#╙🖇mods-making-discussion

1 messages · Page 136 of 1

lilac vessel
#

hud animation, i just replaced the omf file with my edit (with the same name)

lilac idol
#

you need to change the hands animations

#

unless you specifically want to change how the gun mechanisms (bolt, casings etc) move

lilac vessel
#

ohhh

#

alr thanks

crude bay
#

I sure hope there isn't already an addon for Toxic Air to change filters on a key press, because I just spent 10 hours going from zero knowledge to a small mod that does exactly that.

It automatically uses the highest condition Filter, It doesn't check for Quality at the moment so it won't prioritise Better Filters
The benefit is being able to do it on the move without openning your inventory and it also allows you to replace your current filter in one swoop instead of the two step process of removing it then inserting another

#

probably wasn't worth it

ancient gate
crude bay
#

at some point I would like to see if I can make it work with QAW as I haven't tested it at all but I don't think it works at all currently

ancient gate
#

That would be awesome

#

I couldnt enjoy toxic air because swapping a filter took way longer than it needed to😭

#

But with this it'll be like metro almost

#

Keep up the good work!🙏

crude bay
#

I'll release it proper soon™ hopefully with no crash causing bugs kek1

ancient gate
calm kernel
#

Guys, am I right : this tier = X is the value that grok_teasure_manager uses to decide what to put into stash? Higher = lower chances to find this item in certain tier of stash, right?

misty mulch
calm kernel
#

@misty mulch What should I do to make new entries in grok_treasure_manager to spawn? I defined the tier of new items and added to the manager list, but can't make them actually spawn in stashes.

calm kernel
#

I also added already existing items in the game that stashes were lack of such as raisins or nuts, and I added 'em there this way :

raisins__1
raisins__2
...
nuts__1
nuts__2
...```
And still I don't see these items in stashes
#

But I managed to change vodka's spawn (red one) that I divided to pieces (used same approach as I did for raisins or nuts).
I can't get the pattern here

drifting moat
calm kernel
#

Oh. I found the issue. You need to define those variables in freaking grok_items_tier.ltx file. If you type tier = X somewhere in item's config it will do nothing at all. You won't find this thing in the stash. I added those to that .ltx and yoink. Also tried to make custom .ltx in same directory, but it did nothing as well.
Well, replacing the file is the way 😄

misty mulch
#

can't just add config files - need to make sure a script file actually uses it

main plover
#

aah no script need to read it nvm

teal compass
#

so we could only overwrite the whole file or change the script?

main plover
#
-- config
ini_treasure = ini_file("items\\settings\\grok_treasure_manager.ltx")
ini_treasure_vanilla = ini_file_ex("items\\settings\\treasure_manager.ltx",true)
ini_tiers = ini_file("items\\settings\\grok_items_tier.ltx")
local enable_debug = false
#

that's how script looks like so I think the ltx itself needs to be replaced sadly 🙁

misty mulch
#

or do an #include line or maybe DLTX it, but I'm less certain about how to DLTX mod-added configs

main plover
#

or create injection script but I am too stupid for that

#

But tools are not stupid

-- z_loot_injector.script
-- Simply adds items to the treasure pool without editing original files

-- === YOUR ITEMS GO HERE ===
local my_items = {
    "wpn_ak74",          -- Example: Vanilla Item
    "my_custom_gun",     -- Example: Modded Item
    "medkit_army",       -- Add as many as you want
}
-- ==========================

function on_game_start()
    RegisterScriptCallback("on_game_load", inject_loot)
end

function inject_loot()
    -- 1. Ensure the treasure manager has loaded its own list first
    if not treasure_manager then return end
    treasure_manager.init_settings()

    -- 2. Find the local 'item_list' table inside treasure_manager
    local func = treasure_manager.init_settings
    local item_list = nil
    
    local i = 1
    while true do
        local name, val = debug.getupvalue(func, i)
        if not name then break end
        if name == "item_list" then
            item_list = val
            break
        end
        i = i + 1
    end

    -- 3. Inject your items
    if item_list then
        local count = 0
        for _, section in ipairs(my_items) do
            if ini_sys:section_exist(section) then
                -- We guess the 'Kind' from the system config, or default to 'misc'
                local kind = ini_sys:r_string_ex(section, "kind") or "i_misc"
                
                -- FORCE TIER 2 (Common/Uncommon)
                -- This bypasses the need for 'grok_items_tier.ltx' entirely.
                -- Items will spawn with standard probability.
                local tier = 2 

                -- Create tables if they don't exist yet
                if not item_list[kind] then item_list[kind] = {} end
                if not item_list[kind][tier] then item_list[kind][tier] = {} end

                -- Add the item
                table.insert(item_list[kind][tier], section)
                count = count + 1
            end
        end
        printf("~ Loot Injector: Added %s items to [possible_items] pool.", count)
    end
end
#

I will test it

quartz hill
main plover
#

any way to unlock random stashes? with debug?

#

No one in north sells information about stashes

quartz hill
main plover
quartz hill
#

run_string hellonewstalker3

#

or function executer

main plover
#

works thanks a lot

hoary jolt
#

can anyone please give the default G.A.M.M.A. Skill System Balance as a zip

crude bay
#

Has it changed in the past week?

next gate
#

I downloaded The mod Talker and everything seemed fine, but it says I'm silence.

calm kernel
#
mint__1
mint__2
mint__3
...

raisins__1
raisins__2
raisins__3
...

nuts__1
nuts__2
nuts__3
...

Where do I need to assign such entries of items to make them spawn in stashes?
Seems like I tried everything here and I still can't make those spawn... I even tried the valid_tem_sections.ltx file from Abobaly gamedata and added those __X items, heh. Still nothing.
Also tried to assign kind = i_food etc. in grok_items_tier that's being seen by grok_treasure_manager in case if it can't decide what is it and put it in right category of loot.

Maybe the 'kind=' approach might work somewhere else? I hope I don't need to make all those items with '__' manually after all...

calm kernel
#

Oh. Now I get it. I reduced spawn chances for ammo and now I finally found those fucking raisins and peanuts in my stashes...
I didn't know that it's so restricted. It was 5% vs 30% and now 5% vs 15%. I tested it on ~40 stashes and half of them were with x10 weight values (x10 loot pool), and I didn't find ANY of those items. But after I did a thing, here it is

#

The more you know...

lilac vessel
#

hey, i'm editing some animations and i cant get the hands and the weapon to match their position. i import both the ogf and omf for the gun and hands but the positions are always mismatched. the hands are below the gun, and i dont think adjusting it manually is the way to go. any help?

main plover
calm kernel
ancient gate
#

So im changing around sounds for weapons right now, how would I find sounds for the following?

snd_shoot
snd_shoot_actor
snd_silencer_shot
snd_silencer_shot_actor

#

Im trying to find some 338 weapon sounds but not having the greatest luck

fair inlet
ancient gate
steep ember
#

Hey guys! I saw a promise on Modb from a modder working on global NPC animations. Any info? Does anyone know anything? The only thing GAMMA needs (in my opinion) is fresh animations, otherwise the NPCs will walk like Michael Jackson.

celest thorn
#

How hard would it be to implement weapon-mounted-flashlights? Anyone already tried to work on this?

summer stream
#

BaS had them

#

but it didn't make any sense to have one

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since that would require some more work so it would function like head-mounted flashlight

quasi narwhal
#

I thought of making a mod for that once, you can even make laser pointers be attachable as well

#

but then half of BaS and other mods' weapons have that shit built into the weapon like a true pleb, so it wouldn't make much sense there unless you removed them from the weapons models

#

it's pretty cool cause with scripting you could make different tiers of flashlights, so it'd be easy to make cheap+shitty ones and expensive+good ones

sacred token
grizzled geyser
#

Подскажите мод где когда ложишься то проигрывается анимация на левую руку

grizzled geyser
summer girder
#

Mods

MAKING

Discussion AidenThumbsUp

#

Тут учат как делать моды

grizzled geyser
#

А

#

А кдуа мне тогда

#

Очень много каналов я запутался

summer girder
#

Если никто не ответит, поиск и гугл

distant cloud
#

hey i want to make the music less frequent, do u think it would work if i put some (10-20min) empty .ogg file converted from wav or mp3?

distant cloud
#

i did a script modifying and replacing original .ogg (adding from 10 to 40min (rnd) of silence at the end of every track)

calm kernel
#

👍

#

But you could just install AIMP or smth like this, put Stalker playlist inside and tweak the delay between tracks like I did, hehe

distant cloud
#

hmmm

#

first ever doing a mod haha

#

seemed simple and safe to proceed like that (i have good knowledge overall in coding)

calm kernel
#

Workaround like this more often used by people to fix constant sound effect spam in. Like Voiced Actor mod or Immersive Ambient/Audio Expansion mods, for example. Sometimes you might find that some sounds are appear way too often while you gaming and this approach with creating empty .ogg files helps a lot to deal with it

distant cloud
calm kernel
#

Must-have thing if you playing with Voiced actor or Merc voice lines mods.

