#╙🖇mods-making-discussion
1 messages · Page 141 of 1
How difficult would it be to assign the context menu option "unload" for magazines redux to a hotkey?
alt+u
Does that remove the bullets from a magazine?
oh i thought you wanted to unload the mags themselves
i mena, if you know lua. probably not that hard
I actually don't know any programming language, however, I could possible try to learn and make that my first mod
so can I commit into this branch? I read some markdown docs, DXML is forbidden, z- files for orverrides.
sure.
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!
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
and the weapon inertia there or whatever it's called, like the one in insurgency game
is there a config to change the speed of going into ADS? For mp7 specifically, I find it a bit slow
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
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)
3DSS is the mod that makes weapons with scopes behave like the right picture, each weapon needs to be ported over to 3DSS compliance individually. If you want to do that yourself, ask ATHI over in https://discord.com/channels/912320241713958912/1306026800480256010
Not at the moment, if you want to expand the sight selection you'll have to mod in the rest of the scopes by adding them all via blender and exporting new ogfs. Afterwards it's just making it all compliant with 3DSS
Oh okay gotcha, I’ll check that out
Oh I’m not familiar with blender, thanks though!
There's plenty of videos pinned here or you can ask in the 3DSS channel, since it does require you to make a patch for Juan's gun by modifying the ogf files in blender regardless
Kewl, I’ll look at those then, thanks
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
Did you check if any DLTX modified them?
dltx? Sorry unfamiliar with that, I found the files by searching for "fal" in the mod organizer.
I don't see a file with that extenion.
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.
DLTX is a method, you can basically write in a file, a .ltx, something like ![w_weaponwhatever] and overwrite it's properties. The file can be named whatever
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
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:
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? 😅
Found the post from Veer, thank you.
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.
Grab any other portrait mod and just change the .DDS.
Remember to also change the option that picks the portrait based on your outfit
Could you explain in more detail? For example, which mod should I use (there are very few)? I can edit .DDS files, but I don't know how to change the parameter that selects a portrait based on clothing.
Grab any mod in #1035807043933720576 , just search for Portait, heck even the mario one would do. Open the .dds in whatever application you like, change it to your tastes, re-export it to the proper format replacing the mod you took it from. Then in your game options just find the option to change portraits based on outfits
@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 😅
Has anyone got New Levels working with Gamma? I'm getting bored of the current levels and looking for something new
Thank you very much. I figured it out and everything worked out for me😋
Stole groks homework, and took his weapon damage mod that already added all weapons into one file and removed his damage modification and added the recoil stats, seems to be working fine.
Question though, do you know if it's possible to have the weapon modification kits not only add the scope/handguards, but also affect recoil?
Is there any way I can modify the drop rate of specific weapons? Perhaps altering the drop tables of enemies?
nothing in the new levels either tbh, nothing to do besides walk around empty corridors 
should just work on gamma though, new game however
You can increase the "weight" of the weapon in the NPC loadout table to increase how many people spawn with it and at what rank
when stalker classic hands addon to gamma guys 
is there an animation for Time Checking?
like a pocketwatch or something
im using the Time Check mod, tells time on key press
well this isnt exactly right but its definitely something
huh
ok damn it actually looks passable. its still red tho, will have to do something about that
and ill have to do the bloom ofc
and vignette, etc.
(based off of beefs shaders)
well i got the color down
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?
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
i imagine if its an mo2 mod it would not apply any changes until mo2 restarts the game but idk
I dissabled non critical mods and mods mine does not depend on and started a fresh save to reduce load times.
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?
Sounds totally doable. I would have to look at the code again, but I think money is just a consumable item. So yeah, you could just subtract the money and give the money item back to the player. Sounds like an interesting idea to me
it seems to be already implemented in item_money 
Even better
just that the functors point to txr_money instead
Yeah I mean like I said, i would have to look at the code again
Open debug menu (F7), then Refresh game (F5)
wait, this is funny, because txr_money doesn't exist
or am I missing something
it should probably point to item_money
yeah i don't have it in unpacked gamedata either lol
Any idea if this works for updating textures? I've been slowly working on an updated UI map mod and that would be fucking killer for trying to get accurate trees and vehicles set up.
Not to my knowledge, no. But the Modded Exes are constantly being updated, so idk.
I need to get rid of the mods that are causing me like 10 minute load times when I'm working, then.
Yeah, I always work with vanilla anomaly and only load some dependencies and debugging mods
And only load the testing map if possible
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.
recoil is secretly only half based on those due to the use of the Enhanced Recoil system in GAMMA, which I honestly don't 100% understand either but is basically "a bag of camera tricks"
the weapon modification "kits" work by turning the gun into a completely new item with a new section ID, so yeah, you can. find/use DLTX to modify the section for "the gun with the kit on" (this is actually how all guns work, when you attach a scope the game actually treats it as a separate item)
check the pinned messages for an explanation of how npc drops work
camera recoil is different from visual recoil as well. visual recoil relies on the animation of the gun itself. I've reduced a LOT of the visual recoil of many guns. mostly full auto. gboobs controls camera recoil. I've tuned down the camera recoil of a few of the 7.62x51 guns as well cause i'm not doing all this work so they dont get used due to bad balancing
not quite sure that demonized will include a thing that unloads textures from memory and loads them back in
Doesn't have to be demonized
are you sure that people behind anomaly makes it possible
Also, why not? He already cooked better stuff, like he is cooking rn
I am not saying they will do it, I am saying that it is possible to do it
And the engine is open source so anyone could do it
so i am thinking of making one of this as a mod, what do yall think?
i dont really have any experience on modding anomaly
does anybody has some knowledge about where should i start?
Hey everyone! Could you please recommend a barter mod for Gamma's merchants and NPCs?
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
In other news: Grok is planning on adding a barter system in a future update, which will make these addons obsolete
Until then this is our options
ah damn, he already released what he was cooking 20 hours ago
question what did he make
damn
what
do you think i will be amazed by the fact that demonized finally implements stuff that could be implemented a long time ago
but he didnt because someone else did first so he catches on later
plus ixray is open source and that stuff you could easily work with if you knew how to
there is a framework
that i don't think any addon really made use of it
has a window UI, quick to test with sidorovich for example

