#╙🖇mods-making-discussion

1 messages · Page 145 of 1

summer stream
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you can edit it using that

south steeple
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like you'll line up your irons on a guy and your bullet will come out half a degree off target

summer stream
south steeple
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nah wouldn't work

summer stream
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i wonder why

random fulcrum
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there's really no reason at all to enable 3d ballistics for ads like really why would you need the bullet to come out of the barrel and follow the barrel when aiming down sights

south steeple
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because you'd have to choose between your guy holding the gun right and the bullets going where they're supposed to go

random fulcrum
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if your sights are already aligned with where the crosshair should be

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i get it for hip firing but for ads it makes zero sense

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not only from a game design standpoint but also from a logistics standpoint

summer stream
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mmm yse

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relism

random fulcrum
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imagine all the nano adjustments you'd need to do

south steeple
random fulcrum
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to get barrels to properly align

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and that's IF the barrel bone is properly placed and oriented on the model

south steeple
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so you end up aiming where your irons point and half the time it's oops haha they're not perfect at the center of your screen yet, you miss :)

random fulcrum
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realismo beats basic ass game design yet again

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i love the gamma community

summer stream
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i have no idea what do you want from stalker

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it doesnt aim for realism like tarkov KekSkew

south steeple
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i wanna be able to peek outta cover with my irons on a guy's head and it actually hit him instead of missing

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idk

summer stream
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we dont have a thing where you can shoot like that gato

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there is no macedonian shooting

random fulcrum
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the what

south steeple
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like this bothers me so much lol

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any time you strafe or crouch or whatever it desyncs and i mald about it

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g_aimpos technically fixes it but it just ain't game-ready

summer stream
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macedonian

random fulcrum
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guns just shouldn't sway off the center of the screen that much unless you're pretentious about realismo

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yes there should be an indication of movement and weight

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but not move the entire weapon off center by that much

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it looks bad

south steeple
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it's 'fine', but like it could be better you know

random fulcrum
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yeah the inertia could be toned down by like 90%

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and skip having to nano adjust all weapons so that the front post is pixel perfect aligned with the barrel

south steeple
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or we could get g_aimpos working properly and get the best of both worlds :))))) eye candy and accurate sights

random fulcrum
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and etc

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g aimpos works as it should

south steeple
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right but the weapon models weren't built out with it in mind so a lot of the time they don't work as intended

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different ways of saying the same thing

summer stream
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use scripts for that

random fulcrum
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funnily enough all of vanilla anomaly's weapons with vanilla positioning work perfectly with 3d ballistics

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yet again a gamma problem

south steeple
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yup

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fun fun

random fulcrum
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reset the clock

south steeple
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thanks gunslingerr

random fulcrum
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idk dawg it's a manufactured problem and quite the beast to hyperfixate on

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nobody wants to fix this

south steeple
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like to fix it, the 'jank' solution would be to go into each weapon OGF, add a new bone called "firebone" or whatever, adjust the fire_bone param in the weapon's LTX to it, and then you can manually adjust the angle of the new bone until it properly lines up

random fulcrum
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be the change you want

south steeple
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but that is so. much. work.

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but at least adding a new bone means you don't have to re-do every animation

summer stream
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are you sure

south steeple
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idk

random fulcrum
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are you sure

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do your homework then

summer stream
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are you absolutely sure

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since i did that myself

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result?
crashes

south steeple
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fuck

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great

summer stream
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you NEED to add it to animation

south steeple
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you can't just like

summer stream
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it's just adding from start to end so

south steeple
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parent it to wpn_body or whatever

summer stream
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it's not that bad

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no.

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NO.

south steeple
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that's dumb

summer stream
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YOU CAN'T.

south steeple
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gamedev is stupid

summer stream
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for stalker yes

random fulcrum
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what game allows that

summer stream
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try tarkov

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the fuck ass unity

south steeple
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then the dream's DEAD

random fulcrum
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bro sounds motivated enough to do stuff but doesn't want to do it

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just nano adjust on the hud editor

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and nano adjust the barrel bone in blender

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there's a shit ton of snipers that are comically offset

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basically all of them

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are extremely offset

south steeple
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ima fuck around with it a little bit and see for myself

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i don't want the dream to die

fair canopy
south steeple
fair canopy
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I fixed it.

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Every gamma gun works with g_aimpos

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As long as you have the latest 3dssg

random fulcrum
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that's mad funny

fair canopy
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I did it for myself honestly

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If I ever play gamma again

random fulcrum
random fulcrum
south steeple
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thank, this is probably why i did not know this was already addressed

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oh boy oh boy i am so excited to test and see for myself

fair canopy
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So much so that g_aimpos will be default in as of gamma 095

south steeple
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finally gamma gunplay can enter the modern age

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glad i didn't have to do it myself lol

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if you don't mind me asking, how did you end up actually fixing it? did you just go through and manually fix models and animations for everything

fair canopy
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Pretty much. Adding muzzle bones. Fixing alignment. Messing with armature orientation

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Some other stuff

south steeple
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cool so same road i was gonna go down, thanks for stepping in and saving me a couple weeks of work

fair canopy
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Try 5 months. Unless you're hyper autistic I guess

tame steppe
south steeple
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Weapon mods created using best-practice modeling techniques - i.e. proper barrel and sight alignment, zeroing to infinity, and ensuring HUD reposition values are mathematically accurate to model properties

nova sundial
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I don't understand much about this, but I can write in the comments to explain what needs to be changed. I'm just a regular player and don't understand much about modding.

crude vapor
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Hi all,

I've edited my skill levels for gamma but when I load into game it doesnt load them properly, it resets them completely, anyone got any ideas?

Ive Converted Scoc to Lua, modded the lua, deleted the scoc, nothing.

undone lily
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The 100m distance limit to traders is probably fine.

Maybe 150m

undone lily
south steeple
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whether my barrel is actually pointing at the target is another question lol

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i am an absolute shit shot so most assuredly not

summer girder
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Yeah, there may not be a crosshair on-screen, but all the bullets go to the crosshair on your HUD

undone lily
south steeple
undone lily
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👍

fair canopy
# tame steppe if I ever make a weapon mod, is there any way I can make sure that it will be co...

I should make a tutorial but you want to make sure your wpn_body bone is properly aligned with y axis and the rest are parallel along z axis. Your muzzle bone should be aligned with your sights. If the model is well made the sights align with the barrel in most cases. Then in game you want to setup the hud to display the aimpos reticle and the camera reticle. If you align the aimpos reticle with the center of the screen then your gun will work with or without aimpos on

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You don't have to use muzzle bone BTW. You can use any bone as set in the ltx. But making a muzzle bone and setting it in front of the barrel also makes it so that you don't have to mess with the muzzle flash settings

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You can just as easily use wpn_body as your shoot point and then adjust the shoot position

plucky pond
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What grass mod looks most similar to stalker 2s grass?

tame steppe
fringe prawn
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how easy/hard would it be to mix different gloves from different arm packs? for example, use gloves from certain thap arms on gorka arms and replace the existing ones. would i need to edit the meshes and textures?

low drift
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How do y’all usually source your models? Do you rip em from another game or just try and find the one you’re lookin for on Sketchfab or somethin?

tame steppe
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at least that’s how I nab my models

simple scaffold
low drift
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Alright, thanks

trail sundial
summer stream
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and if you're gonna port from other games with different engines like UE5 or any engine that uses PBR
it's gonna get a little tricky

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a lot of people use tarkov but

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models themselves are not that much optimized

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so you either find them or buy

low drift
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Time to see what RE8's engine is

summer stream
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if you're going for guns

low drift
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Yup

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Wanted to bring in the AK the Wolves have

summer stream
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mm yse
chres redfeld

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i think i saw someone porting it to L4D2

low drift
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I think I saw that one too

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I'll see what I can do with that, thanks

summer stream
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be careful with ports

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they can be a bad quality one

quartz summit
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Hello, is there any way to make RF receiver have a signal for mission marked on the PDA/Currently selected mission? I was looking to make a personal mod for that but, I have no idea about the depths of coding in the Stalker engine so it'd be a massive time sink for me, rather ask if someone with more experience has made something like this or introduced a GPS mod. My objective is to minimize the use of the PDA and this is the only missing niche.

summer stream
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GPS should be introduced in western goods, no?

quartz summit
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That's what I'm using, but its GPS and Compass work weird, the closest to the thing I want is the compass which shows time-to-objective in seconds depending on current speed, the GPS simply marks you towards the closest campsite of stalkers IIRC

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I was looking for a more convenient alternative, more concrete information, but I do see why it wouldn't have been worked on

summer stream
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RF receiver depends on frequency, so i would just recommend adding a completely new device with same animations and model, but with a different purpose

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you need to make a script that read the coordinates of nearest mission or the one that you have selected

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then frequency will be your distance

quartz summit
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I see, I feel like I can do this using the Western Goods GPS, just gotta modify some of the code, I actually was trying this yesterday but couldn't make a 'function' that worked, so I kept crashing the game every time I tried to take it out lol

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Thank you for the help

simple scaffold
trail sundial
mortal flint
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😐

dreamy ruin
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Is there a simple way to edit the game files in some way that I can change the base stats of a weapon?
or do I have to download a bunch of programs like blender?

dreamy ruin
# naive snow You only need notepad

Can you help me find the files I need to edit? I read that I need to go to gamedata > items > configs but anomaly and gamma folders don't have a folder path like that

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the link at the bottom is dead

simple scaffold
# dreamy ruin Can you help me find the files I need to edit? I read that I need to go to gamed...

https://anomaly-modding-book.netlify.app/docs/getting-started/unpacking-game-files this will get you the base game files. for the gamma files you need to use the mo2 data tab. or launch the file explorer from MO2.
https://anomaly-modding-book.netlify.app/docs/category/items

Anomaly Modding Book

Step-by-step guide for unpacking game files using the provided batch files

Anomaly Modding Book

References related to Items.

