#╙🖇mods-making-discussion
1 messages · Page 143 of 1
Did anybody manage to get this working on gamma?
I mean, it's only in Clear Sky part of the Agroprom Underground
The one you access via the snork lair in south Agroprom
This smoke will not be anywhere else

you need to restart ur game after turning it on
i know
i did
deleted shader cache manually
as always
on non-MT bins it works ok
maybe
hmm ok
friend says he doesnt have shroom
ok nvm its not that
ehh fuck idk
weird
then I don't know, record a vid 🤔 physics etc works fine on modded exes (no MT tho)
idk what mt is
i do have moded exes..
i got 900+ mods
tho the volumetric smoke mod doesnt overwrite anything
its completely standalone
i dont get it
me neither
:/
at least i got my game looking insane
finally switched to new atmos and started doing all the edits from scratch
looks dope so far
finally something that doesnt look ass on gamma 
Guys, can somebody share Zone Textures Rework 1.3 please? The author deleted all his mods for some reason (Even on moddb) (( I really LOVED THAT texture pack
This is mostly what i was thinking too thank you
The text? Like what it says on the bullet for the type? I just copy it over from another bullet that has it and fill in the missing parts or write my own it's only a 5x3 for most letters
And it's from artigrok icons but it's the same text as "bird" and "Patreon" in moddb
No. Redistribution is exactly the reason why the mod was removed in the first place. Try messaging the author directly or finding another source
Are modded exes devs here? Why not rendering realtime 3d gun models in the interface like in tarkov?
It should take a picture of a gun
I don't know the author :((
I mean, it's strange that he deleted all that. He could've just not make it public then, lol. The ones who did malicious stuff with it already did what they did, don't know what deleting the mod achieved in the end. Only prevented ordinary players from using the mod...
his mod his rules 
I mean, yeah, it's just dumb. If he had a remorse that someone redistributed his mod and made money of of it, I read that this was the reason, and he thought that he could've made money from that, he could've then just make all already available versions free and then consecutive versions paid. That would've been more beneficial for him as an author and a texture artist to be honest. But, whatever...
Ngl this ranks pretty low on the scale of wacky modder behavior
I think the GitHub is still up
He gets to do whatever, he's the one who's been pouring hours and hours of work into something freely given with basic rules to follow. People didn't. He took it away.
It's basic shit that kids learn early on. Actions have consequences. Hopefully the community learns, but I doubt it
I didn't disagree with what he did. But in my opinion he missed an opportunity and didn't prove anything, players come and go, in a week most players won't know that the mod even existed, it was not smart and childish to delete whole thread without any notice.

don't get me started 
Sure an announcement could have been nice, but a quick search reveals the whole drama.
He didn't want the drama, he didn't want to deal with it.
Most mod authors make mods to give freely, for everyone to enjoy. Setting things up behind a paywall just defeats that whole purpose, plus having to setup the whole thing. Having to start selling your things because an idiot decided he wanted to sell your things is just stupid.
Doing what the author did equally stupid IMO XD. But whatever, everyone is entitled to have their own opinions on the matter, I guess.
Hey guys, I’d like to know your opinion about using AI to write code for mods.
I’m not referring to game design or assets — just the code itself.
What you guys think?
Is there any discussion about this in the modding community?
You can try using AI for Anomaly but it will not understand a lot of the functions and try to do stuff it learned from other games. Anomalys code is hard to understand because of missing documentation, when going of track. You just have to look at functions and guess what they do or look at other mods that do similar things. For basic Lua stuff it can help, but I would suggest learning it yourself as you will spend a lot of time debugging sloppy AI stuff.
I sometimes use it for searching through source code tho. Hahaha
I'm thinking in giving a shot with AI, because i want to try some stuff and currently i have very few spare time.
I was vibe coding a planner for me and Claude Opus 4.6 really impressed me. But i guess that, even the planner being somewhat complex, it doesn't come any close to a game complexity 🤔
You should for sure give it a shot, but don't expect wonders. 😄
There's been several and the gist is: It doesn't really work. Anomaly and it's code base isn't really an open library that an AI can learn off, it's a custom lua implementation and the AI just doesn't know how to handle it.
Lots of people keep on trying and it just spits out non-functional things. Feel free to give it a shot, but unless you're training a model yourself with Tosox's repo and the anomaly modding book, claude or chatgpt spit out crap
Yeah thats what I meant with it not getting most of the anomaly functions. But I had issue with a crash from a certain engine line and I asked GPT what could cause this and provided the GitHub link to the source code and it really helped me a lot.
But what its really good for: Creating blender scripts hahaha. My turret uses stepped animations for yaw axis and it took an hour creating them the first time by hand and then 5mins with GPT
Yeah it's a good tool either as a learning aid or for scripting out python scrips for tooling. Most of my custom shelves tools for modeling and making things out of Pavel's plugin uses a bit of AI code
I use it to a decent effective ness but you have to be very clear about what you want you have to show the AI how what you want to do actually works and it will take many attempts, the best way I have found is to find an already made mod that does a decent amount of what you want or is anywhere near it then show the whole unedited thing to AI after cleanly describing what you want to achieve
Claude is much better at writing but still needs to see what the code looks like and gpt is much better at understanding functions after seeing code
Use them both for seperate things and it's better then having 1 do all
Better to learn basics of Lua and the domain.
You will spend a lot more time wrestling with the LLM telling you nonsense or generating buggy code.
Sure you will start off a lot slower, but at least you will be able to build stuff that actually work.
While the AI code be a tool for enhance the code by urself in case of have problems, ok
As an older guy who programs for a living: LLMs are like tutoring an intern who can type at insane speeds but jumps to dumb conclusions a lot. If you have the experience to teach and guide an intern, then it can be a useful tool. If you're new to coding, then you're going to have a very confident idiot leading you to do stupid things.
So IMO if you're starting out, do your own homework for at least a year or two--treat LLMs as study partners who are happy to find you links to stuff or take notes for you in order to help you learn better, but don't let them write your code until it's code that you're very confident that you could write yourself without help.
after all, if you aren't confident in writing it yourself, why should you believe that you're qualified to properly review what the LLM sends you?
Virgin coder: ^
Chad vibe coder: hahaha LLM goes br br
/s
firing squad is calling
hey fellas, is there a quick and dirty guide to first person weapon repositioning somewhere? I want to make some weapons, like the BRN, actually point to the middle of the screen instead of slightly off to the side.
Somewhere down the line somehow all fire rates in the game are getting multiplied by 0.8, 600rpm becomes 480, 700 becomes 560, 750 becomes 600, etc. How can I undo this and restore the cyclic rates on the guns?
https://youtu.be/xk_P5NZkeSw?si=QZMHLWSrAFHVRNo-
https://youtu.be/u8crq79zMfs?si=tYnOBbv8-xiJkPZl
Between these videos there's good coverage of how to use the draggable HUD editor and save the new offsets to a config.
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
You're a king dude, thanks
How much does mo2 affect in-game performance?
They are now trying to prove to me that mo2 is terrible, and its very presence affects performance.
lmao
Who? And what was the explanation for that?
pretty serious modders-assemblers
the alleged reason for this is the file upload mechanism itself
Sometimes tech people can can overreact and bloat problems that are not even problems. Just yesterday at work I was looking for HEX editors and a guy almost had an anneurysm because the editor was 200 megabytes.
He was freaking out how bloated it was. 200mb is pocket change who cares if it has a ton of features that you might never use.
TLDR: In tech ppl love to overreact.
If it works out for you don't listen.
"serious"
"mo2 is reason my shitpack runs like trash"
When you open up a script file you quickly realise that there are far greater crimes to worry about than MO2 somehow slowing down your PC 
mainly those who optimize all their scripts and not only scripts are trying to prove this to me.
In db, they really pack
yeah, so they just yoink mods and spread misinformation
I didn't sey they wrote bad stuff. I don't even know whom we're talking about. But it doesn't make much of a difference.
But what's the problem with db? I don't see anything wrong with it, there are just some limitations, but there are also clear advantages.
Much harder to maintain
Please, someone increase id amount from u16 to u32 inside engine and increase amount of ids in lua side
nope
There's a PR for that
why is that?
Innit?
has someone already done that?
You have to unpack, repack the stuff if you want to touch it.

prolly not, since there's no point in rewriting everything
I think I saw a PR for it.
and what's so difficult about that?..
why? 65k ids - not enough
it very hard bro...
where mp means u gotta spawn another npc and manipulate it through lua
what's hard changing from u16 to u32 property type?
Why would you do that? What's the point? If you have multiple mods it's just unmaintainable. Terrible user experience
MO2 was made for a reason
If everything were min-max optimized we would code in bits
it takes more than #define u16 u32 
soooo, will someone increase ids amount?
this will break a bunch of everything that exists now in anomaly, and it's really difficult to rewrite the entire old system with a new one in the engine.
I think if you do anything in tech there's a triangle.
Performance, Readibility/Maintability, Implementation speed. You don't need to max out all 3. Pick what's best for the problem at hand and move on.
or fork SoC sources - it will be easier than doing it for modpack
a
The database I work with on a daily basis expands that to a square with the corner "be slow" and all skills points are applied there.
is enough
and u can do A LOT of thingis with this limit
As lvutner said, don't there point on rewritte everything because the limit is enough, i don't see why u say that thingi because there several mods with 10000 bazillion maps and much more items than Anomaly while em have the same limit, sooo i couldn't see from where the limit isn't enough
what do you mean its pointing to the side?
every single gun that drops in gamma has already been adjusted to point to the center of the screen
Does anyone know what kind of bone damage was once fixed in gamma, which no one else has done?
If you want to see how troublesome is, pop on over to #╟⚒stalker2™-mods-making-discussion and see how awful merging multiple mods together is when everything is shoved into paks.
Grok's made test with negligible delta results working off .db archives vs free files.
Also the virtualization process of MO2 is barely an impact vs the practicality it offers.
I was working on my fire rate mod and I noticed something weird: all the guns appear to shoot slower than their RPM fire_rate value. Is it true? Are all fire rates in the game being multiplied by 80% or am I schizophrenic? A 750rpm gun turns to 600, 600 to 480, 100 to 80 and so on, and I can prove it. Is there a setting somewhere that acts as a master multiplier, set to .8, and I'm the only one autistic enough to notice the guns are all shooting slower than they should?
ayo peeps, have never 3d animated in my life before (2d scrub), can I animate weapons for the game with blender or do I really need to go through autodesk inferno or crack maya
You can use blender
nice ty
so db archives reduce weight, and there are no problems in unpacking them, and clean files are more of a problem, since no one really needs them, and only create an extra load. And also mo2 really turns out to be capable of causing serious delays, although I agree that it provides great opportunities.
But aside from minimal space saving, there's no actual performance gains.
You can't override files in DB archives (two files of the same name don't win conflicts, load order isn't handled the same. Clean files are actually less of a problem than DB archives. You could generate one gigantic DB archive out of all your squashed mods from MO2, but that means a static mod list. Not really pertinent to users and even less so to modders
The on-disk memory savings aren't translated to less ram usage, in-case that was your point. Spending 30 minutes decompressing and recompressing every time you make a change isn't really a viable thing either
record it and time it, in any case yeah you're autistic
Idk man, while the bullets go to the center of screen, the model to me looks a bit off. I'm not sure exactly what it is. Maybe it's the exaggerated movement away when walking but idk.
yeah if you dont know idk either. every gun in gamma points exactly to the center of the screen now.
i literally spent the last 4 months making sure they did