what
the engine magic stopped making me go wow since i stopped playing the game like a normal person
or well
even doing stuff for it
just wondering why so ungrateful
finally
as i said
no more wow effect
so i just went with it like "ok cool ig"

Another modder bites the dust
But hey MT is pretty cool, more optimizations is always welcomed
Tho there's probably a couple of weeks of intensive testing and fixing scripts to get good use out of it
I hope it wont cause crashes or stutters
I know Catspaw's pretty happy about it and it greatly help with more intensive scripts like the dot markers
It probably will for a couple of weeks until edge cases get spotted and addressed. Some scripts will need reworking. Long term it's a big gain
yeah imma test it as long as its easily reversible
It's the same backup procedure as when you change modded exes
Dotmark mod got heavily optimized ever since 1.6
Yeah I've been talking with Catspaw in the tester channel about it, some really cool stuff came out with the new profiling tools
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?
original mashes from gfy anomaly
Add your blender.exe to MO2 and launch it from there. Then go in blender and setup your paths in the Xray plugin properly to point to your Anomaly folder. Should load textures and everything.
trying now thx a lot
i am getting an error
Just set the other paths by hand, the first 3 at least
trying now
it doesnt let me, gives error and deletes.
Clear the first FS LTX
Should work, try loading an Ogf from your anomaly paths. The rest of the paths are for the SDK which you shouldn't need
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?
check the Anomaly modding book for details on the parameters
and yes, it's in weapons_silencer.ltx
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.
All the silencer inherrit from their base class, so wpn_addon_silencer, which is the top most profile in that file. You should find in there the zoom_cam_dispersion_k, cam_dispersion_k, etc. So Silencers have all the same stats
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
Thank you! That's what I was thinking, sadly that's not reload speed, and when I went into the ingame weapon editor I didn't see a reload time stat 🤔
I do see the base stats at the top. No zoom_cam, but I'm sure I can add it. What does the _k signify though? I see some have two numbers such as bullet_hit_power_k = 1.07 ; 0.9.
So the ''double'' number is just to leave a comment of what the original value was, so in your example, anything after the '';'' is a comment, so the value is 1.07 but the original was 0.9.
Most of the _k values are coeficients, multipliers
Okay yeah that makes sense I've seen other comment lines start with ;
it's like // in c++
Okay! So that would take the value and multiply it against the gun it's attached to base value?
So if a base gun has
cam_dispersion = 3.61
and I put...
cam_dispersion_k = -0.1
That'll reduce it by 10%?
Oh no wait multiplier... so I'd put .9
No. You can't go into negative and it's a multiplication
Yep corrected myself as soon as I thought multiply not add 😅 Okay makes sense.
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
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
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?
Best to ask in the Anomaly discord for the latest and IXray
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.
thanks! ill head there now. sorry again for the interruption with the somewhat off topic question. thanks again though! cheers!
Just checked quickly, Haruka's skill expansion does indeed have perks and a modification for the reload and equip speed, so check it out and adapt from there I guess. You'll need to script something, but the base function of actor_on_hud_animation_play() should be your thing
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?
hmm... all I see in the ltx is the speed modifiers in endurance stats. My first guess would be this is only movement speed, but maybe it affects all animations.
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.
The first file is a .ltx.
I told you, it's in Haruka's Skill Expansion. You'll have to install it and use the right Fomod options to install the reload module
It's not part of base Gamma
Oh! I'm sorry I misunderstood. I knew of the stat mod and thought they were one in the same, I didn't realize it was an add-on to it.
$spawn is just the directory for the level editor, it's got nothing to down with the actual spawning of the object. Read the anomaly modding book instead. If you want the item in their inventory it's a different matter than if you want the item to appear in their loot when dead
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
Yeah i just found those right now, looking at them c:
It works! thank you so much!
thank you
uv mapping done, texture time for now
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
WOAH
thats pretty cool
That is sick
It would be amazing if you could harvest it as tobacco or weed (assuming you can't harvest tomatoes from them)
Yeah you can grow & harvest tomatoes, and potatoes atm
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?
But weed is an interesting idea, a new money source, maybe add drying racks as well
It would be incredible to have a way to ‘generate’ money in Anomaly like this. Anyways, your mod sounds awesome, good luck with it, hope to see the release!
And im sure you already know this but obviously both raw tobacco and weed are in vanilla anomaly as consumable items, you could just reuse those for the final product and have the player use or sell them at their discretion
Zone-local Kolobok kush will become a reality
Quick question: I am also working on Hideout Gadgets and maybe we can collab to create one big expansion? I was thinking about adding a generator and it could power a grow light 🙈
