#╙🖇mods-making-discussion
1 messages · Page 136 of 1
you need to change the hands animations
unless you specifically want to change how the gun mechanisms (bolt, casings etc) move
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
This might make me use toxic air again🤯
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
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!🙏
I'll release it proper soon™ hopefully with no crash causing bugs 

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?
yes. all stashes including white stashes have tiers, check the top of the treasure manager script to see how it works
Thx
@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.
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
Even if it exists you had fun, learned something new and managed to implement a new feature by yourself. The time you spent on that is far from not worth it. Good job!
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 😄
custom ltx wouldn't work unless you make the script read your custom ltx
can't just add config files - need to make sure a script file actually uses it
soo to add my own guns to stash drop would require just to add separate ltx with section
![possible_items]
aah no script need to read it nvm
-- 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 🙁
or do an #include line or maybe DLTX it, but I'm less certain about how to DLTX mod-added configs
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
i wonder if a dltx with includes would work 
any way to unlock random stashes? with debug?
No one in north sells information about stashes
you can run this ig
xr_effects.reward_stash(nil, nil, {})
Aight but how? run_script requires main function
works thanks a lot
can anyone please give the default G.A.M.M.A. Skill System Balance as a zip
I downloaded The mod Talker and everything seemed fine, but it says I'm silence.
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...
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...
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?
How you make it work you replaced treasure manager ltx and script or you managed to dltx/inject new items somehow?
I replaced the .ltx file. Couldn't make it work with custom file, so replacing is the way. hehe
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
if you're asking where shoot sound collections are defined, then it's wpn_sniper_sounds.ltx and wpn_rifle_sounds.ltx
Thank you for the help 🙏
And I just want to say Im loving the new inventory sounds 🔥
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.
How hard would it be to implement weapon-mounted-flashlights? Anyone already tried to work on this?
BaS had them
but it didn't make any sense to have one
since that would require some more work so it would function like head-mounted flashlight
it's quite straightforward with scriptable attachments nowadays
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
apparently they even have a script_light just for attachments, so it's even easier lmao
I don't know if you still search for that but I fixed my addon with the latest update: https://www.moddb.com/mods/stalker-anomaly/addons/tosox-mini-mods-repo
Подскажите мод где когда ложишься то проигрывается анимация на левую руку
Make one yourself
не понял
#☢чат-сталкеров-ru-ua спрашивать или в #╟🔰☢newbies-chat на англ
Если никто не ответит, поиск и гугл
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?
Sure
i did a script modifying and replacing original .ogg (adding from 10 to 40min (rnd) of silence at the end of every track)
👍
But you could just install AIMP or smth like this, put Stalker playlist inside and tweak the delay between tracks like I did, hehe
hmmm
first ever doing a mod haha
seemed simple and safe to proceed like that (i have good knowledge overall in coding)
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
i take note if i want to push it further thx 🙂
Must-have thing if you playing with Voiced actor or Merc voice lines mods.
- Voiced actor is spamming (russian voice especially) voice lines as savage, imo
- Merc voice lines... you know what I mean if you played as Merc and stayed on their base for like 10 minutes 😄 😄
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
Same actually. I always turning off these eng. voice lines mod
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
I prefer hearing russian and some ukrainian in Zone. It feels much more organic
Hahaha. Nice
Question any good info sources to start modding stalker?
Im not new to modding but never modded for stalker (YET)
check the pins, tons of info there. however many of the discussions here are aimed at modding for GAMMA, which adds a lot of extra complexity to modding for Anomaly since you not only have to learn how to mod Anomaly, you ALSO have to learn how to manage 500+ mods worth of conflicts/patches/overwrites
is it possible to know wich .ogg file is actually playing while in game? (background music)
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
You don't actually have to load your game/save each and every time, you can simply spawn in the debug start room which is super fast to do.
It's more so the initial boot, the save loading isn't even that long
old ass SSD moment frankly
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 
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
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 
If you're not willing to commit the time to it, you didn't really want it in the first place. Simple as that
or start with something really simple like config edits that you can easily check with debug save/load
oh and we also have wiki to understand how to make such stuff 
you can do a shit ton with just config edits/dltx
plus ur DLTX guide
Heck I started with doing stupid scope icons re-alignment fixes 
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
you know how funny that is
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
C0ck and balls torture right there. Really wanted to learn how to swim in the deep end huh 
and yes
that is tutorials for such stuff 
(it weighs 30+ gb)
and there's 10 videos just for texturing
man 
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
that's just VIDEOS
VIDEOS
About making donuts 
I commited 10 hours working with next to nothing to go off of I can manage plenty I would sure love to learn more it's just unfortunate that all the info I have seen so far has been less than useful
I mean, eventually you just outright buy a new drive for this shit

