adjust is in the 410-3DSS folder, but i'm confused as to what LTX to chance. adding the shorty scope to the LTX in 76- boomstick en sharpsticks isn't enough to make the M4 accept the shorty in game. in 410 there isn't a m4 tac LTX. who knows which one i need?
added the shorty RMR in the LTX as "scopes = acog, eot, ac10632, specter ,c-more ,point_aimpro, leupold, aimpoint, e0t2, pn23, gauss_sight, susat, compm4s, marchf, kemper, triji, mark8_rmr, spec_alt, mepro, ekp8_18, 0kp2, march_f_shorty, march_f_shorty_alt"
add it in the dltx
Did you actually add the scope itself to the model and made the necessary new section in a DLTX?
added it to the model, and added the path to it in the LTX file.
i followed this instruction: https://www.youtube.com/watch?v=u8crq79zMfs
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
I'll check for a dltx file
Did you make a new dltx for it? Your changes might just get squashed if you didn't
no, I edited the allready existing LTX file of the M4_tac. to which i'm adding the scope.
That's what I'm saying. A DLTX might override it, which is most likely the case.
You should ALWAYS make your changes as seperate new DLTXs
Yeah, i get what you mean.. can you point me in the right direction for this? (Sorry guys, complete noob but trying to learn)
Home for various interactive data thingoes for GAMMA. - veerserif/gamma-dashboard

WHATS THIS ?
m4 tac
Lookd cooler than the one in game
The illusion of a different angle

Wasn't gamba themed instead of S2 themed?
what? xd
I mean, it's ok but
I mean, i don't see none image from gamba, just S2 image and S2 old icon
DUH
its a re-skin
for a STALKER Theme for MO2
since there were for fallout and skyrim
now i have one for stalker π
looks better than base one anyway xd
ok, initially i understanded that u was working on one gamba thingi, no problemo.
it is for gamma, anomaly,
any stalker game that uses mo2
i made other variants yes
example
as well as the icons
π
does adding 4k textures add alot of gpu and ram useage? i would assume it does
these are cool
yes ofc but for me i run everything 4k never had an issue
3060ti 8gb
i7 11th gen
16gb ddr4
thanks, glad you find them cool
oh i have a 4070ti with 32gbram with ryzen 9, ig i could run it, send the link please?
or is it already in the pack?
what textures are you even refering to? xd
the 4k textures in your photo
ooho okay
M4 protector with shorty scope and the NAGL from KMACK's lvaw. I'm just ff'ing around with blender etc.
Well, we got 150+ guns in debug that are not spawning on npcs (in the list there're guns from debug and some of them is an upgraded version from kit, so it might not spawn on npcs, I guess? Also there're some guns that spawn only on special npcs, like scientists that give you task to find artefacts)
Guys, is it possible to add more entries to the craft recipes? Right now it's limited with only 4 items at one time. If you add more, item recipe is not being shown in the craft menu.
I want to add tritium to FNP-45 iron sights, but can't figure out which part of its texture is sights
it already has green dots there, but even if they're somehow present at ingame model, they won't glow
what to do?
where can I find it? there is no models folder in 312 gunslinger
hey, im not makign a fancy mod or addon but i wanna make my weapons feel way deadlier, a guy told me to mess around in m_stalker.ltx and im seeing the fire_wound_immunity and wound_2_immunity. I have 2 questions, what are the differences between those 2 and how do i increase the damage intake? do i lower them to increase them? like for example, turn it into 1.5 or 0.5
or should i find a better way to do so in Grok_ballistic.ltx
!mo2search
@rain wagon 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
based rtac user
they aren't used at all, psych
honestly messing around in m_stalker.ltx is maybe the worst way to make your weapons feel deadlier. why not just alter the weapon configs to make them do more damage? that's the easiest way
but yeah fire_wound_immunity isn't used at all to calculate bullet damage to NPC stalkers, it's handled by their hitzones and bones armor profile, and the bones armor profile is dependent on the visual model
what are you trying to do, first
i need my bullets to be bullets not airsoft pellets
basically, i need my damages to be higher
firstly i guarantee the 3x headshot dmg multiplier would do it but aight
use the FILES SEARCHER (on the right) to find out which copy of grok_bo.script wins all conflicts. Open it. Near the top of the file, find this section:
local difficulty_multiplier = {
[1] = 1.3,
[2] = 1.05,
[3] = 0.90,
[4] = 0.80,
}
Increase the difficulty multiplier for the gameplay difficulty you started the game one. [1] = Easy, [2] = Medium, [3] = Hard, [4] = Master (unused)
save etc. that's just a global damage-and-AP-dealt-by-the-player modifier
alr thx
!mo2search // forgot to send the "this is MO2 search" command
@woven obsidian 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
!crash // also for troubleshooting: temporarily disable the "Tosox Mini Mods Repo" mod. This allows GBO to print a damage report every time you shoot an npc. Get into literally any firefight then quit. Every shot that connects with an NPC will print out a report in your Anomaly log
@woven obsidian, send the log to the chat where you were asked for it.