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gamma changes how damage works. the modding book won't cover that you will have to ask someone here. (not me i don't gamma)

simple scaffold
green root
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Hey all, when I have a mod that I think is ready to share, how do I post in mods-posting? Seems I need the modders tag to post.

tepid trellis
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hello, how woud i go about adding a item to nimble, or max level merc trader? Frosty weapon pack has an hk416 that accepts an upgrade ( added by FWP ) but doesn't seem to be at any traders. debug only. is it possible for me to add the hk416 upgrade kit to nimble or max merc trader level?

old wharf
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Anyone do model import commissions for gamma?

tepid trellis
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would this be the correct ltx file to add the hk416_tac upgrade?

sudden inlet
jovial tendon
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Hi, so I got bored, and really wanted to get Rebound: Encounters to work and not crash the game constantly on GAMMA (and frankly vanilla). So I rewrote its 1.7.8 version (the one that is in that google doc thingy to add rebound stuff to gamma) so it actually does what it says on the tin.

I had to edit a gamma file to make the crashes stop, but beyond that it's now working as the mod intended to be working back then. I have no idea if those massive bugs got fixed in more recent versions. (well, i know they didn't fully, given that going back versions was the one option i chose before actually fixing the mod)

Use it, don't. I don't need credits either, it's free of charge.

https://github.com/SerialKicked/ReboundFixed

It's also technically fixing a nasty missing check in a GAMMA file (xr_conditions from VICE for everyone, that doesn't do a Alive() check, see readme)

Edit: The only RE:Encounters file changed is "rebound_encounters.script", the rest hasn't moved, but it was easier to have it all in one.

GitHub

ReBound Encounters Rewrite. Contribute to SerialKicked/ReboundFixed development by creating an account on GitHub.

naive snow
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Made a THM fixer utility that supports drag and drop. A problem I had initially ran into editing certain THM is that some of them had a wrong THM_CHUNK_MATERIAL with an invalid material set to 6 (the engine only supports 0 to 3) This broke THM editing in AXR toolset and the THM editor 1.1, which to my knowledge are the two most common editors.
Instead of manually regenerating a nw THM or patching in a hex editor the 06 00 00 00 00 00 00 00 chunk bytes, I got a Claude to spit out a Python Thinker GUI to be able to open and fix wrongful THM.
I'll probably post another archives with the fixed THM files (mainly LFo stuff, so foliage things)

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Can I get a pin on this?

novel ruin
naive snow
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The THM editor isn't my thing, but it shows the options properly

summer stream
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it could be me

naive snow
naive snow
# summer stream huh

Tho wtf am I seeing in this version, bump version and shading model? What have you been cooking hombre?

naive snow
# summer stream not mine

This is clearly made for another engine version, probably IXray? I know they have PBR which would match with the input of PBR map

summer stream
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prob

naive snow
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Dunno where or how they're packing all this extra data, but this might break functionality with AXR toolset and I'm not sure how the engine will like it. Might be fine if they've packed the extra info at the bottom

summer stream
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it's pretty complex by itself but eh

naive snow
# summer stream it's pretty complex by itself but eh

I mean most of it is the standard thing of the engine. The only thing that really changes is the Shading model, bump version, sslr factor and the PBR map, they moved some of the info to the SDK flags, like the format, mip filter, etc

unique badger
tacit wind
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How do I make zombies less tanky and not take 20 headshots?

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I feel like there might be some healing script active and they keep getting up until you shoot them when they're on the ground? If yes I'd like to remove it

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They're menacing enough with redone ai pepew

novel ruin
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seem pretty cool though

native oyster
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Has anyone played around with the crows? Is there a way to influence their behavior? I am wondering if it would be possible to make them favor flying over areas where mutants are hanging out, just as a immersive way to indicate mutant presence.

lilac ibex
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Yes. Engine

sudden inlet
unique badger
rough lion
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Why isn't it on Anomaly page if it's meant for Anomaly?

unique badger
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Don't know what do you mean by anomaly page. When you add a mod these are the options you get

rough lion
tame steppe
rough lion
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mod, addon, tomato, potato

scarlet granite
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Do you guys have any idea why hit callback would not work? Im working in a shooting range. The targets are physics objects

random fulcrum
neat stream
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Wanting to see some new guns, can anyone recommend me some gun mods, ideally ones that add guns fitting in the world, not really wanting a bunch of super tactical type guns (please @ with responses)

random fulcrum
neat stream
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i think i misunderstood this channel

scarlet granite
random fulcrum
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dang ghentuong isn't here

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that guy spent like a year grinding on a shooting range

unique badger
turbid lily
brave kernel
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Anyone know if there's a tutorial video or something on how to make modded guns?

tame steppe
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still good info

brave kernel
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Thank you 🙏

trail sundial
# brave kernel Anyone know if there's a tutorial video or something on how to make modded guns?

These guides will teach you most of what you need to know except textures, but the stuff verdatim linked goes over that.

https://youtu.be/jb8pJraU3RA?si=3LjbMkJYjx2nDSTE

https://youtu.be/mBHNhwuLs3g?si=ZFAYtMtfHSWu8ZOY

https://youtu.be/u8crq79zMfs?si=4A9uBe1CRLDYrnmi

Stalker Anomaly 1.5.1 - How to Guide - Creating a new weapon based off an existing one, modifying values, as well as creating a custom name/description.

Hello friends, I've had this video idea on the back-burner for a while, and thought maybe I should put it together.

This isn't for everybody, keep in mind as much as I tried to explain each an...

▶ Play video
queen spire
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Can I make a new .ltx to add more defines to an already existing list?

Namely the milspec pda on 1.18.0 uses an ltx file for PDAs and I wanna know if I need to overwrite it or if I can just make a new one which has only the new PDAs

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Making another file and naming it fe_pda_defs.ltx and just adding those pdas instead of overwrite would be better if I can just add em no?

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I do need to hook it somehow though if I do I think? No clue how that works tho clueless

tame steppe
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DLTX will almost always work

queen spire
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By dltx... You mean making like a zzzzzz_pda_defs.ltx?

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Oooor

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Cause being real I got like half a braincell which didn't learn this codebase at all

tame steppe
queen spire
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I'm just putting general logic into how I do things, so idk how to make that.

tame steppe
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if it’s included in other LTXs via the include function it might be possible to make another file with the corresponding suffix / prefix like how all w_*.ltx files gets loaded into weapon system

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okay anyway DLTX is better

tame steppe
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dumb formatting

queen spire
tame steppe
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look at the DLTX guide in the modding book

queen spire
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This one doesn't really make me understand what I'm supposed to do

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Aye

tame steppe
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it’ll help you

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also I hate how z stacking has become the definite feature of DLTX instead of mod_ peepo_sadge

trail sundial
summer stream
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mfw i see another zzzzz script and i genuinely fall asleep

fair canopy
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None of his mods need to be z stacked because it's all unique to begin with

lilac ibex
summer stream
fair canopy
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Frosty though z stacking was funny

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Grok did it probably because it was the fastest way to fix things with all the stuff gamma had

summer girder
ashen hatch
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How would one assign an omf file for hands to an omf file for guns?

tame steppe
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if you want the gun ogf to reference the hand omf you can define it using ogf editor, but it will crash

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both omf files for hands and omf files for guns are the same thing btw

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hand anims are just placed in a unique folder

trail sundial
ashen hatch
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I did, but it still uses the base svd anims

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I modified the svd anims to fit my gun

ashen hatch
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it worked before, idk why it causes issues now

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I could try renaming every motion

tame steppe
ashen hatch
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yeah

tame steppe
#

okay so the way the engine works is that it loads every single hand omf motion into one list

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if there are repeats in motion names it is the last loaded alphabetically that overrides

tame steppe
ashen hatch
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oki, I will try that then peepoLove

tame steppe
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because it’s all in one list at the end of the day peepo_sadge

ashen hatch
tame steppe
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at least that’s how I think it works, don’t have a strong source for that

ashen hatch
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welp it shouldnt be a problem now since I will rename th emotions

ashen hatch
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thanks for the help

tame steppe
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awesome, glad to have been of assistance ❤️‍🔥

ashen hatch
simple scaffold
# summer stream mfw i see another zzzzz script and i genuinely fall asleep

with very very rare exceptions it isn't functionaly* needed in scripts. I made a mistake in sugesting it in the first place. There is utility in identifying a script that contains monkey patches to make code analsysi easier, but stacking extras doesn't do any good.

