#╙🖇mods-making-discussion

1 messages · Page 141 of 1

misty mulch
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and see the general style rules there too pls

toxic anvil
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How difficult would it be to assign the context menu option "unload" for magazines redux to a hotkey?

fair canopy
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alt+u

toxic anvil
fair canopy
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oh i thought you wanted to unload the mags themselves

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i mena, if you know lua. probably not that hard

toxic anvil
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I actually don't know any programming language, however, I could possible try to learn and make that my first mod

worthy harbor
stoic girder
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Hi. How can I add a portrait (or replace an existing one) to the character creation menu? Could you at least help me find the right .dds file? I'll figure out the rest (maybe this is not accurate). I know where the ui_actor_portraits.dds file is located in Pure Anomaly, but I can't find it in GAMMA, and Google hasn't been much help. I found in "29- Dux's Innemurable Characters Kit - DuxFortis" three .dds files with a large number of stalker portraits, but there is no "No data" portrait, which I would like to replace with my own. Thanks in advance!

heady granite
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does anyone know if there is a mod that adds the camera from desolation/AREA where your camera is actually attached to the character's head model

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and the weapon inertia there or whatever it's called, like the one in insurgency game

naive dew
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is there a config to change the speed of going into ADS? For mp7 specifically, I find it a bit slow

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nevermind found it, for anyone curious you can adjust ads/aiming speed using anm_idle_aim_start and anm_idle_aim_end, increasing the numeric value makes it faster

wanton tusk
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hey guys how do i get the weapons from juans delivery service use the scopes from gamma? Like how in gamma you can see in peripheral vision without the blur? and is it also possible for them to use the rest of the sights as it only uses a select few. (left is juans and right is a gamma weapon)

rigid sail
naive snow
wanton tusk
wanton tusk
naive snow
wanton tusk
green root
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Hi all, working on my own recoil for guns, trying to make them more realistic. Ran into something confusing me and was hoping someone might have some answers.

I've found the stats attached directly affect recoil, I'm currently working on the FAL, specifically the OSW, and the full size FAL that can take the three weapon kits.

The FAL that takes the three kits, even with matching stats to the OSW, has a much more notable left/right bounce to the recoil when firing compared to the OSW. I actually can't get the horizontal recoil to work at all for most if not all guns.

Am I missing stats? Or is there a GAMMA specific file that might override the base files? I'm currently modifying...

w_fal_sa58_osw.ltx
w_fal_sa58_aus.ltx
Both labeled as being from... 78 - EFT Reposition BAS JSRS Patch - sneaky

naive snow
green root
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I don't see a file with that extenion.

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When I look at the file I noticed it's red for losing a conflict, but when I check what it's lost against none of them actually pertain to the FAL. Bit confused by that.

naive snow
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I suggest you look into the pins and check Veer's guide to DLTX to learn about it.
Your changes should almost all be done via DLTX to avoid being crushed whenever you update something

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An example of how to find DLTX is to launch via MO2 something like Notepad++, which allows you to search in your Anomaly game folder and have all of the mods virtualized, same as if you had launched the game, so conflict winning and all. Example it allows you to do:
Which gets you every mention of [wpn_fal_sa58_osw], so you can find any one of them starting with ! and know what modifies what:

green root
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Huh, never tried to use notepad++ that way, very useful thank you.
Dumb question but I use discord rarely, how do I find pinned posts? 😅

naive snow
green root
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Found the post from Veer, thank you.

stoic girder
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Hello. How do I add my own portrait (or replace an existing one) to the character creation menu? I saw a YouTube video about Gamma where the streamer has his own portrait.

naive snow
stoic girder
naive snow
green root
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@naive snow seems the camera movement was coming from Groks Enhanced recoil mod. Matching the assignment of the OSW to the FAL_AUS made them behave the same. Now just to figure out why horizontal recoil doesn't exist.

And I guess how to make a dltx file so I don't have to do this all over again when I update in the future 😅

lyric kiln
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Has anyone got New Levels working with Gamma? I'm getting bored of the current levels and looking for something new

stoic girder
green root
azure pecan
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Is there any way I can modify the drop rate of specific weapons? Perhaps altering the drop tables of enemies?

faint sable
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should just work on gamma though, new game however

naive snow
topaz knoll
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when stalker classic hands addon to gamma guys speedsmirk

tawny prawn
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is there an animation for Time Checking?

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like a pocketwatch or something

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im using the Time Check mod, tells time on key press

west adder
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well this isnt exactly right but its definitely something

fair canopy
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huh

west adder
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ok damn it actually looks passable. its still red tho, will have to do something about that

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and ill have to do the bloom ofc

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and vignette, etc.

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(based off of beefs shaders)

west adder
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well i got the color down

astral stratus
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If i want to add the Nightforce ATACR w Voodoo Thermal scope from the Maxim PDX mod by Kmack to other rifles such as the SVDS Retribution/PMC, which files, other than the w_svds_pmc.ltx, do i have to edit?

stoic pendant
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Is it possible to reload a script/lua file while in-game or in-menu? Curious to hear how you all get a faster development loop than literally restarting the game every change

west adder
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i imagine if its an mo2 mod it would not apply any changes until mo2 restarts the game but idk

scarlet granite
wide dock
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Hi lads, I'm looking at creating a script bound to a contextual menu in the wallet inventory item, that subtracts 10k roubles from money total and creates a 10k roubles item in the inventory. This item can be stored in stashes and "used" to add the 10k back to the player total. This means when I do soulslike runs I can stash money and not lose it all on deaths.

Before I go into the weeds, does anyone know if this is a dumb idea? Am I messing with something that shouldn't be messed with?

sacred token
quartz hill
sacred token
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Even better

quartz hill
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just that the functors point to txr_money instead

sacred token
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Yeah I mean like I said, i would have to look at the code again

wide dock
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ah cool thanks

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I'm gonna have a crack at it next weekend

sacred token
sacred token
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or am I missing something

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it should probably point to item_money

quartz hill
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yeah i don't have it in unpacked gamedata either lol

sacred token
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haha

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yeah actually

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it should point to item_money

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bug found in vanilla anomaly

thorny steeple
sacred token
thorny steeple
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WhyVanish I need to get rid of the mods that are causing me like 10 minute load times when I'm working, then.

sacred token
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Yeah, I always work with vanilla anomaly and only load some dependencies and debugging mods

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And only load the testing map if possible

thorny steeple
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Would it be easy to set up an MO2 profile where all Gamma mods are just disabled? I'm always worried about messing with profiles as I feel like I'll fuck something up and end up having to reinstall the whole thing so I'm not sure if that's an advisable way to play Anomaly itself through MO2.

misty mulch
misty mulch
misty mulch
fair canopy
summer stream
sacred token
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Doesn't have to be demonized

summer stream
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are you sure that people behind anomaly makes it possible

sacred token
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Also, why not? He already cooked better stuff, like he is cooking rn

summer stream
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are you sure

sacred token
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And the engine is open source so anyone could do it

tough timber
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so i am thinking of making one of this as a mod, what do yall think?

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i dont really have any experience on modding anomaly

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does anybody has some knowledge about where should i start?

sage wyvern
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Hey everyone! Could you please recommend a barter mod for Gamma's merchants and NPCs?

full vessel
# sage wyvern Hey everyone! Could you please recommend a barter mod for Gamma's merchants and ...

You could fix-up this old addon, patch it for compatibility and disable "G.A.M.M.A. No trade with random stalkers" in your modlist https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-bartering

And/or use the GAMMA Lootboxes mod which adds a profile-based barter option to merchants #1042368127834542131 message

ModDB

Adds a dialog option to chat with stalkers and trade gear and supplies.