And: Koka Leaves + Gasoline = Powder hahaha
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)
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
maybe edit the item_foto1.dds file of 443- Photo of a Loved One Animated.
Thanks will try
The color is defined in map_spots.xml, it's a multiplier of the base icon texture, so look to ui_actor_hint_wnd.dds to have the base color of the icons and the multiplier is in the XML map_spots.xml. You'll still need transparency, which is fully doable with photoshop
If doing a separated icon atlas, make sure you save it as the proper format and create the associated .thm
also the icons in gamma are handled by alphalion's map markers
not just the gamma UI mod. although the gamma UI mod is also a mess of direct-overwrites
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
If you're looking to make something like that, Weapon Inertia might be a good starting point. If you're only asking to find a mod, ask in the relevant channels #╟🔰☢newbies-chat or #╓☢stalker-chat
ok thanks
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?
just change the damn thing
i cannot emphasize how much 99.999% of players do not think about it
make a mod for yourself largely because other people are not great motivation for passion projects
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
And here I am agonizing about drug descriptions citing side effects that don't exist, and artefacts with lore details that have no in-game correlation
or how the AK-12 Monolith's description says "Ak-12 Monolithh"
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.
that's why I'd like to change at least some texts. It's like priority 10 task, i know, but i'd like to help somehow
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)
so custom mod which will be overriding the other texts as higher prio? I wanna test it for first 10 items only for now. To see how does it work (and of course I guess Grok needs to approve it after all). Do u think it's worth it for future?
Not to mention people constantly fcking up text by not saving/editing it in cyrillic.
otherwise I can try to fix some bugs somewhere, if it'd help
I think you're better off to do it for yourself or for the sake of it first.
A good advice I got before I started was to take something that annoys me or think I can improve and do it.
well its taking some time but it is starting to get a shape, does anybody know some good blender tutorials for making guns?
hey guys what are some mods yall cannot play without 
reshade
Does anyone know how to make an animated background?
like main menu replacer, got a video i wanna slot in.
this one. NEEDED and recent and amazing. @wicked merlin
been searching for a mod that lets mutants go in water, but no avail. would also be one I couldn't live without..if it existed. feels cheap in the swamp now, knowing this.
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)
so im trying to change the ogm file that came with fraggers main menu mod, to make it animated. i have gotten this far, any help is needed.
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.
so you mean that one bloaty reshade that makes your game look like breaking bad
lol no
so guys I'm trying to fix an old weapon mod and i'm met with a crash when spawning it in
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
The actual animation that gun wants no longer exists. You need to put it on a new armature
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
yeah I thought about using your PDW as a base and model swapping but I realized that's exactly what you did lol; speaking of which, what are the dependcies on your PDW ? I thought the covenant pack covered everything but the iron sights are still untextured for me
your edited textures might look better than the base ones, I just really wish I could make that specific og model work
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
wait I just remembered I own wildlands on pc, the textures aren't that great but the models might work, right ?
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
If you can extract the model and textures it'll work
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
I've got Anvil, it should be pretty simple; it's converting to ogf and animating that's way beyond my ability
How good is the model and textures?
check if the file has the same scale of the OG file
how do i add mods inside a seporator
right click in left panel "add separator" then your next installs will go there. If you want to move a mod to an existing separator, drag it in. DONT move separators
what next installs?
cuz i right cliked on the seporater and clicked install mods and went to downlods and selected the mods
the mod you'll install next. You did right don't worry.
oh oki
but if i install the mod then make a seporator
oh the lil box with the CD next to it?
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?
I've found some references to ms_count in .script files but they just define the switching around
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)
To go from colored to black hot you'd need to make a new shader section and hook it to a new reticle type
Maybe @last yew can help
white hot is the default for type 2 thermals, right? I meant that. But yeah
does anyone know where pelt condition is calculated?
Yeah it's not possible without a new shader.
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
I see, thanks anyways
In zz_item_artefact.script, as part of the new_create_part function. It's based on the knife used
Hello peeps
Any modeller here i have some issues with bounding boxes/animations
Does anybody know how I would include/exclude items for the Strict Helmet mechanic in GAMMA?