sir
sir
i may disappoint you
a little bit
2 tb aint enough
If you're a filthy french person, alors oui c'est normal
i am not french
Well wtf is that drive name then?
please restrain yourself from ever mentioning near me
Boiled alive
yea
You scum queen
Rightfully so, now back to modding with y'a

nein
i will go back to intervention
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
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)
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
don't do the discord:
it can trigger the bot and time you out because it assumes you're trying to post a link 
I was trying to send you this, before my timeout, but have a talk with Raven, he's talked about this in length
Alright, Cheers
i overhauled the MCM documentation lmao, look at its github for how to use MCM keybinds
and yes the engine is jank af
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 
Blyat. How to do it!?
I was always starting new game/loading save for testing stuff
Oh I found it. Press F1 - F2 in main menu
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)
You mean if you change smth in .ltx outside the game or configs of weapons in debug?
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
iirc this works for scripts and configs but not XMLs
my source: #╓☢stalker-chat message
Ow that is not even the used size of one of my game dev folders😅
But one of the reasons i use two 4TB M.2 drives expensive but 100% worth it
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.
still more safe than ssd

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
Heya. Is there a guide for making a simple mod that replaces player sounds like pain/taunts for GAMMA?
excuse me what 
maybe my sarcasm detector is off but damn
nah like seriously
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
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

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
ehhh with how i use it
no
ssd is gonna die quicker
like in 2-3 years
i download and delete too many shit
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"
can anyone help me please? 
Anyone interested in a UV unwrap commission pls?
oh lord allmighty
is that tarkov
its easy to fix
i merged an a2 carry handle to an m4a1 upper
are you interested in a commission?
UV wrapping is a complete mystery to me personally so I feel that. God speed.
i only need to fix this uv and then the all the m16s will be done
ok
How can I view .ogf files without installing some kind of 3D soft for modeling?
OGFEditor
Check pins
Thanks!
someone knows how the mod called where u can only see your health when you look down/on your body?
HOW DO I MAKE TRADERS SELL MORE AMMO
Can someone make a mod that makes the image and music in the game's main menu like in Shadow of Chernobyl?
increase your trader level/reputation
Trader stock increases at 500, 1000, and 1500 faction goodwill/rep
ive never seen a trader sell more than 200 ammo
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
sleep 
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?
wut
export the mesh in CoP format
export in cs/cop format
IIIIHUUUUL
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
Would it ever be possible to make alternate underbarrel attachments like the sniper with the underbarrel shotgun in s2?
I think engine edits is required from that
Damn 
How can you edit crafting recipies? 9x19 AP rounds cost 30 pistol casings to make 15 rounds and its driving me crazy
Will it be possible to make the Arti Ballistics mod compatible with GAMMA? Or is it just a matter of adding the missing ammunition?
u can just use this https://discord.com/channels/912320241713958912/1065168136577482753
I think it added ammo types that weren't in the original mod. I just want to add, for example, the two missing 7.52x39mm or 7.62x51mm rounds, etc.
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.
What is the file name of mod that send these messages?
I want make some changes in it
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.
nah, probably no one thinks you would want to delete a giant pile of stuff.
Im not sure i understand
download the linked file, open it up, read the files contained in the ammo folder inside
Ooh okay thank you
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
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.
the moving truck exploit
there's already the anomalous stash as a semi-immersive way to transport stuff long distances
This is the closest we get to stalker 2 player stashes https://www.moddb.com/mods/stalker-anomaly/addons/workbenchvice-stash
hey would it be possible to install extra cycle and disable clear weather at the same time (maybe by editing modfiles?)
u prob should ask org author for the info
interesting one
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?
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
add one
some guns have wpn_scope bones that are also good enough to be renamed as a lens bone
please don't
that can result in broken anims
I was told this was fine...
if you add/delete a bone
animation can just break apart
and don't load
will renaming do the same thing?
yes
it could do that too
just add a bone and add that bone to the animation
please its very easy to do
ogey 
Only when the person doesn't know what they're doing
Adding bones also breaks anims. I've never had an anim break on me when renaming
i don't recommend it anyways
Idk. I've done thousands of ogfs and I can recommend it just fine so 
add bone, import omf
add the new bone to each animation
done