Open your Anomaly/appdata/logs folder and send your xray_[username] text file (.log) here. (image for reference below)
Note: log file is overwritten on each game launch, send it right after the crash _ _||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/1098945649929617478/1206834462411722782/log.png
oh shit thx
I guarantee you are not landing as many headshots as you think - some reticles are misaligned and it's all too easy to hit one of the hitboxes around the head
did not know about that
also if the secret is that your barrel was shit condition the whole time, i will 
now go forth with the gift of knowledge
i could literally see 3 bullet holes on that man's cranium
gbo print or it isn't real, basically
I dont play RTac, I made my own repack on top of GAMMA
Bruh... how do I get my hands on this π
this a build i made in EFT Arena
with coffee brown skin
would look soooooo good in gamma π
wdym? π
I posted it hoping one of the gun modders might like it enough to port it
here is the build list
ah... do you have the models etc?
if somebody explains to me how to rip them out
i would send them for the gun modders ofc
as i said, thats why im posting it here, in hopes they liek it enough to port it
Because yes, it would look cool in GAMMA. if you can extract models/textures etc. I would like to give it a go. no promises, I'm just started to learn, but why not.
i just love that coffee brown and hk 416 is my fav, always wanted a CQB build like that in GAMMA
sick
now we need somebody to tell me how
BTW
since i have EFT Arena on top of EFT
i got a LOT of skin sprays
YOU KNOW WHAT THAT MEANS XD
I added you on disc
im guessing since i have both games i can rip out the files somehow
i think there is a 1 hour + video
of explaining how to port the EFT guns
On a different note, is there a way for me to change Merc and UNISG names to be UK/USA/EU names
bcs that would be accurate
i hate talking to merc with different flag countries on them and talking english
but having russian names, it makes no sense
same goes for UNISG
if anybody knows how, let me know so i can make a patch
Can't write to suggestions, but how about making a mod where not all npcs can be hostiles to their faction's enemies. Like in stories, movies, history there were people who stood against faction/guild/family/etc. rules, they cooperate with enemies to fight against their faction. Or some npc can be neutral to other factions.
Example, some monoliths will be neutral to you because they disguised as monoliths and actually they are from different factions or they simply don't care
Modify stalker ANUS
yeah sure 
Blame the mod maker, I didn't pick the acronym
https://www.moddb.com/mods/stalker-anomaly/addons/anomalys-name-update-for-stalkers-anus
Does a mod exist that places save files into its own profile so they don't get accidently over written? preferably one that keeps MCM & Game save settings
thats for gameplay not mod making
No, those are for general questions. Your question isn't about mod making and you'll get a better answer there
it is as one doesnt exist. cheers.
wait thats the legit name...jeez xd
i was considering upload the Death Stranding Low Roar playlist into my gamma game, anyone know if thats feasible? I mean there's an ambient music pack installed I just want to know if I can make one of those identical with different music
!music / isnt it this
@regal bolt Follow this: #βπfaq message
What format of .dds file with icons should be? I'm using Paint.NET and I tried using A8R8G8B8 that was mentioned in anomaly-modding-book website in section with creating Inventory Icons, but in the game instead of my icons I see only dark blue rectangles. So game sees my .dds file. It just sees it wrongly.