  1. Voiced actor is spamming (russian voice especially) voice lines as savage, imo
  2. Merc voice lines... you know what I mean if you played as Merc and stayed on their base for like 10 minutes 😄 😄
distant cloud
#

i tried playing as mercs and just stopped after 1hour lmao

#

i dont know when i play stalker i dont want to hear english all day long haha

calm kernel
#

Same actually. I always turning off these eng. voice lines mod

misty mulch
#

i think that was my first ever mod, altering the script files to make it so that the eng merc voice lines wouldn't play

calm kernel
#

I prefer hearing russian and some ukrainian in Zone. It feels much more organic

leaden roost
#

Question any good info sources to start modding stalker?

Im not new to modding but never modded for stalker (YET)

misty mulch
distant cloud
#

is it possible to know wich .ogg file is actually playing while in game? (background music)

crude bay
#

I want to actually learn to mod more buts it's super daunting since I have no idea how many mods, patches and shit the thing I want to do is silently built on

#

Because 500 mods makes for a long ass boot time so if I cause crashes with my testing it takes ages to get back in

naive snow
crude bay
#

It's more so the initial boot, the save loading isn't even that long

#

old ass SSD moment frankly

naive snow
#

If 40 seconds is all it's going to take to stop you from making your mod, it probably wasn't worth making in the first place dread

crude bay
#

When I have to guess 90% of the time because the info sucks balls and it crashes at the drop of a hat 40 seconds is a lot when it happens very frequently

naive snow
#

There's plenty of resources and valid information about, the anomaly server has tons of people willing to help in the mod codding channel and it's up to you to add in the necessary checks to avoid crashing. Everyone else does it, so it's really a skillissue

#

If you're not willing to commit the time to it, you didn't really want it in the first place. Simple as that

summer stream
#

true!

#

a lot of people are very helpful

misty mulch
#

or start with something really simple like config edits that you can easily check with debug save/load

summer stream
misty mulch
#

you can do a shit ton with just config edits/dltx

summer stream
#

plus ur DLTX guide

naive snow
#

Heck I started with doing stupid scope icons re-alignment fixes KekSkew

summer stream
#

i started with models ohno

#

that was my worst mistake i swear

naive snow
#

Models are pain, because you have to understand actual 3D softwares and workflows for making stuff. It's another layer of learning on top which is often too much and burns out new modders

summer stream
#

i wasted like 10-20 hours in blender

#

and i made my first patch for hands

#

which are pain to work with

#

now that got me in some bullshittery called textures

#

and lord i dont like it

#

i swear

naive snow
#

C0ck and balls torture right there. Really wanted to learn how to swim in the deep end huh omegakekw

summer stream
summer stream
#

and there's 10 videos just for texturing
man kms

naive snow
#

Well substances files and even .psd are really chunky, so that's understandable. It's easy to forget that every increment of power of 2 is 4 times the memory

naive snow
#

About making donuts KEK

summer stream
#

guns

crude bay
naive snow
#

I mean, eventually you just outright buy a new drive for this shit
KekSkew

summer stream
#

sir

#

i may disappoint you

#

a little bit

#

2 tb aint enough

naive snow
#

If you're a filthy french person, alors oui c'est normal

summer stream
naive snow
#

Well wtf is that drive name then?

summer stream
#

please restrain yourself from ever mentioning near me

summer stream
#

uhhh

#

a burned bretzel

naive snow
#

Boiled alive

summer stream
#

yea

naive snow
#

You scum queen

summer stream
#

i am offended by this

naive snow
#

Rightfully so, now back to modding with y'a

summer stream
summer stream
#

i will go back to intervention

naive snow
# crude bay I commited 10 hours working with next to nothing to go off of I can manage plent...

Without context of what you're even trying to do it's hard to point you in a direction.
Like I said, the Anomaly modding channels are really useful and there's a lot of people there that are always willing to help like Tosox or Raven, did you even bother asking there?
The modding book has plenty of references and even script examples on the various engine calls and there's also troves of info if you just use the search function in the right discord channels

misty mulch
#

yeah it's way easier to help if we know what you're trying to do

#

and because "i want to make a new gun!" requires drastically different answers to e.g. "I want to make repair kits cheaper"

#

also cos some things that seem obviously nice to have, are stupidly difficult (e.g. new tasks, anything to do with editing the map) whereas some things that seem like they would be tricky, can be very technically simple to do (e.g. adding new area transitions)

crude bay
#

My next task is handling all the keybind options like double press, long press, modifiers.

I was unable to find anything in the book relating to it other than just a single press

#

I did try searching for it both here and Anomaly discord and it's possible I missed it but It was rather inconclusive on finding proper examples

#

I have figured out MCM for the most part just not how to handle said inputs properly

#

I have some semblance of how to do it using various other mods that use the same setting like QAW, Mags and FDDA

sinful wasp
naive snow
#

Ah I was wondering what had caught the bot on

#

Thanks oflin

naive snow
misty mulch
#

and yes the engine is jank af

crude bay
#

Yup just checked it now and it has exactly what I was looking for Cheers

#

Why didn't I look there in the first place kekcry

calm kernel
#

Oh I found it. Press F1 - F2 in main menu

misty mulch
#

just F2 in the main menu

#

don't need to press F1 even

#

you can also press F5 in debug menu to quickly save/reload with one keypress (this reloads all config files, which is helpful if you are making config edits)

calm kernel
misty mulch
#

yup

#

change ltx -> save the file -> reload mo2 -> debug f5 in the game. sometimes if i'm changing e.g. trader profiles i need to force a trader restock through debug as well, but it's way faster than closing and restarting the game

calm kernel
#

Holy shit. This will speed up things by a lot

#

Huge thx

misty mulch
#

iirc this works for scripts and configs but not XMLs

leaden roost
summer stream
#

i may think of getting 10 tb HDD

#

since im pretty sure

#

this is not enough

chrome urchin
#

hey guys any way to extend the duration of smoking in the game with the enjoy cig mod or with the mods in the image?
I feel even with the enjoy cig mod its too short not as immersive.

slow bolt
#

HDDs are lame and slow

summer stream
#

ill bury it all on hdd so i wont think anything bad

#

since if it runs out of it's storage capability with ssd i am fucked
i only have programs and games on ssd

#

rest is hdd

gloomy sphinx
#

Heya. Is there a guide for making a simple mod that replaces player sounds like pain/taunts for GAMMA?

quasi narwhal
#

maybe my sarcasm detector is off but damn

summer stream
#

the amount of time that SSD can be rewritten is limited

#

so i count hdd a bit more safer option

#

plus it's not that expensive

quasi narwhal
#

you're gonna have to use an SSD for like 10 years to hit its write cycles limit

  • it doesn't have moving parts that can easily fuck up your stored data with a simple magnet or something like an HDD does shrugEg
#

so i'd say SSDs are much safer than HDDs for sure, especially because reaching the write cycles limit won't re-write your data -- it'll just go into read mode

summer stream
#

ehhh with how i use it

#

no

#

ssd is gonna die quicker

#

like in 2-3 years

#

i download and delete too many shit

tame furnace
#

is there a way to maybe convert the gamma minimal ui's "current available magazine counter" on the left to "total ammo available" instead?
so the ui on the left shows "total available ammo for current type / current amount of ammo in the magazine"

chrome jungle
#

Anyone interested in a UV unwrap commission pls?

summer stream
#

oh lord allmighty

summer stream
#

its easy to fix

chrome jungle
#

i merged an a2 carry handle to an m4a1 upper

chrome jungle
potent delta
#

UV wrapping is a complete mystery to me personally so I feel that. God speed.

chrome jungle
#

i only need to fix this uv and then the all the m16s will be done

summer stream
calm kernel
#

How can I view .ogf files without installing some kind of 3D soft for modeling?

calm kernel
lament haven
#

someone knows how the mod called where u can only see your health when you look down/on your body?

trail lichen
#

HOW DO I MAKE TRADERS SELL MORE AMMO

coarse minnow
#

Can someone make a mod that makes the image and music in the game's main menu like in Shadow of Chernobyl?

manic heron
#

Trader stock increases at 500, 1000, and 1500 faction goodwill/rep

trail lichen
manic heron
#

That may be the cap then, I'm not sure

#

You could try lowering trader restock cycles to 24 hours.