like i said, idk. Just looks kind of uncanny, like the barrel isn't pointing to where the bullets should be going. Maybe its just the model or me schizoing
i don't think your efforts have anything to do with the weirdness
its as the if the gun is pointing slightly left of where the bullets are actually going
its just perspective
i guess? but i dont notice that with pretty much every other gun
or in any other game really
trust me. it's aligned
it is, just tell my brain that lol
nothing i can do about that other than stretch to gun into infinity for you
lol, now that is something i can do myself
perspective is hairy cheeks in real life aswell, i could swear my brothers fake ar15 suppressor was way crooked when holding the weapon at ready and aiming. Some lighting shit
also, would it be too funky to forego aiming animations, as in to have low ready, ready, and when aiming have the camera itself move to where the sights are visible?
this whole moving the viewmodel to the centre needs to GO
theres no benefit to that for how much work it would take to do
Is there a mod that makes the psi helmet wearable?
and maybe gives it actual psi resistance
or at least just the stat for keeping it in the inventory
it would be cool if it can be placed in the headgear slot where the flashlight goes
That would make the miracle machine challenging, to say the least. You'd have to rely solely on glowsticks.
did you forget the flashlight-... oh yeah
how to downscale textures from 8k to 2k?
someone have older ccon grass version?
Does anyone know if there's a mod that introduces new anomalies that behave more dynamically or alters existing anomalies so they aren't static all the time? After putting a lot of time into Stalker games and mods, the threat that anomalies pose is something that you can often plan for or just flat out avoid. I was just wondering if anybody ever thought about making them a bit more dangerous/sporadic so that even experienced players would have to pay more attention.
I like how the Arrival Anomalies mod can make some of the anomalies much harder to spot or hear, but I don't feel like it doesn't scratch that itch necessarily. Maybe a static Electro anomaly could strike random locations around it within a 2-3 meter radius with electrical bolts or arcs every 5-10 seconds. That way it's still a threat even if you manage to wade through a cluster of Electros perfectly with the best detector revealing their exact location around you.
Additionally, I started thinking about this mod concept where a player may sometimes have to go to a location in a level for a basic mission, though, they'd potentially have to choose whether they'd want to navigate through two paths with different types of anomalies to reach their destination. That way anomaly resistances become much more relevant beyond searching for artifacts, as you might encounter situations where you'd prefer to take one path over another because you have better resistances for your chosen path.
I'm not exactly sure how this could be executed, but I thought I'd throw the idea out there and see if it catches anybody's attention.
It's not a mod to affect base anomalies behavior, but it does add some dynamicness to where and how they appear
#1324510417107681362 message
Sick. Thank you very much!
hi folks, I'm trying to figure out how ammo check sounds are working in gamma. I have found that there is remington700_new_ammo_check.ogg but I can't figure out where it is used. If I open weapon ltx there are no references to thos sound file. do you by chance know where sound is referenced from?
is there a command or mod that completes miracle machine and BS?
@regal bolt How to skip Brain Scorcher and Miracle Machine (Access to #1035807043933720576 required, take off your Newcomer role in #⏩start-confirm if necessary)
- Download the archive https://discord.com/channels/912320241713958912/1153718676592275536
- Open Mod Organizer 2 and press Ctrl+M
- Choose the downloaded archive
- Put the mod at the end of modlist, sorted by priority, and enable it
- Your run is saved

thanks
your lack of faith in the quest for authenticity and tactility in virtual firearm representation makes me choke and cry

anomaly has many talented mod makers. the fact that no one has done that yet means none of them have found it any kind of useful to implement
How does gamma store tons of mods if github repository is 10gb max
gamma pulls them from moddb
but how? Mod can be updated and I saw Grok updates version manually, no?
It's what the installer does, that's like the whole reason it exists.
or maybe nobody thought of doing it yet, I doubt this implementation would be of any less practical value than having weapons fuse into ones body. Seems likely to be hereditary, its been done this way so why change.
well, I might aswell stop talking and look into it
maybe the lean, crouching and laying prone mechanic could be abused to make it work as proof of concept, or dig myself a fucking grave
slight "crouch" in the x axis would be funny ngl
is there any way to get the little updates separately? maybe from github?
(talking about handpicking little adjustments and updates)
it’s totally possible to handpick the commits from the dev version to your install if that’s what you’re asking, just download the file
yes, i would for an example like to implement the armor changes grok did
without updating whole game
could you link me preety please?
it is quite a bit of work though
ohh
you have to download the file and set up the mod yourself
I actually did this before to implement the anomaly field damage fix
depends on the commit
well ok as an example
i would like the armor changes
he did
to try them out
if it’s a script then you can download the file and just set up the directory in an empty mod
i see
wait he has that in the dev version?
if not?
idk whats that
im kinda not updating gamma for a long time
im on 0.9.4
but not latest
ohh I see
thats why i would like to try and hand pick the changes i like
and implement separately
yeah..
soo
its possible if i understood?
i just cant find the link
for the page
where he adds them separately
or whatever he does
in development
yeah so just download the file from GitHub and set up your own mod for the early armour changes 
thanks
@tame steppe chance of game breaking by doing these types of implementations?
if its values in ltx i dont see how it can break but then again...its stalker xd
I doubt it, you can check the files just in case but I don’t think the armour changes include stuff like armour deletion which would crash so it should be fine 
back everything up beforehand though
especially you’re saves
everything? xd
i can do user ltx
and saves which i dont really care about
okay maybe not everything just saves 
xd ok
but if i make it a separate mod
it should be as easy as turning it on and off
right?
i think
yes 👍
splendid
Wouldn't it be better to improve vanilla gamma's gun quality, add 3dss and other patches to debug guns and spawn them on npcs so tons of guns will be usable and fresh-looking
people add more guns but who will rework existing ones?
I don't have much time on this
Why the fuck would I bother adding 3dss to a bunch of duplicate guns? 60% of the guns in anomaly are reskinned camo version with maybe a sight added
ok, but how about increasing guns quality? Like meowie does, adding BC7 textures option, metallic looking so reflections will work, etc.
And who's going to do all that work?
Do you understand how much work it takes to make or source "better" textures. You aren't saying anything revolutionary. It's being worked on
that's why we have debug guns
we either remove em from game entirely
or put something else above em
I already killed a bunch of debug guns that gamma doesn't use
Why waste time with guns that gamma doesn't and won't use?
yes, I see how much time I've been waiting for Yukiz's scars, but it worth it, I guess
Just to bloat the game more? That's what boss pack is for
true!
I'd like to - but substance painter cracks may contain viruses or legal version is to costy for me and I don't have much time to do this stuff
Buy the legit version. It's 25 dollars
Problem solved. Now make us all those better guns you're talking about

will grok add them if someone make bc3 and bc7 texture variants?
maybe if they're good and make sense and not just tetxtures for random debug garbage
Unless there's a proven and noticeable quality change, no.
You can't recompress a DXT1 to BC7, there's no quality gain and you're just recompressing compressed data, with more artifacts.
If someone was willing to find the source files uncompressed and actually generate the full bump and bump# properly as an offset map, then you'd maybe make it worth it
why not atleast retexture the whole gun from the ground? Use blender, substance, paint/photoshop, bump generator programs, etc. and you are good to go
or am I wrong?
new textures, new materials

