#╙🖇mods-making-discussion
1 messages · Page 142 of 1
currently its doing this anim
its also not displaying the model assigned in the config
The world model has no issues tho
please help a poor lad 
Try to look in the fdda redone configs iirc they have their own config setup for a helmet to play animations
I already copied the stuff from the fdda config
But did you correctly change the omf to have the custom helmet model for the animation?
Then renamed accordingly
Isn't that set through the config?
Nope the hands are connected to the helmet so you have to change the animation itself
Unless it's using scripted attachments but I don't think it was
do I change that with omf editor?
No you change that in blender- you are making a new animation for your helmet to look correct on equip
I already modified the anim in blender and exported it
Then I'm not sure what the issue is, if you have to correct animation then it isn't playing at all, if the animation was broken but was being called correctly you would hard crash
maybe theres a script that forces the default gamma helmets to use the fdda redone anims
I'm not sure I'm just going off of my base fdda and redone knowledge, do you want to send the animation and I can see if I can make it work?
Sure but I didnt finish it fully, I exported it only to check if it actually works
turns out it doesnt
Well as long as everything is set properly like all the paths and whatnot it should work I thought?
it did when I was working with guns
Ok I'll take a look a bit later when I have the time

Did you check your log file for the error?
No error.. just memory violation in windows dump
Could I have to many bones?
I created a new action with just 1 frame and everything set to 0 position and it still crashes
Yes...
What's the last line in there?
[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
You did export as the right cs/soc format?
when I export the anims into omf and reference I get a crash in m_Motions.size() stating some random guns hud ogf
Does your section inherrit from a particular base type?
I tried both and with hq animations
physic_object
My gun turret also inherits from it and it has 0 problems dispite having 72 animations inside the ogf 😄
Do you have the .ltx on hand?
I have to rename it as I expanded my hideout gadgets 😄
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
Also, do take a minute to use comment separators in your ltx, clarity in your files is just helpful all around
I checked both OGF and OMF with the respective tools
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()
when I import the ogf with animations inside or just the ogf and add animations from omf it only creates the right amount of actions and they all play just fine
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?
You can Dm it if you want
Done 🙂
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
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
Ahh yeah I renamed the first bone to link for the hideout stuff 😄
My thought was: since its just a prop and will just lay on whatever spot you place it I would just have a square box to safe performance
Hello! Can someone make a mod that cancels reload when sprinting. Thanks!
Yeah it's fine for the root bone or, but every bone as box makes a LOT of boxes
OH it auto creates them? 😄 Didnt know that
Just mass select all your bone and set them to none
Then just correct the Link bone
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
do u guys know of any mod that gives gamma 1911 a threaded barrel upgrade for 45 suppressor
Just looked too in the Anomaly discord, your initial guess on the number of bones might have been correct. Seems there's a hard limit of 64 on the rendering side, which was increased to 127 for Ixray, but we're not running that
Might want to set your helper bones as not exportable to reduce things up a bit
Interessting.. I have 49 bones right now I can try to reduce it as the many tracks in the animations might cause issues
Might also be the sheer number of animations, there might be a maximum number of animations on a model
Might be worth checking if embeded motions have a maximum number
I tried that already by just export one animation which just had a still frame and that also didnt work
vs a motion ref/omf file
guys what does it mean if a file is showing up as red in mo2?
I reduced the bone count to 39 and the anims to the 36 most important ones and it still crashes 😄
IIRC means that the file is overwritten by another mod (named Ready Or Not...)
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?
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
What is a LUT? In short, it's an image that holds color information. How does it work in ReShade LUT's are loaded with a shader called LUT.fx, which applies...
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...
thanks
Could be worth a shot to use a motion ref and check if that fixes it. I honestly can't infer more than that with an empty crash log
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
! 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
sim_squad_scripted_milpda? What does that file have to do with models
nothing. The Lua stuff changes from crash to crash 😄
I also had it talking about some M4 instate of the Colt 1911
Are you using the MT exes by any chance?
Standart Vanilla GAMMA install
I was thinking about that too
That's not normal at all
Well. It means that it crashes at a different point in time, but it's weird as hell.
Ive found and fixed the issue
If the crashes are caused by your cat it would have to be generally in the same file.
stack trace:
! [LUA] 0 : [C ] device
! [LUA] 1 : [Lua] f:/anomaly/bin/..\gamedata\scripts\drx_da_main.script(2693) : func_or_userdata
! [LUA] 2 : [Lua] f:/anomaly/bin/..\gamedata\scripts\axr_main.script(284) : make_callback
stack trace:
Its just random every time
I just want a cat in my hideout 
Super weird. I can't make sense of it.
It might just be a bone limit
Ok nice I just started looking at it now lol

