#╙🖇mods-making-discussion
1 messages · Page 144 of 1
for mod recommendations i think it's newbies and stalker chat
so copied 1:1, values are loaded. For some reason gun is in my chest, can't even see it. When I aim you can see the barrel in the bottom left. 🤔
everything else works though, and the bullet still hits center of screen 😆
yeah but like a comparison of the viewmodels from both
Stalker chat XP requirment is crazy lol
I still need send here like 150 msgs to get access
You have my overhaul?? That’s awesome!
Sorry, cant remember, what mod is yours exactly?
I fully overhauled painter of the zone. I am not the original author but I picked up the torch and have been updating it the last few months
Its very cool mod btw
outside pictures are newest gamma, inside pictures are the older one with it working. I figure it has to be a conflict of some base values or something but it's just weird to me that the weapon hud editor shows the same values for all stats.
Now that’s a good question, i genuinely don’t know how to tell. I’ll have to figure that out when i get done with work 😅
If I want to increase population/spawns specifically for regular (melee) zombies, how would I do so
Change the sim squads in every map to have more zombies, add in more sim squads to the smart terrain spots
Look in #📢development how grok added more dogs to the north and use that as a guide to add more zombies
is rotten life 3 not available anymore? I can't find a download link.
It's been taken down
Any other texture pack still available, ask in the proper channels like #╟🔰☢newbies-chat or #╓☢stalker-chat
There's ZTR that still has a github floating I believe
does anyone have a Tutorial on how to create a FOMOD ?
Welcome to my comprehensive guide to creating a FOMOD installer. In this video, I cover the majority of how to create a FOMOD using the FOMOD Creation tool, initially used for Fallout 4 creations but adapted to also work with Skyrim LE and SE.
In addition to a basic installer, this video covers topics such as the recommended folder structure, p...
i need creation kit for it ?
If you don't want to make it from scratch, then yeah
You don’t need Bethesda Creation Kit, you’ll need the tool listed in video (FOMOD Creation Tool)

send u a dm
i have modular attachment nvgs that use the same nvg shaders and i also changed actor_effects so that my faceshields also use the basic helmet overlay 

Sorry to bother just quick question: I've never made a mod before but am just looking for where to start. I have an idea for an anomaly mod but again, not sure where to start. Any advice is helpful such as what programming language to learn, what programs to use, etc.
Hey, so you were right the animations were the issue. I moved the animation block in the original mod hud base over to my ltx. All animations are good now aside from the shooting one, when I shoot the gun jumps to the bottom left of the screen each shot but then returns. I assume the animation for shooting is the anm_shot_1, and anm_shots, and those match what the original one has. I thought maybe the right file was missing or something, but I can't find any animation files when I search in MO2.
Lua for scripts, but you can do a shitload purely through config editing if you learn what a DLTX is (fancy text-based config file). Guides and information are all pinned
Pls share?
I'll see what I can do. Though I haven't noticed any lighting issues so far.
most of the code is in linked presentation
I don't know where to put the code though 🥺
you run it in your beloved post process pass.
did someone work with substance painter here
I think reshade has adaptive lighting to simulate eyes but a mod or add-on to SSS that did that would be very cool
Sure, what's up?
https://graphics.stanford.edu/papers/gazehdr/gazehdr.pdf another pretty cool paper
hi, im a little confused how to import meshes there
someone says to convert it to obj, someone says to fbx
the fbx doesnt even work for me for any fucking reason?
like whats the easiest way
You can import both formats. Usually a .fbx is used
That doesn't tell much of your issue. Did you check the console/log for an error message?
nvm, fixed it, blender issue
but substance painter wants .ssp format only
oh i figured it out
That's for opening a project
yeah
i worked in gimp for textures, working directly on mesh is confusing lol
thanks
Might be worth looking into a tutorial or something, especially since painter is a very different workflow than traditional texture painting
Make sure you use the proper project template or at the very least setup your project as directX if it's not already the case
😔
how do I load LUTs? I saw you just install it in mo2 then how do I access forester lut in game?
Whatever he had the cfg_load name for it to be, you should ask in his thread not here tho also it probably says in the pins
thank you.
I have a beloved post process pass?
Or do you mean reshade
Writing a reshade shader could be fun. Never tried that before.
I have a beloved post process pass?
combine2naa
assuming non-dogshit pipeline:
color = t_color[pix]; //fetch your linear hdr buffer;
color = shift(color); //purkinje shift <---
color = some_other_stuff; //eg white balance
color = tonemap(color); //your tonemapping op
color = linear_to_srgb(color); //transform it back to srgb
return color; //display allat
https://www.diva-portal.org/smash/get/diva2:24136/FULLTEXT01.pdf <-- iirc it was pretty popular in mc shaderpacks. a good start tbh
If you plan on going this route, I'd advise reading on this #╙🖇mods-making-discussion message
for the extraction of channels for the bump and bump#. To avoid skewing data even more
Nah since you said it's negligible difference at best, I'm not going to make extra work for myself
Hey Lvutner, would you know what the reference plane for the height texture read is? Is the reference plane 0, 0.5 or 1? For a neutral no height bump#
i have no idea, sorry
Worth a shot, thanks
This is really cool
Has anyone tried making 3d NVGs? Like 3dss but for NVGs?
no
All powerful shader man do you think that A making NVGs be 3dss would be hard and B that you could make 3dss NVG scopes take normal NVG/beefnvg shaders?
A) so you want beefs in 3dss scopes? its doable.
i thought the whole point of 3dss was to save perf you would lose with pip scopes, beef does a couple of not so cheap things in the code (eg. that 'golden angle bokeh')
B) 💵 makes everything possible
@lilac ibex would you know what shader params I have free after Beef's and SSS? I'm trying to make that purkinje shift mod but I think I'm running into conflicts trying to make an MCM menu.
Also, where is the vanilla adaptation and how can I turn it off / tweak it to make the purkinje work as it should?
@last swallow maybe you know?
maybe _7 / 8.
to disable adaptation you can type r2_tonemap off in console.
Or hardcode "scale" to 1.0 in tonemap function.
adaptation files/code: phase_luminance (engine) bloom_xxx.ps...
i dont quite understand why do you need any mcm menu for it
I wanted to be able to toggle the effect to see if it's even working 🤔
ah
Where do these files live? So I can hardcore scale=1.0 and such
I don't have the entire Anomaly folder unpacked so I can't search the files
I'm on Linux, so
Awshum, MO2 should let me find that
How do I create scripted mercenaries at the "Mercenary Base" in the Dead City, rated Master or Legend?
Help pls
What do you mean "scripted"
I found an ltx where I think you can do this, I deleted everything except sim_default_killer 4, but for some reason they spawn with the rank of Professional or Veteran
I don't know how to say who they are, but they always spawn together with important traders, mechanics, guides, in the amount of 5 or 6 people, and they sit at the base "guarding", something like that
They aren't given high enough rank points in "character_desc_killer_4.xml" probably
Are you trying to edit an existing squad or add custom one?
Edit this so they spawn at master or legend rank, but not newbie, experienced, professional, etc.
.
Master rank starts at 34999, Legend rank starts at 49999
^^^^^^
role is a required argument that is missing.```
Ok, I'll try
what do these exclamation marks mean ?
Does somebody knows a mod, that makes your weapon stay in lowered position after sprint, if you manually lowered it before sprint?
@crisp oxide Hey man! Downloaded today yours Random Pile of Addons (which is should be named more like Goldmine of Addons, cause they really cool). But I found a bug, that makes Road to Vostok Mouse Weapon Control module incompatible with base GAMMA mod 41- LowerSprintAnimaiton - Skieppy.
So, there is bug report: If I lower weapon by mouse wheel and then sprint, after I stop sprinting weapon will glitch out and make rambling sound until I manually raise it up.
Would be very glad if you can make this 2 mods compatible.
It should already be part of the lower_weapon_sprint script
Yes, found it, here is bug report above that makes me wonder about that problem
Ask in their respective threads, this isn't the place to ask for compatibility patches
Im sorry, what channel should I use? There is no thread for this mod on server, but modmaker is here.
Ask on their Mod DB comment page. If you're looking to make the patch yourself, you can ask in here, but this isn't the place for mods support or feature requests
@cinder bramble dm me pls (about quests)
I think disabling spring rattle in weapon sounds mcm is the only realistic solution here
I hope its possible to make a compatability patch for both mods, loosing rattle sounds is sad
You just need to point the functions of the rtv_weapon_control.script to trigger the functions of lower_weapon-sprint instead.
Right now the RTV one just calls the game.actor_lower_weapon which bypasses the whole lower_weapon_sprint script
If only I was able to code 
Maybe you can do this? 👉 👈 
I will forward this fix to mod author, so he can include this into his mod
No better time than now to start learning and fucking around
Nah. Not interested. You want this? At least try.