*aaa is morelikly to be needed, and i have a yyy scritp that has to be before any of my zzz scripts. (i find triplets asteticly pleasing in script names)

now DLTX files, order in thos can matter a lot so ppl will keep piling on zz to make thier changes the last ones. Until we get a mod manager that can rename dltx files to adjust thier load order i don't see it stopping.

random fulcrum
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there's a dltx file in gamma with 17 (seventeen) z stacked

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that shit is beyond hysterical

gaunt pawn
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Need some help, if anyone is a monkey-patch expert. I'm trying to patch Faction ID's init function to change some elements. Below is the whole script. The beginning print statement works, but I can never get any printf inside __init to work. I've tried with tons of other functions but I'm stumped. Any ideas?

printf("Start of override script")

local og_ui_faction_id_hud_init = factionID_hud_mcm.UIFactionIDHUD.__init

function factionID_hud_mcm.UIFactionIDHUD:__init()
  og_ui_faction_id_hud_init(self)
  debug("overriding native")
end
simple scaffold
gaunt pawn
#

sorry, debug is just a wrapper around printf. Its just printf here

simple scaffold
gaunt pawn
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Lmao touche 😄 Yes im sure the debug function works, I use it in all my mods.
I don't think anything else patches this function, or even patches this script. I grep through the entire GAMMA mods directory and the only places that UIFactionIDHUD is mentioned is in factionID_hud_mcm.script and in my script

gaunt pawn
simple scaffold
gaunt pawn
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Im certain. This is the ripgrep command I run in the mods folder rg -i factionid_hud_mcm -tscript ("rg "= ripgrep) and it returns:

3:local og_ui_faction_id_hud_init = factionID_hud_mcm.UIFactionIDHUD.__init
5:function factionID_hud_mcm.UIFactionIDHUD:__init()
10:-- local og_init = factionID_hud_mcm.UIFactionIDHUD.__init
14:-- local _display = factionID_hud_mcm.display
16:-- factionID_hud_mcm.display = function(faction, name, rank)
30:--     -- factionID_hud_mcm.UIFactionIDHUD.__init = function(self)
80:--     factionID_hud_mcm.display = function(faction, name, rank)

these are the only results

#

from my script

#

What is the cursed scenario you mentioned? Surely Grok would never 😮

simple scaffold
# gaunt pawn I've noticed that in the log, `factionID_hud_mcm.script` always *reloads* after ...

the faction script should load twice. once at the first main menu along with all mcm scripts. Your sctipt should not be loading at that time.

Once a save game has started loading all scripts in the scripts folder are loaded in alphabetical order (unless force loaded by another script)

unless you have something loading your script out of order, it should be well after a script starting with f.

simple scaffold
# gaunt pawn What is the cursed scenario you mentioned? Surely Grok would never 😮

Script A is loaded normaly.
Script B nils the script A namespace
Script C patches scipt A causing it to be loaded again.

the reason this is cursed is that any side effects at load time, like most mokey patches, happen both times script A loads and that can be bad. even without script C patches or callbacks registerd by script A at load time can reload script A later. what script B is doing is cursed and should never be done.

gaunt pawn
#

That's what I'm seeing:

some log lines
* [13:14:10.330]  loading script extended_movement_sounds_mcm.script
* [13:14:10.330]  loading script extra_portraits_mcm.script
* [13:14:10.330]  loading script factionid_hud_mcm.script
* [13:14:10.331]  loading script free_zoomv2_mcm.script
* [13:14:10.331]  loading script grok_artefacts_bip_mcm.script
* [13:14:10.331]  loading script grok_casings_sounds_mcm.script
* [13:14:10.331]  loading script grok_drop_item_press_key_mcm.script
some more log
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then the alphabetical loading:

* [13:14:13.292]  loading script z_taskboard_overrides.script
* [13:14:13.292]  loading script z_weapon_cover_tilt_rattle_wstfg.script
* [13:14:13.292]  loading script z_workshop_tool_double_click_open_tools.script
* [13:14:13.292]  loading script z_ym_no_gray_dead_stalkers_faction_id.script
[13:14:13.292] Start of override script
* [13:14:13.292]  loading script factionID_hud_mcm.script
* [13:14:13.293]  loading script z_z_item_icon_info.script
* [13:14:13.293]  loading script zatura_autostack.script
#

Here it loads again

#

I have no idea what could be doing it

simple scaffold
simple scaffold
#

MCM loads all the _mcm script files at the main menu. there should only be a small handful of non mcm scripts loaded at that time. this makes it very distict from the script load that happens as a save is loaded.

all scripts are loaded every time a save is loaded. the entier lua enviroment is cleared and rebuilt from nothing as a save loads so this isn't a script being reloaded as much as it is LUA being rebooted and the script loading again for the first time in that LUA enviroment.

gaunt pawn
simple scaffold
# gaunt pawn Here it loads **again**

this isn't again, necessarily, but it is late. this should be part of a very large block of hundreds of scripts in roughly alphabetical order and the faction script should load no later than game_achievements.script

simple scaffold
#

script load is a special time. lua errors during script load do not crash, they just prevent the script from being loaded.

gaunt pawn
#

Nah my script is loading fine. the ending printf statement runs through. I'm not getting any "failed to load" errors on my script

#

log looks like this:

* [13:50:21.679]  loading script z_ym_no_gray_dead_stalkers_faction_id.script
[13:50:21.679] Start of override script
* [13:50:21.679]  loading script factionID_hud_mcm.script
[13:50:21.680] end of my script
#

so that's something

simple scaffold
gaunt pawn
simple scaffold
gaunt pawn
#

about what I expected:

* [13:58:08.819]  loading script fad_ym_no_gray_dead_stalkers_faction_id.script
[13:58:08.819] Start of override script
* [13:58:08.819]  loading script factionID_hud_mcm.script
[13:58:08.820] end of my script
#

Removing mentions of the faction script, also expected, stops the reloading of the faction script

simple scaffold
gaunt pawn
#

oh wait, thats weird

#
* [13:58:32.339]  loading script extended_movement_sounds_mcm.script
* [13:58:32.339]  loading script extra_portraits_mcm.script
* [13:58:32.339]  loading script factionid_hud_mcm.script
* [13:58:32.339]  loading script free_zoomv2_mcm.script
* [13:58:32.339]  loading script grok_artefacts_bip_mcm.script
* [13:58:32.340]  loading script grok_casings_sounds_mcm.script
gaunt pawn
#

Oh shit some of these are loading out of order. Could this have something to do with me being on the "Next Gen" exes?

simple scaffold
simple scaffold
#

capital letters are also cursed when used in flle names, ltx key or section names.

gaunt pawn
#

are you fricking kidding me??? thats all that I needed to fix??

#

it works now 😮

#

jfc never change Anomaly, never change UltraCryLaugh

simple scaffold
#

leson you should take away, avoid capital letters in file names. (and ltx key and section names as well trust me)

there is some odd inconsistent force to lower case crap going on in different places in the engine and it is better to just never test

(the lua and xml impementaions seem to comply with thier standard for capitital letted, but don't trust anthing made by xray itself. [which includes the file loader for xml and lua files])

gaunt pawn
warm hatch
#

Is there a way of increasing the pen of 8mm Mauser? It's pitiful compared to the real life performance of the round and how little of it traders sell.

simple scaffold
warm hatch
#

The paths are:
C:\GAMMA\.Grok's Modpack Installer\G.A.M.M.A\modpack_addons\G.A.M.M.A. Close Quarter Combat\gamedata\configs\items\weapons
C:\GAMMA\.Grok's Modpack Installer\resources\Stalker_GAMMA\G.A.M.M.A\modpack_addons\G.A.M.M.A. Close Quarter Combat\gamedata\configs\items\weapons
C:\GAMMA\mods\G.A.M.M.A. Close Quarter Combat\gamedata\configs\items\weapons
C:\GAMMA\mods\181- Ballistics Overhaul (GBOOBS) - Grokitach\gamedata\configs\items\weapons

#

I read in an old message in this channel that it's probably the Ballistics Overhaul file, but I want to be certain before changing things.

naive snow
queen pineBOT
#

@warm hatch 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.

warm hatch
warm hatch
#

Another question: how do I test that this is working?

naive snow
warm hatch
naive snow
#

Use the in-game console or check in your Anomaly/appdata/logs

tame steppe
tame steppe
warm hatch
#

Alright, but I still don't know to check the log. The file in the Anomaly logs folder only tells me the engine starts correctly and the in-game console doesn't seem to update when I shoot someone.

warm hatch
#

Yes, in god mode too, to avoid dying

lament current
nocturne rover
#

is it possible to add a function to Moss perkifact to completely negate radiation from eating raw meat
would local radiation_increase work or something similar

lilac ibex
naive snow
north helm
#

oh, nvm, I saw it.

nocturne rover
# nocturne rover is it possible to add a function to Moss perkifact to completely negate radiatio...