Sure, fix and correct the modeling, fix the UV issues. Rexport the new models with all the animations and retransfer and paint new weights. Spend 20 hours per gun. That seems viable for the number of guns we have 
its just that easy
have it done in an hour and on my desk. i'll ask grok to put it somwhere
I would not create a mod with the goal for it to be published in GAMMA
You know, just do it, it's easy
oh, dudes who make guns, textures, models mods should get paid for their works
With what money?
real one

no, it's intended to be used in gamma, cos these vanilla ones should be refreshed/renewd, this is 2026, we need stalker improved graphically
wait, there's stalker 2
we need new trees, vehicles, houses models
"we"?
Oh yeah just swap the models, easy

alright call up your guys at activision and get that cod money poured into gamma
The EA credit card (which is an actual thing without a bottom)
better yet, lets get funded by the saudis 
That sweet petroleum money
This just sounds wrong, "retexture the whole gun from the ground", if is soo easy as it sounds, do it by urself
there several mods with improved textures and models, S2 assets really aren't needed, except for x project in development
is there a list of credits / mods which have been incorporated into GAMMA Large Files & Weapon Pack?
!cheats // 
@regal bolt
Important!
Do not use weapons, armor, artifacts, PDAs, or any other items from the debug menu
🔸 These items may be test assets, outdated, or completely removed.
🔸 They lack proper 3D scopes, stats, animations, and balance.
🔸 This leads to issues such as misaligned scopes, broken parameters, crashes, and corrupted gameplay.
✅ Everything you need is already available in the normal game without the debug menu. Use only legitimately obtained items — this ensures the modpack works correctly.
If a bug or crash occurs with an item from the normal game, you must specify which item you used and how you obtained it. This will help support identify the problem more quickly.
⚠️ The debug menu is strictly for troubleshooting: testing quests, items, crashes, and technical issues.
If you spawn items from debug “for testing” or “for convenience” and then encounter problems, that is your responsibility. Support will not be provided in such cases.
ℹ️ The debug menu may only be used to fix errors, and only if the support team has given you specific instructions on what and how to do.
Simply don't
hi is there a mod that adds a Grenade Launcher like the one in the photos ?
Credits
Gun porting and rigging: Rubrakul
Gun additional texturing: Cr3pis
Gun animations: Firebreath
Gun texture fixes and shader profiles: TDog
It's on the read me file of the repo
that's not all the individual addons which have been incorporated into the pack over the years
It is for the list of guns initially handled by it
SR25
RAPTR
KRISS Vector
AEK971
Tacticool MP7 and P90
Afterwards, the guns are in their own named mod folder, ex: 405- IWP Beneli - Frosty, 407- IWP MP9 -Frosty, etc
It's all in the Repo
Is there a guide on how to paint it using different materials and textures and export into gamma? Something like: First, you import a gun into blender using a plugin, then you export it somehow and import inside substance, then paint it and export somewhere, etc.
Only found how to make a gun by LUN4TIC
it's another episode of irl thing that would just not fly in any game like mbic imagine your entire point of view jerking around to position itself behind the gun instead of the gun aligning with your crosshairs
muh realismo until you play with it and realize it'd be motion sickness central
many such cases
That's pretty much all there is. The substance painting part isn't really any different from texturing a gun model, of which you can find thousands of tutorial online on how to. The only part different is on the export, but you can simply export the Diffuse, Glossiness and Normal map and you'll have everything necessary with a Bump generator like UmYeahNo's
You can follow pretty much any 3D gun modeling/texturing tutorial from Blender to Substance. LUN4TIC shows how to setup the weapon's armature and bones as well as weight painting. Which you should be able to just transfer if the model is identical in geometry
Thanks
do i just switch the two lines to replace non-empty mag SKS Molot reload animation with empty mag SKS Molot reload animation?
well, I tried to find any gun that needs to be fixed, well, almost every gun looks ok to me and I don't know how to improve them
yea, there're paint cracks and I can go and make a clean versions but, for real?
no u cant make them, bumps need to be fixed too 
Reimporting a gun for substance painter aint all that easy also
So what the hell were you on about earlier?
You someone to waste their time fixing debug guns that dont drop?
no
wanted to enhance guns textures/models , but I realized - there's nothing to enhance
btw, there's, but why bothering if guns look ok?
maybe it'll be better to put new trees and vehicles in the Zone
I mean, new meshes and textures
but found out someone is already adding new trees meshes and that mod is private, idk if it will be released someday
Stole True Stalker assets and u will have a renewal of the meshes this year!
I mean you can literally put free assets from UE5 into Stalker
If you'd want to
yeah yeah go on 
free assets are mostly ass + you need to fix UE5 to X-Ray Monolith
are you willing to do that
I mean you could talk a while with MFB or Huh to see just how ''easy'' changing a simple like trees or vehicles is in maps 
decompile the whole map
put it inside blender
put trees there
pray you didnt forget to put path to textures
put it inside sdk
do ai nodes(TEDIOUS AS FUCK)
pray it doesnt crash
crashes
repeat until work
Don't forget to rebake the lightmaps for 8 hours and making new UV2 sets for the new models
i have this proposal https://discord.com/channels/912320241713958912/1472025333694857277
and i would like to try to do it by myself (at least the Q, E keys)
where can i find code for the workbench menu UI? is it located in Anomaly repo or gamma repo or is it specific mod?
GAMMA repo, but it's not one file. It's multiple files. Some monkey patched, some overridden. Some have both. It's a mess. Hard to alter.
I wonder if the next "SDK for Anomaly" will make that much easier
what sdk
i thought that. everything is mess.
can u point me to some specific folder or main file where can i start reading? i'll find refs myself

Tho, both of em already have their owns SDK
There three guys working on a SDK-map focused for Anomaly, HailTheMonolith talks about it
ah
He's the less experienced in that group, and i know certain modder working on that
so i trust on that the SDK will make map-modding smth better
honestly i'm not waiting anything from maps in anomaly 
OWA 2.0:

Custom Next with assets from certain game:
😡
Sure. Actually I think I know the exact files that concern workshop UI.
Now. I think you should check these files out from the official GAMMA repository. The mod is included in there with almost the same name. The folder structure will be the same.
nice, thx, i already wanted to ping that i found this
https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/Serious Workshop optimization/gamedata/scripts/ui_workshop.script
can i edit directly the files in gamma repo? or i should do it through bence7661 repo?
Look for a mod with a name like this: "Serious workshop optimization" I don't remember the exact name, but do it in GAMMA'S repository. You should also verify that these are indeed the files that win the load order/monkey patch order just to be safe, but I doubt anyome touched these ever since.
Oh wait you actually found and linked the mod already
Cool, that's the one!
I'm off to sleep. Good luck. You can still ping me, but I won't answer 'til tomorrow.
thanks bruh, appreciate your help. good night
3 fps 
TBF, aperture sights on PDWs/SMGs have always confused me even IRL. Who needs that kind of sighting precision on something that's designed for close quarter, rapid reaction fighting?
IMO, for usability purposes alone, I'd cut the top off that rear sight, make it more of a notch sight. Bonus points if you make the cut super crude looking, to imply it was done by some gunsmith out in the field with a dremel or hacksaw or something.
the draw animation wast shown, but that shitty holster animation is kinda good
barely worked on it
gotta gape the sight, unfortunately
Yeah make the rear aperture larger so the player can see more thru it
A stalker would totally take a hand-drill and a vice to it
does anyone know where I need to go to find the tree textures?
gamedata\textures\trees or smth
Currently working on Rain Collectors. I LOVE BASE BUILDING
i have no clue how to mod but just honestly curious how models and stuff are aquired, mostly for just having a look myself or maybe for making suggestions to people that know how to mod
You either make the models or you can grab them from other game's content, like Tarkov, CoD, Metro, etc. You simply port them over and convert them
Is there a way to make guns semi-transparent when ADSing? To simulate aiming with both eyes open
sure

then you blur it / reconstruct missing pixels
https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
G-Buffer Generation & Dithering Smoothing
SSS generates a mask for hud geometry (see deffer_xxx shaders), you can use it too
more info about fake ass transparency: http://drobot.org/pub/M_Drobot_AdvancedMaterialRendering.pdf
Is there any documentation on how to set up scopes/red dots to have switchable reticles?

gud graphixs bro
is arma 3, arma reforger, ground branch good for models? they are a few games i have with a ton of guns/ mods
tbh its pretty OK as long as you don't use TAA
Couldn't you use a bluenoise for the dithering patern or hash and use TAA to blur the samples, the old Dithered temporal AA trick
not with current TAA; it already has problems to clean up IGN (including the variant with uv flip)
You'd usually get some pretty horrible ghosting passing an opaque mesh in front of it, but since it's a hud element and in foreground 
https://qiutang98.github.io/post/unreal/ue5.32抖动半透明兼容taa时序超分算法/ - some CN buddy tried to 'fix' this dead tech
UE5.32抖动半透明兼容TAA时序超分算法的改进方法
Oh shit, let me just yoink that for my current project 

We've had this issue with dithered alpha cutout windows for a while with the horrible ghosting
Depends on the level of quality you're trying to achieve. If the models and textures hold up to the test of time, sure they're a good starting point. You could always add more geometry and retouch some of the textures as necessary
how can i locate the pda animation .ogf files
Where can I adjust weapon upgrade stats? Found a bug with the ACE.
This can't be right
Also question - how easy would it be to make the high weapon tilt animation into the regular running animation? This weapon for some reason ends up in high tilt position after zoning.I think it looks pretty cool!
gyuz is there any way to edit savegames
no.
so whats the best way to edit stats and skills then
The PDA animation is handled by the 3D PDA mod, you'll find in there the wpn_hand_pda_hud_animation.omf
What skill and stats? Haruka's skill system or do you mean item stats?
harukas skill system and goodwill with factions
This is probably due to gmtop messing with this description
Use the Reputation Editor mod for the goodwill.
For Haruka's use the function executor I guess to boost the skills
Descriptions and what actually happens are completely separate things
what functions should i execute
Open Haruka's script and figure it out
ok but are sure that reputation editor works on 1.5.3
Test it
Just a gmtop issue, it's not +60%, it's +60rpm
ah gotcha! Where would I go to fix the description?
Interestingly enough, it's the base system file of anomaly that spits out the string next to Fire Rate: or any other property like inertion, durability, etc.
It's meant to get the + sum, but it appends a % after it.
So the +60 RPM becomes +60% RPM
It does the same for any of these:
if name=="prop_reliability" or
name=="prop_recoil" or
name=="prop_dispersion" or
name=="prop_bullet_speed" or
name=="prop_chem" or
name=="prop_psy" or
name=="prop_radio" or
name=="prop_thermo" or
name=="prop_electro" or
name=="prop_damage" or
name=="prop_armor" or
name=="prop_rpm" or
name=="prop_durability" or
name=="prop_inertion" then
value = value.."%"
end
Using the direct sum value instead with a small loop of
value = "+"..sum
end
Spits out the correct number:
Hmmm actually, the value and the RPM upgrades aren't the same, for example, that first upgrade in the tree has a value of +5, but the actual sum of the RPM is +38
The display looks up the value, not the actual increase of stats
The second ace upgrade has a value or 60 and an RPM of +60 so they match up kinda
But Value isn't the cost, since it's already a property itself "cost"
Some of the upgrades have an actual value used, like for caliber upgrades "value = "7.62x54""