the weird thing is: My turret uses more bones that are also animated and it works just fine
but what about LUT mods like EMERGENT zone (https://discord.com/channels/912320241713958912/1224348512280379494) ?
How to create these ones? And which is better: create lut mod or use norfair's method?
In emergent zone I find some scripts and LUT atlas in dds not png
Looks like norfair's is just a reshade not lut
I'd guess that emergent zone uses the same lut method as in reshade. a Lut atlas for the game
but why it has scripts
I can understand why this ltx file used for, but there's also cpp/header file
Because it changes settings for lut shader itself
It might also be packaging the LUT module of SSS by itself, for a standalone install
Ask the actual mod author if you want a better answer
oh, thanks for helping, lut is working, idk how hard it is to create visuals I want and how much time it will consume
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
LUTs downloaded online aren't compatible with Anomaly or the LUT module of SSS.
There might be a way to convert them somehow, but I wouldn't recommend it
which is better: edit image using reshades or using photoshop?
I thought putting image with visual I want into reshade and then use norfair's method
like this
btw, why using techi color and lightroom? Can I use other than those?
Got A LOT of this after including the anims in the ogf:
{@} --- Invalid position for CLevelGraph::vertex_id specified: [210.773087][28.404781][-503.219604]
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
ok, ty
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.
It depends on what you are trying to do. Apparently adding a cat model with animation is impossible 
what abt add a quest chain?
Well, there is a character after mortal sin questline, Psyglov, who was former sin member, who joined clear sky later. I would like to make him kinda like HIp. It would be a cool reward for doing this storyline and fine alternative from her. Shes immortal, why he cant be.
Quests are not that easy to add. WTF (Weird Task Framework) makes it easier, but in general I would say it's some of the more challenging things to do.
What could prevent changed keyframes from exporting? There was no error but in game nothing changes.
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.
I see, but I'll try anyway. A year of editing the texts of various mods made me look at such horrors of writing that I have plenty of motivation for my own mod.
By the way, what do you think about Axenia? Is this a good tool and is it worth using?
Did you modify existing actions?
yes
Are your animations inside the ogf or external?
wdym?
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
thats how I usually export
how it looks in blender vs in game
In game it clips a lot with the back of the helmet
my bad, just checked - they hid the repository on Github.
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.
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
Aren't some artifacts colpressed organic matter anyhow?
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?
Exactly my thought.
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.
both textured, now the fun part
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
nah the changes arent getting exported at all, I tried changing the keyframes in ways that would make them very obvious but nothing changed in game
from what Ive understood so far its because it has only 1 bone wpn_body
oh it actually doesn't reflect the keyframes at all after export
have you tried exporting it as skl first then importing it on the model then exporting it as omf
that's what i usually do when keyframes dont match at all during straight omf exports
do I have to convert the omf to skl?
you just have to export the animation on blender as skl just like you do when doing it with omfs
alright Ill give it a try 
we all have our xray blender woes 
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
alrighty
but theres also 1 more thing
the hand anims have no issues getting exported along with the changes
yeah definitely check for conflicts
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.
Looks like I found, "Craft From Stashes" hope it works )
What parameter controls if you can sell a weapon or not? I wanna fix a gun I found that can be sold to vendors
I renamed both the anims and the omf, now whenever I equip the mask I get a crash error with "Can't find variable item_visual in [actor_hud_05]"
trade_presets.ltx iirc
Cool, I’ll check it out thanks
i'm guessing the fdda uses one animation name for all of the helmets... that's where my knowledge ends cause im not all too familiar with fdda sadly. you can also try overwriting the fdda helmet omfs with the omfs you made yourself and see if it works at all
I think that I am gonna try to make a child bone for the wpn_body
Also I doubt that it's an overwriting issue because
- My helmet has priority over FDDA in mo2
- This never happened with gun anims with the same scenario
yeah, if that's the priority it shouldn't be an overwrite issue
what do .s shader files do?
it's just blenders, the same as in engine
.s stores samplers/textures/ps-vs-gs refs/render states
- you can use them to override shaders (i mean, the compiled ones - shaders.xr)
*almost the same. i forgot you cant do dual-blend, set culling mode, and few other thing (CS/HS/DS..)
adding that functionality is ez tho. see how xray manages blender passes.
so basically it sets up the rendering structure
sort of. you still have to bind rtvs and stuff in renderphase
How to open debug map with a statue and a house? By pressing F2 it's loading a square with 4 blocks
download it from moddb
Perfect crafting recipe
Did you get it working?
Nope. I'm procrastinating
I tried for two days and I tried everything
If anyone thinks they can get the animations working I will gladly give full credit. I just can't figure out whats wrong.
I will try again but I'm just fed up and get really angry trying more atm hahaha
Take a break and come back after a few days, that's what I am doing with this fuck ass helmet
Only fair to protect it while it sleeps - waiting for it's animations
What about adding a new unique item needed for the craft e.g. "cat collar" thats dropable by cats?