I cant find the correct ltx to edit
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
i think you can go to StalkerAnomaly\appdata using windows explorer and just manually delete the shaders_cache directory. Now, this next step is critical for full success - Immediately after doing that remember to ask support questions on the support channel: https://discord.com/channels/912320241713958912/922555488665743391 instead of the mod making channel like this one.
my bad, i was asking here cause im making a mod and didnt think about it
oh, in that case - my bad
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"
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:
i'm not entirely sure it's a viable route but i have no better ideas off the top of my head
Planting, and harvesting, each plant has 3 growth stages, and takes around 3-5 days to grow (not sure what to make it tbh) and output is 10 baggies, which id imagine being around 80-100g's of product taking in count the harsh environment
Models are still underwork, and only upscaled on each growth state aswell
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
oooohhh myyyy... now make a mod that makes it possible to bang bloodsuckers and i will consider a freedom playthrough!
I yearn for that self sustained life-style 
it would also be really nice if i could just run a test shader compilation without actually launching the game
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?
unfortunately i would like to do this without using modded exes since i am using a closed source fork of anomaly
i mean ask questions there. theres more knowledge about shaders
ah
though that fork also includes a rework of pip scopes
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.
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
Devtools 1.2.2 have been released https://discord.com/channels/912320241713958912/1462256310459306116 - If any of you are about to optimize some of your mods, please feel free to try out the tool and report any feedback you have 🙂 there is a lot to be improved still.
@sudden inlet #1455084522570776648 message
Been trying to figure that out for a while How'd you go about doing it
Took me a bit but i found this tutorial and followed it honestly.
Link to the converters!
Link: https://drive.google.com/drive/folders/18SPad3mr7ua7dj-R_ryQbRIh4ajXNQcO?usp=drive_link
Also, if the Google Drive thing is weird or down, you can maybe download them off this ancient site? (2006, Christ!)
Link: https://lists.xiph.org/pipermail/theora-dev/2006-February/002944.html
Read source code
shader compilation is in r4.cpp & shaderresourcetraits
I guess Rostok is Freedom territory now lol
Any idea if you'd add tobacco in as well? Or is the climate too unsuitable?
Good idea
I think the item for tobacco is also in the game. IIRC it's split into Western and Russian tobacco? let me check
Im adding indoor growing first aswell, whipped up a bucket full of dirt model yesterday
"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
Its the same "marijuana" item from in-game, didnt see a reason to add something extra
So you did it 
Does someone know how to enable vanilla anomaly grenade sounds?
You're starting really good!
I suggest you to use Substance Painter to do the texturing, its easy to learn trust me
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...
I like it, good job
you should see it now, looks 100 times better and added rain sounds. Thanks for the feedback
yep, amazing. I'd prefer some preference to change main menu theme on what I want.
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
Wow, this is great
Guys, does anyone have an old ugp?
No 
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
Pretty cool man
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?
There's a mod that gamma uses that alters the way drop chance works. Look for an ltx in mo2 called loadout.ltx or something like that. It's the base Config. The weight isn't the % chance of the gun dropping but rather the weight against all other guns in that loadout when all weight s are added together
Yeah that makes sense. Will look for the file.
The loadout Config explains exactly what each number does
Sweet, thanks mate!
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
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?
There is no mod for that without extensive engine and model changes
yes but im not a modder
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
Right, thought so, thanks!
Update:
Jesus christ, I'm not even planning to add keybinds and logo inside the circle thing, my plan from the start was only doing a simple retexture 🤦
WIP, I will change the placement, fix sum stuff and changing the background slot for the categories' logo
I’m in the same situation again, what started as a simple retexture project has expanded into icons, UI, minimaps, and texture variants, and now I can’t even see the end anymore
Don't jinx it buddy, I was planning to make my own health bar UI and minimap after I made this 😂
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
I had the same idea about redesigning the quick wheel, but your work looks amazing. I’m really excited to see how it turns out
Yessir thank you!
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?
Time to change the icon and fix the placement
That looks a lot bette than the og wheel
Which texture has the blue/green arrow for level transitions?
idk but check the folder of gamedata-textures-ui, i just know that the thingi would be there, and as i can see acording to other mod, the icon perhaps it's part of a big file of UI with a great quantity of UI-elements, like ui_common
could also go for cop ee wheel texture for an alternative