You could calculate what the +60rpm equals as a % and input that in the value
But the actual effect is always a sum+
The big thing is that the upgrade view only shows the first stat upgrade, not the entirety of the upgrade values.
ah so its not like x1.60 the value
intersting
Nah, for example, the -3% recoil.
The value defined is -3.
but the actual effects are
cam_dispersion = -0.064
cam_step_angle_horz = -0.044
zoom_cam_dispersion = -0.025
zoom_cam_step_angle_horz = -0.06
inv_weight = +0.03
These probably amount to roughly -3% recoil, but you'd have to calculate according to the base recoil value of the weapon
More weight to the point that upgrade numbers are pretty much garbage
hmm so it doesnt really do -3% for every weapon

Again depends on the base value of said weapon, and only if the weapon has an actual upgrade tree itself
But a weapon using another weapon's upgrade tree like 95% of modded weapons? No, likely not
true
I just didnt understand howto make custom ones and when I did I crashed everyone else's game lol
Point in case, the first RPM upgrade of the Ace52 is saying +5%, but it adds +38 rpm, which is more like +6.1% off the 620 base RPM
so if we being nitpicking enough every gun should have its own tree and stats
Or rework the base UI display script to print out the value based on the current weapon stats vs weapon stats + upgrades and spit out a % out of that
that prob is easier
Not the easiest with multi effect upgrades, but for some values like RPM, doable

You could average out recoil, but meh
seems more complicated to show the stats for recoil lol
It is, because it's not a value itself like "recoil=", it's defined as the cam dispertion, step angle horizontal, zoom cam dispersion, etc
If you wanted to simplify it, you could apply the -3% to all of those values as once, but again, it's a big modification on how upgrades are currently calculated/applied

Can someone make rubicon surgery and spacemarine armor
Can anyone tell me how to make custom armor?
like simple roadmap
never mind saw the pins
How should i edit what each trader sells?
i unpacked and found the ltx, but i don't know how to make it into an override
Check the modding book on how to use and make DLTX. Then make a quick mod to modify their section
Managed to modify the read out values of the inventory upgrade system to display not only the Value but rather the RPM according to the ugprade type
Now you get to see how awful actual RPM upgrades are 
nice that is useful
i edited the trade_mercenary_basic and made a mod as ltx, like this, do i just install it now?
Dunno why you didn't just put it with every other mod in your Mods folder, but sure yeah install it if you did it properly
welp, got this crash
You didn't write your DLTX properly then, probably forgot the override symbol, the error message is pretty self explanatory
I never seen these files
trying to fix that, added the discount ltx and added the !, now it's crashi about some other file
They're part of the SDK and some are in the .db archives of the game
Can't help you without knowing what you're trying to do and how you setup your dltx
Got a laugh out of me "
Disclaimer: If your addon has a single-word name such as Addon.zip or a zero-effort name such as New folder.rar, then this guide has nothing to offer you. You are already at the zenith of human annoyingness. You are the ultimate expert in irritation. We bow before your magnifinuisance."
If I own GAMMA on GOG, what file do I need to open to manually edit the belt slots on an outfit I want to buff?
fk man modding on linux is gonna be like triple difficulity
the recoil mod does this
not that big of a deal
there's also the more than certain possibility given all the methods to read and write to weapon stats that you could do this with every upgrade in the game
just have it actually apply the % increase/decrease listed in the value field in the upgrade's ltx
instead of whatever the fuck is going on in the actual changes
no it's not "a big modification" because it's in the recoil mod, it could be ripped from it, cleaned up a little, and voila
the ergonomics mod also does this with handling
I wanna start getting into making weapon mods, is it hard to get into or make a start?
That would require a smarter man than me to actually attempt this. I'm FAFOing my way through this shit at best
any tutorial video on how to animation weapon ? guys
https://youtu.be/CBJp82tlR3M?si=l-V6pH525CypA0uV if you’re using blender I would start with this
In this tutorial I will show you how to get started with animation in Blender for beginners!
Note to viewers: In the new Blender update of version 4.1, the shortcut key for the insert keyframe menu has been changed to the K button.
✅ Help support the channel:
• Patreon: https://www.patreon.com/ryankingart
• Gumroad: https://ryanking...
Once you’re done with that or if you’re already familiar I’d recommend watching this through for some basics on a workflow for weapon animation https://youtu.be/ImV0knkwedU?si=DubDCqPuL_zw1ND2 though you can develop you’re own way of animating, just make something you can be proud of 
Listen to me grumble for almost 2 hours.
I ended up cutting away 2 hours of things I thought were unnecessary to show. Stuff like changing very minor details or adding very minor things to the animation. Towards the end I've cut more because that's mostly what I'm doing then. Hopefully you can learn something from this! Timestamps and download b...
that’s most important imo

