#╙🖇mods-making-discussion

1 messages · Page 142 of 1

ashen hatch
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Beside assigning the omf to the ogf file with the appropriate folder/config structure do I need to do anything else in order to make my helmet use a certain FDDA equip/unequip animation?

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currently its doing this anim

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its also not displaying the model assigned in the config
The world model has no issues tho

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please help a poor lad kekcry

hoary cipher
ashen hatch
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I already copied the stuff from the fdda config

hoary cipher
#

But did you correctly change the omf to have the custom helmet model for the animation?

ashen hatch
#

Then renamed accordingly

ashen hatch
hoary cipher
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Unless it's using scripted attachments but I don't think it was

ashen hatch
#

do I change that with omf editor?

hoary cipher
ashen hatch
#

I already modified the anim in blender and exported it

hoary cipher
ashen hatch
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maybe theres a script that forces the default gamma helmets to use the fdda redone anims

hoary cipher
ashen hatch
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Sure but I didnt finish it fully, I exported it only to check if it actually works

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turns out it doesnt

hoary cipher
ashen hatch
hoary cipher
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Ok I'll take a look a bit later when I have the time

ashen hatch
naive snow
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Did you check your log file for the error?

scarlet granite
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Could I have to many bones?

naive snow
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I'm not aware of a bone limitation

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So your log just ends abruptly?

scarlet granite
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I created a new action with just 1 frame and everything set to 0 position and it still crashes

scarlet granite
naive snow
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What's the last line in there?

scarlet granite
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[LSS] Spawning object [placeable_hideout_cat2815][placeable_hideout_cat][2815]
stack trace:

SymInit: Symbol-SearchPath: '.;F:\Anomaly\bin;F:\Anomaly\bin;C:\WINDOWS;C:\WINDOWS\system32;', symOptions: 530, UserName: 'Jonas'
OS-Version: 6.2.9200 () 0x100-0x1
F:\Anomaly\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 20549632 (result: 0), SymType: '-exported-', PDB: 'F:\Anomaly\bin\AnomalyDX11AVX.exe'
at address 0x0000000140B57BD2

naive snow
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You did export as the right cs/soc format?

scarlet granite
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when I export the anims into omf and reference I get a crash in m_Motions.size() stating some random guns hud ogf

naive snow
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Does your section inherrit from a particular base type?

scarlet granite
scarlet granite
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My gun turret also inherits from it and it has 0 problems dispite having 72 animations inside the ogf 😄

naive snow
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Do you have the .ltx on hand?

scarlet granite
naive snow
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Could be an issue with your bind_hideout_cat. Did you inspect your OGF export with the OGF tools to see if the directory for the OMF was properly set?
Sometimes blender fucks it up with virtualization

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Also, do take a minute to use comment separators in your ltx, clarity in your files is just helpful all around

scarlet granite
naive snow
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My guess is that your blender file has some old motions still linked or it's not properly exporting all motions, hence the error of the m_Motions.size()

scarlet granite
naive snow
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Best way to figure it out properly is just to scrub both of the files with virtualization. Can you make a zip out of your mod?

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You can Dm it if you want

scarlet granite
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Done 🙂

naive snow
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So a quick thing I'm already noticing, you don't have a "root_bone", your first bone is actually "link", but the fixed_bones is set to root_bone

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Also you might want to setup your bone shapes, which are all set to default Box, instead of none, but that's a seperated issue

scarlet granite
scarlet granite
summer tundra
#

Hello! Can someone make a mod that cancels reload when sprinting. Thanks!

naive snow
scarlet granite
naive snow
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Then just correct the Link bone

scarlet granite
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It's a bit surprising to me as I have them all set to none expect the link one. They appear correct when reimporting the ogf. However: I can see them in OGF Tool I thought that was just something the tool does

blissful tartan
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do u guys know of any mod that gives gamma 1911 a threaded barrel upgrade for 45 suppressor

naive snow
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Might want to set your helper bones as not exportable to reduce things up a bit

scarlet granite
naive snow
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Might be worth checking if embeded motions have a maximum number

scarlet granite
naive snow
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vs a motion ref/omf file

cyan ginkgo
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guys what does it mean if a file is showing up as red in mo2?

scarlet granite
drifting moat
regal bolt
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Hi, is there a guide on how to create your own LUT?
And what knowledge and skills do I need to create my own LUT and reshade?

naive snow
# regal bolt Hi, is there a guide on how to create your own LUT? And what knowledge and skill...

I believe that there's a LUT creation video that exists using Reshade.
You can refer to the reshade forums to get how to load via reshade luts, if that's your thing
https://reshade.me/forum/shader-discussion/3179-luts-powerful-color-correction-the-guide
Or you can use the built-in LUT module of SSS
https://www.youtube.com/watch?v=q1B_czV0i-g
This should cover how to bake down your color correction settings. The LUT group and intensities are defined in LUT.ltx

Note for GAMMA Users:
Make sure to use the version of Reshade that comes with GAMMA[5.7.0 atm]. We found out that the latest Reshade versions save the LUT configuration differently, so anyone using your presets won't see the LUT if you didn't use 5.7.0.

NeutralLUTs:
https://www.mediafire.com/file
/r68wwk87vzn04bb/NeutralLUTs.zip/file

Timestam...

▶ Play video
naive snow
#

If all else fails, ask in the Anomaly Discord instead, they might have more info or it might be worth searching if someone's already had a similar issue

scarlet granite
# naive snow Could be worth a shot to use a motion ref and check if that fixes it. I honestly...

! error in model [dynamics\decor\hideout_cat]. Unable to load motion file 'dynamics\Decor\hideout_cat.omf', section 'wpn_colt1911_sk3_hud'.

FATAL ERROR

[error]Expression : m_Motions.size()
[error]Function : CKinematicsAnimated::Load
[error]File : D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\SkeletonAnimated.cpp
[error]Line : 874

section 'wpn_colt1911_sk3_hud'
model 'dynamics\decor\hideout_cat'

stack trace:

! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] ...nomaly/bin/..\gamedata\scripts\sim_squad_scripted.script(212) : update
! [LUA] 2 : [Lua] .....\gamedata\scripts\zzz_sim_squad_scripted_milpda.script(22) : show

drifting moat
#

sim_squad_scripted_milpda? What does that file have to do with models

scarlet granite
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I also had it talking about some M4 instate of the Colt 1911

naive snow
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Are you using the MT exes by any chance?

scarlet granite
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Standart Vanilla GAMMA install

drifting moat
drifting moat
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Well. It means that it crashes at a different point in time, but it's weird as hell.

ashen hatch
drifting moat
#

If the crashes are caused by your cat it would have to be generally in the same file.

scarlet granite
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Its just random every time

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I just want a cat in my hideout PepeKMS

drifting moat
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Super weird. I can't make sense of it.

fair canopy
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It might just be a bone limit

hoary cipher
ashen hatch
scarlet granite
regal bolt
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Looks like norfair's is just a reshade not lut

naive snow
regal bolt
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I can understand why this ltx file used for, but there's also cpp/header file

naive snow
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Because it changes settings for lut shader itself

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It might also be packaging the LUT module of SSS by itself, for a standalone install

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Ask the actual mod author if you want a better answer

regal bolt
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Idk what have don wrong but I want image to look like in some lut I've downloaded from luts site, thought it will be okay to simply add an effect on image with that lut

naive snow
regal bolt
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I thought putting image with visual I want into reshade and then use norfair's method

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like this

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btw, why using techi color and lightroom? Can I use other than those?

scarlet granite
naive snow
# regal bolt which is better: edit image using reshades or using photoshop?