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In other news: Grok is planning on adding a barter system in a future update, which will make these addons obsolete

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Until then this is our options

sacred token
summer stream
sacred token
summer stream
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ok

sacred token
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damn

summer stream
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what

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do you think i will be amazed by the fact that demonized finally implements stuff that could be implemented a long time ago

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but he didnt because someone else did first so he catches on later

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plus ixray is open source and that stuff you could easily work with if you knew how to

hardy hound
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that i don't think any addon really made use of it

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has a window UI, quick to test with sidorovich for example

summer stream
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what

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the engine magic stopped making me go wow since i stopped playing the game like a normal person

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or well
even doing stuff for it

sacred token
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just wondering why so ungrateful

teal compass
summer stream
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as i said

no more wow effect

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so i just went with it like "ok cool ig"

summer stream
naive snow
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Another modder bites the dust

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But hey MT is pretty cool, more optimizations is always welcomed

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Tho there's probably a couple of weeks of intensive testing and fixing scripts to get good use out of it

teal compass
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I hope it wont cause crashes or stutters

naive snow
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I know Catspaw's pretty happy about it and it greatly help with more intensive scripts like the dot markers

teal compass
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and mt is always good

naive snow
teal compass
naive snow
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It's the same backup procedure as when you change modded exes

teal compass
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cool

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I am willing to test it

rough lion
naive snow
indigo pollen
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i was trying to change helmet of seva armor for isg but... i used xray engine blender and there is no color, texture or anything, i gave it color to mimic what i was thinking to do but i am so lost. i dont know how to make it or fit it to skeleton even. can somebody help?

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original mashes from gfy anomaly

naive snow
indigo pollen
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i am getting an error

naive snow
indigo pollen
indigo pollen
naive snow
indigo pollen
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do i do anything to other ones?

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or is it ok to go?

naive snow
indigo pollen
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thanks a lot. really.

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it worked. thaks a lot again.

green root
# misty mulch recoil is secretly only *half* based on those due to the use of the Enhanced Rec...

I found the mod doing the camera tricks, gamma enchanced recoil. Grok was nice enough (or whoever made it) to put some instructions in the ltx.
So recoil seems to be a combination of that and the stats I found.
I did figure out each config for weapons does break it into separate items, seems each ltx has a "summary" section that applies to all weapons in the config, then you have each gun in the config separate, per attachment used. I can see why this would be complicated as hell if you added lasers, flashlights, grips, etc... you'd need a setup for each weapon.

So far I started building a separate file out that has each set of recoil parameters, and aim speed parameter. How does the reload parameter work? For aiming I found "zoom_rotate_time" affects speed, not sure what "time_to_aim" does.
Reload I found "reload_dof", not sure what it does. Doesn't seem like a ms time parameter.

Also... is there anyway to make a suppressor affect recoil?

misty mulch
green root
# misty mulch check the Anomaly modding book for details on the parameters and yes, it's in ...

Will need to find that.

I found that file, didn't see any recoil modifications built in currently. I thought I might be able to just put in all the parameters but then it would cause the gun to inherit those parameters when it's equiped. My hope was to treat them more like a multiplier, -20% vertical recoil, which will be a different dispersion value depending on the gun it's equipped too.
Sounds more like how upgrades work, but I'm not familiar with that system yet.

naive snow
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The reload_dof stands for the Depth of Field, so how much of a blurr occurs when that option is enabled in SSS, when reloading

green root
naive snow
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Most of the _k values are coeficients, multipliers

green root
green root
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Oh no wait multiplier... so I'd put .9

naive snow
green root
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Yep corrected myself as soon as I thought multiply not add 😅 Okay makes sense.

naive snow
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For reload speed, there's no parameter, the reload is tied to the animation itself. I know some animation scripts have variable speeds, like the backpack animation is based the weight + strength skill. But those are triggered via a script. I don't know if there's a way to change the reload speed via script since it's a function of the engine itself. Might be worth a shot looking at haruka's skill system if there's a skill there that changes the reload speeds. Might be your closest bet

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Far as I know there's also no way of speeding up/slowing down sounds so the sounds of the reload might become desynched at some point, something to be awar of

sick seal
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hey, sorry to interrupt, i been outta the game for like 2.5 years now and have alot of catching up to do. does anyone know where I can find the link to the SDK Booklet?

naive snow
green root
# naive snow For reload speed, there's no parameter, the reload is tied to the animation itse...

Ah okay. Now that makes sense, disappointing but makes sense. Fallout games the reload speed would affect the speed of the animation, but if the speed is directly tied into the animation itself then that's not easily modified.
Maybe you could make multiple reload animations, and change the animation with a magazine modification. But since I now know each combination of weapon is considered an independent object... that would be a pain in the ass.

sick seal
naive snow
trim jungle
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Hey all, I need help figuring out how to get items that I've added to spawn. I am adding equippable patches to the game that are the same as belt-slot attachments like plates/freon module/etc., and got them to show up in the attachments spawn menu in debug. However, I can't get them to spawn on dead stalkers. I set their spawn to artefacts\af_camelbak, but it either doesn't work or is too exceedingly rare to make sense for patches to spawn. So I tried changing to spawn to that of loner patches, junk, and food; things like

$spawn = "devices\monster_items\mutant_psevdodog_tail"

$spawn = "food and drugs\harmonica_a"

and so on, but after killing a bunch of stalkers spawned via debug (and having increased my rank to about 40), the items still didn't spawn.

I obviously don't understand what I'm doing. Maybe hijacking the spawns of attachments works but they're just too stupidly rare for me to see. Other common spawns didn't seem to work either. I'm pretty lost on how to make these patches show up for dead stalkers, and I am looking for a tip or some guidance on how I can have them spawn. Actually, I just realized, do I need to modify loot tables for this? Are the spawns referring to spawning in the actual in-game world and not on corpses?

green root
green root
# naive snow Look harder

Oh that's in a script... I only found a ltx when I searched haruka for some reason. Would make a lot more sense to just go to the root mod folder and look... duh. Thank you.

naive snow
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It's not part of base Gamma

green root
naive snow
naive snow
# trim jungle Thanks, will take a look.

For the item to appear in their pocket when dead, have a look at death_generic or death_items. You might just want to make a mod_death_whatever to patch in your item to avoid overwriting everything

trim jungle
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Yeah i just found those right now, looking at them c:

undone spruce
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uv mapping done, texture time for now

bold osprey
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Havent seen a mod for farming in the game, and since i love base building, took it upon me to make a concept by reusing hideout furniture

trim jungle
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That is sick

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It would be amazing if you could harvest it as tobacco or weed (assuming you can't harvest tomatoes from them)

bold osprey
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Yeah you can grow & harvest tomatoes, and potatoes atm

rancid dew
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So I just had a discussion with a couple of buddies while playing Gamma and the question came up of “is there a compound bow mod?” I used the Discord search and looked around but it seems like no one has actually done it yet. I’m a 3D artist with a little under 10 years experience. I was thinking about maybe going ahead and seeing what it would take to get at least one bow in the game.

After doing a bit of reading I can see it’s a bit of a divisive topic around here. But I think it would be valuable to do it if only because no one has done it yet. I’m willing to model, texture and animate one but as I have like, 3 other dev projects on the go I’m a little intimidated by the implementation. Would someone with more experience in the engine be able to at least help walk me through it in the future?

bold osprey
trim jungle
trim jungle
full vessel
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Zone-local Kolobok kush will become a reality

scarlet granite
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And: Koka Leaves + Gasoline = Powder hahaha

vague gate
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I wanted to create a custom map icon for the Fillable Canteens addons to match the gamma ui, but the size nor the color is right and I cant save transparencies. What controls the color and size in the G.A.M.M.A. UI addon? (Im using photoshop to edit the dds)

fringe latch
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How can I change the loved one picture I’ve been meaning to switch the image and make a lil mod for it but idk how

mortal steppe
fringe latch
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Thanks will try

naive snow
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If doing a separated icon atlas, make sure you save it as the proper format and create the associated .thm

misty mulch
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also the icons in gamma are handled by alphalion's map markers

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not just the gamma UI mod. although the gamma UI mod is also a mess of direct-overwrites

grim path
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Do anyone know if there's like a mod that adds like the weapons sway from like those body cam games like where the gun is separated from the camera and you can move it freely to some point

naive snow
worthy harbor
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if I'd like to change some items descriptions, is it ok to share Google docs Excel sheet with the community so anybody can put there the description they'd expect?

misty mulch
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just change the damn thing

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i cannot emphasize how much 99.999% of players do not think about it

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make a mod for yourself largely because other people are not great motivation for passion projects

worthy harbor
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but I don't know for example for what's SUS (special upgrade kit). some stuff can be googled of course. I thought that I can commit into branch you sent me. g-strings, cause it's only about XML strings

full vessel
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or how the AK-12 Monolith's description says "Ak-12 Monolithh"

thorny steeple
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Forgot who I was talking to about it but I found out that the in-game "reload game" option does indeed update textures. At least UI/PDA ones. Gonna make doing these Stalker 2-ized maps a lot easier.

worthy harbor
full vessel
# worthy harbor that's why I'd like to change at least some texts. It's like priority 10 task, i...

well, it can be a pain in the ass. text is handled in a ton of different files, and you have to make sure whatever you change is taking highest priority. of course, that's not the end of it, because if i just took out the base anomaly text for drug descriptions and edited that, it'd be missing all kinds of grammar fixes and Body Health stat indicators for limb heals and such. So you'd need to use the massive text overhaul mod as a base instead. Even then, it's not perfect, because there's still errors in the text here and there (such as fent using a corrupted text character in its description. it doesn't break anything, it's just ugly)

worthy harbor
drifting moat
worthy harbor
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otherwise I can try to fix some bugs somewhere, if it'd help

drifting moat
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A good advice I got before I started was to take something that annoys me or think I can improve and do it.

tough timber
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well its taking some time but it is starting to get a shape, does anybody know some good blender tutorials for making guns?

rocky prawn
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hey guys what are some mods yall cannot play without think

lilac ibex
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reshade

lusty knot
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Does anyone know how to make an animated background?