you could also just trial and error til you make it
FAFO
true
https://anomaly-modding-book.netlify.app/docs/tutorials/animations/creating-hud-hands-animation-in-blender also this for initial setup, import, and export + look in the pins of modding arts in anomaly discord for firebreaths modified IK rig message here: #883097205710389288 message
OGFs can’t have multiple omf references right? just wondering
They should? I haven't messed with them like that, but from my limited understanding (From getting my mod to work), this is how it works.
On launch, the game loads each .omf in alphabetical order, adding each individual animation contained within to a master list (Overwriting any with identical names based on alphabetical order).
When an .ogf (or anything elsee) references an animation, the game pulls that animation from the loaded list, without really caring what .omf it pulled it from.
to my knowledge that’s just for hands, gun hud omfs (not hand omfs) frequently have names for motions that are very ambiguously named such as “reload” or what not, making it very unlikely to be in a master list
The mechanism you’re describing is for hands specifically, I think. They have the motion reference anomaly_weapons\hud_hands_animation\ *.omf
the star meaning any named omf in that directory
which is why it seems it loads it to a master list, though that’s just for hands
though maybe I can use that * as well to reference multiple, I’m just curious if anyone’s tried it before…
That makes sense. Well, I don't understand why specifically the hands get treated specially, but it does track with the animation names at least.
it’s because if the hands referenced one omf any mod that wanted to add hands animations would have to override that one omf, it’s actually a pretty smart thing to make it reference any omf inside that folder
Sure, but why not treat the hud animations the same way? The .ltx file references the hud animations in the same line as the hands animation, they could very easily just alter the hud animation names to be less generic and get the same benefits as the hands in terms of being able to easily add/alter specific animations with simple overwrites.
I think it’s because different ogfs have different bone counts and names, I’m not completely sure if it’ll be able to load those motions into one list if the bone counts are different
for hands it doesn’t matter since all hands have the same bones
That would make sense.
but yeah I agree with you it would make things easier
especially with what I want to do (adding one motion to a gun) 
what an interesting set of words
doesn't like hands load every omf when you take out a gun
since it basically has the line for it where it loads every omf when it can
so guns are basically the same
IF
the amount of bones are the same, you didn't break anything while doing stuff
so reference to another omf will be like an another set of anims above others
just without adding to the same omf
yeah once I thought about hands it kinda makes sense that it would probably work the same way for weapons as well 
hello everyone, I have a question: how can I change my death message from "Game Over" to "Lost To The Zone"? I tried to look for a script or a config file in the GAMMA folder but I dont find one, I found in Anomaly folder the death script of modded exes for 1st person death, but there's no config for it.
Maybe in one of config files responsible for text? Probably in somewhere like configs\text\eng?
Maybe take a look at how this mod does it
https://www.moddb.com/mods/stalker-anomaly/addons/deathmessage
thank you I already did, I looked through the russian/eng translation and the text file but still no avail, used the mod you mentioned too, but it still have the Game Over message
using deathmessage would make the text overlaps eachother, for example, the Lost To The Zone text would overlap with Game Over since the positioning of the Lost to the Zone text is position to be in a collunm
Does pavelblend not work on blender 5.0.1\
where is the page to upload addon/mod on moddb/anomaly moddb?
edit: nvm found it, a small "+" button a right side of addon's headline.
The Ruger SR-556 has no sound on mag check , how can i add my own sound ?
Iirc it's like everything under 5 lol I think it was most versions of 4 that worked, I'm in 4.1?... Maybe?
its kind of a shitpost but you can change the text to whatever you'd like
lol this is perfect
I added it in latest update #1175845400507322398 message
you can look up ru556_ammocheck there for reference
oh nice , thank you very much
hi guys i need help with my mod here is it 1. stalker_thoughts.script
English: Player's Inner Monologue. The player character comments on world events (combat, kills, reloading, anomalies, or low health) via on-screen text messages.
Russian: Внутренний монолог игрока. Персонаж игрока комментирует события в мире (бой, убийства, перезарядка, аномалии или низкое здоровье) с помощью текстовых сообщений на экране.
- actor_vocal_identity.script
English: Item Interaction Remarks. Adds text comments when the player uses specific inventory items like medkits, food, water, vodka, or lighting matches.
+3
Russian: Реакции на использование предметов. Добавляет текстовые комментарии персонажа при использовании предметов из инвентаря, таких как аптечки, еда, вода, водка или зажигание спичек.
+3
- npc_dynamic_chatter.script
English: NPC Voice Chatter. Forces nearby NPCs to occasionally speak (jokes, stories, grumbling) to break the silence in camps or in the field.
+1
Russian: Динамическая болтовня NPC. Заставляет окружающих сталкеров время от времени разговаривать (анекдоты, истории, бормотание), чтобы оживить атмосферу в лагерях и на вылазках.
+1
Key Features / Основные особенности:
English: Random intervals (1-2 minutes) for natural behavior. 50% chance for combat barks to avoid message spam.
+2
Russian: Случайные интервалы (1-2 минуты) для естественного поведения. 50% шанс реплик в бою, чтобы избежать спама сообщениями.
+2
all was made for me a gemini ai so but it works but need to tune the scripts and repair if need im not skilled hehe
@full vessel i think you'll find it interesting
on topic of "Giving full auto to Double Barrel Shotguns"
apparently there's something fundamental related to WM_BM16 (the class that defines default double-barrels) and it's probably defined on much deeper level
This reddit post explains it quite well, and yes i did do the same steps like changing weapon class or defining fire modes - it just refuses to accept those
https://www.reddit.com/r/stalker/comments/1njrdgh/anomaly_modding_help_request_fire_modes_and_rpm/
file location: GAMMA\mods\71- Weapons Reanimation and Rebalance - Blindside\gamedata\configs\items\weapons\w_bm16.ltx
not telling you to fix it or experiment yourself, it's just interesting how double-barrels are it's own unique thing from any other gun
seems like one needs to make a whole new gun and fake the double barrel action but give it an auto class (Assuming it wont run into issues of there being no Partial Reload anymore)
wow it's the thing we talked about moons ago and also talked about solutions at the script layer without touching the engine
Guys how do I edit a mod that i downloaded? I want to rebind zooming in scope. My scroll wheel is broken and ruins my ability to play the game with any scope that has a zoom option
also, unfortunately unbinding zoom in zoom out via console doesnt work at al
all
Check if the mod has a MCM menu or edit the script file directly if there's one
So im starting to learn that making bump maps in gimp is not as easy as photoshop 😅
Just use one of the bump generator
Save your normal map and specular map separetly and use the software to generate the bump for you
Wait where? im looking at the pins and cant see it
Oh damn thank you!
guys what what is ammo elapsed?
ammo mag size is preety self explanatory but what is the first one and why does it share the same number value?
Its the magazine capacity at the moment of spawning, it's in the modding book
ohh really?
yukiz told me its a multiplayer thing and i shouldnt toutch it
you mean spawning in debug or in game?
because when i spawned both of them in debug it worked
so yukiz was right
unless it will spawn only 10 rounds in game? orrrr
@naive snow
Is there any mod that makes the PDA holstered once you switch to something else instead of reequipping it?
Don't mind the shitty textures
It's the current amount of bullets in the weapon. The mag size represents the maximum amount of bullets the weapon can have. Reference the anomaly modding book or ask in the anomaly modding channels
Stalker Monologue Final Release 1.0 By me
Adds short, immersive text comments when using certain items – no sounds, no HUD spam, just thoughts.
What it does
When the player uses selected items, a brief line of text appears in the center of the screen. These are not full sentences, but short, worn‑out thoughts – the kind you’d mutter to yourself while bandaging a wound, lighting a cigarette, or forcing down a cold MRE.
All comments are in English, matching the atmosphere of a tired stalker, not a hero.
Supported items include
Food & drinks: canned food, MREs, water, vodka, beer, energy drinks
Medical items: medkits, bandages, antirad, psy‑blockers, sleeping pills, cigarettes, cigars
Gear: matches, watch, tent, sleeping bag
Features
No gameplay changes – only atmosphere.
Works with any modpack, including vanilla and FDDA.
Lightweight – one script, ready to drop into gamedata/scripts.
Modular – easy to expand or edit.
Done. Comments will appear automatically when using supported items.
Permissions
Free to Expand, edit, and use anywhere. yes included on moddb with your name
because you made this with an AI, we don't know if you actually understand Lua, we know you definitely don't understand Anomaly modding, and:
So none of the advice we give is even comprehensible to them, and we can't ask clarifying questions like "why did you choose to write the function like this/implement a feature like that" because they didn't make any choices, and can't even really understand the question or advice.
I'm not going to respond further but we have a very dim view of people asking us to check their bot's homework for them.
man stalker monologue work 100 prcent if you dont want dont download but i was test every item when i was build it with gemini stalker monologue is final version and its work and sorry for my english iam european
If you want to post your mod, use the correct channel #1035807043933720576 and make a thread with the appropriate tags.
where’d you get the cat…
give me the cat…
Is converting fallout Nif to ogf something that can be done, or would it not be worth the trouble?
You wont be able to go from Nif to ogf but if you can get the animations and skeletons into blender then you are good to go. Just give it a shot.
ok i think i understand, except what do you mean by current amount of bullets in the weapon?
could you be more specific?
If i understood you correctly the
''ammo_elapsed'' is the amount of bullets in the mag after you pick it up of a dead NPC? or did i completely not understand this
since i didnt really get what you meant by ''current amount of bullets in the weapon"
The ammo mag size is the maximum number of bullets a gun can ever hold.
Ammo elapsed the number of bullets currently IN the magazine. Have 30? Shoot 3, the number becomes 27. It's used in scripts mainly to play certain effects or animations
Spawning also means when it's in spawned in the NPC inventory or possesion, not just on dead bodies (which get emptied anyway via script)
Does this ever effect you? No. The only thing to keep in mind is if you lower the mag size, both numbers should be the same.
I’ve seen someone recode the stalker code into c# and used it in unity. He even got the animations, how can I get the original scripts and animations? If anyone knows pls dm me
Use the unpack All .bat file in your anomaly installation. That will have all the files of the archive. Actual engine functions you'd have to look at the Demonized modded exe repo on github. It's all open source
If I wanted to change what the default settings are, and have them revert to my changes when I click default, in the in-game settings menu and/or mcm menu, what would that entail? Is it just a simple itx somewhere?
Can I ask a simple general Stalker 2 moding question here?
I would try the S2 modding channel
Where is it? 
In the stalker 2 section, literally right under this channel
I'm really not seeing it. Perhaps I need permissions or something?
Yeah maybe there's a role you need or something
Hmm... I'll look through the rules. Thanks for the picture. At least I know I'm not crazy now for not seeing it. 
Found the culprit. For anyone reading this in the future: Go to -> Channels & Roles at the top -> Toggle on "Follow Category" next to whichever channel in which you might be interested. 
For MCM: Search for scripts called "MCM" in your MO2 and in there the default values for MCM settings are defined. Each mod that uses MCM has its own script tho.
ya'll know any way to modify what barrel conditon does?
or is it some xray fuckery that mortals cannot touch?
is there a way to change the loot table ?
like changing what kind of Upgrade kits spawn
i mean, if im not completely wrong, the damage calculation (which takes into account barrel condition in the script) for GAMMA is handled in grok_bo.script in GBOOBS / G.A.M.M.A Close Quarter Combat. im pretty sure because i tested if this is the right script by making it so barrel condition doesnt affect damage and it ends up working so you can try to edit this. Though you will need scripting knowledge depending on what you want to do, if you just want to remove the damage multiplier from damaged barrels its really easy even for a non scripter but anything else may be harder
also jam chance comes from wpo
Does anyone know what the mods for gold and silver bars are called?
shadow of israel modpack iirc
In GAMMA

I there a way to change/edit the loot in stashes?
look into "treasure_manager.ltx" files
Thanks will do
Like Stash Overhaul
Yeah sumn like that alr overhauled the starting gear now wanna do the stashes
Alr thanks! Will try that
I got the files and they all work, but I cant get the .anm files to work in blender. I used an addon for blender that lets you import Xray engine files. It works but the animations don't
anm files are used for camera animations (which you need an empty with a camera for iirc) and some other universal anims stuff
oh, so none of em are like for the enemies? Like the bandit walking animations
those are omf files
ohh
I tried it but still no luck, this is the error message :
AttributeError: 'Action' object has no attribute 'fcurves'
The error message is longer but discord won't allow me to send it all cause it's too long
was the ogf's armature active while importing it?
that's because your blender is 5.0 
yea I think so
oh, do I need the older one?
yeah 4.3 can work
did it work for you?
I got blender 4.3, tried it out and this time no error. It though only froze for a sec and didn't import anything
what
??
oh I found it
Im planning to do some changes (or try something) here: https://github.com/Grokitach/Stalker_GAMMA/tree/main/G.A.M.M.A/modpack_addons/Serious Workshop optimization/gamedata/scripts
i'm gonna clone repo and what's next when i edit *.script file? is there any compilation? test editor so i dont need to run whole game?
Just reload the Game, using the debug mode, bring up the F7 menu, hit numpad 0 to reload system files and hit F5 to reload, which will reload your current instance of the game.
Make sure your mod is ran through MO2 like all the other mods.
so whole gamma needs to be run. no lightweight test editor. no source code compiler. ok, thx
Correct. Best to uncheck any sort of pre-fetching, like meatchunk's
where can i uncheck it?
btw can i create custom branch in gamma repo a do some stuff there? then create regular PR
yeah you can fork and open pr
script edit PRs are often not merged though
Prefetchers are mods in your mod list, if you're using any
i mean, i had suggestion that in toolkit popup there would be quick navigation with 'Q' and 'E' keys - just switching betwen craft, upgrade, upgrade
but it was marked as "too much work" tag, so i though that i can try it.
do u think that Grok wouldn't not merge it?
i need to do fork of whole repo though, not branch directly in gamma repo?
I think you can't create braches in master, so you have to fork
I can't speak for grok, just warning that big or complex script edits have a history of collecting dust
how can i inform him that i got some new chages? troughout this channel? so he can check it up
if possible post it in mods posting I guess
thanks guys
Guys i have a lore based Question, which faction should start with a Backpack and which without ?
my first thought would be that only Renegade wouldnt have a Backpack at the Start
and maybe UNISG idk..
bandits shouldn't have backpacks
bandits should have extra huge comically stupid backpack for stealing max number of items possible
extra trench coat pockets and cargo pants and a side satchel for additional thievery
😐
What mod causes the armors to have different move speeds? That's not a default stat you can modify in an ltx.
You'll never guess, but Outfits Affects Movespeed. I know, shocking isn't it?
Yeah found it after I searched movespeed instead of... move speed...

