#╙🖇mods-making-discussion
1 messages · Page 145 of 1
like you'll line up your irons on a guy and your bullet will come out half a degree off target

nah wouldn't work
i wonder why
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
because you'd have to choose between your guy holding the gun right and the bullets going where they're supposed to go
if your sights are already aligned with where the crosshair should be
i get it for hip firing but for ads it makes zero sense
not only from a game design standpoint but also from a logistics standpoint
imagine all the nano adjustments you'd need to do
but like GAMMA has all these pretty animations where your irons sway and move as your character moves around, but the bullets don't
to get barrels to properly align
and that's IF the barrel bone is properly placed and oriented on the model
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 :)
i have no idea what do you want from stalker
it doesnt aim for realism like tarkov 
i wanna be able to peek outta cover with my irons on a guy's head and it actually hit him instead of missing
idk
we dont have a thing where you can shoot like that 
there is no macedonian shooting
the what
like this bothers me so much lol
any time you strafe or crouch or whatever it desyncs and i mald about it
g_aimpos technically fixes it but it just ain't game-ready
this shit is just a byproduct of realismo
guns just shouldn't sway off the center of the screen that much unless you're pretentious about realismo
yes there should be an indication of movement and weight
but not move the entire weapon off center by that much
it looks bad
yeah exactly, it's fancy animation eye candy that kinda eats into gameplay a little
it's 'fine', but like it could be better you know
yeah the inertia could be toned down by like 90%
and skip having to nano adjust all weapons so that the front post is pixel perfect aligned with the barrel
or we could get g_aimpos working properly and get the best of both worlds :))))) eye candy and accurate sights
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
different ways of saying the same thing
funnily enough all of vanilla anomaly's weapons with vanilla positioning work perfectly with 3d ballistics
yet again a gamma problem
reset the clock
thanks gunslingerr
idk dawg it's a manufactured problem and quite the beast to hyperfixate on
nobody wants to fix this
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
be the change you want
but that is so. much. work.
but at least adding a new bone means you don't have to re-do every animation
are you sure
idk
you NEED to add it to animation
you can't just like
it's just adding from start to end so
parent it to wpn_body or whatever
that's dumb
YOU CAN'T.
gamedev is stupid
for stalker yes
what game allows that
then the dream's DEAD
bro sounds motivated enough to do stuff but doesn't want to do it
just nano adjust on the hud editor
and nano adjust the barrel bone in blender
there's a shit ton of snipers that are comically offset
basically all of them
are extremely offset
ima fuck around with it a little bit and see for myself
i don't want the dream to die
This has been fixed in gamma
how so
I fixed it.
Every gamma gun works with g_aimpos
As long as you have the latest 3dssg
that's mad funny
that's kinda based
that's unbased
i guess the latest 3DSSG is only on moddb? the 3DSSG thread in this server points to a github that hasn't been updated since last year
thank, this is probably why i did not know this was already addressed
oh boy oh boy i am so excited to test and see for myself
So much so that g_aimpos will be default in as of gamma 095
literally perfect, exactly what i was hoping to hear
finally gamma gunplay can enter the modern age
glad i didn't have to do it myself lol
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
Pretty much. Adding muzzle bones. Fixing alignment. Messing with armature orientation
Some other stuff
cool so same road i was gonna go down, thanks for stepping in and saving me a couple weeks of work
Try 5 months. Unless you're hyper autistic I guess
if I ever make a weapon mod, is there any way I can make sure that it will be compatible with 3d ballistics?
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
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.
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.
The 100m distance limit to traders is probably fine.
Maybe 150m
Ever tried to aim with irons and strafe IRL ?

my bullets still come out of the barrel straight when i do :p
whether my barrel is actually pointing at the target is another question lol
i am an absolute shit shot so most assuredly not
Yeah, there may not be a crosshair on-screen, but all the bullets go to the crosshair on your HUD
With the 3D ballistics that’s the case