i still respect your opinion on it
but i think that adding new bone is more recommended
Only time I've seen an issue is when a model is weighted, but that's so insanely uncommon
even though it could be more complicated
there is?
But then there's issues in both cases of renaming or adding bones
did u even saw one?
Blindside's iirc. I had an issue with his anims due to the weights
Yeah when it has no bone to rename I just ad it
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))
how do I add a bone ? 😅
Tutorial on adding the lens hider function to 3DSS scopes for STALKER. Lens hider is used in the GAMMA mod pack and can be left out for other 3DSS packs if they do not use lens hider functions.
thank !

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
I need to add the lens bone
if you add the lens bone and the animations get fucked up, rebake the animation
Tutorial on adding new bones to STALKER OGF and OMF files.
as asthi says in this one
then select every bone via CTRL+A and play every animation, putting keyframe at start and end via I
done
this is something new i learned recently
shit
well this one suits better
I had this short vid b4
shows exactly how to add a bone
Guys, if i change time factor to speed up the game for like 1h daytime am i gona break the game?
how hard/is it possible to make a single artifact that switches between two "profiles", where it provides different resistances
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
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
they all gone when aiming
also why would u attach gun parts to len bone anyway
except len
Tbh Im really confused about adding a scope to a new gun
there is the juan's guide
When it comes to sniper scoped
which tells exactly what to do
yeah
But sniper scopes, how do they work ?
everything except len goes to wpnbody or respective bones
Most of the guns I see they have a wpn_scope
len goes to len bone
they dont really work
and cant be used for lens bone
so people change that to lens
Yeah, but my ref gun doesnt have the lens bone, so my gun doesnt have it either
then add one
ok I read it again, did u mean to just assign the whole gun to the same animation with lens bone?
if thay then yes it will work
then that works

Awasome
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 ?
dont even have to delete
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
but yes u can delete it
just import the new ref gun and attach to it
export ur gun with the new bone
done
Anyone can help me disable the shadows of just the birds and nothing else?

minecraft
actually, you can take a look at mesh culling. afaik crows are ignored, maybe you can adapt it to shadow rendering.
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
looks it might crash if it tries to spawn from an empty table
whatever uses the tables would likely need to be modified
or just put one random thing into each of them
nil check would be enough i think
what is that file
smr_loot
yeah its the smr_loot file from zcp. just putting something random in there sounds like a good idea ill just do that
thankyou
I don’t understand, even with those graphics there’s still bird shadows :(
a) if you're lucky, it should be possible to use "no shadow" flag in SDK
b) if not, you have to edit the engine (check teh rendergraph n shit)
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+
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
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.
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
@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?
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
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
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
Oh yeah I could just do that :v
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

Cheers
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?
it gets overwritten at the moment that you launch the game as the game creates a new one. i would not try to read it live. it is merely exactly the same as what gets printed in the in-game console (~ key)
which you can scroll, in game, with pgup/pgdn
hey do somedy knows if theres a file in original gamma list where i can change weather cycle probability?
I'm aware it gets overwritten at launch, but it seems that when anomaly boots, it populates the logfile only sporadically until the game closes, at which point the file is finally written to again. As for using the console, that is unfortunate—sometimes I need to search, especially when sifting through a lot of repetetive logs.
my intuition is that "changing how the engine writes to the log file" would require some level of engine tweaks. i dunno, i work with config file modding 
Was moreso curious if theres a command i can run in debug to force the file write
afaik all console commands are listed in the modding book: https://anomaly-modding-book.netlify.app/docs/references/engine/console-commands
i can see a command for clearing the console and .log file but not one to force write
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
reference this post re: weapon part degradation: #╭📖faq message
and no none of them are governed by a single file/config, you are looking at 3+ different systems
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
yeah just go make two new artifact items, and then insert script fuckery to delete-and-spawn Profile 1 and another triggering condition to delete-and-spawn Profile 2
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
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
ok. but your answer to "is there a simple config edit i can do to change armor/artifact/weapon degradation?" is "no"
if i wanna change weapon tier , how do i do it ?
repair_type in weapon ltx
thank you sir
👍
i strongly suggest you check for dltxes since several weapons have their repair_type changed in a dltx overwrite
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
Is anyone planning on porting the ASVAL MOD.4 from Tarkov?
thx sir