The worst part is I tried move speed, move_speed, even used the find in file function in notepad++ to find the same things. But never tried just... movespeed. Nope, space had to be there in some form.
Just look up the actual parameter name via a Search in File next time and see what file implements it. You quickly would have found that all the values are set in the outfit_speed.ltx, which your Mo2 would have told you is from said mod
hi Guys, where can I find modding guides for Anomaly? I'd like to create my own character with a simple questline.
thx
That's why I looked up move_speed, I figured that's what they would've named it. Outfit_speed makes sense now just didn't think of it 😅
One more thing to rebalance now. The rework keeps growing.
Go off the in-game text, find the XML with that exact string and search where the string ID is being used.
Why are you even touching the armor balance when we're so close to the armor rework dropping?
Hey, is there any variants to use this gloves mod ( https://www.moddb.com/mods/stalker-anomaly/addons/custom-gloves-workshop ) with KVMA? I personally tried it, but it didnt worked for me
hello i want to increa caary weight boost on drug_booster(gerkules)
Ask in the KVMA thread, this isn't mod support
oh, k
@naive snow sorry for ping but may you could help me with my question ^
i want to increa caary weight boost on drug_booster(gerkules)
Then just modify the section?
yes i understand that but i cant find correct file
Just search in Files with the section name and find the correct file
Because there's a DLTX somewhere that changes it.
Probably mod_system_drugs_increased_weight_boost
BIG THX IT WORKED
Long story short, I play another stalker game that I really enjoy, but absolutely hated the way the devs decided to balance the PvP/movement/gunplay/gun progression. So I thought of how I wanted it done, and decided to use gamma as the test bed. Figured it wouldn't be too hard to learn.
So far I've reworked... npc to player and player to npc damage calculations, armor/helmet balance, arti/belt attachment/pelt balance, weapon recoil, and have it all packaged up. I actually asked Grok if he was interested in it but being I am doing this so close to his rework he wanted to stay on his path.
I asked if I could release it when I'm done and he's cool with it. Several of the scripts are using his base script and just modifying how it's all calculated in the backend.
The last thing I'm stuck on if anything is LMGs. They're kinda hard to balance, since my damage is primarily based on caliber. For bolt actions I just used their hit_power as a modifier to buff their damage, but I don't want to do the same for LMGs because it would be just a damage nerf. Ideally, I want to make it so their ineffective unless crouched/prone, or if standing and wearing a powered exo suit. Just don't think such a mod exists yet.
Hi, I need a hint: when creating an artifact in the game, by any means, be it an anomaly or from a corpse, I need to call my own function. Where should I put it?
Just register the call back and do a check on the item spawned, if it's artifact, run whatever your script is
does anybody know where to find the blue bic lighter animation for campfire from western goods?
I’m on mobile right now so excuse me if this is explained in the files, I just am curious and can’t get to a pc for like 5 more hours.
How exactly does the min and max weight of a stash work? If both are way higher does it just increase the amount of items and higher quality items that can spawn in a single stash?
I'm pretty sure "enhanced recoil : gold" mod has a feature that decreases recoil if you wear an exo
WCT scripted recoil has diffrent recoil amounts based on crouch and prone
Thank you! I'll check it out. Seems it's not part of bass gamma. Found it on moddb, seems they were going for something similar to me.
Thank you as well! Just went through this one.
So WCT is a full recoil rework, scripted and all. They added a prone/coruch multipler and check actor state and apply it. I was trying to use the default recoil system, but I may just be able to get what I want with this and then just overlay my recoil ltx ontop. Thank you!
The enhanced recoil: gold is actually a rework of groks enhanced recoil script. Which since you mentioned it had an exo check, I decided to check groks original script. Turns out grok already does apply the exo modifier, but not the same way.
correct me if i'm wrong but are there new materials in gamma ?
materials as in materials\\asphalt kind
@undone lily you can optimize it a lot by iterating actual stalker objects, in your main for loop in calculate_rankings in pda.script
for i, _ in pairs(db.offline_objects) do
local se_obj = sim:object(i)
if (se_obj and IsStalker(nil,se_obj:clsid()) and se_obj:alive() and se_obj:community() ~= "zombied" and se_obj:community() ~= "trader") then
-- Check if object has a story id, if it does they are probably unique
local sid = story_objects.story_id_by_object_id[se_obj.id]
if not (sid) then
t[se_obj.id] = se_obj:rank()
end
end
end
Thanks ! Will fix check with the profiler then 👍
Hello! Where i can find a file with armor immunities (The degree of damage to armor from different types of damage)? In the standard build
Immunities, not protections
Yes, but this only included ecolog suits, i need other outfits😫
Apparently Gamma doesn't touch those so you can use vanilla
Thanks 🫠
!mo2search // honestly you can start by looking through the files of that mod on your install, that's easiest. use the MO2 file searcher if you want to find specific files as well
@light plankUse the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods.
⠀
Is there some kind of guide on making shaders? Not even sure if that's the right phrase tbh. HLSL seems similar enough to C that I can work with it pretty easily, but I have no idea how to actually make shaders for anomaly.
Maybe there's some kind of "example shader mod"?
making shaders
what kind of shaders? do you need to draw ur shader to offscreen texture?
the ones you replied to me about earlier, with the transparent gun
it's just alpha testing
for resolve you'll need fullscreen pass
https://github.com/ixray-team/ixray-1.6-stcop/commit/c607358f841408434648723fd03e6b05295d2ee7 - very rough example of adding new fullscreen pass
you can also check renderphase code in anomaly, xrRender folder in sources
other than that, you won't find any tutorials/examples
Weeelp, seems this is gonna be a lot of stumbling around in the dark
Thanks for the help anyway!
it is; better learn d3d12 and dont waste your time on xray engine
@warped trail since i dont reply to any of xray related dms anymore, you'll get an answer here.
[...] using the tonemap function in common_functions.h but it doesnt cover some stuff like puddles reflection ,camp fire ,anomalies and sun color . the tonemap is applied to the rest of the screen
so maybe its missing tonemap function call in some combine phase idk , do you know where i should look for that ?
can't speak for es/sss/whatever else was packed into your modpack, so i'll go with OG pipeline:
1accum stage - sun & local lights
2combine1 stage - ambient light, fog, tonemap (+autoexposure)
3forward render - particles, glass
4-N combine2naa - apply bloom n some other effects
i guess you render ssr after forward pass which makes sense, cuz you can reproject it in combine1.
so what you can do?
a) read es/sss code once again, and replace aces functions one by one (tonemapping is applied twice in vanilla; sky and opaque geometry [combine1])
b) store everything in hdr buffer (r11g11b10f / rgba16f), and do tonemapping last (combine2naa in vanilla).
this way you apply ur transform to final frame, including glass/particles/water.
thanks a lot , this is really helpfull 
i forgot to mention , it happens with original ES code on vanilla anomaly so i'll go with option b , less tedious and i think there is all i need in combine2naa for blending
Tbh an list of every actor slot would be helpful 
Next im overhauling all values and they will all be in the same ltx
Not to bother you but I have some recommendations for people who should get the modder tag if or when you have time
hello what file i need to edit to change map icons
I wanted to ask if you know a way to add a folder into MO2 instead of a zip file
So that way I can actively work on a mod instead of having to zip it every time
Not sure what you mean. You only have to zip it for installing it the first time. Once it's installed, you can just right click and choose "Open in explorer" to find the folder it's in, and alter the contents. Then just hit "Refresh" in MO2 to update it.
You can also just drag and drop a folder into the /mods folder and hit "refresh", that will also work for "installing" a mod (Though if it's not yours, the standard install method works more consistently due to FOMODs).
Ah ok, I didn't know it kept the files as open folders. Thanks!
do we know if any mod creator is working on NPC ai overhaul?
in what way? what do you mean by npc ai overhaul
yes, one of the guys of the funny engine
wait is that a serious answer or are you taking a piss hah
peak
Anyone know how to make a FOMOD or whatever it's called?
Just a basic checkbox thing
Like the one for SSS
https://www.nexusmods.com/fallout4/mods/6821 for an easy way to make one
https://fomod-docs.readthedocs.io/en/latest/ for documentation if you want to build it from scratch
Gotcha. Perfect. Thanks!
In MO2 there's also an option to install an empty mod. Then you can right click on it and open in file explorer. After that just work on your files in that folder directly. No need to "install" every time.
When MO2 installs it basically just unzips your folder (of course it's a bit more complicated with fomod).
So just open/edit/swap out your files directly inside the MO2 folder. I even initiate my git repos there when working on a mod.
Yep yep! Thank you! I didn't realize it just unzips the thing and keeps it like that
I've been working on this:
Who can make this sniper rifle? https://ru.wikipedia.org/wiki/Снайперская_винтовка_Калашнова_(2016)
preferably one that can be powered by a magazine power supply and has different modularity
Uhh I'm trying to post a mod on #1035807043933720576 but I get this error, what's up?