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like main menu replacer, got a video i wanna slot in.

polar herald
polar herald
merry silo
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I am completely new to working on the code in the game, how hard would you guys say it is to make a gun take certain attachments? (i.e, a scope on a high-powered pistol)

lusty knot
merry silo
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Is anyone else having issues with getting the weapon hud and/or stats editors to save their changes? no matter what I do with them nothing seems to stick.

summer stream
lilac ibex
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lol no

rotund wadi
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so guys I'm trying to fix an old weapon mod and i'm met with a crash when spawning it in

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the crash log only mentions a missing omf that I added from BaS, put the mod lwer in the load order and managed to add it to my inventory but I ctd without log when taking it out

fair canopy
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I was trying to fix that gun ages ago before I knew what I was doing. I recently thought about fixing it but the texture and model are kinda mid

rotund wadi
rotund wadi
fair canopy
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Tbh I'm probably going to drop that mod. But it recently found a better model I might modify. I'd have to check where I got the ironsights from

rotund wadi
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wait I just remembered I own wildlands on pc, the textures aren't that great but the models might work, right ?

fair canopy
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Fixing the model to work isn't hard. It's a pretty standard m4 type weapon. You can just model swap any existing m4 and setup the new ltx

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If you can extract the model and textures it'll work

rotund wadi
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it's what I tried with your version, I swapped the ogf, removed the grob dependency but I've still got that crash every time. From my understanding it's asking an obsolete BaS file

rotund wadi
fair canopy
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How good is the model and textures?

rotund wadi
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they're pretty decent honestly

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there are really niche guns in that game

dire rain
rotund wadi
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ok I'm in

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and OF COURSE it's .data files

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ffs

timber scaffold
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how do i add mods inside a seporator

rotund wadi
timber scaffold
#

what next installs?

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cuz i right cliked on the seporater and clicked install mods and went to downlods and selected the mods

rotund wadi
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the mod you'll install next. You did right don't worry.

timber scaffold
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oh oki

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but if i install the mod then make a seporator

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oh the lil box with the CD next to it?

jaunty grove
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in 3DSS scope configs:

2 - thermal scope (with ms_count = 2 becomes switchable white-hot/black-hot, with ms_count = 3 becomes also switchable on/off)```

How would I change this behavior? Is it defined in scope .ogf files? If so would I need blender to fuck around with that?
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I've found some references to ms_count in .script files but they just define the switching around

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To make it clear, I want to make it so that the second mark switches to a type 2 thermal (from a type 3 default)

fair canopy
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Maybe @last yew can help

jaunty grove
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white hot is the default for type 2 thermals, right? I meant that. But yeah

regal aurora
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does anyone know where pelt condition is calculated?

last yew
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I'm not available for technical support at the moment, but if you DM me later I can help you work out how to do it

jaunty grove
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I see, thanks anyways

naive snow
tawny prawn
#

Hello peeps

turbid lily
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Any modeller here i have some issues with bounding boxes/animations

tawny prawn
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Does anybody know how I would include/exclude items for the Strict Helmet mechanic in GAMMA?

I cant find the correct ltx to edit

west adder
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does the AnomalyDX11.exe have an argument to make it delete shader cache or do i specifically have to select that option from anomaly launcher

azure bluff
west adder
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my bad, i was asking here cause im making a mod and didnt think about it

azure bluff
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oh, in that case - my bad

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so i launched the stalker exe using the launcher with "delete shader cache" option and the "command line" (last column) shows no special parameters so i guess the answer is " deleting shader cache is a launcher-only thing"

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if it's a workflow improvement type of thing then consider creating an MO2 launch config with maybe some CMD/PowerShell commands to just manually delete the shader cache directory and then launch the desired exe, here's an example:

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i'm not entirely sure it's a viable route but i have no better ideas off the top of my head

bold osprey
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Models are still underwork, and only upscaled on each growth state aswell

trim jungle
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You can plant in soil now!? Whaaaaat

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that is amazing

scenic hatch
trim jungle
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Who would've thought we'd be growing crops in Anomaly a few years back lol. Glad to see you're working on this mod, this really is cool

azure bluff
bold osprey
west adder
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it would also be really nice if i could just run a test shader compilation without actually launching the game

west adder
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ok so it seems the combine shader is used by the second viewport (pip scope) as well. now i just have to figure out how to have it know if it is being used to render the first or second viewport. any ideas?

west adder
fair canopy
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i mean ask questions there. theres more knowledge about shaders

west adder
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ah

fair canopy
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though that fork also includes a rework of pip scopes

spice mantle
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I'm curious, how hard is it for doing a mini overhaul for anomaly? I was hoping the armor rework was going to be removing most of the useless armors that don't get used but it looks like it's more on the repair side of it.

So then I was thinking I might look into making more modable armor sets. Like instead of having a whole different armor being a load bearing piece. Just turn them into parts you can add or remove from armor to change what you want.

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I've made mods before for other games and models in blender and for Minecraft so I have some experience. But never done anything for stalker so I was curious

lusty knot
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so i managed to make my own menu replacer so wooo

split igloo
hoary cipher
stable shale
# lusty knot

Been trying to figure that out for a while How'd you go about doing it

lusty knot
lilac ibex
trim jungle
#

Any idea if you'd add tobacco in as well? Or is the climate too unsuitable?

bold osprey
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Good idea

trim jungle
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I think the item for tobacco is also in the game. IIRC it's split into Western and Russian tobacco? let me check

bold osprey
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Im adding indoor growing first aswell, whipped up a bucket full of dirt model yesterday

trim jungle
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"Hand-rolling tobacco" but that seems like an actual product, the description says it's imported from the west. I guess Russian tobacco is the better fit

#

Did you add the Marijuana item? Or reuse the one that exists in-game? The stats seem different from vanilla anomaly

bold osprey
trim jungle
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ah okay, i guess Gamma rebalances the stats

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Yeah that makes sense

boreal bobcat
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Does someone know how to enable vanilla anomaly grenade sounds?

abstract forge
low silo
#

I've got a prototype script which sequesters/hibernates hostile NPCs on map transitions - to fix the ambush on level change issue.
https://www.youtube.com/watch?v=_U7Qi7L41QU
I know other people have looked at this issue in the past - one I recall had rpoblems with save/load behaviour (basically deleting enemies if you loaded your game near them). Other mods just make you invincible for a few seconds on map load.

Any input/critiques/ideas about my approach. I appreciate it's just a demo video.

Demonstrating a potential solution to the longstanding issue in Stalker mods: being ambushed by NPCs during map transits. This is an old issue which can cause instant, almost unavoidable deaths as you are spawned directly on top of enemies, sometimes they are even behind you.

We use a script to detect the level change behaviour, check for enemi...

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worthy harbor
lusty knot
worthy harbor
lusty knot
#

I honestly might try and make an up to date guide on how to make your own main menu replacer at some point. Its just a lot of steps and if you mess up one, it doesnt work how it should lol

opaque flame
#

Guys, does anyone have an old ugp?

summer girder
abstract forge
#

WIP, Retexturing and logo reposition for Quick Action Wheel, now you can read the item without logo getting in the way, I also will change the tab icon and category icon soon

#

This is before the reposition

astral stratus
#

Posted this in the Newbies-Chat, but no one there seems to be able to help. Maybe someone here can help?

