#โ๐mods-making-discussion
1 messages ยท Page 140 of 1
yes please
rn I am looking at the ithaca
more or less fits
u can take a look at the tco winchester
the set my ks23 and mp133 used
it has four sets, with or without foregrip and with or without pistolgrip
could work but they eject shells differently

where would one find tco though? unless its already in base gamba 
uhhh u can just rip from my addon or there should be another one in mod posting
I could but wouldnt it be better if I used the original anims?
mp133 use exactly the same original
the hand anim have all the anims iirc
like this
Anybody know a console command or debug option to report the player's x, y, z coordinates, or to get the coordinates of point of aim?
Add on a entry for bandage in mod_system_drugs_balance_bhs_GAMMA.ltx in folder G.A.M.M.A. Medications Balance . and that is it
Thanks
could be dltx overrides
Where would I check for that?
search through every mention of vz61 in all dltx files
I use this method
and it appears that mod_system_weapons_fixes_GAMMA.ltx in gamma weapon pack has vz61 set to slot 2
silencer_status = 2
slot = 2```
so prob just delete this slot line and should make things work
You were right! I honestly have no clue why that slot identifier was even there though. Nothing else in that file talks about any slot. It's like it was purposefully put there to block what I was trying. Thank you again!
A bit late but did you resolve your issue? If you didnt i have spent ages trying to fix something similar and just got round it
lol idk why it was there but at least its fixable
Try this?
To view coordinates in S.T.A.L.K.E.R. Anomaly (and by extension GAMMA), you can use the built-in console commands or the Debug HUD.
Method 1: Console Command (Fastest)
This method puts an overlay on your screen with your current position (Cam pos) and viewing direction (Cam dir).
Open the console by pressing ~ (tilde).
Type the following command and press Enter: rs_stats 1 or rs_stats on
To turn it off, type: rs_stats 0 or rs_stats off
Note: The coordinates will likely appear in the top-left or left side of the screen under "Cam pos" (Camera Position).
Method 2: Getting "Point of Aim" Coordinates (Freecam)
To get the exact XYZ coordinates of a spot you are looking at (without walking there), use the debug freecam.
Open the console (~).
Type demo_record 1 and press Enter.
Fly the camera to the exact spot you want to measure.
Controls: W/A/S/D to move, Space to go Up, Ctrl to go Down.
Look at the coordinates displayed on the screen (usually part of the demo_record overlay).
Optional: Press Enter to teleport your character to that spot, or Esc to return to your original body position.
Method 3: Debug Menu (GAMMA / Anomaly Launcher)
If the console commands don't work, ensure Debug Mode is enabled.
Enable Debug Mode:
Anomaly: In the game launcher, check the "Debug Mode" box before starting.
GAMMA: In Mod Organizer 2, select the Anomaly (DX11-AVX) executable from the drop-down, click the "Edit" (gears) icon, and add -dbg to the Arguments field.
In-Game:
Press F7 to open the Debug Menu.
Look for an option labeled "hud", "debug info", or "position" inside the menu or its sub-menus (often under "1" or "2" on the numpad once F7 is active). This will toggle the coordinate overlay.
hey guys hope you are doing alright, im playing with mags redux mod, and id like to make shak 12 up magazines medium size and not large size anymore, if you have a solution id love it
It's probably in the configs of the mags for them if they are custom new mags
You have to find the shak mag config
Yeah, it ended up being the level frame line at the top I had to change
Does anyone know an easy way to realign the sights on a weapon? I suddenly realize the iron sights on the vz61/68 in my game are comically unaligned in how my character holds the gun. Additionally they don't actually deploy the folding stock even though they do the animation when they pull it out but I can live with that part.
you can try this to realign the gun: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
although the gun being misaligned can be caused by outdated 3dssg and/or mas (if u use mas)
I haven't updated mods individually, so I'm not sure how one mod would be out of sync.
do you know of the internal names of the guns ur having problems with i would like to see them for myself in game :D
So far the only one I've found is the skorpion. It's file is called the vz61.
this means you added a mod that overwrites the weapon but not the animation
fixing the position isnt going to fix the underlying problem
looks fine on my machine
That would probably make sense. One moment while I double check something
I can 100% confirm that the file I grabbed while making my one handed mod is NOT the file gamma uses for the skorpion anymore. Though it feels odd that this gun has a stock and we don't deploy it, that is again something I'll be happy to live with. Thank you!
Hey, quick question. Are there any mods that make it so enemies dont spawn near stash locations? I fast traveled to my little base I made and unfortunately there was a big group of mutants right there.
Ask in #โโขstalker-chat or #โ๐ฐโขnewbies-chat , this isn't the right channel
My bad!
does anyone know what mod handles the sound that plays when you open the trader menu?
Greetings stalkers, I have a Q, is there PPS-43 in game, I did not see any ???
!shit // Check weapon database for availability
@blissful marsh Follow this: #โญ๐faq message
thanks for the link, ill see what is there
but logics dictate as it is ww2 weapon it would appear in low rank stakers, there is Ppsh-41 so I figured the legend of Battle of Lenningrad will be as well, but Stalin did downplay historicaly value of the weapon beause of politics
What
Looked at the data sheet, there is no Pps-43... what a shame
is there some kind stalker that could add it to the game ?
but im no nodder ๐
C'mon Legend of Leningrad ๐
forged in battle
from factory to the field of blood
no worries, shame that iconic weapon is not in game but I could at least give someone an idea
my bad, stalingrad not leningrad... ๐
well, it seems it is leningrad... did a quick check
What compression method should I use for what would be a UI element, I guess? I'm doing a personal remake of the Cordon map for funsies and I'm wanting to test out my first iteration.
I doubt there are any
I've seen Audio expansion playing pickup sounds for all items simultaneously though
What's stopping you from becoming one? Nobody here emerged from the womb knowing how to work with .ltx files or edit stuff in Blender.
Ahoy gents and ladies. I would like to dive again into C++ stuff. It's been a while and I would like to know if there is now a standard way to hook libs on Anomaly. I saw in their "modding book" that the Monolith Engine have an API but the page is empty.
what kind of libs
Someone made a fix for Kmacks PDX that removes the left shoulder clipping into frame on UW / HUD FOV >70. I can't find it tho. Does someone remember from where / who this was?
8.8.8.8 no mips
Any idea what program would let me do that? I ended up using BC3/DXT5 while testing yesterday and it seemed to work out but I don't think GIMP has 8.8.8.8 unless it goes by a different name for future use.
The compression is none and the format itself is 8.8.8.8 or RGBA8
I guess I'll need a new program, as neither of those are options in GIMP which is currently the only thing I have that lets me export .dds ๐ค
Unless RXGB (DXT5) is equivalent.
Did you try simply setting the Compression to none first?
I did not and that's exactly what was wrong. Give me a break I just rolled out of bed and on my first cup of coffee ๐ญ
Thank you very much, Burn!
any grass/trees texture recommendations guys?
Best to ask in here https://discord.com/channels/912320241713958912/1029824156289732649
Hey guys I'm wondering if you could help point me in the right direction, I'm looking to make a new ballistics system I want to essentially invert how it is currently in gamma. I want bullets to be the main damager and guns are a multiplier to simulate barrel length
I'm not entirely sure how to change gun damage from being a base damage to a multiplier aside from I know it's going to be a annoying script to make so was hoping you all new of a script that did similar things
does anyone know where I would find the sound file for the armsel protecta firing? I find it too quiet and want to make it louder
if its part of BaS maybe in BaS files then
im not sure what is that gun a part of tho
its vanilla gamma for sure
I think that it is vanilla stalker gun
There ya go, find the base gun sounds maybe in gamedata or something idk
should be this section in weapon_sounds.ltx of Oleh's Weapons Sounds Tweaks and Fixes:
snd_draw = weapons\protecta\protecta_draw
snd_holster = weapons\shotgun_holster
snd_reload = weapons\toz34_reload
snd_open_weapon = $no_sound
snd_add_cartridge = weapons\protecta\protecta_load
snd_close_weapon = $no_sound
snd_shoot = wpn_usas12_snd_shoot
snd_shoot_actor = wpn_usas12_snd_shoot_actor
snd_silncer_shot = wpn_raptr_wstfg_snd_silenced
snd_silncer_shot_actor = wpn_raptr_wstfg_snd_silenced_actor
snd_empty = weapons\_dryfire\saiga_trigger
snd_empty_first = weapons\_dryfire\shotgun_hammer```
change the snd_shoot and snd_shoot_actor specifically
how can I change the stats of certain weapons? I suppose cfg files aren't suitable for this
nvm found it
A lib that change the engine behavior on certain parts
Can anyone please tell me who made tco anims?
then you read libs github and integrate it 
are there any mods out there that edit AI reaction times? Maybe based on distance to player? The game is awesome but I just want to stop renegades and monolith lasering my head 0.00001 seconds after spotting me 200m away ๐
I think there is mod in the mod list that is named Fast Reaction or smth like that
cool thanks bro
Does anyone know how to change the position of the minimap?
I tried following the instructions in the FAQ, but it doesn't work. Do I have to disable something? I asked support, but they didn't respond.
Would someone be so kind as to help me resolve this errror? Im running Base Gamma with frosty's and a few other mods. The game is crashing upon startup and this is the screenshot of the log file info. I have renamed the file, changed the overwrite value, and a few other various things trying to resolve this on my own with no success yet. Any help is appreciated! Thankyou
Anyone happen to know what file decides the position of these numbers in the inventory ui?
ui_inventory_16.xml i think, in the ui_inventory script search for sort_num
quick question if i was to make a weapon model what format do i use
Check pins for the Anomaly book
could i have link please

Thanks
Guys, can anyone share saves so I can access Zaton and Jupiter? Thanks.
@last yew Ahoy stalker. I'm trying to use your PiP mod but so far, I can't make it working. The install has go smoothly with MO2, the mod is in the bottom of the loading list, no override warning of some sort and log files dosen't seem to report any problems. However, my scopes (I've try with different ones) still behave like they did before your mod installation.