Depends on if you can get a pre-toned image out of the engine, you'd have to disable a whole bunch of things before taking your screenshot. Only then if you have the right bit depth can you do proper tone mapping and color grading in photoshop. Reshade setup simplifies a bit things because it can hook into the engine during the rendering process.
You're still quite limited in terms of color grading one method or the other. I know Hippo uses the reshade method and does retouching via Davinci

untold cairn
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Hey guys, i have maybe stupid question, is it hard to do mods for gamma? I have an small idea but never tried modding anything in my life. Or should i ask someone else to do it who have expirience.

scarlet granite
untold cairn
drifting moat
ashen hatch
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What could prevent changed keyframes from exporting? There was no error but in game nothing changes.

scarlet granite
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I would always recommend to download a mod that does a similar thing to what you want to achieve and have a good look at it.

lucid notch
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By the way, what do you think about Axenia? Is this a good tool and is it worth using?

scarlet granite
ashen hatch
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yes

scarlet granite
ashen hatch
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wdym?

scarlet granite
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You can have it like this and tick "export motions" when exporting the ogf or remove the tick on "export motions" and export a separat omf

ashen hatch
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thats how I usually export

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In game it clips a lot with the back of the helmet

lucid notch
lucid notch
# drifting moat What is Axenia?

A tool like Notepad++ that I used to view Stalker files. Unfortunately, the project is apparently unavailable now, as I understand it, so the question is removed.

split igloo
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Working on implementing call graphs for the devtools. 😄

tribal rock
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Do the more experienced people here think it'd be remotely possible to make a feature where if you throw certain stuff into an anomaly, it'll influence the artefacts that are created come next emission?
For example, corpses and mutant meat into a chemical anomaly making it more likely for a meat chunk to be formed?
*if that wasn't already a thing in someone else's mod lol

split igloo
#

Aren't some artifacts colpressed organic matter anyhow?

green root
#

Hey, so I was looking at Groks damage calculator... and I had a question hoping someone can answer. For the Ballistic Rating Calculation, there is an IF check to see if your ammo AP is less then the armor BRC. If the ammo AP is less, it adds the plate BRC+20 and that becomes a fixed 20%+plate BRC multiplier against the damage from each bullet.

Where does the 20 come from? Is that just a code level value Grok chose? Could that value be modified? Could it be modified ingame by an item?

I would think it's just a fixed 20 BRC that is being converted into a multiplier, and being the plate directly adds to the multipler the BRC itself is the value I'd want to modify. I guess he's just giving it a flat 20 in the backend?

tribal rock
green root
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Current code, seems it is just a fixed 0.2, and also has 1.3 at the end. Figuring he simplified this in the next update.
So in theory you could rewrite the damage calculation from scratch. Just would need to figure out where armor_protection, and armor_bone_value are stored. I assume it's part of the armors configuration.

I'm dumb ignore me.

undone spruce
#

both textured, now the fun part

normal plaza
# ashen hatch how it looks in blender vs in game

i think it just clips in game, assuming you have set the clip start of the camera to not clip at all, and given how big that helmet is. the camera setup on blender doesn't reflect the clipping ingame would have

ashen hatch
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from what Ive understood so far its because it has only 1 bone wpn_body

normal plaza
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oh it actually doesn't reflect the keyframes at all after export

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have you tried exporting it as skl first then importing it on the model then exporting it as omf

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that's what i usually do when keyframes dont match at all during straight omf exports

ashen hatch
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do I have to convert the omf to skl?

normal plaza
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you just have to export the animation on blender as skl just like you do when doing it with omfs

ashen hatch
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alright Ill give it a try peepoLove

normal plaza
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we all have our xray blender woes kekl

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also make sure the animation names are not in conflict with fdda and other mods, that might be the reason too. make the skl names unique

ashen hatch
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alrighty

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but theres also 1 more thing

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the hand anims have no issues getting exported along with the changes

normal plaza
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yeah definitely check for conflicts

soft garden
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Is there a mod that allows crafting using items from nearby chests?
For example, when crafting items, the system would automatically check storage containers placed nearby.

Similar to how you put items into a crafting table and craft from it - but instead, you could craft or cook food directly from your inventory, while the required materials are taken from nearby chests.

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Looks like I found, "Craft From Stashes" hope it works )

unique crag
#

What parameter controls if you can sell a weapon or not? I wanna fix a gun I found that can be sold to vendors

ashen hatch
unique crag
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Cool, I’ll check it out thanks

normal plaza
ashen hatch
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I think that I am gonna try to make a child bone for the wpn_body

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Also I doubt that it's an overwriting issue because

  1. My helmet has priority over FDDA in mo2
  2. This never happened with gun anims with the same scenario
normal plaza
west adder
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what do .s shader files do?

lilac ibex
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it's just blenders, the same as in engine
.s stores samplers/textures/ps-vs-gs refs/render states

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  • you can use them to override shaders (i mean, the compiled ones - shaders.xr)
lilac ibex
west adder
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so basically it sets up the rendering structure

lilac ibex
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sort of. you still have to bind rtvs and stuff in renderphase

regal bolt
#

How to open debug map with a statue and a house? By pressing F2 it's loading a square with 4 blocks

ashen hatch
#

download it from moddb

scarlet granite
#

Perfect crafting recipe

fair canopy
scarlet granite
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I tried for two days and I tried everything

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If anyone thinks they can get the animations working I will gladly give full credit. I just can't figure out whats wrong.

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I will try again but I'm just fed up and get really angry trying more atm hahaha

ashen hatch
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Take a break and come back after a few days, that's what I am doing with this fuck ass helmetyeshoney

scarlet granite
sacred token
nocturne night
#

does anyone know the debug name for chemical resistance?

west adder
undone spruce
scarlet granite
vernal onyx
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Working on enhanced flare and beam tracing for NPC headlamps

summer stream
#

is this the new standard

vernal onyx
#

I’m trying to develop tier based headlamps that scale with NVG tiers, but it’s not going very well
I’ve started by duplicating the base headlamp, but it’s still very much trial and error and pretty rough

summer stream
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it is what it is for stalker modding

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we just cope

full vessel
#

cope. together. strong.

fiery epoch
vernal onyx
lilac ibex
summer girder
#

!bc

queen pineBOT
#

@spice lily

Use bot commands for yourself only in #🤖bot-commands. Do not clutter main channels.

ashen hatch
true lotus
#

How does one hot reload assets? Can you do that if I changed a .dds file?

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I know you can hot reload scripts

celest forge
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That only works for .ltx files and scripts

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If you changed a model or a texture or a sound you have to reload the game

true lotus
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No big loss, just a minor inconvenience

true lotus
turbid lily
celest forge
#

Xml doesn't either no

turbid lily
#

there an example in western goods

true lotus
turbid lily
# turbid lily you can trigger dxml for xml files
-- Western Goods\Western Goods Core\gamedata\scripts\modxml_zzz_rand_text_dialog.script
function trigger_dxml()
    local file_list = parse_list(ini_sys, "dialogs", "files")
    local xml = CScriptXmlInit()
    for _,file_name in pairs(file_list) do
        xml:ParseDirFile([[gameplay]],file_name..".xml")
    end
    xml = nil
end
true lotus
#

Oh that's interesting

turbid lily
#

been a thing since western goods 28/07/2024

safe salmon
#

How complicated is the process of setting up an existing optic to work with an existing gun? Am I about to get in way over my head?

turbid lily
turbid lily
#

i imagine it's not much more than the vanilla process, i'd take a look at the 3DSS ModDB page and gamma thread

safe salmon
#

I know about Draggable HUD Editor and S3DS Editor - I'll get em set up and see what's what

fair canopy
#

It's not hard.

safe salmon
#

Cheers.

celest forge
#

The guy who made that is a retard and they found cannibalized remains in his apartment

safe salmon
north helm
#

Hi everyone, does anyone know of a guide on how to create arms/hands for Stalker Anomaly?

celest forge
#

Let the zone take me if i'm not saying the truth

tawny prawn
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damn bro

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thats krazy shit

celest forge
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It's a long, tedious process

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Which is probably why there aren't as many mods doing it

tawny prawn
#

thats even worse than weapon repositions my god

safe salmon
# tawny prawn thats krazy shit

Yeah I heard about it, apparently he was sick of people bugging him for compatibility patches and so he snapped and just ate one of em

celest forge
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Weapon repos is one of the easiest thigns you could make as a mod for Anomaly

north helm
tawny prawn
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and boreing

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and annoying

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i made over 50

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and i wanted to puke

celest forge
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I'm sure there MUST be a better way, but there are no guides for it

north helm
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Got it, thanks for the info. Is gonna be a long way.