#

I'm trying to figure out how drop chance works and did some testing. I've been told, that the "r:3:10" at the end of wpn_xxx determines the attachment and drop chance, but my results were extremely inconsistent. Are there other factors that have an influence and what exactly does the "3" and the "10" stand for in my example?

fair canopy
astral stratus
fair canopy
#

The loadout Config explains exactly what each number does

astral stratus
#

Doesn't seem right.

#

Any of these?

#

..or this?

fair canopy
#

That's the one I think

#

It's from mod 437

astral stratus
#

Sweet, thanks mate!

strong igloo
#

Does anyone know of a mod that limits goodwill gain based on region? I find I tend to hover in southern zones to max rep with factions before taking on radar. I want to limit rep gain in southern areas so you can only break certain goodwill thresholds by going north. If it doesn't exist, I'm interested in making it myself, but I don't want to waste the effort if someone made it already

tough solstice
#

Hi, I was wondering. I just started using realistic mags, dropped ak alfa and got drum mags from rpk. When I use those drums, they still look like original mags. Is there a mod for that pls?

fair canopy
dire rain
unkempt sapphire
#

Hey, does anyone know how i would go about changing a weapon's sound and/or caliber? Im using the mags mod if it matters :)

#

Like by editing the gun's file(s), not via an upgrade lol

tough solstice
abstract forge
#

WIP, I will change the placement, fix sum stuff and changing the background slot for the categories' logo

vernal onyx
abstract forge
#

Not planning exactly, but some random thoughts

#

I also wanted to make Hilka detector from stalker 2 month ago, but i'm too lazy to do it

#

I'll check how detector's script works ig, I probably will get another useful resource from Geiger counter script too

vernal onyx
#

I had the same idea about redesigning the quick wheel, but your work looks amazing. I’m really excited to see how it turns outchefskiss

true lotus
#

Would somebody please give me the exact hex code for the shade of yellow and shade of red the HUD uses to indicate levels of need severity?

abstract forge
#

Time to change the icon and fix the placement

fair canopy
#

That looks a lot bette than the og wheel

rough lion
#

Which texture has the blue/green arrow for level transitions?

dire rain
hardy hound
abstract forge
abstract forge
abstract forge
true lotus
#

In what part of the files would I need to go through if I wanted to set a custom value for the rate of emissions and psi storms? I want to set them both to 12-96 hours, which is not possible to do in the regular settings. For some reason you can only pick from presets and not select the lower and upper bound.

#

As it stands it's almost comical how I'll get a "rumor" every single day that a blowout is coming tomorrow. How is it a rumor if we basically know it's coming every day lol

tough timber
#

i wanna make it look good for gamma then make it tactical with rails and custom stock

#

might be a fun meme gun

tough timber
#

so i tried making a new stock for it what do yall think?

summer stream
drifting moat
toxic kraken
trim jungle
#

The handle is too far back and is too small IMO. Maybe it looks fine in-game with thick gloves though

torn hound
abstract forge
tough timber
tough timber
# toxic kraken can you show wireframe?

maybe i will have to scrap the version with the custom stock, i still dont know how to merge the stock and grip with the rest of the gun as i just deleted the vertices on the stock of the normal gewehr and added a new object then made the new stock

#

the obrez one was really easy i just shrink the barrel and cut the stock

#

here is the first and base one that i did in comparison

#

would make more sense in a low poly game, but still one day i might get good at making models and animation

next zinc
next zinc
#

E agr o Phant0m vai voltar com mais atachments

tough timber
#

calma la, nao fiz nem as animasoes ainda

#

vai levar um mes por ai eu acho pra ficar tudo legal e eu aprender a botar tudo no jogo

#

vou tentar fazer tudo do zero basicamente

next zinc
#

Ce ta fazendo qual arma ?

tough timber
#

gewehr 43

#

soque eu planejo em deixar ela moderna

#

fazer a gewehr isg

#

achei uma pena que o grok tenha tirado ela, nao tem nenhuma arma em 792x57 semi auto alem dela

#

ate teria mais tempo pra me aprofundar so que tenho prova dia 5 ai e foda

toxic kraken
toxic kraken
#

plastisity should be easy to learn software

queen spire
#

I noticed in the armor exchange that all of the armors are given statically

#

would it be possible to randomize the outfits with a simple array or probabilistic lineup?

#

idk nothin much about x-ray, so I'm askin'

calm kernel
#

I have a small question, guys. How do you obtain the coordinates for dynamic loot spawn points? I know that you need to use demo_record or smth, but how the process does actually look like? I couldn't figure out on by myself. Help!

idle forum
#

What's the dds file for faction patches? Half of the textures use circular monolith patch half use the cyan one. What is the source of truth for the patches is it ui_mm_faction_patches.dds?

abstract forge
sudden inlet
thorny steeple
#

Would anyone here have substance painter experience and know how I should set up the proper texture workflow (for lack of a better term) that matches up with Stalker?

#

Got tired of trying to do these retextures the old fashioned way real fast, especially with trying to change an entire physical material like a wooden stock to rubber.

queen spire
unique crag
#

Anyone know what I would need to edit to make an npc buy PDAs?

sudden inlet
split igloo
sudden inlet
queen spire
sudden inlet
queen spire
split igloo
#

Just talked to salo and i am trying to understand what the issue is here, on a technical level

#

@queen spire you want to randomize asset distribution?

#

and that is currently done via some hardcoded values in an ltx file, but you want to make it more dynamic?

#

can you elaborate 😄

queen spire
#

It ain't rocket science, but since I don't know the first thing about x-ray I wanted someone to nudge me in how it could possibly be done

split igloo
#

what do you mean by possible outcomes and static values?

these?

dolg_exolight = {
["cost"] = 30000,
["reward"] = "dolg_exolight_outfit",
["freedom_exo_vineleaf_outfit"] = true,
["exo_merc_wood_outfit"] = true,
["exo_wood_outfit"] = true,
["exo_merc_grass_outfit"] = true,
["exo_merc_urban_outfit"] = true,
["merc_exolight_outfit"] = true,
["isg_exolight_outfit"] = true,
["military_exolight_outfit"] = true,
["monolith_exolight_outfit"] = true,
["svoboda_exolight_outfit"] = true,
["exolight_outfit"] = true,
["bandit_exolight_outfit"] = true,
["cs_exolight_outfit"] = true,
}

or are you talking about some other list . this is from the file @sudden inlet linked

queen spire
#

the rest is just what you can exchange it for

split igloo
#

ah okay so basically you give in a certain suit, pay the money, and get the EXACT same suit every time?

#

and you want to add some randomness there?

queen spire
#

so I wish to make a list of possible outcomes and then replace the values in it to make it dynamic

#

yes

#

My idea is that there's a lot of suits that are just completely left out due to this in many playthroughs.

Loners for one have many MANY medium outfits and large outcome fields and being limited to just 1 is...

#

Not that nice

split igloo
#

i dont fully understand how it works. i dont understand how the matching is done here. at least from this grok_armor_convert.script

sudden inlet
queen spire
#

I'm pretty sure that in the case of grok's case he simply just directly gave the item id in the reward

#

since all of them seem like the item ids

split igloo
#

idk my brain seems to be fried i dont understand how the data structure results in the exchange sincce its just "true" everywhere haha

split igloo
#

like is the objectname relevant her?

queen spire
#

Those are the armors you can use to exchange for the "reward"

split igloo
#

sry i might be looking at the wrong stuf haha

queen spire
#

he manually went through all of them and just added them to the list

split igloo
#

assume i am retarded

ecolog_exo = {
["cost"] = 45000,
["reward"] = "ecolog_exo_outfit",
["cs_exo_outfit"] = true,
["bandit_exo_outfit"] = true,
["exo_outfit"] = true,
["isg_exo_outfit"] = true,
["greh_exo_outfit"] = true,
["merc_exo_outfit"] = true,
["military_exo_outfit"] = true,
["monolith_exo_outfit"] = true,
["renegade_exo_outfit"] = true,
["svoboda_exo_outfit"] = true,
["dolg_exo_outfit"] = true,
}

what does the above tell me. does it tell me that if i give in an ecolog_exo suit i can get, for 45.000 rubels, any of the suits in the list ?

queen spire
#

yes

split igloo
#

and what about that is it you want to randomize? sry for being slow haha

queen spire
#

it also has a script part which gives it to you in the % condition you give it to him with

queen spire
#

I wanna randomize the suits you the player get for turning the suits in

split igloo
#

okay but from the above, how does it currently pick which suit to give you ? as i read the above, for the ecolog_exo suit i could get all of the above at random ?

queen spire
#

So as a player you go up to the trader and ask him from a list of dialogues where ya can exchange different types of suits and it gives you a static one based on your choice

#

so loner_light loner_medium and such

queen spire
#

That's the extent of what it does

#

so if you wanted to exchange for let's say a scientific suit?