Don't use that mod. Use this instead: https://discord.com/channels/912320241713958912/1445642460779909211
It's already installed. Do I have to toogle a specific setting to have PiP ?
Read the thread
Ok, found the console command. Thanks.
Has anyone ever made a mod to overhaul the spawn system in the game? The one thing that gets old for me is always knowing that a cat always spawns there, flesh always spawn there, bandits always spawn there, etc. Once you get familiar with an area it never surprises you anymore
RE:done north and south change spawns
hello everyone, is there a way to make weapon field of view always like this ? like "crouch stance" that would be awesome !
Hola. Did anyone had the same problem about custom models which are missing half in the game?
Check what side your face normals are facing. They're probably flipped
Well, that is something I didn't mind. I look after the faces.
It seems you are right about the flipped faces. Now I just need to do a few fine adjusted
๐ค
adjustments. Shout out for @fair canopy for saving me for a mental breakdown
@last yew Time to make ATRR for GAMMA!
Is there a way tweak NPC moving speed ? I swear to god, the last time I saw peoples going sideway that fast it was during a drifting contest in Germany.
People have been asking for it for a long while.
I still stand by my determination against it.
Unless I'm being paid, but let's be honest, almost nobody who's playing GAMMA has the amount I'd ask for in their bank account.
Thanks ๐
anyone know how to edit the scattered loot factor in the game files ? (im not using ZCP only ZLM)
Anyone would happen to know how I can check if an NPC is hostile directly to the player such as in cases of friendly fire? Checking by faction goodwill isn't doing the trick.
maybe npc:relation(db.actor) == game_object.enemy?
worked thx i love you
How can I configure the ammo crafting values? Like change the amount needed to craft etc
!mo2search // Try "ammo" on the right side
@obsidian mapleUse 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.
โ
Hey, I'm looking for a way to reduce population of pseudogiants in northern areas mainly jupiter/zaton, a simple run from top to the bottom of this zones results in encountering from 5 to 10 giants, sometimes they spawn in pairs. The only files that regard their spawn I found after unpacking were these two for jupiter for example, any ideas or insight on how to proceed?
monolith source code alterations on top of Anomaly 1.5.3
#stalker #stalker_ะผะพะดั #gamedev #gamma #anomaly
You have to go to preferences, addons, add the blender plugin for xray, refresh
It should automatically tick the xray plugin
Source: YouTube https://share.google/scaegbOcPIIg4dqiy
Thanks for watching!Links for programs used:Blender 3.6: https://www.blender.org/download/releases/3-6/Pavel X-Ray Blender Plugin: https://github.com/PavelBl...
Good to show how to begin
Tells you the basics of what you should probably need
If you got questions, might be able to get help from me
you free if i call you?
i might need help
lamo
guess I can join one of the vcs in this discord and talk for a bit
ะฃะปัััะตะฝะธั:
ะะพะฑะฐะฒะปะตะฝะฐ ะฟะพะดะดะตัะถะบะฐ ะธะผะฟะพััะฐ *.ogf ัะฐะนะปะพะฒ ะธะท ะะตััะพ (ะฑะธะปะด 375) (#788)
ะขะตะฟะตัั, ะฟัะธ ัะบัะฟะพััะต ะฒ *.anm, ะฐะดะดะพะฝ ัะพั
ัะฐะฝัะตั Bezier 2D ะธะฝัะตัะฟะพะปััะธั, ะฒะผะตััะพ TCB (#873)
ะะพะฑะฐะฒะปะตะฝะฐ ะฒะพะทะผะพะถะฝะพััั ะฒะบะปััะธั...
if you struggle getting your gun into ogf format, my guide shows what I basically showed you but more detailed understanding of the process
https://www.youtube.com/watch?v=mBHNhwuLs3g
Guide on my workflow process of making guns from tarkov to anomaly
SPT 3.11.4 downgrader guide : https://wiki.sp-tarkov.com/SPT_311/Manual-Installation-Instructions_311
SPT TARKOV 3D MODEL EXPORTER : https://hub.sp-tarkov.com/files/file/2724-tarkin-item-exporter/
Stalker Icon Editor Tool : https://www.mediafire.com/file/8nep4sk0sjqlmgb/Stalker+...

hello im not sure if this would be the right channel to ask but under what modpack are the special tactical kits for the aug 9mm?
specifically what .ltx file they are under
Is there a guide that show how can I add a "Tacticool Modkit" for a weapon ? I would like to be able to turn a base AK-104 into is Tactical version.
(both already exist in the game btw)
That's what I'm searching rn, I may be wrong but it look like tactical kit are added by Boomstick and Sharpstick mod
thanks
where can i find find hand rigs so i can animate
Ok, I manage to do it but now, I would like to make my changes in a separate mod that could be distributed. I noticed that some ltx section are precedeed by a ! mark, so I supposed that for an override, right ?
Correct, based on the load order. Read the moddin book to know about DLTX
Tactical kits are just ''scopes'' with a different icon, the gun model just gets swapped. Like any gun without MAS, a scope just points to a new section like [w_ak47_Aimpoint] or whatever
That's exactly what I found and did. I create a new "scope", named alfa and tadaaa, my AK-104 turned into it's Alfa variant.
I wouldn't mind a link for that moddin book. Rn, I've move my change to separate files but my kit doesn't appear in the spawn menu (while it did with a lazy file edit).
Check the pins of the channel or just google search for it
Found. Thanks my good sir.
The dot on the collimator sight on the RPK-16 is low. How can I fix it?
Manage to made my mod to work. My issue was file name related. Many thanks !
Assuming it's a bug with GAMMA and not something caused by you, you can fix it with this tool: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
That's because Im not touching the main file rpk since it's fixed in gimp.
whats gimp?
Custom engine modifications for monolith engine on top of Anomaly 1.5.3
In active development. Footage depicts simplified method when all npc drop from any hit impulse. Not out. Not finished. Good days ahead.
#stalker_ะผะพะดั #stalker3 #stalker #stalker2026
working on it
its unknown
Is there a console command that force a trader inventory reset ?
I would like to see if my new items appears correctly in the trader inventory
how did I end up here? Mb, gonna move it
Anomaly discord

There is a Lua function for it. In the F7 debug window there's a script executor.
Paste the Lua code there, but beware if there are any errors with the line of code then the game will crash.
Okay, found it
Modified monotlith engine source code to allow npc ragdoll while alive. Known to work on Anomaly 1.5.3 and now being tested on G.A.M.M.A.
Currently npcs fold on any impulse for demonstration purposes.
#stalker_ะผะพะดั #gamedevblog #stalker3
Will the player also get knocked down? ๐ค
yes, great idea
Only seems fair otherwise it'd be too easy to game shooting people in the legs (assuming that's how the final versions intended to work). Fucking cool idea though. Kinda reminds me of GTA ragdoll.
Hi, who knows where the location of the caliber icon for the weapon magazine can be set?
Or is this some kind of general parameter not specific to magazines, since I think itโs also used to indicate the read status of recipe books?
You're looking for the texture file ?
No, the location of the caliber texture on the magazine.
ะs shown in the screenshot
I want to raise it a couple of pixels.
Logically, it should be in the texture folder of the mod that add the magazines
Hello! I am having a hard time making MCM settings tab for my mod. Can anybody point me to a guide or documentatiton? Or an example project also be helpful
SETTINGS = {
pda = {
emission = {5, 4, 3, 2, 1},
electra = {25, 20, 15, 10, 5},
radiation = {1, 0.75, 0.50, 0.25, 0.10},
bsod = {25, 20, 15, 10, 5}
},
devices = {
emission = 5,
electra = 15,
radiation = 0.10
},
other = {
devices_unreliability = 1,
damage_chance = 2,
break_head_device = 5,
reboot_min_time = 30,
reboot_max_time = 60,
shutdown_min_time = 5,
shutdown_max_time = 10,
beep_radius = 50,
radiation = {
amount_to_fry = 1,
glitch_scale = 0.1,
scale = 1,
amount_lower = 0.01,
},
},
reboot_key = DIK_keys.DIK_M,
light_reboot = false,
}
local delays = {
emission = 60,
radiation = 1,
bsod = 60,
shutdown = 30,
}
Almost everything you need
id = "inventory_weight_reborn",
sh = true,
gr = {
{id = "banner", type = "slide", link = "ui_options_slider_player", text = "ui_mcm_inventory_weight_reborn_title", size = {512, 50}, spacing = 20},
{id = "enable", type = "check", val = 1, def = true},
{id = "toggle_key", type = "key_bind", val = 2, def = 103},
}
}
function on_mcm_load()
return op
end
function on_option_change()
end```
Can you tell me what I am doing wrong in this. In MCM settings nothing shows up
function on_mcm_load()
op = {
id = "inventory_weight_reborn",
sh = true,
gr = {
{id = "banner", type = "slide", link = "ui_options_slider_player", text = "ui_mcm_inventory_weight_reborn_title", size = {512, 50}, spacing = 20},
{id = "enable", type = "check", val = 1, def = true},
{id = "toggle_key", type = "key_bind", val = 2, def = 103},
}
}
return op
end
try this one
still nothing shows up. I don't understand it shouldnt be this hard
try commenting out most of the settings and see if smth will appear
maybe banner breake smth
or you missed some ,,,,
i just copy Glowsticks code a year ago and reverse-engineer MCM from it
I give up, everything look okay but nothing shows up in MCM
ask ChatGPT
last resort
I did but it repeats same thing, On paper everything should be fine. I wonder if it is related to cache files.