does anyone know the debug name for chemical resistance?
im gonna be real here, i have no fucking clue what that means but ill pretend i do so i seem competent
but yeah, on a serious note, i am not competent whatsoever. it would help if you gave me a rough overview of the whole xray rendering pipeline.
Cool Idea, I will have a look on how to add loot to a mutant
Working on enhanced flare and beam tracing for NPC headlamps
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
cope. together. strong.
Would each one just be brighter and throw light farther?
Yes, different lights will affect the throw distance, angle and the color
i dont have my xray docs anymore (rest in peace lmao), but you can see most of rendering pipeline in r4_r_render.cpp
!bc
How does one hot reload assets? Can you do that if I changed a .dds file?
I know you can hot reload scripts
Can't
That only works for .ltx files and scripts
If you changed a model or a texture or a sound you have to reload the game
No big loss, just a minor inconvenience
I'm guessing it doesn't work for .xml files either then?
you can trigger dxml for xml files
Xml doesn't either no
there an example in western goods
Hitting "refresh game" worked but that's not quite the same thing as staying in the same session
-- 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
Oh that's interesting
been a thing since western goods 28/07/2024
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?
if it's just vanilla scope without 3DSS, it's a matter of dxml script, adding a texture defintion and a scope texture. For PiP scopes i'm not aware
It's 3DSS. Hmm.
i imagine it's not much more than the vanilla process, i'd take a look at the 3DSS ModDB page and gamma thread
I know about Draggable HUD Editor and S3DS Editor - I'll get em set up and see what's what
It's not hard.
OGF TOOL : https://github.com/mortany/OGF-tool/releases (Used to edit and check OGFS)
OMF TOOL : https://github.com/mortany/omf_editor/releases (Used to edit and check OMFS)
BLENDER 3.6 : https://www.blender.org/download/releases/3-6/ (Must have)
PAVELBLEND BLENDER ADDON : https://github.com/PavelBlend/blender-xray/releases/tag/v2.45.0 (Used for...
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
Cheers.
Don't follow this video tho
The guy who made that is a retard and they found cannibalized remains in his apartment
Oh man you don't need to tell me, I've seen some of his mods (unfortunately 🤢 )
Hi everyone, does anyone know of a guide on how to create arms/hands for Stalker Anomaly?
the fuck xd
is this a meme
xd
Let the zone take me if i'm not saying the truth
There's no guide, the best way I found out was just loading a pair of arms, taking the model you wanna use, and matching the position as best as humanly possibly, then assign the vertices to each bone manually
It's a long, tedious process
Which is probably why there aren't as many mods doing it
thats even worse than weapon repositions my god
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
ok ok lmao
Weapon repos is one of the easiest thigns you could make as a mod for Anomaly
And that's why I cannot find any guide too :_
i know but its styill tedious
and boreing
and annoying
i made over 50
and i wanted to puke
I made it ONCE and I wanted to kms
I'm sure there MUST be a better way, but there are no guides for it
Got it, thanks for the info. Is gonna be a long way.
If I found a better method I will share here.
Why not simply use the data transfer modifier, you can get a pretty decent result with the nearest face interpolated option for mapping
Could work depending on the model
The one I did was a Halo Reach one
So the arms had all these plates and armor bits and shit that needed to be static
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
Oh yeah rigid bodies will probably need to get their weights just paint bucket'd
Is that Steve Lichman
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
Any gun arms OMF file
Problem I found with that was returning the armature to it's default static position
I would just have to ctrl z my way back to it every time
Wouldn't going into the pose mode do that?
The xray plugin is funky as shit
Doesn't work correctly with modifiers or even the poses within the files themselves half of the time
Could be worth opening up a ticket to Pavel, he actually goes through them and corrects shit
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)
simply don't use them
hey thanks I never even thought of that
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
Modify the NPC loadouts and the add them to the trade preset list. Do it via DLTX
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
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
This is perfect
Huh, surprised this one isn't in the pins tbh
Unless i missed it
Anomaly Discord has some great stuff no point in being elitist when it comes to resource sharing, hurts the community
It doesn't exactly play well with MO2 and the virtualized file system, which is why
Ahh, fair enough, I figured there had to be some reason
Yeah I realized this exactly as I tried to integrate it into my workflow
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
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
In the Morrowind modding community there's several programs that only work if you mount them in a certain way like this
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
Thank you thank you
if I want to give a specific faction like sin more artefact drops from bodies, do I dltx the death_items or death_generic?
Thank you. 
I won't need to do it for every faction, only UNISG and Monolith, those are the only two that I end up finding thermal scopes dropped on. But if I ever find them on another body, it's at that time I'll add it to the list
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.
guys would there be a way to integrate spotify on windows into the gamma radio system?
RAAAAAAAH FINALLY NO CLIPPING 
I FIXED ANIMATIONS FOR MY CAT
What was it?
A dog would've worked the first time. Just saying 
Well lets say.. do NOT use upper case letters for bone names. Xray tool fixed it for .ogf export but not for .omf
Wait... are you making a whole new helmet item with FDDA support and everything?
already finished it 
kickass, love seeing new items