Understandable, have a nice day
ebic
I don't know if this is the right place to suggest ideas for mods but the idea is:
Make it so a companions can travel to Rostok(for example)and buy things from traders, he can die on the way there and back, if he dies you can find him with RF receiver and get the stuff back anyways but some can be looted, maybe you can use RF receiver to find who looted him and take it back.
This is to prevent you to always have the workbench/hideout next to the trader and have more freedom and less planing of what you need, should you have a base outside of main base.
I don't know if this is possible, I know nothing about modding.
nah this is the place to Do It Yourself
ideas are... very easy to come by. doing them is what sets ppl apart
now of course if you'd like to try it yourself we're happy to help, there are many good resources pinned
Okay yeah I can see that.
I might do that sometime 😊
We are easily baited into creating 90% of the scripts don't worry
speaking of i think the only new major bug for tougher gun repair is that it allegedly makes guns jam less frequently than in vanilla gamma 0.9.4
i wonder if there's a possibility that you can ACTUALLY remove the patch from the suit and install any patch you have on u rn
like turn any suit you have on into the faction you put the patch onto? yea sure ill do that i was actually going to remove faction specific armor mostly and just have that type of armor so this works well
hell yeah
Precisely 
Also it still kinda fits since duty is supposed to all be military surplus anyway
Also I will do dynamic NPC and character customization to properly show what gear you and NPC's have equipped that is happening
That sounds counter intuitive. I don't even remember why I touched the jam chance code.
I mean it was for a good reason, but I don't remember it.
Howdy, sorry to be a bother with such a simple question but I am getting into modding and I'm wanting some values from a base Anomaly guns .ltx but can't seem to find it. I was told gamedate/configs/items. but there is no items folder in configs.
“unpack the Anomaly config and script files by running Anomaly/tools/db_unpacker.bat (pretend the _unpacked folder is called gamedata and you'll understand all of the file structures)” straight from #╙🖇mods-making-discussion message dltx guide
you’ll find the weapon ltx there if it’s a vanilla gun
I guess I overlooked that when I was looking at that guide. Thank you.
Hey guys, I'm adding armor attachments but wanted to make the mod compatible with other attachment mods like anomaly armor attachments. I'm obviously able to use DLTX on the config file for attachments, but how do I go about making the text file for the descriptions/names compatible? Seems like DLTX isn't able to merge non-ltx files and I didn't see anything on the modding book
I'm an idiot, i realized I can just make a new text file
Or use DXML, which is like DlTX but for XML files
Guys what would I need to do to create an addon that makes the RF Receiver give directional feedback?
I’m trying to make a simple UI indicator kind of thing
Does GAMMA has any addon that I could modified to make this feature possible ?
Try and strip out part of the Stalker 2 UI compass mod I guess. Then apply the rotation tracking to whatever UI you want to make for the RF
https://www.moddb.com/mods/stalker-anomaly/addons/dynahud-dynamic-compass-addon This one ?
or this one ? https://www.moddb.com/mods/stalker-anomaly/addons/stalker-2-style-ui
Also where exactly is the RF quest logic located in GAMMA?
I’m trying to find where the active RF signal position is stored so I can read that vector for a directional UI indicator.
you can speed it up in the config, but that will make it not sync with the sound if you’re okay with that
ok thanks! And could I use the fire mode switcher generic sound instead? that would make it instant no?
yes that would make it instant I believe
Ни у кого случайно DECALmachine нету? Нихуа не грузит(
@crisp burrow кинь ссылку в лс
как всегда спасаешь
Guys, please tell me about a mod that limits the time it takes to complete a quest and makes NPCs steal caches
You want to know how to make such a mod?
no. I remember that there were such addons, but I can't find them
maybe it was in other modpacks and I'm just confused
Ask in the relevant channels, #╟🔰☢newbies-chat or #╓☢stalker-chat , this isn't the place.
There's a mod for task timers that will add a time limit for task. Google it
Post Process Editor
https://ap-pro.ru/forums/topic/14205-xrppeditor/
weather expansion load
Do any of you know how to get replace the new weapon animations for the old ones?
It’s a really complicated process unless the two animations have the same bones, if they do however you can simply direct the correct omf reference in the ogf and change the configs to use the right anims
would it theoretically be possible to make a gun fire two different bullets at once?
for example, shotgun shell that has a central slug with buck surrounding it
slug would have properties of a slug, buck of buck.
Hello. I'm trying to create a repo for the M4 tactical, but the game can't find the file in the \Anomaly\gamedata\configs folder.
are you making your own mod in MO2 or putting it directly into the anomaly folder?
so no then? because thats the wrong way
As far as I remember, the config folder has the highest priority.
create a mod and place this file in the gamedata\configs\
actually you didnt z stack this so its probably getting overwritten
priority is based off of alphabetical load order for dltx anyway
holy cow its worked 
just zzz
yeah lmao i love z stacking, but fr dont put your mods there make your own mod in mo2
i heard i can change the buy price of the blackmarket mod in the configs but can't find anything relating to price in the configs, anyone know where it's located specifically?
nvm found it, i simply miss read something
@steady apex Привет, я пытаюсь настроить и подружить твой мод Artefact Variationizer. Сделал все что хотел на данный момент, но баг busy hands стал просто невыносим, появляется по кд. Вычитал что частой виной помимо анимаций еще могут быть действия в actor_update и TimeEvent. У тебя как раз в actor_update есть CreateTimeEvent для рандомизации артефактов из списка с задержкой 0.08. Я совсем не кодер и lua не владею, так хобби ковыряться. Хочу вот понять зачем сделал с задержкой, нельзя ли сразу обработать артефакты из списка? Или это типо защита чтобы они были гарантированно прогружены на уровне.
наверное можно, не помню зачем сделал
any blender nerds know what ove done wrong? Trying to convert a nif to ogf. Exported the nif as obj, then imported that obj. i gave the obj an armature and gave them all wpn_body vertex group. When I try to export it says I have vertices with no group.
did you assign the vertices to the group or just made the group?
I think that's it, thank you
no problem 
Is there a mod that removes the hostility trigger when entering a locked room at the freedom base in army warehouses?
I would like to remove this script myself, but I don't know what to look for
anyone know a good tutorial for bumpmaps?
lunatic has a 2 hour guide that covers the basics of making a gun
i think he touched bump maps so u can look in there
https://www.youtube.com/watch?v=HwTYYH5zLjo
which is this
We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:
00:27 intro
01:36 tools of the trade
03:30 content overview
Part 1: having a plan
04:01 intro to planning
Part 2: editing textures
06:57 intro to textures
29:27 thm files
Part 3: working on mesh...
Just get your normal map, specular and height map saved as a compression less format (png, bmp, tga, etc) and use this
https://www.moddb.com/mods/stalker-anomaly/addons/stalker-bump-gen-tool
hi, guys, lately I saw the GAMMA walkthrough vid of one guy and he was using some mod for more accurate stats of the weapon/armor modifications and etc. Can you please tell me the name of this mod? Sorry if I'm using a wrong chat.
wrong channel, also how is anyone supposed to tell without any visual reference
#1035807043933720576 look for accurate stats. Tho I don't believe it works with the rework of resistances for armor
@faint sable u ever ripped rd704 from tarkov ?
#1277740537344168016 message I know I’m not frosty but fwp does have an rd704, dunno what it looks like though
It's likely from Tarkov, just tweaked for Stalker.
Hey Lvtuner, have you ever played around or looked at how the hierarchical occlusion mapping works for the engine? I'm trying to author .hom files for some of the maps and I'm not really seeing a difference except increasing HOM render stat. Render doc seems to show roughly the same amount of draw calls and the engine is still rendering stuff that should be hidden behind HOM meshes
hello good people is there any way to chnage minimap/pda icons cuz original ones look very dated and unclear
Check #1035807043933720576
is the a mod there or what im confused
That’s a channel, where mods are posted. Search in there for something you like
Otherwise, search ModDB
ok got it
alright question for the smart people related to shaders(lvunter plz see
)
how do you make a new shader that let's you add something like an outline for specific model?
you are wanting to do either a fresenl or a sobel shader
lvunter will suggest fresenl
ill probably look into some tuts on yt or just try to understand the existing shaders that are already made
good luck lmao
if you do end up doing it implementing it could you ping me pretty pls
what do you need it for 
just a small question
since my reason is the dumbest you'll hear 
but yeah i'll try to finally understand something
https://youtu.be/tD36J7Foxlo my explantion got automodded for markdown ffs
Quick Preview of the blueprint system in Hideout Furniture Generator.
tldr, it would make this system look prettier (the highlighting the parts when looking at them)
thank god for lucy and her script attachments
interesting
whats ur reason then
anime hands 
still i think it can be used in other stuff that's considered non-stupid
@sudden inlet ti to tyt ne pizdi
ia ix yzhe pizdil s gmod
tol'ko nado bylo dymat' po chasti sheiderov
seichas kak raz ymeu dymat'
You might want to look at flattened lighting or stepped lighting models.
