#╙🖇mods-making-discussion

1 messages · Page 144 of 1

agile mountain
#

Can you tell me please what else channel I can post mine request?

#

So it wouldnt be offtop or rude

lilac idol
green root
#

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 😆

lilac idol
#

yeah but like a comparison of the viewmodels from both

agile mountain
#

I still need send here like 150 msgs to get access

crisp scarab
#

You have my overhaul?? That’s awesome!

agile mountain
crisp scarab
green root
lilac idol
#

is the model using the same anims as before?

#

can't think of anything else

green root
gleaming kernel
#

If I want to increase population/spawns specifically for regular (melee) zombies, how would I do so

naive snow
#

Look in #📢development how grok added more dogs to the north and use that as a guide to add more zombies

silver panther
#

is rotten life 3 not available anymore? I can't find a download link.

silver panther
#

is there a recommended alternative?

#

or a way to find it still lol.

naive snow
warm forum
#

does anyone have a Tutorial on how to create a FOMOD ?

naive snow
# warm forum 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...

▶ Play video
warm forum
naive snow
gleaming kernel
weary root
hoary cipher
#

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 PepeHappy

lilac ibex
twilit plover
#

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.

rough lion
green root
# lilac idol is the model using the same anims as before?

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.

misty mulch
balmy idol
#

Pls share?

#

I'll see what I can do. Though I haven't noticed any lighting issues so far.

lilac ibex
balmy idol
lilac ibex
#

siryou run it in your beloved post process pass.

mortal flint
#

did someone work with substance painter here

hoary cipher
#

I think reshade has adaptive lighting to simulate eyes but a mod or add-on to SSS that did that would be very cool

naive snow
mortal flint
#

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

naive snow
naive snow
mortal flint
#

nvm, fixed it, blender issue

#

but substance painter wants .ssp format only

#

oh i figured it out

naive snow
mortal flint
#

yeah

#

i worked in gimp for textures, working directly on mesh is confusing lol

#

thanks

naive snow
#

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

mortal flint
silver panther
#

how do I load LUTs? I saw you just install it in mo2 then how do I access forester lut in game?

hoary cipher
silver panther
#

thank you.

balmy idol
lilac ibex
#

I have a beloved post process pass?
combine2naa

lilac ibex
#

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

naive snow
balmy idol
naive snow
#

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#

lilac ibex
#

i have no idea, sorry

naive snow
#

Worth a shot, thanks

balmy idol
#

This is really cool

hoary cipher
#

Has anyone tried making 3d NVGs? Like 3dss but for NVGs?

lilac ibex
#

no

hoary cipher
# lilac ibex 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?

lilac ibex
#

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

balmy idol
#

@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?

balmy idol
lilac ibex
#

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

balmy idol
lilac ibex
#

ah

balmy idol
#

I don't have the entire Anomaly folder unpacked so I can't search the files

#

I'm on Linux, so

lilac ibex
#

gamedata\shaders\r3

#

common_functions.h - tonemap() function

balmy idol
#

Awshum, MO2 should let me find that

foggy marlin
#

How do I create scripted mercenaries at the "Mercenary Base" in the Dead City, rated Master or Legend?
Help pls

rough lion
#

What do you mean "scripted"

foggy marlin
#

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

foggy marlin
# rough lion What do you mean "scripted"

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

rough lion
rough lion
foggy marlin
rough lion
queen pineBOT
#
      ^^^^^^
role is a required argument that is missing.```
foggy marlin
warm forum
#

what do these exclamation marks mean ?

rough lion
agile mountain
#

Does somebody knows a mod, that makes your weapon stay in lowered position after sprint, if you manually lowered it before sprint?

agile mountain
#

@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.

naive snow
agile mountain
naive snow
agile mountain
naive snow
woven plover
#

@cinder bramble dm me pls (about quests)

fair inlet
agile mountain
naive snow
agile mountain
agile mountain
naive snow
naive snow
agile mountain
lilac ibex
scenic tendon
#

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.

misty mulch
#

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

scenic tendon
#

Okay yeah I can see that.
I might do that sometime 😊

drifting moat
#

We are easily baited into creating 90% of the scripts don't worry

misty mulch
hoary cipher
summer stream
#

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

hoary cipher
summer stream
#

hell yeah

gleaming kernel
#

show up to Rostok with a full green camo suit but with Duty patch on

hoary cipher
#

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

drifting moat
#

I mean it was for a good reason, but I don't remember it.

coral saffron
#

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.

tame steppe
#

you’ll find the weapon ltx there if it’s a vanilla gun

coral saffron
#

I guess I overlooked that when I was looking at that guide. Thank you.

trim jungle
#

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

naive snow
trim jungle
#

ooh thank you so much

#

I didn't know that existed, that’ll be useful

worn ice
#

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 ?

naive snow
worn ice
#

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.

tacit wind
#

How can I speed up firemode switch animations?