Maybe that info in modding-book is outdated? Idk. Help, please
Thank you for the help
wrong format and etc etc
you can try using different format, BC7 is the same as no compression, but only applicable for DX11
just don't add mipmaps
and LINEAR BC7
not sRGB
Damn. Still nothing π
.. check your texture path
is there anyway to remove 3DSS scope on a specific weapon?
do you mean get rid of it completely ?
no just on a specific weapon like the m4a1 siber.
ok but what exactly are you trying to do?
i recheck the m4a1 siber new animation on gamma coz i like the old animation better and the 3DSS on it is messed up
it looks like this
@calm kernel 8.8.8.8 is still the right format for UI icons. BC7 is meant to be used for in-game models.
still can be used for icons 
@fair canopy any thoughts? i think removing 3dss on it might fix issue by just using the old reticles. but i dunno how.
seen π
But you shouldn't be introducing compression in your icon files, 8.8.8.8 should be used to avoid any color artifacts or compressed black colors, especially with the non-uniform sampling
i love bc7 
would it be hard to remove the spawn of these anomalies in rostok?
Is it part of the map or is it added by DAO
I think its the map

It's a great format for base color maps and even bumps (although it has more color deviation and error bias than BC1 with the right compressor)
the best format for black color maps though
you need to make a good compression coder so it will have the same quality as BC7, but keep the lower file format like BC1
I've actually had better results with crunch bin for BC1 with the right flags
what is crunch bin

Gets rid of the purple/green splotches that are otherwise present
You download it and run it via command prompt or a .bat file if you want
The arguments that I found best are the following:
#βπmods-making-discussion message
Yeah I only ever do DXT1
-uniformMetrics is really the main argument that impacts the color splotching
what does it even do
It avoids those weird purple/green hues that are otherwise plagueing the black colors
Instead of sampling each channels with priorities G>R>B, it has a more uniform sampling
interesting
It also works better for bumps since it avoids discarding information in those precious vector channels
So you're less reliant on having a #bump to correct the loss of information from compression
oh hell yeah
even more complicated bumps using 4k textures 
understandable
ill do stuff using that
BUT question
I mean, it's fine to go 4k, since the memory footprint of BC1 vs BC5 is 1/4th
what format i should use beforehand i turn it into dds
tga or something else
since i need to work with alpha
and PNG doesn't work out
Any format that is compression-less, tga, bmp, png, exr, etc
You can always extract the alpha channel from the transparency of a png
TGA is my format of choice, 32 bit to preserve the alpha channel
(idk how and my pc lacks simple photos program now
)
i do that all of the time
tga is pretty basic and also supported by lots of stuff
Yeah it's pretty universal, it's just a pain that windows doesn't come out of the box with a codec to generate proper thumbnails for it
oh btw question
i had a problem with textures
i did everything correctly, saved as BC7
in-game?
the sleeve texture turned into rainbow noise
for some reason
instead of JUST blue texture
rainbow noise
checked the DDS, it's fine
Do you have a screenshot or something?
did it uncompressed, everything's good and fine
i don't think i have it on my hand
but think like of a tv nosie
noise
Rainbow noise could be a bunch of things, a bad THM could do it
but instead of black dots there's random colors from rainbow
thm is properly set
using correct format with mip format
bump too
the thing is
8.8.8.8 didn't had that problem
Did you maybe check on the DX10 headers? Don't know what you use to save your dds
BC7 did
can't use Photoshop because DXT5 isn't present there
What? Yes it is
You need to use the nvidia texture export plugin
the Photoshop one
or program one
The photoshop one
the thing is
it doesnt work properly for me
BOTZ had BC3 made by Photoshop
a lot of people complained about it not working on DX9 or below
I haven't had people complaning about the world model textures that have been used for the past 2 years, so 
80% of the world models in Gamma use a material baked atlas in BC3 for their bump and #bump
If he checked on the DX10 headers, that might be why it broke on DX9 since the older readers can't read the new headers
i didn't
We're extracting to my phone rah
Hi to all modders ! i am trying to get my OGF file exported from blender. but it keeps saying "Image is not in the textures folder: 'file name'"
iirc itβs warning not error, copy your textures to anomaly/gamedata/textures/yourdesiredfolder or whatever path you set to textures in plugin preferences and assign them from that path
oh ok i see
I am doing something wrong since the texture of my model doesnt show up in the game
i donβt remember if ogf had chceckbox in export options called texture paths from material names or smth like that maybe thatβs why itβs not loading in game or you set wrong shader for it

if texture is not loaded you get warning in log file: missing texture from:path
(them being inverted)
its clipping thru the ground i think. the texture is showing its behind. my faces were looking the wrong way
Okay, guys. Now seriously.