You could also probably get a posterize + specular look going in-shader

Fresnel, even with a high exponent, tends to be too smooth, you need to clamp it or step it
so i basically need to mix fresnel with clamp, then also make flattened lighting or stepped
jesus
i think it's bad that i kinda skipped math
but ig we try it
Well you want your fresnel either a ceil or floor it.
Depends on how you're doing it. Usually toon shading is a Dot product of the sun vector, then you either remap it to 0-1 and step it or you can flat it with a ceil or floor
i think it will turn out shit for first time, but i really don't want to use AI for this kind of stuff
only incase i will need to do some stuff about vectors but it's unlikely to happen
i really hope my ass won't break it 
There's a whole lot of basic shader tutorial for toon-shading, so you can inspire yourself.
The engine probably already has the code to get the sun vector direction
so the question raises,
how do i form it
It would have been easier to do if the engine was a forward renderer, but you might still be able to manually feed in the sun vector via script
since i sat there trying to understand the .s part
and .vs with .ps is something else 
.vs is the vertex shader, .ps is the pixel shader
ah
do i use both for this kind of shading 
or it's more simple to implement it into .s?
You always need both
The .vs you can probably take from the basic default shader model
Since it only needs to pass on the UVs and whatever else
the .ps is where you want to do your custom lighting
But don't quote me on any of this, I haven't written shaders in 10 years
ot ti kurwa blyat-
ahem
You can try and break down the Default shader to see what is happening where
Like everything else in this engine, FAFO
if you need help with sourcing examples in engine, bit of explanation and how to structure it, i'm willing to help
yeah examples with somewhat explanation and structures would be nice
i know basically zero
okay, i'm doing like 3 things atm but can i dm you about this sometime later?
i'm not big on sdk/homs (meatchunk can give you some hints i think)
i think sectors were responsible for culling
"For specific model" - this will require some masking / stencil marks
https://www.youtube.com/watch?v=Acn79E8CYew - GS can be slow, but it's pretty cool and easy to set up
Learn how to write an HLSL shader for creating outlines. This is the most simple form of outline, but I will go over more practical effects in future videos. This one is good in a pinch and a solid intro to HLSL shaders.
(sorry burn just bumping this)
Wow, thanks a lot
Hi, just asking a question how do I solve my issue regarding the missing texture, for more context currently I dont .htm file for that models
NP. if you didn't know that logic ltx could do that it would be hell to find. it should be enough to just delete the part between the % then put the file in your gamedata in the same path as it is on github: gamedata/configs/scripts/military/
if you want to DLTX the change keep in mind that this file IS NOT part of system. you would need to make a mod_mil_freedom_if_actor_steal_disable.ltx and put it in the same folder: gamedata/configs/scripts/military/
one change you could do instead of removing it is drop it down from 5000 to 1250 enough that they will attack a true neutral but anyone with a moderate amount of goodwill just gets knocked back barely neutral and an ally just looses their discount at the store.
Find the .ogf of the current arms, either use an .ogf editor or blender and check that the file paths point to an actual texture.
disclaimer: all of this is base anomaly, IDK if something in gamma has messed with any of this, so i could be wrong for gamma.
the sum of the player-faction relation (which is what this changes) and the faction-faction relation between freedom and the players faction being less than -1000 triggers hostility.
without dynamic faction relations enabled faction-faction is going to be 0 for all non hostile players except freedom players which will be 300
this particular thing is one of the few things that can make negative player-faction relation, so in most cases it is positive based on quests which is why i would suggest a penalty value above 1000, how much is a matter of balance. 1250 will not make them hostile to freedom players even with 0 quest goodwill. 1350 will while still being something that can be over come via questing for other factions like loners. 2250 will make it so a max rep freedom player will just avoid hostility.
this addon can make testing this kind of thing easier https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor
gamma doesn't fuck around with that relation system fyi
so stuff that is true for basegame, applies for gamma
Yea, got it. Thanks again for such a detailed answer
NP, thanks for acepting it in the spirit it was given 🙂
i can't resist falling into teacher mode, I want to nudge as amny ppl as posible down the path of making mods.
(And i'm partly talking to the room, the amount of reply pings i get from person Y to something i said to person A several months ago asking for claification on a point... )
Okay, at first it was funny, but it loses its seriousness every time I light a bonfire and the music starts playing while it lights up in all colors... The worst part is that I don't even know which mod does that, because I don't remember installing anything that changes the bonfires. Can anyone guide me on how to remove it?
you want to ask #🔨modded-gamma-support not here - this is the room for making mods. fyi it's because you installed Arrival and picked one of the "joke" options
My bad, I'll make sure to use the correct channel next time; I figured it must have been because of the arrival feature, I installed it half asleep at the time and I vaguely remember seeing an option like that.
Just clicking through installs and not reading 
Hey guys i've a question
I'd like to change bullet hit power factor, but the game says it is overriden by grok's ballistics overhaul
I disabled it from the mod manager [Ballistics Overhaul (GBOOBS) - Grokitech), but the game still shows the advice saying that the changes to that configuration is still ineffective
Even if the advice was just a visual thing, I still do not feel any difference in gameplay
is there something I can do?
please
Don't disable Gboobs many things touch and rely on it it's a main pillar of gamma
Ok.. so what are my options? I've been changing k_hit and k_ap values in GBOOBS...
tbh I have no idea what I'm doing, I never modded a game
just testing but if you can give me a hint it would be really helpful
any tips?
K_hit and k_ap is for bullets not guns....you should be changing the values in guns you want to make better not the script for Gboobs also don't change it directly change it with dltx overright
so how do I do that? where are the values for guns located?
In their configs but like I said it's best to do a dltx overright, in the pins for this chat has the guide on dltx you should read that, a dltx overshoes like in gamedata/configs/ then you make a new ltx called mod_system_ whatever you name it then put in your new numbers with a ! Before the name
working on a mod for GAMMA / Anomaly that introduces some Stalker 2 factions to the game world. First up, the Corps
Can someone kindly point me in the direction for rigging / implemting actor models for Anomaly? I haven't modded Stalker since 2012 so I suspect that it's not done via the CoP SDK anymore?
Some people uses IX-Ray SDK
My man. Thx! I'll check it out
another question
how do I make a ltx file that applies to every gun in the game? I want to change every "hit_power" value for the guns from all the mods
You can't.
Do you just want to inflict more damage overall?
I want to adjust it to be a little higher
Modify the Difficulty_multiplier table found in grok_bo.script.
It's a modifier of your damage based on the difficulty
[1] = 1.3,
[2] = 1.05,
[3] = 0.90,
[4] = 0.80,
}
So 130% damage on easy, 105% on medium, 90% on hard, etc
Either make a copy of this file and make your own mod override in your load order or modify the original, be aware that any update will lose your change if you modify the original
This applies to any and ALL damage you inflict
but what other aspects of the game does difficulty affect?
I want to change ONLY the damage weapons inflict
If you change the damage of weapons you'll also get damaged more. Is that what you want?
NPCs use the same damage numbers as what's on the gun x bullet
Yes. More damage for me, more damage for enemies
Then change the difficulty multiplier accordingly and change the grok_actor_damage_balancer.script and modify the table in there
[1] = 0.65,
[2] = 0.8,
[3] = 1.0,
[4] = 1.2,
}```
This is the damage reduction based on the difficulty
So you take 65% of the damage on easy, 80% on medium, 100% on hard, etc
But that just makes the game easier
Just increase the value to your liking
I want to get more damage, and also deal more damage
And this is how to do it
What do you not understand?
If you're playing on medium, increase the number from 0.8 to 0.85 for receiving 5% more damage. Use whatever value you want/fine tune
I understand that higher values for difficulty_multiplier make me deal more damage, but it algo makes me stronger
You have to increase both values, they are two different files and systems
The value found in grok_bo.script is the damage you inflict, the value found in grok_actor_damage_balancer.script is the damage you receive.
Increase both values
ohhhhhh I get it now
thank you so much!
sorry for the misunderstanding
where are the scritps located?
Don't forget to make your own mod for your files
!mo2search
@sage mirage Use 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.⠀
ty
Is there a mod out that adds a safety to firearms and/or one with misfires/accidental discharges for damaged weapons?
I’m out here trying to make my game even more complicated with mods that prob don’t even exist…
if you want safety, add 0 to fire_modes in any given weapon's ltx definition
WTB Mod that rechambers sr1m, and sr2m into 9mm 🙂
that's just a simple ltx edit, you can do it
im trying to go north on a new save w/ debug but the psy field is killing me and spawning in a psy helmet isnt helping. anyone know how to do this?
g_god on
that doesnt change anything, the psy field still kills you
https://discord.com/channels/912320241713958912/1233646399611207700 will do it if you want to work for it.
exist another binds file? i know user.ltx file. i want to change some mod binds like zoom
axr_options.ltx
Binds get configured in the MCM settings too
i want to bind mouse scroll
I believe mouse scroll can't be binded. You can bind the mouse scroll click, but that's it. Mods that make use of the mouse scroll are hard scripted for it
Hello everyone, can you tell me how to edit the characteristics of artifacts?