so i was able to half-fix it
in perk_based_artefacts.script manually add an effect of instantly removing radiation like this

    mutant_part_dog_meat = function(self, actor)
        local bleeding_cure_boost = 0.0015
        self:add_effect(function()
            actor.bleeding = bleeding_cure_boost
            change_psy_health(0.001)

** actor:change_radiation(-1.0)**
end)

however damage and limb damage still happens and can't quite figure it out

#

maybe steal some function of recording actor's health before eating and applying it after eating i'm really not sure

random fulcrum
#

bhs limb health loss happens on update instead of on hit, raw meat has instant damage upon consumption

#

iirc bhs' threshold to take a hit point off of a bar was like 2.54% damage (oddly specific i know, but this is from eons ago and it might have changed)

#

you could try to just remove the instant damage from the raw meat items by changing their eat_health value to 0

#

or to a value smaller than the bhs threshold which you can check in the zzz_player_injuries script

nocturne rover
#

hmm if i can figure out how i can also do eat_radiation value to 0 too

devout fiber
#

Is there anyway to implement bullet whizzing and snapping when being shot at?

random fulcrum
#

brochacho this is already a thing

#

and has been since shadow of chernobyl

devout fiber
random fulcrum
#

then rip better sounds from idk arma

summer stream
#

or cope

summer stream
barren pilot
old current
#

Is there a list of requirements for weapon mods, in case I'd like to make a mod to be added officially? like inspect/unjam anims, support for gamma scopes, etc?

hoary cipher
#

took me wayy to long but faceshields, helmets, gasmasks and outfits themselves are all separate items i can control with loadouts the same way weapons are so ill pretty much have full control ove the way that npcs spawn and the loadout they have within randomization, now fully realizing you actually loot what you see on an npc, i have some small issue to work out but mostly done all npc related scripting

tame steppe
hoary cipher
amber dune
#

Saw a mod recently that put a white dot over nearby items that you could pick up in the world and gave a little tooltip when you were close enough (name, weight, value.), does anyone know what mod this is or if there is a similar one compatible with GAMMA?

So in essence removing the need to hold down F to see what's on the ground with some added info

queen pineBOT
#

@amber dune To turn on interactive dot UI like in S.T.A.L.K.E.R.® 2: Heart© of Chornobyl™, find and turn on 452- Interaction Dot Marks - Catspaw in MO2

amber dune
#

You're amazing, thank you

mortal flint
amber dune
mortal flint
#

unless you really have intentions to make a mod

amber dune
#

Aah, thought this fell under technical support and avoided those channels, my bad

turbid lily
#

any here that currently runs or has used the latest version of anomaly subtitles

harsh crest
#

hello guys, I have a trijicon ACOG sight that zoom too little. is there any way to increase the magnification?

turbid lily
#

under file: configs/items/weapons/addon_scopes.ltx
section [wpn_addon_scope_acog]
field: scope_zoom_factor

#

you want do create a dltx file under the path configs/items/weapons/mod_addon_scopes_<my_mod_name>.ltx
and the following inside the dltx file:

![wpn_addon_scope_acog]
scope_zoom_factor = 89.6 ;4.0x

where the scope_zoom_factor has comments stating the magnification 21.4 for 1.0x, 44.8 for 2.0x and so on

#

the value for scope_zoom_factor is a float (number with decimal point) so you can increase/decrease it incrementaly like doing scope_zoom_factor = 56.0 for 2.5x

#

@harsh crest

hoary cipher
#

Does anyone happen to know which script in base anomaly controls the NPC head tracking player when close?

rough lion
#

its a modded exe feature

hoary cipher
random fulcrum
#

it's from modded exes but gamma unpacks the .db files that come with the exes for some reason

hoary cipher
hoary cipher
#

It's "options_modded_exes_stalker.script"

#

Wait omg guys tah k you so much that was it thinkhang

#

Actually just spent 3 hours debugging a toggle option fml

south steeple
#

Is there any way to make it so the crosshair is visible during zoom for every weapon without needing to make 400000 DLTX edits?

naive snow
#

If the values aren't already set further down

random fulcrum
south steeple
#

yeah I think you'd need to manually override every weapon

random fulcrum
naive snow
random fulcrum
#

it's a customizable static crosshair with an option to also appear when aiming down sights or scoped in

green root
#

Hi all, asked a few times how to get the tag to post in mods-posting, but never found an answer. I made a mod that reworks damage in the game, I posted it over on moddb if anyone would like to check it out: https://www.moddb.com/mods/stalker-anomaly/addons/obrien-gamma-combat-and-recoil-rework

Long story short it reworks the damage calculation in groks original scripts, and I rebalanced all guns/gear/artifacts. Damage now primarily comes from the ammo, so all guns that are 7.62x51 will do the same damage for example. If you want to scale certain weapons you can, I go into detail in the mod details, it's a bit of text wall but it's fairly easy to work with.

If anyone tries it out please let me know if you run into any issues, if dropped in last in your load order it is plug and play with base gamma 0.9.4

ModDB

Damage Rework: This mod reworks the damage calculation from Player to NPC and NPC to Player. This is a full rework of weapon damage, armor resistances, and artifact/pelt/tech stats. The foundation of this is using Groks original scripts, without them...

random fulcrum
#

so you need to disable it for all weapons

#

if you just set it to false on the base weapon it won't do anything because it's set to true afterwards

south steeple
#

ima powershell it out i think

naive snow
random fulcrum
#

if not then just get the ascendant crosshairs mod

south steeple
random fulcrum
#

the engine's dynamic crosshair is broken anyways because it doesn't update its size if you're moving the mouse at all

random fulcrum
south steeple
random fulcrum
#

you can force render both the crosshair and the barrel line

#

that's weird bro it worked for me last time i tried

#

and i didn't disable the zoom_hide_crosshair thing

#

maybe check console commands?

south steeple
#

i will send screenies to confirm im looking at the right setting

random fulcrum
#

mayhaps it's just not on the settings menu

#

i remember i spent like an hour tinkering with shit in the console to get it to render at all times

#

because i didn't even check if it was in settings xdddd

#

thing is i got it to show

south steeple
#

remember what the console command you used was?

random fulcrum
#

no

south steeple
#

guh

random fulcrum
#

autocomplete from common terms

#

type idk crosshair

#

aimpos

#

things like that

south steeple
#

sad

#

back to powershelling

random fulcrum
#

try other commands

#

dawg i'm telling you it works

#

i'm getting home in like 20 mins i'll check myself

south steeple
#

maybe i am perfect dodging the right keyword to find the command

green root
#

does the dot shift on the screen? doesn't it just stay in the center? Why not just use an onscreen crosshair or mark it?

south steeple
random fulcrum
#

found a screenshot for proof

green root
south steeple
random fulcrum
#

please clap at how hilariously offset the barrel line and the crosshair are in this screenshot

#

(that's default gamma too btw)

green root
#

And we have no weapon sway... so... damn that's off.

south steeple
#

me when the cheap airsoft sight i bought on amazon won't hold zero after shooting twice

random fulcrum
green root
#

It's not much though.

random fulcrum
#

get an ultra heavy weapon and cut both of your arms off and you'll be swaying around like crazy

green root
#

Oh yeah if the arm health is low, but I always felt the weapon sway should be higher even when in your arms are good.

random fulcrum
#

it is there

#

anyways mods making

south steeple
green root
#

Not wrong

random fulcrum
#

you can't imagine how infuriating that feels

#

to me at least because i thought lander beat me to the punch with the proper dynamic crosshair

#

only for his crosshair to be handled entirely differently than the regular engine dynamic crosshair

#

so if now i want to continue my work on that i'll have to make it work with 3db as well

#

shoutouts to prof lander tho

south steeple
warm forum
#

Is creating new Quests difficult for someone with no experience?

south steeple
#

you can force it by

  1. setting ADS to toggle
  2. ADS'ing
  3. then setting hud_crosshair back to 1 in console

this only works until you ADS again, but fine for what i need so no need to powershell hooray

thank you @random fulcrum

fair canopy
random fulcrum
#

real cool

quiet adder
#

Howdy all, I've been wondering if its possible to make a small config edit to allow the base M4A1 to have its front sight post with optics again.

Doing a quick Google AI (I know ew) search lead me to trying to alter the .ltx visual and hud file paths but I tried it in 434- 3DSS Siber Reanimation -Andtheherois which I believe is the mod that made the change, but it doesnt seem to be coming into effect in game when I add my own version of the LTX above in the load order.

Further investigation says it could be a DLTX Override but Im struggling to find information on how to adjust that. Would anyone be able to point me in the right direction?

trail sundial
#

Or if the meshes with the front sight and optic exist but are overwritten by the athi reanimation, you could probably disable the athi reanimation.