#

Otherwise you'll probably have to poke around the GAMMA Economy scripts and manually edit some numbers

keen stag
marsh gust
#

3d interactive pda is nice but it keeps giving me missions in areas i cant even access yet, is there a way to make it not do that?

next zinc
lilac ibex
#

export the mesh in CoP format

teal compass
next zinc
#

IIIIHUUUUL

tawny prawn
#

was thinking about death screens

#

if i could get my hands on the s2 background images for each type of death

#

maybe i could implement it for gamma

#

i just dont know how to make a script that makes it so it plays the correct background with the correct text for each type of death, NPC, mutant, anomaly

#

if not possible i would just do 1 screen so its not just black screen with red text

keen stag
#

Would it ever be possible to make alternate underbarrel attachments like the sniper with the underbarrel shotgun in s2?

teal compass
#

I think engine edits is required from that

keen stag
#

Damn sadge

nimble vortex
#

How can you edit crafting recipies? 9x19 AP rounds cost 30 pistol casings to make 15 rounds and its driving me crazy

formal plover
#

Will it be possible to make the Arti Ballistics mod compatible with GAMMA? Or is it just a matter of adding the missing ammunition?

formal plover
teal compass
#

well then idk

#

u can try add it into gamma but I cant say it will work

verbal siren
#

Just drop it on the ground and it'll get deleted after some time. Otherwise I recall illish made a mod called "burn shit" or something like that, where you can toss stuff into the fire and it'll get deleted from the world.

#

I do it all the time. I leave a pile of garbage in a corner somewhere where npcs can't pick it up and go about my way. When I return, it's no longer there. I don't remember which mod does it, or if it's a vanilla Anomaly thing, but stuff disappears same as corpses.

calm kernel
#

What is the file name of mod that send these messages?
I want make some changes in it

verbal siren
#

Ah, I get it. But I think there might be an engine obstacle, seeing how two guys made similar mods, and none of them lets you annihilate items with a key press.

simple scaffold
misty mulch
simple scaffold
#

might be a slight performance hit with dropping tons of stuff on the ground. you could stuff it in a rando stalker corpse instead. if you are already using debug spawn a sim bandit and kill it via the debug.

or you could use these to make your companion into an easy to use mobile stash the first lets you access their inventory without needing to have them in reach so you don't need to worry about getting yourself over encumbered and unable to move to them when you pick up all your stuff. the second lets companions carry unlimited weight. although it doesn't work with the put all button. you will have to click every thing into their inventory.

https://www.moddb.com/mods/stalker-anomaly/addons/companioninventoryremoterc1822
https://www.moddb.com/mods/stalker-anomaly/addons/companion-carry-weight-unlimiter-rc18-23

verbal siren
#

I was using an exploit for carrying a ton of stuff. There was a container that you could open from inside your inventory and put things in. Then, when you saved and loaded, its weight went from 230 kg (or whatever) to 0. When you moved to a new base, you could open the container and move your things back in.

teal compass
#

the moving truck exploit

sonic bolt
#

there's already the anomalous stash as a semi-immersive way to transport stuff long distances

teal compass
#

which stalker 2 has

rough lion
distant cloud
#

hey would it be possible to install extra cycle and disable clear weather at the same time (maybe by editing modfiles?)

teal compass
regal bolt
#

I hope this is the right place to ask. What i've done is empty out Starcry's PDA radio and fill in channel 4 of Metro Songs with Silent Hill OST instead. Is it okay to choose Channl 3, delete every song and thenn fill it with my own music too?

next zinc
#

So, I watched both Juans and frosty's guide on how to add scopes to guns, and what I didnt understand is what I should do when the gun doesnt have a lens bone

next zinc
#

Just it ?

#

Oh

#

Awasome

teal compass
#

yeah just add a bone

#

athi also has a guide on 3dss scope

sonic bolt
#

some guns have wpn_scope bones that are also good enough to be renamed as a lens bone

summer stream
#

that can result in broken anims

sonic bolt
#

I was told this was fine...

summer stream
#

animation can just break apart

#

and don't load

sonic bolt
#

will renaming do the same thing?

summer stream
#

it could do that too

#

just add a bone and add that bone to the animation

#

please its very easy to do

sonic bolt
#

ogey peepo_sadge

fair canopy
#

Adding bones also breaks anims. I've never had an anim break on me when renaming

summer stream
fair canopy
#

Idk. I've done thousands of ogfs and I can recommend it just fine so shrug

summer stream
#

add bone, import omf
add the new bone to each animation
done

summer stream
#

i still respect your opinion on it

#

but i think that adding new bone is more recommended

fair canopy
#

Only time I've seen an issue is when a model is weighted, but that's so insanely uncommon

summer stream
#

even though it could be more complicated

fair canopy
#

But then there's issues in both cases of renaming or adding bones

summer stream
#

did u even saw one?

fair canopy
#

Blindside's iirc. I had an issue with his anims due to the weights

summer stream
#

lord have mercy

teal compass
#

both works really

fair canopy
#

Yeah when it has no bone to rename I just ad it

dusky cave
#

Hi boys. Is there any way to make all stalkers in the zone Legends? through MCM or by downloading external mods?
For what? Legends tend to have better weapons, it will be more fun going through red forest fighting people with machine guns))

next zinc
#

how do I add a bone ? 😅

teal compass
next zinc
#

thank !

teal compass
#

it should work also for adding any other bones

#

as long as the bone u add is attched to wpn_body it will be fine

#

it could be different base on weapons tho, eg machine guns

next zinc
#

I need to add the lens bone

fair canopy
#

if you add the lens bone and the animations get fucked up, rebake the animation

summer stream
#

that means add lens to the animation

#

which is easy

#

load the animation in

next zinc
#

as asthi says in this one

summer stream
#

then select every bone via CTRL+A and play every animation, putting keyframe at start and end via I

#

done

fair canopy
next zinc
#

shit

teal compass
#

I had this short vid b4

#

shows exactly how to add a bone

broken lake
#

Guys, if i change time factor to speed up the game for like 1h daytime am i gona break the game?

keen stag
#

how hard/is it possible to make a single artifact that switches between two "profiles", where it provides different resistances

misty mulch
#

with scripts, I was told Anything Is Possible

#

the "switch" could probably just be handled by making two versions of the arti for the two profiles, and then you just delete + respawn between when some condition is met

next zinc
#

What would happen if I reattach the parts of my gun to the bones a gun that have the lens bone and use the same animations ?

#

My ref gun is frosty's tx15

#

I would just go and reattach it to 3dss tx15 bones

teal compass
#

also why would u attach gun parts to len bone anyway

#

except len

next zinc
#

I will just attach the len

#

To len

teal compass
#

what

#

I am not getting what u try to do

next zinc
#

Tbh Im really confused about adding a scope to a new gun

teal compass
#

there is the juan's guide

next zinc
#

When it comes to sniper scoped

teal compass
#

which tells exactly what to do

next zinc
#

Juan attaches a red dor thst goes to wpn body

#

Om

#

Ok*

#

Easy

teal compass
#

yeah

next zinc
#

But sniper scopes, how do they work ?

teal compass
#

everything except len goes to wpnbody or respective bones

next zinc
#

Most of the guns I see they have a wpn_scope

teal compass
#

len goes to len bone

teal compass
#

and cant be used for lens bone

#

so people change that to lens

next zinc
#

Yeah, but my ref gun doesnt have the lens bone, so my gun doesnt have it either

teal compass
#

then add one

teal compass
#

if thay then yes it will work

next zinc
#

Yep

#

Thats it

teal compass
#

I somehow read it as assign gun parts to lens bone

teal compass
next zinc
next zinc
teal compass
#

just the others alreayd did the work for u

#

which is good

next zinc
#

So what I have to do is delete the bones from.my gun, pick a ref gun with lens bone and then attach mine to its bones right ?

teal compass
#

just attach the mesh to the desired bones one

#

and then export that bone one

#

the old bone one will be ignored anyways when exporting

next zinc
#

Ooooh

#

And then just import the bone to the armature ?

teal compass
#

but yes u can delete it

#

just import the new ref gun and attach to it

#

export ur gun with the new bone

#

done

idle agate
#

Anyone can help me disable the shadows of just the birds and nothing else?

lilac ibex
lilac ibex
balmy sand
#

If I want to remove an item from this list, do I just delete the line?

#

in zcp

#

is this the right way to do it

quartz hill
crude bay
#

whatever uses the tables would likely need to be modified

#

or just put one random thing into each of them

quartz hill
#

nil check would be enough i think

quartz hill
#

smr_loot

balmy sand
#

yeah its the smr_loot file from zcp. just putting something random in there sounds like a good idea ill just do that

#

thankyou

idle agate
lilac ibex
#

c) [evil hack] custom crow shader. xray isn't going to render shadows for translucent geometry

#

(c) is great for quick testing
(b) requires priceless time (and c++ book & coffee)
(a) may not work on dx9+

idle agate
#

Damn I’m not experienced enough with this to get at shaders or the engine itself but thank you very much for clearing things up!

#

I might just remove them altogether. Game looks insanely beautiful with just a few tweaks and addons but those bird shadows are driving me crazy

vale sphinx
#

Men's, help, how move status icons?

#

I think you need to set the required coordinates in the config file. The question is, how do I find this config file?

#

I apologize in advance for my bad English.

idle agate
#

Nevermind this, Gamma uses a mod for icons, if you’re using that you need to change it in the mod.