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If I found a better method I will share here.

naive snow
celest forge
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Could work depending on the model

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The one I did was a Halo Reach one

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So the arms had all these plates and armor bits and shit that needed to be static

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LUCKILY I pulled those from a mod for another game, so all I had to do was change the name of the vertex groups, which were already assigned

naive snow
#

Oh yeah rigid bodies will probably need to get their weights just paint bucket'd

safe salmon
#

Is that Steve Lichman

naive snow
#

Ideally, there's a motion file that could be loaded that goes through a full animation of movement so you can see the arms moving about and you can correct the vertex groups before shoving in the engine

celest forge
#

Any gun arms OMF file

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Problem I found with that was returning the armature to it's default static position

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I would just have to ctrl z my way back to it every time

naive snow
#

Wouldn't going into the pose mode do that?

celest forge
#

The xray plugin is funky as shit

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Doesn't work correctly with modifiers or even the poses within the files themselves half of the time

naive snow
#

Could be worth opening up a ticket to Pavel, he actually goes through them and corrects shit

dawn token
#

How would I remove certain items from both NPC loadouts and merchant profiles? I want to remove all thermal scopes from dropping in my game because I think they make the game too easy and obsolete all other forms of scope options (but removing them entirely will cause issues)

random fulcrum
#

simply don't use them

dawn token
#

there's a reason I asked, if you're not going to answer in a way that helps me reach the goal I want, there is no point in responding
I want to make a change and I want to learn how to do it, this may apply to me modifying OTHER things within npc loadouts or trade profiles in the future regardless

naive snow
#

The trade preset file is named Trade_presets.ltx. You want to use DLTX to add/remove the scopes from there. Same thing for the NPC loadouts, you want to make a mod_npc_loadouts file and remove the scopes. Make sure your script loads last, with plenty of zzzz. You'll have to do it per-faction mind you

turbid lily
# true lotus Oh that's interesting

https://github.com/Thial/StalkerModdingHelper there's also this where you can set it up so:

  • Press keybind in vscode to run the exe or have shortcut on taskbar
  • Load all your addons and any extra addons required for your mod
  • once a game is running, make changes in your ide then run the exe again
  • open debug launcher and reload game
  • New changes to any file/folder under gamedata are now in the game
GitHub

A simple tool for copying mod files and launching the game or reloading a save automatically. - Thial/StalkerModdingHelper

safe salmon
#

Unless i missed it

turbid lily
#

Anomaly Discord has some great stuff no point in being elitist when it comes to resource sharing, hurts the community

naive snow
safe salmon
true lotus
#

There is a workaround I know would half-work but it's annoying and I'm not certain if I'd be able to launch the game while doing it

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Basically I would add a new program to MO2 (doesn't matter what) and run that through it. While this is running, the VFS would be active. Then SMH could see the files and operate on them

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In the Morrowind modding community there's several programs that only work if you mount them in a certain way like this

safe salmon
#

hmm
so the info on messing with 3DSS scopes says I need version 3.6 of Blender specifically. Does it need to be 3.6.0 or does it not matter as long as it's 3.6.X

summer stream
#

it doesnt matter

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anything ABOVE 3.6 is good

safe salmon
#

Thank you thank you

teal compass
#

if I want to give a specific faction like sin more artefact drops from bodies, do I dltx the death_items or death_generic?

dawn token
rigid sail
#

Monolith don't need thermal sights, they've got their magic rock as their own personal spotter.

IMO, high tier Mercs, ISG and maybe Military.

EDIT: Misread, thought you were limiting which factions thermals could spawn on.

cyan ginkgo
#

guys would there be a way to integrate spotify on windows into the gamma radio system?

ashen hatch
scarlet granite
#

I FIXED ANIMATIONS FOR MY CAT

drifting moat
#

A dog would've worked the first time. Just saying clueless

scarlet granite
#

Well lets say.. do NOT use upper case letters for bone names. Xray tool fixed it for .ogf export but not for .omf

full vessel
ashen hatch
#

already finished it peepoWow

full vessel
#

kickass, love seeing new items

ashen hatch
vague gate
#

Trying to add a grenade launcher to a weapon but I keep getting an invalid value crash when I change something in grenade_velocity, is there any work around to this?

misty mulch
scarlet granite
#

For now it just switching between the states by interaction but I will have it perform standing, sitting, laying on belly/side and sleeping.

fair canopy
lilac idol
#

those anims are really neat nice job

ashen hatch
scarlet granite
# lilac idol those anims are really neat nice job

It's an asset I bought the license for. KekSkew I modelled and animated the turret and alarm myself but for animals and life like animations: I'm out. I used to be a CAD designer so metal or plastic stuff is my deal.

lilac idol
#

that's fine it looks cool regardlessokaycathappy

thorny steeple
scarlet granite
#

I'm currently thinking about "what does a cat do all day" and weighing different states.. I think sleep should be 90% FeelsCatMan

lilac idol
#

sometimes my cat stares at me for like 3 seconds when I step into the room and then ignores my existence so maybe that would work

drifting moat
scarlet granite
tawny prawn
#

i always wanted a pet in hideout

#

amazing work, anims are sick

tawny prawn
#

also i cant find the fucking link i got too many mod post following xd

ashen hatch
#

New item

#

it replaces the exo and spartan drops from sin members

hybrid spade
#

did you solve it? having the same now...

scarlet granite
#

https://www.youtube.com/watch?v=FWRrSq5-NY8

Got it to automatically switch between states automatically. Every state and the animations inside that state have weights to controll how often they are played. For development I'm changing the states every 10-15 seconds. It will obviously not sleep for only 10 seconds when I verified everything. As you might notice the blends between states are still a bit choppy. When interacting it always gets up an meows.

Is there any way to allow the user select from a texture/color for the cat? Maybe through MCM? The only thing that comes to my mind otherwise would be renaming texture files manually.

lilac idol
#

I can't remember what they were called but the first one handled blending when starting the action and the same with the second one basically but the other way around

thorny steeple
#

This is quickly becoming my most anticipated mod. And he even looks like my little trash cat sobglasses

lilac idol
#

yeah that

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if those 2 have a value of 0 for example the switch from one anim to another will be instantaneous

scarlet granite
#

Well for now I set all my anims to "Stop At End" because the only way I managed to get if an animation is playing is by counting seconds and setting up play time for every animation

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So when I use transitions and it overshoots by just a microsecond it instantly loops back to the start

lilac idol
#

yeah all anims should have that flag checked unless it's a running animation or something cyclical

scarlet granite
lilac idol
#

nah it's pretty late sorry

lilac ibex
#

Is there any way to allow the user select from a texture/color for the cat

yos

scarlet granite
# lilac idol wdym?

Okay, I will write it 😄 Lets say I'm transitioning between laying and standing - I will trigger the transition animation and it finishes just a tad bit before the standing animation start so it will bounce to frame 0 and jump back to laying on the ground before standing the next frame

#

But the stop at end fixed that

scarlet granite
lilac idol
#

or well not really but yeah just stick to using that flag for food measure

scarlet granite
lilac idol
#

transitions in this game are kinda fucky in general

lilac ibex
thorny steeple
#

Finally got my photoshop -> substance painter workflow figured out. Trying to make a retexture of the EFT/FWP VSS Vintorez in the "Monolith" special edition style from Stalker 2. (That game's VSS doesn't have a Monolith variant unfortunately).

So now I'm at a slight block. In Stalker 2 the "Monolith" weapons use a blue camo, for some reason, instead of the winter/alpine that Monolith actually uses. I feel like it looks better with the blue, color-wise, but the winter/alpine is more visually consistant.

thorny steeple
scarlet granite
green root
#

hey all, the script "Grok_actor_damage_balancer" only affects the damage the player receives right? Not the damage the player does to the enemy? Does grok have a separate script for that already or is it just engine level still?

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Answer is it comes from grok_bo.script it looks like. This bone terminology for some reason confuses me.

next grotto
#

Is there any real replacement to rotten life textures?

#

im new

undone spruce
#

im cooked on this modding thing

whats the gamma script that limits the draw and holster animation lengths?

undone spruce
#

anyway ill just whip up a 50 fps long smg draw anim

ashen hatch
undone spruce
thorny steeple
scarlet granite
steel saddle
#

I've only ever used PBR for SPT modding, if someone used substance painter to do textures for a GAMMA mod, what would they come out as

#

diffuse/albedo, normal, ?