frosty said maybe i remember
Hello YukiZ, is there a single link to download all your additions to the game?
I dont prefer release in pack since I want to people the weapon they want only instead of downloading a fullpack
u can download them one by one
Ok, thank you very much
👍
Mid and midder
yeah

Perfectly mid, as all things should be
honestly dont mind
What's wrong?
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.
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?
u welcomebro
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
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)
just remove the silencer mesh I think
also change the firing sound anf firing muzzleflashes
what if i wanted the suppressor to be an attachment option?
make the silencer use wpn_silencer bone, and silencer status 2
thanks, much appreciated 
👍
@teal compass after a bit of tinkering got it all working thanks to your help! 
🙏 u welcome brother
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)
https://www.moddb.com/mods/stalker-anomaly/addons/visual-ammo-counter-095 I don't understand how to make it work
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
I have no condition and I must degrade
I have no 3dss patch and I must be mid
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.
game object perchance?
they exist only on player's level
I'm just running a loop from 1 to 65534 and checking if the object is at the current location. In theory, those that aren't should return nil and not pass through, while those that are at the location should pass through, but none of them do.
show the script I guess
The problem is function RadiationZonesCorrectionForLevel, ran the function when on_game_load and now I'm trying actor_on_first_update
if rad zones are game objects then try using level.object_by_id(i) I guess
and remove level check obviously
will my xml strings add to the existing mod's xml if I monkey patch?
i do not know what you mean by monkeypatch in this context, but you can just do this https://github.com/veerserif/gamma-dashboard/blob/main/xml_overwrites.md
it's either that, or use DXML to insert a new node https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/blob/main/DXML.md
your use case sounds like it fits "case 1" for DXML which is very, very straightforward
This didn't help, se_obj = level.object_by_id(i) is always nil, since "if se_obj" doesn't pass.
thanks
it definitely returns objects on player level, check scripts like dark_valley_lamp_remover or release_restr_in_x16, maybe you did it incorrectly
if looping through game objects doesn't work for rad zones then I can't help though
Rad zones must be objects. Previously, I used se_obj = sim_object(sim, i), and that returned the required fields after checking their names. The problem is, I can't figure out how to determine what level an object is on. Thanks for the tip, I'll go check it out.
does anyone know of a mod that adds a visual log of recently picked up items similar to the global chat
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
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.
thanks!
oh yeah be prepared for this to break the gamma inventory UI (the stat display) because it fucking HATES being monkeypatched, ever since GAMMA 0.9.3, and I have no idea why
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 
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.
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
Let me see if I can sus this.
can I use my existing armature or create a new one for this purpose?
yes
i think that might just be it? didnt have the box before
https://www.youtube.com/watch?v=5XJ3V9HQzZA
Would love any feedback or ideas on this. Prototype I've been working on for a craftable pda enemy scanner.... thingy... its functional but bare bones.
thankyou 😄
/gamemode 1
any resources how to setup xray addon in blender ? i
unpack sdk point it to fs.ltx should fill it in for you
i got everything syced up to the _unpacked folder, but it didnt locate the raw data folder or any of that section
I had the same isssue till I got a modified SDK
ahhh i dont have the SDK i just unpacked all the anomaly folder
i am just trying to play around with some guns and maybe tweak some stuff
do you have OGF viewer or similar tool?
i was able to open a weapon that i was wanting to edit and play around with so I guess im good as far as doing what i want to do
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.
So....
I used the exactaly dimeensions that the editor gave to me but the icon is still broken in game
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
Mwehehehe
copy the content of w_storm1 into files of presets you dislike
Where would I do this? I’m in gamma folder rn
! mo2search
@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
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
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
If u are interested on a SDK, install IX-Ray SDK
U can find it searching:
AP-PRO IX-Ray SDK
Oh I see, so I can just copy paste this, and rename the 2 copies as storm2 and storm3?
W ty
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
I think that i know where u can edit that
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
My main reason why btw. Stormy 1 is pretty on sunset
Check game_levels_single
In the MO2 ‘Filter’ search bar?
That file is where u can configure the weather, music and more thingis for each level
No, in the "normal gamefiles"
Go to gamba folder, search: game_levels_single and u will found these files
U can configure whatever u want
I know that because im making an Addonpack and for example i want configure dark/foggy weathers on DARK Valley
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!
set a fix
Do you mean what should the fix look like?
#1277740537344168016 message
shaders/r3
Thank a lot, I would have never found that myself. Tested all of them and they work correctly. The drum magazine version still is is misaligned but I don't care that much about that one since I have the one without the drum in my playthrough.
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.