I don't know your exact goal, but if you turn off story mode you have access to the entire map from the getgo.
If you want to skip MM and BS I think there's a disabled mod for that. The game sets 1-1 flag on your save file when you complete MM and BS. Without those flags you will keep dying even in god mode.
!bs 
!bs
@forest remnant 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!

Appreciate it thx, I ended up just temporarily disabling the psy fields in north mod and that did the trick. I was testing performance across different regions starting with a new game
does anomaly 1.5.3 use modded-exes and support dxml etc?
Yes, Gamma does
gamma does yes, but just base vanilla anomaly does not then? it has to be added manually? sorry I'm just trying to trouble shoot why my task guide spot blue mod isn't working for someone and I figure it's because it uses dxml
If your question is about vanilla anomaly, ask in the Anomaly discord.
Base Anomaly does not make use of modded exes.
gotcha ty for the reply. I only play/mod gamma so was unsure, my bad. Will do so in the future.
after my dynamic armor i really wanted to play around with scripted attachments even tho i know i shouldnt not important for 0.1 or anything but eh i wanted to try it and no one can say no 
anyway dynamic outer armor because 
has somebody tried the artifact inspection redone mod for anomaly? is it compatible for gamma?
Oh sweet, thanks :)
I think misfires and accidental discharges on low maintenance weapons are a fun idea. Having your gun go off in a neutral base and everyone turns on you like “tf?”
sig p320 mod when?
This is what I was thinking originally but didn't want to make that point cause it would sound like I'm not being serious lmao
It would be neat to blow your cover in a duty base all cause your poorly fashioned Thompson randomly discharged while holstered
or be like Receiver and trying to shoot too quickly while pulling a handgun causes you to shoot yourself
modded exe are like combined SKSE and Unofcial patch from skyrim. anomaly is bethesda. would bethesda distribute SKSE and unofccial patch? no. steal from it for thier own updates later? maybe.
Lots of cool ideas with this. Specific components causing related issues. IE: firing pin and receiver for misfires, trigger and/or firing pin for acc.discharge, etc.
But sadly I'm too smooth brain so I'm just spitballing for the modders who do the real work
cliping was an issue for a bit but some very knowledgeable people gave some insight that helped before and after
Do you think you also would like to write an article about attachments on the anomaly book? 
Which one? The other modular attachments or script attachments?
Maybe both 
Well script attachments has already been covered very well by Lucy in the book and my modular armor attachments I could write a page on after maybe but I want to keep it till I release it first, however if you need modular attachments look at AAA (newer OAO)
It's not the same but it was my reference
Even a page would be greatly appreciated!
Btw, what's AAA? I afraid I'm out of context here
Anomaly armor attachments? I think I'll see if I can find the GitHub link
Right, now I know how to answer question about "which one".
That one that you are using to add gasmask on the character model. Let me take a look what's in the book about it
how does this interact with modded exes' first person death mechanic
No clue I haven't used it yet but that also dosent appear in first person only 3rd first person needs a different HUD model and has to be set up different
i mentioned cause when you die with that option enabled you can see your current world model
I don't even have it spawning on NPCs yet either pretty much just got the first base working
so i thought maybe there could be issues where you would get a black screen because of the fake head
ah well i mean, food for thought
it's great work tho
fantastic, even
Hmm interesting I'll have to see I suppose I really don't know yet, that's a good concern tho thank you for that
No issue with dying using modded exes first person, I'm not on current I haven't updated since before MT but it should be a huge difference in standard exes
is there a noticable wobble or not really? how is it looking? sorry about low rez
I noticed even the normal head kinda click on back to back strafes like this does too
3rd person stalker really shows how the run is a fucking goblin animation
😂 fr, ill use the better animations eventually but they are much smoother so its not really a fair test right now
Anyone adept in modding, how hard would it be to add or change a weapons suppressor compatibility?
If the suppressor already exists in-game, not that hard. You can just rip it from another model, transfer the mesh and vertex group, re-export the new hud mesh and change a line or two of the config
Hmmm that sounds a little above my paygrade
I just want to make some shotguns take a hex12k instead of salvo12
Yeah that'd be some slight model editing and a bit of config tweak
Okay nvm, i could do it myself if it was just like drag and dropping some files or something 😂 thx
blender is actually kinda fun lol i was only doing this as a test but i might be doing all helmet and masks now 
honestly that adds more immersion to the game, ngl
gj 
It's mainly more for NPCs then player but thank you it means a lot
hello, is it possible to make a custom magazine for some weapon mod? because i want to change the caliber of mcx spear from rwap
Thats pretty cool ngl
Depends on how far you are willing to go
Do you want new icons?
Because if not its pretty much all ltx editing
I cant walk you through it rn cause im not home but its not to hard
not really. because the usual mag will ok
i've tried modifying the ammo type, and some mag ltx, but i don't know why it can't load the ammo
I'd look at Mr (I forget the name)'s 10mm ammo mod, they added a bunch of new ammo types and weapons. a good starting point/reference
gonna check it then
thank you
Make sure you have the ammo IDs matching on the base type config, the weapon config and the weapon mags config
i don't know. i've try changing the type based on ammo i can find in mo2 search bar. it works if i load it into a gun, but i cannot load into the mags
Then the issue most likely lies in the basetype config for the mag youre using.
i'm using a Leekos and ArtiGrok, are they overwrite or overwritten by the rwap base type?
Aren't you creating a new mag? In this case nothing should be overwritten.
Unless your new mag configs has the same file name as an existing ones
i mean the base type, i know the mag shouldn't be overwritten
i still confused about this kind of thing. i usually just editing the ltx. but the rwap have all the mag set to use m4
I don't see why any mod you mentioned would overwrite any base types.
But if you want a mag to use a new caliber you need to make a new basetype for it, and then make a mag that uses that basetype
Juan's BAR is a good example for adding a new mag, if you want to see all the components of just 1 new mag.
ok, i'll look for it then
thank you sir
These are the 3 ltx to make a mag and make a weapon use it. the basetype just establishes a type of mag and what ammo it uses, the mags config creates the mags as items and defines ammo, capacity, text descriptions and such, then the weapon mags config defines what mags a gun uses.
oh, missing this one then
it should be put on folder named magazines2, right?
the config with this info goes in magazines 2
i see. looks like i need to make this ltx
missed that one i think
Sup everybody!
Can anyone kick me in the general direction of how to make craft output condition rely on input components conditions (like in artifact crafting)?
You mean how the artifact melter averages the condition of the used artifacts?
yup
I took a guess that it could be based on "artifacts" page in craft menu, but alas. Didn't work
A bit of context: I'm combining mutant pelts
The main logic exists in the grok_artefacts_melter.script
The functions are being called in the use1_functor of the itm_artefactskit
Thanks a lot! I'l look into it!
The basic of it, when you're repairing artifacts, is that the other artifact is simply another ''support'' item, same as when you're repairing parts. It just feeds the the item condition as the repair bonus
Oh, I think I confused you a bit with my description. I'm combining different pelts into new item. Repairing pelts using pelts of same type is already done.
For example i want to craft example_item using boar and flesh pelts and get the example_item condition as an average of parts.
Ah
I'll take screenshot of what I', doing just to be clear. Just a sec
Here:
Output happens to be always 100% no matter what condition inputs are
You'd have to look at the code pre-artifact crafting changes, the systems doesn't make use of the part's average now that it includes the new crafting recipes (and mutant parts)
You probably have to intercept the item creation call to force feed it the calculated pelt condition
Otherwise, any items spawned via the basic call just spawns at 100%
You can have a look at how the condition gets set for artifacts and pelts in zz_item_artefact.script
I have it open right now, but dont see anything about crafting. Is average condition a base anomaly mechanic?
I can't understand why it works with artifacts but not pelts, since pelts ARE artifacts technically
They're either blacklisted somewhere in a utility being called or the initial script looks up if it's a i_arty or i_arty-cont
Maybe i could swap artifact kind. I'll try that. That's a solid lead
If you have the old scripts, in the zz_ui_workshop_keep_crafting_window_open.script, you can see that there's a check for if it's a i_arty or a i_arty_junk, which increments the condition and a counter.
Later down the line, there's another check to see if kind == ''i_arty'' or kind == ''i_arty_cont'' then it uses the total_cond / counter and sets the condition to that
You could simply add i_pelt or whatever the class of pelts is to both of these
Honestly with script name like this I wouldn't EVER thought that it is the one that governs output condition. Thanks again and again to you kind sir!
My best advise for working in a mod heavy environment is to launch whatever text editor or IDE you use through MO2 and search in your anomaly folder directly with the search in all in files.