(In mcm on the right search for actor_status.script I think it’s in there)

#

The mod is called minimalist hud, alticons.script

hexed fox
#

@faint sable Is it cool if I throw together a quick dirty mod thing to change any green lasers to red from your modpack to better work with NVG's?

faint sable
#

You can yea, it’s quite easy to just swap out the colors, mainly did it for the laser itself since some use green or blue laser colors

hexed fox
#

Sweet. I'm using Paint.NET and changing the hue to -128 which seems to be working but I'd love to know if there's a hue value you'd recommend

faint sable
#

Id definitely use photoshop for it, but my way of doing it is using photopea on my browser, saving it as png or jpg then putting it into photoshop and using a nvidia dds setup specifically for dx8-11 compatibility process, but I believe paint also has dds support so either way works

#

But I also already have a laser color for red made

#

You just have to either rename it to the green naming then replace it or rename it via ogf hud editor

hexed fox
#

Oh yeah I could just do that :v

faint sable
#

Also if you use 3dss, athi has a red laser color dds and the color dot is red, that is the exact one I used

#

Either way should work just fine

hexed fox
#

Cheers

ember blade
#

It feels like the x-ray logfile doesn't get updated all the time when the game is running—or if it does, it's updated... inconsistently. Does anyone know how to force the file to get updated?

misty mulch
#

which you can scroll, in game, with pgup/pgdn

distant cloud
#

hey do somedy knows if theres a file in original gamma list where i can change weather cycle probability?

ember blade
misty mulch
ember blade
misty mulch
#

i can see a command for clearing the console and .log file but not one to force write

misty mulch
#

the problem is that weapon part degrading is stupid, overcomplicated, and random-chance based

#

armor degradation is a flat 7% of incoming damage after damage resistances. artis don't degrade at all unless they're perk artis anyway

#

and no none of them are governed by a single file/config, you are looking at 3+ different systems

keen stag
# misty mulch the "switch" could probably just be handled by making two versions of the arti f...

my idea was like, some sort of day and night artifact that switches between an anti mutant profile and a traveling profile, it would have the same difference in stats, but the + and - would flip based on day/night on a clock
so like
+20% rupture resistance
-20% stamina regen
+600ml bleeding
+5kg carryweight
would become
-20% rupture
+20% stamina
-600ml bleeding
-5kg carry
something like that

#

idk how you would code it to switch based on time that seems like itd be wonky

misty mulch
#

fun fact this is what is actually happening every time you attach/detach a scope on a gun

#

it whole ass deletes + spawns a new item, since the engine treats "gun" and "gun+scope" as two different items

keen stag
#

ahh

#

interesting

misty mulch
#

the progression setting only applies to overall gun condition, which is hidden and locked to 83%

#

for gamma you don't care about that at all

#

but read that FAQ post link for how weapon part degradation works

misty mulch
#

ok. but your answer to "is there a simple config edit i can do to change armor/artifact/weapon degradation?" is "no"

cloud bluff
#

if i wanna change weapon tier , how do i do it ?

teal compass
cloud bluff
#

thank you sir

teal compass
#

👍

misty mulch
#

i strongly suggest you check for dltxes since several weapons have their repair_type changed in a dltx overwrite

wary oyster
#

Hello, what weapon packs do you all use besides the Frosty's one? Are there any comprehensive ones adding more than just 1 or 2 new guns?

EDIT: just found out about Juan's Weapon Delivery System, that looks extensive as well, but more suggestions are very welcomed

wide linden
#

Is anyone planning on porting the ASVAL MOD.4 from Tarkov?

teal compass
wary oyster
#

Hello YukiZ, is there a single link to download all your additions to the game?

teal compass
#

u can download them one by one

wary oyster
#

Ok, thank you very much

teal compass
#

👍

teal compass
#

yeah

faint sable
#

But he already said juan

#

What can I do after peak is mentioned

teal compass
fair canopy
#

Perfectly mid, as all things should be

teal compass
#

honestly dont mind

wary oyster
#

What's wrong?

teal compass
#

i dont know

wary oyster
#

I downloaded a ton of very well mods and I have a blast with them. Thank you very much for you suggestions AND for the hard work you put into making these mods. It truly brings more happiness into this world.

storm stirrup
#

Hello modders i have a question, is it possible to make my own voicelines for the player character or make the player character have the female set of voicelines?

cloud bluff
#

How to make Gas mask restrict mode work again like in the old FDDA ?

#

i tried some stuff but i get error with the scripts and get booted out

hollow haven
#

hey vets, i want to make an unsuppressed version of frosty's hk416 tac, is there an easy way to do this or will there be a lot involved? (not sure if this is right channel to ask, apologies if incorrect)

teal compass
#

also change the firing sound anf firing muzzleflashes

hollow haven
#

what if i wanted the suppressor to be an attachment option?

teal compass
hollow haven
#

thanks, much appreciated peepoLove

teal compass
#

👍

hollow haven
#

@teal compass after a bit of tinkering got it all working thanks to your help! peeposmile

simple sequoia
#

Ok, it's gotten annoying.
I'm getting "cannot open input file 'libogg_static.lib" when building xrEngine.

The library is compiled fine.

#

Anyone had this problem?

#

Nevermind, wrong preset(Dx11 instead of VerifiedDx11)

prime olive
misty mulch
#

it would be, considering that mod completely removes the need or ability to alter a gun's overall condition

#

they are almost certainly being changed via DLTX files, so just directly searching for repair.ltx is unlikely to get you what you want

fair canopy
#

I have no condition and I must degrade

celest forge
#

I have no 3dss patch and I must be mid

ancient bridge
#

Where can I see available functions? For example, I need to know the location of an object, but the publicly available one doesn't work (object.level_name). I know there's a lua_help file, but it doesn't have the functionality.

fair inlet
ancient bridge
ancient bridge
fair inlet
# ancient bridge

if rad zones are game objects then try using level.object_by_id(i) I guess
and remove level check obviously

flat marten
#

will my xml strings add to the existing mod's xml if I monkey patch?

misty mulch
#

your use case sounds like it fits "case 1" for DXML which is very, very straightforward

ancient bridge
fair inlet
ancient bridge
scenic lodge
#

does anyone know of a mod that adds a visual log of recently picked up items similar to the global chat

sonic bolt
flat marten
#

How to monkeypatch this? Couldn't find anything on that in anomaly book
On the left side monkey patch in the making
I called my patch file zzz_modname.script

simple scaffold
# flat marten How to monkeypatch this? Couldn't find anything on that in anomaly book On the ...

its not a "normal" monkey patch. instead of patching a function you are just going to dig into the mcm options table and change what the other mod put in there.

function on_mcm_load(options)
  for i, opt in ipairs(options) do
    if opt.id = "black_road_revisited" then
      opt.gr[6] = {id = "disguise_allowed", type = "check", val =1, def = false}
    end
  end
end

as long as you have MCM installed i suspect the defaults table doesn't get used so you can ignore it.

there is probably a typo in there somewhere. i am good at typos

#

the gr[6] is because the line you are changing is the sixth one after the gr = {

this is how you would patch any mod with simple mcm settings. when ppl start having sub menus and stuff you start having to dig into multiple levels of gr tables and it gets hard to read.

simple scaffold
#

there is 100% a typo.

#

i miss spelled road

misty mulch
#

other than "major, and badly explained, changes to utils_ui.script"

#

oh i misread, this is patching MCM options table. that's perfectly fine then sadlad

frail plume
#

Can someone please tell me how the hell you actually assign a collision mesh to a static object? I'm trying to add some extra hideout furniture because I wanted a damn shelf to put a TV on and now here I am 4 days later. Documentation seems extremely slim. I export from blender as xray object and it splits the mesh and collision mesh into 2 seperate files. Can't merge them in the SDK and if export as .ogf it just refuses to open with ogf viewer or any other software. Am I missing something key here or wrong setup in blender? I have assigned the bone etc and have a basic collision mesh over the bottom of the shelf. Both seperate object files open no problem including in actor editor.

fair canopy
#

there is no collision mesh. you put a collision box on the armature around the meshj

#

asign it using the shape type and then edit it with the buttons

frail plume
#

Let me see if I can sus this.

#

can I use my existing armature or create a new one for this purpose?

fair canopy
#

yes

frail plume
#

i think that might just be it? didnt have the box before

low silo
frail plume
teal compass
sudden moon
#

any resources how to setup xray addon in blender ? i

frail plume
sudden moon
frail plume
#

I had the same isssue till I got a modified SDK

sudden moon
# frail plume

ahhh i dont have the SDK i just unpacked all the anomaly folder

sudden moon
# frail plume

i am just trying to play around with some guns and maybe tweak some stuff

frail plume
#

do you have OGF viewer or similar tool?

sudden moon
frail plume
#

reccomend getting an sdk when you wanna dive deeper, even loading up the entire levels in blender to see how they done is interesting you can do this with just the unpacked files though.

next zinc
#

So....