But if you want the athi anims and the front sight you're probably gonna be editing the ogfs

granite badger
#

I have 0 knowledge in mod making for stalker, but i need to ask,
Is it possible to fix this mod to make it work with the latest anomaly version and with gamma (if needed)

https://www.moddb.com/mods/stalker-anomaly/addons/arszis-thirst-overhaul

ModDB

Drink water, go and sleep for 10 hours, weake up and lose health of dehydratation. This is over now. A new age of dehydratation has arrived! This mod rebalances thirst and water intake completely! Including losing water while bleeding!

jade onyx
#

grab the script out of the thirst folder and see what you could do with it

leaden glade
#

Hello! Is it possible to make a custom armor/outfit?

lilac ibex
#

yes.

leaden glade
#

can you please let me know where i can learn about it, sir?

trail sundial
#

Stalker Anomaly 1.5.1 - How to Guide - Creating a new outfit based off an existing one, modifying values, and adding to the traders' inventory.

This isn't for everybody, keep in mind as much as I tried to explain each and every little step, it is a little bit technical.

Otherwise I hope this might help someone who's interested in the process.
...

▶ Play video
leaden glade
last swallow
#

Anyone up to test lsp for anomaly? Might contain some bugs still but does ease up the scripting somewhat.
features atm

  • Autocomplete for engine API functions, mod scripts, and globals
  • Go-to-definition (F12) for engine functions (opens stub) and mod functions (opens winning override)
  • Hover info with parameter types and return types (as far as it was feasible, for example engine stubs have general param names etc)
  • Diagnostics (errors, warnings) from LuaLS, same as any lua lsp
  • Syntax highlighting for .script files, again just lua lsp but with some extra for anomaly scripting
  • Engine API highlighting (XRay engine symbols in distinct teal color, all stubs are made from x-ray monolith with dx11 build configuration)
  • Mod load order awareness (resolves the virtual filesystem based on modlist.txt, last writer wins, does create a temp folder currently due to symlink problems with win vs unix line endings)
  • Override chain visibility (command to see which mods provide a file)
  • Code snippets for class binder, MCM config, callback registration, and DXML modxml
  • Auto-setup (detects GAMMA/Anomaly folder structure, prompts if not found, manual config available)
  • Windows + Linux, auto-detected, both og Lua lsps included + the custom middleware for proper support of engine

This has been a bit of a side quest, but does improve workflow a lot imo. For installation this can be installed trough vscode, I haven't yet made any other plugin for the server as I use only vscode with stalker modding.

lapis vortex
#

@restive pawn @sinful wasp 1p59 repos on new VSS. Thoughts?

sinful wasp
#

doesn't it feel like..... pointed downwards? hmm
maybe its just me

feels... just fine, at least it isn't a total telescope across half your screen

sinful wasp
lapis vortex
#

1p59 is a big ass scope, so it's the one I'm most worried about

#

I should sneak a full auto line of code into the VSS ogo

restive pawn
#

looks better I think

lapis vortex
#

which AKs do people have the most complaints about

#

i might knock out a couple

sinful wasp
#

check other ones too tbh

lapis vortex
#

yeah there are a tons of guns i hate the positions on tbh

#

but i was pushed over the edge because no good VSS mods

#

quick Krink repos

naive snow
lapis vortex
naive snow
lapis vortex
#

the dot that shows where the barrel is pointed

night plinth
#

does anyone know where i can modify collision damage and the threshold for it? my movement speed is so high i stub my toes or something and take a ton of damage while sprinting

nocturne rover
#

so im trying to rebalance perkifacts and that part is going fine
However it completely breaks localization/text files, entire text just disappears
after looking around i figured out that text for perkifacts comes from 287- G.A.M.M.A. Massive Text Overhaul Project - SageDaHerb and Dr.Pr1nkos

so i just copied the text file, copied the path where it should be at
but description text for perkifacts is still blank

been feeling pretty sick massive headache but even without that i don't think i can figure out why text just doesn't apply anymore

thinking about it, text shouldn't disappear to begin with because the file was never overwritten, so maybe i screwed something up in my initial script and deleted something? I really don't understand which file calls for description text

nocturne rover
night plinth
fair canopy
lapis vortex
random fulcrum
tame steppe
#

I would honestly start with searching if any of your xmls in your mod list has the same id that your item is using

nocturne rover
#

ill take a loot thank u

granite badger
#

i have the mod i updated, it seems to be working, if i want people to test (and look at the code as it my first time), do i post it here or make a new post on #1035807043933720576 ?

naive snow
#

For the rest just make sure to read the FAQ post in the mod posting channel

granite badger
#

So, as the name says, i updated the arszis thirst overhaul to work with MCM and gamma. it seems to be working (at least the part where you start to get the thirst debuffs :P and the config trough mcm). Since this is my first mod, if someone more experience can check, i would be very grateful.
Also, testers and/or suggestions are very welcome

granite badger
tame steppe
granite badger
dim hare
#

Since I have no easy way to get back to base GAMMA at the moment to check for myself, is this PSY icon visible (the little square bits specifically) when the player is in their inventory? When I open the inventory the little "blocks" disappear but the PSY icon-text remains. I'm working on an immersive HUD mod that hides the HUD until the inventory is opened and I need to know if it's something I did or functionality I need to poke at

granite badger
dim hare
dim hare
balmy idol
#

I'm so proud of my quad NODs AAAAAAA

tame steppe
nocturne rover
# tame steppe what exactly did you change in perk_based_artefacts.script? theres something goi...

yea i understand now i've deleted an extra line that breaks the script it in the middle
i changed a bunch of stats and tried to remove some bizarre downsides in attempts to rebalance perkifacts, but again, have 0 experience
i made sure the actual stats work but forgot to make sure the text with description works too
i'll make sure to pay more attention when changing perk_based_artefacts.script thanks seriously

tame steppe
#

was it that the script couldn’t launch?

#

most of the changes you made seemed harmless except for maybe some function calls

nocturne rover
tame steppe
#

I’ll investigate it later today then

tame steppe
# nocturne rover dont know exactly where it breaks yet i just know if i don't load the script - d...

alright found it, when you deleted self:register("actor_on_before_hit", function(s_hit, bone_id, flags)if valid_hits[s_hit.type] thens_hit.power = s_hit.power * 1.2 end at line 1880 you forgot to delete this erroneous end). This is because the expression function(s_hit, bone_id, flags)if valid_hits[s_hit.type] thens_hit.power = s_hit.power * 1.2 end had an end attached that closed the function itself and also closed the self:register(). when you didnt delete this you introduced an erroneous end, and further more, it also makes an erroneous ). just deleting line 1880 end) fixes it

#

also before the fix, it wasnt just the text not showing. since the script couldnt have been run at all, no perkifact actually worked

hoary cipher
#

npcs now have outfits decided by loadouts using the same weighted system and i have it so outfits can have multiple ogf variants in the config so stalkers can spawn with say randomized camo of the same suit and players can use this same system too this is increasing variation without having the bulk size of all the custom npc/player outfit packs like previously this is going well peeposmile

fair canopy
#

This is based off HD models?

hoary cipher
fair canopy
#

That's too bad

hoary cipher
#

why?

hoary cipher
fair canopy
#

HD models is booty

hoary cipher
#

bruhhh

fair canopy
#

I mean good job for doing it

hoary cipher
#

i dont like gfy models and dont know of any better realistic looking models so 🤷‍♂️

#

if you know of some better realism models please let me know lol

fair canopy
#

I prefer dux. All the "realism" npc models to me are kinda cringe

hoary cipher
#

ahh i see, well that changes things then i like realism and fits much better with what im doing if it was an actual model issue that would be different but thats preference then, it wouldnt be an insanely hard process to make this to other models but it would be involved to say the least.

fair canopy
#

Yeah, you're pretty much locked Into the models

hoary cipher
#

not really...

rough lion
#

I also prefer Dux Models for a more modern modlist

While I also prefer BTTR Armor rework for a more old school approach

fair canopy
#

im guessing it works the same as MAS for guns

hoary cipher
#

tbh i like the actual real world gear a lot more however i can see myself making the monolith use older gear easily

hoary cipher
nocturne rover
tame steppe
#

oh yeah but word of advice if you think a script isn’t launching run run_script your_script_name in the console and it’ll spit out an error if it couldn’t launch and will provide the line causing the error

fair canopy
tacit wind
#

Does anyone know which value determines if a weapon is sellable or not in what config?

fair canopy
#

Depends on if it's been added to the blacklist or not

tacit wind
#

Sorry can you elaborate?

#

So someone with no modding skills like me can understand 🙂

hexed totem
#

Yo, can someone explain general concept of Anomaly modding to me?
Is it just lua scripting and calling demonized API or something more sophesticated?

#

No need for in depth explanation, just thoughts from people who's done it already.

random fulcrum
#

demonized is the guy that hosts the repository for the community maintained modded exes that allow for crazy shit to be done with the game

hexed totem
ashen hatch
#

Currently I am fiddling with the l96 anims by Firebreath. When assigning constraints to wpn_body and applying the idle anim for example, the gun is not properly placed and the hands are clipping while in game they are fine. How can I solve this?