#

is there a third?

bitter gull
#

is there anyway to increse player health in gamma at all?

steel saddle
#

omg substance doesn't even export to .dds

idle forum
#

Is there console command for enemies to ignore you?

summer stream
#

or png

fiery moat
#

it can convert to dds

steel saddle
#

according to chatgpt the answer was normal and bump

#

nothing else

naive snow
#

That's wrong. Again Chatgpt is garbage for anomaly and stalker modding

#

You should be getting out of substance a normal map, a roughness map (or specular one if you prefer that workflow) and your albedo/diffuse map. Then you assemble those to make your bump map for the engine

scarlet granite
naive snow
#

The engine doesn't work off a metalic workflow like Unity or Unreal, it's not a real PBR estimation.
The specular map isn't something you can get out of the box from Substance painter

fresh blade
#

I have a question for any modder that might know the answer: would it be possible to make bolt action rifles work the way they do in Tarkov - bolt don’t cycle until you let go of the mouse ??
(Pls @me if you know the answer)

teal compass
full vessel
#

but yeah you'd need to edit a lot of models

teal compass
#

but still thats some

#

not all

fresh blade
teal compass
fresh blade
teal compass
#

well if people bother to fix them

fresh blade
#

Well sadly for me at least the only game that did bolt actions and SGs right is…Tarkov

fresh blade
#

Haven’t played that…

drifting moat
fresh blade
drifting moat
#

It's not a survival sandbox, but it is super realistic.

It's a war sim. Very cool game.

fresh blade
#

Not really interested in tha type of games anymore to be honest.

#

Also I’m aware that there’s a game out there that has like 5 keys to operate a rifle but I’m not looking for that level of realism eaithr😏
all I want is to not have to break sight pic when shooting a boltie

#

You can’t do that with just upgrades in gamma

teal compass
#

I remember that was old game or mods that u have to manually cycles the bolt by pressing keyspeeposmile

fresh blade
#

To not cycle I mean

teal compass
#

yeah so I only seen that in old games lol

fresh blade
#

Yeah and Tarkov

teal compass
#

modern games with that would be too much

fresh blade
#

I always loved bolt action but in games I would normally default to a semi auto eventually because of obvious advantages. However since Tarkov I’ve actually fallen in love with using them over semi auto DMRs because it’s really rewarding when you get the mojo going. I could hit anything out to 200m with a rat sniper cause I spent like a year in offline mode just sniping with that gun in its default config - pilad scope

fair canopy
#

Gotta get used to the way they work in gamma

teal compass
idle forum
#

Is there tool or command to look at npc's object / data / stats, I want to see what kind of information they have stored. I want to find a way to check what kind of affiliations they have eg. group/community/faction

drifting moat
idle forum
drifting moat
#

Probably there is. I do not know however. Never really touched trader stuff, only once when I helped somebody make a mod that had to do with trader inventories. trader_presets.ltx could help

#

I would start there

undone spruce
steel saddle
#

I got it to work but all my normals were piss coloured, not blue

#

The universe is conspiring to have me not add astronaut suits to GAMMA

naive snow
steel saddle
#

green

naive snow
#

Anomaly doesn't take normal maps

steel saddle
#

oh yeah, does this engine use openGL or

naive snow
steel saddle
#

oh yeah duh, the launcher specifically asks what directX you want to use

#

i'm stupid

naive snow
#

The bump map that the engine takes is composed like so:

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

#

So yeah you might end up with a green or yellow looking map depending on the specular of the object

steel saddle
#

i've seen red, orange, blue, green/yellow, blue/pink. the yellow was a surprise. was told my spec was too bright, that i have to invert it and take the brightness down

naive snow
#

Stalker just uses a method to store additional information in the texture, they store the most important information in the least compressed channels, the G and A, then in the R and finally the B. So instead of having an additional texture, you get the full information of your model with only two textures.

#

The downside is you get some compression artifacts in your normal map, but that's what the .bump# texture was for, it encoded the artifact offsets and served as a corrective texture + height information.

steel saddle
#

Is there a substance painter export preset anywhere for anomaly?

#

maybe mine was set up wrong

undone spruce
#

whats goin on with the preset?

steel saddle
#

let me pull it up and take a screenshot

naive snow
undone spruce
#

its just a color and bump images, the bump containing 3 normal channels and a glossness channel

steel saddle
#

crap, lol

undone spruce
#

if its what im thinking

naive snow
undone spruce
steel saddle
undone spruce
#

substance should convert it automatically

naive snow
undone spruce
steel saddle
#

this guy?

undone spruce
#

yeah

steel saddle
#

my SP also just doesn't save .spp or export presets anymore so KannaSuicide

undone spruce
#

you have to copy the files from your painter data folder

fair canopy
#

@naive snow is blender able to read the packed textures in .dbs?

summer stream
#

no

#

there's no addon for blender reading off .dbs

#

they're all packed

#

you either need to figure out how packing works AND make an addon so it unpacks the stuff you need

#

or you just unpack it whole

uneven shadow
#

Has anyone made a placeable vehicle mod for storage? Just thinking about a little project to try for my first mod

#

It’s either that or a first person hands replacer for an armour I like

#

Feel like the hand replacer would be a lot easier

summer stream
#

yeah hand replacement is easier

#

by a BIG metric

uneven shadow
#

Lmao something to work towards I suppose

uneven shadow
#

But I’m literally just reading through the pinned content and finding tutorials on YouTube at this point

summer stream
#

if you want to do the same, you need the assets from the game itself and some addons

#

... then try to understand how to do weights or at least transfer them

#

then textures and blah blah

#

but it's not that hard

#

cod hands are very close to stalkers

#

they are almost the same on texture part thing

uneven shadow
#

Yeah I was trying to find specific tutorials on exactly what you was doing, was tempted to ask you if you had any specific references but decided to just try find it myself lmao

#

Yeah I saw that you mentioned that which is why I felt confident in giving it a go 😁

summer stream
#

that's all i can say

#

it was learned through painful hours of
"how do i pose it in the right way?"
or
"did i fucked up weights for it?"

#

BUT

#

the easiest thing you can do is

#

do a pose ONCE

#

then use it to port other hands

uneven shadow
#

Yeah I’ve been searching the last week or so and only managed to find gun tutorials lmao

summer stream
#

ig i will teach you how to port it

#

gimme some time i need to clean stuff up

uneven shadow
#

Any help you can give would be greatly appreciated, I’m actually at work right now so no rush at all

#

I’m excited for the stuff you are working on and just thought, I’m not gonna pester and ask how it’s progressing I’ll try it myself lmao

summer stream
#

that's a plus from me

#

im always happy if someone learns a thing i love doing myself

uneven shadow
#

Hell yeah, when I saw the one you posted with the tattoos I was like damn I gotta try this lmao

#

I don’t own any of the call of duty games so gonna have to try download some later lol

uneven shadow
#

Ahhh okay, was gonna say some of those cods are expensive lmao

naive snow
fair canopy
#

i should have done that. i just dumped the textures i needed into the anomaly gamedata folder like a brainlet

north helm
summer stream
north helm
#

I spent the entire week trying to put a watch on some hands. At first, I thought it was going to be easy, but man, I was really wrong.

summer stream
#

eh blender isnt that hard

#

i can always show how to make it work within like
what, an hour?

#

or less

green root
#

dumb question, if I'm making a dltx and there may be other dltx and I'm trying to make sure mine is loaded last, where do I put the zzzz? would it be:
zzz_mod_system_weapons_file_name.ltx
or
mod_system_weapons_zzz_file_name.ltx

Another dumb question, when you're going down the root folders... gamedata to configs, items, weapons, etc...
is the word after mod_ supposed to be configs, items, weapons? Isee system a lot but that's not a root file.

summer stream
#

no

#

it's just
mod_system_etcetc

#

zzz are there so u won't have ANY overrides

north helm
# summer stream eh blender isnt that hard

Yeah, but I only have about 2 hours of experience using it. I’m a complete novice.