Hello! Is there a way to turn off the sound effects that play when wearing a gas mask or other equipment?
yeah I'll fix that next patch
Oh, thanks for letting me know. The constant sound effects when picking up and dropping items were a bit off-putting. I'll wait until the next patch.
upload your .xml file, and tell us the pixel dimensions of your .dds files (and their filenames obv)
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?
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?
Apologies for late response.. Got it working :) it was the pixel dimension.. Apparently I was over the cap of 2048x2048? Didn’t know there was one but oh well xD
ok, paying 20 bucks to anyone who makes me 2x day night speed cycle and sync everything , healing, stamina, needs... 🙂
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
should be actor
i'm p sure that's not the cap because some of those PDA Guide images are way bigger than that, but yeah, i suspected it was dimensions fuckery
it's in a DLTX, check the ones inside GAMMA Medications Balance
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?
It's here #1204330633682493482 message
And the Tac Kits too
some of the meds dont have prices
i know how to add them but idk if it will break anything
if cost is not listed in that DLTX, it may be in another one, or it might be using regular cost, remembering also that Hard mode has an x1.25 multiplier on on cost when you buy things
where can i change how much meds last?
poslacu ti kad napravim, ako me ne bude mrzelo da napravim xd
@tawny prawn brate moze li pvt?
pvt?
Privatna poruka 🙂
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
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)
make a dltx override for it, i have a guide in the pins
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
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.
idk
I can view it and I never encounter what that error is
what the fu
OH GOD DAMN IT
what texture are they trying to view
and from where are they getting it
I tried the same file a friend tried on her PC. She was able to, but I couldn't. It's a Tarkov texture.
well that's your answer
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
They're still in bundle format. It should be an external issue.
Maybe it's because I moved Asset Studio, but I don't have it in that folder anymore.
I installed the recommended version, but now the texture closes as soon as I open it.
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)
plz just use assetstudiomodgui
yes
ok then
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
can you tell me what are the k values of .338 federal
just so i have some base to work with
don't wanna set the number too high and one shot an exo accidentally
!mo2search // use the file searcher bar, look for weapons_ammo.ltx, it's in there
@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
Now it looks like this
because it can't be decoded
Best mods to get Stalker 2 vibes?
is it the mod gui
because that's what I used to get with NON MOD gui
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.
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?
bump.dds
R = specular
G = normal Z
B = normal Y
A = normal X
bump#.dds
RGB = some legacy trash
A = displacement map / height map
Can someone port this skin into gamma from cs2? Without any paint cracks
Not possible unless you port the whole model
Or if you want to pay someone to remake it on a STALKER gun
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).
Hey guys do you know how to make height and normal map for texures for stalker?
There's multiple ways, substance painter, marmoset, 3Ds max, maya, blender, xNormal, etc.
You'd usually bake them from a high polygon model to a low polygon model, if you have the files, or you can attempt to regenerate a high poly model from the low poly one with modifiers to add bevels and that kind of thing.
Let me know if you find an answer to this. I did some searching and can't find any mods that change the lowered weapon position to look like this.
Unless it is a per-gun setting/animation from the weapon creators
It is indeed a per gun thing
Whoever made/repositioned that gun made it so the lowered position was like that
Is there a mod that would read out lout the conversation with someone?
Even maybe AI-generated?
No models i mean textures for the world
Same answer, all of those softwares can be used to generate a normal map from a base color. You can also use things like SmartNormap, NormalMap-Online, Materialize, etc
Thank you man
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor Download this, then use debug to edit, it saves it cache_dbg.ltx so use the data search to find it, then make a DLTX
do you mean subtitles or what?
hello, what is the mod's name that shows items without holding F, is it not active by default ?
the UI on items? most likely dotmarks. It was disabled in recent updates cuz it ate performance.
thanks
I have a question.... what is the name of the ltx/script/whatever that governs if a weapon is integrally supressed or not?
by the game engine or by gamma's damage calculations? idk teh game engine but the damage calcs have a table at the top of grok_bo.script
and to be clear, the version of that script that actually does things in GAMMA is the one from GAMMA Close Quarters Combat
So the game engine deals w that too... damn... i'll check out the script, and thanks!
to be clear by "game engine" i really just mean "the part where the gun's gunshot sounds are commented as 'suppressed' and therefore have a lower sound detection radius for NPCs"
Lemme check if i understand this correctly... changing only the script might not make it fully function like a supressed weapon if i try to change the svu? If i wanna be sure i'd have to change the sound the weapon uses too? Could i just find the supressed svd sound names and replace them where the weapon uses them?
idk about sound fuckery but i assume all the guns with "integrated silencers" just use one set of gun sounds that are all marked as "suppressed"