#

I used the exactaly dimeensions that the editor gave to me but the icon is still broken in game

hollow heron
#

Is there any way to disable certain weathers? Like for example I like the look of ‘Stormy 1’ but not ‘Stormy 2’ or ‘Stormy 3’

#

Would prefer to disable 2 and 3, just have stormy 1 present when a storm hits

odd loom
fair inlet
hollow heron
fair inlet
queen pineBOT
#

@hollow heron 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

hollow heron
#

I meant more so in gammas folder directly not Mo2

#

I found it in game files directly, but only storm 1 and Storm 2, not 3

near dirge
#

Yo yo.. I'm trying to create a new mod and part of it is adding icons (or just images) to the PDA.. I made the .xml file in gamedata\ui\textures_descr\ but as soon as I load the game I get the following crash:

Function      : IReader::r_string
File          : D:\a\xray-monolith\xray-monolith\src\xrCore\FS.cpp
Line          : 467
Description   : Dest string less than needed.

stack trace:```

Typing `!dest` in #🤖bot-commands doesn't really help since it is my mod causing it and nothing takes the crash away except disabling it in MO2.. Any advice would be appreciated.. My `.dds` file is in `gamedata\textures\ui\` for the xml to read it
dire rain
#

U can find it searching:
AP-PRO IX-Ray SDK

hollow heron
#

W ty

hollow heron
#

Worked flawlessly Ty. last question, Is there any way to have certain weather effects happen at certain times if that’s even possible? For example I would want stormy weather to start at around 17:00

dire rain
#

Check the ltxs of the weathers that u want modify or check game_smth ltx, in this one u can select the weather, music and more thingis of a level

hollow heron
#

My main reason why btw. Stormy 1 is pretty on sunset

dire rain
hollow heron
#

In the MO2 ‘Filter’ search bar?

dire rain
#

That file is where u can configure the weather, music and more thingis for each level

dire rain
#

Go to gamba folder, search: game_levels_single and u will found these files

hollow heron
#

Oh I have to do each level? Like garbage, agroparm, etc etc?

#

Nice,

dire rain
#

I know that because im making an Addonpack and for example i want configure dark/foggy weathers on DARK Valley

coral venture
#

Hello everyone, I've noticed a problem with the RMR scope kits for the RPK-16 LMG and I would like to fix it myself if possible. I searched a bit in the discord for people who have the same problem and it seems it's a known issue but there is no fix for it currently.

In the second screenshot, you can see that the canted sights of the Leupold, Specter and Acog RMR kits have a black box background instead of a red dot. But the first screenshot of the drum magazine RPK has almost correctly functioning canted sights. I say almost, because the red dot is a bit off center as evidenced by the bullet mark on the wall being a bit to the right of the red dot.

Now my question is how could I go about fixing these myself? I have some experience modding the game for personal use and I searched in the files for some clues but I'm not certain where to begin. Any help would be greatly appreciated!

coral venture
coral venture
ancient bridge
#

What's the warning in the log? For example: Invalid position for CLevelGraph::vertex_id specified: [77.079285][-2.272637][-392.541504]? My log is full of messages like this.

wooden fog
#

Hello! Is there a way to turn off the sound effects that play when wearing a gas mask or other equipment?

wooden fog
misty mulch
potent delta
#

Gonna re-post this here since it seems the right place to do so (not that I am likely to actually act on the information, it's a very big undertaking)
Is the actual projection of the laser for guns that have them anything you have to do model stuff with in blender? Or is it just a config setting?

broken lake
#

question for modders, i changed time factor to have 12real time seconds for 1 in game, is game gona follow my character needs for sleep etc according to that change?

near dirge
broken lake
#

ok, paying 20 bucks to anyone who makes me 2x day night speed cycle and sync everything , healing, stamina, needs... 🙂

tawny prawn
#

whats the LTX responsible for med items? i want to tweak some values like use count and stuff

#

for the life of me i cant find the ltx responsible for those values

broken lake
#

should be actor

misty mulch
misty mulch
wary oyster
#

Hello, I am trying to use the "UPDATED 4/30! Modular BaS22 Weapon packs/ BaS Patch for GAMMA" to enable the disabled weapons in Gamma. But the links for the sound patch do not work anymore. Does anyone have alternative links?

#

And the Tac Kits too

tawny prawn
#

i know how to add them but idk if it will break anything

misty mulch
broken lake
#

where can i change how much meds last?

tawny prawn
broken lake
#

@tawny prawn brate moze li pvt?

tawny prawn
#

pvt?

broken lake
#

Privatna poruka 🙂

tawny prawn
#

priv?

#

aha ma moze

#

al nemam mod jos nisam ga naprvaio

#

napravio*

#

nem vremena trenutno

#

al ako hoces nesto da me pitas slobodno mi sibni poruku

#

cheers

#

@broken lake

rare veldt
#

hello

does anyone know if it's possible to edit the values of a specific ammo type?

i wanna tweak 7.92x57 (ammo that the kar98k uses) to do higher damage against mutants and less damage against armored enemies

(basically a watered down early game version of .338 federal)

misty mulch
#

short ver:

#
  • make your mods folder in GAMMA/mods
  • create gamedata/configs/mod_system_my_ammo_changes.ltx
  • in that file the contents should be
![item_id_of_ammo]
k_hit = a number bigger than its default k_hit, this is damage
k_ap = a number that's smaller than its default k_ap, this is ap

save, load your mod, play

#

note that every npc has 1.0 hitpoints, and k_hit is a multiplier to the gun's default damage value hit_power

#

so k_hit = 2 double damage

#

which is in and of itself, going to be overkill

formal plover
#

When I try to view a texture, it won't let me. A friend sent me a video and she was able to view it, but I keep getting that error.

#

I can view the mesh files without any problem.

teal compass
#

I can view it and I never encounter what that error is

summer stream
#

OH GOD DAMN IT

#

what texture are they trying to view

#

and from where are they getting it

formal plover
summer stream
#

tarkov changed the way they encode their textures a long time ago

#

you have assetstudiomodgui

#

but its probably privated

#

which i can't be sure about

#

the mod one lets you decode it

#

and put assetstudio somewhere

#

please

formal plover
#

They're still in bundle format. It should be an external issue.

summer stream
#

downloads is not the best place

#

a lot of stuff can break

formal plover
#

Maybe it's because I moved Asset Studio, but I don't have it in that folder anymore.

summer stream
#

also, what the hell is that assetstudio

#

redownload it now

formal plover
#

I installed the recommended version, but now the texture closes as soon as I open it.

unique rampart
#

Is the base engine capable of having a weapon in the pistol slot while remaining 2 handed? the 2 options in weapon configs are misleading and don't work (slot = 1, single_handed = 0)

teal compass
formal plover
teal compass
#

I cant tell what is wrong if u are using that

#

might be ur pc or bundle file

#

just ask ur friend to access if she can

rare veldt
#

don't wanna set the number too high and one shot an exo accidentally

misty mulch
queen pineBOT
#

@rare veldt 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

formal plover
summer stream
sour hearth
#

isforme Best mods to get Stalker 2 vibes?

teal compass
#

because that's what I used to get with NON MOD gui

unique musk
#

Would anyone know how to really make it snow like blizzard in INVERNO? I tried a few things, but doesn't seem to change it.

valid swift
#

which approach to textures is right - ATO5 with displacement[bump] map only in RGB diffuse layer without alpha or Rotten Life with RGB channels as gray maps with displacement map in alpha channel?

lilac ibex
#

bump.dds

R = specular
G = normal Z
B = normal Y
A = normal X

bump#.dds

RGB = some legacy trash
A = displacement map / height map

flat marten
#

Can someone port this skin into gamma from cs2? Without any paint cracks

celest forge
#

Not possible unless you port the whole model

#

Or if you want to pay someone to remake it on a STALKER gun

wispy timber
#

Hello, maybe there someone may help. I there a mod out there that allows edit weapon position in a holding position and in the lowered one ( when you press B key).

hallow sierra
#

Hey guys do you know how to make height and normal map for texures for stalker?

naive snow
manic heron
celest forge
#

It is indeed a per gun thing

#

Whoever made/repositioned that gun made it so the lowered position was like that

wary oyster
#

Is there a mod that would read out lout the conversation with someone?

#

Even maybe AI-generated?

hallow sierra
naive snow
hallow sierra
#

Thank you man

sonic bolt
frail plume
austere vessel
#

hello, what is the mod's name that shows items without holding F, is it not active by default ?

sonic bolt
plucky briar
#

I have a question.... what is the name of the ltx/script/whatever that governs if a weapon is integrally supressed or not?

misty mulch
#

and to be clear, the version of that script that actually does things in GAMMA is the one from GAMMA Close Quarters Combat

plucky briar
#

So the game engine deals w that too... damn... i'll check out the script, and thanks!

misty mulch
plucky briar
misty mulch
plucky briar
#

I'll test it when i get home, and many thanks

fair inlet
plucky briar
#

Noted, thank you!

plucky briar
shrewd stone
#

whats the difference between these 2 ?

simple scaffold
shrewd stone
#

And for gamma u choose none?

urban basin
#

Would bumping up 'corpse_max_count' in ui_options.script actually increase the max number corpses possible, or just make the options slider bigger?

wary oyster
granite drift
#

!dx8

wild zodiac
#

In S.T.A.L.K.E.R.: Call of Pripyat, there is a quest where Degtyarev sets up an ambush against Monolith while hiding in a building. Why not add a similar type of mission as a repeatable task for NPCs?