What should I actually trust to :
11.43x23_fmj
GAMMA's Google tab for 0.9.4 saying it has 20 AP
In game description saying it's 19 AP
But, cyka, weapon_ammo.ltx saying that 11.43x23_fmj has 0.16 AP. I thought it will be 0.19 or 0.20.
How is it calculated anyway? Help me to understand π
changed thiss and fixed my face orientations. lets see if it works
Welp here goes my first mod out of the assembly line. Now i have to edit the desc and properties names all that easy stufff

Me, I made the Google Weapons Database with ammo tab.
- Never trust in-game descriptions. They are handwritten. The ammo descriptions are the absolute worst out of all of them since all their stats are handwritten, not pulled from weapon configs.
- The overwrite-winning copy of
weapon_ammo.ltxin GAMMA says[ammo_11.43x23_fmj]hask_ap = 0.020, multiply by 1000, that gives you AP of 20. Where are you gettingk_ap = 0.16from?
if you want a mod that actually changes ammo tooltips to pull from ammo stats, use Accurate Stats Extended (the updated version) or my Simple Ammo Stats mod, both are in #1035807043933720576
Thanks to you my friend ! thank you
Oh... that weapon_ammo.ltx from GBOOBS... I forgot to search for this particular file in that window. Damn. Thank you!
Also thank you
the overwrite-winning copy of most of the player damage systems is actually in GAMMA Close Quarter Combat, which you should think of as "GBO tweaks for GAMMA specifically"
needless to say that "stopping power" thing on the bullets is completely disconnected from how the damage system works
With your Simple Ammo Stats mod I can see clearly how ammunition actually works now. And no need to add additional lines to the description of new ammo types with AP and dmg. Thanks again
regarding descriptions - you can check out my XML Overwrite guide for what's probably the easiest way to change already existing item text. If you're adding completely new items/text, disregard https://github.com/veerserif/gamma-dashboard/blob/main/xml_overwrites.md
an example of this principle being used in a mod is also in my Simple Ammo Stats mod, where I use this technique to change the descriptions of all ammos without directly overriding existing XML files.
also because otherwise you will end up in a file overwrite/replacement war with GMTOP
thank you for the advice, its a nice feature to not be able to override files to do changes. I love it
(i mean if you're adding completely new item text, then you add a new xml file, so no file overwriting)
fwiw I also strongly encourage you to use DLTX (non-overwriting) over LTX direct file replacement, for your Item Tweaks mod
let me make you an example
you even already use a DLTX file to modify repair kit uses, why not use DLTX for your consumables?
all three of items_cooking, items_drink and items_medical have system.ltx as their root
you could even do it in a single DLTX file if you so wished
I was trying to learn, I am not that versed in this game. I have couple hundred hours of modding experience from other games > Driv3r, GTA3, Men of War. Been trying to figure out with the amazing guide you guys made. I am thinking about moving all the changes to a seperate DLTX (since i learned how to do it couple of hours ago) in my next update. But thanks for the advice ill try to keep those in mind.
oh uhhhhh also
your mod_system_GAMMA_repair_kits_uses.ltx file doesn't work atm
you're missing ! in front of the section names - this tells the engine to modify those already-existing configs
contents should be
![toolkit_r7]
max_uses = 8
![toolkit_r5]
max_uses = 8
![toolkit_s]
max_uses = 8
![toolkit_p]
max_uses = 8
But on top of this: instead of directly overwriting an existing file, simply make your file win the DLTX overwrite. DLTXes load alphabetically, last loaded wins (sidenote: 8 max uses breaks the game in silly ways since you can now completely restore one-and-a-half guns from broken to 100% pristine with no effort)
(i am also now learning to use LTXDiff to auto-generate the DLTX version of LTX config overwrites so. there's something in it for me too)
so putting (!) is necesary from what i understand
behold, your entire mod (without the toolkit changes) as a single file (eta: this goes in gamedata\configs)
fr ???
yes, because in that DLTX file, you are changing an existing section: https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md#dltx-file-contents-and-syntax
LTXDiff is your friend: https://github.com/MerelyMezz/LTXDiff
LTXDiff dltxify [base directory] [mod directory] [mod name]
Applies diff on an entire mod directory automatically and saving a fully deployable version of the mod in "[mod directory]_DLTX".
i'd probably edit that to add comments, just to break up the sesctions by e.g. "cooking", "drinks", "med items" etc
wait i should fuckin do this for the ammo maker -> revised ammo maker gamma patch. hell yes
trying to process all these, can i use your file ? ill check if everything is in order and might use it on the next update
yeah sure, i edited the message with filepath, feel free to ping me here if you have more questions about using dltx
(all i did was use the LTXDiff program to autogenerate that file anyway)
from what i understand this should work right ? (both of them arleady works i just combined them together)
I might reduce the amount of times you can use a repair kit. I am trying to figure out the best balance between without making it unblievably fragile
no, do not add anything to your existing items_*.ltx files - you should actually get rid of those files entirely, since they are entirely superceded by the DLTX files.