I just give up

@trim aspen Is there a way to make your weather_saturation.script account for user adjsuted saturation? I also can't post in the thread because its full so I dunno where else to ask this
open the script and edit it per weather you can also add weather cycles if you want more customization its pretty easy
Alright, I was gonna do that if there wasn't a more dynamic solution
maybe your file name doesn't end with mcm.script?
omg this! tysm. I can't express my gratitude enough
I randomly check mods making discussion and find peak
does anyone know what could cause the main icon to disappear whenever I attach a scope to it? silencers dont cause such issues
If you are just starting I can recommend MCM menu builder, it's a simple API for MCM https://www.moddb.com/mods/stalker-anomaly/addons/mcm-builder
hey guys. dumb question maybe but how do you upload a mod to moddb so its placed properly under anomaly?
i built a profiler so you can check the functions during runtime and all and take some measurements. dont ask me why i dont know myself. but @sudden inlet suggested to upload it. just i never modded anything or uploaded a mod to moddb so i am a bit lost on the process rn
as an addon to anomaly?
You go to anomaly moddb, go to addons page and there would be a plus button on top right of mod list
yeah found that. as far as packaing goes, just zip the folder with the gamedata folder inside?
https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-devtools-cdev its not downloadable yet though. ill paste it
Is there an easier way to make sure a weapon reposition is aimed at the middle of the screen while hip firing, or is just vibes?
prob because u changed the icon for the scope section
Such a small change that could completely revolutionize and solidify the true danger of anomalies. Don't trip!
The genAI does not understand what "jellyfish" is
Also, in general, ew ai slop thumbnail 
is it another ai slop generated code or what
I'm not well versed enough to look into code, but the thumbnail?
Just draw some stick figures in Paint.net
It wanted a thumbnail. What can I do. Better than slapping Text on fill in paint
I'd argue that's better than ai slop
I actually chuckled at the jellyfish precisely becaus it got it wrong haha
The Scary part is that i literally typed "create a thumbnail for my stalker anomaly devtools mod"
Thats it. Nano Banana got that on a first try i was actually surprised it combined some stalker themes
true
I think i ll expand the bounty hunting gameplay. Are there mods for that already?
I wanted to expand the warfare system but then I keep thinking about auxiliary systems that might be cool to have beforehand
@quartz hill @restive forge So I'm assuming (moving here since it seems more appropriate) that I just have to use the unpacker tool in anomaly. Will this have any performance issues, do I need to account for 4 gorillion GB of space?
use db_unpacker (not db_unpacker_all)
I'm most definitely not new to modding, but I never messed with Stalker until this moment, and I feel like I'm about to fall into a rabbit hole when I wanted to do something seemingly simple.
Well that was fast. Ahh, I see what it did.
This seems like I could just copy over the sks upgrade path, rename it, and use that.
ye
@quartz hill I don't know how to change the name of the upgrade though to reflect the .338, still says 7.62x54. Know where the localization might be for that?
might actually be this value parameter
It isn't, sadly.
That was indeed the issue, thanks for the help
Alright, thank ye
you should be able to do a selective xml overwrite by placing this in a file in gamedata/configs/text/eng and making sure its name comes after st_items_weapons_upgrades alphabetically
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_up_add_b7_name">
<text>change text here</text>
</string>
</string_table>

I was able to do it by just adding the string into the M1 Garand's existing text strings.
yeah that works too lol
wait i'm stupid this would have changed it for that upgrade for every weapon that used it 
What would be the best way to edit a bumpmap? I'm so used to working with normals that are opaque images and I'm wanting to edit the textures on a Vintorez from FWP and the bump is like... transparent? I'm not entirely sure how to work around that.
Hello, so yesterday I created my first mod for Stalker and everything worked pretty smooth. It's a placeable alarm system bases on the Furniture mod and I got everything working expect Monster detection. Stalkers work just fine. Do I need to look for every monster type by itself?
Got it working by checking every monster class.
Can anyone direct me to a modder who could help me to navigate G.A.M.M.A trader profiles? I know some basics but it seems some traders ignore their profiles and resort to some injection or DLTX, I'm really not sure how it is done, but I would like to know how to block some traders from buying certain item categories or how would I go about creating a thematic trader, like a cook, or a medic and implement those changes in profile to GAMMA base traders.
https://www.youtube.com/watch?v=_XUxjnytGMg
I have sadly not figured out how to change the audible distance of sounds (I fried creating a .ltx config but I probably got something wrong). I'm pretty happy with it.
Would you guys say it should set the entitys it detects into combat state?
Use SAVandT to adjust audible distance of sounds https://www.metacognix.com/files/stlkrsoc/SAVandT_1.1.7z
Make sure that sounds that dont come from the player character are set to "Mono" instead of "Stereo"
Worked perfeclty, thank you. Maybe a bit to good hahaha.
I'm sure it is but I figure I'll ask anyway, is it possible to make GL round become like a smoke or light source? I was thinking using glowsticks for the basis of light GL rounds but is there any hard c++ blockers to that idea?
I'm not sure if you can do this to optimize or not depending on how this code is checking for it, but you should be able to call IsStalker(obj)) or (obj and IsMonster(obj)) to get any object that is a stalker or a monster regardless of specific entity class
But that could be for a different function entirely. I think you'd need to be calling for objects specifically to use this. Not sure if it can work with the clsid stuff
I know it works with ray casts and stuff
Yeah I was also thinking of just checking if its not the player hahaha
Wouldn't that cause it to trip if you like, throw a grenade or something? Assuming it can detect any object passing by it
I don't really like the idea of an infrared sensor not detecting the player but it gets annoying as hell when you use it to protect your base
Use sci-fi logic. "The player, uhm, has an ID tag that is blacklisted on the sensor.. yeah!"
I have to try if throwing a hand grenade under my carport triggers the light. 
why tf cant i move the gun
One message removed from a suspended account.
check juan's add scope guide
its rather simple
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
One message removed from a suspended account.
u r welcome
Question: Does anyone know or can reference me to somewhere on how to edit the PDA pages? Like add or remove a page and modify its content.
I guess the interactive pda is a good start
Thank you that looks promising ๐
good luck on whatever u doing
Trying to build a complete bounty and notoriety system complete with contracts that can be taken by NPC Stalkers or the player (including set out on the player).
RE: Would you guys say it should set the entitys it detects into combat state?
I feel like in most cases if an enemy is pathing into your base they're already in a combat state. Also, with the example, would it go off for all Stalkers? I can foresee it getting annoying if you have even one companion let alone a couple since they can't ever fucking sit still while I'm doing my base business.
Or, exactly like your example, if you're based out of Yanov where you have 2 trailer park dudes going 'round the outside potentially tripping it every like... minute or so.
If any texture artists could weigh in- still looking for the best way to edit a bump map that is like at half-opacity. Wanting to change the material of the stock to match the handguard so I have to get rid of the detailing that helps sell it as wood but as far as texture goes I've only ever worked with fully opaque normal maps before so I've kinda hit a wall.
What do you mean half opacity? Do you simply mean that you don't know how to unpack a bump map?
That might be the case? I apologize if I explain this poorly. Model and textures are from FWP. Found the bump texture I'm wanting to edit but when I pull it into paint.net or gimp it's transparent- like I can see the checkerboard grid behind it. Since it's transparant I can't edit it manually in photoshop like I could with an opaque image.
Er, well, I guess I can but it'd take me awhile to figure out a good workflow for it and I assume there has to be a better way
It's just the alpha channel getting combined, you can extract it, like in photoshop. You can make a layer mask and get your alpha out of there to recombine a normal map if that's what you want to use and specular map.
Wait, so the bump also controls the spec? This is my first time editing textures for a game/engine this old. I'm so used to Bethesda's spec/gloss from Skyrim/Fallout 4 and working with diffuse, normals, and spec as different maps altogether
The bump map is composed of the normal map + the specular map, the channel are just switched. The bump# is a corretive map and contains the height map
It's just combined to save a texture sample and be more optimized
Hey guys if i wanba modify something about yadulin where is the .ltx in the addons or main game files
Idk where else to ask
Interesting! Do you think I could bother you to show me how to seperate or combine them, or if you know of a good guide for it? If I can get one walkthrough I'll remember it from that point on. I did check the pins just in case but I didn't see anything pertaining to textures specifically.
LUN4TIC's video explains a bit. But it really depends on what texturing software you're using, I'm most familiar with photoshop. You can also find plenty of information with the search bar in this channel
The gist of it is bump.dds
R = specular
G = normal Z
B = normal Y
A = normal X
I'm using a combination of stuff, but primarily Photoshop and Clip Studio Paint and using GIMP to translate from DDS to PNG and back. This alone helps a lot and I might be able to reverse engineer from there- will check the search as well, though. Thanks again, Burn, you've been awesome
I need to get my hands on Substance Painter again... I forgot how much of a PITA manually editing a flat texture map alone is.
Why are you even using multiple softwares when photoshop can open and edit dds?
I can't remember exactly but I think I had trouble finding a .dds plugin that worked with my version of Photoshop and I'm too lazy to install multiple versions. Unless it's finally updated and handles .dds natively
The nvidia dds plugins works all the way down to 2013
You can just grab that and dump it in your photoshop plugin folder
I will check that out. It might also have been because Photoshop runs like ass on my pc for some reason so I like to use clip studio for most things. I'll open Photoshop when I'm doing serious artwork but I use clip studio for doodling and random edits.
I'll fire it up and see if I can get the .dds plugin working. It's the most modern version since I finally have access to a paid copy for the first time in my entire artistic career.
You'll find the base section of the item in the Unpacked files of base Anomaly, in the items_drugs.ltx
Thank you
[yadylin]
Hey there. Is it possible to modify/add new message images? Like when you take a task it has a small image attached to it. how do i do that
displayed on the top left when you select a task.
this would be cool
Any idea how I would apply a bump map in blender ๐ every tutorial I'm finding is about creating one from scratch but I'm wanting to apply the one I already have to a model I already have loaded. I was able to apply the color map easily enough but I can't find a similar entry to plug the bump into.
Ah I'll have to figure out nodes. Saw one guy talking about the same thing but I can't seem to find the same pin he mentioned.
fun fact
you just don't
if you want to make it COMPATIBLE
the most simple node you can do is this
the thing that invert color does is :
for X : turns specular into roughness
for Z : turns into proper OpenGL map since stalker uses DirectX 
ill make it more visible
Does anyone know what / if there is syntax to return player/NPC reputation, similar to how you can get "npc:character_rank()" ?
npc:character_reputation()?