I was thinking of making this too lol
That version crashed my game when I tried to change the amount of tabs through MCM, but I did it :)
Time to take a break, i'll fix the icon placement and broken texture later :p
Also, the circle thing is not static. When you select one of the categories, it gets enlarged, pushing away nearby category tab icons
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
after 2 days of learning blender and a bit of headbutting the wall i scrapped the one from before and made a new model, added a simple texture with color
i wanna make it look good for gamma then make it tactical with rails and custom stock
might be a fun meme gun
so i tried making a new stock for it what do yall think?

You made this with 0 prior experience in two days?
can you show wireframe?
The handle is too far back and is too small IMO. Maybe it looks fine in-game with thick gloves though
A new sawed-off dropped
@spark totem I haven't finished it yet, I'm still debugging before heading to ui placement again, i'll let u know :)
i lied, it was 3 days, i tried learning blender for a day like a year ago now two days ago i committed to it
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
https://youtube.com/shorts/oUJNA27-G0c?si=BrMx7i-fVFUva4kd
THATS REALLY USEFUL
Blender Noob vs Pro: Attaching Holographic Sight #3d #tutorial
Good job then!
vlw pela dica meu nobre
Especialmente se vc for fazer MAS e BAS
E agr o Phant0m vai voltar com mais atachments
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
Ce ta fazendo qual arma ?
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
this one looks cleeaan
its much easier to get this type of forms in plasticity or by using zbrush live booleans
plastisity should be easy to learn software
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'
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!
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?
Quick Action Wheel Overhaul WIP
Overall it's possible, but doubt there is any existing tool for that
@undone lily if learnt lessons succesfully, then you want to add local to these vars so they would be GCed later https://github.com/Grokitach/Stalker_GAMMA/blob/dev2/G.A.M.M.A/modpack_addons/117- Gotta Go Fast - Grokitach/gamedata/scripts/grok_gotta_go_fast.script#L12
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.
I see. I may look into the lootboxes to see if that helps me. Overall I simply just wanted to add some randomness into the armor exchange so it ain't entirely static and they just give me something they had on hand
Anyone know what I would need to edit to make an npc buy PDAs?
Let me know if you wouldn't find an answer.
I played with randomized ltx files a while ago, maybe this is a good call to finally learn it
Care to elaborate? 🙂 you got me at "there is no existing tool for that"
LTX files are initialized with a const value and while you can edit them in runtime, these edits will disappear after you reload save file because all ltx files will be loaded from the scratch again
this one is based in a .script tho
Right, then it should be doable by doing monkeypatches on this file
I haven't a slightest clue what that is
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 😄
Do you know the mod armor exchange? I simply just wanna convert the static values of different armors to an array of possible outcomes, possibly with weights attached to 'em
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
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
Yes, the reward is the suit you get. It's a static single outfit.
the rest is just what you can exchange it for
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?
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
i dont fully understand how it works. i dont understand how the matching is done here. at least from this grok_armor_convert.script
You give npc armor from this list where it = true and he gives you item from "reward" field
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
idk my brain seems to be fried i dont understand how the data structure results in the exchange sincce its just "true" everywhere haha
Oh those?
like is the objectname relevant her?
Those are the armors you can use to exchange for the "reward"
sry i might be looking at the wrong stuf haha
he manually went through all of them and just added them to the list
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 ?
yes
and what about that is it you want to randomize? sry for being slow haha
it also has a script part which gives it to you in the % condition you give it to him with
the reward suit
I wanna randomize the suits you the player get for turning the suits in
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 ?
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
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.
Which armor you get is decided right at line 37 of the file Salo sent yiz
That's what you have to modify
I am aware, but I am asking how I would construct the randomized tables from which I change the id for the reward
loner_exolight = {
["cost"] = 30000,
["reward"] = "exolight_outfit",
man sry i am actually an idiot
i totally glanced over the "reward" property
You could transform the reward table to a jagged array (table that contains tables) and use a random numbdr
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#
Let me turn on my PC and I'll help you out
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
@queen spire guess you got a project haha
I thought it was gonna be a simple edit where I just make a weighed array tbh
and now im editing a whole entire part of a code in a language I don't even properly understand
It'll be
I did send a pic of how I expected it to look like tbh.
it will?
I expected I could just do something like this and be done
i c , but @drifting moat how would a structure like this work without some function parsing this and computing the dropchance?
@white warren
It wouldn't. It needs a parser. A data structure is just a data structure. It's like asking how would mail delivery work without people who deliver the mail.
Or am I possibly misunderstanding something in your question?
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
It could use a custom LTX parser
I feel like I'm on the right track, but I'm just not importing these textures right.
nah i did mean that you need a parser. i was assuming the data strucutre blu posted, and thought you did the same
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.
so i was confused how you wanted to achieve this by "just" modifying configs 😄
okay no I did find what I wanted... I just don't entirely get it
cuz it does have these pools...
Share with the class
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
It just includes another LTX file. They get merged. Like copy pasting the whole thing.
so based on this I gotta make an .ltx pool and send that import into the grok_armor_convert.script?
It adds all section to the current file
is it that easy or am I crazy
Nonono. Don't make an LTX file. If you were to make one you would have to do a lot more scripting
I see
This is a better direction
You have to modify the function that reads this array and add your weight calculation there.
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.
For using external API you can inspire from #1375708186828345416
I don't exactly get that tbh
I know what you mean, but the how is missing
thanks, thats a really good idea. I doubt ill be able to do anything anytime soon, just really want to see if i can do anything with idea
Good idea, thanks ! Tbh I never know what should be not local
anyone know which config file controls the services a vendor offers?
@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
? It’s through dialogue
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
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)
Yes
I would start from trader profile https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/configs/gameplay/character_desc_darkscape.xml#L46
And iirc there are some tricks to add dialogs with code
I see...
I could technically make it
-- use a reward pool if present, otherwise fall back to single reward
if table["reward_pool"] then
reward_armor = getWeightedReward(table["reward_pool"])
else
reward_armor = table["reward"]
end
so I don't have to redo them all if it's missing ig?
or is that being lazy
That's being backwards compatible which is a very good practice in this case.
This logic is faulty however.
Oh actually it isn't
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
You can check the actual data type: type(variableToCheck) == 'table'
ah gotcha, thanks. I'll toy around with it later, I'm gonna guess its <actor_dialog>buy_route</actor_dialog>
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
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
ah ye, can prob work it into the reward
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...
I would cut this part out
elseif type(table["reward_pool"]) == "table" then
-- explicit reward_pool present
reward_armor = getWeightedReward(table["reward_pool"])
That's been there before my time and I aint touched it
this area scares me a lil
but yeah I cut it
This is LLM genearted code isn't it?
I do have one on the side to see if it can help me cuz I got you on one side, reading documentation on the second screen and LLM keeps screaming at me how my code is shit.
and if it changed something then I may as well be fucked
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.