I managed to place it correctly on the wrist, but my issue is finding the right way to transfer the weights to the correct bones

green root
# summer stream zzz are there so u won't have ANY overrides

Okay so just use mod_system, and it will override? Seems that is what happens but wanted to confirm.

Now if i want my ltx to completely override one of groks, for example grok_bo_bone_profiles.ltx, if I named my file zzz_obrien_bo_bone_profiles.ltx, would mine take priority?

north helm
# summer stream oh yeah that's easy

I probably just need to learn the fundamentals of Blender, that’s why. I’m even struggling with the camera itself just to get a good angle and see what I’m doing.

green root
summer stream
#

if it's above, yes

#

it rewrites changes that you did

green root
#

sorry what do you mean?

summer stream
#

above means lower on priority in MO2

north helm
#

is there a way to test animations without open the game?

green root
#

So if one ltx is priority 1, and the next ltx is priority 5, 5 is loaded last right? So does the zzz_ think even matter?

summer stream
#

last loaded is highest priority

green root
# summer stream it does

So if the priority I set in mod organizer is 5 for mine, and is 1 for the original, but the original has zzzz_ on it and mine is just the name, does the priority win or the Z win?

naive snow
green root
#

Ah okay so if two files have the same name, but the priority in mod organizer is 1 and the other is 5, 5 takes the priority.
But if the names are different, both are loaded and the one with the zzzz_ is applied last.

#

assuming both affect the same thing.

naive snow
#

Correct

green root
#

Thank you! I'm going to continue being a pain in the ass, another question.

is it possible to see the k_hit value of ammo ingame? I know I can see weapon hit_power, figuring I'd have to debug the k_hit/k_ap. I tried to use one of the printf lines I found in the grok_bo.script file, but when I check the log file in the anomaly folder I don't see it.

urban sierra
#

Why doesnt this print "is_enemy" in debug / xray log ? Other functions i tested do print correctly.
The function is called thousands of times,
im editing GAMMA\mods\45- Stealth Overhaul - xcvb\gamedata\scripts\xr_combat_ignore.script

function is_enemy(obj,enemy,no_memory)
  printf("is_enemy")
    --utils_data.debug_write("eval_is_enemy")
    if(device().precache_frame > 1) then
        return false -- fix actor dying before game loads from enemies. Also fixes strange crash on game load when in combat sometimes.
    end
    
    if (obj:clsid() == clsid.crow) or (enemy:clsid() == clsid.crow) then -- freakin crows!
        return false 
    end
...
green root
# naive snow Correct

Would it follow this same logic with a script too? if both scripts have the same name does the higher priority override the other?

naive snow
green root
#

thank you

green root
#

Okay so from what i found turns out just having the script in mod organizer isn't enough. You have to call on it from another core file it seems. I'm not sure how grok_bo.script is called on, and that's what I'm replacing, so for now I just changed the name of my script to grok_bo.script and added a print line to confirm it loads. It did load, when the script loaded I saw my print line in the logs.

But the rest of the print lines in the script aren't working. Is there something that would suppress them?

#

Feel like there has to be something suppressing it because even the original grok_bo script has a bunch of printf lines that don’t appear in the X-ray log file.

naive snow
#

Useful tip for anyone working in photoshop and packing/unpacking .bumps or any other type of packed maps (from CoD models, Tarkov, etc)
Photoshop by default has a funky working color space setting for gray conversion, Dot 20% so whenever you extract by copy/pasting channels, lets say you're porting a COD weapon or even a Tarkov one, if you take the red channel, copy it and paste it into a new layer, the values all get shifted, this might not seem much, but it's still data loss and for normal Maps it's a decent enough shift. You can mitigate this behavior somewhat with using the Gray color space profile of Gamma 2.2 (you can change this in your Color Settings menu) but it's not perfect. Instead I found that to mirror it perfectly, you have to create a new layer, go to Image > Apply Image and this way you get perfect conversion from Channel to Layer without data shift or change. Same for packing from a Layer to a set channel, you should use the Channel Knockout to apply your layer to which channel you want it. Here's an example and proof. This was done with the stechkin bump map.
@faint sable , @fair canopy

fair canopy
#

👀

naive snow
#

The sGray color profile, if available in your version of photoshop, also gives decent results, but it's not a 100% mirroring either

hoary cipher
#

its not much but i am actually figuring it out

green root
naive snow
green root
urban sierra
green root
# urban sierra i tried to use log but still not getting any output from my function huh. in on_...

There is definitely a script later that is forcing all printfs to stop. All I know is it loads after grok_bo becasue when I dumped my script into it when it loaded in the log files I saw my print message. This was just to confirm is my script loading...
For the logging, this is the string I used...

log(string.format("[DMG PIPE] ammo=%s k_hit=%.3f k_ap=%.3f BR=%.3f bone_mult=%.3f final_pre_dist=%.3f", ammo_section, k_hit, k_ap, armor_br, custom_bone_dmg_mult, shit.power))

#

it also shows in console, like this.

#

I forgot to cap the damage so it doesn't multiply to infinity. Oops.

urban sierra
#

Thx though

native oyster
#

I have no idea how to make mods. However, I do have two ideas:

  1. I would like a mod that would allow me to sell guns and armor to traders. When you sell them, they pay you 5% the value of the item. If you want to buy them from traders, they will sell them to you for 500% the value. The point is that at least you can sell them for something, even if it is a pittance. I hate wasting them by just dumping them in Sidorvich's floor. You know he sweeps them up later and sells them to a scrapper or something.
  2. I would like a mod that would spawn a Whirligig Anomaly on top of any Stalker or Mutant who kills you. It is not going to matter, you have to load a save any way, but screw them.
plush sky
#

Guys somebody have lnk to Screen Space Shaders 24 ALPHA 4?

native oyster
royal mesa
#

strange as far as i know its mostly just loners that won't buy weapons

native oyster
#

Maybe it will be differnt in Rostock. I am still in Cordon

royal mesa
#

that's probably the issue

#

duty will buy warsaw pact weapons in decent shape but the price is pretty low for the effort still

native oyster
#

That's ok. I am on board with the whole "Scavenge your equipment and fix it up" thing, I just hate wasting all this gear.

royal mesa
#

I've tried a couple different economy mods and only found one that works for me but it makes it so doctors and mechanics will buy literally anything for the base value and its far too overpowered

fair canopy
#

It's not just turn it on and everyone else or buys whatever. Some traders will, some won't. And you also have to raise your ranks with the faction

native oyster
green root
#

Question for everyone... here's a shotgun buckshot config
[ammo_12x70_buck]:ammo_base ; #00
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf
description = ammo-12x70-buck_descr
$prefetch = 64

cost = 1000

box_size = 10

inv_name = ammo-12x70-buck
inv_name_short = ammo-12x70-buck_s
inv_weight = .45

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 55
inv_grid_y = 22

k_dist = 0.75
k_disp = 4.0
k_hit = 0.42 ; 0.4
k_impulse = 0.5
k_ap = 0.003
buck_shot = 9
tracer = off
4to1_tracer = false
wm_size = 0.022
k_air_resistance = 1.0
k_cam_dispersion = 1.3
k_bullet_speed = 1.425

tier = 2

so this 12 gauge buckshot is 9 shots, what I'm wondering, is each 1 of the 9 buckshot 0.42 damage based on the k_hit, or is it cumulative? Generally these types of things are 0.42 per ball of buckshot, but just wanted to know if someone could confirm.

drifting moat
drifting moat
# green root Question for everyone... here's a shotgun buckshot config [ammo_12x70_buck]:ammo...

AFAIK k_hit isn't the damage. It's a damage multiplier, so whatever gun is firing that ammo is doing: hit_power * k_hit.

But each pellet is like a separate bullet to answer your question.