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?
can you upload your .ltx? or at least post your changes
For now it just switching between the states by interaction but I will have it perform standing, sitting, laying on belly/side and sleeping.

those anims are really neat nice job

It's an asset I bought the license for.
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.
that's fine it looks cool regardless
Meant to reply to this the other day but you literally caught me sleeping- looks great in-game!
Yeah and now that I know not to use upper case letter I can re add the animations for the eyelids, eyes and ears.
I'm currently thinking about "what does a cat do all day" and weighing different states.. I think sleep should be 90% 
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
Peak modding
Sits on your stashes randomly so you can't open them
Next I will add a budgie to warn when an emission appears by just dying. 
THATS FUCKING SICK
i always wanted a pet in hideout
amazing work, anims are sick
is it a completely new item on top of all headgear, or does it replace one?
also i cant find the fucking link i got too many mod post following xd
did you solve it? having the same now...
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.
you can improve the blending of anims by increasing the first 2 values that pop up in omf editor when selecting an action
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
This is quickly becoming my most anticipated mod. And he even looks like my little trash cat 
Accrue and Falloff?
yeah that
if those 2 have a value of 0 for example the switch from one anim to another will be instantaneous
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
So when I use transitions and it overshoots by just a microsecond it instantly loops back to the start
yeah all anims should have that flag checked unless it's a running animation or something cyclical
wdym?
Can I call you? 
nah it's pretty late sorry
Is there any way to allow the user select from a texture/color for the cat
yos
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
hmm that's weird
I think I will split it from my other gadgets so that people can enjoy the cat if they don't want the other stuff. Even tho the coding of the gun turret was way harder hahaha
or well not really but yeah just stick to using that flag for food measure
yeah I'm a newb when talking about anomaly
transitions in this game are kinda fucky in general
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.
I think that's a good idea. I want both, but it would make sense if others just want the kitty.
Awesome lol. I cant wait to test it out.
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?
Answer is it comes from grok_bo.script it looks like. This bone terminology for some reason confuses me.
im cooked on this modding thing
whats the gamma script that limits the draw and holster animation lengths?
anyway ill just whip up a 50 fps long smg draw anim
i aint trimming shit
Ooooo, that's sexy.
Ohhh imagine that snapping sound when it click into the lock position 
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?
is there anyway to increse player health in gamma at all?
Is there console command for enemies to ignore you?
do tga
or png
then do dds using paint.net
it can convert to dds
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
This worked perfectly. Thanks a lot!
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
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)
afaik the bolt cycle is in the fire animations so unless some script can be made and also remake every bolt cycles anims, I dont think thats possible
some guns have independent bolt cycle and chamber inspect animations which are used by mods like ammo check
but yeah you'd need to edit a lot of models
Oh right yeah
but still thats some
not all