So you can see exactly the files and functions that the game sees (since it's virtualized)
I'll have to look into that since i understood about half of this message
Launch your notepad++ or whatever in MO2
then use the Find in FIles
Point it to your anomaly folder and use the filters for the right files
Dayum, I can do that? Would have been useful info about 30 hours of blind browsing ago
Last question, is the "or" operand in script language a typical "||" or is it something else? I'm not sure what the language is...
doesnt stalker anomaly uses modified Lua? like luaGIT or something
Well... Off to add LUA to my JS and C# half-assed knowledge stack. Thanks!

Yeah LuaJit
@naive snow It worked! You're an Absolute Unit of a Chad!
LuaJIT, luabind (prehistoric versions of both) and some odd xray special meta table shinanigans that auto loads scipts and makes them into something that looks like a C namespace
the free lua 5.0 book is close enough to the 5.1 stalker has that none of it is wrong. i think the only 5.1 feature we tend to use is the block quote sytnax.
https://www.lua.org/pil/4.3.4.html
the bigger differances come from stalker using luabind OOP that looks more like C++ opp than traditional lua oop. and xray auto loading scripts into tables that act like C namespaces rather than using lua modules. Both of these will feel more familiar to somone that know JS/C than the way lua is "suposed" to work.
comunity guides: https://anomaly-modding-book.netlify.app/docs/tutorials/scripting
Hey y'all, had some questions. I was using the search function to determine how to change incoming and outbound damage using grok_bo.script in MO2. I noticed that stalker_damage default is set to 0.75. I'm assuming that's probably incoming damage, right? Sorry if this isn't the right place to ask, someone asked this same question in November of 2025 and they sent him here but he didn't seem to actually message you guys here.
grok_bo handles outgoing player bullet and melee damage types against mutants and stalkers, the stalker_damage default you see is the failsafe fallback damage multiplier if for some reason the game can't determine where your hit landed on a human mob, for monsters this is handled in the engine
if you want to increase outgoing damage then just change the difficulty modifiers near the top of the file
Weapon accuracy would be defined under the cam_ section of .ltx right?
no that's recoil
accuracy is fire_dispersion_base
it's measured in degrees
1.5 is 0% accuracy in the stats screen
Thank you.
Anyone know where to find Cr3psis textures tutorial? I've seen it referenced in some videos but haven't been able to find it.
Can someone confirm if there's anything on mods-posting that let you sleep anytime regardless of sleepiness?
!sleep
@devout fiber
DON'T TOUCH Sleep deprivation IN SETTINGS.
- If you want to sleep WHENEVER you want
Follow this instruction : #╭📖faq message
- If you want to sleep WHEREVER you want
Install this mod (type
!ctrlmin #🤖bot-commands to learn how to install mods).
Second method unlocks sleeping whenever you want as well without additional actions.
does anyone know how lmgs hide their bullets as they reach the end of the magazine?
By hiding
@novel ruin hi! Saw your PR to modded exes and thought if you know about EAX.
Once I saw someone said that nowadays you don't even need their hardware to run it while EAX demos on youtube show there is some difference at least.
Mostly curious, if you know something about that and don't mind doing some explainations of how it works nowadays
bullet_bones
just check the machin guns config
do you know where the script that controls this comes from? 
that I do not

prob just search for any mention of bullet_bones
tried that 
idk man
If you download an lmg mod, solid chance it's all there for you to discover
able to fix the wobble and clipping from previous versions so now i can have the mask be an overlay on the actual head instead of a fake read and hiding the real head
Guys is it very hard to make a mod that adds new weapon?
Very hard? not really but it depends on what your idea of adding new weapons is if you are putting models on animations it can be hard, if you are making fully new animations and models that gets harder, if you are just trying to add already made stuff from moddb to your game not very hard
I'm tryna make a new AK that basically reuses all assets from AK-12 but new caliber and whole new gun overall
I'm planning on changing model to AK-308 in future
Well to change the model you need to add the animations to that model in blender then export it, to just change the caliber that is a simple config edit
There is a guide on how to do most gun related stuff in blender
I generally had some experience with changing configs in mods and scariest thing that might happen is game not launching while ur mod is active
Guide on my workflow process of making guns from tarkov to anomaly
SPT 3.11.4 downgrader guide : https://wiki.sp-tarkov.com/SPT_311/Manual-Installation-Instructions_311
SPT TARKOV 3D MODEL EXPORTER : https://hub.sp-tarkov.com/files/file/2724-tarkin-item-exporter/
Stalker Icon Editor Tool : https://www.mediafire.com/file/8nep4sk0sjqlmgb/Stalker+...
This vid has most of what you need to know
When this happens in anomaly, the log will usually tell you exactly what's wrong
Cool where i can find it tho
Anomaly\appdata\logs
ty
Usually the info you need is in the .txt.
If there's no clear issues in the txt and you have an mdump it's often a corrupt file that was exported wrong or something
Hello! I was wonder if there is any existing guide or any standalone mod that I can reverse engineer to add new NPC/Companion to game like Hip?
https://www.moddb.com/mods/stalker-anomaly/addons/literally-you-in-drive This addon adds Ryan Gosling as an NPC. Go on a trip with your homie, you both deserved it.
Find him in the Agroprom Institute.
No, I don't really know much about EAX. I'm just porting the effect to cmd so I can control it.
Tho I heard there is some kind of software EAX, from my digging, sound systems have moved from hardware to software nowadays (it's used to bake to hardware to run faster, but now CPU is just fast enough), and probably EAX in stalker is software as well. There is some difference between hardware and software EAX; hardware is generally better.
What do people normally use to edit and make textures for ogfs?
substance painter
Do you have a link to it? Is it free?
not free. 

it's adobe after all
Any alternatives?....

but.
Butt?
check ur dms
what did you send him 
anyone know if its possible to manipulate the game speed? like make it run slower or faster and what not?
i dont mean change how fast the actor can perform different actions, I mean actually slow down the game so that everything runs as if it were in slow motion
That is walking speed and running speed
....you could have looked at what I sent lol it is literally a mod that changed movment speed
i know, I appreciate the help, but im not looking at changing movement speed, im trying to get the entire game to go in slow motion, including other npcs, Alife, weapon firings, etc. I have no idea if any of this is possible, just curious
So bullet time?
kinda of yea, wait isnt there a mod that does that? I might look at its code
There is atleast a dozen on moddb yea
ok, ill look, thx for the help
time_factor 0.9
not sure if it’s debug only
it’ll work but I don’t know why you would want to slow down the whole game…
ill test it but thats exactly what I was looking for, thx
maybe you could attach it to a script for better implementation
but glad I could help 
ill try that, im just messing around with an idea
what’s the idea?
i dont like the experimental exo psu powers so im trying to make them cooler and one idea I had was to replace the flash speed boost with a cyberpunk sandevestan style ability. idk if itll work tho
i gotta speed up the actor after slowing the game down to make that work
it’ll probably work using time factor but I don’t know how useful it’ll be since actor doesn’t get sped up
I don’t know if that’s possible 
yea, thats what im afraid of, well see what I can manage tho
cmd time_factor [your speed here]
is it debug only?
probably no, a lot of mod use it
I can run it in a script with get_console():execute("time_Factor 1)
idk it that the line to exe cmd
its exec_console_cmd("time_factor 2")
to bring your game to 2x speed
it works, but if exec_console_cmd is more common I might use that
huh, cool
would you like feedback?
I dunno I’m not the best animator but I would personally play around with the easing for certain parts, the animation seems a little floaty atm. Like more ease in ease out kinda thing. Though to be honest it’s perfectly fine. I’m not sure how you did your animation but just a little thing for future. we’re all learning 
yeah, i will still play a little with the graphs at a later time, but for now ill just try to make the brunt of the work
There is a mod that makes you use the bolts from Stalker2
Probably a question that has been asked too many times but here I go. Changing cost values in a ltx file for toxic air economy rebalance didn't change the actual values in-game. What am I missing here? Some dltx shit somewhere is overwriting this?
So uhhh i seem to make everything work but i can't get AK-308 model since i can't sign into Sketchfab and i don't have tarkov
Make sure it's in correct directory in gamedata folder
The file I edited is in the folder I found it in. Is one supposed to remove the ltx from the folder first, edit it somewhere else and then put it back in that gamedata folder? Most likely a case of using wordpad? File format is still the same nothing seemed out of place. Editing LTX might be more complex that it seems.
Depends in which directory the file originally is located
Cuz it will not work if parent folder (in which the file is) is not in gamedata
So editing cost values in that ltx file in that directory won't give me the results. That mod overwrites the same ltx file in the toxic air v2 redux as it shows in MO2. The question is what am I supposed to do so the values would get changed in-game too? Is there a tutorial somewhere? Do I have to edit the file before installing that mod in MO2?
Solved. My idiot brain thought the values were one to one to rouble price, truth is those prices are some sort of base prices and I just had to keep adjusting them 
Now I just have to figure out how to edit the scripts in a way so NPC have very low drop chance on the gas mask filters and oxygen tanks. Done that too, seems good. Ez pz.