All DLTX files have the filename pattern mod_*.ltx
sorry forgot to post the file name
for the record, originally repair kits had 5 uses, it was then pointed out this lets you magically restore 1 gun from "dogshit piece of rust" to "perfect pristine weapon", so it was reduced to 3 uses For Balancing
if it's in a DLTX file, then don't copy over parameters you aren't modifying. The generated DLTX file I attached already and only includes modified parameters
doublecheck it, obviously, since i think it's doing more than you want to for the repair kits
(i think the program encountered a typo'ed DLTX file and didn't know what to do with it)
anyway, going to your [pepsi] example - let's say that all you want to do is change the max number of uses to 2, and idk, make the cost 574. your entire entry on your DLTX file would be:
![pepsi] ; the ! tells the engine to modify this section, using the parameter values below
max_uses = 2
cost = 574
i might reduce it who knows. 3 seems so little for a huge repair kit. around maybe 5-6 i know it makes the game easier and throws thee balance a little out
you aren't changing the other params, so don't include them
the other considerations are:
- field stripping parts lets you swap parts in and out, aside from the barrel, completely for free (you don't even need tools)
- you can replace any part, if you have a spare, at a workbench, without consuming any repair kit uses. This only uses up the spare part you had, and yes, this works on barrels
- repair kit uses only get used up if right clicking the gun -> Maintain Parts -> replace X
thus the "optimal" kit usage is "repair the barrel by right click -> Maintain Parts, use field strip to swap in new versions of all other parts, you have now fully fixed the gun with only 1 repair kit charge without needing to find a spare barrel"
i never used these kits that much but eh. 3 uses so little sometimes you hesitate to even use them. thinking hey there might be a more useful think i can use on it. I finished GAMMA once so beat me to it i am not that hardcore. I can always make a version where the repair kit uses stays the same
sure, it's still your mod, but i just wanted to list out the game design considerations here
i see isee, thank you for your comments i love it. Nice to see someone comment on it. and its toughtful
yeah i helped make a mod that makes gun repair tougher, so i have thought a lot about this specific system, though for a different goal
and you can do a lot through just config editing, in terms of the types of mods you can make
i might reduce it to 5 or 6 for now ? i am trying to focus on (with the knowledge you have given me) port all my work to dltx and then move on to make a small drinks/food/misc items mod
i already did my pepsi so thats something lol
I love this game since you can play it with your way, i dont like it easy either but ehh like i said i am not that hardcore. thats why i made the changes in first place. thats why i started to fiddle around with the game as soon as i got into it. I know the mod is trying to make it balanced and fair and not so easy. I wanted to touch on to some believability issues like 3 cigs in a whole pack of 20 or you can drink vodka 4 times but beer 1 time or 5 matches in a whole matchbox. anyway enough yapping more modding. We can talk about the balance issues once i am done and fix the problems
Hi!
Does anyone know if it's possible to create a new smart cover after the game has loaded, and make an NPC use that?
I have managed to setup a new cover by using the script from the mod Not Enough People, but if I create the cover AFTER on_game_load, the NPC cannot find it, maybe there is a way to reinitialize the AI logic, or something i'm missing
just for the sake of saying something: afaik new smarts would require some level of map editing to add, but map modding is the forbidden lost knowledge and i know basically zero about it
i did not understand how LTXDiff works, is there a tutorial for that
for using the "findroot" function, it's in my DLTX guide. Otherwise, documentation is on its github page or just run the exe in powershell
i might be doing something wrong again lol
You have to download the tool. It's linked at the top of my guide.
I did
Also you can't just paste/type in the results
Did you open powershell in the folder that LTXDiff is in?
You cut out that info in your screenshot
Who wants their Mercs and UNISG to actually have USA/UK/GER/SW/IR etc...names? π
Instead of the russian ones like all factions do π
hehehe
I always found it immersion breaking talking to a guy named Baboon Basket and Ilya Cricket etc.... xd
its currently in development! β’οΈ 
where is the script that controls the behaviour of controllers ?