#

For example the one from vityaz

balmy idol
tame steppe
tacit wind
tame steppe
crisp burrow
#

Ни у кого случайно DECALmachine нету? Нихуа не грузит(

summer stream
#

@crisp burrow кинь ссылку в лс

crisp burrow
#

как всегда спасаешь

pastel hornet
#

Guys, please tell me about a mod that limits the time it takes to complete a quest and makes NPCs steal caches

naive snow
pastel hornet
#

maybe it was in other modpacks and I'm just confused

naive snow
dire rain
#
AP-PRO.RU | Новости Stalker | Скачать моды Stalker | Stalker 2 | Сталкер моды

xrPPEditor - визуальный редактор эффектов постобработки (PostProcessEffects / ppe) для движка X-Ray Engine Инструмент построен на базе интерфейса ImGui и позволяет создавать, настраивать, просматривать и тестиров...

nocturne kestrel
#

weather expansion load

crimson nebula
#

Do any of you know how to get replace the new weapon animations for the old ones?

tame steppe
keen vector
#

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.

small thistle
#

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.

tame steppe
small thistle
tame steppe
#

so no then? because thats the wrong way

small thistle
#

As far as I remember, the config folder has the highest priority.

tame steppe
#

create a mod and place this file in the gamedata\configs\

#

actually you didnt z stack this so its probably getting overwritten

tame steppe
small thistle
#

just zzz

tame steppe
small thistle
#

hellyea

#

and aim pos remained untouched

cinder bough
#

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?

cinder bough
ancient bridge
#

@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.

steady apex
#

наверное можно, не помню зачем сделал

trail sundial
#

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.

tame steppe
trail sundial
#

I think that's it, thank you

tame steppe
bright pendant
#

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

trail sundial
#

anyone know a good tutorial for bumpmaps?

summer stream
#

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

#

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...

▶ Play video
naive snow
narrow stirrup
#

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.

gleaming kernel
naive snow
blissful tartan
#

@faint sable u ever ripped rd704 from tarkov ?

tame steppe
tawny stream
naive snow
#

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

deep cedar
#

hello good people is there any way to chnage minimap/pda icons cuz original ones look very dated and unclear

deep cedar
gleaming kernel
#

Otherwise, search ModDB

summer stream
#

alright question for the smart people related to shaders(lvunter plz see IXRay_pepe_pray)

how do you make a new shader that let's you add something like an outline for specific model?

turbid lily
#

lvunter will suggest fresenl

summer stream
#

ill probably look into some tuts on yt or just try to understand the existing shaders that are already made

summer stream
#

so i can implement it and hopefully i won't break my game apart

#

mmm...

turbid lily
#

if you do end up doing it implementing it could you ping me pretty pls

summer stream
#

just a small question

#

since my reason is the dumbest you'll hear KekSkew

#

but yeah i'll try to finally understand something

turbid lily
summer stream
#

lmao

#

thank god i have my proxy on

#

but i HOPE it fucking loads
ffs

turbid lily
#

tldr, it would make this system look prettier (the highlighting the parts when looking at them)

#

thank god for lucy and her script attachments

summer stream
#

interesting

summer stream
#

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'

naive snow
summer stream
naive snow
#

Fresnel, even with a high exponent, tends to be too smooth, you need to clamp it or step it

summer stream
#

so i basically need to mix fresnel with clamp, then also make flattened lighting or stepped

#

jesus

summer stream
#

i think it's bad that i kinda skipped math
but ig we try it

naive snow
summer stream
#

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 KekSkew

naive snow
#

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

summer stream
#

so the question raises,

how do i form it

naive snow
#

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

summer stream
#

since i sat there trying to understand the .s part

#

and .vs with .ps is something else BruhWhat

naive snow
summer stream
#

ah

#

do i use both for this kind of shading thonk

#

or it's more simple to implement it into .s?