#

It could be interesting to add multiple possible locations for such ambush-style quests. For example, a courtyard between apartment blocks where two factions (at least neutral to each other) meet. The player’s objective would be to eliminate all participants of the meeting.

celest forge
#

Everyone has great ideas

wild zodiac
tame falcon
#

Hi everyone, I tried to recreate the entire map in a Google Earth style view using AI, but I’ve just realized it’s practically impossible because of current AI restrictions. You’re not allowed to generate a “fake” map, even if it’s for a game. This is the only result I managed to get. If anyone knows alternative methods to achieve something similar, feel free to share them. It would be great to see what’s possible.

misty mulch
misty mulch
# wild zodiac bad idea?

great ideas are cheap. you will rapidly learn that few mods add new tasks, because it's extremely difficult.

simple scaffold
misty mulch
#

Just Lie To The Robot

dire rain
simple scaffold
#

or don't tell it is is a fake map.

#

please improve this map

#

make this map look like spring

dire rain
#

and u would make most part of the zone in google map style

#

I remember saw the factory of Agroprom in google maps but i can't found it now😔

#

Truck Cemetery google maps styleogo

austere vessel
#

hello, from the mod "useful idiot" there is only the default combat command that makes the companion react to threat, the others the dude stays idle, is it only my case ?

ebon river
#

can i somehow add a "personal" or "self added" category to the MO to keep track of the mods i've installed myself?

weary root
# tame falcon Hi everyone, I tried to recreate the entire map in a Google Earth style view usi...

Hot take ai will not generate smth great from those maps too much low res details that will be lost/hallucinated in process, you can try search for some sdxl models for generating maps on civitai .com (use nsfw filters to not die tho pepew ) and run it locally on your pc in comfyui with https://github.com/ssitu/ComfyUI_UltimateSDUpscale, shitty def not google maps style reimagined mlr cordon without any prompt on some general sdxl model that i use to upscale completely pixelated shitty textures. Imo your best option is to cut out actual google maps pieces and merge it together in ps or smth else.

modest spruce
#

I have a question for you gentleman. If someone with no coding experience wanted to make a follower mod that uses custom dialogue that triggers at random intervals \ for certain conditions, say, getting hit, proximity to player, seeing a mutant, ECT; How long would it take / hard would it be to do?

#

Bear in mind that this would be a completely bespoke follower. I wouldn't be trying to implement / retrofit this in existing followers.

tawny prawn
#

how to force a specific item that is categorized as an artefact into the backpack slot without altering all other artefacts?

#

..lets say you would add more backpacks to the game on top of the 5 that we have in GAMMA, ported from tarkov the icons are ready n all that but how would we implement them into the game as separate ''NEW'' items?

tawny prawn
#

the NEW bakcpacks would need to have their own stats ofc

#

and values

modest spruce
tawny prawn
dire rain
#

I have curiosity on what are u doingclearly

novel ruin
#

Use it as a base for your mod, I do this all the time, steal someone else work as base and craft my own

tawny prawn
#

....

soft niche
#

you'd have to alter scripts that handle these calculations

novel ruin
#

Mb i didnt get what he mean

dire rain
novel ruin
# soft niche this only works for carry weight bonus stat. You can add other stats but because...

https://www.moddb.com/mods/stalker-anomaly/addons/scopes-as-binoculars/
this mod maybe, it do something similar, scope able to use in bino slot. From the look of the script, pretty tricky, so i would say your idea is pretty hard peeposmile

ModDB

[PLEASE READ DESCRIPTION BELOW, DLTX REQUIRED] This mod lets you put scopes into the binocular slot and look through them as if they were binoculars. New Game Required.

#

@tawny prawn

tawny prawn
#

@soft niche KekSkew

soft niche
#

it just creates "copies" of the scopes that are weapons, that you can then equip

novel ruin
soft niche
#

I think resistance stats are relatively easy to add. I assume BHS or something handles those stats, just have to add some entries for backpacks there

#

power_loss is tricky tho because thats part of the stamina stuff

novel ruin
soft niche
#

hunting kit is just = item type changed from backpack to tool

#

and the bonus mutant stuff is just one line in a script that checks for the item id

#

there's a Plates mod for the Attachment overhaul that has a script that could probably be modified

#

it hooks into the power_loss functions, checks items, then updates the value

#

but idk how to LUA KekSkew

#
    local outfit = db.actor:item_in_slot(7)
    if outfit then
        local c_outfit = outfit:cast_CustomOutfit()
        if c_outfit then
            printf("c_outfit.m_fPowerRestoreSpeed")
            power_consumption = c_outfit.m_fPowerRestoreSpeed or 0.005
        end
    end
    not_first_update = false
end```
#

something like this

#

but change the outfit part to backpacks and slot to 13

weary root
worthy mortar
#

It honestly would be cool if we got some map overhaul for GAMMA
The thing that keeps me from playing stalker for longer nowadays is the fact I alraedy seen everything

weary root
weary root
dire rain
south wave
#

Русские есть? Кто может подсказать актуальный гайд по анимированию оружия?

summer stream
#

Ты что хочешь сделать?

south wave
#

Реанимировать ствол через блендер.

#

Риги, аддоны и прочая тема у меня есть, я просто не понимаю, как импортировать полноценную анимацию, без разделения на руки и ствол. Импортируя ogf и omf, получается, что анимация работает корректно, только когда включена на отдельных моделях.

summer stream
#

И после этого импортировать.

south wave
summer stream
#

Ага, хер там.

#

Нужно подключить к костям.

weary root
summer stream
#

Ищем на пушке wpn_body, потом подключаем через эти два Bone Constraint на lead_gun в руках.

summer stream
south wave
#

Спасибо, попробую так сделать

summer stream
#

Всё

flat marten
#

Can debug's weapon reposition editor save custom reposition for all guns even if I pressed Resume?

summer stream
#

write it down into a different ltx

flat marten
#

ty

past gust
flat marten
#

Can loading screen be animated?

lunar wigeon
#

Hello everyone, is there anyone here who has ever made a 3D model of a pukalk? I have a problem that I have no idea how to solve.
In short, the problem is this, there is such a mod MCX Spear, it adds a cool pukalk, but I didn't like that it doesn't have a laser or a side sight. I downloaded a similar mod that adds almost the same pukalk, and there is a side sight with a laser, but there is no support for any sight, only a side one.
In short, in Blender I dragged the side sight and the laser onto the pukalk from the MCX Spear mod and saved it, but when I try to put a sight, the 3D model of which I adjusted, the game crashes.
"pukalka" is a machine gun

tame steppe
#

does anyone know how to make ltxs reference animations? i want to add new animations that were not previously referenced in the weapon ltx (anm_idle_empty__) but have no idea how to reference the animation i have in an omf in the ltx of the weapon

somber mantle
#

Никто не подскажет путь к файлам, где используются актуальные иконки для оружия?

simple scaffold
# tame steppe does anyone know how to make ltxs reference animations? i want to add new animat...

look at a weapon that has that has that animation? https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/configs/items/weapons/w_pb.ltx#L185

anm_idle_empty_g_aim, anm_idle_empty_w_gl_aim, anm_idle_empty_g would all be listed in the same place. those are the only things starting with anm_idle_empty that i see the engine looking for.

GitHub

This repository contains the unpacked gamedata files of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata

tame steppe
# simple scaffold look at a weapon that has that has that animation? https://github.com/Tosox/STAL...

thanks for replying to my question, sorry if i was a bit unclear. I found that the engine does respond correctly when i put the name for an animation from another part of the ltx, so no issue engine side. I was just wondering how the naming scheme of these animations work... for eg. why is the name for the idle animation in w_pb.ltx , "pb_idle, opened"? I have an omf that i want to reference but dont know what name to use so the engine will recognise that the animation im looking for is in the omf Im adding alongside the ltx. tysm! extremely sorry if im misunderstanding anything.

simple scaffold
# tame steppe thanks for replying to my question, sorry if i was a bit unclear. I found that t...

pb_idle, opend should be the animation name in the omf. where anm_idle_empty is the name the engine uses. the ltx entires serve as a translation. letting you for instance use the same animation in the omf for both anm_idle_empty and anm_idle_empty_g if you wanted to, as well as specifying parameters like the open and 0.7
like:

anm_idle_aim_moving_crouch               = glock_idle_moving, idle, 0.7
anm_idle_aim_moving_crouch_empty         = glock_idle_moving, idle_2, 0.7
anm_idle_aim_moving_empty                = glock_idle_moving, idle_2, 0.75

one way to look up all the animation names that can be on the left in the ltx is this search: https://github.com/search?q=repo%3Athemrdemonized%2Fxray-monolith PlayHUDMotion&type=code

you are looking for things like PlayHUDMotion("anm_idle_aim_empty", TRUE, NULL, GetState())

one thing to keep in mind is that not all guns can play all animations so you need to look at the name of the file the line is in. like only shotguns can have PlayHUDMotion("anm_add_cartridge", FALSE, this, GetState()); here: https://github.com/themrdemonized/xray-monolith/blob/12e827f4ae29968a92e6f4a542497ff6bc56f204/src/xrGame/WeaponShotgun.cpp#L207

but shotguns can have the generic weapon animations like this one: https://github.com/themrdemonized/xray-monolith/blob/12e827f4ae29968a92e6f4a542497ff6bc56f204/src/xrGame/WeaponMagazined.cpp#L1694

now if you want to get really fancy and make more context aware animations that play differently based on something like a BHS arm injury, that could be done with an animation replacing script.

modest spruce
misty mulch
modest spruce
#

I see. I may be a little retardant.