#

The only difference I've noticed compared to other animations is the presence of master_bone

trail sundial
#

It could be that this is corrected in game via item offset

green root
#

Hey all, trying to add a gun back that grok removed from the latest gamma. I don't want to override anything existing I want to leave all that alone so I made it a new item. Everything works fine, but it has no repair parts/durability. Is that in the base ltx of the weapon or does that exist elsewhere? Looking at parallel of the weapon the aug thales I have almost a 1:1 ltx, so if it's in the ltx I'm confused.

ashen hatch
ashen hatch
ashen hatch
green root
#

Hi all, couple questions. I was going to try and make a 3dss patch for a gun, using this video as reference... https://www.youtube.com/watch?v=dOhIR-AhXp0
Question 1: The OMF and OGF Editor he used, I think are these ones?
OGF: https://github.com/VaIeroK/OGF-tool
OMF: https://github.com/VaIeroK/Omf-Editor
Which are very old, is there a more updated one I should use?
Question 2: Are any special plugins needed for blender to modify an ogf? I haven't used blender in years and last time I did it was to modify nif files which required additional plugins.

Question 3: In the video around minute 15 he brings up the weapon editor hud, and it seems like he's scrolling/moving the gun by clicking? Whenever I've never found a way to do that in hud editor and just typed in the values manually. What am I missing?

Tutorial on adding the lens hider function to 3DSS scopes for STALKER. Lens hider is used in the GAMMA mod pack and can be left out for other 3DSS packs if they do not use lens hider functions.

▶ Play video
GitHub

Contribute to VaIeroK/OGF-tool development by creating an account on GitHub.

GitHub

Forked from https://github.com/mortany/omf_editor. Contribute to VaIeroK/Omf-Editor development by creating an account on GitHub.

naive snow
woven plover
#

Working on something special.. (modular branching conversations with proper PDA integration that affect real gameplay) this is just a small preview of what one type conversation can do. Im looking for anyone that's interested to help with just interesting conversations/dialogues GrokChadGAMMA DM me
(i've built an incredibly modular framework (explain in dm). i just need help writing immersive dialogues using my mod's preconditions/references/outcomes etc, without help, will just take me looot longer to release, also because i want to expand on the features for the mod and not just dialogues)

mortal flint
#

😳

ashen hatch
#

I have a question regarding the snd_ammo_check lines. The animation used is the unjam anim which has a corresponding sound file that works with it yet when I use the same anim for the mag check it wont play the sound. Is there more to it than simply modifying the main config?

fair inlet
ashen hatch
#

Alrighty, lemme give it a try

#

the unjam itself works fine though

ashen hatch
#

Fixed it, it was an issue with the placement in the configspeedsmirk

royal flare
#

heya! i'd like to alter certain weapon drop rates. just to make sure, the order of operations to do this is

  • navigate to whatever mod has the weapon in GAMMA\mods\whatever_mod_here\gamedata\configs\items\settings\npc_loadouts
  • edit the appropriate ltx files
  • yay?
    i know it should take a bit for the changes to take effect, i mostly wanna make sure im doing it in the right place, where do i change the drop rates for the base anomaly weapons? in the weighted npc loadouts base config?
ashen hatch
#

most likely here

#

I could be wrong tho

royal flare
#

👍 thank you!\

green root
#

Thank you @mortal flint and @naive snow , got everything in blender and modified what i wanted. Promptly broke it but I'll keep poking at it lol

chilly steeple
#

Greetings friends, how can I create a music playlist on my PDA?

queen pineBOT
tame steppe
#

it’s useful because you can apply your own offset to the gun after by just moving the second highest bone instead of dealing with lead_gun bone

coarse atlas
#

Is there anyone getting this kind of issues when using GT Emplacement?

Expression    : <no expression>
Function      : CInifile::r_string
File          : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
Line          : 1647
Description   : fatal error
Arguments     : Can't find variable hit_power in [searchlight_agr_1]
coarse atlas
#

@mortal flint You got this issue?

mortal flint
#

yeah

mortal flint
#

nextgen engine isnt 20260315 yet

#

i was getting that searchlight crash and duplicate section with some base gamma mod

coarse atlas
coarse atlas
#

OMG why does everyone has 800+ mods?

mortal flint
#

most of them arent really mine, just testing them cuz of people in support

#

i dont play

coarse atlas
# mortal flint

Can you help me search for hit_power?
Use notepad++ File > Open Folder as Workspace to open the folder that contains all of your mods.
Right click the just opened folder and select Find in Files.

mortal flint
#

sec

coarse atlas
#

Then copy all the results and send me.

mortal flint
#

thats gonna take a while

coarse atlas
#

I can wait. I've been looking for any clue for a few days already.

nocturne rover
#

i hope i can just ask here for a minute
is this error a big deal because im losing my mind i cannot fix it

tame steppe
nocturne rover
tame steppe
#

it’s probably fine then

nocturne rover
#

@tame steppe wanna compare horrible previous moss script to a new one lol

no im not asking for code review
but this implementation is a huge improvement in basically every way
actually used the run_script to troubleshoot, set up notepad to be able to read the scripts properly

moss_rework is the new one
im just proud of this one a tiny bit at least, like it actually gonna work like it supposed to even added a timer for a Moss buff and already fixed timer refresh

random fulcrum
#

i'd be surprised if you can find any script from a mod that bothered to add the main function

#

so that lua isn't weirded out

nocturne rover
#

so does that mean that every script has this "error" lol

random fulcrum
#

yeah try run_script on literally any script

#

even vanilla game scripts

nocturne rover
tame steppe
nocturne rover
#

i'll note that thanks

tame steppe
#

does anyone know where i can find the methods for CWeaponMagazined?

coarse atlas
#

It's needed to identify the conflicted mod.

jade onyx
tame steppe
jade onyx
#

hmm, well if you do mean the c++ stuff, check xrGame/WeaponMagazined.h, xrGame/WeaponMagazined.cpp etc in the source

tame steppe
mortal flint
jade onyx
tame steppe
ashen hatch
tame steppe
ashen hatch
#

Copy transforms

#

Then hand+leadgun

tame steppe
#

it should work then kek1

ashen hatch
#

It somehow did one time

#

But I can't replicate it anymore omegakekw

tame steppe
#

yeah it seems fine KekSkew

tame steppe
ashen hatch
#

Nah

#

Sorcery I tell you

tame steppe
#

lmao KekSkew

leaden glade
#

is it possible to make a 3d scope for the mod that doesn't have 3dss?

lilac ibex
#

yes

leaden glade
#

how to do it? is it adding some ltx file?

ashen hatch
leaden glade
#

and repacking it again

ashen hatch
#

It means going into blender and making some adjustments

#

If you are up for it then I can link a guide

leaden glade
leaden glade
ashen hatch
#

It might take a bit

#

Depends on your blender experience

leaden glade
ashen hatch
#

Well you're gonna need the xray plugin for blender for starters

#

It's in this channel's pins

leaden glade
#

ok, i will look everything i needed from the pin first

ashen hatch
#

Then this for the guide

#

You can also search up Lun4t1c on youtube for a more general guide regarding blender and stuff

leaden glade
#

thank you so much again, sirsalute

ashen hatch
empty swift
#

hello question if for example npc loadouts ltx is responsible for the weapons that spawn on the npcs whats the equivalent ltx for outfits?

misty mulch
#

can be altered via DLTX, but in my testing you have to first delete the section then redefine it (or maybe using CSV syntax for DLTX might help, but I haven't tried it)

misty mulch
# empty swift thank you!

oh do note that it sets outfit drops by visual model, not by faction, rank, or ID directly - and the outfit spawn script can't handle probability, it can only do "this visual model drops up to two things, and those two things are 'one outfit' and 'one optional helmet'"

leaden glade
empty swift
green root
#

So on the newest gamma I have the Glock 17 burer can now take the pl15 lam, or red dots, but it cant have both. The lam is attached through scopes, is there no way for a gun to have two scopes at the same time so you can keep both on? Or would you have to use a single item and make a “kit”?

#

Makes me wonder how the scope attachment system works. Why not add more slots for weapon customization? I assume it’s an engine level change and not something you can easily script in.

naive snow
#

Might not work and it does require the order of setting up the scope on the lam version or vice versa

#

So decdide first on if you want the lam slapped on first or the scope first (lam might be easier if you want the weapon to accept multiple scopes)

#

But yeah the easiest is just to make kits

#

You'll have to play around with the inheritance and the various flags for section creations of weapons

green root
#

Hmm… yeah I was just wondering how does the game know that when I attach “pl15_lam” to switch from [wpn_glock17_burer] to [wpn_glock17_burer_lam]?

#

Maybe I’m blind, I just don’t see the association in the ltx.

naive snow
#

Because you made a section named so?