summer stream
#

aw fuck

naive snow
#

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

summer stream
#

ot ti kurwa blyat-
ahem

naive snow
#

You can try and break down the Default shader to see what is happening where

#

Like everything else in this engine, FAFO

turbid lily
summer stream
#

yeah examples with somewhat explanation and structures would be nice

#

i know basically zero

turbid lily
summer stream
#

yeah sure go on thumbsUp2x

#

im on hand side anyways

lilac ibex
lilac ibex
floral cave
#

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

simple scaffold
# bright pendant Wow, thanks a lot

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.

naive snow
simple scaffold
# bright pendant Wow, thanks a lot

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

misty mulch
#

gamma doesn't fuck around with that relation system fyi

#

so stuff that is true for basegame, applies for gamma

bright pendant
simple scaffold
# bright pendant 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... )

velvet warren
#

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?

misty mulch
velvet warren
#

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.

fair canopy
#

Just clicking through installs and not reading clueless

sage mirage
#

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?

sage mirage
#

please

hoary cipher
sage mirage
#

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?

hoary cipher
sage mirage
#

so how do I do that? where are the values for guns located?

hoary cipher
# sage mirage 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

sage mirage
#

ok, gonna try

#

ty

lone thorn
#

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?

lone thorn
#

My man. Thx! I'll check it out

sage mirage
#

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

naive snow
sage mirage
#

I want to adjust it to be a little higher

naive snow
#

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

sage mirage
#

but what other aspects of the game does difficulty affect?

#

I want to change ONLY the damage weapons inflict

naive snow
#

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

sage mirage
#

Yes. More damage for me, more damage for enemies

naive snow
#

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

sage mirage
#

But that just makes the game easier

naive snow
#

Just increase the value to your liking

sage mirage
#

I want to get more damage, and also deal more damage

naive snow
#

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

sage mirage
#

I understand that higher values for difficulty_multiplier make me deal more damage, but it algo makes me stronger

naive snow
#

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

sage mirage
#

ohhhhhh I get it now

#

thank you so much!

#

sorry for the misunderstanding

#

where are the scritps located?

naive snow
#

Don't forget to make your own mod for your files

naive snow
queen pineBOT
#

@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.

sage mirage
#

ty

weak flame
#

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…

random fulcrum
#

if you want safety, add 0 to fire_modes in any given weapon's ltx definition

wooden patrol
#

WTB Mod that rechambers sr1m, and sr2m into 9mm 🙂

lilac ibex
#

that's just a simple ltx edit, you can do it

forest remnant
#

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?

lilac ibex
#

g_god on

forest remnant
#

that doesnt change anything, the psy field still kills you

warm vector
#

exist another binds file? i know user.ltx file. i want to change some mod binds like zoom

mortal flint
#

axr_options.ltx

naive snow
warm vector
naive snow
velvet pumice
#

Hello everyone, can you tell me how to edit the characteristics of artifacts?

drifting moat
summer stream
#

!bs gato

queen pineBOT
drifting moat
#

Thanks!

summer stream
forest remnant
tepid patrol
#

does anomaly 1.5.3 use modded-exes and support dxml etc?

naive snow
#

Yes, Gamma does

tepid patrol
#

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

naive snow
tepid patrol
hoary cipher
#

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 omegakekw

#

anyway dynamic outer armor because artefactpepe

summer stream
#

mm yse

#

very good jokerge

plain mountain
#

has somebody tried the artifact inspection redone mod for anomaly? is it compatible for gamma?

weak flame
#

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?”

weak flame
#

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

full vessel
simple scaffold
weak flame
#

But sadly I'm too smooth brain so I'm just spitballing for the modders who do the real work

hoary cipher
#

cliping was an issue for a bit but some very knowledgeable people gave some insight that helped before and after

sudden inlet
hoary cipher
hoary cipher
# sudden inlet Maybe both <:clueless:1031200942722387978>

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

sudden inlet
hoary cipher
sudden inlet
# hoary cipher Yes

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

random fulcrum
hoary cipher
random fulcrum
#

i mentioned cause when you die with that option enabled you can see your current world model

hoary cipher
#

I don't even have it spawning on NPCs yet either pretty much just got the first base working

random fulcrum
#

so i thought maybe there could be issues where you would get a black screen because of the fake head

random fulcrum
#

it's great work tho

#

fantastic, even

hoary cipher
hoary cipher
hoary cipher
#

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

naive snow
#

3rd person stalker really shows how the run is a fucking goblin animation

hoary cipher
bright sleet
#

Anyone adept in modding, how hard would it be to add or change a weapons suppressor compatibility?