#

I tend to do best with more direct input, Or just beat me over the head with it enough times untill I get it.

misty mulch
#

you aren't really going to get any from ppl here

#

pretty much all advanced mod shit is going to be "find a mod that kind of does what you want and figure it out from there"

#

across basically all modding communities, not just this one

#

gotta learn how to learn on your own shrug

modest spruce
#

Thanks for the very useful info.

tame steppe
# simple scaffold pb_idle, opend should be the animation name in the omf. where `anm_idle_empty` i...

thank you for such a detailed response! unfortunately im still a little confused about things. If you dont mind me providing an example: In this screenshot (from pp2000.ltx and the corresponding hud anim omf), Im confused how the name "lancew_pp2000_shoot" was made to reference the "shoot" motion name in the wpn_pp2000_hud_animation.omf. Like why is the part "lancew" even there? and how did they make it so it referenced this differently named motion in an omf kept elsewhere? honestly this is probably a really easy question to answer and i apologise for my inexperience

simple scaffold
# modest spruce I am still interested in this. Any guidance would be greatly appreciated.

hip began life as a dedicated follower. while her files were merged with base anomaly files they all have a very distictive tag: devushka
https://github.com/search?q=repo%3ATosox%2FSTALKER-Anomaly-gamedata devushka&type=code

you can see her NPC ltx, her NPC xml, her squad ltx (even single NPCs need a squad for AI to work right), her squads logic, how the smart terrain at rookie village assigns that logic, her dialog xml (now broke up and merged with the map specific dialog files). her tasks, the xr_conditions and xr_effects functions need to make those tasks work.

modest spruce
simple scaffold
simple scaffold
#

I am not actualy an animator. i am just very good at looking things up in the engine code. i may be missing something really easy because of this tho. But i can definatly see someone making a generic holster animation that works from just the hands since the gun will follow the hands, and then assign that to a dozzen guns rather than make a dedicated one for each gun.

lunar wigeon
# somber mantle Никто не подскажет путь к файлам, где используются актуальные иконки для оружия?

в зависимости от оружия. Если это модификация на одно или несколько оружия, то иши в самой модификации, а если брать более массовый пак, то это 76- Boomsticks and Sharpsticks - Mich по пути GAMMA\mods\76- Boomsticks and Sharpsticks - Mich\gamedata\textures\ui там картинка в ддс формате, со всеми иконками оружия, которые добавляет эта модификация.

tame steppe
# simple scaffold looking at the code, if the gun doesn't have an animation it will fall back to l...

i see... i actually tried importing the wpn_pp2000_hud.ogf + wpn_pp2000_hud_animation.omf in blender to check if the animation from the omf is working for the ogf, and i could see that it does work (see screenshot of open bolt midway shooting), which makes me believe it does use this motion from the omf. I understand that you're not really an animator so i should direct my questions to someone else (which i will do) but i just hope this added information might help understanding this. ALSO yeah i do believe it is something really easy that we're missing 😭 i hope some gun maker can come along and help me with this really novice question. tysm for your time

summer stream
#

what are you all doing

#

what's up with that gun talk

#

oh lord allmighty am i gonna get hit with wall of text

tame steppe
# summer stream what are you all doing

im trying to reference a motion in an omf file in a weapon ltx so i can have the gun have that animation (simplest thing ever😭) but i dont know what to name the animation in the ltx. so like i tried to make "anm_idle_empty" = "omf file name, motion name" but that didnt work and i was just wondering how the engine looks at the ltx and sees something like lancew_pp2000_shoot and somehow goes to wpn_pp2000_hud_animation.omf and uses the shoot motion there.

TLDR: help setting animations in ltx for weapon

tame steppe
summer stream
#

it can do that sometimes

#

then put it inside of ltx file as
anm_empty
or etc

#

after that work with that animation in omf editor

#

you can edit speed and etc, and if its an idle, set a check mark so its idle

#

something like that

tame steppe
#

then in the ltx i use the motion name...?

#

oh wait

tame steppe
summer stream
summer stream
#

like uhh

#

pp2k_hands_unjam, pp2k_unjam

#

the first one for hands
second one for gun

tame steppe
#

ohhhhh my god that makes so much sense

#

tysm that mightve solved everything

summer stream
#

thumbsUp2x
hope you'll figure it out pretty fast

simple scaffold
tame steppe
tame steppe
calm kernel
#

Guys, what mod adds these info messages when you disassemble smth? Can't find it

calm kernel
fair inlet
calm kernel
shell mortar
#

how do you get target movement in vector and actor gun velocity in scripting

flat solar
#

What would I need to do in order to get the body health system ui only to show up when I'm in my inventory? Trying to have a more immersive no hud experience. TIA

manic heron
#

Hit H

sonic bolt
distant rock
#

I want to make an autowalk mod, how would one go about this?

fair canopy
#

Pretty sure there already is one on moddb

distant rock
dark spade
#

Hi, Is there any mod that changes quests so I only get money if I am in the proximity of the quest marker? Sometimes I dont even have time to do missions before they get completed, and still get the money for it. If others do the quest, should be something like „Target was eliminated by other stalker". or "The target was eliminated by external forces" Its also motivate to accept more missions and not worry about others do the job.

flat marten
#

Is there a guide on how to create a cutscene or animate demo_record so everyone could replay it?

turbid berry
#

Hello!!
I'm really pissed at how the bigger pseudogiant in the "Big Game" task is messed up, so I wanted to fix its UVs.
I've tried checking the models in mod 414 (Alternative Pseudogiants), but they're all correctly UV'd.
Where/how can I find the botched model?

faint sable
#

It’s broken due to the new psuedo model for the regular psuedos, if you disable it, it reverts back to original psuedo models I believe which is what big game is using

#

Can probably check the task model itself and make it the new psuedo models

teal compass
#

might be the big game calling a broken uv model gaint

turbid berry
#

All my passion thrown to the bushes for the ants to feast on....

#

oh, well....

teal compass
#

which I guess is the wrong uv one

#

might just replace it

faint sable
#

Yea it just needs replaced model

#

Probably just size it up in blender and be done

hollow heron
#

Has anyone made good weapon repositions? Saw this video by brainjacket

#

I need to know how to make this, or if someone else did

summer stream
verbal siren
hollow heron
verbal siren
# hollow heron Breeze? Don’t you have to do every version of the weapon? Every sight and etc

Thanks to the pretty new addition of base position you can do just this one for the main weapon HUD section and all other variants will inherit it.

Works well for most optics, but bigger scopes may look too big sometimes. At this point you can compromise and place the gun a little lower and further away for all variants, or make another base position just for the few selected wpn_scope_hud sections.

white urchin
#

Hi all, I have the following problem:
I want to edit the bizon to be further away from my character. I don't want to edit the hud fov in the settings because that would change all other weapons and hand held items too.
I opened the weapon hud editor to see which values I need to adjust and found out "hands position 0.05 (third value, blue text) looked good.
I know that I have to change the actual values in the ltx file, but I can't find them. Well, I do, but when I edit the lines "hands_position" and "hands_position_16x9" nothing happens when loading into the game. Gun is still as close as before.
What values do I need to adjust?
The following file is the correct one, right?
= mods\G.A.M.M.A. Weapon Pack\gamedata\configs\items\weapons\w_bizon.ltx

next radish
#

Is there a way to get the animation duration when using an item with a script?

white urchin
#

Can you enlighten me on what that is/what I have to do?

(I don't mod games, so have very little clue on modding, only know that editing ltx files does stuff)

verbal siren
white urchin
white urchin
verbal siren
#

You were trying to change the hands position. Every other position depends on it, so you will probably have to edit all aim positions of all the optics.

#

The hud_fov parameter has only one drawback that I can think of now: it won't allow you to use the adjust scope HUD feature for this gun.

white urchin
verbal siren
#

All you need is a hud_fov = 0.8 (or other value) line placed under the main weapon section in the config. Make a text file named mod_system_my_bizon_edits.ltx or something like that and put the knowledge from the guide to use. IIRC it should look like this:

hud_fov = 0.8

Put the file into gamedata/configs of a new mod you create and you're done.