the script ONLY handles the damage dealing aspects, which yes, are different for guns with a suppressor
Hmm... so for it to count as supressed i can just switch all the sounds the gun use to ones that i know count as supressed, and use the script, to give it the appropriate dmg and pen buff it'd have...
I'll test it when i get home, and many thanks
usually silencer_status, 1 is for integrally suppressed
Noted, thank you!
interesting... based on this, the SVU already have that tag for itself....
whats the difference between these 2 ?
one is for Expedition and one is for without expedition. "vanilla" means "un modded" or "base game"
And for gamma u choose none?
Would bumping up 'corpse_max_count' in ui_options.script actually increase the max number corpses possible, or just make the options slider bigger?
No, the other way around, text to speech
!dx8
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.
bad idea?
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.
do this shit in #🤖bot-commands thanks
great ideas are cheap. you will rapidly learn that few mods add new tasks, because it's extremely difficult.
don't tell it is a map? ask it to improve an areal photo?
Just Lie To The Robot
Copypaste cut-images of google maps to the DDS
or don't tell it is is a fake map.
please improve this map
make this map look like spring
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 style
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 ?
can i somehow add a "personal" or "self added" category to the MO to keep track of the mods i've installed myself?
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
) 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.
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.
https://discord.com/channels/912320241713958912/1072006633644896308 use the search function
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?
I am aware of this Mod, I'm more specifically speaking of a custom follower.
would anybody with LUA skills be interested in assisting?
hey grassguy...
I have curiosity on what are u doing
#1190122855984287856 message
this add more backpack and custom stat and crafting, you dont need coding and stuff, just generally config and some digging for stats value
Use it as a base for your mod, I do this all the time, steal someone else work as base and craft my own
....
this only works for carry weight bonus stat. You can add other stats but because nothing checks for these stats on backpack items, they don't get applied
you'd have to alter scripts that handle these calculations
Mb i didnt get what he mean
Idk if u know or what but, Dollchan 8 Cordon is like a continuation of MLR Cordon without include the unified Darkscape of MLR 10-MLR 11
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 
@tawny prawn
@soft niche 
this is something completely different :/
it just creates "copies" of the scopes that are weapons, that you can then equip
Thats the only implementation like you said afaik 
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
Maybe dig into how the hunting kit work, it does something similiar
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 
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
full script if anyone is curious
nothing
just happens that i have files for it and some other interesting stuff in my sdk
That looks fire ngl
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
new project cordon is fire and in winter of 2026 cbt starts
"map overhaul for GAMMA" -never happening but you can unfuck anthologhy and move gamma crap there still less work than maps rework 
I have pretty much the accurate idea of which mods have the peakest version of each map of the trilogy
even more anthology stuff
Русские есть? Кто может подсказать актуальный гайд по анимированию оружия?
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.
Тебе надо присоединить пушку к рукам, так она будет следовать.
И после этого импортировать.
Да, я так и делаю, подставляю оружие к рукам, потом включаю анимку на руках и на оружии, тогда она корректно работает. Мб так и должно быть?
im not biggest fan but hey ppl have "anomaly map rework" 
Ищем на пушке wpn_body, потом подключаем через эти два Bone Constraint на lead_gun в руках.
И да, это надо сделать к wpn_body косте.
Спасибо, попробую так сделать
Т.Е
wpn_body(пушка) -> Copy Location -> lead_gun(руки) -> Copy Rotation -> lead_gun(руки
Всё
Can debug's weapon reposition editor save custom reposition for all guns even if I pressed Resume?
no
write it down into a different ltx
ty
Can loading screen be animated?
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
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
Никто не подскажет путь к файлам, где используются актуальные иконки для оружия?
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.
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.
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.
I am still interested in this. Any guidance would be greatly appreciated.
momo already linked you to a similar mod. the implication is "download it, look at how it works, learn from it."
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.
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 
Thanks for the very useful info.
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
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.
Why thank you so very much. This is akin to me finding El Dorado.
NP. there aren't any dedicated guides on making NPCs. Reading the code for an existing one is the only option. Hip is a good example as she has companion code, quests and even limited non companion AI. and is fairly easy to pull out of the game files due to having a unique name, once you know what the name is ofcourse.
looking at the code, if the gun doesn't have an animation it will fall back to looking at the player hand animation list. based on this i'm, going to guess that lancew might be a prefix for those animations. but that is just a guess.
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.
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.
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
what are you all doing