Guys, please help me. I can't find the directory of the glove models (or other armor pieces) that the player sees from the first person view. Please tell me where to look.
ANUS does this already afaik. Much more varied names
doesnt work the mod
for gamma
if we manage to fix it we will release a patch for it yn
we will see
every time we fix one faction
the other one breaks
we are literally patching for gamma
but cant seem to make it to work
fix one thing then another breaks
and so on
we will see
download that Controller overhaul mod and inspect the files, i think your answer lies there
aight thanks
that's cos it's scattered across 3 different mods
what are you trying to do
ANUS mod absolutely does work in gamma?
it's even downloaded with the modpack, not that this is really a marker of compatibility
I recall downloading ANUS from moddb and it worked, lately it hasn't so maybe there is cause to remake it 
it has bugs and conflicts and stuff
im not talking base gamma
im talking heavy modded 800+ mods gamma
LMAO ok yes good luck godspeed
i mean "bugs and conflicts and stuff" is just describing business as usual in vanilla gamma anyway
conflicts don't really tell you that much
ahahahahaha 4 real
it can get preety nasty
i ordered my repack perfectly on top
with all the mods i added
i found out the perfect load order
and everything works
if Ill delete this line will the melters have infinite uses?
Really basic modding question but how do I make an item icon? Like how can I take any stock image and turn it into an item icon? Ik I have to set the x and y in an item config but I'm not certain as to how I would connect that to the .dds and also what do I have to know about the .dds before exporting?
Only one way to find out

Awesome thank you that is very clear
there is also the stalker icon GUI editor that is pinned here
How does it work?
Haha ok lol
you open icon .dds files with it and it'll divide them into the 50x50 squares so you can easily get the x, y, width and height for icons
Ohh awesome
You can always take examples on base gamma or other good mods on how the game works
Who has IWP B-725 mod?
Cool can have it because the moddb one is deleted
i wonder why 
oh and no it's a whole pack of em
Ok
and it requires a shitton of work to make it work on gamma so nah
How to apply custom trade stock for generic barman/mechanic or medic so they will differ from each other? One barman will have lower stock, another one - bigger etc.
did u port these urself
no
needs to be script based, your best bet is to do something like trader destockifier
This mod also has examples of de-stocking and changing what traders sell in general: https://discord.com/channels/912320241713958912/1376272268371562529
I have a dumb question. If a mod is unsafe to remove mid-game, but I still want to test it. I would just start a new game and test it there. Will my other savegame be affected, if it is not loaded with the mod?
In general mods are unsafe to remove mid game because they use textures or spawn stuff that can only exist in the world if the mod is also present, so yes your assumption is right.
It is safe to test it on a new save and you will be able to safely load your old saves once you remove the mod.
I would advise you to take your old save files and completely move them out of the game's directories (so you can't load them even by accident).
When you're done just plop them back to their original place and you're GTG.
Okay, thank you for that explanation 
@misty mulch @drifting moat Sad to hear that there's no way to make it work via .ltx files. But thanks for answers!
soo i have a question is there a easy way to add your items to all the traders ? or how to do it at all. I do want to learn about spawntables aswell
"easy" way? kind of, alter the traders' default trade profiles
spawn tables are a very complicated topic, and the answer differs depending if you mean "weapons dropped by dead enemies", "armor dropped by dead enemies", "other items from dead enemies", "mutant parts", "stash loot", "rewards loot", or "loose loot on the ground"
we aren't even going to touch artefacts
Question 1 is there a Base file to do this.
Question 2 can i do it all in my DLTX file ?