#

you need a scientific suit and a trader which allows you to do that, then select that talk option and trade for the money with the suit

#

to get the suit from the "reward"

#

but as a player, there's many suits which just get left... for example in the medium as a loner, you get stalker_drought_outfit which is only 1 option from like 5 that could be there.

drifting moat
#

That's what you have to modify

queen spire
split igloo
#

loner_exolight = {
["cost"] = 30000,
["reward"] = "exolight_outfit",

man sry i am actually an idiot

#

i totally glanced over the "reward" property

drifting moat
#

You could transform the reward table to a jagged array (table that contains tables) and use a random numbdr

split igloo
#

okay so now i see it. we go through all of those "true" options and randomize them giving , if possible , each suit a weight / drop chance

#

and replce the static reward with a function return of this randomizer

#

kkk#

drifting moat
#

Let me turn on my PC and I'll help you out

queen spire
#

so if I wanted it to be
loner_medium_reward for example
and I wanted it to randomly choose from

    ["stalker_bear_outfit"] = true,
    ["stalker_drought_outfit"] = true,
    ["stalker_graphite_outfit"] = true,
    ["stalker_tigerstripe_outfit"] = true,

then how would I do that

split igloo
#

@queen spire guess you got a project haha

queen spire
#

and now im editing a whole entire part of a code in a language I don't even properly understand

queen spire
#

I did send a pic of how I expected it to look like tbh.

split igloo
#

it will?

queen spire
split igloo
#

i c , but @drifting moat how would a structure like this work without some function parsing this and computing the dropchance?

drifting moat
#

Or am I possibly misunderstanding something in your question?

queen spire
#

I was actually looking at the lootboxes to give me a hint

#

but it mostly uses prebuilt structures

#

with some stuff I dont even understand

drifting moat
#

It could use a custom LTX parser

thorny steeple
#

I feel like I'm on the right track, but I'm just not importing these textures right.

split igloo
#

nah i did mean that you need a parser. i was assuming the data strucutre blu posted, and thought you did the same

drifting moat
#

It's not that big of a deal to write a parser function.
I've made a mod with veerserif in the past that had custom LTX configs.

split igloo
#

so i was confused how you wanted to achieve this by "just" modifying configs 😄

queen spire
#

okay no I did find what I wanted... I just don't entirely get it

#

cuz it does have these pools...

drifting moat
queen spire
#

which it then includes somewhere????

#

no clue what the importer does tbh

#

why its there is beyond me

#

then throws that into contents for size/limit/chance bs and imports that somewhere else

#

possibly into the lootboxes themselves

drifting moat
#

It just includes another LTX file. They get merged. Like copy pasting the whole thing.

queen spire
#

so based on this I gotta make an .ltx pool and send that import into the grok_armor_convert.script?

sudden inlet
queen spire
#

is it that easy or am I crazy

drifting moat
queen spire
#

I see

drifting moat
#

You have to modify the function that reads this array and add your weight calculation there.

lusty knot
#

So i have this idea/want to make a mod that hooks into spotify and adds ingame controls on the pda, and show whats playing. I think it would be possible but i have no clue or where to start.

sudden inlet
queen spire
#

I know what you mean, but the how is missing

lusty knot
undone lily
unique crag
#

anyone know which config file controls the services a vendor offers?

drifting moat
#

@queen spire Something like this.

--Table you created
local lootTable = {
  ["reward_pool"] =
    {
      { outfit = "cs_light_outfit", weight = 20 },
      { outfit = "cs_light_outfit2", weight = 10 },
      { outfit = "cs_light_outfit3", weight = 70 }
    }
}

--This function is from the file SaloEater linked
function exchange_armor(first_speaker, second_speaker,table)
    armor_to_remove,reward_condition = actor_has_armor(table)
    reward_armor = getWeightedReward(table["reward"]) --The modified line
    trade_cost = table["cost"]

    if armor_to_remove and db.actor:money() >= trade_cost then
        dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, armor_to_remove)
        dialogs.relocate_money_from_actor(first_speaker, second_speaker, trade_cost)
        dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, reward_armor)
        
        dte.CreateTimeEvent("grok_armor_trade", "grok_armor_trade_degrade_armor", 0.25, degrade_armor, reward_armor, reward_condition )
    end
end

--This is a custom function. You need to put this somewhere.
function getWeightedReward(table)
    -- Seed the randomizer so it's different every time    
    math.randomseed(os.time())

    -- 1. Calculate the total weight
    local totalWeight = 0
    for _, item in ipairs(table) do
        totalWeight = totalWeight + item.weight
    end

    -- 2. Pick a random number between 1 and the total
    local roll = math.random(1, totalWeight)
    
    -- 3. Iterate through and add weight until we match or exceed the weight of an item
    local cursor = 0
    for _, item in ipairs(table) do
        cursor = cursor + item.weight
        if roll <= cursor then
            return item.outfit
        end
    end
end
undone lily
unique crag
#

I worded poorly sorry, I'm mainly just trying to add the option to sell PDAs to a technician

#

So I don't know what controls the dialogue options they have available

thorny steeple
#

So like how some vendors you can be like "I may have some information to sell you"? (I dont know the answer, but just to help clarify)

unique crag
#

Yes

sudden inlet
queen spire
#

or is that being lazy

drifting moat
drifting moat
#

Oh actually it isn't

queen spire
#

if it aint a pool then itll return nothin anyway

#

and skip it for reward

#

if not pool then return nil end

#

ig?

#

I am learning how to lua as I go so whatever I do will have 1000 issues anyway and im just reading from ya

drifting moat
#

You can check the actual data type: type(variableToCheck) == 'table'

unique crag
somber vale
#

Hey u guys know what file has knife durability
Bc ngl i feel like i have to repair thst thing every 20 min and is getting annoying

drifting moat
# queen spire ig?

If you keep the variable name reward you can prevent people from declaring both a single reward and a reward table.

local rewardData = table["reward"]
if type(rewardData) == 'table' then
  reward_armor = getWeightedReward(table["reward_pool"])
else if type(rewardData) == 'string' then
  reward_armor = rewardData
else 
  reward_armor = --Give the user the armor it wanted to trade if reward pool is invalid. Bonus poinst if you also log an error to the log file.
end
queen spire
#
function exchange_armor(first_speaker, second_speaker,table)
    local armor_to_remove, reward_condition = actor_has_armor(table)
    -- Support both legacy string `reward` and weighted `reward_pool` while preventing ambiguous configs.
    local rewardData = table["reward"]
    local reward_armor = nil

    if type(rewardData) == "table" then
        -- caller put a reward table directly into `reward`
        reward_armor = getWeightedReward(rewardData)
    elseif type(rewardData) == "string" then
        -- simple single reward
        reward_armor = rewardData
    elseif type(table["reward_pool"]) == "table" then
        -- explicit reward_pool present
        reward_armor = getWeightedReward(table["reward_pool"])
    else
        -- invalid or missing reward: give back the armor the player traded and log
        reward_armor = armor_to_remove
        print("grok_armor_trade: invalid reward configuration; returning traded armor: " .. tostring(reward_armor))
    end

    local trade_cost = table["cost"]

    if armor_to_remove and trade_cost and db.actor:money() >= trade_cost then
        dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, armor_to_remove)
        dialogs.relocate_money_from_actor(first_speaker, second_speaker, trade_cost)
        dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, reward_armor)

        dte.CreateTimeEvent("grok_armor_trade", "grok_armor_trade_degrade_armor", 0.25, degrade_armor, reward_armor, reward_condition )
    end
end

It did have this

#

so im rn lookin how to like

#

do my part...

drifting moat
#

I would cut this part out

elseif type(table["reward_pool"]) == "table" then
  -- explicit reward_pool present
  reward_armor = getWeightedReward(table["reward_pool"])
queen spire
#

this area scares me a lil

#

but yeah I cut it

drifting moat
queen spire
#

and if it changed something then I may as well be fucked

drifting moat
#

Don't bother with an LLM.
It's of no use until you start to understand stuff. It's like managing a junior developer while you're yourself aren't even on an intern level.

queen spire
#

OH NAH IT ACTUALLY DID REPLACE IT

#

WHEN

#

WTF

#

ima turn that shit off lmao

lilac ibex
queen spire
#

well time to rewrite it

drifting moat
#

You will learn a lot more if you don't use one.
And eventually you will code a lot quicker because your knowledge will be deeper.

queen spire
#

it genuinely just replaced this entire area

#

with itself

#

well, now I get to rewrite it

drifting moat
#

Yep. And I'll let you do that yourself. Ping me when you need a review. GL!

tawny prawn
#

does anybody know which person did the ''Colored Map 4k'' mod?