maybe @sinful wasp ?
ah
thank you..
first mod (patch really) 🙂 https://discord.com/channels/912320241713958912/1475147941009424455
raven's pretty active here btw if you would like to tell him about it
I suppose it would be polite to ping them ^^ @simple scaffold if you're interested, I did some profiling and optimized SortingPlus' inventory open sort on gamma by an order of magnitude at above link
Nope 😄 Did it today
Nice. I saw someone else post something similar over there. Can't wait. I want my guns on display lol
Nice alternative to the gun racks furniture
how do i change the price of certain items?
very fucking cool
Yeah Im also adding a headgear display
does anybody have a yt tutorial for applying weapon animations to another ogf?
I think one of frosty's guides covered that (the ones about porting and allat)
how do i increase the "number of items crafted" here
x_matches is firestarter, need the recipe to craft more than 1 if its possible
how it looks rn
good alternative, i was hoping i could make 2 firestarter sets per 1 recipe for same amount of resources
Is it possible to spawn other items on NPC spawn then just weapons and grenades?
you have to alter the cost parameter in the item's config file. you may want to learn how to use the DLTX method to selectively overwrite configs. my guide on that is pinned here
remember that Hard difficulty has a x0.75 multiplier on profit and x1.25 on cost from a trader, so multiply your planned cost by those to get your desired target value
can I commission someone to make a mod like fair auto complete but one that actually works?
spent 5 hrs trying but my dumbass is too dumb
What do you mean actually works?
That would be difficult to track in a way that won't have weird edge cases. Like, you're hunting Fleshes, and while chasing them they wander into an anomaly field and die that way.
Or a bandit clear quest by the Train Hangar pulls in some locals to help out, and they score the last kill.
Just get the fair autocomplete task enhanced, it has the kill-tracker + stolen tasks addon
Is it possible to do smt like complete iif player/companion kill it?
Ya that the mod that made me want the feature lol but it doesn’t work 90% of the time
I am trying to mod it like pda interactive since any task accepted there cancels if someone else does it
Do you have actual examples of it not working or context on how it did not work?
i am not sure if wolf's mutant quest has unique id or not included in fair auto's tracking but it always completes when done by someone else
So just find the task ID and white list it, there's a whole MCM setting for it
fk ur right, imma do that, u know where i can find task id?
It even tells on the mod's FAQ for whitelisting
ya lol i thought it for the auto complete part
so it is only for auto complete part and not the kill tracker part lol fk me
Hey guys, I have installed FWP but I don't see any new weapons in my game? Any idea why?
Asking in the appropriate channel would help https://discord.com/channels/912320241713958912/1277740537344168016
I can't send messages in that chat even though I'm in Frosty's discord
Dunno what to say, I'm not in his discord but I can send messages. Did the thread fill up again?
No idead to be honest
How can I increase the inventory refresh time for merchants? The economy settings don't seem to be working.
this might be close to what your looking for but not quite im sorry to say
longstanding bug. they restock at half the value of the setting. it works otherwise. https://discord.com/channels/912320241713958912/1142119703389687932
Is there some drawback to using the lua require in mods? I don't see it used in many mods
Should I add more part?
Wdym?
i've only seen it like once in all my time reading anomaly mods it's crazy, surely it's just people ignoring/forgetting that it exists or not knowing what it does exactly
i'm in both groups, i've enclosed entire script files in an if statement that maybe could've been replaced by a require line
I thought it would've just been broken but seems to work just fine. Maybe it's because .scripts are already loaded globally so it's been enough of an encapsulation mechanism?
IF that's how it works i haven't even done my homework and researched that
I wonder if it breaks the load ordering somehow? or has engine level effects if suddenly there are a lot of dynamic modules being loaded
Iirc engine loads only scripts that are located at /scripts. If you want to reference nested scripts like in #1278836517858447471 , you would want to use require
Wanted to take a peek at the bo.script for damage values and damn, I didn't realize characters had these many regions to hit
it's all the moving parts of a model's rig
there's absolutely no reason to have all of them get a unique multiplier when they could be grouped into larger parts like idk have both arms + hands + fingers as an "arms" multiplier
instead of having the upper arm take more damage than the lower arm and the hand and the fingers etc
Yeah it's weird having every bone for the model have its own dmg mult lol
The fact even the EYELIDS are there is amazing 
That would make for one hell of a VATS mod
GATS
i wanna make more crafting recepies, but i don't understand where to find names of the items the crafting files uses, like i tried searching "x_detector_simple"(for example) in every files in anomaly folder and in my mods folder, but it only appears in said crafting files
Should be the same as the names for those items that show in debug item spawner
huh, seems to be the case, but with x_ added at the beginning
The "x_" or "y_" identifiers are just there to allow alternative crafting recipes for an item.
Like for the Vodka
It's also written in the header comment of the craft.ltx where all the recipes are:
; ATTENTION: the reason why there is a "x_" in the start of craft items names is to avoid an issue with configs reading by the scripts
; if you use 2 craft recipes for the exact same item for example, the reader will take one recipe and ignore the rest
; to avoid this case, you put 2 strings of anything before the actual name, here i used "x_" and "y_"
; example: if you want to use 3 recipes for the geiger counter in one section, do something like this: "x_geiger_dead" "y_geiger_dead" "z_geiger_dead"
; Otherwise, put "x_" or anything and move along. Just always remember to use 2 digits only and nothing else
; this is a stupid yet simple fix
ooooooooooooooh, thank you, i missed that
Grok does sum most of them up into three main parts, head/torso/limbs. Hands/feet will have a separate mul but the rest end up larger entities.
Found when I reworked it all recently it wasn't too hard to eliminate certain multipliers. Current grok_bo or grok_actor_damage scripts have multiplies stacked on multipliers, can be confusing to follow.
is there any mods mixing ru/ua with english voicelines for mercs?
It's a shame this hasn't been fixed yet.
Good ones ? No
good idea
Now got two kinds of weapon displays (pistol and others) and headgear displays. 🙂 Making hideouts look like an actual lunatic lives there. Thinking about adding shooting range stuff now. Maybe a way to shoot pop up targets and get a score on a computer.
Currently implemented:
- Hideout cat
- Rain water collection system
- Automatic gun turrets and nixie tube remote ammo displays
- Alarm systems
- Weapon pegboards
- Headgear displays
And a little over one month ago I never touched Stalker modding. So every time someone is asking "can this or that be done" I think: JUST TRY IT
Something I had in mind: water and meat production using an artefact container built in the hideout. The meat spoiling code could probably be used > put a specific artefact in a specific container (Snowflake af_ice to produce mineral water, af_soul to produce canteen water, meatchunk to produce random meats) with artefacts degrading over time. Having the artefact displayed within the specific container would be super cool
Some other artefacts could produce other things, like metal scraps, wood, etc overtime
For water: I have these collectors. On spawn they fire a raycast to see if they are actually standing correclty (not obstructed) and then collect water if it rains..
problem is: rain water is probably radioactive
Yeah I thought at least emission rain should be radioactive 😄
(and it produces an important resource without any drawback, just make 50 of them XD)
So you think a sort of chamber to place artifacts inside that generates the resources based on the given artifact?
Could also be really cool looking 😄
What I always have in mind in terms of gamedesign is what new systems bring to the table and how it connects to the existing systems and gameplay loops
Yep
I can make a table of resources per artefact if you want
And code wise it's mostly done already with the meat spoiling code
(just spawn item in the container based on a time diff, that's the only thing needed to add, meat spoiling code spawns item when it reaches 0)
Maybe you can also give your input on gun turret balance. 😄
Ah, I'm pretty sure it will be abused so I don't think I'll add it to GAMMA 🙁
(like, stay on cover, pop one, let it kill people, grab it again)
I'm working on having npcs shoot at it. xr_combat stuff is just hurting my brain atm
although the idea is very cool
Can I write you a DM?
indeed
Let them cook
Maybe an item that purifies the water, like purification pills (sold by medics), could help, or filters that need to be replaced from time to time.
Hey all, is there a way to make an armour use a different set of hands? I have Eco proto exo, with completely wrong looking set of hands. Is there a way to amend it?
Hey everyone, does anyone ever thought about the light adaptation of the eyes at night. Could it be interesting to have a mod that makes your brightness and contrast progressively higher after a certain time in the dark.
Is there a mod which expands your uh…freedom of herbal use? IE: expanded cannabis, possibly some different strains? Or maybe a mod which just adds more medicinal things lol
I want to be able to make caffeine tablets especially. The fact I can distill coke and weed into Vodka but I can’t make caffeine tablets is wild to me
I used purkinje shift from ghost of tsushima presentation. worked OK with vanilla adaptation (though you'll need to do something with contrast)
would help if we knew what caused the bug (and the related one where mechanics stock in 1/4th of the value)
Maybe it's possible to somehow adjust the maximum number of hours in the economy settings (currently 168) then you can simply set the desired time by multiplying it by 4\
You need to do like this but only for your outfit
https://github.com/Grokitach/Stalker_GAMMA/blob/main/G.A.M.M.A/modpack_addons/23- THAP Rework - IENCE/gamedata/configs/mod_system_THAP_Rework.ltx
adjusting the player_hud_section actor_hud_value in my game files, right?
Yeah, preferably making a new mod folder for that
Damn, I gotta do some reading on how to even start this ;D
You can read https://anomaly-modding-book.netlify.app/docs/tutorials/addons/dltx?_highlight=dltx
Or just copy folder structure from that github link and only change the mod name to some custom one
Many thanks man, I'll try my best 😄
Anyone ever have freezoom move the gun and not reduce the FOV when aiming, but work when using alt aim or hipfire? - figured it out, apparently if you enable alt aiming, scope status defaults to 1 or something. added scope_status = 0 to the base ltx config and it works.
Idk where to ask this but would someone be interested in / has already made a less RAM/VRAM intensive version of
https://www.moddb.com/mods/stalker-anomaly/addons/ccon-grass-n-trees
Cuz the textures currently are REALLY highres
Hey guys, can anyone tell me where I can ask about Lua scripting for Anomoly? I have this small Lua script that works but I am trying to find some resource/documentation on what exactly I can extract from the db.actor object. Right now the only parameter I have successfully extracted was position like this:
local area = db.actor:position()
printf(string.format("! [DATA EXTRACTOR] Position: %.2f, %.2f, %.2f", area.x, area.y, area.z))
Returns something like this:
! [DATA EXTRACTOR] Position: 38.09, -8.30, 18.15
But I can't figure out anything else. Not even like your character name or faction. I got position just by typing things and the intellisence or whatever suggested position so I tried it lol
I find stuff here usually.
https://anomaly-modding-book.netlify.app/
Thank you so much
Bruh almost all these links are empty lol
Otherwise I ask an AI, pick your favorite, and then ask it for it's sources. Typically it'll point you to something you can use.