what's up with that gun talk
oh lord allmighty am i gonna get hit with wall of text
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
im a really slow typer 😭
please rename your animation to something else so it wouldn't conflict
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
sorry but when you mean rename animation you mean renaming the omf right?
use omf editor for that
first line is hands
like uhh
pp2k_hands_unjam, pp2k_unjam
the first one for hands
second one for gun

hope you'll figure it out pretty fast
something obvious in deed. was getting close tho.
omg finally it actually worked bless your soul and tysm
oh hey, we should have just checked the modding book: https://anomaly-modding-book.netlify.app/docs/references/configs/animations/hud-animations-weapons
wow... thats really funny
that wouldve solved a lot
Guys, what mod adds these info messages when you disassemble smth? Can't find it
vanilla feature
item_parts
Thanks!
you can comment out actor_menu.set_item_news parts if it bothers you that much
No-no. I just want to try to prohibit it to give the information about disassemble for certain items I wanna add.
Thank you for the hint, man!
how do you get target movement in vector and actor gun velocity in scripting
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
Hit H
https://www.moddb.com/mods/stalker-anomaly/addons/random-pile-of-addons There's a mod that makes it so that you have to look down at your body to see your BHS
I want to make an autowalk mod, how would one go about this?
Pretty sure there already is one on moddb
TYSM!
yes, i know that one..
i was being anal cuz my gamma kept crashing so i wanted make a new updated one but i just plugged my monitor into the wrong port lol
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.
Is there a guide on how to create a cutscene or animate demo_record so everyone could replay it?
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?
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
I tried to look in 403 new task addon and there is a psevdogigant_very_big.ogf in the file
which I guess is the wrong uv one
might just replace it