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.
it genuinely just replaced this entire area
with itself
well, now I get to rewrite it
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
also, what the heck was dolg again? dolg_nosorog_outfit
Duty
aaa
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
Factions have a weird name in code for some reason.
Like why are mercs "killer".
I only hope it approves of the
Yeah. I tried to write it in a way where you only have to drag and drop parts basically.
I'm more or less just making the arrays while ya make the code then
Damn the current gen gif with smoother framerate.
I've been bested
I looked at my gifs to add something, but it's all sus shit
And few of Nikolai's cutouts
Don't worry you're not the only thief.
Let me know what's up
I launched it as the wrong side and had a weird stutter, so one more min
I only did cs after all for now
of course it wasnt gonna be that easy.
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.
It may be better to just send the 2 complete
but you only need the grok_armor_trade im guessing
since the convert is just the list of armors
if type(rewardData) == 'table' then
reward_armor = getWeightedReward(table["reward_pool"]) -- change this to getWeightedReward(rewardData)
Of course it did 
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
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
Oh you can technically already gamble for guns at mercs Aslan
but theres just too much stuff there
I'll just leave it in #1035807043933720576 for those who want it ig
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
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.
is it gonna be the barter system that was shown b4?
Yes, that will replace the faction armor trade.
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.
then we can actually get amb17 rd939 and vector without murduring the whole zone

anyways good news there
how tf is tigerstripe considered medium
oh... it is
weird outfit.
Gonna just stream me deciding numbers n shit ig https://discord.com/channels/912320241713958912/1025147728256319518
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
so why in the files are merc clasified as killer instead of merc?
we love X-Ray engine
is a old thingi
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)
"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
Just an indication of the zone where he's been last seen, like what you get when hunting the top 10
Otherwise, it's just another go there, kill X, which is easily abusable and cheat-able
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
Also, thanks @drifting moat for making this shit possible.
Adding all the armors and going through 'em all took way too long
Whats this doing now exactly?
You should post it in https://discord.com/channels/912320241713958912/1035807043933720576 instead
I just left it in Drunk's thread cuz it's an addition to his IbaZ stuff
with a mention that you essentially fueled this thing to exist
it is just an edit after all not a whole new thing
People made a separate mod thread for a lot less, but knock yourself out.
You made it, so you decide where to expose it.
I made this for myself and other people can enjoy it if they want to.... But I am tired and I don't wanna repeat this ever again.
Who knew that menially typing the same entries in a syntax for hours would be painful like that