#

Just check if the section name is correct. I may be misremembering.

verbal siren
#

What is actually responsible for the missing stats in the details tooltip? For example, sometimes I find weapons that don't show recoil control.

fair inlet
hollow crown
#

hello, I'm trying to debug the 'mystery of the swamps' task due to the inherrently broken state after multiple saves. So far I managed to restart it but when I come to the first location nothing happends, I suspect that this condition is false so the quest doesn't advance. Can you point me how to remove this info by chance?

            and not has_alife_info('mystery_of_the_swamps_actor_msg_1_sent')
#

oh nvm seems like disable_info did the trick

white urchin
verbal siren
#

Show me your LTX file and what folder is it in?

rough lion
#

Is there a way to enable crosshair for alt aim specifically?

verbal siren
rough lion
#

gameplay

hoary cipher
#

Or finding a script that edits the crosshair already then editing that

verbal siren
# rough lion gameplay

There's a bunch of options in modded exe settings but nothing that allows for something so specific.
https://www.moddb.com/mods/stalker-anomaly/addons/ascendantcrosshairs This mod allows you to use the crosshair when aiming. There is one setting for iron sights (and all 1x sights btw), as well as a separate option for magnified scopes. You could use the first setting and select the dot crosshair so that it won't look too bad with red dots. It works with alternative aiming, too.
On the plus side, you will instantly know if a red dot or a laser or iron sights are misaligned. KekSkew

wispy steeple
#

Unreal Zone's LUT implemented into ssfx_lut

#

what do we think?

tawny prawn
#

sooo
i got the thermals to work by deleting the shader r3 folder
i had some TAA conflicts
the problem now is
after you use thermals
and hold N to put turn them off
you have permanent blurry vision
anybody have a clue how to fix this?
(PS the only bandaid solution i found was, you need to have any type of NVGs - equip them - turn them on and off......)
any help I would greatly appreciate

faint sable
#

hehe funny looking guy

hollow heron
#

Me 3am trying to eat shredded cheese

faint sable
#

simply switched models to that of the new psuedogiant textures and updated model

candid quail
#

Could someone please point me to some resources for creating custom luts? Thank you

dawn shell
#

Hey, can anyone explain or help me make a mod to add a Technician to the Meadow location?
I always set up my base there and wanted to make the location feel a bit more alive by adding a technician and a workbench inside the building that has a bed (sleeping spot), on the right side of the entrance when coming from Cordon.

verbal siren
# dawn shell Hey, can anyone explain or help me make a mod to add a Technician to the Meadow ...

There is a mod adding key NPCs to locations that don't have them. You can see how it's made and do it for Meadow.
https://www.moddb.com/mods/stalker-anomaly/addons/not-enough-people-018pre

ModDB

The addon expands the player's points of interest by adding missing key NPCs (medics and mechanics) to faction bases. In addition to the basic functionality of these NPCs, they have also been given unique dialogs and created separate character models.

warm dirge
#

Hello, can I get some help changing the fentanyl animation to the medkit animation? I found the anims_list.ltx file in FDDA and changed [tetanus]:morphine to [tetanus]:medkit, but it still plays the original animation. Thanks.

twin compass
#

Hey everyone Im asking how much time and skill would it take to make a mod which plays a sound when you load a save?

#

Thanks

white urchin
white urchin
misty mulch
misty mulch
misty mulch
#

that's why it's busted

#

you set it to 5.0

white urchin
#

Ahh ok, good to know. But I already tried with values like lemon mentioned like 0.8 and 0.2. Didn't change anything. Also if I understood correctly, setting "single_handed" to "1" should enable the bizon to fit in the melee slot, right? This doesn't work either.

fair canopy
#

Probably getting overwritten by zs

misty mulch
#

let me check

fair canopy
#

I bet I know where 😼

misty mulch
#

lol

white urchin
#

what is zs?

misty mulch
#

omegakekw mod_system_zzzzzzzzbarry_hud_fov_remover.ltx

#

yeah get fucked i guess

#

it just removes hud_fov parameter entirely

#

so it just uses whatever your normal hud_fov setting is

white urchin
#

Then how come that it worked for lemon?

#

Did he have 416- Devices of Anomaly Redone - BarryBogs disabled?

misty mulch
#

cos weapon hud editor plays on different rules than dltx

white urchin
#

huh. ok...
So it isn't possible to change the fov for individual weapos unless I deactivate that mod?

misty mulch
#

unless you hide that file.

white urchin
#

I'm currently looking into the file that removes the hud_fov. Shouldn't my mod overwrite that mod since it is lower in the load order? Like, adding the line back?

misty mulch
white urchin
#

Ok, so after reading your guide, all I have to do in theory would be to add one more "z" to the name so it comes after BarryBogs mod alphabetically?

misty mulch
#

extremely stupid of them to have done that but ok

white urchin
#

Just tried it and it works. Damn, what a nightmare of a search ^^
But only the hud_fov change worked, so I guess the "single_handed" parameter has to get overwritten the same i guess?
Don't really need that, I just put it in there to see if I'm blind not seeing the fov change, just so I understand.

misty mulch
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you should be winning literally every other overwrite at this point, you just need to change both slot = 1 in addition to single_handed = 1

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this example is also in my dltx guide

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i straight up make the kiparis one-handed as the demonstration

white urchin
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Oh right, sorry, I see it. May bad!

But since my issue has been fixed I won't bother you all anymore. Thanks for the support. You have been very helpful! 👍

misty mulch
verbal siren
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That single handed thing is interesting. Can you make all weapons single handed? What about animations?

white urchin
granite drift
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Hi! In GAMMA my weapon slowly lowers its barrel after a few seconds, even when I’m not sprinting or aiming. Which mod inside GAMMA controls this behavior? I want to disable or adjust it. Thanks!

verbal siren
topaz raft
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Hi everyone does anyone have an idea how to update the mod to the new version or can someone else update it? Full Upgrades DLTX for GAMMA

fair inlet
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it does affect
if the condition is above threshold (85% by default), then parts shouldn't get damaged

misty mulch
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yes, this is the vanilla system.

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i mean in terms of armor parts being tied to armor overall condition

misty mulch
ember blade
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where are functions like ChangeLevel() documented? I can't find anything in the anomaly modding book, for example
nvm, found _g.script

fair inlet
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barrels are handled separately, edit arti_jamming

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yes

wide saddle
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Was shunted here for my question, so: Where do I turn off certain weapons from spawning? I got KMACK Mosin trio loaded but want to hide the vanilla Mosin.

swift gull
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https://www.moddb.com/mods/stalker-anomaly/addons/blindsides-custom-ragdolls-for-modders
https://streamable.com/i2ufw2

I always am compelled to ask about this every year or so. But is anyone aware of any ragdoll animation addon that has released that is based on this?.

ModDB

Blindside's custom ragdoll presets release for modders.

Watch "ragdolls_b" on Streamable.

▶ Play video
red reef
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looks a little off

hidden badge
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Can I get some help in locating a couple files. I am looking for the mod that has implemented the quick melee on key press. An also the scripts that manage mutants. 🫶🏼 specifically poltergeist.

mystic sluice
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I'm trying to fix some shading issues in KVMA's HD models mod, I removed sharp edges from the model, that are there probably because of auto-sharpening and in-game that model is rendered improperly because those edges are not supposed to be sharp. But when I export ogf file It seems that the textures are missing. Do I have to extract the mod itself and point paths to textures and models and other stuff in xray-blender addon settings ?

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oh yeah, those were wrong paths in blender addon

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fixed it

verbal siren
mystic sluice
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If someone could forward it, I don't know where to XD

azure bluff
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is there any way to execute an arbitrary LUA piece of code and see the result in console or something?

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"F7 > NPC Logic / Execute" allows me to execute LUA but i don't see any output anywhere

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i'd like to be able to do something like this:
execute db.actor:active_slot() and see slot number as a result

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maybe print(<lua command>) will work

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yeeea, printf(<lua command>) works

rough iris
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ive never modded before, but im using a UI mod that incompatible with a hide hud messages mod and im tempted to try and fix it myself, would it be difficult?

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I would just need to learn how to edit something in this folder right?

azure bluff
# rough iris I would just need to learn how to edit something in this folder right?

hard to tell. If one mod overwrites file of another you will have to find a way to merge the conflicting versions of files into versions that work for both mods. If there's LUA monkeypatching going on then you pretty much have to understand quite well what you're doing and there's no way around it. To tell you more you'd have to point people willing to help you to the mods themselves with links, because right now with the little info you gave us we can only give you generic responses.

azure bluff
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is there any way to detect in LUA script that a weapon equip/holster animation is playing?
From LUA script I'm trying to:

  1. put binoculars into vision slot
  2. switch to vision slot
  3. wait until binos equip animation stops playing (where actor pulls binos out)
  4. zoom in with binos (trigger bind kFIRE)
    Right now I'm missing the 3rd point of the list which causes weird FOV issues in certain scenarios as the binos animation fucks with FOV and no wait for it to end before initiating the zoom-in leaves the game with ~+20fov