I'll try it
idk i was just looking at lua_help lmao
Apply physicsto alive npc. Force contrller per each limb
https://youtu.be/01CULwx5gvs?si=a2U18Oab3rPtEkX_
Per-Limb Proportional Derivative Controller Tuning
#stalker_ะผะพะดั #gamedev
A question for DLTX experts that roam the discord : do we have a way to rename a section without breaking everything ? Let's say I would like to rename wpn_ak74u_m1_isg to wpn_ak74u_isg_draco, is that possible ?
By reading the documentation, I guess that I have to create a new section with inheritance, this way :
@[wpn_ak74u_isg_draco]:wpn_ak74u_m1_isg
But that would just make a 'shallow copy', which mean :
A) I have a duplicate
B) I cannot safely use !![wpn_ak74u_m1_isg] without breaking stuff
Was not aware at all I'd need to invert anything. I had it KINDA set up but definitely not like this. About to try it out

looks pretty good
Hm. I think somethings getting flipped or inverted that shouldn't be
Whoops, didn't plug the alpha in properly
That's looking much better. Thanks for the insight, Makiya!
no prob man! 
Where can I find the script that determines the ammo disassembly item returns, a lot of bullets disassembly returns dont match their crafting recipes so I want to fix that
should be somewhere in the configs, like this
this is on purpose so that you can't perfectly swap bullets from one caliber to the other. the files you are interested in are in the GAMMA Arti Recipes Overhaul mod, from memory somewhere in gamedata/configs/items/ammo
gamma uses arti's Ammo Maker system so this is not going to be governed by either parts.ltx or mod_parts.ltx
fair but some of the recipes are straight up broken
like having a positive net return when crafted and dissassembled so you can use the recipe to make infinite casings
oh right I also have a crafting example zip. look in the ammo folder and read the comments https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=drive_link
@edgy trout Ahoy mate (sry for the ping). I've tried to use the DLTX section creation with @ escape sign to "copy" a weapon and then change some values inside the "copy" but I can't make it work. The documentation (written by you, if I understand well), state this alone does nothing, and needs to be used in combination with other things but without much precision. Searching inside the xray.log doesn't give any clue nor error.
it would help if you uploaded your DLTX file
so we can see what you're doing
![wpn_ak74u]
>scopes = tac
@[wpn_ak74u_isg_draco]
price = 0
![wpn_ak74u_isg_draco]:wpn_ak74u_m1_isg
![wpn_ak74u_isg_draco]
inv_name = st_wpn_ak104_alfakit
inv_name_short = st_wpn_ak104_alfakit
The file is named mod_system_ak74u_tackit.ltx, placed in configs folder and I know that at least a part of it is readed, because the tac scope is added correctly and appear in the AKS-74U details screen.
if the section doesnt exist, then ! wont do anything
you need to initialize a new section
That's not the role of @ ?
yes but it honestly doesnt work well for that application. its better for simple section overrides like sound profiles
if youre making a completely new section just do it as a normal section, no dltx syntax
this should be your new section without the ! and you can change your variables under it that should be different from the inheritor gun
Ok, fair. So I create an "empty weapon" inside a new .ltxwith inheritance then tweak stuff with a DLTX file
`[wpn_ak74u_isg_draco]:wpn_ak74u_m1_isg
price = 0
inv_name = st_wpn_ak104_alfakit
inv_name_short = st_wpn_ak104_alfakit`
you can still do it as a mod system depending on what youre trrying to do
Will this weapon will take scopes the same way than wpn_ak74u_m1_isg or do I have to make a copy for each scope profile by following the weaponname_scopename syntax ?
no, you need to redirect it to its own hud sections
you can make each hud section copy the corresponding weapon section for each scope the same way you do the base hud
Understood. Thanks for the help.
Still need help?
Nop, it's ok. Sorry for the bother.
Sup, I need to make it so that I hold the "my loved one" photo for as long as I want, until I move/open inv/take out my weapon
Would really appreciate it.
Make a looping animation to create an ''idle'' to play when the photo is pulled out, probably modify the existing animation to split into a pull out and store animation that you can trigger when another animation needs to play.
You could also modify a script to ''hold'' the animation until you trigger whatever needs to store it. Probably a bunch of timers that need to fire off when you first pull it out
what app would I need to modify the anm file?
I tried to do it with notepad++ and I believe I am now cursed by the gods to be honest
Blender to modify the item_ea_picture_woman, which is called with [picture_woma], in ea_addon_photo.ltx
You can look at the backpack scripts for inspiration of how to "hold" an animation until X
alright, many thanks, wish you unlimited money.
I thought about this and I think I created a second "silent alarm" that sends a message to the PDA. So I think the "Crappier" one will set enemy stalkers into alert mode and the silent one will not be noticed by NPC. Still not sure about the alarm not detecting friendly NPC hahaha
is there any mod or someway to despawn a mob from a map without using the debug ? (im running invictus so)
Ouuh, sweet. Will you have to go back to an NPC or will your reward (money and/or stash) be wired to you ?
There is a long feature list haha. But right now the contract is fulfilled when you kill the stalker.
A suggestion if I may : when you select a bounty mission, be able to choose between : "I'll do it for the cash" and "I'll do it for the stash"
Added to the idea list ๐
Just wait until you find out the psychological horror i plan to inflict haha
When a loner just gets too greedy, and takes a contract on his buddy (or you), and you wont see it coming haha
https://discord.com/channels/912320241713958912/1445012165546479676 i actually just found this haha. seems someone beat me to it (at least somewhat).
Though this seems to only be hunting the player. what i am building is supposed to be a bit more "general" i guess. we ll see
My alarm system makes real sense then ๐ just kidding. Really interesting idea and your progress looks great! ๐
I love these kinds of mods. More A-Life, more dialog, more interactions. Makes the Zone feel alive.
My mod projects bucket list :
- Learning how dialog system work and give the player a radio for completing quest at "distance"
- Learning how quest system work and add "Zona Poshta" NPC in settlements for delivering/picking-up items at "distance"
With the idea of :
- You talk to an NPC in Rostock, he ask you 10 Snork Hands
- You butcher that tenth hand in Yantar
- You give hands to the ZP npc in exchange of a small fee
- Once the NPC got his hands from a ZP courrier, he call you on the radio and wire you the reward and/or sending you a package with a reward
Ok so i came across this new mod which is very cool and autistic i love it https://www.moddb.com/mods/stalker-anomaly/addons/the-need-for-cutlery
.. I came up with an idea for a mod for a new item, a can opener which would be required to even open canned food so you would right click > open > then you can eat the canned food
if anybody has any clue on how i would even make this or is it even possible, lmk, cheers!
What mod manages the part dots?
General question but more towards server rules: Is it allowed to open a mod thread if the mod is just developing? meaning where should we post WIP stuff? in here? i dont mean to spam ๐
utjan's item ui improvements iirc
Do not post non-functioning mods, if you need someone who will test your mod and give feedback, that's fine.
Probably what he was looking for
Yes probably. mostly because the bounty hunting mod has no release yet, but i ve already had people suggest things and wanted some place to have it discussed separately if interested ๐
hey uh, I'm trying to get a model which only works in DX11 to work in DX9, the model appears blued every time it appears in-game and I have a potato
idk anything about textures but this should work probably 
#โ๐mods-making-discussion message
ill try, if it dont work ill come back here
thanks nevertheless!
The mounted PDA is hilarious to me for some reason, but I like it.
Mod making is really popping off lately.
We got proximity alarms, bounties, combat ragdoll... Love to see it.
worked, thanks a lot <3
Just wondering Can i ask a mod related question here? I need a hand figuring out where to put something code related, but am too stupid to understand instructions
Hi, I have a mod Barter NPC, which allows you to exchange items for items. I got it from the Anthology Anomaly. Could someone help me modify it so that the NPC's item prices and mine are 1:1? I currently need to trade a lot of items that would be worth the NPC's item.
With MO2, you can right-clik on the mod in the list and select "Open in Explorer" to open the folder where the mod is. Then you'll have to search inside files to see how the mod handle "object value" (or smth like that).
Does the mod check for the value when selling? It seems reallistic that a trader would still try to make a profit from a trade.
Could you specify your question?
I'm trying to get [DLTX] All weapons in all slots (Sidearm Slot) (v5) to work without stopping me from putting my knife in my binoculars slot, but i cant figure out this code stuff, I attempted to search for the UI_inventory file and got multiple in mutliple folders, I am stuck.
I've already done this and uploaded the script to ChatGPT, but any edits to it don't lead to anything, the prices for all my items still remain lower, for example, instead of 4500, mine cost 450, instead of 980, mine cost 98, etc.
You have to check which mod override ui_inventory the last. On the right of the MO2 screen, you can see a "representation" of what your files would look like when you launch the game (make sure the "Data" tab is selected). Then with the search bar search ui_inventory and it will tell you which mod have the priority on this file.
Would it be the lowest one? Sorry I mean would it be the .script or the .xml*
hey im using pathfinder kvma mod suit and hands and body textures dont match do u guys know hat file loads hand teures so i can change em
i assume should be as easy as changing it for the name that loads 1 of these right
You need to find the code listed in the Knife and Pistol in Binoculars slot mod (open in explorer) and paste it into the files in the Knife and Pistol in Binoculars slot - UI Rework patch
Don't use ChatGPT for editing scripts. Chat bot have already problems to write stuff with mainstream language like C# or Rust. Do not have any hope with obscur stuff like Stalker scripts.
Judging by the screenshot that explain the patch, it would be the .xml one
So I'd have to get the UI rework mod in the first place? SOrry I'm so unsure on the details of what to do, I think I may just leave it and cope with not having weapons in my binocular slot
Paste this into the mod folder
Unpack first
If it's asking you if it should replace to files, confirm it and then it should work
Oh, I did it, I'll boot up and check now, I honestly cant figure out how you understand that, Thank you
Also, take a look at DXML, so you can patch the xml without overriding widely
https://anomaly-modding-book.netlify.app/docs/tutorials/addons/dxml
guys pls is it it this
Will do
I let chat gpt do my vector math because I will never understand it and it's not getting easier by Xray flipping the axis from Blender around
Dang, It didn't like the patch, Perhaps i do need to download that ui rework mod?