naive snow
bright sleet
#

Hmmm that sounds a little above my paygrade

#

I just want to make some shotguns take a hex12k instead of salvo12

naive snow
#

Yeah that'd be some slight model editing and a bit of config tweak

bright sleet
#

Okay nvm, i could do it myself if it was just like drag and dropping some files or something 😂 thx

hoary cipher
#

blender is actually kinda fun lol i was only doing this as a test but i might be doing all helmet and masks now ogo

summer stream
#

gj thumbsUp2x

hoary cipher
leaden glade
#

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

dark shore
#

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

leaden glade
leaden glade
turbid lily
leaden glade
#

thank you

trail sundial
leaden glade
trail sundial
#

Then the issue most likely lies in the basetype config for the mag youre using.

leaden glade
trail sundial
#

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

leaden glade
#

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

trail sundial
#

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.

leaden glade
#

thank you sirsalute

trail sundial
#

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.

leaden glade
#

it should be put on folder named magazines2, right?

trail sundial
#

the config with this info goes in magazines 2

leaden glade
#

missed that one i think

tardy peak
#

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)?

naive snow
tardy peak
#

yup

#

I took a guess that it could be based on "artifacts" page in craft menu, but alas. Didn't work

tardy peak
naive snow
tardy peak
naive snow
#

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

tardy peak
tardy peak
#

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

naive snow
#

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

tardy peak
#

I can't understand why it works with artifacts but not pelts, since pelts ARE artifacts technically

naive snow
tardy peak
#

Maybe i could swap artifact kind. I'll try that. That's a solid lead

naive snow
#

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

tardy peak
#

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!

naive snow
#

So you can see exactly the files and functions that the game sees (since it's virtualized)

tardy peak
naive snow
tardy peak
#

Last question, is the "or" operand in script language a typical "||" or is it something else? I'm not sure what the language is...

summer stream
#

doesnt stalker anomaly uses modified Lua? like luaGIT or something

tardy peak
#

Well... Off to add LUA to my JS and C# half-assed knowledge stack. Thanks!

summer stream
tardy peak
#

Oh, so "or" is literally "or"...

tardy peak
#

@naive snow It worked! You're an Absolute Unit of a Chad!

simple scaffold
simple scaffold
# tardy peak Last question, is the "or" operand in script language a typical "||" or is it so...

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

blazing laurel
#

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.

random fulcrum
#

if you want to increase outgoing damage then just change the difficulty modifiers near the top of the file

coral saffron
#

Weapon accuracy would be defined under the cam_ section of .ltx right?

random fulcrum
#

no that's recoil

#

accuracy is fire_dispersion_base

#

it's measured in degrees

#

1.5 is 0% accuracy in the stats screen

coral saffron
#

Thank you.

trail sundial
#

Anyone know where to find Cr3psis textures tutorial? I've seen it referenced in some videos but haven't been able to find it.

devout fiber
#

Can someone confirm if there's anything on mods-posting that let you sleep anytime regardless of sleepiness?

queen pineBOT
#

@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 !ctrlm in #🤖bot-commands to learn how to install mods).

Second method unlocks sleeping whenever you want as well without additional actions.

tame steppe
#

does anyone know how lmgs hide their bullets as they reach the end of the magazine?

rotund seal
#

By hiding

sudden inlet
#

@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

teal compass
#

just check the machin guns config

tame steppe
teal compass
#

prob just search for any mention of bullet_bones

tame steppe
teal compass
trail sundial
hoary cipher
#

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

red light
#

Guys is it very hard to make a mod that adds new weapon?

hoary cipher
# red light 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

red light
hoary cipher
#

There is a guide on how to do most gun related stuff in blender

red light
#

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

trail sundial
trail sundial
#

Anomaly\appdata\logs

red light
trail sundial
#

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

fossil ledge
#

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?

restive sigil
novel ruin
# sudden inlet <@749969691409121360> hi! Saw your PR to modded exes and thought if you know abo...