I have an idea for a mod, and the response I got was "Make it yourself" and a link to the Anomaly Modding Book. I am trying to follow the instructions there, but some things are not clear. It tells me to start by installing VSCodium, so I did that, but then I am supposed to modify a "Settings.json" file which does not exist.
Also, I am supposed to install a list of extensions, that do not show up on the VSCodium Extension marketplace, and it gives links to the Visual studio marketplace instead.
What am I doing wrong?
Press "edit as json" to open settings.json
That is part of why I concluded Settings.json doesn't exist. When I did that, it opened a blank file.
to install the extension, type the extension name in the extension tab to search it
you make 0 changes, thats why its empty, paste the settings into it and youre good
but the instructions say to find "files.associations" and add the changes there. How do I do that if it just gives me a blank file?
"files.associations": { [type in your stuff] }
The guide kinda assumes you know how to write code and set up IDE, so it can be confusing
the first bracket (the yellow one) is typed first, then you type "file...
no red error, you should be good to go, probably 
Thank you!
Regarding the extensions, I have looked for Audio-Preview, LTX Support, and LUA by Keyring, but it doesn't find any results. Any suggestions there?
Rather, I get lots of results, but not the ones I am looking for
Bad luck for you, Vscodium uses a separate marketplace unlike the normal one. And that marketplace doesn't have what you looking for. You will have to download it manually (somehow)
I just switched to the normal vsc instead because i kinda fed up with it tbh
Ok, super noobie question here. I use Visual Studio for Unity. If I just opened that up, installed the plugins here and added the extensions, would that mess up my Unity stuff? Visual Studio is built to handle multiple flavors of coding at the same time and keep them separate, right?
You can set up different profiles (One for anomaly, one for Unity)
That auto toggles extensions on/off
anomaly use lua so you should be fine
VSCode is just a text editor. Shouldn't cause any problemy with any apps whatsoever
Wait, is VSCode different than Visual Studio?
Ohhhhhh
Why doesn't the book direct you to download that instead of Vscodium?
ok, now that my IDE is setup. ( :fingers-crossed: ) I need to find a script to reverse-engineer.
My goal is to detect when a player has their Anomalous Measurement Device out and it is pointed at an anomaly, then output text onto the screen. Would that be Monkey Patching?
How do I find scripts to reverse-engineer?
Use the search in files, look up either the engine's source files with Tosox's repo or any similar mod, like the geiger counter (the rad spots are anomalies in the system files FYI)
Oh, you mean in Gamma\mods ?
As opposed to Anomaly\_unpacked
https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2 This is a repo with the unpacked scripts of 1.5.2 if you don't want to unpack your shit.
This will have the base engine stuff.
What you can do is dump the contents into your own Gamma/mods/AnomalyUnpacked, set it as the lowest priority in your mod load order and then add your IDE in MO2 to run it. Your IDE will then see the same file structure and assembled files as in MO2 and in-game. So you can just point your file search in Anomaly/Gamedata
Maybe I am missing a step in the IDE setup, how do I link my IDE to MO2?
In MO2, not in VSCode.
That's MO2
I don't want to clutter this space up with all my questions. Are there any tutorials that maybe go through this from an absolute beginner perspective? Like, how to set up tools correctly, where the relevant files are located, what a mod is and does, etc?
I saw Grok's pinned post about how to start modding, but I am getting the impression that it is assuming a level of familarity with modding and Anomaly that I have not yet acheived.
No, none
This place is meant to ask question, it also leaves a record for futur user if they use the search function
Most of the stuff you just find out by reverse engineering
so just check out tosox gamedata repo to see anything related to ur stuff
OK. I went to \Anomaly\tools and using the db_unpacker_all batch file. That gave me the _unpacked folder and its contents.
What do I do with this folder? Something about MO2? Also what do I do with the Tosox repo? Is that where the Anomaly Measurement Device comes from?
Okay, lets go about these one by one
Anomaly has archives for its own files, .db archives. The engine is able to load these and they contain textures, scripts, configs, etc. The unpacker simply extracts all these to a dummy folder.
MO2 can't see the file within those archives. Tosox's repo, the git, is a copy of those files, unpacked. You only need one or the other.
MO2 works by virtualization. Every mod you see in your mod list is simply a folder named the same in your Gamma/mods folder. When you launch an application through MO2 it assembles all the files you see on the right panel of MO2 and "virtualizes" them, so files winning conflicts are pointed to. But in essence, the files are still only living in your Mods folder.
The idea to move the content of your _unpacked folder and moving it to its own Mod folder is that now MO2 can see the files that are otherwise in the archives
ooooh! tasks_measurement.script! That looks promising!
That makes sense why Gamma is so big
So to start a mod, you start by making a folder. Lower folders in MO2 get precedence
By virtue of launching your IDE, or even Notepad++, through MO2 is that the application sees the same virtualization. So if your application has a file browser and you look in your Anomaly folder with it, you should see the same file structure as what you see in your files panel of MO2, essentially "assembling" the game+mods
By putting your new mod "Unpacked Anomaly" at the top, priority 1, when the file conflict does its resolution, you'll see which file actually wins the conflict. It also allows you to search in your Anomaly folder and see every single script that is in game
Bingo, it should be a mirror of what you see in your MO2 file's panel
Now you can look up [sections] and scripts via their namespaces, etc
After that you can refer to the modding book for learning about [sections]:parent, scripts, etc.
Anomaly uses a funky old version of luajit #╙🖇mods-making-discussion message
Gamma is only used to host the mods and the launcher/mo2
Everything is still just anomaly
That I can't help with, I don't use VS code
I don't have an issue with Notepad++
FYI, that's the task for using a measurement device on an anomaly, not your artifact scanner or anything
Yeah, that is what I am interested in
I want the measurement device to output the name of the anomaly or mutant that you are pointing it at
maybe even replace the current system of unlocking codex entries. Instead of just being near them, you have to scan them.
that last bit is a stretch goal tho
Ok, so task_ is the quests. I guess what I really need is something that happens as soon as you take out an equipped item.
This bit is interesting:
local active_detector = db.actor:active_detector()```
That must be the Measurment Device I want!
game lists it as detector_anomaly
The Task_Measure.script is a container for the quests, gives rules for taking, generating targets, etc. and defines the stages of the quest.
item_device.script is the container that handles devices, battery consumption, how they behave when battery is drained, etc.
What is in the middle? What is an example of something that fires a script as soon as it is taken out? and where can I find that script?
Questiion about notepad++
is there a dark mode?
Settings -> Preferences -> Dark Mode.
Oh thank god.
Dumb question, how do I get the ability to post in mods-posting?
I crashed the game! Does that get me an achievment?
Yes, vasyan. 
Tired of playing for hours before your game finally crashes? Download my mod! it will crash your game IMMEDIATLY! No need to wait!
Ok, how do I find the model for the Measurement Device?
Looks like it is one of these: Gamedata\meshes\dynamics\devices
yes, it's the right place
anyone help me figure out the actor names for a couple outfits? confused a bit..
You want to find which ogf uses which textures?
yes? i dunno what an ogf is
just tryna swap a hand model rq, can't figure what outfit is what name
Ogf is the format of the models
Find the armor name, the [section] name for it and then look in all files with that name to see which visual is assigned to it for the hands. In the hand's [section] you'll find the ogf associated. Then any ogf editor will tell you the textures used for it
guess the other hand model i swapped was just a fluke i was just able to kinda guess based of these act_arm files and make a copy and rename it
I mean you could just use a .dds viewer and go off the visual and rough name
thap rework dltx 
mhp
ya ill try that
Well, I can make the news feed say "Good Morning Chornobyl!" every time the game starts.
Still have no idea how to detect when a particular item is active.
Does anyone know how this works? If it was unity, the detector would be a gameobject and the script would be attached, but this does not seem to be set up that way...
Take a look at the flashlight or the artifact detectors, they both can go into the detector slot
that would be perfect, but I am not sure where to look
The value of class, DET_SIMP, is what's used to define the script. So item_device_script has the scripting for the device
in the item_device.script...
There is this, for power consumption:
if num == 1 then
local obj = db.actor:active_detector() or db.actor:active_item()
if obj and obj:id() == id then
power_loss = power_loss + consumption
in_hand = true
end```
but what calls that?
The function under which it is?
ideally, I want an event I can hook onto with a callback
function device_binder:process_power(id, section, condition)
Look in either that item_device.script or item_radio.script to get the registered call back and inspire yourself
the RF receiver is probably the closest thing to what you're trying to achieve
yeah, looks like actor_on_update is my only choice then... the Modding Book warns that should be avoided...
would be neat if axr_main had a definition for actor_activates_item
Well that's for continuous calls, it's if you're updating a position relative to yourself
The easiest thing to figure things out is simply to make a dummy script and launch unique print strings on the various callbacks to figure out when each one is called
IT WORKS!
yeah, next step is I need to know what the detector_anomaly is called.