#

It just appends the scope name I believe, the one that's in the scope= parameter

misty mulch
# green root Hmm… yeah I was just wondering how does the game know that when I attach “pl15_l...

function attach_scope from item_weapon.script and yes it works exactly as Burn is describing. excerpted:

    -- An addon has already been attached or none can be used.
    local parent_section = ini_sys:r_string_ex(weapon:section(),"parent_section")
    if (not parent_section or weapon:section() ~= parent_section) then return end
    
    -- Modified weapon does not exist and as such can't be used.
    local child_section = (parent_section .. "_" .. item:section())
    if not (ini_sys:section_exist(child_section)) then return end
    
    -- Determine whether the addon is valid for the weapon selected.
    if not (check_scope(item:section(), weapon:section())) then
        return
    end
#

when you attach a scope it actually creates a new item (the 'scoped version' of the gun) via alife_clone_weapon

green root
#

In an uber so I can’t look now, maybe I’m forgetting something but as far as I know you just list the scopes in the main object
So…
Scopes = scope1, scope 2, etc…

Then you have all the variants below. My guess has always been that it just goes in order? So first one under is associated to scope1, etc…

#

Yeah it actually replaces it as a new object. Found that out when I didn’t make the main object a parent section, all individual guns showed up in debugger.

naive snow
#

Yeah so you basically want your Lam version to be it's own Parent, so it can take it's selection of scopes

green root
#

Okay so put scopes under the “lam” version, then those can be attached too.

Would be lengthy way to make a full weapon customization.

naive snow
#

It's a cascading spiral of shit, the more possibility the more number of branches

green root
#

But I’d have to make separate sections per combination. Yeah sounds like it.

naive snow
#

And you're locked to the order of operation

misty mulch
#

presumably you would also need to double this work (the tree would go)

Glock 17 Burer
    |- G17 with LAM
        |- G17 with LAM + red dot scope "N"
    |- G17 with red dot scope "N"
        |- G17 with red dot scope "N" + LAM

repeat N number of times for each type of red dot you want to support

naive snow
#

You could also look to MAS or wait on the scripted attachment scripts which is basically what you'll want

misty mulch
#

and now you know why people don't often make new attachments for guns

naive snow
#

1.6soon

misty mulch
#

because imagine multiplying this for every single possible permutation of gun + scope + attachment

tame steppe
#

because it doesnt have a parent to go back to

green root
#

So you’d need to do something like…
Weapon parent
Scope = scope1, scope2, lam

Weapon_scope1

Weapon_scope2

Weapon_lam
Scope = scope1, scope2

Weapon_lam_scope1

Etc…

green root
tame steppe
#

scripted attachments BruhWhat

green root
tame steppe
tame steppe
naive snow
#

You could also simply make a number of kits and have the lam as a standalone scope

green root
#

I noticed that too with some of the weapons, like the lebedev pistol once you put the rmr/lam kit on it can’t come off.

green root
#

So I’d have a lam, individual scopes, then the kit scopes.

tame steppe
#

thats a funny thing

green root
#

Thanks for all the info. Has to wait until I’m back from a work trip anyway but at least now I have an idea how it works.

tame steppe
#

separate weapons with different sights with a laser as a scope

green root
#

I mean it’s our one and only attachment point lol

#

Suppressors are another thing I don’t understand other then it’s technically always part of the model just hidden.

tame steppe
#

similar to the grenade launcher

#

scripts can actually hide bones on command

#

which is a pretty cool thing

naive snow
green root
#

I reworked the grok_bo script but yeah it handles the damage multiplier, and then the suppressor can have additional multipliers for recoil and such but I’m 99% certain those aren’t in the Bo script they live elsewhere.

#

Though I could’ve overlooked them.
Can the scopes have similar modifiers? On a suppressor if you put
Cam_dispersion_k = 0.9 that 0.9 is now a multiplier. Can that be part of a scope? I guess not since a scope doesn’t have an independent config it just points to a different weapon so you’d just have to modify the stat per weapon.

naive snow
#

With MaS you could probably make them act as a modifier.
Currently, you'd have to manually punch in that modifier as hard stats instead

tame steppe
#

scopes are separate sections

#

99% of the time they just inherit from the parent except for model stuff and 3dss configs

#

yeah you can i just tested this

naive snow
#

You could also just make a script for it, use the weapon's suffix to check against a master list of scope names, then if found, just modify the weapon stats according to your list of profiles

naive snow
#

So it works accros all weapons, rather than manually punching in hard values per-weapon section

tame steppe
#

if you so desire 🙂‍↕️

misty mulch
#

the "reduced NPC detection radius" is implemented via comments on suppressed weapon audio files so fuck that

green root
#

Well if adding the multiplier modifier to each individual weapon works, that’s easier than mathing out each stat. I mean I made a calculator for it but it would be less typing lol.

misty mulch
#

but the other silencer stat changes are in weapon_silencers.ltx as mentioned

green root
#

Yeah I have a modified version of that changing most of those.

#

I was wondering if those can be applied to scopes.

#

Verdatim said the multiplier stat worked. so that could make it easier making custom recoil profiles per weapon attachment instead of having to math out each stat.

#

But a modular attachment system would make all this so much easier 👀

tame steppe
green root
#

Ah yes I know I can do that, I was hoping the multipliers would work though. If not no big deal.

#

I balanced all the guns based on visual attachments, was a pain but required each to have custom stats per section unless the overall attachments don’t change. Thankfully most guns they don’t.

#

When we get that modular attachment system soonTM, I hope it makes doing all those custom stats much easier…

tame steppe
green root
# tame steppe visual attachments? as in scopes and stuff? what are you trying to achieve?

Basically i base lined weapons off a non-modified gun. For example the m4a1 from Siber is my base 5.56 gun, and got my base stats I came up with for a 5.56 AR.
Then I have a bunch of modifiers, such as muzzle device, barrel length, afg/vfg, etc… with tiers as well.

Then referencing the actual visual model I applied the custom recoil stats it produced. So the m4_tac has a vert grip and a flash hider.

Was a per gun thing, and would’ve been so much easier with an attachment system

#

Made a spreadsheet to build them out so I didn’t have to math each one.

tame steppe
green root
#

Yeah depending on how the model is made, sometimes you can separate the attachment, sometimes it’s part of the base mesh.

#

Would require a lot of mesh edits to make this fully viable.

tame steppe
#

you could make a script though and put some stuff in a table like 'guns with vgrips' = { } or 'guns with muzzle_attachments' = { } and be able to do math with them very easily

#

though still its a lot of work

summer stream
#

grips would require animations

#

and they..differ

#

the easier thing to do
is the barrel
even though it would require work on the model side

tame steppe
#

procedural animations? peeposmile magic buzzword

green root
#

Well if mas adds grips as an attachment the animation will have to change somehow.

tame steppe
green root
#

Well if not then it’ll be spreadsheet calculations for all. I already did all the current gamma weapons so unless there is a drastic change it’s all good.

obtuse depot
#

Hi guys, just want to ask is it possible to modify detectors' hud position in vanilla anomaly by using draggable hud editor?

glacial roost
#

Hi, I discovered an unmodified GAMMA feature that uses game settings to bind keys for a quick melee function, and I want to add this functionality to my anomaly. Could anyone explain how this feature is implemented?

timber bluff
#

s there a mod that requires bringing back the patch of the stalker that you contract killed? to complete the task

random fulcrum
hoary cipher
#

Or where there was to many

naive snow
#

Another useful trick, just use the [+] to collapse in any IDE, they usually add function and start/end syntax highlighting for ( ) or if/end

simple scaffold
green root
#

Visual studio code can also recognize code language. Whenever I open a script for this game I set it to lua. Makes it fairly clear what function block is what and like burn said if you collapse it and something that shouldn’t collapse does you’re missing something.

nocturne rover
nocturne rover
#

yep, actually insanely huge

granite badger
#

how does one do versioning? Like, 1.0, 1.0.1 and all that?

dark shore
#

Lol

random fulcrum
granite badger
# random fulcrum

that i know, but i mean, for use with stalker. Like, do i need a file or anything?

random fulcrum
#

???

granite badger
#

do i just have the zip as mod_1.0.zip or i have a file in the file? Like a "info" like some games use?

random fulcrum
#

quede igual

granite badger
random fulcrum
#

same

granite badger
#

and what MO2 likes? So updating is easier

random fulcrum
#

mo2 names the folder as whatever the zip is called up to the first number on its filename

#

you seem to want to create fomods

#

those are the fancy installer prompts some mods use in mo2

#

and make mo2 give proper names to the mod folder and add the version number in the interface

granite badger
#

Right, so if i name the mod mod_1.0.zip it will be in the install, mod__ ?

#

(had to put double _ because discord)

#

So i could name it mod 1.0.0.zip and a hotfix, mod 1.0.1.zip and in MO it will be just be mod?

random fulcrum
#

yes

granite badger
#

ah, thanks

simple scaffold
simple scaffold
nocturne rover
#

notepad++ is very easy to read with LUA language selected

steep cipher
#

is there a mod that includes all of frosty's weapons?

fair canopy
#

Frostys weapon pack

glacial roost
glacial roost
frank tendon
#

What language do stalker mods use?

jade onyx
#

lua and bits of xml and a kinda-sorta ini format

nocturne rover
#

im struggling with BHS a bit
i wrote the healing logic to ONLY pick the undamaged limb to heal - condition being - on a kill
but it doesn't consider whether its temp yellow hp or while limb hp

like what do i even link or ask i dont want to make people review my entire code
i know only healing logic is the issue and i know which part

#

trying to streamline the script, the previous script for Sandstone that did that function specified each limb individually instead

fading karma
#

has anybody considered modifying the ECHO1 model by putting a ROMEO1 backup sight on top or changing the alternate view to use the backup irons? by default the backup sight is just canting the gun

trail sundial
#

And a small ltx edit for the new alt aim position

fading karma
fading karma
#

thinking of making a weapon sight kit like the leupold + rmr combo box but with the ECHO1 and RMR

trail sundial
#

I haven't done it myself, but I think you just need to make a new item for your new scope.

fading karma
#

and then there's the question of changing the alternate sight picture from being canted to being straight

trail sundial
#

To make it not canted just change the 3rd value of alt rotation to 0

final nebula
#

any tutorial on importing outfit models to STALKER Anomaly

#

?

leaden glade
#

hello, umm. what is the addon to edit/ make a animation in blender?