hmmmm ok
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/lua_help.script
try lua_help
Ask in the c-con thread #1279805292472832101
I'm pretty sure you should use engine sources for that, like https://github.com/themrdemonized/xray-monolith/blob/all-in-one-vs2022-wpo/src/xrGame/script_game_object_script2.cpp#L97
And then it does some black magic like https://github.com/themrdemonized/xray-monolith/blob/all-in-one-vs2022-wpo/src/xrGame/script_game_object.cpp#L107
You mean for position specifically or for extracting player data in general? I don't actually want the player position I was just seeing what I could do
For all available methods, yeah
lua_help contains the lua exports. Under the game_object class for example you can see position(), character_name(), character_community() etc
Ya I'm looking at this right now this is awesome. Thank you guys all so much
it's not a pleasant read but afaik everything exposed to scripting from the engine is in there
Just found out moddedexes has their extension to lua_help too 💀
https://github.com/themrdemonized/xray-monolith/blob/all-in-one-vs2022-wpo/gamedata/scripts/lua_help_ex.script
ah yeah that'd make sense for all the extra things they allow
Wish these were publicly available (brainjacket vid has these)
talking about the reshade or the graphical mods? All of the mods are already out there publicly
the reshade on the other hand might not be tho
Anyone know some good tutorial videos for animations?
@trail sundial maybe not the best but there’s this
Im working on the Artifact Harvester as described in #📎to-do message
https://www.youtube.com/watch?v=trbuxIkGdsw
Has anybody tried to make an artifact visible without a detector?
making cool sound physics stuff ( only reverb indoor shit for now), through efx
hello friends, i have a very particular issue and i think i might have a solution for it.
i would love to use a scoped winchester rifle, but im on dx9 which doesnt support 3dss, which is required for the winchesters scope to work.
i was thinking that maybe its possible to gut the winchesters scope of its code, and insert the code from a dx9 compatable scope.
this would essentially give me a sidemount scope with dx9 compat.
am i delusional or is this doable?
actually nvm, i thought u wanna port 3dss
nah nah, all im asking is if its possible to jerry-rig a dx9 compatable scope for thw winchester
by gutting the 3dss version of the scope and inserting dx9 compatable scope code
my knowledge of coding and gammas inner workings are at dead 0
so thats why im here, i need help if this is even possible
The weapon repositions
Yes. I have a working dx9 patch by I've been too busy to work on the configs
It's actually very easy to make them visible without a detector
hello, id be very interested if it ever becomes available. will it be included in a future main update or would this be more of an individual patch that people can install if they so wish?
It's going to be replace the current dx9 patch
this means you'll distribute it to whoever wants it? or will it be in a major update?
In the config just enter a reticle for scope texture and it will now have vanilla anomaly scope behavior
Except that won't make the model itself dx9 compatible
what makes the model incompatable?
The shaders
so would it just show up as pitch black?
this is basically what i was asking, a sort of file replacement
SwitchVisibility(boolean) omg im so stupid
That won't work. You'll still get crashes for incompatible shaders
makes sense
Hey, does anyone know how to comment out old bas animation lines in the config files that cause ADS stutters with certain guns? Like RD47 / Draco etc? When you ADS, the reticle jumps a bit - known issue I think.
Also, thanks @sinful wasp for directing me here... apprreciate it!
Aren't stub shaders there in gamma?
isnt there a mod that allow you to turn in quests through the PDA? I remember hearing about t somewhere but cant find it
There's autocomplete, but it messes with how gamma generates stashes
mod page says that its fulyl compatible with gamma
Compatible in that it doesn't cause bugs, but still has implications for the stash system.
For example. In vanilla gamma you never get a AW stash from cordon quest.
With autocomplete you could if your cordon quests complete while you're in rostok.
I hadn't dropped the stub shaders into 3dss proper because the scope textures aren't setup
Then I'd have a hundred people asking why they can't see scopes on dx9
Ah ok
Dang, this autocomplete version? https://www.moddb.com/mods/stalker-anomaly/addons/dltx-unofficial-autocomplete-v4
we don't play gamma in this thread 
so, apparently taking a psyhelmet from debug doesnt mean you can travel north
which script handles it then?
if has_alife_info("yan_labx16_switcher_primary_off") and has_alife_info("bar_deactivate_radar_done") then
return
end
found in grok psy field in the north
Is there any mod that adds a time of day clock to the top right of the screen with no mini map? Preferably semi transparent but beggers can’t be choosers
Trying to go for a semi modern ui look
Preferably close to this image in a different game, where it’s on the top right
I’d prefer it to be constant,
well not that i've seen then
nvm, i found it i think
but actor_has_item scripts are ass
Possible jank solution: replace the minimap textures with blank ones and enable minimap
That could work lol, no way to make the opacity like 80% though? Or changing the font so the numbers are bigger?
No idea
never ever living this down 
just pretend this is newbies chat
Where/what file should I look in/at if I wanted to see what determines which mutants spawn where? Both to adjust for myself and to log it down.
Something under ZCP?
The spots are determined by the ai map spots, which are handled by the SDK. You'd be better off asking in the anomaly server. ZCP handles globally spawning certain mutants off/on. I know HailtheMonolith has been working on some new Ai map spots tho.
Thank you!
I'll dig some other time. Cheers.
@balmy idol In regards to CCON, I'd also recommend decomposing the bump textures into individual channels, downscaling them, then re-normalizing the normal maps before recombining. This mitigates lighting artifacts from downscaling. Re-compression introduces some new error regardless, but proper normalization keeps it from compounding into worse lighting issues.
Reshade can do it, plus fps and frametime. You are not required to have the actual preset on.
gamma is a modpack for anomaly, but is there more to it than just that?
no this isnt bait, im basically just asking about the nuances of making gamma
Dawn that looks good ! I'll look into that as soon as possible. Thx for the answer bro
Hey, I have two versions of 0.9.4, I'm trying to take a pistol from pretty pistol pack, and add it to the newer version but it's position is entirely wrong. I loaded up each version and looked at the hud editor values for the older one, and matched the addon I made to put it into the newest gamma, but that didn't work. What's the best way to figure out the position? I guess something changed with the 0 position or something?
how did you "add" it?
Copied ltx from the older version, gave it a custom name so it wouldn't override anything that currently exists, found all the aim/hud offset data in the original full ltx, and added it to the copy so it matches values.
I tried copying the hud offsets from one of the newer 1911s over to the m45 and it got closer, but it's still off.
If anyone is interested I have a tool (script I made) fully automated and batch processes/optimizes character models in blender. (Could work for other models, never tried)
Hand of God — Feature List
∙ Smart Vertex Welding — Progressive multi-pass welding of duplicate vertices at mesh boundaries, filtered by bone weight and surface normal direction
∙ Boundary-Only Targeting — Only processes vertices on open edges, never touches interior geometry
∙ Head Protection — All head, eye, jaw, eyelid, and neck geometry is excluded from processing
∙ Decimation — Optional 10% body triangle reduction, AREF models auto-skipped
∙ Stump Capping — Seals dismemberment cut points on human models
∙ Bone Weight Normalization — Renormalizes weights after welding to preserve animations
∙ Texture Path Repair — Fixes broken material references on export
∙ Dry Run Mode — Full logging without modifying any files
∙ Per-Feature Toggles — Every feature can be independently enabled or disabled
How To Use
-
Setup
∙ You need Blender with the OGF import/export addon installed (io_scene_ogf).
∙ Place the script somewhere accessible.
∙ Open the script in Blender’s text editor or run it from command line. -
Configure Paths
At the top of the script, set your input and output directories:
∙ Input — folder containing your OGF model files
∙ Output — folder where processed models will be exported -
Feature Toggles
All features are independently togglable at the top of the script: -
Recommended First Run — Dry Run
Set DRY_RUN = True along with all other options except decimation. Check the Blender console output. It will tell you exactly how many vertices would be merged at each distance pass, how many were rejected by each filter. Nothing gets changed. -
Live Run
Set DRY_RUN = False and run again. Processed models are exported to your output directory. Drop them into your game’s meshes folder and test. -
Second Pass (Optional)
The first welding pass changes mesh topology, which can expose new boundary edges. Running the script a second time on already-processed models typically catches another 5-10% of remaining issues. A third pass yields near-zero changes — two passes is the sweet spot.
you also need to use the values from prp for that weapon
(if it's included there)
Shitton of text incoming, in 3... 2... 1...
||So you was warned, now to the point of my humble request.||
Can you please recommend some mods to me? I have many already, but I want to create ultimate pack and then grind Invictus (doesnt care about achievement tho, so no worry if mod breaks it, idc and do it only for my entertainment). Modlist goes bellow.
Mods I especially interested in:
- PDA notification customizer (not pda sounds, but notifications content: f.e. what types of messages I get on HUD, I want to make some notifs appear only inside pda "messages" section)
- NPC portraits overhauls (tried several of them, but pretty often was still getting NPC fraction icon instead of NPC model icon in pda notification, taskboard and inventory UI )
- QoL life features, ways to make game smoother in UI and UX. Good examples - craft from stashes, sprint cancel aim, tooltip control, etc.
- Immersion mods, from little tweaks like "barrels do no less than half of damage even in shit condition" (instead of dealing 1% dmg like its nerf gun) to big immersion overhauls like S.I.S.K.I. A-Life.
- Graphical mods. I already have latest sss, atmos, weather exp for atmos, arrival and complete texture pack, but if there anything to more improve game in terms of looks - sign me in please.
- More cool gameplay quirks and features. Dont care if it makes game easier (playing max diff with precise AI aim btw) or harder - the right question is will it make game more fun / immersive / diverse or maybe makes it less annoying / exhausting / dumb?
- UI customization. Im using Sota UI + custom loading screen. If there thing to recomend, I will be glad. Maybe egui? No dynahud tho (what is there to hide lol, map hides by default, hp is essential to be seen and thats it)
- Performance improvement. I use forbidden engine, ALAO, InventoryOpenLagReducerForGAMMA - what else I can add/tweak?
Note: BHSRO, Klondaik, FWP (or any other weapon pack), NPC retextures (and other graphical mods that requires new game), RE:done combat/maps/mutants is nice, but out of scope for now. Still will be glad to hear recommendations.
I know thats huge request, but if you read it to this point - thank you for your attention, your mods suggestion would be greeted. Please dont suggest touching grass or women: I already have CCon and New Hip Model.
prp? sorry not familiar with that.
pretty reanimated pistols
Yeah just searched it and found it, sorry. It's the m45, I don't see any 1911s in prp.
and how does it look in game
These are the original values, looks normal in the old game. In the newest version if I copy this 1:1 the gun is in my chest.
oh yeah i bet it's gunslinger replacers
you have to make your ltx overwrite those
Ah I feel like I had to do this before too when I added the m45 back in and forgot... I figured since I was using a different ltx with a new name it would ignore those.
But I'm still using the colt base.
have it, great mod