#

i found the global map rework mod that removes pixelation from the random parts of the map that connect the locations and it looks fantastic

#

so im thinking lets recolor that and upscale it if possible, i just have a few questions regarding software used for this

queen spire
#

also, what the heck was dolg again? dolg_nosorog_outfit

drifting moat
#

Duty

queen spire
#

Well, let's see if it crashes or not

#

It essentially ended up being entirely your code anywho since it connected near perfectly... at least I think

drifting moat
#

Factions have a weird name in code for some reason.
Like why are mercs "killer".

queen spire
#

I only hope it approves of the

drifting moat
queen spire
#

I'm more or less just making the arrays while ya make the code then

drifting moat
queen spire
#

I looked at my gifs to add something, but it's all sus shit

#

And few of Nikolai's cutouts

drifting moat
queen spire
#

I only did cs after all for now

queen spire
drifting moat
#

Show me all of the code. This is a super simple problem to fix.

#

Btw you don't need to close the whole game and restart when editing scripts. You can just reload a save with the F7 debug console.

queen spire
#

but you only need the grok_armor_trade im guessing

#

since the convert is just the list of armors

drifting moat
#
if type(rewardData) == 'table' then
  reward_armor = getWeightedReward(table["reward_pool"]) -- change this to getWeightedReward(rewardData)
queen spire
#

OHHHHH

#

I FORGOT THAT

queen spire
#

how is he so greasy

#

@drifting moat IT WOOORKED

#

I traded for a rare outfit

drifting moat
#

Of course it did Chadge

queen spire
#

out of the pool cs_stalker_outfit and cs_nbc_outfit it gave me the nbc one

#

and the other too...

#

so yeah, now it's my turn to include all the outfits and make the exchange into a giant gacha

#

I'll make all the "meta" outfits mega rare just to piss off our meta mancers tho

#

oh you like Merc ACE Seva? good good... 5%.

#

tbh no clue how I'll handle the rare outfit balancing and rarities tho

drifting moat
#

It's actually cool to have a suit lottery. Weapons would be even cooler. Some weapons have such insane droprate.

#

But do keep in mind that the faction armor trade system will be removed from gamma in the next big update

queen spire
#

Oh you can technically already gamble for guns at mercs Aslan

#

but theres just too much stuff there

queen spire
#

Seems I gotta leave the game running on the side to figure out which outfits are which. I was gonna abuse LLM to prefill it for me, but it's too stupid for even that

#

sad, can't even give it menial tasks

drifting moat
# queen spire sad, can't even give it menial tasks

Yeah, I once tried to do something similar with ChatGPT.
I had a bunc of data with map names and other stuff and I wanted to transform the whole thing to a different data format.
Gave it to chatgpt and it just hallucinated all kinds of extra info into it and I ended up having to do it by hand.

teal compass
drifting moat
teal compass
#

that sounds promising

drifting moat
#

It's a pretty cool system. Basically a more mature trading system. If Grok implements it properly it will be re-usable for a bunch of stuff in the future.

teal compass
#

anyways good news there

queen spire
#

how tf is tigerstripe considered medium

#

oh... it is

#

weird outfit.

#

cuz there's stuff I noticed missing, like the nomad suit

#

I dont think there's any like super specific event suits I need to watch out for anyway

tough timber
#

so why in the files are merc clasified as killer instead of merc?

queen spire
#

idk

#

most other areas they're as merc

full vessel
#

we love X-Ray engine

split igloo
#

Question to the round: In a bounty hunting mod, do you prefer to have quest markers, or do you prefer to have to "Find" the target

#

Or have the waypoint be a high tier pda accessory mabye.

#

(Find the target i.e. you get the rough location, or can pay other stalkers for close range info, vs just having a marker on pda)

dire rain
# tough timber so why in the files are merc clasified as killer instead of merc?

"Mercs" have the "killer" as name in the gamefiles since 2003 or smth, idk the exact reason of why are that but possibly it's related to that GSC used words like murder to make refference to this x group, i guess that until they realised what was better they taked the decisition of let it as it's.
Until Clear Sky is killer and in Call of Pripyat they started to name merc-dialogues as merc_ but even in Call of Pripyat the "A-Life dialogues" still are killer, just tradition i guess

naive snow
split igloo
#

Mhmhmh. So indirect hints.

#

Probably makes for more fun exploration too

naive snow
#

Otherwise, it's just another go there, kill X, which is easily abusable and cheat-able

split igloo
#

True. Right now its a simple marker for debug purpose. The idea is to spread location / proximity hints i.e. via guides/traders or stalkers you pass

#

i.e "have you seen that guy" , you pay some money , could be correct , could be wrong

queen spire
#

Also, thanks @drifting moat for making this shit possible.

#

Adding all the armors and going through 'em all took way too long

split igloo
#

Whats this doing now exactly?

drifting moat
queen spire
#

with a mention that you essentially fueled this thing to exist

#

it is just an edit after all not a whole new thing

drifting moat
queen spire
#

Who knew that menially typing the same entries in a syntax for hours would be painful like that

drifting moat
queen spire
#

There's a chance I posted the wrong one

drifting moat
#

A chance there is

queen spire
#

Just in case ima replace it in the thread..

full vessel
dire rain
jaunty grove
#

is there a lua script function like see(who) which doesn't tell whether an entity is detected, but rather whether it can be detected

#

like, actual LoS check

scarlet granite
jaunty grove
#

hmm I'll investigate

idle forum
#

working on labels for pda map

sudden inlet
trim jungle
tidal marlin
#

anyone know of a mod to increase thirstiness and hunger thresholds? (you can be more hungry and thirsty before you get vision effects)

ashen hatch
#

Is adding tritium sights hard?

lilac idol
#

nah

#

you can either edit the texture or just slap a tritium mesh from another gun in blender

ashen hatch
#

Oki I'll try blenderpeepoLove

tough timber
astral stratus
#

I've noticed the AK 5C ISG Special version missing from the drop pool and when testing it, realized, that there seem to be issues with missing models and attaching some scopes to it crashes the game. But the gun works perfectly fine with other scopes. So i was wondering if it is possible to edit the scopes it can spawn with.

fair canopy
#

the upgrade kit is essentially the isg model now

fair canopy
#

yeah

astral stratus
#

Yeah, the rifle that results from that is the AK 5C ISG Special and it has missing models.

fair canopy
#

it shouldnt...

astral stratus
#

I agree. 😅

fair canopy
#

so you have an issue with your load order most likely

astral stratus
fair canopy
#

yeah you have an issue with your install

astral stratus
fair canopy
astral stratus
#

Aight!! 🫡

#

Thanks mate!

scarlet granite
#

I added a shield made from an oil barrel to my turret. Seems more sturdy that way

dire rain
green root
#

Hi all, two questions.
Is there a full list of all weapons that spawn in live gamma? I know some guns you can spawn with debugger but aren't actually used.