Also when you paste scripts it's a good practice to format them like this
`some script` -> some script
Or for multi line
```lua <- specifying language helps formatting and it makes code colored like in a text editor/IDE

--CODE HERE
```

Turns into


if some_random_evaluation()
then some_true_code()
else some_false_code()
end
civic garden
#

.

pulsar willow
#

i get this error when i export the gun from blender, even with no editing, just import and export causes this error, i use bendert 3.6 lts and the latest xray addon for it, and here's the settings i use for export

green root
green root
naive snow
pulsar willow
drifting moat
lone gale
#

hello, not sure if its the right channel to ask. Does someone know a mod if there is any like that, where npcs also get fealing animations which take time to patch themselves up mid battle if needed? Cause never saw npcs taking cover to heal mid battle, but as a player you need to do it often, so feels kinda unfair

barren pilot
#

Something like that?

barren pilot
#

I don't know about NPC's actually taking cover during gunfights tho

#

You can maybe try redone combat ai, but I haven't used it so idk how it impacts gunfights

summer stream
#

that's

#

a different thing

#

it's all tied to MAPS

#

that has such triggers so

mortal flint
#

is it possible to distinct light and heavy bleeding via engine? im not talking about pain and pain_bad

#

@summer stream 🥺

summer stream
#

what is it about me
i didn't get inside engine part

#

@steady apex any clues?

fiery moat
#

I can't find much to hlep me make an UI mod like Sota's. sadge

summer stream
#

but if i want to make a suggestion related to light/heavy bleeding

#

it's all just about the numbers

mortal flint
#

yeah but voiced actor has it like depending on health

#

<50% or >50%

summer stream
#

example :

if you have a set position for bleeding, like
50 is light
100 is medium
200 is heavy
then maybe script can read it off THOSE numbers, if you have <50 or 50+ BUT <100, it will play sound for the light bleeding
etc and etc

#

no idea WHICH lines are corresponding to those

#

but you can always look into x-ray engine files

mortal flint
#

💀

summer stream
#

clueless
aint my thing for now

#

i'm a model person/guy

rough lion
green root
# drifting moat But on that note I just remembered. Grok prefers complete file overrides when so...

Yeah that’s why I’m confused, i know it’s running I get the first printf line in the logs when it loads, even in his original script. I added a print f to the script right when it starts and in the logs when it’s loading scripts you see that line print then continue loading scripts. But none of the other printf lines further down ever appear after everything is loaded and you’re in game.

Yeah debug mode is on.

hoary cipher
#

more progress, i figured out i was doing parenting wrong on the bones and mesh for export it needs to be armature deform with empty groups or atleast tht worked for me

hoary cipher
#

thats a flashbang in his hand

hoary cipher
ionic quarry
fair canopy
#

👀

fiery moat
#

How would I go about UI modding? I can barely find anything about it ;c

north helm
#

Hey guys, quick question: is it worth having a functional watch? Just for telling the time, of course. I know the PDA already shows the time and it’s there in the corner, but what do you think?

This will need the skin hands to have a prepared model watch (I'am actually testing this).

lilac ibex
#

idk, i made one for oxr:ga. i didn't use it that often lol

#

to not create 50000 hand meshes, you can use scripted attachments

summer stream
#

yeah you just need scripts + mesh itself

#

custom tried something like that via adding additional bones to hands?

north helm
north helm
north helm
#

But yeah LVutner has the reason, that would use a lot of meshes

summer stream
#

add ADDITIONAL bone for the watch to get on it

#

the watch itself is a different model

lilac ibex
#

everything else can be done with UI/shader, long as youre ok with flat hands

summer stream
#

true

#

but you can kinda look at other games

#

that does the same thing

#

like cod

#

i looked at the skeleton for it
most of it had "tag_watch" something something

#

that's where the watches connect

#

its better than to just add ONE bone

#

to each hand

#

not like 4-5 bones and hoping it won't die

#

since that would require the hands to use TWO different animations at the same time

#

make it just a two separated models

#

it should work that way

#

.. hopefully

north helm
#

yeah, that could work. Thanks for that info.

#

I saw some time ago a mod with a watch, but it just wasn't for time. It was more useful than that.

#

This one, from gunslinger

#

I am guessing that was using UI/shader techniques

summer stream
#

yeah

#

plus scripts n stuff

lilac ibex
summer stream
#

i have no idea if gunslinger stuff is open source but if you can you could always just look into the stuff that they made

lilac ibex
#

101% shaders CluelessBlind

north helm
#

but is actually pretty cool, it shows you more info, health, radiation level, and make an script for battery mechanic.

summer stream
lilac ibex
#

no

summer stream
#

damn

#

i was mistaken by the amount of circles on screen

#

my bad

north helm
summer stream
#

still kinda want to look into how pbr works inside ixray engine but that would result in me learning c++

not a big fan of it

#

plus vectors...ehh math

#

im bad at it cat_thisisfine

lilac ibex
#

i dont bother with pbr anymore; not enough mods with pbr assets

summer stream
#

true

lilac ibex
#

there's diolator's, and that's it

summer stream
#

but if seriously

#

i wonder if pbr was made into other shader

#

like models/model_pbr

#

so u wouldn't see mess on ur screen

#

or no?

#

im just kinda dumb

north helm
#

what is pbr?

lilac ibex
#

i did that in anomaly. it was cool for screenshot, absolute pain in maintainance

summer stream
#

the most realistic way to show off materials basically

north helm
summer stream
#

metallic, roughness n shit

summer stream
#

no wonder oldge

#

the best we can get rn is "fake pbr"

#

but hey at least im having fun with baking the same thing over and over again

lilac ibex
#

its pbr or nuffin, at least for me. i'll never understand the point in keeping legacy & pbr pipeline in single engine lmao

summer stream
#

but that would mean reworking every texture from scratch

#

didn't someone start a project like that in ixray?

lilac ibex
#

diolator

summer stream
#

oh yeah

#

him

#

mmm perfecto

#

well for now ig we can just live with fake stuff

#

after all it's not that hard to make one

lilac ibex
#

ye

north helm
#

I found this in git hub.

summer stream
#

oh for fuck sake

#

oh right

#

i forgot

#

something something bounce physics on a model

lilac ibex
summer stream
#

what's up with MSAA

lilac ibex
#

ixr is quite close to pbr

lilac ibex
#

MSAA is dead

summer stream
#

no like what the fuck is even MSAA

lilac ibex
#

multisampling

summer stream
#

why most of the devs hate it

summer stream
#

that single sentence gave me enough info

north helm
#

hahahaha

north helm
summer stream
#

well ixray has their version of pbr

#

plus they implemented stuff like TAA and DLSS with FSR too

#

i think

lilac ibex
#

i mean, there's google, chatgpt
msaa sucks due to overhead and because it forces you to resolve those shitty msaa buffers. i gave up after trying MSAA with different resolve filters, even TAA. it's trash, always inferior to TAA CluelessBlind

summer stream
#

i don't remember really since
i didn't look into it

lilac ibex
#

you cna see how quickly code gets messy in vanilla CS (_msaa.ps)

summer stream
#

what was it name again

#

the fucking DAA or some shit

#

i honestly forgot

#

all i know is that it's mostly used for people who are playing on full hd monitors

#

since dlss on those are fucking horrendous

#

if you don't count the 4.5 where it kinda got better

#

.. still can't get over the fact that every third person on gamma is drooling over dlss and fsr getting implemented in SSS

#

despite the main reason why ur performance just skyrockets into a rock

north helm
summer stream
#

yeah yeah it's already in patreons version

#

5 or 10 dollars
ur getting early access to it

#

buggy n shit
but it works

#

just don't combine it with any MT stuff

north helm
#

how many FPS adds in average?

summer stream
#

that'll break apart easily

summer stream
#

most of the time its gonna jump from 30 to 40-50

#

but considering the fact that gamma is a piece of stuttering shit

#

with over 500 mods AND scripts running at the same time

#

you really need some multithreading

#

to balance it off

#

OR make better scripts

north helm
summer stream
#

since that is the main problem

summer stream
#

and unofficial one

#

both are good since, well, MT

lilac ibex
#

one can already take ixr implementation and paywall it

summer stream
#

that is a good idea

#

but i kinda want to add another thing to stalker

#

and keep it behind paywall since you can't really post it on moddb

#

still kind of cool but requires the fucking bounce physics

#

and that's vectors n shit

lilac ibex
#

booba?kekleo2

summer stream
#

plus working with an engine that i HONESTLY don't know anything about

summer stream
lilac ibex
#

peak

summer stream
summer stream
#

and that'll severely ruin the experience

#

so i either ball with it
or learn the shit

#

you know math is
not so great for my brain

lilac ibex
#

add pbr pepperoni instead. problem solved

summer stream
#

please god no

lilac ibex
#

hell yeah

summer stream
#

i don't want to do it

#

i don't want to maintain two fucking pipelines

#

i don't want to go insane man

#

but anyways ig i should uhhh

#

maybe try to understand how to implement the bounce stuff

#

do you have some good like
guides for such stuff

#

since that'll probably help severely

tawny prawn
#

ok i just realised we need a tamagotchi mod

#

xd

#

but instead of the tamagotchi creatures it would be baby pig mutant and baby bloodsucker or something LMAO

scarlet granite
#

I played around with my gun turret and changed it from pm to mp7. It now also support all 9x19 ammo and actually accounts for reload order into mag.