Thank you, made me quite sad tho.. I would love if this was possible cause I love bolt action rifles and if this mechanic could be added in the spirit of making you not lose sight picture on shots that would be soo amazing
yeah I guess it can be made, but it will just be a painful process to make guns compatible with this feature
I shall not expect it then..
There’s not that many bolties tho..
Well sadly for me at least the only game that did bolt actions and SGs right is…Tarkov
don't forget red orchestra 
Haven’t played that…
Shame. Go and make up for it now.
If it’s not a stalker like sand box survival FPS with realistic graphics and mechanics, I’m not gonna be interested
It's not a survival sandbox, but it is super realistic.
It's a war sim. Very cool game.
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
I remember that was old game or mods that u have to manually cycles the bolt by pressing keys
IMO holding mouse for that purpose is quite enough
To not cycle I mean
yeah so I only seen that in old games lol
Yeah and Tarkov
modern games with that would be too much
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
Gotta get used to the way they work in gamma

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
Not a command, but there's a debug screen for it. Launch the game in debug mode and the once in game press escape and in the bottom left corner you'll see information on how ti enable debug huds.
Follow up question, while I see in the debug view (also tried looking in files) some trader character's faction /community is set as "Trader", for example Professor Kalancha (Doctor in the Clear Sky base id mar_smart_terrain_base_doctor). Is there any data defined somewhere that he is associated with Clear Sky?
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
i do have an export profile for bumpmaps with an additional config for the auto dds converter for substance painter
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
That's how bump maps are meant to look
Anomaly doesn't take normal maps
oh yeah, does this engine use openGL or
Anomaly is a directx game
oh yeah duh, the launcher specifically asks what directX you want to use
i'm stupid
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
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
red/blue/green/yellow are often world space normal maps, instead of the classic tangeant space normal map. Depends on the remapping logic of the engine
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.
Is there a substance painter export preset anywhere for anomaly?
maybe mine was set up wrong
whats goin on with the preset?
let me pull it up and take a screenshot
Substance painter doesn't allow texture swizzling for the normal map, so no there's nothing out of the box for it
its just a color and bump images, the bump containing 3 normal channels and a glossness channel
crap, lol
it does
if its what im thinking
It now allows in the export template to swizzle the outputs?
it shouldne be roughness in the R channel, but glossness

substance should convert it automatically
Your normals are set to the mesh normals, you want the converted maps, Normal DirectX
this guy?
yeah
just gonna save that for future reference
my SP also just doesn't save .spp or export presets anymore so 
you have to copy the files from your painter data folder
@naive snow is blender able to read the packed textures in .dbs?
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
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
Lmao something to work towards I suppose
Seeing the stuff you was working on with the cod hands actually inspired me to making something for myself
But I’m literally just reading through the pinned content and finding tutorials on YouTube at this point
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
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 😁
well there is no specific tutorials for it
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
Yeah I’ve been searching the last week or so and only managed to find gun tutorials lmao
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
that's a plus from me
im always happy if someone learns a thing i love doing myself
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
no you don't need one rn
Ahhh okay, was gonna say some of those cods are expensive lmao
Nah, I just unpacked everything, made a mod "Anomaly Unpacked" and set it as priority 0 in MO2. It's just 20gig