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.

hoary cipher
#

What do people normally use to edit and make textures for ogfs?

summer stream
#

substance painter

hoary cipher
summer stream
hoary cipher
summer stream
#

it's adobe after all

hoary cipher
#

Any alternatives?....

summer stream
#

not really

#

BUT

hoary cipher
summer stream
#

but.

hoary cipher
#

Butt?

summer stream
tame steppe
hoary cipher
forest remnant
#

anyone know if its possible to manipulate the game speed? like make it run slower or faster and what not?

forest remnant
hoary cipher
#

....you could have looked at what I sent lol it is literally a mod that changed movment speed

forest remnant
# hoary cipher That is walking speed and running 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

forest remnant
#

kinda of yea, wait isnt there a mod that does that? I might look at its code

hoary cipher
forest remnant
#

ok, ill look, thx for the help

tame steppe
#

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…

forest remnant
tame steppe
#

but glad I could help okaycathappy

forest remnant
tame steppe
forest remnant
# tame steppe 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

tame steppe
tame steppe
forest remnant
tame steppe
novel ruin
forest remnant
#

I can run it in a script with get_console():execute("time_Factor 1)

novel ruin
#

its exec_console_cmd("time_factor 2")

#

to bring your game to 2x speed

forest remnant
undone spruce
#

im pretty much done with the simple reload, now its reload_empty time

tame steppe
undone spruce
#

sure

#

tho im only wrapping it up for now because id never have it perfect

tame steppe
# undone spruce

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 okaycathappy

undone spruce
#

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

native oyster
#

There is a mod that makes you use the bolts from Stalker2

urban sable
#

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?

red light
red light
urban sable
# red light 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.

red light
#

Cuz it will not work if parent folder (in which the file is) is not in gamedata

urban sable
#

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 KEKL

#

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.

native oyster
#

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?

novel ruin
native oyster
novel ruin
novel ruin
native oyster
novel ruin
#

The guide kinda assumes you know how to write code and set up IDE, so it can be confusing

novel ruin
# native oyster

the first bracket (the yellow one) is typed first, then you type "file...

novel ruin
native oyster
#

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

novel ruin
native oyster
#

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?

drifting moat
#

That auto toggles extensions on/off

novel ruin
native oyster
#

Google says yes, but I don't trust the AI responses.

#

Thank you!

drifting moat
#

VSCode is just a text editor. Shouldn't cause any problemy with any apps whatsoever

native oyster
#

Wait, is VSCode different than Visual Studio?

#

Ohhhhhh

#

Why doesn't the book direct you to download that instead of Vscodium?

native oyster
#

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?

naive snow
native oyster
#

As opposed to Anomaly\_unpacked

naive snow
# native oyster Oh, you mean in Gamma\mods ?

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

GitHub

This repository contains the unpacked gamedata files of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata

native oyster
#

Maybe I am missing a step in the IDE setup, how do I link my IDE to MO2?

naive snow
#

Add a new entry and just add your IDE exe

native oyster
#

In MO2, not in VSCode.

naive snow
#

That's MO2

native oyster
#

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.

naive snow
#

This place is meant to ask question, it also leaves a record for futur user if they use the search function

summer stream
#

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

native oyster
#

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?

naive snow
#

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

native oyster
#

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

naive snow
#

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

native oyster
#

like this?

#

ah. then I open the folder in VScode, and I see the scripts.

naive snow
#

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

native oyster
#

What folder do they virtualize in?

#

Oh. it is in the anomaly folder, not Gamma

naive snow
naive snow
#

Everything is still just anomaly

native oyster
#

I can't open these, it says file was not found?

naive snow
#

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

native oyster
#

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

native oyster
#

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!
native oyster
#

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?

native oyster
#

Questiion about notepad++
is there a dark mode?

#

Settings -> Preferences -> Dark Mode.
Oh thank god.

green root
#

Dumb question, how do I get the ability to post in mods-posting?

native oyster
#

I crashed the game! Does that get me an achievment?

summer stream
#

Yes, vasyan. gato

native oyster
#

Tired of playing for hours before your game finally crashes? Download my mod! it will crash your game IMMEDIATLY! No need to wait!

native oyster
#

Ok, how do I find the model for the Measurement Device?