fair canopy
#

I hope we get upgradable and bigger turrets POGGIES1

barren pilot
#

Did anyone else encounter it? Grass rendering through the NPC models, including mutants. Only with magnified optics, irons and red dots work fine

lilac ibex
#

that was fixed iirc.

barren pilot
#

My best guess it's painter of the zone, didn't have enough time to check

lilac ibex
#

modded exes.

barren pilot
#

Ok, I'll try to update them later. Last updated mine a week ago or something

#

Main branch without beta mt thing

tawny prawn
#

Any good LUT recommendations for autumn/dead autumn c-con?

#

im using emergent zone 2 ( old one) its very good but i wanna see something new maybe

idle forum
#

Is it normal for npcs from lim_smart_terrain_10 (a smart terrain in limansk) to be in Red Forest?

blazing nebula
scarlet granite
glacial dove
#

can someone tell me whats forcing the ak12_m1 to have a hud fov of 0.78? I tried adjusting it in the main ltx but it doesnt change

#

or well it does change in game but not in the settings, causing other weapons to sometimes have that same 0.78 hud fov when changing levels for example

summer stream
#

another layers of dltx overrides

hoary cipher
#

I'm having an issue trying to export an ogf from blender if anyone can help I can't figure out why, so I had an ok working exporting model with it's bones I moved the single wpn_body bone to get a better position in the animation and now it won't export and just keeps saying "not all bones in an armature have bone group: "my_model.ogf"" even tho it is in the right collection and has all the correct setting anyone know how to fix?

teal compass
undone spruce
#

Thats ok for weapons

I dont know if non weapons ogf should have a proper bone group structure

hoary cipher
undone spruce
#

yeah bone collection

hoary cipher
#

and i didnt see apply bone groups either

hoary cipher
undone spruce
#

like, apply bone group=Assign bone to bone collection

hoary cipher
# undone spruce

yea that allowed it to export, do you delete it after or does it just chill?

undone spruce
#

nah, you can let it like that

teal compass
undone spruce
#

also, i've never had that problem per se with exporting ogf, but exporting omf

could be wrong though

hoary cipher
#

much better thank you!

fair canopy
summer stream
#

i saw

full vessel
#

Hey lads, what methods would I have to use to add selectable options to the companion dialog box and check the faction? I don't want to touch axr_companion or dialogs script directly at all if possible. Can it be DXML'd?

tawny prawn
#

SPT MOD

#

just gonna leave this here hehe

steel saddle
#

It's just a static object from Epic's AllinOne pack, don't get too excited.

north helm
#

Hi guys, how difficult do you think it would be to make something like this in GAMMA? Just an ‘inspect’ animation for the objects you can attach to your weapon, sights, suppressors, and maybe kits. (The picture is from SoC 2.0.)

lilac ibex
#

see modded exes github

north helm
#

Hmm, interesting, I’ll do that then. Thanks, @lilac ibex . I’m starting to think you’re actually a stalker dev XD

naive snow
#

There is very little value at the moment vs the insane amount of work required

north helm
#

got it, and what about just only the animation and the way that the accessories are attach?

#

You know, a modern way to put the attachments, not just only open the inventory and them drag them.

naive snow
#

Same thing, you have to create a new animation for every weapon, make a patch for all the possible ones, make sure that the weapons have all a config for the attachment point

#

The UI isn't the hard part. The way Xray handles animations in general is

north helm
#

damn, and them maybe make it compatible with some attachments mods like MAS.

lilac ibex
north helm
#

Let’s see what I can do. Thanks, @naive snow appreciate it.

naive snow
#

@fair canopy could talk in lenght about maintenance and how adapting everything to a new system is a fucking pain in the ass

fair canopy
north helm
fair canopy
#

Ik is kinda cool

naive snow
fair canopy
#

Maybe one day 1.6 will come out

north helm
# naive snow

holly shit, but that feels like each weapon needs a really tremendous work, like a lot.

naive snow
naive snow
fair canopy
#

Don't forget the fact that every weapon either needs to be remade to a specific animation standard cause non of the current guns have a standard size

north helm
fair canopy
#

Anomaly redux 2 has an attachment system but I don't think it has correct scaling so all the parts look completely off

north helm
#

Well, too good to be true, I guess or just too damn hard to be real.

tired drift
#

Hello. Where can i change gun tier the vr80 here should atleast be C tier but its B tier

#

ahh i got change repair_type from shotgun to rifle_5

split igloo
#

Bounty Hunting mod coming along. Worked on it again a bit. Traitor mechanic is now implemented with a test spawner. When the traitor squad comes too close (they re actively hunting you, chill though, basically moving towards you) they will turn hostile.

hoary cipher
#

@teal compass ok so i managed to get the grenade on the other animations properly (i think) but it wont play the underhand animation left with no texture is mine right is how is supposed to be

hoary cipher
#

And mostly the same for the main part

cinder bramble
#

Guys, if I use AI and the website https://anomaly-modding-book.netlify.app/ Anomaly, I can create a short story, for example, for the military?
Is AI not very good at modding for Anomaly, and is it better to try it yourself?
I just became curious whether it is possible to implement this, or whether it is just a waste of time.

Anomaly Modding Book

Introductory book for S.T.A.L.K.E.R. Anomaly modding

hoary cipher
wet geode
#

heyo, i need some help modifying a game file. I dislike the ambient damage on the chem and burn anomalies, and I want to reduce that to 0, how would I go around doing that

hoary cipher
full vessel
#

Basically, it's a supportive tool, it's not going to make a new storyline for you

hoary cipher
cinder bramble
#

Well, I'm just not very familiar with modding, but I got bored of just walking around and surviving.
And I became curious whether I could, with almost no knowledge of modding (although before these messages I had read a few tutorials on the website), create a quest branch for one of the Factions, but before wasting time with AI, I decided to ask you.

hoary cipher
#

And add lost of debug prints

trail sundial
#

Whether the AI is useful or not, you would need to learn it the old fashioned way anyway to be able to tell if the AI output is garbage or not.

cinder bramble
#

In general, I just can't figure out yet whether it's difficult to create my own quest or short story for a faction, for example, compared to other aspects of modding, or are there still some nuances to it?

wet geode
#

im just looking for help on modifying damage tables

#

i want to remove the ambient damage present around chem and thermal anomalies

wet geode
#

how does stalker gamma handle environment-)player damage

teal compass
humble robin
#

if you thought of using ai to make your mods, then you are already out of bounds. modding is made to bash your head on a wall until you stop bleeding enough to walk to another wall and restart bashing your head again. its something made to learn yourself. using that shit already take you out of the reason to mod anything

dire rain
#

AI is good in some thingis

teal compass
# hoary cipher

seems liek the secondary ones is the thing that is low throw

teal compass
#

its not good to go deeper

hoary cipher
#

you have to learn to make it to do what you want to get meaning out of actual scripts it can write and the more you learn to use ai with lua the more you learn about lua and have it do less for you

#

i have made it help me make some exxtremly conplex scripts before

#

mostly because i am very bad at writing the actual code but understand it well

wet geode
#

ok but like

#

can someone help me with a question

hoary cipher
wet geode
#

how does stalker handle environment to player damage

dire rain
# cinder bramble Guys, if I use AI and the website https://anomaly-modding-book.netlify.app/ Anom...