Again, I strongly advise to not do it, for any stuff at all. The more you use AI to do stuff, the less you learn, the less you're able to do stuff by yourself.
Trials and errors boys, asking questions, live and learn. This is the way.
Oh, I though you already have that UI Rework patch. Yes, you absolutly need it because we are modyfying it
If you install the Rework patch you need to redo the pasting tho
Otherwise please DM me so I can help you better
(I know I sound like a boomer with this but I've seen, with my very own eyes, young locomotives engineers using ChatGPT for homework and making critical security error during evaluation)
I 100% get your point. ๐
Also, for vector (I assume that your talking 3d axis, not physics math), did anyone ever teach you the three fingers tip ?
Okay, Pasted the patch again here goes nothing
I was a CAD designer and I am a PLM System solution architect but not a programmer ๐
If something goes wrong please write me directly so we can figure out your load order is correct and stuff.
How hard would it be for me to make a script that made it so that the revolvers I have added via weapon packs won't make casing ejection sounds when firing?. Is this something that is both possible, and or even plausible for someone like myself to do who has no experience with this stuff?.
So you must have been taught this fingers trick to visualize what rotation and translation you need
Old memory stuff, but casing ejection sound are triggered by animations
Thanks!, I'm using the search function and I guess someone else had a run at this some time ago
Yrw
Please guys is anyone able to help me with tweaking kvma mod
Is there any way to change the color of the flashlight? This rusty orange color is already hurting my eyes.
nope. sorry
with what app do i open ogf files
Blender with Xray addon
Ayo, I remember somebody was trying to fuck around making a combat dodge mod? Any progress or a thread to be linked?
I use chat gpt to help me write scripts it works ok can take a bit but you need to make sure you give it proper context and you also understand what the scripts are saying
It can't really write complete scripts but it can write edits decently well
It's a much better tool for showing you how scripting works tho
the other issue is that scripting for GAMMA specifically is a pretty unique environment due to its nature as a modpack with many, MANY custom interactions between different scripts that are completely undocumented. Needless to say, ChatGPT (and any other LLM tool) will have had none of this in their training sets, therefore they are quite literally incapable of factoring in that difference into whatever code they extrude out for you. And certainly not capable of pointing them out or explaining them, since they are, ultimately, probabilistic models that are giving you the "most likely sequence of words, given this prompt" as defined by their training sets and any subsequent weighting.
it's one of those things where, if you are already adept with Lua (or at minimum another coding language) you could probably use an LLM assistant to help fast-track you into learning how to make script mods for Anomaly/GAMMA to an extent. The issue is that the far, far, FAR more likely case, which keeps happening in here, is that someone with 0 coding knowledge comes in with grand ideas to make ChatGPT write the mod for them
And then comes in here expecting us to be able to correct the bot's output for them, despite not being able to read Lua in the first place
So none of the advice we give is even comprehensible to them, and we can't ask clarifying questions like "why did you choose to write the function like this/implement a feature like that" because they didn't make any choices, and can't even really understand the question or advice.
Amen, brother
Will the bone_transform method from the Lua help move the child bones and mesh defined in the Vertrex Group?
I just started this and I'm not sure if I will go animation route or move the bones via script
Is there a simple way to add stat-cap-extension to pelts or remove stat-caps altogether? I really don't like artefacts, except for the perk artefacts and prefer hunting over tedious artefact-farming.
quick question how can I add PDA notifications? Is there a mod that I can take sample from
Just to clarify, Gamma is based on Anomaly gamedata that is "hosted" here https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/news_manager.script
It looks somewhat more up-to-date
Is there any scripts that allow the animation played to change depending on item uses left?
Story DLC introduction to stalker anomaly gamma
Please, ping me if you would find one, sounds interesting
Overall it looks quite possible to do if you use FDDA Redone
i suggest you look at the scripts for GAMMA Artefacts Overhaul or whatever the mod that governs artis in GAMMA is called (don't have the modpack atm), and look at its scripts. Additionally, check the script(s) from Grok's Actor Damage Balancer, since that's the mod that controls incoming dmg and should tell you how the various res cap config parameters are actually used by the incoming damage scripts. Copying those aspects for the pelt items should get you started (I suggest you make your own mod and put your changes in there so you can at least toggle them on/off in MO2 for testing)
bounty hunting coming along. currently working on the npc acceptance formula
Hi, I wanted to ask if there's a program for quickly adjusting item (artifact) stats? I searched for it myself, but found nothing, and I can't figure out how these numbers are calculated. I apologize if my question is not related to this thread.
Hey ya'll can anyone assist with making https://www.moddb.com/mods/stalker-anomaly/addons/dltx-all-weapons-in-all-slots-sidearm-slot compatible with "113- Knife Pistol in Binocular Slot - RavenAscendant"?
Oh hey @scarlet granite I'm back trying to fix it again!
https://www.youtube.com/watch?v=WKvXNtDr9nA
While working on my alarm system I had the idea to set up an automatic gun turret. Got the model done and implemented the tracking. I now have to work on valid target aquasition, firing the gun and adding ammo to it. The Yaw is done via different idle positions and the pitch is done by changing visibility of bones. If any of you can help me using actual animation poses for the pitch I would appreciate it. I did not find any information on this as most animation reference is based on Guns.. ๐
Kind of scary it wont stop tracking you specifically
yeah right now it will only track the player. I need to implement the tracking to look for valid targets (mutants, stalkers etc)
Will it have health? or small ammo supply? will it be 100% acurate with a small magazine or will it be less with a larger ammo supply?
Maybe I will have to add a drum mag to the Makarov ๐
And more important : will it make Portal turret sounds ?
Yes but due to copyright reasons I will activate my gentle side and do the voice lines. 
Nahhhh its transformative i'm sure
but if it does make turret voice lines, its 100% going to sit in my base as a companion
anyone aware of why this is happening to UI_inventory.xml?
check dm
You must have enable a mod that override ui_inventory.xml
You'd think that, but im using the filter on the right of mo2 and supposedly that should be the final overwrite
And that one comes from the "gamma ui"
Let me check on my unmodded backup
Ok, same here
And what's the problem exactly ?
Im trying to make that mod i posted previously cooperate with gun and knife in binoculars slot, but so far no matter what ive tried i cannot, I just want to have a knife in my vision slot or a pistol obviously
Did you tried with DXML as I suggest it ?
No sir, ive had just enough time to get on this morning and forgot about it entierly.
Ill look into it, do i need to have modding and coding experience to do that?
Ok, my bad I must have confuse you with someone else who asked the same question some days ago
It was me, you said it to me no confusion, I just haven't had time to look at that solution and I did forget it
DXML is pretty straightforward to learn and use. In short, you write a small script that will push xml change AFTER mod deploy but BEFORE the engine load said xml
Does the d stand for Dynamic?
Yup
Meaning, that if your DXML script is pretty down in your mod list, your changes will be applied even if you enable a mod that will override GAMMA UI
Okay, i can try, but i doubt ill have the brain capacity to learn that, i get about 2 hours a day on my pc rn ๐
I can send you a working DXML script that I wrote yesterday if you want to look at something simple
Sure, if you dm me ill pick it up when I get back to my pc
And if I understand your problematic well, it may be quite similar to what you're trying to achieve, aka. edit a number inside a node element
As far as I can tell, I just need the merge section to actually take effect but it doesn't like it at all
This, but if I put it in ui_inventory16.xml it doesn't take effect and ui_inventory.xml just refers to 16
When filtering to the end of overwrites it still doesn't work
Ok, got it. Will try to write it on my end and when you'll be back behind keyboard, I will show and explain
Okay, it may be tonight like 1am Gmt depends on family and work ๐.
But thank you, hopefully I can learn
Does it have some sort of sway? so its not a laser ๐
You could do some prepper quest where you have to traverse a huge house in pripyat thats boobytrapped and has turrets or sth haha. then in the end you meet the guy (or whatever other thing the author comes up with).
@scarlet granite is it possible to make this destructible? could be cool for some quest designs ๐
Its has a turn speed so you can outrun it. I could see creating a different instance of it that can be used an an "enemy". I will add hit detection of course. ๐ Its very basic atm hahaha
Hey is the logic for adding supressors the same
Is there a gide for that bc im not finding one
pretty much
Aight ty
Can I ask if pulse anomaly is managed by DAO / Arrival or is there another mod?
Vanilla anomaly
Hello! Sorry for the super necro ping jumpscare but I just had this idea also lol
Engine-wise, I found a lead on how this would be done
The mod would interface with a file which a separate client program would simultaneously read from. I should be able to follow the example of the buttplug mod LMAO
I also have some preliminary design ideas. At minimum, I feel, completing missions should be locations, and the actual mission rewards (including stash locations) should be items, along with the option of adding some actual gear to the item pool for fun/to progress more quickly
Alternately, you could make the stashes themselves into locations...
Receive the location of a stash
The stash itself:
Na, far from it
Despite all things I may have against S2, the Zone rendition in S2 is pixel-perfect
is Valley of Rustles, technically "SAD"
Hey y'all sorry if this is the wrong channel or if this is an FAQ but how would one go about adding a song into the radio playlist at the mercenary base?
It's a little confusing but different radios use different logic, but if I recall correctly, mercs base shares the same playlist file as the sidorovich radio, and that radio's scripts can be edited easily in a text editor. im not at my pc rn so I can't grab a filepath, but you should be able to find it easily in the extended radio's mod files (assuming that's what you're modifying)
Okay thank you! Iโll try starting there
After editing an ltx file, do i have to put the edited file somewhere? Or do the changes take effect without any other steps? I made changes but they didn't do anything
is probably being overwritten by another dltx somewhere
Alright, but simply put, do I need to move this file somewhere? Or will any changes take effect in the unpacked location
unpacked location is not actually read by the game
Okay, so i have to put it somewhere
you need to put it in gamedata folder
Got it
Thats what you sent me? How to make an empty mod?