#

Looks like it is one of these: Gamedata\meshes\dynamics\devices

summer stream
#

yes, it's the right place

bright sleet
#

anyone help me figure out the actor names for a couple outfits? confused a bit..

naive snow
bright sleet
#

just tryna swap a hand model rq, can't figure what outfit is what name

naive snow
#

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

bright sleet
#

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

naive snow
#

I mean you could just use a .dds viewer and go off the visual and rough name

summer stream
#

thap rework dltx gato

native oyster
#

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...

naive snow
native oyster
naive snow
#

The value of class, DET_SIMP, is what's used to define the script. So item_device_script has the scripting for the device

native oyster
#

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?

naive snow
#

The function under which it is?

native oyster
#

ideally, I want an event I can hook onto with a callback

#

function device_binder:process_power(id, section, condition)

naive snow
#

the RF receiver is probably the closest thing to what you're trying to achieve

native oyster
#

would be neat if axr_main had a definition for actor_activates_item

naive snow
#

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

native oyster
naive snow
#

Then just find the item via debug, the section name is the internal name of the object

native oyster
#

The Debug menu name works! EXCELLENT!

random fulcrum
#

for the extremely fast actor_on_update s i use every other frame to tick the callback

coral saffron
#

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.

random fulcrum
#

are you making a mod for it

native oyster
#

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?

naive snow
#

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

native oyster
native oyster
#

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...

naive snow
native oyster
#

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?

native oyster
#

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?

native oyster
#

huh. I caught myself adding semi-colons to the end of lines again...

native oyster
#

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```
random fulcrum
#

also in console type run_script [name of your script]

#

it'll tell you at the line where the error is

native oyster
#

THAT is what I NEED

random fulcrum
#

also what the fuck does this even accomplish

lilac ibex
#

framegen or smth

native oyster
#

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

native oyster
#

ARG!
LUA uses THEN!
I am a moron

#

Ok. Do not do tostring(obj)... that is bad. Noted.

random fulcrum
#

bro live blogging his every move

mortal flint
#

xd

native oyster
#

It almost works. Now I just need to figure out what fields the anomaly objects have...

tranquil heron
#

S.I.S.K.I. ALIFE and re:done do they work well together

rough lion
#

Re:Done as in south and north collection?

#

I use both and haven't seen any weird behaviour so far

tranquil heron
#

i meant both

#

hole collection

sudden inlet
tranquil heron
#

i see

red light
#

the most fucking random error i have gotten by far

hoary cipher
red light
hoary cipher
red light
red light
red light
#

but i fixed it by brute-force deletion of entire outfits folder from gamedata

#

istg stalker 2 doesn't have this much errors

hoary cipher
#

Maybe it's best if you do a gamma reinstall so it fixes itself and save your profiles?

hoary cipher
#

But tru

red light
#

wait so gamma isn't almost the same as anomaly or what

#

nvm forget it

hoary cipher
native oyster
#

does anyone know if Emissions and Psi storms trigger actor_on_feeling_anomaly?

native oyster
#

How can I tell if a player is in range to chop a mutant corpse?

trail sundial
native oyster
#

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.

native oyster
#

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.

ancient gate
#

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

native oyster
# ancient gate Or maybe a fix

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

ModDB

YOU CAN USE THIS IN ANY STALKER-BASED (X-RAY ENGINE) GAME Fonts from Another Realistic Tactical Shooters (F.A.R.T.S.). Included F.A.R.T.S. from CSGO, EFT, HL2, S.T.A.L.K.E.R. 2 and much more cumming soon! All resolutions

#

plus it is a cool name!

ancient gate
#

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

native oyster
#

I did not realize that was the same thing!

ancient gate
native oyster
#

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)"

ancient gate
native oyster
native oyster
#

Oh I got the fever now! I wonder if I can expand the usefulness of wristwatches?

summer stream
#

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)

native oyster
#

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!

summer stream
#

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

native oyster
#

That is a very fascinating idea. And it would look cool as hell...

hoary cipher
#

Someone makes watch animations I don't mind making it go on a player.....

summer stream
#

this thing has it

hoary cipher
summer stream
#

we will see it

tame steppe
#

does anyone know the math behind the barrel condition and the damage calculation?

tame steppe
misty mulch
queen pineBOT
#

@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.

misty mulch
tame steppe
#

so i can better understand the balancing to make my barrel condition accuracy mod make sense

tame steppe
#

thanks okaycathappy

tame steppe
#

oh lol thats convenient

#

thank you

misty mulch
#

(that is, fyi, the reason why on the damage simulator, barrel condition is 70% by default. because that's functionally the cutoff point)

tame steppe
#

i mean i already made the graph but thanks peepoLove

misty mulch
#

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

tame steppe
misty mulch
#

the difficulty w/ gbo is in the one trillion exceptions and stubbornly different functions to achieve very minimal changes to final damage output

tame steppe
#

it would be much nicer if those processes were separated into subset functions

misty mulch
#

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

tame steppe
#

that feels weirdly unjustified

misty mulch
#

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

tame steppe
#

i see, its understandable i suppose, thanks for giving me those messages peepopray

misty mulch
#

np. always happy to help someone navigate the unwieldy mess of grok_bo.script

vagrant delta
#

how do I edit a certain weapons deffault mag size?