Data entry and balancing. Boring stuff.
The coding and coming up with the systems are usually the best part (for me)
yes
There's a chance I posted the wrong one
A chance there is
Just in case ima replace it in the thread..
just like how duty is in russian (dolg) and scientists are shortened as ecolog
I mean, the scientifics are ecologs after all, they have that role after of that "this" wasn't a thingi anymore:
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
You can use ray_pick for that or at least thats that I'm doing for my automatic gun turret
hmm I'll investigate
working on labels for pda map
You can take a look into Interaction Dotmarks, they use los check often
This is great
anyone know of a mod to increase thirstiness and hunger thresholds? (you can be more hungry and thirsty before you get vision effects)
Is adding tritium sights hard?
nah
you can either edit the texture or just slap a tritium mesh from another gun in blender
Oki I'll try blender
ah, nice
damn i know that map from op2.2 but dont really remember the name, never thought it was part of developtment for the original games
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.
it is but it's outdated and superceded by the new ak5c and upgrade kit models in 3dssg
the upgrade kit is essentially the isg model now
This one?
yeah
Yeah, the rifle that results from that is the AK 5C ISG Special and it has missing models.
it shouldnt...
I agree. 😅
so you have an issue with your load order most likely
yeah you have an issue with your install
ask in #🔨modded-gamma-support
I added a shield made from an oil barrel to my turret. Seems more sturdy that way
the map that u see in OP 2.2 is Construction Site from Lost Alpha, that map it's based on the first version of Dark Valley.
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.
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.
cam_step_angle_horz is only for hip firing, zoom_cam_step_angle_horz is for when aiming
The weapon spreadsheet should have what you're looking for #╭📖faq message
A bunch of weapons have modded recoil values that are overriden by the mod_system_weapons_gamma_recoil_balance.ltx. There's other additional files that also might write to them. Make sure your mod_system file wins the load order conflicts with plenty of zzzzz
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?
Wpn_scope itself should never be used as the lens hider bone
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
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
What gun is it
It's the HK433 in zona.
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
Yeah maybe it just doesn't use a lens hider
Ah. Didn't know the lens was optional.
Adding the lens bone to do the lens hider takes like 30x that just not using one
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
I believe it is the kilo. All the meshes are for kilo but the in game name is hk433. Idk if the zona guys made changes or something tho.
yeah kilo
also zona?
it's mostly the
sedzhi work
he did 3dss
NOT suited for gamma
it works but it doesnt have lens
Zona is another anomaly modpack.
how? its literally one more bone stationary bone in the armature
oh right
You still have to add keyframes for it to each hud animation if you don't want the engine shitting it's pants
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
you dont though?
When I tried it it did 
Same thing when you add a suppressor bone to an armature that doesn't have one
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
If you don't add the keyframes for it, the game may shit it's pants
That still takes way more time than just not doing it tho lmao
blender just does it on export fam

it literally takes no time
Most people don't even notice tbh
Since no one has mentioned that my 3DSS patches look any different
or dont add wpn_scope since theres no point to it
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.
that looks pretty good
damn thats so smooth
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.
there's even a little bit of a fumble. beautiful.
Oh alr
that looks
VERY good to be honest
for a third animation
Your timing is excellent which is like 90% of what makes a good animation
just add it from 1st to last frame
u good
blender handles the rest
I just did frame 0
yea that i forgot 
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.

UE magic, but still
Yeah I quickly documented everything I could when I first made it work.
And then added more to it as I learned.
YT has very shit tutorials on Blender to UE. A lot of ppl don't do it properly at all.
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?
I think some results are tiny numbers that are ~zero that screw up my math
@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?
yeah
i used it mostly to bake stuff on
what's up?
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.
- What profile should I work with? (as in like... PBR - Metallic Roughness, etc)
- 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.
alrighty so what TEXTURES do you have on ur HAND?
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.
show me it
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
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
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.
I'm getting insane trying to debug if someone wants to chat I'm in Lobby 2
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.
aren't they...all baked on?
also on DEFAULT normal, you DON'T invert red channel
only green
that defines directx and opengl
we need first
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?
yes
well, if red has specular already
or well roughness
you shouldn't really invert it
if it's specular
Yeah I didn't invert the red at all, only G and A
that explains why it's looking weird probably, then. It makes it real dark, like an axis is inverted.
This isn't baked, this is just me plugging the textures into the appropriate channels down in the bottom right