Ah
in the mod folder there needs to be a 'gamedata' folder, then you can place your edited ltx in the correct path in there
Empty mod > Gamedata > Make a file path that's the same as the unpacked file, containing the edited ltx?
ye
Id only have to copy the file path leading to the ltx's location as it appears in the "unpacked" folder, right? Not copy the whole file tree
yeah, you can treat the '_unpacked' folder as 'gamedata'
like _unpacked/configs/items = gamedata/configs/items
I see, copy it, and just change the _unpacked to gamedata
if it doesn't work there's a good chance whatever you're modifying is being overwritten by a dltx
nah you make a dltx of your own and have it come alphabetically after the one that was overwriting
that's what the link i sent was for
I thought so
I'll get back to you then, I'll see if I can get it working on my own
Oh BTW, is there a line in the LTX that can change an armor's associated faction? Or is that better left untouched?
there should be a 'community' field
Will it mess with loot spawns
don't think so
Word
Whats "killer"?
mercenary
idk man 
Okay lmao
hey so it seems that the freedom and merc music are in a different file path than the rest in the radio addon, in a section called mlr. so what script would be edited if you know? (filepath: C:\Gamma\mods\5- Anomaly Radio Extended - DesmanMetzger\gamedata\sounds\mlr\mercs
yeah so that's the confusing thing
"MLR" is a separate radio system, which the freedom base radio uses
The merc base would use it, but it uses sidorovich radio for some reason so everything in that playlist is irrelevant.
Im at my pc so i can check file paths
okay bet, I didn't know about the different radio systems
Ok, the one you wanna edit is GAMMA\mods\5- Anomaly Radio Extended - DesmanMetzger\gamedata\configs\plugins\xr_sound.ltx
anomaly_radio_addon\sidorovich_radio\Sidor_radio_1
anomaly_radio_addon\sidorovich_radio\Sidor_radio_2
anomaly_radio_addon\sidorovich_radio\Sidor_radio_3
anomaly_radio_addon\sidorovich_radio\Sidor_radio_4
anomaly_radio_addon\sidorovich_radio\Sidor_radio_5
anomaly_radio_addon\sidorovich_radio\Sidor_radio_6
anomaly_radio_addon\sidorovich_radio\Sidor_radio_7
anomaly_radio_addon\sidorovich_radio\Sidor_radio_8
anomaly_radio_addon\sidorovich_radio\Sidor_radio_9
anomaly_radio_addon\sidorovich_radio\Sidor_radio_10
anomaly_radio_addon\sidorovich_radio\Sidor_radio_11
anomaly_radio_addon\sidorovich_radio\Sidor_radio_12
anomaly_radio_addon\sidorovich_radio\Sidor_radio_13
anomaly_radio_addon\sidorovich_radio\Sidor_radio_14
anomaly_radio_addon\sidorovich_radio\Sidor_radio_15
anomaly_radio_addon\sidorovich_radio\Sidor_radio_16
anomaly_radio_addon\sidorovich_radio\Sidor_radio_17
anomaly_radio_addon\sidorovich_radio\Sidor_radio_18
anomaly_radio_addon\sidorovich_radio\Sidor_radio_19
anomaly_radio_addon\sidorovich_radio\Sidor_radio_20
anomaly_radio_addon\sidorovich_radio\Sidor_radio_21
anomaly_radio_addon\sidorovich_radio\Sidor_radio_22
anomaly_radio_addon\sidorovich_radio\Sidor_radio_23
anomaly_radio_addon\sidorovich_radio\Sidor_radio_24
anomaly_radio_addon\sidorovich_radio\Sidor_radio_25
anomaly_radio_addon\sidorovich_radio\Sidor_radio_26
anomaly_radio_addon\sidorovich_radio\Sidor_radio_27
anomaly_radio_addon\sidorovich_radio\Sidor_radio_28
anomaly_radio_addon\sidorovich_radio\Sidor_radio_29
anomaly_radio_addon\sidorovich_radio\Sidor_radio_30
anomaly_radio_addon\sidorovich_radio\Sidor_radio_31
anomaly_radio_addon\sidorovich_radio\Sidor_radio_32
anomaly_radio_addon\sidorovich_radio\Sidor_radio_33```
should be that one. while you're at it, you can add the merc's radio to sidorovich's radio if you want, since all those songs are basically unused
so just to make sure i get this correct, I add the song I want to the sid folder, then also add name the song in the plugin folder?
you add the song's filepath to the [sidor_radio] table
the song itself goes in sound
MLR mentioned
gamedata\sounds\anomaly_radio_addon\sidorovich_radio
do you know what it actually is?
what does mlr even stand for
so I would name it "anomaly_radio_addon\sidorovich_radio\Sidor_radio_34"
yea. make sure your song is in .ogg and all that stuff
well
yeah you "name" it that in the table, but the song file itself would be Sidor_radio_34.ogg in this case
My Little Respawn is one of the first total conversions of Call of Chernobyl, focused to add quests and modify maps, is from this mod from where are:
Butcher, hip and Meadow
and it'd be in the sidorovich_radio folder
gotcha i'm following
Ohhhh. That's interesting. So MLR added these radios and they just kinda stuck huh?
at least for freedom and mercs
idk, Anomaly vanilla uses one of the early versions of MLR, MLR 6, the first version that included Meadow
I wonder, if it was anomaly who messed up the merc radio station, or if it's just extended radio's all.spawn is setup wrong or something
cause it just uses sidorovich's radio station. at least extended radios does. vanilla anomaly might use the correct merc station but I don't remember
(if such a station even exists in vanilla anomaly)
If I wanted to add songs to the player's PDA radio or existing radio stations do I just drop in new files in Anomaly Radio Extended ?
for extended radios, the only one that will work is freedom's radio becuase it uses MLR radio system which dynamically adjusts to the number of audio files in the freedom radio folder, the other radios use manually edited script tables
PDA radios is similar. I think you can just throw .ogg files in there and it just works
for each _playlist folder
Fantastic thank you!
If i was to do that would I copy the songs from the merc radio and place that in sids song folder and then also take the script names from mlr and place that in sids section? or would I need to rename all of them?
you don't have to rename them
just put 'em in the table
im pretty sure anyway.
worst case, you might have to end up renaming them. but i don't think it's necessary if my memory serves me right
real, I may try it soon, first I just wanna check to see if I broke the first time lol
I think i got it right, even took the time to make it sound radioey ish like how breath by breaking benjamin does when it plays on the freedom radio

as any proper radio mod should
Fr fr
oh also, make sure your audio file is mono channel
stereo plays globally because slav jank
its aight slav jank makes no sense anyway
Agreed
Set to mono, now just gotta wait around until it either plays or crashes the game
Thanks for the help man
I'm editing an ltx, what are the differences between these?
i'm ngl i have no idea ๐ญ
i believe the one you want to edit are the protections
Alright lmao, thanks
I changed the faction successfully, but no change applied to its resistances, also noticed the decimals didnt line up with the in game values, is something overwriting the resistances specifically?
probably another dltx is overwriting them, as for the values i think you can find out how they are converted to the display values in actor damage balancer script
what's that if you dont mind explaining
actor damage balancer?
yeah
it's the mod that controls incoming damage to the player
I copied a different armor's protection values, and nothing changed at all tho
not even by 1%
they're probably being overwritten by a dltx
damn
How would you find the DLTX thats overwriting?
What they said
you can do a find-in-files search with something like notepad++ for the section name, or you can do it via script with the ini_file dltx stuff
should be this one though 
I may have made a mistake, I searched Binocular find in file on the entire mods folder
I'm just trying to find anything overwriting UI_inventory ๐ข
if you launch your program through mo2 you can just do it on the anomaly gamedata folder
the script?
nah the ui_inventory.xml
i'm trying to figure out why two mods won't cooperate even when patched with a merge code
you don't edit those with dltx, there's dxml for it
is either that or maybe something is monkeypatching ui_inventory script ig
either way I've been trying to fix it for 3 days now
So can i just edit one of these?
uhh i guess so, or make your own dltx
but i'm not a modder, so i'm going through it in a very rudimentary way
well it's fine if you're not gonna distribute it
yup, I literally just want it for personal use, and apparently gamma doesn't like it 
Im just looking to use it for personal use, would editing it be fastest?
probably lol
word
pretty sure it'll get replaced if you update with launcher though
Ltx or txt?
ltx
What slot is the binoculars? 5 right?
think so
if i wanted to allow these into multiple slots, would i edit it from
"![wpn_knife]
slot = 1"
to
"![wpn_knife]
slot = 1,5"
or would it be a seperate line?
so confused rn, may just have to tial and error
there's a binoc_pistol_knife.script in gamma weapon pack mod, you can edit it to allow binoc into other slots
BS won't mean anything if you come equipped with binocs in the armor slot
its the opposite, i need my other weapons specifcally the knife to go back into the binoc slot after installing another mod that seems to just stop it working
oh wait yeah i was thinking binocular lol
the author added some instructions but they just dont work at all in gamma, I've tried everything I can think of
what mod?
oh it changed slot field for all weapons and knives to 1 
should be 0
for knives i mean
it allows me to carry something like a fraiser in my melee slot, but now i need my knife in my binoc slot
found this anyway
tried to add a 5 to it in different variations while keeping the 1, no impact
delete the lines for the knives and try with a freshly spawned knife
loading up will report back
nope, still the same
I honestly feel like this mod is somehow overwriting the ui_inventory.xml + ui_inventory16.xml
the mod author having that section about merging the 2 mods wwould possibly indicate it right?
it doesn't look like it
wait, im stupid
even the 'patch' is just instructions telling you how to edit the ui_inventory xml to make it compatible
I made a backup and then accidentally edited the knives out of the backup
I am the silliest of geese
same result
you spawned a new one yeah?
yep, every variant up to the best one
i'm ngl i've got no idea ๐ญ
this is how me and JoniKanoni have felt for like 2 days trying to fix it
Joni actually is a modder, you are, and im a person who wanders around aimlessly, we should be unstopable!
i'm only a little bit of a modder 
you're Infinitely more than me, that counts
kaboom, kablow
indeed
now i'm going to attempt to figure out dxml, in the hopes it will solve all of my problems
your binoc_pistol_knife.script is coming from gamma weapon pack right?