no, the dltx files for traders are such that each one is its own root so you have to make one bajillion DLTX files, one per trader profile if you are modifying those directly
Probably easier to inject items via trader_autoinject.script
to clarify i am making a small mod thats going to add multiple Drinks/Food what is your best suggestion to aproach this "spawning" problem i have the items in game working no problem (minus the fancy drinking and eating animations)
only if you can walk them through it
pick which sources you want the items to come from, investigate those specifically
unsurprisingly a lot of mods just add things to traders only cos that's a relatively simple start
thank you both the help
welp here they are, i am happy with how they look
if you make it 1024x1024 sure
its 2048
I tought it was enough
resolution is not a guarantee of crispness
just cos something is high res to start, doesn't mean it looks good when you compress it down
it doesnt hurt me that much tbh. I think it looks somewhat par with others
...i think they are noticeably fuzzier than e.g. the energy bar icon
especially the radioactive water
but i mean if it works it works
i can redo that i have the OG high res one
let me see if i can make it more crisp
so much you can do when you are working in a 50x50 area lol
the water is too bright compared to the others
look at the mineral water icon for example
compare its color to yours. also note that the "text" image, while pixellated, actually works better at lower res than the super blurry "high res but resized" versions on your drinks labels
possibly simply choosing a different algorithm for downscaling to 50x50 px would work
thats pepsi btw lmao
hahahaha
Hi, I need some help. Which script in Gamma is responsible for working with radiation? For example, if you stand in a radioactive field wearing a suit, the script will analyze your protection and decide whether to apply radiation or not.
As far as I understand it it's not deciding if you get radiation or not but all suits have a radiation immunity and depending on the number decides you radiation protectiveness
Unless that didn't help you
does anyone know how the map texture used in the PDA was created ? was it just some guy that drew it or was it made with some program to automatically stitch textures together ?
No, I'm looking for a script that adds radiation. Here's the situation: I'm playing with an artifact mod, and I have a helmet and a suit with a total radiation protection of 80%. When I stand in a radioactive field, the radiation doesn't add up because my protection is high. However, there's an artifact that has a -34% radiation resistance debuff when it's at 100%. I have it with a condition of 10% (total ~ -3% debuff) and when I put it on, the radiation starts to accumulate as if it were considered with a condition of 100%. I've even taken artifacts with a -6% radiation at 100% condition, and there was no radiation. However, the resistance is displayed correctly in the interface. This means that the script responsible for calculating radiation does not take into account the condition of the artifact and uses its maximum value.
yea it seems like the artifact is bypassing the armor maybe because its called after the armor? so this could either be in the armor the radiation or the arifacts mod ltx/script, im just getting into radiation understanding myself lol
Guys, what parameter is responsible for giving you coordinates of stash when you touch the dead body? I want to turn it off entirely and only keep stashes from actual PDAs which makes sense
Oh. I found it. It's in difficulty.ltx file
Hi! after installing the last atmospherics beta, my nvgs do this. Changing settings does nothing. I remember I fixed it las time but can't remember how... Does anyone remember how? (for some reason I can't write in the mod's chat).
alright so im trying to add a new item in AAA style (anomaly armor attachment) and am having a hard time making the thing actually appear in debug would anyone be able to look at the ltx and see what i might have messed up?
i have it in the correct path or it should be anyway that being gamedata/configs/items/items/af_poncho_test
anyone have a clue what anm_delay number is
waht it does
what*
im editing some controller effect ltx files
for the SKITZO controller addon
im trying to make the screen shake effect less shaky
just lower the intensity of it but i cant find the lines that do so
there are over 10 lines and values i edited for min/max distance and stuff liek that
and chance based on distance
but the camera shake anim intensity i cant find
any clues?
anm normally mean animation so that seems to be animation delay?
Probably ticks or whatever it's called that the game updates by
figured it all out
finally i tweaked and balanced out the SKITZO Controller mod
might drop the patch for erybody tonight
hmm
does anyboddy know how to add the alternte tilt aim when pressing V on the guns that dont have it
?
(you know when you ADS and then press V for the canted aim style)
Alt aim whatever in config
I would start implementing 1 by 1, is it just something i can add or?
and alt aim true something
aha 2 configs ok
I forgot but many bas gun woth laser has the line
a lot of guns wiothout laser have it too
i will look into it and try to implement more
yeah basically add that to gun and done
a lot of guns dont have it for some reason
damn
so i add the lines or the whole file?
add the lines in config
i see
just reference from guns with working laser
does it matter where i write them?
ok
im talkin order
can i place the lines at the top or bottom or?
i forgot but just reference from the working onesβ¦.
π
this should not crash my game right?
it can onnly look bugged or somethiinbg maybe
i think
so
ive finally sat down fully where would i add all these lines?