I know that is what the debug menu calls it, so I will check that next.
Just get ilrathcxv's section name in tooltip mod, it should be floating around in #1035807043933720576 or on moddb
Then just find the item via debug, the section name is the internal name of the object
The Debug menu name works! EXCELLENT!
just check every handful of frames, you don't need a 1ms poll rate
for the extremely fast actor_on_update s i use every other frame to tick the callback
anyone know if there is a Remington MSR mod for anomaly? I ain't seeing one with a google, curious if y'all have a clue.
are you making a mod for it
Does anyone know what game_difficulties is? I cannot seem to find a definition for it.
I am seeing itused like game_difficulties.get_game_factor and game_difficulties.get_eco_factor
Nevermind. I just figured it out. It is the settings from the Settings menu.
Ok, next question. Sorry if I am asking this badly.
I am in _g.script looking at function CZone_Touch(obj)
What are the parameters (if that is the right word) of obj? Like, what data can I extract from that object-data-type-thing? It is like a class somewhere, yeah? Where can I look it up?
It's whatever was passed onto the function when it was called
It can be pretty much anything
Find where the function is being called or what the function does with this obj and just go off from there
I think I found it in lua_help.script
this is getting smoother.
Ummm, I may have a snag... Is there a list of anomalies somewhere? I see a list in the Class Registrator that does not match the list I see in ui_pda_encyclopedia and neither has the most readable name. I was assuming there was a table or something somewhere...
DAO might have a list somewhere, best trick is simply to get the name of one of them and search in all file, see if it appears in a table or array already somewhere
I'm gonna try taking tostring(detected_obj) and see what happens. It is loading now. I am nervous.
Please don't crash...
it didn't crash!
It is saying no gameobject received from ID, but it didn't crash! it ALMOST worked!
printf is supposed to print to the log, right?
hmmm. it is acting like it is not loading at all. Can I post my code and have you tell me where I went wrong?
huh. I caught myself adding semi-colons to the end of lines again...
Ok I have to share becuase this makes no sense.
Why does this run:
function on_game_start()
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("actor_on_update",actor_on_update)
end
function actor_on_first_update()
news_manager.send_tip(db.actor, "Good Morning S.T.A.L.K.E.R.S.!!!", nil, nil, 30000)
end
function actor_on_update()
printf ("updating fast...")
-- if frames < 10
-- frames = frames + 1
-- else
-- frames = 0
-- end
end```
but this does not:
```local frames = 0
function on_game_start()
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
RegisterScriptCallback("actor_on_update",actor_on_update)
end
function actor_on_first_update()
news_manager.send_tip(db.actor, "Good Morning S.T.A.L.K.E.R.S.!!!", nil, nil, 30000)
end
function actor_on_update()
printf ("updating fast...")
if frames < 10
frames = frames + 1
else
frames = 0
end
end```
doggosapiens "frames" as in 1000/60 as in 1 frame at 60hz, actor_on_update runs on a 1ms poll
also in console type run_script [name of your script]
it'll tell you at the line where the error is
YASSSS
THAT is what I NEED
also what the fuck does this even accomplish
framegen or smth
I originally was trying to slow down how fast actor_on_update fires.
I have massivley reduced my code looking for what is preventing it from running at all
run_script right? it is telling me that the command is unknown
I probably need debug. nvm
My thought was to do something like:
frames = frames + 1
return
else
frames = 0
end```
so it would early-exit the actor_on_update function 9 times out of 10.
ARG!
LUA uses THEN!
I am a moron
Ok. Do not do tostring(obj)... that is bad. Noted.
bro live blogging his every move
xd
It almost works. Now I just need to figure out what fields the anomaly objects have...
S.I.S.K.I. ALIFE and re:done do they work well together
Re:Done as in south and north collection?
I use both and haven't seen any weird behaviour so far
They should? Siski only affects what NPC do in the zone and redone decided who spawns where
i see
the most fucking random error i have gotten by far
Upgrade error for an outfit it looks like
i searched through up_novice_1.ltx yet found nothing
It's probably from a new mod you added best to ask in modded support channel
okay so i disabled all mods that probably caused this to happen yet still crashes
although is there a file that is responsible for effects that upgrades do?
New game or same save?
Idk
both
but i fixed it by brute-force deletion of entire outfits folder from gamedata
istg stalker 2 doesn't have this much errors
Maybe it's best if you do a gamma reinstall so it fixes itself and save your profiles?
Stalker 2 didn't stack 600 mods either
But tru
Uhh not really it's pretty diffrent from anomaly it's about 120gb bigger?
makes sense
does anyone know if Emissions and Psi storms trigger actor_on_feeling_anomaly?
How can I tell if a player is in range to chop a mutant corpse?
it's anomaly with 200% more Wumbo
Looking into DAO assignments based on map, I found a reference to an anomaly named zone_mine_cdf Does anyone know what this anomaly is called in-game? If it has an encyclopedia entry, I don't know which one it is.
Actually, I just realized that using the F7 key to unlock all encyclopedia entries doesn't unlock them all. I just tried it and there was no entries for seed anmolays, sloth anomalys, or shatterpoint anomalys, and I know I have gotten those on past games.
cognitive dissonance field
So i have lower my resolution so my game doesnt run like crap but my fonts are alot bigger as a result. This isnt really an issue for the modt part but on tactical compass the font is to big to show 3 digit numbers, does anyone have a list of fonts to try?
Or maybe a fix
Im not very knowledgeable with editing ui files
I have found a solution by setting the font to "medium" instead of "letterica16" but id still like a list or someway to find the fonts to test them out
Fonts for Anomaly Recreated from Tactical Shooters (F.A.R.T.S.) changes the font, and has multiple sizes.
https://www.moddb.com/mods/stalker-anomaly/addons/font-for-anomaly-recreated-from-tactical-shooters-farts
plus it is a cool name!
This is included with gamma(modern fonts 1k 2k and 4k) i think
I tried reinstalling but didnt notice a major difference with the setting I chose so I might try something else
Tactical fonts for anomaly*
308 309 and 310
I did not realize that was the same thing!
I didnt know either till I right clicked and went to the mod db page for it
Question: why did my script stop working when I wrapped it in a BAIN folder and installed it through MO2?
It was working great, now I get "LUA _thread_main:1: attempt to call field 'main' (a nil value)"
I picked tarkov font and ir honestly looks pretty good
apparently I needed to add:
end```
to the beginning of my script. No idea why it worked before without that.
🤷♂️
Oh I got the fever now! I wonder if I can expand the usefulness of wristwatches?
you can!
but you need some help of MAS
and script attachments
via adding additional bone where the wrist watch can attach to,
you can expand the usefulness of it
but it's a very tedious work since you need additional animations and etc
if you're really digging for it, you can try it with just animated texture or etc
where it shows time via the texture, not via normal watch(idk how to call it properly)
I was actually thinking of just adding a UI box to the screen if you have a Wristwatch in your inventory and you favorite it. Or maybe popping up a box with the time written in it if you press a key as dictated by a MCM control.
Actually modeling your character wearing a watch with an animation for checking it on your wrist is a mite to ambitious for me!
you can always check mods for tarkov to see how is it implemented in there
since i remember a mod that lets you check it
That is a very fascinating idea. And it would look cool as hell...

Someone makes watch animations I don't mind making it go on a player.....
this thing has it
Tbh I'm not entirely sure how well scripted attachments would work on hand huds that's a new thing to try lol
we will see it
does anyone know the math behind the barrel condition and the damage calculation?
okay nevermind i found why i was confused grok_bo.script gets overwritten by gamma close quarters combat
!mo2search // you should only ever look at the winning version of a file, which you can figure out using the file name search from MO2.
@tame steppe Use 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.⠀
also, yes, i do, by virtue of spending ~6weeks making a damage simulator. what are you trying to do/figure out?
i wanted to make a desmos graph that gives the shit power when giving a barrel_condition_corrected value
so i can better understand the balancing to make my barrel condition accuracy mod make sense
or you know, the actual calculator: https://veerserif.pythonanywhere.com/
which is probably easiest
thanks 
oh forgot i actually made a spreadsheet for this too https://docs.google.com/spreadsheets/d/1h_mwE79WCNNYIMz7J5ql5WdzL85Qjd3gtQH5vaNcZL0/edit?usp=drive_web&ouid=100599338026968344549
(that is, fyi, the reason why on the damage simulator, barrel condition is 70% by default. because that's functionally the cutoff point)
i mean i already made the graph but thanks 
yeah it's not a very complicated formula
basically linear until 69% b/c it maxes at a damage mult of 1.0 for obv. reasons

the difficulty w/ gbo is in the one trillion exceptions and stubbornly different functions to achieve very minimal changes to final damage output
yeah it sucks, i dont know what choice i have but to override the whole function just to remove the barrel_condition mulitplier to the final damage output
it would be much nicer if those processes were separated into subset functions
you basically don't, it's written on purpose in a way that is designed to limit the ability of other people to monkeypatch the script
why was it done that way?
that feels weirdly unjustified
that is from Grok, which the forwarding doesn't show
#╙🖇mods-making-discussion message also
I didn't really made these addons to be modular or modified by other scripts sadly enough. Hence why I never made any MCM with it as well to avoid people fucking up the balance without knowing and then complain about how shit the system is
i see, its understandable i suppose, thanks for giving me those messages 
np. always happy to help someone navigate the unwieldy mess of grok_bo.script
how do I edit a certain weapons deffault mag size?
use dltx and change the ammo_mag_size parameter. my DLTX guide is here: https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
Curious if you have ever thought about making imgui version of this 
I already made a full fledged website using dash for it
and I'm falling out of interest with gamma so unlikely to keep working on it
Who understands or has a guide in the channel? How to change the texture of your character to a model like an NPC
1 - character on the left
2- NPC on the right
Since there is no such visual from the armor available in the game, I want to understand how to change such aspects.