I'll check
Yes

WAI1T
wait did you install all of the patches
I may have the answer
no wait..
I was thinking if this other mod is loaded after the gamma weapon script, would it overwrite it and set EVERYTHING to 1?
no?
maybe if i change the knife stuff to this
ui_inventory.GUI.slot_cell = { -- base slot = {UI slots to fit in}
[1] = {1,5}, -- Knife - add binoc slot as valid destination
[2] = {2,1,3}, -- Pistol - add binoc slot as valid destination
[3] = {3,2}, -- Rifle
[4] = {4}, -- Grenade
[5] = {5}, -- Binoculars - add knife slot as valid destination
but yeah, this is why i'm not a modder or coder
nah but it seems the knives are dltxed more than once in that mod
in the vanilla as well as bas patch
idk about the others 
ig so
tryna go back to this, i oughta update anomaly first tho
looks like a grease gun but futuristic, seems cool
its a madsen
so... that worked...
crazy
wonder, if i delete all the pistols from those xml will they revert to the ability to go in the binoc slot...
maybe a better way of allowing all weapons in pistol slot is going into that script and adding 3 and 2 here
instead of that mod i mean
which script?
the binoc_pistol_knife one
so I just add 2 and 3 with a , to seperate?
ye
here goes to see if my game crashes

it worked, but for some reason one of my guns transformed into a KAR98
what ๐ญ
the friaser that was in the above screen shot vanished
no way... its still there
but it had a gun on top of it
now the slot looks empty but its actually there
nvm just do the slot = 1 thing for whatever guns you want in melee slot i don't know anymore 
it's cool I dont mind this, a weapon thats slightly invisible isn't an issue
you're been incredibly helpful
You're a legend in my book
I require snacks, my brain has expended many calories attempting to comprehend anything that isnt just a shape or a colour
I made hot dogs, but thank you for your help btw
It saved me from hours of headache lol
Hey im put a supressor on weapon in blender but it also shows in game even if i dont have supressor on
How to fix it
Is it bc i have it wpn_body on vertex group instead of wpn_silencer
yes
hey guys, i have found this script on anomaly addons: https://www.moddb.com/mods/stalker-anomaly/addons/autowalk-for-anomaly-151
and the content is like this:
local auto_move = false
function on_key_press(dik)
if (dik == DIK_keys.DIK_F12) then
if not (auto_move) then
auto_move = true
else
auto_move = false
end
end
if (dik == DIK_keys.DIK_S) then
if (auto_move) then
auto_move = false
end
end
if (dik == DIK_keys.DIK_W) then
if (auto_move) then
auto_move = false
end
end
end
function actor_on_update()
if auto_move then
level.hold_action(bind_to_dik(key_bindings.kFWD))
end
end
function on_game_start()
RegisterScriptCallback("on_key_press",on_key_press)
RegisterScriptCallback("actor_on_update",actor_on_update)
end
i don't know much about modding but would you consider this normal practice? or can this be optimized further? is it possible to perhaps not listen to all keys pressed and just put a listener to a specific key so its more optimized? i don't know much really but i'm curious
https://www.youtube.com/watch?v=peYGOGq7x1M
Yesterday I added ray casting to verify LOS, check for the closest enemy and tried myself on an idle sweep.
Question: Is there a way to identify if the target is downed? Like target:alive()
hey does anyone here know where im supposed to go to change the amount of ibuprofen's/yadulin's traders have?
been trying to find this for a while
:wounded()
I just found it in the xrs_kill_wounded script from anomaly and its so obvious 
not really if you ask me because there's also :critically_wounded()
which as the name implies is critical, while the other one is just wounded
but critically wounded is for the stagger animations
sounds like it could also be understood directly opposite hahaha
This looks cool, I am also relieved to see that it isn't just me for whom Yanov Station runs like shit.
Yanov Station means lag spikes every few seconds hahaha but I also just record with snipping tool and it looks bad ngl
I actually thought I broke something after spending time in Yanov. Turrets look cool tho.
Thanks! They still have some jank I need to fix and I want to make the Ammo limited and the player to have to reload it once it's empty. And what will be really difficult is making the NPC's attack it.
And I need to figure out particles. I can spawn them but they are lot alligned to the barrel axis yet
Hi im currently trying to import the model for the Fn Scar H "Expert Operator" into blender with the goal of adding a 3d scope to it (ideally leopold + rmr) but I do not know where the gun model is actually located in the files. Could anyone direct me to it, or where most gun models could be?
I know the model is called wpn_scar_siber_m2
Hi guys it is posible to someone edit the maps to be more alive vith props in stalker anomaly images is from shadow of chernobzl update also autor vlad was release a complete levels and textures and etc... he was give everzone a permisions to be used in anz project and engines good is is already have files in pack just is something need to be rewrite to run on levels i dont too much understand of editing thank zou guys im sorry for my english iam from Europe
yes its possible to add dynamic objects and edit map geometry
yes
wow it will be real stalker world since now its graphics changed become out sss23 and roten life with ccon it will be in combination bring a new life in stalker anomaly all its good just this point is really missing but i undersand its taking lot of time but dam its missing its beautifull i cant really imagine on stalker anomaly
what are you smoking
??????????????????
I guess that some users desire see a couple 4K assets in a underground instead of see map expansions
good props n geometry are always welcome
"Bring a new life" seems much to me, but just is matter of taste.

really there is not much left to do there
apart from adding clutter / decoration and updating all those 3d models to be more than boxes
Is possible make what u do want but i doubt u could avoid the part of learn to use the level editor from the SDK, except if u avoid the idea itself
Is there a way to access the reputation and goodwill the player has with the factions? and is it possilble to intercept the "Your Reputation has worsened" / "You killed an ally in cold blood" messages? ๐ For my system I need to be able to have hostile stalkers of my own faction that can be killed "in self defense" so to say, no reputation or goodwill loss.
Which line in gun configs allows freezoom?
i dont remember how it is for goodwill. but reputation you can get with npc:character_reputation()
it goes by number. 0 is neutral, positive numbers are good rep, negative numbers are bad rep. i think the max either way is 2500
(or -2500)
if you wanna get the player's rep, i think you gotta replace "npc" with "db.actor"
if you want to modify the "killed an ally in cold blood" thing, look for "player loses goodwill for killing allied npcs" mod in the gamma modlist. or search "goodwill" if you can't find it
thank you. i feared this was not a mod ๐ thats good i can patch that then probably. and thanks for the calls.
@full vessel still sometimes have some wrong npc aggro but that helped. i guess ill try monkeypatching the gamma mod then.
bounty hunting coming along.
Sorry for the necro, but I wanted to explain. It was basically done for flexibility - that way I didn't need to cram the warning into the same space as the siren for example. It meant you wouldn't hear obvious looping too.
There should also be a audio track for the lab degredation as well
there is a scientist npc that lags, search the discord for "zhuk"
Is there a way to edit the magazines mods so that the 60, 95 (5.45) and 75 (7.62x39) round mags are exclusive to their LMGs? I don't want to be able to use them on normal rifles
well why not just choose not to equip them?
Imposing arbitrary rules on myself kind of bothers me
Like there's no reason NOT to use it but I don't, just because? It would be fine if there were drawbacks to equipping them but there's not really
They affect the balancing of the rifles and I want to fix it. I already removed all the drum and casket mags from traders except PPsh, Thompson and RAPTR, but I can still loot RPK mags, though they are somewhat rare
Any feedback on my first mod? https://discord.com/channels/912320241713958912/1463892069620646075
did i forget about something?
mods/(name of mod that the gun is from)/gamedata/meshes/anomaly_weapons iirc
is it dx8/9 compatible
alsoooooo i think i beat you to the punch https://discord.com/channels/912320241713958912/1338543927803908176
Finally
Svarog as good as in S2
no idea tested only on dx 11
tweaks are minor so if it worked before it should work after tweaks
Depends on how you recompressed the texture, that's why he's mentionning if it works on DX8/9, if you saved it as BC7 it won't
oh i have some funky exporter for dds its uncompressed
Yeah that'll probably fuck it up, uncompressed is for UI elements and since it's an in-game model it requires mipmaps
what compression should i use?
Create a new base class of mags something like [lmg_5.45x39] to be imported in the base_545x39, set it up and then change the magazines ltx of each weapon to change it's ammo_5.45x39_fmj = to your new class
Does it have transparency?
image? yes
BC3 DXT5
BC1 is for textures without alpha, BC3 is for when there's an alpha

Cheers, I'll look into this later ๐
MIN maps ON?
It's an in-game model? Then yes
and no for ui elements?
Nah UI is meant to be crispy and 8.8.8.8
8.8.8.8?
ah I see
i remember that gamma has some stuff on ui
with mip maps

i think we should have a fix for that
For model textures without alpha Compression BCI (DXT1)?