Does anyone know why horizontal recoil doesn't work? Is there a mod/edit Grok did to disable it? I tried setting some values to extremes and it doesn't work, but vertical works fine.

green root
#

I did a full notepad++ search for "cam_step_angle_horz", and while I did find a lot of files, I didn't find anyway that was like a mass 0 of the recoil value.

naive snow
naive snow
naive snow
trail sundial
#

Anyone know how to tell which bone is being used for the 3DSS lens if a weapon mesh doesn't have a lens or wpn scope bone?

fair canopy
#

Rename Wpn_scope to lens and use that In your Config

#

Or add a lens bone

#

Or if you're using gunslinger anims, those armature usually have a bunch of spare bones that aren't used by anomaly

trail sundial
#

What I'm struggling with is that this gun currently has a working 3D scope, but it doesn't have a lens bone so I'm not sure what bone it is using for the lens hider

celest forge
#

What gun is it

trail sundial
#

It's the HK433 in zona.

fair canopy
#

Check the Config

#

Though part of me doubt it has a lens

#

I don't think Maka gave it a lens and no other modpack uses lenses except for gamma afaik

celest forge
#

Yeah maybe it just doesn't use a lens hider

trail sundial
#

Ah. Didn't know the lens was optional.

celest forge
#

Adding the lens bone to do the lens hider takes like 30x that just not using one

summer stream
#

huh?

#

i

#

i did the lens for it?

#

i added wpn_scope AND lens for it

#

it should be there, no?

#

if you're talking about kilo, it doesnt have one

trail sundial
summer stream
#

yeah kilo

#

also zona?

#

it's mostly the

#

sedzhi work

#

he did 3dss

#

NOT suited for gamma

#

it works but it doesnt have lens

trail sundial
fair canopy
summer stream
celest forge
#

Which takes more time than just not doing the lens hider thing

#

You save a lot of time for the trade off of a different lens

#

Which yeah ig loooks cool but like it isn't that big of a deal

fair canopy
#

you dont though?

celest forge
#

When I tried it it did shrug

#

Same thing when you add a suppressor bone to an armature that doesn't have one

fair canopy
#

load it in with the new bone then export with the bone in the place you want it and it adds keyframes to every animation

celest forge
#

If you don't add the keyframes for it, the game may shit it's pants

teal compass
#

yeah just add one frame for each

#

its not hard but just little tedious

celest forge
#

That still takes way more time than just not doing it tho lmao

fair canopy
#

blender just does it on export fam

teal compass
fair canopy
#

it literally takes no time

celest forge
#

Most people don't even notice tbh

#

Since no one has mentioned that my 3DSS patches look any different

fair canopy
#

or dont add wpn_scope since theres no point to it

drifting moat
#

Look at this broskis. This is approximately my 3rd animation I've ever done.
Yes the curves look like fucked up spaghetti. Yes it took multiple hours.

celest forge
#

that looks pretty good

celest forge
#

Better than most of my pistol anims

#

What game is that for

drifting moat
#

I'm learning UE5 and didn't like the sequencer there (internal animation tool), so I checked out blender.
The animation is for no project, just as practice.

full vessel
celest forge
#

Oh alr

summer stream
#

for a third animation

celest forge
#

Your timing is excellent which is like 90% of what makes a good animation

summer stream
#

u good

#

blender handles the rest

teal compass
summer stream
#

yea that i forgot KekSkew

celest forge
#

I didn't do the lens hider cluegi

#

Looks more than fine if you ask me

teal compass
#

works either way

#

I did it because I can

drifting moat
#

Yeah I was real proud of that one.
It literally took me 3 weeks to figure out how tf to export and then import it to UE in a way where I don't have to do stupid workarounds and where everything works properly.

summer stream
#

ohno
UE magic, but still

drifting moat
scarlet granite
#

I ran into my first issue that my code doesnt just crash GAMMA but just freezes my binder code for my turret. Does print_dbg print into the xray.log?

drifting moat
#

Infinite loop for sure

#

I think it does yes.

scarlet granite
thorny steeple
#

@summer stream heya, you helped give me some info on texture formatting recently- any chance you're familiar with using Substance Painter in regards to Anomaly?

summer stream
#

i used it mostly to bake stuff on

#

what's up?

thorny steeple
#

I just got it redownloaded- I used to use it all the time modding Fallout 4, but for the life of me I feel like I just can't get textures imported properly. I'm sure I'm missing something that's probably really obvious on both issues I'm having.

  1. What profile should I work with? (as in like... PBR - Metallic Roughness, etc)
  2. I've essentially taken the bump map, seperated out the R - Specular from the GBA - Normals (made sure I inverted G and A)- but when I try to plug my seperated Normal into a Nrm slot it either turns the model section white or just doesn't do anything at all. I can plug it into height but then it looks really crunchy.
summer stream
#

alrighty so what TEXTURES do you have on ur HAND?

thorny steeple
#

On number 1, just so I could start mucking around, I'm working in Spec/Gloss but I'm not sure if that's right.

summer stream
#

show me it

thorny steeple
#

Gimme a sec to close this game down and launch substance. I have a diffuse, a specular, and a normal but I'll provide screenshots shortly.

#

Ah crap. Having issues launching it. Gonna take me another second.

#

ffffuuuuuuu... My SP might be dead for reasons. Might have to put a pin in this for later. :V

summer stream
#

can i at least like see the files

#

in dms or elsewhere

#

so i can know what to do with it

#

and what i should recommend

thorny steeple
#

That, I can do.

#

In this screenshot I'm only working on the receiver (vss_r). Pictured is the diffuse, the specular I've pulled from the bumps Red channel and the Normal I pulled from the bumps GBA channels with G and A inverted.

scarlet granite
#

I'm getting insane trying to debug if someone wants to chat I'm in Lobby 2

green root
# naive snow cam_step_angle_horz is only for hip firing, zoom_cam_step_angle_horz is for when...

Hey! Thanks for responding again. Owe you a beer or something.

Yeah I know the two stats, and I have it at the end of the load order. My ltx is overriding all the values because when I set other values to extremes, like 20+, they work.
As for the mod_system_weapons_gamma_recoil_balance.ltx, in that files I only have the following weapons...
![wpn_9a91],
![wpn_val_tac]
![wpn_vintorez_n1],
![wpn_vintorez_isg]
![wpn_vintorez_m1]
![wpn_vintorez_m2]
All 9x39 stuff, which I haven't tried to balance yet, since I've never shot a 9x39 gun it's hard for me to reference...

I currently have my mod starting with 999_, but I'll try the zzzzzz_ just in case, but I can confirm other values such as cam_step_angle, and zoom_cam_step_angle are all working. It's just horizontal recoil that doesn't seem to work, at all.

summer stream
#

also on DEFAULT normal, you DON'T invert red channel

#

only green

#

that defines directx and opengl

#

we need first

thorny steeple
#

I'm not sure what you mean by all baked on in this case. And I thought Red was the specular channel? I was told to invert the Alpha channel and the Green channels I think.

#

So I don't invert the alpha?

summer stream
#

yes

#

well, if red has specular already

#

or well roughness

#

you shouldn't really invert it

#

if it's specular

thorny steeple
#

Yeah I didn't invert the red at all, only G and A

summer stream
#

you need to tune down brightness and uhh

#

i forgot kinda what's next

thorny steeple
#

that explains why it's looking weird probably, then. It makes it real dark, like an axis is inverted.

summer stream
#

yes, don't do that

#

don't bake it

#

it's already baked

thorny steeple
#

This isn't baked, this is just me plugging the textures into the appropriate channels down in the bottom right

summer stream
#

the stuff that you have on you

#

is called "baked"

#

means there's DETAILS on it

#

so you don't need to do it AGAIN

#

just do a bump

thorny steeple
#

I'm not sure I'm following- I haven't done anything to begin with, yet. This is an existing model and texture that I'm trying to retexture using Substance Painter. I have to plug something into the program to work from, don't I?

#

I got tired of trying to do this retexture through Photoshop alone. Trying to take the EFP VSS from FWP and texture it up in the style of the "Monolith" special weapons from Stalker 2.

thorny steeple
summer stream
scarlet granite
thorny steeple
#

This particular gun doesn't have a "monolith" variant in the game anyway. Even if it did I don't have NASA storage space for that SDK, yeah 😂

#

I just really like that color scheme, and the Vintorez is my personal favorite gun, so I wanted to make a unique variant. And if I can get a workflow down I was thinking of maybe making a little pack of unique guns in the same vein but for each faction. But I gotta figure out how to do this first- so it seems inverting the alpha was my primary problem.

#

And on top of that I gotta fix my dumb Substance Painter install to begin with 😭

summer stream
#

hell on earth

queen valley
#

what version of lua does anomaly use?