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
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.
I assumed by baking you were referring to the process within the program of baking out the various mappings like height, curvature, etc.
YEAH
yeah
sorry
can't you take it straight from S2 though?- oh right, the sdk. 
I incorrectly assumed that ":crossproduct" worked just like ":sub" or ":mul" by inly requiring one argument but it requires two.
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 😭
hell on earth
what version of lua does anomaly use?
ik the engine is c but wondering the lua embedded part
Progress, new QOL stuff
- 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.
- 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
- Gamma Balance patch
- Gamma Balance patch + Ability to add weapons (Slot only)
- Gamma Balance patch + Ability to add weapons (No slot requirement)
- Ability to add weapons (No slot requirement)
I'm open for suggestions, feel free :p (and sorry for this long message!!)
I'm sure it's something simple, but I cant figure out what im missing here. crash happens when attaching the scope.
Are you overriding or creating a new weapon?
Adding sights to an existing weapon
Well for one, your section needs to be created, you can use the @ symbol, refer to the dltx guide
very excited for this. It looks so clean
I don't have this wpn_kilo141 so I can't really tell if anything else is properly setup
Yessir thanks :)
Same, I already search it, and can't find one
These are the configs im working with. the morescopes is the one I made, the other is the original weapon
Well looking at it quickly, half of the scopes you added don't have their inheritance setup, try and fix that first
I think that was the issue. I forgot to save it after I added the inheritances
honestly idk how many Z is necessary, but a lot of the things im adding on to already have like 7
@spark totem Still work in progress, I might release it once I'm done with balance patch, shouldn't take long
Don't take that as standard practice. Frosty does that for no reason but it shouldn't be done that way
Is it needed at all? The modding book said it can affect load order but that's all I know.
Not unless you're trying to override something that's already overriding something else
Can't blame him, just to be safe XDD
Pretty amazing stuff man, can't wait for the release!
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"
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
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
its realized in Epilogue modpack and Dreams of Hell
so you can look how it work there
which way do you guys think its better for scope placement?
The one where its to the rear is more realistic. Also: In object mode you can right in the viewer click after selecting an object and hit "Shade Smooth" to get rid of the janky looking lighting
why does the error state the texture it can't find is called "ui_pistol_turret"? I can't figure it out.
how can I remodel vehicles on map?
wym realized? like already made?
decompile the map.
are these vehicles static like other structures?
where can I find guide on that?
there's not really a guide for it
but you need
- anomaly
- blender
- ix-ray sdk(the best option here)
https://anomaly-modding-book.netlify.app/
we also have this
but no idea if it has stuff RELATED to maps
so, if I'll simply add some vehicles to the Zone's map or remove some will it lead to errors or bugs?
well, no
but the main problem is
you need to re-built the paths
which is pain the ass itself
how much time it usually takes?
if you want to make a few maps to not have those?
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 
I want to remove all vehicles and add fresh ones with more polygons, meshes, so it won't look like 2007
also trees need a revamp
Is there a list for all the affects in vanilla anomaly for what their calls are so I can use them via config?
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
but I want it to be in gamma
(and also optimizing them for stalker)
ok, ty
well good luck on it, that's all i can say
Is there an LTX file or something I can change to be able to sell RPGs?
Nobody but me likes scout mounts.
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
The ied rpg or the actual gun? The ied should already be sellable, traders sell them even. If you want to sell the gun, remove it (and it's scopes variations) from the trade_presets.ltx
Hideout Cat.

Thanks
how tf does this happen I do not even know what "wpn_colt1911_sk3_hud" is and this cat sure is not a gun.
Did you spawn into an existing game?
yes
can I write you a dm?
Sure
Does anyone know which file contains the stats of the GAMMA helmets?
I think they are still using the anomaly values? I didnt find any dltxs so idk
Is the spartan helmet in anomaly?
I think yeah I cant remember tho
Well damn guess I'll have to unpack anomaly
You got the helmet debug name on hand?
that should be an anoamly thing

yeah its here:https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/outfits/o_helmet.ltx
This repository contains the unpacked gamedata files of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
line 1018

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
Yep I saw those but couldn't find the stats
The rest is just things for icons, visuals and hit effects
Diving suit helmet incoming
You should setup something like Notepad++ properly to search through it all. It's so much easier
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
ah yeah that too lol
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
It's way more convenient than trying to search through your Mods folder, fuck that, finding 5-6 times the same files
I was doing this for the past half an hour

I basically run everything through MO2, so you get virtualization of folders and files
oh lol thats very helpful
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


I will do it tomorrow
sure
is that greh diver helmet
Indeed 
somebody pls make the snorks sound like the Jockey from l4d2 xddd
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.
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
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
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
I have wanted to do this to but am not really sure how to start scripting that, if you can get ahold of the original files from area about how it works maybe that could help? I'm not sure really
Issue is the same though. Terrible visual recoil
Ultimate backpack mod works
Its the same lol
My gun? Its the usp_tac_45 it dropped from mercs
Ahh I see well I guess I'm looking forward to the update 🫡
Wait really? I gotta check that out then
Just did awesome this will be much better then scripting myself lol thank you
oh that is the right one
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.