I don't think the sRGB header is supported, but I haven't messed with it
Well if the textures are compressed properly, not RGBA8 or 8.8.8.8, you can get away with having mipmaps on UI elements (especially with the 3D PDA), the issue comes when you have uncompressed textures + mipmaps, I don't fancy 88mb textures
that is true
kind of supported
found out that via photoshop
and nvidia having problems
BC3 being saved that particular way
didnt work for DX8/DX9 people
so i used paint.net and it all worked
somehow
I'd be curious to ask someone like Lvtner if the header properly decodes or if the engine already does a gamma correction based on the type of texture
we did have pbr 
but i think that could've been possible
(no one really tried to do it on xray monolith)
I guess this display has to have non compressed DDS
BC1 + MinMap :
co compression:
but this texture doesnt even have this green overlay
It's a simple matter of using uniform metrics for compression (which Krita doesn't exposes). Gimp has the ability to pick Uniform/non-uniform metrics
Your mips might have been gamma corrected, which is also another option that doesn't seem to be exposed as part of Krita
damn i guess time to learn GIMP if i ever want to do textures
You can just transfer your TGA once you're done or use the nvidia standalone texture exporter to do your dds
But yea thanks for help for now it works it took so many hour to just do and test those two textures 
I don't really know blender but I'm trying to fix something and I get this error when I import an omf, anyone know what it means?
its use an older version of blender isnt it
Yup. jfc i hate blender
Hello fellas, #1 Hip simp here
While I enjoy having her around, Iโm getting a tad bit annoyed at her seemingly total and gamebreaking invincibility
Thought Iโd ask here whether anybody could point me to the .ltx where her health and armor stats are defined
Thinking of making a little mod that makes her not QUITE invincible, but not made of paper either
The ID name is Devushka, she's defined in m_stalker.ltx and part of grok_additional_storyline_npc_invincible.script which drastically reduces the damage she receives. You could exclude her from there I guess.
Thanks a bunch, off I go breaking shit then!
hello guys, could someone explain me how to create a defined single set of a start loadout? I always want it to start a specific way, with invictus ON and a set of items selected to quick start my run in case I fail, I couldn't find any tutorial about this neither how to do it? Thank you
Have a look at Black Road Revisited which changes the start options and randomizes a loadout. Inspire yourself from there or ask in that thread
uh hey how can i edit a ogf file. i want to add a jacket over a armor.
blender.
yes
You need this addon: https://github.com/PavelBlend/blender-xray
It will 100% not be just "adding" the mesh tho. I've only created outfits in Arma 3 tho so can't help there. I would try searching for Tutorials on YouTube.
question. Have any talented modders try revamping the default anomaly animations for npcs? They're kinda the only thing holding back the game from looking modern
I have a question about the radios that are craft-able, do they use the PDA music folders or how are those determined? Also is it possible to make a new folder in the pda radio mod?
-
You mean the hideout radios for your first question? I think the mod has its own playlists but can also play Zone.FM.
-
Yes, for which radio mod? Playlists or radio channels?
!radio
@trim jungle Follow this: #โญ๐faq message
- yes hideout radios
- pda radio extended
Yeah just follow this link to add playlists or songs to playlists
For the hideout radios IIRC you can change its playlist by interacting with it. To add more, you would need to figure out how the mod adds playlists
gotcha, alright thank you
Hey gys what ltx file contains the helmet stats
Base helmets are defined in o_helmet.ltx, there might be some DLTX modifying their stats
Thx
That looks awesome! Will the stock be animated?
https://github.com/Aoldri/anomaly-hf/wiki/How-to-Add-More-Radio-Stations @wanton tusk
This is the documentation for the hideout radios
oh nice man thanks
Is there a mod that handles the way NPC's react to you currently?
Elaborate on "react to you", what do you mean exactly?
I walk near them with a rifle or weapon out, they all point theirs at me, even though they know me technically as a legend whos in their faction and I'm 100% on their side..
It frustrates me hearing Put the weapon down every five seconds if i dont put my gun away
do I understand correctly that these lines in the config are responsible for the assortment? I just installed a mod for new artifacts, but the economy is breaking down with it, and for some reason, weapons have appeared in the assortment of merchants, and now I want to fix it manually
Make sure your new installed mod doesn't win conflicts or override any of Gamma's economy files. You can double click on your mod and see the file tab for what files it's currently winning, right click and hide
Yea, first number is amount of stacks, second is the chance for a single stack to appear in stock
https://anomaly-modding-book.netlify.app/docs/references/configs/items/trade#3-buy_supplies
ty, its helped
https://discord.com/channels/912320241713958912/1407106671637168241 it's the footstep sound comments (yes really)
Thank's I'll give it a try
(Besides the footstep sound glitch) it's a default feature of stalker's ai. the idea is that people aren't happy when you point loaded guns at their face, legend or not
Hello Stalkers
I've been trying to replace the main menu music with a quiet atmospheric room tone, but when I replace the original OGG file (I renamed it to something else so I don't lose it) with mine, it's just dead silent at the main menu. If I click on an option and then go back, it starts playing a glitchy staticy sound. Changing the original file back of course fixes it, but I'm wondering what's going on.
Within the existing modlist, there's another mod that the current theme overrides, so I tried using that file and it plays just fine. At first I thought there was something wrong with my specific file, but I had an identical issue trying to use a generated 4 minutes of silence from Audacity.
If I'd like to contribute into project, anyhow (for example fixing some texts, tooltips etc.) whom shall I contact? can I create PR just in the GAMMA repo?
It depends. For mods downloaded from moddb you can contact their devs or create a patch.
For mods from Gamma repo you can PR changes
the stuff like weapon & armor stats, questlines are in gamma repo, right?
so I can just create a PR and then I'll see?
Could be your audio codec, could be your Hz or your audio format. I suggest you look at the Anomaly Modding book for how to properly make audio files
Yeah, most dltxes or patches located there
A whole lot of the weapon descriptions and info is handled by GMTOP, you could probably start there
Come to think of it, I'm betting it is the Hz
The sort of sound I was hearing did kind of remind me of what happens when you screw up a file's intended Hz
Yep, it looks like GAMMA uses 44100 Hz as opposed to the 48000 Hz I was using
I'll test shortly with the now correct frequency
I get that, but i have a rifle out, its 00:00, i'm sniping a merc in wild territory, an ecologist shows up from behind me (technically he snuck up on me) with their head lamp on and just illuminates me, the merc squad now can see me in the darkness, and he's just stood there like an ABSOLUTE melon, shouting about me having my gun out that isn't even remotely pointed at him
But that's an entire different thing. That falls in part to the stealth system and visibility distances of NPCs
yeah, the execution isn't the best. maybe i have rose-tinted glasses but i remember the whole "pointing their guns at you" behavior working much better and more appropriately
dude was so angry that i was just stood there looking at a merc, like it's his cousin or something
Either way i resolved the issue by shooting the ecologist in the head, taking a reputation hit and then taking out the mercs
hey! dont shoot that merc, we need go go bowling later!
Cousin!, Lets go bowling!
Hey guys, devtools 1.2.0 was just released. You can now profile class methods. https://discord.com/channels/912320241713958912/1462256310459306116
it should be, but i'll look into it when animating
guys what iam missing i wanna make my addon to be configurable but it still empty i cant test then if the addon work properly
this may be a foolish question, but can i print things from a shader for diagnostic purposes
like print to log
if you really need to print smth, you can use this library: https://github.com/electronicarts/ShaderToHuman
dont need to print anything now, just asking for if i do. I am trying to port beefs shaders to work with pip scopes (specifically the pip scopes from desolation, an anomaly fork i really like)
i know next to nothing about shader coding but i have a rudimentary knowledge of c so it should be fine as i shouldnt have to rewrite much code
however advice would be useful. one thing i am trying to understand is where in the pipeline the nvg shaders are processed. i kinda assume combine_1.ps is where the compositing of the image takes place. it loads night_vision.h and then processes whatever affects are selected in anomaly settings, then processes beefs nvgs (this is the version of combine_1.ps included in beefs ofc). in desolation at least, it processes the nv for the pip scope in models_lense_scope.ps and i have been able to test changing its color values. what confuses me is where nightvision_gen_1.ps nightvision_gen_2.ps and nightvision_gen_3.ps come into play.
hopefully you can shed some light on this
wait
also
youre the guy beef credits in his mod
cool
what confuses me is where nightvision_gen_1.ps nightvision_gen_2.ps and nightvision_gen_3.ps come into play.
after combine1 stage (and blur, dof)
it's a fullscreen pass. shader selection is done in phase_nightvision code
doing beefs nvg sounds more like an engine work. you would run separate nvg passes for main viewport, and pip one
damn
thats just my guess - i'm not using pip scopes anymore 
but usually we did shrimple nv, inside of lens shader. that worked well enough - perhaps you can do beefs el cheapo, where you would only apply tint, noise, maybe tiny blur
lmao the gen1 shader has Pi = 6.28318530718
at least its not acos(-1)
acos(e^(i*pi))
Hi,
I already asked in newbies-chat and oflin redirected me to Veerserif.
I'd like to use my programming skills and somehow contribute into gamma. I'd like to try something basic but useful - fixing some texts/tooltips for items. A lots of players are complaining about this. Later on maybe some bugfixes.
oflin mentioned GMTOP mod, which has XMLs full of this data, but some other mods are overriding these. How can I start? any learning resources/articles? which tools shall I download?
https://github.com/veerserif/gamma-dashboard/blob/main/xml_overwrites.md
https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
these are helpful
and some links to GMTOP repo, or other repos where the items strings are located?
gmtop is overriding everything else, not the other way around. you could do this shit with notepad but i would recommend at least Notepad++
you do not want to direct overwrite the files from GMTOP, since that will just make the problem worse
the issue is that because GMTOP directly replaces files, you can't stop it from working. the next best thing is to essentially make a better version of it. which i am doing at https://github.com/veerserif/g-strings
it is on hiatus because i'm tired boss
but yeah
did you read the MCM documentation at https://github.com/RAX-Anomaly/Anomaly-Mod-Configuration-Menu?

i don't wanna rewrite the gun names and you can't make me etc.
i'll do it! eventually 
Hello everyone, does anyone know where to find a link to mod kmack's vss vintorez expanded?
In the video on Gamma, they said it's in the mods posting section.
Alas, I did not find it myself
he took it down
you're making better ver of GMTOP? so I can create then PR into this repo?
if you understand how to do the overwrites, yeah, but i do get final discretion over what goes in. ftr, i've gone through all the quest dialogues, the next most pressing thing are item descriptions and names