#

ik the engine is c but wondering the lua embedded part

abstract forge
# abstract forge Quick Action Wheel Overhaul WIP

Progress, new QOL stuff

  1. Unticking enable button for category tab in MCM will actually remove it from the wheel, regardless how many tab count you have in MCM, and it will automatically replace the keybinds from the disabled categories' with the enabled one, so you don't have to change the rest of the keybinds everytime you disabled something.
  2. Adding weapons to wheel is possible BUT only if they're in the slot, if you took the weapons out from the slot, it will be removed from the wheel, so there's no more quick switching to 4-6 guns from your backpack (I can bring them back in MO2 installation options).

Now currently working on gamma QAW balance patch.
There will be 2 different UI style version installation (Maybe more if I have the time)
4 types of patch

  1. Gamma Balance patch
  2. Gamma Balance patch + Ability to add weapons (Slot only)
  3. Gamma Balance patch + Ability to add weapons (No slot requirement)
  4. Ability to add weapons (No slot requirement)

I'm open for suggestions, feel free :p (and sorry for this long message!!)

trail sundial
#

I'm sure it's something simple, but I cant figure out what im missing here. crash happens when attaching the scope.

naive snow
trail sundial
#

Adding sights to an existing weapon

naive snow
thorny steeple
naive snow
#

I don't have this wpn_kilo141 so I can't really tell if anything else is properly setup

abstract forge
abstract forge
trail sundial
naive snow
trail sundial
fair canopy
#

Why all the Zs?

#

You don't need that many Zs for a bespoke weapon override

trail sundial
#

honestly idk how many Z is necessary, but a lot of the things im adding on to already have like 7

abstract forge
fair canopy
trail sundial
fair canopy
#

Not unless you're trying to override something that's already overriding something else

abstract forge
#

Can't blame him, just to be safe XDD

strange holly
daring pelican
#

Hello! I wanted to ask if you could tell me that the song is playing in the Bar "100 Roentgen" from a megaphone. I can't open music in the files, it won't work. Well, or at least what kind of music is in the Bar. Here is an excerpt of "It remains only to cross the line of the danger zone" "Осталось лишь преступить черту опасной зоны"

vagrant chasm
#

Does anyone know how to create a mod that replaces the standard backpack with an A.R.E.A.-style container system? The core idea is:

Your main inventory has a small, fixed capacity (e.g., 20kg) for immediate-use items.

The backpack becomes a separate, openable container holding the majority of your carry weight.

Picked-up "trash" items (junk, resources) would auto-sort into the backpack.

The goal is to reduce inventory lag/stutter and improve item organization by limiting the main inventory pool the game has to process during searches and transfers.

#

please dm me or ping me here, i cant pay or anything just want to make this for people

#

so if you like the idea go on

vagrant chasm
#

I also have an idea on making the "new game plus" mod only work when you reach the brainwasher and ask for a wish so you can start another run and a run counter adds on top left

hot salmon
#

so you can look how it work there

tough timber
#

which way do you guys think its better for scope placement?

scarlet granite
scarlet granite
#

why does the error state the texture it can't find is called "ui_pistol_turret"? I can't figure it out.

regal bolt
#

how can I remodel vehicles on map?

vagrant chasm
summer stream
regal bolt
summer stream
#

yes

#

and they are BUILT into the map itself

regal bolt
summer stream
#

there's not really a guide for it

#

but you need

  1. anomaly
  2. blender
  3. ix-ray sdk(the best option here)
#

but no idea if it has stuff RELATED to maps

regal bolt
summer stream
#

but the main problem is

#

you need to re-built the paths

#

which is pain the ass itself

regal bolt
summer stream
#

around 20-30 hours

#

one map?
depends on the size

#

small -
2-3 hours or more

#

if you know what you're doing

#

basically
good luck with it clueless

regal bolt
#

also trees need a revamp

hoary cipher
#

Is there a list for all the affects in vanilla anomaly for what their calls are so I can use them via config?

summer stream
#

yeahh for that you can wait custom

#

they are re-doing every map in stalker + putting new models in there from UE that has more polygons

summer stream
regal bolt
#

ok, ty

summer stream
#

well good luck on it, that's all i can say

low drift
#

Is there an LTX file or something I can change to be able to sell RPGs?

tawny stream
naive snow
# regal bolt but I want it to be in gamma

If you're really serious about the absolute metric ton of work it involves, head over to the Anomaly discord, that's where you'll find most of the up to date methods for decompilling maps/recompilling them. There's a map modder or two still active sometime there like MFB if he's still willing to help

naive snow
scarlet granite
#

Hideout Cat.

fair canopy
scarlet granite
fair canopy
scarlet granite
fair canopy
#

Weird

#

We're you using some kind of placeholder or other ltx as a template?

scarlet granite
fair canopy
#

Sure

ashen hatch
#

Does anyone know which file contains the stats of the GAMMA helmets?

teal compass
ashen hatch
teal compass
ashen hatch
#

Oh really?

#

I thought that it was a mod

teal compass
#

idk really I didnt check helmets often so I might be wrong

ashen hatch
#

Well damn guess I'll have to unpack anomalyyeshoney

naive snow
#

You got the helmet debug name on hand?

ashen hatch
#

It's spartan_helm or helm_spartan

#

I have to check

teal compass
#

that should be an anoamly thing

ashen hatch
teal compass
#

line 1018

ashen hatch
#

Thank youpeepoLove

teal compass
naive snow
#

Yeah it's part of the unpacked files. The repair type changes in gamma_helmets_armor_repair_kits, the psy gets changed in items_helmets_psy_boosts

ashen hatch
#

Yep I saw those but couldn't find the stats

naive snow
#

The rest is just things for icons, visuals and hit effects

ashen hatch
#

Diving suit helmet incomingKEK

naive snow
#

You should setup something like Notepad++ properly to search through it all. It's so much easier

ashen hatch
#

Good thing I have it then

naive snow
#

Just grab the config files with the db_unpacker.bat, not the all one, and drag the config folder to make your own mod, set as priority 0

#

Then just launch your Notepad++ through MO2

naive snow
#

Search and point to your Anomaly folder

#

So you get everything assembled as if you'd launched the game with all your mods, you get only the latest winning files in conflicts

ashen hatch
#

That makes it so much easierkekcry

#

Thank you very much

naive snow
#

It's way more convenient than trying to search through your Mods folder, fuck that, finding 5-6 times the same files

ashen hatch
#

I was doing this for the past half an hourpepew

naive snow
teal compass
#

wait launch notpad through mo2?

#

thats something I never thought of lmao

naive snow
naive snow
#

Set it up correctly with Pavel' blend for blender, with the paths and you get automatic texture loading and fetching for models, even with the OGF tools

teal compass
ashen hatch
teal compass
ashen hatch
#

I will do it tomorrow

teal compass
#

sure

ashen hatch
full vessel
ashen hatch
#

Indeed jokerge

tawny prawn
#

somebody pls make the snorks sound like the Jockey from l4d2 xddd

next gull
#

Anyone know how recoil patterns are listed in the .ltx?
The gun I'm using has perfect initial shot placement on full auto but all subsequent bullets then fire up and to the left of the reticle. I'd like to remove that displacement.

fair canopy
#

what gun is it?

#

part of the issue of what youre seeing may be where the weapon moves in the recoil animation relative to where the ceneter of the screen is

#

part of it may be the recoil pattern its given from grok ballistics

next gull
# fair canopy what gun is it?

Its the usp match, To actually hit anything with it I have to aim away from my target
The image is with zero recoil control from about 20-25 ft

fair canopy
#

I fixed its visual recoil in the next 3dss update

#

That was a huge issue with it

#

And all pistols

#

Oh wait not match, it doesn't drop in gamma. Tactical

hoary cipher
fair canopy
#

Issue is the same though. Terrible visual recoil

vagrant chasm
#

Its the same lol

next gull
#

My gun? Its the usp_tac_45 it dropped from mercs
Ahh I see well I guess I'm looking forward to the update 🫡

hoary cipher
vagrant chasm
#

Almost everything i said yes

#

go take a look

hoary cipher
scarlet granite
#

Still having issues with crashes (with no log statement) as soon as I place this model inside the game. My other animated prop has 0 problems and yet this ogf causes crashes. What I captured here is reimported from the ogf that crashes and I can't find any issues in blender. It also does not crash when I export without animations.