i should have done that. i just dumped the textures i needed into the anomaly gamedata folder like a brainlet
I am interested too sir, actually great work with th upscale hands, they are awesome.
..i didnt upscale the hands
BUT more people that are gonna try to port stuff is always appreciated
Oh, I mean I just use the name of the channel, sorry about that.
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.
eh blender isnt that hard
i can always show how to make it work within like
what, an hour?
or less
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.
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
1 hour vs 1 week 
oh yeah that's easy
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?
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.
yeah
makes sense thank you.
sorry what do you mean?
above means lower on priority in MO2
is there a way to test animations without open the game?
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?
last loaded is highest priority
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?
Mak only means priority if you have two files named the same. Otherwise the engine loads the DLTX in alphabetical order. Which is why adding ZZZZZ makes the script load last and override last the values
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.
Correct
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.
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
...
Would it follow this same logic with a script too? if both scripts have the same name does the higher priority override the other?
Same rules apply to monkey patches and scripts. You can see the winning file in your MO2 Outliner
thank you
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.
Read on Monkey Patching in the Anomaly modding book to know how to do "patches" to existing scripts instead of fully replacing them.
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
👀
The sGray color profile, if available in your version of photoshop, also gives decent results, but it's not a 100% mirroring either
its not much but i am actually figuring it out
Will check it out later, didn't know I could patch scripts too. Thank you.
Also the printf thing does seem to be suppressed. I changed the printf to a log and the log works, I get the string I want. Any idea what is suppressing the printf?
No idea, sorry I don't really do code much
All good, you've answered all my other questions so far I really appreciate it 😄
I just started scripting for this game too, I do programming for work, figured this couldn't be too hard 😆
i tried to use log but still not getting any output from my function huh. in on_game_start() the logging works.
very odd
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.
Hum neither printf nor log do anything for me. I should be in the right script file too, since only this one touches the function.
Thx though
I have no idea how to make mods. However, I do have two ideas:
- 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.
- 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.
Guys somebody have lnk to Screen Space Shaders 24 ALPHA 4?
turn on the black market mod
I did, but nobody will still buy my armor or guns. I end up running around looking for random stalkers with 1k or so rubles to scam out of beat-up Skorpions.
strange as far as i know its mostly just loners that won't buy weapons
Maybe it will be differnt in Rostock. I am still in Cordon
that's probably the issue
duty will buy warsaw pact weapons in decent shape but the price is pretty low for the effort still
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.
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
Because traders have different thresholds and gun lists they buy
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
I couldn't have said it better! What I really want is a mod that I can turn on and sell anything... even if it is for a really low price, but still restricts what traders will sell so i still have to scavenge and repair my own guns and armor.
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.
Maybe the place where you put the printf is monkey patched and that's why you didn't see it in the logs. Nothing is preventing printf from logging.
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
.
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
Interesting, the original grok_bo.script has printf lines, but I never see them in the log file. I guess it is getting patched out somehow but I have no idea what monkey patching is yet. I just replaced the script parts I needed to.
I reworked the whole damage output code, but what you said is what I was looking for each pellet is an independent projectile. So each one inherits the calculated shit.power from the script.
Depending on the model, especially for a HUD, you probably have to also export motions or check if it references an external motion file. The error you posted could be a number of things, open the .ogf through the OGF tools and see if anything is amiss vs another scope or the base model
thank you
ok, exporting motions helped
But on that note I just remembered. Grok prefers complete file overrides when somebody modifies his scripts, so I think in vanilla GAMMA non of his stuff are patched.
If you don't see stuff in the log that means the code didn't run.
Are you running the game in debug mode? Maybe printf doesn't write to the console in non-debug mode. But I doubt that still.
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
Something like that?
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
is it possible to distinct light and heavy bleeding via engine? im not talking about pain and pain_bad
@summer stream 🥺
I can't find much to hlep me make an UI mod like Sota's. 
but if i want to make a suggestion related to light/heavy bleeding
it's all just about the numbers
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
💀
smart covers are tied to maps and not AI behaviour
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.
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
what are you trying to do?
im putting grenades on different animations, specifically the stalker 2 HoC grenade animations
thats a flashbang in his hand
ah i see, best of luck 
thank you, it hopefully wont be too hard
https://www.youtube.com/watch?v=9PI0salZE60 hail the xrMPE 🍻 will be available on ModDB if taken down by the team ill upload here somewhere
xrMPE: NPC and Player Animations for Anomaly
👀
How would I go about UI modding? I can barely find anything about it ;c
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).
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
yeah you just need scripts + mesh itself
custom tried something like that via adding additional bones to hands?
got it, that would more efficient.
Yeah that was I thinking, is not that useful.
That’s the way I was going to do it, Adding 3 extra bones to the watch, Hour hand, Minute hand and Second hand. Then update the animation each second.
But yeah LVutner has the reason, that would use a lot of meshes
add ADDITIONAL bone for the watch to get on it
the watch itself is a different model
everything else can be done with UI/shader, long as youre ok with flat hands
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
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
yeah, shaders;
pass the constants from engine
read allat in pixel shader
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
101% shaders 
but is actually pretty cool, it shows you more info, health, radiation level, and make an script for battery mechanic.
and that is pbr 
no
damn cool work there.
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 
i dont bother with pbr anymore; not enough mods with pbr assets
true
there's diolator's, and that's it
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
what is pbr?
i did that in anomaly. it was cool for screenshot, absolute pain in maintainance
physical based render
the most realistic way to show off materials basically
sounds a lot of work
metallic, roughness n shit
yeahh
no wonder 
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
its pbr or nuffin, at least for me. i'll never understand the point in keeping legacy & pbr pipeline in single engine lmao
true
but that would mean reworking every texture from scratch
didn't someone start a project like that in ixray?
diolator
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
ye
I found this in git hub.
oh for fuck sake
oh right
i forgot
something something bounce physics on a model
MSAA
i can't treat this seriously
i have a question
what's up with MSAA
ixr is quite close to pbr
no like what the fuck is even MSAA
multisampling
why most of the devs hate it
hahahaha
I am guessing this guys move too, because the post is from 2019. Quite old.
well ixray has their version of pbr
plus they implemented stuff like TAA and DLSS with FSR too
i think
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 
i don't remember really since
i didn't look into it
you cna see how quickly code gets messy in vanilla CS (_msaa.ps)
that reminds me of nvidias antialising
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
I saw something about that in SSS , something is cooking.
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
how many FPS adds in average?
that'll break apart easily
depends
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
yep, next gen xray monolith solve a lot of that, at least in my case.
since that is the main problem
well there's an official MT for xray
and unofficial one
both are good since, well, MT
ez money tho
one can already take ixr implementation and paywall it
oh yeah true lmao
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
booba?
plus working with an engine that i HONESTLY don't know anything about
peak
still amazed by what it could do back in the days with clothes
true but lacks one main aspect
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
hell yeah
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
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
nope
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.
I hope we get upgradable and bigger turrets 
Did anyone else encounter it? Grass rendering through the NPC models, including mutants. Only with magnified optics, irons and red dots work fine
that was fixed iirc.
My best guess it's painter of the zone, didn't have enough time to check
modded exes.
Ok, I'll try to update them later. Last updated mine a week ago or something
Main branch without beta mt thing
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
Is it normal for npcs from lim_smart_terrain_10 (a smart terrain in limansk) to be in Red Forest?
Those perks in the table may be change. The point is use token system ( maybe like non-dropable item in inventory / quest items )
perks ideas
Holy shit Engineer TF2
I like the small one because you can place it on walls or ceilings and and it does not look funny
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
another layers of dltx overrides
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?
pose mode select all bones and apply bone groups
Thats normal, create a bone group with any name like default for example, and apply it to bones
Thats ok for weapons
I dont know if non weapons ogf should have a proper bone group structure
this is how it is right now, wdym by bone group? like bone collection or something else?
yeah bone collection
and i didnt see apply bone groups either
ahh ok i never saw that in any other model so i thought that wasnt a thing to use lol
yea that allowed it to export, do you delete it after or does it just chill?
nah, you can let it like that