If u want make quests, check the tutorial of matias arregin:
https://www.youtube.com/watch?v=mGojmShPjzk&t=9s
The videos are in spanish but u can translate em with the own options of Youtube, these tutorials are detailed and u will learn to make a quest, Also, this is a CoP example-tutorials but as Call of Chernobyl (therefore Anomaly too) have simplified systems to make quests, sooo u shouldn't have many problems if u actually learn from the tutorials.
He's doing a mod, VESSEL that has deep work on the quests sooo he knows about what's talking

¡Se aprecian los likes y suscribirse! En esta ocasión voy a mostrar como desempaquetar el juego para poder editar y crear tus propios archivos para tu mod, y cómo crear diálogos entre los personajes existentes con info_portions para no repetirlos.

Enlaces a las herramientas en los comentarios

#stalker #stalkermods #stalkermod #stalkeran...

▶ Play video
cinder bramble
#

Thanks for the advice, guys.

teal compass
#

uni_anim_bolt has specific definition of the low throw, and it needs thr grenade section in the sccript to be true to apply

#
    bolt = true,
    bolt_bullet = true,
    grenade_f1 = true,
    grenade_smoke = true,
    grenade_rgd5 = true,
    grenade_rgo_impact = true,
    grenade_rgn_impact = true,
    ["grenade_gd-05"] = true,
}```
#

at it there

hoary cipher
#

OH YEA I JUST REMEBER THAT TOO doublefacepalm

teal compass
#

mystery solved

hoary cipher
#

thanks yukiz im going to go make that script a global script bind now KEK

tawny prawn
#

Is there any way to force a certain weather preset on new game start?

#

like w_cloudy2 etc...

#

since its always randomized

#

not talking bout debug but script

#

does anybody know which script controls the weather on new game start?

hoary cipher
teal compass
#

uh ok

hoary cipher
#

If you think of the issue please let me know or if you want the ogf otherwise thank you for helping and I'll to fix it tomorrow, may e I'll ask Aphrodite about it thonk

teal compass
hoary cipher
#

Yea I will tomorrow, or atleast the mod maker I don't think I can ask lassie here and I'm pretty sure she made the aniamtions

teal compass
summer tundra
#

Hello. Where would I find recources to learn anomaly modding?
There are things in anomaly that aren't yet implemented by others, so I thought I'd do it myself.

drifting moat
#

Check pins too, but in general the modding book in the link will be your main source of info. And of course you can ask modding related stuff here and we help you out.

summer tundra
#

Thanks PepeHappy

mortal flint
#

how hard it is to make 3dss work with pip on gun?

#

adjust

fair canopy
mortal flint
#

existing

#

i see, um, the intestines of scope

fair canopy
#

They should all when with pip. Which one do you mean?

mortal flint
#

sorry, i meant modded gun

#

outside of gamma

#

gm8 lynx specifically

fair canopy
#

Does it already have 3dss?

mortal flint
#

yeah

fair canopy
#

Add a 'magnifications = x-y' in the Config.

green root
#

Morning. I know Burn mentioned it but I don’t recall seeing a link.
Does anyone have a guide or link to one on patching over a script? Like a dltx for a ltx but for a whole script.

drifting moat
scarlet granite
#

I'm playing around with getting NPC to fire at my Gun Turret. I'm placing a target dummy NPC (red cube) next to it. Im obviously keeping track of the NPC and want to set it friendly to everything.

for _, comm in ipairs(FRIENDLY_COMMUNITIES) do
    relation_registry.change_community_goodwill(npc_obj:id(), comm, 5000)
    ok_any = true
end

I will then give the target dummy NPC ID to my Add_Bullet function to make the hit targets enemies with the turret. However: Settings the goodwill does not fix NPCs from attacking the dummy. Is there a "neutral" faction like Switzerland?

green root
# drifting moat Check the anomaly modding book. It has a section on patching. Or just google "...

I wasn't sure if load order priority would cause two scripts with the same name to override each other. Turns out they do, and since my script is completely replacing the old one I just named them the same thing and had mine load last.
I did find the monkey patching in the modbook though, will try to figure this out another time. Thank you.
https://anomaly-modding-book.netlify.app/docs/tutorials/scripting/monkey-patching

drifting moat
drifting moat
green root
#

Not sure if it's been done already, or if there is a way without some kind of script, but is it possible to have armor modify recoil? My goal would be that unless you're wearing a powered exo/nosrog that machine guns have increased recoil unless crouched/prone. So you can't effectively run and gun with a pkm or m249. So to state the goal I guess...
Normal armor -
standing with LMG = high recoil
crouched/prone with LMG = less recoil
Powered exo -
standing with LMG = less recoil
crouched/prone with LMG = least recoil

teal compass
drifting moat
#

Oh, I got what you meant.

#

He can't reference grok's stuff since it's not runtime.

teal compass
#

oh

near nacelle
#

хтось може порадити аддон для Блендера для роботи з .ogf?

summer stream
near nacelle
near nacelle
fair canopy
#

@steady apex what would cause a weapon to make too many calls to the wct script?

fair canopy
#

figured it out. apparently if fire_direction is set to 0,0,0 its causes issues with the wct script

naive snow
fair canopy
tawny prawn
#

The other day i saw somebody post a video where they had the bic lighter from western goods and he had an animatiom for campfire ignition

#

Does anybody know where to get the anim from? He mentioned some sfx mod or something

naive snow
glacial stratus
#

Hello everyone, can you tell me where there is information on how to add a new trader in Anomaly? The Internet is silent for now, and artificial intelligence only makes mistakes. Thank you

steady apex
neon panther
#

has anyone made a mod or is anyone willing to make a mod that makes it so that perk artefacts automatically unequip at 1% efficiency before breaking?

fair canopy
summer stream
#

what gun

fair pollen
summer stream
#

frosty or sedzhi

teal compass
summer stream
#

okay good

obsidian lava
#

Anyone knows a mod that makes player character speak english without being a Merc?

barren pilot
#

I have no idea if it works tho

summer tundra
#

Someone should really make a mod, that makes the cheaper pda's totally miserable. Low fps and loading screens, etc. Not sure if this is a place for requests but whatever streff streff PepeHappy streff PepeHappy BruhWhat idontcare

summer tundra
#

No way!

terse pier
#

how do i make arteffacts good again?
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[1:56 PM]Thursday, February 12, 2026 1:56 PM
like givev off radiation and the traaders sell the lead lined containers again\

#

*how do i make arteffacts good again?like givev off radiation and the traaders sell the lead lined containers again\

drifting moat
scarlet granite
terse pier
#

i like how artefacts were before

#

like with the radiation and shit

#

anddd not nearly asa much downsides

naive snow
hoary cipher
#

making my own ammo icons how is it looking? any criticism would be great thats just the base blender rendering

naive snow
hoary cipher
uneven shadow
#

i dont think I have enough brain cells to figure out if im lining this up correctly

naive snow
# uneven shadow i dont think I have enough brain cells to figure out if im lining this up correc...

Change the display mode of the armature modifier of your object:
This makes it easier to vizualise the bones path and relation. Think of the relation ship lines as your own bones, so the line from L_upperarm to L_forearm, is meant to represent your upperarm, you want that line to go through your actual model's upperarm. You should use Latices to deform and place your model as close as possible to the bones position

uneven shadow
#

thank you, that's so much easier to see

hoary cipher
dire escarp
#

is there a list of the anomaly map location? i'm trying to edit the toxic air addon to add a safezone (jupiter checkpoint) but idk the actual name in the files

robust lily
#

Is there any file I could edit to make it so tasks are created faster or there are more tasks created?

#

I know I can increase the amount of tasks per NPC but that doesn't do much for me

#

I've looked around the unpacked game files and not found anything so far

hoary cipher
#

i have questions folks, i have a set of icons varying from needing HD framework to not needing it and i am curious as to if you can tell the diffrenc in quility and if it is big enough to need to use HD icon framework or if standard size icons look good enough.

trim jungle
#

Definitely use the framework. The icons will look good for everyone using an HD icons mod and not out of place for everyone using vanilla icons. It’s easier to see high quality icons next to a bunch of rough icons than some rough icons next to a bunch of high quality icons, if that makes sense

tepid patrol
#

anyone got some advice on making ground texture bump maps with stalker-bump-gen-tool that don't make the terrain super shiny/reflective at a distance?

naive snow
tepid patrol
tame steppe