sudden inlet
misty mulch
#

and I'm falling out of interest with gamma so unlikely to keep working on it

nova sundial
#

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?

sudden inlet
misty mulch
#

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

sudden inlet
nova sundial
misty mulch
#

oh to the actor? no idea I don't care usually lmao

#

cos I operate in a first person view world

sudden inlet
nova sundial
sudden inlet
nova sundial
sudden inlet
misty mulch
#

(to be clear they were directed here because originally they were trying to ask in the "publishing mods" channel.)

hoary cipher
#

You just choose the path for the actor model from the outfit config

simple scaffold
#

this probably won't change the arms. just the thirdperson model.

hoary cipher
#

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

sudden inlet
sudden inlet
simple scaffold
#

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.

simple scaffold
hoary cipher
warm forum
#

where can i find out which armor is using which mesh?

#

the .ogf file

simple scaffold
warm forum
#

now it works

sudden inlet
hoary cipher
sudden inlet
scarlet granite
hoary cipher
#

more attachment types and npcs have attachments also now

lilac ibex
#

based

warm forum
#

how can i find out which wpn_hand.ogf a outfit is using

hoary cipher
lilac ibex
#

single-handely removing npc mesh bloat
peak

lilac idol
hoary cipher
#

yes i MASed npc lmao but that is what im hoping to get much smaller file sizes

hoary cipher
lilac idol
#

yeah I mean I think they do look pretty bad

#

cool stuff you've got going on tho

hoary cipher
sudden inlet
lilac ibex
#

you need to make a pr with moving fog

sudden inlet
lilac ibex
#

skill issue!

warm forum
#

how can i look into the meshes ? .ogf

#

what software do i need

scarlet granite
#

I could add it via MCM option tho

#

It only works on a single level tho KekSkew

lilac ibex
untold moth
#

can someone help with this

sudden inlet
sudden inlet
scarlet granite
sudden inlet
undone lily
scarlet granite
#

It can only trade with traders that are on the current map.

undone lily
#

Like 100m

#

And yeah the laptop will cost 35k at scientists

#

Crafting stuff like NVGs is already a bit weird but a laptop lol KekSkew

scarlet granite
scarlet granite
untold moth
sudden inlet
# undone lily Like 100m

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) KekSkew

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

scarlet granite
sudden inlet
warm forum
#

anyone knows how to use AXRToolset?

scarlet granite
sudden inlet
warm forum
rigid sail
# scarlet granite I fixed the most annoying part about hideouts

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.

tame steppe
warm forum
tame steppe
warm forum
#

i just want to view

#

not change anything

tame steppe
tame steppe
#

if it can view models and set texture paths then sure

warm forum
tame steppe
warm forum
#

thanks

tame steppe
warm forum
#

hum

#

but not all of them showing the textures..

#

nvm now it does

#

wierd..

warm forum
#

jesus

#

i cant find the hands for that one outfit

old wharf
#

Anybody know how to upload a model I have to the game ?

#

It’s a bsaa soldier from
Re8

south steeple
#

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

naive snow
south steeple
naive snow
#

the wpn_toz34_hud.ogf isn't the one from gamma weapon pack, it's the one from 312- gunslinger

south steeple
# naive snow

i pulled the filepaths for the ogf and omf's from MO2 running my live GAMMA profile... are these not the correct ones?

naive snow
#

Did you check the ltx or if there was a DLTX that changed which was the hud animation?

south steeple
#

good question, i haven't. i'll take a look

summer stream
#

can't you right click on the ogf so u can find the original animation? clueless

#

like into 312, where the model is located

#

then you find the omf in there

south steeple
#

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

summer stream
#

eh, you can always open the ogf and then look at it

#

it has path for the anim itself

south steeple
#

what you mean

#

like in ogf editor?

summer stream
#

yes

south steeple
#

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

summer stream
south steeple
#

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

summer stream
#

i wonder tf is g_aimpos

south steeple
summer stream
#

there is a mod that does it, no?

south steeple
#

it's already in GAMMA

#

it just doesn't work that great because most guns are slightly off

summer stream
#

use draggable hud editor