also, i've never had that problem per se with exporting ogf, but exporting omf
could be wrong though
much better thank you!
Not this. It's in the free zoom code cause it's "easier" to set fov zoom than readjust every hud position. I asked for all the set fov to be removed from it in the next update
i saw
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?
It's just a static object from Epic's AllinOne pack, don't get too excited.
This is the real hero https://www.youtube.com/shorts/Vt4J7X_mo5k
if you guys enjoy this dont forget to like the video and sub to my channel for more short videos like these.
also you can check on my twitch channel at https://www.twitch.tv/cmdr_tank
take care and have a wonderful time in your place
dont forget to smile :3
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.)
eft slop. you can use scripted attachments to do this
see modded exes github
Hmm, interesting, I’ll do that then. Thanks, @lilac ibex . I’m starting to think you’re actually a stalker dev XD
Difficult, not really. Tedious as all hell and painful? Yes.
MAS already does something similar with scopes, being able to attach any scopes to the proper weapon, but that took a while to get off the ground already. Until 1.6 people are cautious about creating similar systems, since it will be an official one then. Modifying every weapon is the painful step
There is very little value at the moment vs the insane amount of work required
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.
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
damn, and them maybe make it compatible with some attachments mods like MAS.
Let’s see what I can do. Thanks, @naive snow appreciate it.
@fair canopy could talk in lenght about maintenance and how adapting everything to a new system is a fucking pain in the ass