@teal compass
to which script of the gun missing it?
just add it to the gun config
I don't know what u mean by where
I think I explained clearly already
Under the guns hud section next to the normal aim section
sorry its my first time fiddling with gun mods on this level
like I said, reference from working ones
like just compare them
if could work anywhere maybe but I cannot ganrantee
i still dont udnerstand which file i need to look for in order to add the lines to it
for an example
would it be this one, the main file of the gun?
under items/weapons/
and then add the lines uunder this hud section
correct?
ok I will just explain it further
aim hud offset alt whatever goes into wpn_whatever_hud secton
use alt aim hud = true ges to wpn_whatever
so it is the one i nthe screenshot
aha i think i understand now
some of the guns like theo ne you mention for laser
is different
ah nothing i got it confused
sorry
im doing this the first time
like trying to mod weapons
let me try and see if it works
so for instance
it would look like this but the wpn_name would be different correct?
the corresponding one
yeah u can also do a dltx like this
exactly the same structure with diff name and number
and i would implement that how?
write those lines to the hud section of the wepon
or
make a dltx
are u trying to edit the org ltx or make a new one
because u only go wit one of them
either way it works and is faster xd
and the other is unnesscary
i just want to add alt aim to guns that dont have it
then either way works
sorry its my first time with weapons
ty for the patience
so whats easier
can i just copy paste the SR-25 one
and paste under hud section
what about the ! mark
! is for dltx
aha i see
tell me first on u are using dltx or not
i thought so

are u using this or not
i can edit whatever
just tell me that
poor yuki π
I felt like I'm dreaming
mod_system_whatever is dltxs
fck my keyboard
if its w_whatever its not
aha i see now
mhm so i can make one from scratch
then make the right pathing in the weapon mod fodler
OR
edit the weapon ltx and add the lines without !
did i get that right?
if u are editing w_whatever, yeah do this
just add the line into the sections
if u cant do that just go learn dltx
i see, ok
don't you need to position the alt aim first though
ahh really?
but wait
i just copy the position
for instance
doesnt that give me the same position?
if i just copy
yeah but lets first get the easiest part done which is not the easiest for himπ
don't think so 
really?
damn shittt
it's different for different gun
every gun has a different pose
u have to pose it in hud offset editor
i feel like positioning would be the first step, why worry about how to add the configs when you don't even have them
idk I add them first and then move the offset

without seeing how it looks while canted aim?
π
the hud sec iton?

man already had a dltx to work off of 
I felt like I can go insane any moment
I would suggest dltx but he is not using that so
between here?
anywhere as long as its in the section
what is a described as a section
[wpn_honeybadger_hud] is a section
so from first [] to second []
wait now i dont get it
FUCKKKK
the wepaon has only one []
underr the hud section
and the shit im pasting
has 2
so that means what
i place it above the weapons []?
I'm just totoally lost here
only the first line of the weapin mod
has the section [ ]
everything under that is just without it
what's inside
only the things on the screenshot
is there no [wpn_honeybadger] section?
wait wait wait
i can do that and i will if i fail
but let me try to do it
so i can do it for every gun myself
and you dont have to
ok
so
dont put it under the wpn_name_hud but under jsut the main one which is wpn_name?
the aim hud alt is there
at this poin I just wonder why couldnt u just reference from working bas gun with lasers
they can exactly tell u how to do it
you got me confused now wait
its not there
i need to add it
under the section wpn_honeybadger_hud there are no lines for alt_aim
jsut regular
when i did you told me dont do it there wdym xd
I dont get it
because thats a duplicate
u have the section with the same name twice
ok I'm just done I'll give u an example ltx
yuki is so done lmao 
line 175, and line 225-226
i only need these 3?
im surprised he didnt tell me to fck myself xd
it shows u where to put the lines
ok lemme see that
ahahahahahahaha
sorry bro xd
LMAO
im sorry xd
tell me what would u do at this point
π
i'm ngl i would do the same since i committed already 

I think he is on gamma
i am
idk bro im new to doing this weapon stuff
i did mod other shit
is dltx easier or?
what am i missing
you told me its the same xd
he just didn't know π
i said im a noob at this xd
but dltx might be easier
ok so how would i do that then?
and it can bypass other edits
this file here is a proper dltx
use that dltx
its one of the bas yes
change the section names to match
same as the one yuki sent
THATS WHAT I THOUGHT I NTHE FIRST PLKACE
omg
didnt i ask that at the beggingn
xd
nvm
wait
fuck all that
let me try to do it finally
20% yuki's fault π
i will do it liek the dltx
sorry for the mental retardation guys my bad