Has anyone made good weapon repositions? Saw this video by brainjacket
I need to know how to make this, or if someone else did
do you want to know how to make them yourselves?
https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
read this by veer
Home for various interactive data thingoes for GAMMA. - veerserif/gamma-dashboard
Now put a 1p29 scope on it. 
Making repositions is a breeze with the Draggable HUD Editor downloaded from moddb.
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.
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
Is there a way to get the animation duration when using an item with a script?
do an mod_system instead
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)
You can change the hud_fov of individual weapons. That's the easiest solution to your problem.
Thanks! Will have a look!
That's what I'm trying to achieve. Will check out the guide @summer stream mentioned
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.
Oh, that's a shame.
Regarding the hud_fov parameter, I tried to locate this in the above named file for the bizon, altough I only found "holder_fov_modifier" which isn't the correct one
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.
Thanks, I will try this!
What is actually responsible for the missing stats in the details tooltip? For example, sometimes I find weapons that don't show recoil control.
missing enhanced recoil profile
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
I tried this method and sadly it doesn't work. Maybe I did something wrong but there is no visible change when using my small mod even when using ridiculous values like 0.1 or 5.0.
I even tried to added "single_handed = 1" to see if I can then put the gun in the melee slot, but it does not work.
It has to work. I just did what I told you earlier and the results are below:
- hud_fov = 0.9
- hud_fov = 0.1
Show me your LTX file and what folder is it in?
Is there a way to enable crosshair for alt aim specifically?
For gameplay purposes or for something else?
gameplay
Probably by making a .script
Or finding a script that edits the crosshair already then editing that
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. 
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
hehe funny looking guy
Me 3am trying to eat shredded cheese
if anyone is on Big Game can they check if this new model functions right for it
simply switched models to that of the new psuedogiant textures and updated model
Could someone please point me to some resources for creating custom luts? Thank you
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.
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
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.
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
The file is in the following folder structure:
gamedata --> configs --> mod_system_bizon_fov_change.ltx
This is what it contains:
![wpn_bizon]
hud_fov = 5
single_handed = 1
The mod was added into the mods folder from Gamma where all other mods are. It is at the bottom of my load order and checked in MO2.
can you zip up your mod and upload it
@verbal siren
hud fov is a value that goes from 0.0 to 1.0
that's why it's busted
you set it to 5.0
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.
Probably getting overwritten by zs
you also have to set slot = 1
I bet I know where 😼
lol
what is zs?
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
Then how come that it worked for lemon?
Did he have 416- Devices of Anomaly Redone - BarryBogs disabled?
cos weapon hud editor plays on different rules than dltx
huh. ok...
So it isn't possible to change the fov for individual weapos unless I deactivate that mod?
unless you hide that file.
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?
dltx overrides don't work like that, check my dltx guide, i have a section on overwrites.
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?
yes
extremely stupid of them to have done that but ok
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.
single_handed lets you hold other things with it. slot param changes which equipment slots it can go in
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
this example is also in my dltx guide
i straight up make the kiparis one-handed as the demonstration
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! 👍
ftr, if you want to see if other files might do the same DLTX overwrite, you can always run a find-in-file search across all *.ltx files in your GAMMA/mods directory, looking for ![thing_i'm_overwriting]
Maybe I don't have that mod enabled, I don't remember.
That single handed thing is interesting. Can you make all weapons single handed? What about animations?
All good, It worked out in the end 👍
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!
Probably this one: https://www.moddb.com/mods/stalker-anomaly/addons/weapon-inertia-expanded
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
it does affect
if the condition is above threshold (85% by default), then parts shouldn't get damaged
yes, this is the vanilla system.
i mean in terms of armor parts being tied to armor overall condition
you can, the animations just look like ass
where are functions like ChangeLevel() documented? I can't find anything in the anomaly modding book, for example
nvm, found _g.script
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.
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?.
looks a little off
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.
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 ?
oh yeah, those were wrong paths in blender addon
fixed it
okay this is a fix for kvma's arms and legs it is gamedata/meshes/anomaly_weapons/hands/
It's probably better to post it in the KVMA channel.
If someone could forward it, I don't know where to XD
is there any way to execute an arbitrary LUA piece of code and see the result in console or something?
"F7 > NPC Logic / Execute" allows me to execute LUA but i don't see any output anywhere
i'd like to be able to do something like this:
execute db.actor:active_slot() and see slot number as a result
maybe print(<lua command>) will work
yeeea, printf(<lua command>) works
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?
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.
sorry for late response, was walking my dog
is there any way to detect in LUA script that a weapon equip/holster animation is playing?
From LUA script I'm trying to:
- put binoculars into vision slot
- switch to vision slot
- wait until binos equip animation stops playing (where actor pulls binos out)
- 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