#

i forgot that i've seen it somewhere

tame steppe
leaden glade
tame steppe
#

for importing / exporting to stalker file formats you do need an addon

#

but animation by itself is a part of blender

leaden glade
tame steppe
#

do you know basic animating in blender?

leaden glade
tame steppe
#

bit old but the info is mostly good

leaden glade
#

i just want to try adding some animation to a mod that already have some

leaden glade
tame steppe
leaden glade
nocturne rover
#

i now fully understand what making spaghetti code means

#

crash references a function into another script which requires a third function into another script

leaden glade
nocturne rover
#

i just hope adding an empty function will make those other function to fuck off

#

it did.

tame steppe
tame steppe
nocturne rover
leaden glade
tame steppe
leaden glade
tame steppe
leaden glade
#

so, it will be easier if they are both same?

tame steppe
leaden glade
#

thank you for the advice, sirsalute

brave kernel
#

Is there an easy way to merge loot pools from certain mods or would I have to manually edit everything?

naive snow
brave kernel
naive snow
brave kernel
naive snow
brave kernel
#

Thank you 🙏

naive snow
#

There might be some modifications required to the treasure_manager itself too

brave kernel
#

Ahh, that's a lot of stuff to edit
I wanna edit em cause stuff that I should not be getting early on keeps spawning in and I feel like it ruins the progression. Might be a while til I do then

naive snow
misty mulch
# brave kernel Thank you 🙏

note that the root file for death_outfits.ltx is death_generic which is the actual root you'd have to target for a DLTX file, see my prior statements re: death_outfits oddities (need to delete + recreate edited sections instead of using regular "edit this section" syntax, no 'chance to drop' handling)

misty mulch
# brave kernel Ah. I think there's also a program I used before that merges txt code files too ...

stashes work on a "tier" system (for both white and yellow stashes), and different maps have different chances to contain stash tiers. for a behind the scenes peek at how it works for yellow stashes, here's the spreadsheet that the !tools command partially shows https://docs.google.com/spreadsheets/d/1Ax3D-ZtRFGKXoQ-RqAY_ycv6wj5wRKGERsUoSq3qR8U/edit?gid=1328695974#gid=1328695974

#

e.g. the possible rare stash tiers for l02_garbage are 12222233, which translates to:

  • 1/8 chance of tier 1 rare stash
  • 5/8 chance for tier 2 rare stash
  • 2/8 chance for tier 3 rare stash
    tool tier chance table on the right shows the types of tools that can drop, per rare stash tier type (e.g. tier 1 has a 50% chance of containing drug or ammo kit)
#

now this is exponentially more difficult for white stashes because the possible table for "shit in a white stash" is much greater than if you only look at "which stashes will drop toolkits"

#

but that's how they work, in a nutshell.

misty mulch
#

anyway that should be enough of a headache for you

#

the neat thing about it is that, theoretically, if your mods use DLTX to add items to these various configs, they are already merged

#

(not for stashes because grok renames the configs that the script uses pain but for the other stuff)

mental vale
#

@weary root Does truncating mipmap levels cause sub-pixel aliasing?

brave kernel
misty mulch
weary root
mental vale
#

Thanks, I'm trying to gauge if I should reimplement the mip level feature into the bump generator.

#

Is 8x8 your preferred cutoff point or is it even higher?

weary root
#

8x8 is enough imo no point cutting it higher, 4x4 can look good on some meshes too pines or spruces iirc

last swallow
#

What is the default texture name for the right click context menu bg?

last swallow
tacit wind
#

So when using draggable hud editor and adjusting aim position for weapons for example whenever I change a value it reverts back to the old value and is stuck there visually until I restart testlevel which is really annoying and time consuming. Does anyone know if there is a way to fix that so I can properly test out aim positions without restarting the level all the time?

#

Like I can change a position and it will change as I change values and I can save it but once I close it, it will revert to the previous values and don't change back whatsoever. I hope it makes sense what I mean

#

The weapon model position

timber scaffold
#

i have a mod idea

lilac ibex
#

me too

timber scaffold
#

to make so that you could drag and drop lasers grips and pitcanny sights instead of kits if not every weapon should have a kit

misty mulch
#

substitute "red dot sight" with "literally any scope for that gun"

#

think about how badly you want to do this for, say, a gun that takes 8 scopes, now recognize that gamma spans ~180 guns

#

now think again how badly you want to do that for 180 * 8 gun and scope combos (i'm being very conservative), for every type of attachment.

tacit wind
timber scaffold
#

all the weapons that are sutibale for example the M4A1 it has not kits

#

and i feel like it should

#

which one should i use

#

sry wrong channle

worthy mortar
#

Random idea
Would it be possible to make the weapon blurred/transparent while aiming? think

#

Like, currently aiming looks like you close one eye and look down the ironsight, scope or whatever eotech device you have on it
But realistically you aim with both eyes open.
This makes the target in front of you both clearly visible and aligned with the ironsight/reticle

random fulcrum
#

crank weapon dof to comical values, maybe even above the cap

fading karma
#

anybody have any video tutorials on how to add a new item to the game?

naive snow
fading karma
#

i want to make a combo scope/red dot package like the acog/rmr etc. for the echo1 and rmr or romeo

naive snow
#

For which gun?

fading karma
#

ks-12

naive snow
#

Have you made the hud models for them?

fading karma
#

nah, i haven't done anything yet. i've never made a mod before

naive snow
#

Then your first step would be to learn how to use blender to add the scopes to the weapon first

fading karma
#

oh, yeah i saw a video on that

hazy forum
#

!sleep

queen pineBOT
#

@hazy forum
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.

devout fiber
#

Hey is there a script in Hideout Furniture that let lights and lamp go on forever without battery change?

nocturne rover
#

is there a better way to verify that Player stopped moving than calculating coordinates?
specifically making a function that plays when Player starts moving and then checks if Player not moving anymore

nocturne rover
# nocturne rover is there a better way to verify that Player stopped moving than calculating coor...

trying to make it so i can double-tap to sprint continuously but still have a function of "Holding Shift to Sprint" for combat engagements
as of now its done by toggling the sprint on and off by checking whether coordinates align so it doensn't return nil

Im frankly just afraid that it might lead to a crash or something, can anyone test this out?
(only works as intended if you use Shift for sprinting)

granite badger
devout fiber
upper ridge
#

help me pls, im trying to do something with ui, rn im changing load screens and i cant understand what defines the size of preview image for location (cordon and etc, on this screen i replaced image for some random photo i found), and how can i change space that images takes on screen

#

so im trying to do modern load menu and i hate that preview for locations is so small

#

i didnt find any configs for this in folders so i cant guess how to edit this

tame steppe
#

the above might be wrong btw if so you should try IsMoveState(“mcAnyMove”), either way its a function from _g.script so you should search there just in case

tame steppe
nocturne rover
tame steppe
#

I’m not at my pc at the moment lol

#

do you just use a function from lua_help / _g?

nocturne rover
tame steppe
nocturne rover
tame steppe
#

coordinates might be fine I don’t know they’re both ways to do this

nocturne rover
rotund lotus
#

are there any modders out here making the xrail shotgun

tame steppe
rotund lotus
#

ikr

#

so cool

tame steppe
tame steppe
#

honestly I’d love to script the rotating magazine but no models peepo_sadge

earnest furnace
#

It is possible switch to dev2 branch in gamma launcher? Just for my personal modding 🙂

lilac ibex
#

long time no see

earnest furnace
#

Oh hello old friend

naive snow
earnest furnace
#

I see. That was i though. Ok!

balmy grotto
#

This was helpful over a year later. I'm running GFY and LASS and I changed Krolik/Rabbit to Faust and Cleric to Strider.

balmy grotto
#

Oh Shit. Thank you. That's even better!

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So just to make sure I'm doing it right, a naming like z_st_characters.xml should work?

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Got the Override XML working. Thank you. 🙂

warm forum
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which stat in here is the Handling stat ?

tame steppe
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if you want to use a script that takes into account handling in the stat card just call utils_ui.prop_handling and hand it the wpn and wpn section

tame steppe
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so 2 for control inertion factor results in 0.5 for the normalize function for e.g.

warm forum
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🤔

tame steppe
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do you get it? kek1

warm forum
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no 🙁

warm forum
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now i got the math

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85% 👍

tame steppe
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cool okaycathappy

warm forum