Or where can I ask such a question?
I was just about to tag you )
If I were you I would ask this guy https://discord.com/channels/456765861953536020/1424171464613040189
and there were one more thread somewhere where this exact question was discussed but can't find it 💀
I have it marked as unknown
- figure out what visual model is used by the NPC on the left
- figure out the configs that govern visual model distribution for the NPC on the right (as in - is that NPC random spawned, scripted, or a story NPC?)
- alter the config for the NPC on the right using the info you got from 1
in nearly all cases, such files are provided in NPC model overhaul mods such as KVMA, Dux's, etc. You can start by looking at their configs and scripts, looking for filenames of the models they provide in order to figure out how they're used
Any chance you also know how to apply NPC's model to the actor?
tag the same question when you find the information
oh to the actor? no idea I don't care usually lmao
cos I operate in a first person view world
Join that anomaly discord and ask xcvb or vodoxleb, they might know or know someone else who might know
There aren't many people, but I think there are more experienced people on this channel.
Fr
this is your answer
@sudden inlet I was directed to this channel
Sounds good, and would appreciate if you share how you did it when you succeed
It's good that I've got into this channel, but I don't know what to do next.
Dropping a dm to the Alchem is probably your best bet and research how his mod works
(to be clear they were directed here because originally they were trying to ask in the "publishing mods" channel.)
You apply NPC model to the actor through config
You just choose the path for the actor model from the outfit config
db.actor:set_visual_name(npc_visual) where npc_visual is a string similar to: actors\stalker_neutral\stalker_neutral_3.ogf
you can get an exact npc's visual like: npc:get_visual_name()
this probably won't change the arms. just the thirdperson model.
Yea arms are their own special HUD model that has its own path, you set that up in outfit ltx also it's called whatever_hud typically
Sick, thank you very much!
@nova sundial
Some day someone will give up explaining THAP and make a command for it lol
i think get_player_hud():set_hands(section) where section is a valid entry for player_hud_section in an out fit will change the arms. and get_player_hud():reset_hands() should put it back to normal.
i have never tried using these.
i am not 100% on how sticky this is for the actor, it may reset on load or something. i never really tested it for actor.
Wdym make a command for it?
the items ltx example: https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/configs/items/outfits/o_csky.ltx
visual is the world model.
the npc_visual and actor_visual are staker models.
i cant access that link
now it works
Like type !thap and it dumps a wall of text how to change hands for any outfit
Oh lmao, tbh the best way to find that is looking in thap it's just dltx isn't it?
Yea, you are right, but usually this question comes from people not familiar much with modding
I fixed the most annoying part about hideouts
more attachment types and npcs have attachments also now
based
how can i find out which wpn_hand.ogf a outfit is using
side note faceshields work for npc too and only get used if they have their required helmet so no floating faceshields with wrong helmet
single-handely removing npc mesh bloat
peak
damn hd models are that awful
yes i MASed npc lmao but that is what im hoping to get much smaller file sizes
awful? i dont think they look bad what do you mean by awful?
i like them more then gfy i like the actual equipment look over stalker 2 and original style imo, not to say i wont have any classic stalker stuff but i mostly prefer this more- and it fits what im going for more too
Hey! Do you have plans to add proximity limit to the laptop trading?
Don't sure if I should make a PR or it's on your to-do list
you need to make a pr with moving fog
If we only had v2v3v4 code llm 
skill issue!
Thought about it but the idea was to let people build there hideout anywhere without having to do annoying runs for every small thing. Service fee or time for delivery was also a thought but ultimately @undone lily wants it to be just a qol device that also can’t be crafted so I guess it will be obtainable by some task I guess but idk yet.
I could add it via MCM option tho
It only works on a single level tho 
blender
can someone help with this
What I'm concerned about is that, for example take Swamp. The fact that you can trade with their base while being at the north east exit is bad design imo
Yea, I would appreciate very much and I will write a DM to Grok about this too.
Yeah. Delivery fee based on distance (maybe free up to x meters) or a “delivery stash” that drops the bought items after a certain time based on distance could balance that
Any of those would be cool to see 
Should I re-read or your laptop can trade with any trader from any level?
IMO there could be a limit of distance but not too small
It can only trade with traders that are on the current map.
Like 100m
And yeah the laptop will cost 35k at scientists
Crafting stuff like NVGs is already a bit weird but a laptop lol 
Quite realistic price for a laptop nowadays
Well I added a craftable cat 
hello grok
Curious what's your vision on laptop usage. Like, would I build a whole base somewhere at swamp to skip running through the level to buy some nato ammo? Hell no.
I would just put it the floor near the level exit and that's it. With how funny it sounds, it ruins the immersion when is used in such way (imo) 
Yet, I would love to use it on existing bases where I have my corner with my boxes and tools just as QoL thing to skip running back and forth between mechanic, medic and trader
I could add a setup time so it only works after being placed down for 24h 
It's more the fact that you can just use it in such an un-immersive way. Maybe this can be called something as "QoL boundary" where we make a mod that helps too much
Let's say if you have to build a whole infrastructure for it to work - 10/10, no comments, especially when they release that mod with generators from Anomaly discord.
Anyway, the working radius would be greatly appreciated 🙏
anyone knows how to use AXRToolset?
100% I don’t like the fact that you have to put batteries in lights for example 😂
What exact tool from it do you need? Usually you just run it and that's it
i want to look the Arm models .ogf but the hands are completely white, its not showing the textures
One thing I would love that would completely sell me on making a home away from a faction base would be a medic replacement.
I'm thinking something kinda large, very heavy and expensive, though potentially craftable. You'd need to supply it with meds, preferably some special item available from medics that costs only a bit more than a medical treatment, but requires the medic furniture item to do anything. Maybe also an anti-rad version, and you'd need both for the full heal.
Effectively, you drop down the furniture, stock it with medical supplies, and you have an only slightly more expensive medic available in whatever base you set up yourself.
run blender through MO2 and edit preferences to set the texture path to your anomaly textures folder
ah, i need to install blender first
you can also do that in ogf editor if you just want to view btw
yea
i just want to view
not change anything
download ogf editor, run it through mo2 and set the textures path in the top left and open viewport in the top right
isnt OGF Viewer enough?
not sure never used it ogf editor is very light anyway
if it can view models and set texture paths then sure
yeah just set the texture path
yeah np anytime
this is probably a dumb question, but can anyone tell me what I'm missing?
this randomly happens to a bunch of models in GAMMA but then random other ones import fine
Because you're not looking at the actual winning file in the conflicts
I am tho. I pulled these paths from the search in MO2
the wpn_toz34_hud.ogf isn't the one from gamma weapon pack, it's the one from 312- gunslinger
i pulled the filepaths for the ogf and omf's from MO2 running my live GAMMA profile... are these not the correct ones?
Did you check the ltx or if there was a DLTX that changed which was the hud animation?
good question, i haven't. i'll take a look
can't you right click on the ogf so u can find the original animation? 
like into 312, where the model is located
then you find the omf in there
i mean you right, but there isn't a way to know for sure which omf the gun is actually using without checking the ltx, right
you can "assume" but like you could be wasting your time if you end up being wrong
eh, you can always open the ogf and then look at it

it has path for the anim itself
yes
idk how to use this tool at all, where do i see anim path
wait, nvm,
i see now
sick, that's way easier than checking ltx

THANK 👍 👍👍
yeah it uses a different omf
welp, the path to redemption is visible now, but it's gonna be like unlimited work to actually do the thing i wanna do. that sucks.
was looking into how bad it would be to fix g_aimpos so it's actually properly useable ingame
since GAMMA's gunplay is like the only thing that's still from 2009
i wonder tf is g_aimpos
bullets come out of your gun following the trajectory of your viewmodel's barrel instead of coming from the center of your screen
there is a mod that does it, no?
it's already in GAMMA
it just doesn't work that great because most guns are slightly off
use draggable hud editor