that's kinda cool.
Ik is kinda cool
Maybe one day 1.6 will come out
holly shit, but that feels like each weapon needs a really tremendous work, like a lot.
Thanks I needed a laugh
That's what you were setting out to do 
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
yep, well let's just continue with hands skin.
Anomaly redux 2 has an attachment system but I don't think it has correct scaling so all the parts look completely off
Well, too good to be true, I guess or just too damn hard to be real.
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
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.
@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
how did u setup the config
Exact copy and paste of the hud as the proper one
And mostly the same for the main part
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.
And when I used the exact config but only changed the animation it had issues too
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
AI isn't great at modding you can teach gpt how to understand anomaly specific Lua but it sucks at writing and Claude is much better at writing Lua but can't understand specific calls unless you show it to them, it can work and certainly be a very helpful tool but you still need to have it teach you how Lua works itself
I'll be honest with you friend, from what I've seen, AI cannot even handle a dialog adjustment without causes crashes. If you're going to use it, you'd best use it as a supplement when hitting a writer's block or need it to spit out something for you to look at and modify in small portions.
Basically, it's a supportive tool, it's not going to make a new storyline for you
It's really used best of you already have a slight understand as to what anomaly allows and dosent and have a basis script to feed it, it's much better when it can see how something works then just asking it to make something
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.
You very much can but it will certainly be challenging at first, my suggestion is to get a story mod from moddb like the duty expansion story mod and read the config XML and scripts as to how that works if you don't understand feed them to AI and ask it to help explain read the anomaly book and struggle till it works
And add lost of debug prints
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.
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?
im just looking for help on modifying damage tables
i want to remove the ambient damage present around chem and thermal anomalies
hmmm
how does stalker gamma handle environment-)player damage
can u like show me? I never worked with grenades but maybe something is different
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
eeee
AI is good in some thingis
seems liek the secondary ones is the thing that is low throw
ai is good when u want a general direction of something
its not good to go deeper
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
yea but even in blender the low throw animations look messed up on the original model but are fine in game so i have no clue why its like this
how does stalker handle environment to player damage
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...

I'll have to find some time and give it a try, maybe something will work out)
Thanks for the advice, guys.
holdon I know where
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
OH YEA I JUST REMEBER THAT TOO 
thanks yukiz im going to go make that script a global script bind now 

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?
sorry i wish that was it but unforto mystery not solved still no underhand 
uh ok
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 
I honestly got no clue lol prob just ask the org author how it works
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

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.

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.
Thanks 
Like an existing scope or new one?
They should all when with pip. Which one do you mean?
Does it already have 3dss?
yeah
Add a 'magnifications = x-y' in the Config.
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.
Check the anomaly modding book. It has a section on patching. Or just google "How to monkey patch Lua" .
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?
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
If your script completely overrides every function of another script then it's better to do as you did and not monkey patch.
Whether to do it or not depends on the situation, but most of the time it's better to monkey patch stuff for compatibility.
I don't know the exact answer, but check out how GAMMA sets SIN and mutants as allies or how it altered ecologists to be enemies to freedomers (IIRC this already happened)
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
I think there is a relation ltx that defines the relationship
But that is read on game init.
Oh, I got what you meant.
He can't reference grok's stuff since it's not runtime.
хтось може порадити аддон для Блендера для роботи з .ogf?

Це він для якої версії Блендера?
5.0
Дякую
figured it out. apparently if fire_direction is set to 0,0,0 its causes issues with the wct script
that's funny
Could it be a ray cast that looks up the direction or uses that value as a vector multiplier, not hitting anything since it's a multiply by 0 and just rerunning the check in a costly loop?
yeah that was what my thought was. i noticed the script checked for fire_direction
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
Ask in the relevant channels like #╟🔰☢newbies-chat or #╓☢stalker-chat
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
Default fire direction is 0,0,1
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?
I thought so. Not sure why this gun was setup like that
what gun
rsh-12
meowie which is using seds anim
okay good
Anyone knows a mod that makes player character speak english without being a Merc?
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

fatal error but extra shit
anyway this already kinda exists #1387494277218566454 message
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\

I love how to bandits decide to blow themself up. Pure chaos.
i like how artefacts were before
like with the radiation and shit
anddd not nearly asa much downsides
Use the #📢development channel to track down the changes Grok made, then get the github revision from before. It will probably break a lot of things since the artifact system has been modified to play with the armor system and resistance caps. So you'll have to modify a lot of things to avoid crashes and do some balance fixing on your own
sell cointainers again
good
making my own ammo icons how is it looking? any criticism would be great thats just the base blender rendering
looks good imo
Depends and on how you'll do the distinction between the HP, AP and FMJ variants. A good trick is to scale it down to the actual 50x50px size and see how it looks.
Might be worth using a quick light rig to have a rim light effect to cutout the top part of the bullet
i was probably going to do the different bullets in paint.net instead of making new bullets and taking new screenshots- i do already have the empty casings thos not only full bullets
i dont think I have enough brain cells to figure out if im lining this up correctly
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
thank you, that's so much easier to see
You are much correct 50x50 doesn't look very great so I might utilize HD framework and make them on a 100x100 or 150x150
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
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
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.
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
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?
Use a proper gloss map and make sure to rebuild your terrain lods with Sunn's automatic LOD generator
ty for the reply, my specular map was too bright.
I’ll be honest, it’s fine without HD icons, the actual icon in game will still look good because the slot in game is also small, I think