yes this has been resolved already if you scroll down the rest of the convo, thanks to @fair canopy
👍
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
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
You can just as easily use wpn_body as your shoot point and then adjust the shoot position
What grass mod looks most similar to stalker 2s grass?
alright, thanks so much for the detailed answer
I appreciate you taking the time for this
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?
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?
yeah that’s basically it 
at least that’s how I nab my models
Ethical ppl find freely liceced modles, pay to licene modles, or make thier own. Plenty of ppl rip them from other games as well. i would sugest not doing that the veneer of legeitimacy since the updated stalker EULA that has seen Anomaly and gamma listed on GoG, is thin enough as it is.
Alright, thanks
I do some porting from mods for other games with the creators approval to redistribute.
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
a lot of people use tarkov but
models themselves are not that much optimized
so you either find them or buy
Time to see what RE8's engine is
oh yeah that's pbr
if you're going for guns
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.
GPS should be introduced in western goods, no?
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
I was looking for a more convenient alternative, more concrete information, but I do see why it wouldn't have been worked on
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
you need to make a script that read the coordinates of nearest mission or the one that you have selected
then frequency will be your distance
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
Thank you for the help
item_radio.add_target(id, freq, distance) there is item_radio.get_random_freq() and item_radio.clear_target(id) id needs to be a object id like for an item, stash, stalker.
is the base version. IDK if gamma has a modified one or not, but those functions should still work or lots of base game stuff would break.
Porting fallout isn't too bad as long as the textures are good enough.
But some fallout stuff really relies on cube maps to make it look nice and it's hard to get it looking as good with X-ray bumpmaps.
😐
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?
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
the link at the bottom is dead
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
Step-by-step guide for unpacking game files using the provided batch files
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)
some gamma weapon edits will be in files named gamedata/configs/mod_system_XXX.ltx those are called DLTX files and are basicly instrucitons to the game to edit the primary files. So if you make a change to a base game or mod weapon and they don't seem to be sticking there is probably a dltx file that is also making a change to that line.
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.
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?
Anyone do model import commissions for gamma?
would this be the correct ltx file to add the hk416_tac upgrade?
Looks right.
Would only recommend create a new mod with a separate file like it's done, for example, in mo2\mods\91- Pretty Pistols Pack - Blackgrowl\gamedata\configs\items\trade\mod_trade_mercenary_ppp.ltx
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.
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)
Can I get a pin on this?
i dont get anything but its look cool and its burn so pinned
.thm are texture descriptors for the engine, they hold a bunch of info used for rendering. Some of those files were corrupted (the material didn't point to a valid option) so it broke every software that should be able to open and edit them.
My thing fixes it, allowing them to be opened again.
The THM editor isn't my thing, but it shows the options properly
Nah those were old ass engine thms, and I doubt you were editing foliage
Tho wtf am I seeing in this version, bump version and shading model? What have you been cooking hombre?
not mine
idk what's this
This is clearly made for another engine version, probably IXray? I know they have PBR which would match with the input of PBR map
prob
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
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
Hi, if someone is interested in trying https://www.moddb.com/mods/stalker-alife-plus and give feedback. With default settings the impact is subtle but significant.
How do I make zombies less tanky and not take 20 headshots?
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
They're menacing enough with redone ai 
you should repost on anomaly's addon page, not CoP mods
seem pretty cool though
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.
Yes. Engine
Saw you have md file there, it would be cool to have this project on github 👀
It is on github, but currently it's part of a greater stalker project i have, containing many original mods, dozens of modified GAMMA mods, several gigs of reverse engineered data and other stuff. I will separate them soon.
Stalker modding this year is 
Why isn't it on Anomaly page if it's meant for Anomaly?
Don't know what do you mean by anomaly page. When you add a mod these are the options you get
you can add an addon to the anomaly moddb page, anomaly is a mod by itself
mod, addon, tomato, potato
Do you guys have any idea why hit callback would not work? Im working in a shooting range. The targets are physics objects
try using the bullet callbacks
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)
are you making a mod for this
i think i misunderstood this channel
Worked. Thank you
dang ghentuong isn't here
that guy spent like a year grinding on a shooting range
Hi, finally solved https://www.moddb.com/mods/stalker-anomaly/addons/alifeplus-v1-0-01
have to register the callback with your hit callback function inside it's object binder, would either require monkey patching or if using a system like hideout furniture; adding your own wrapper class.
Anyone know if there's a tutorial video or something on how to make modded guns?
#╙🖇mods-making-discussion message under ‘how to port guns’, it’s 2 years old though
still good info
Thank you 🙏
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
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...
Guide on my workflow process of making guns from tarkov to anomaly
SPT 3.11.4 downgrader guide : https://wiki.sp-tarkov.com/SPT_311/Manual-Installation-Instructions_311
SPT TARKOV 3D MODEL EXPORTER : https://hub.sp-tarkov.com/files/file/2724-tarkin-item-exporter/
Stalker Icon Editor Tool : https://www.mediafire.com/file/8nep4sk0sjqlmgb/Stalker+...
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
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
Meaning this one.
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?
I do need to hook it somehow though if I do I think? No clue how that works tho 
you can DLTX the original file or make another one depending on how it is used
DLTX will almost always work
It simply reads it to look up all the pdas
By dltx... You mean making like a zzzzzz_pda_defs.ltx?
Oooor
Cause being real I got like half a braincell which didn't learn this codebase at all
the script?
I'm just putting general logic into how I do things, so idk how to make that.
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
okay anyway DLTX is better
mod_(root_file_name)_(anything you want).ltx
dumb formatting
I might need to be at PC to understand tbh
look at the DLTX guide in the modding book
it’ll help you
also I hate how z stacking has become the definite feature of DLTX instead of mod_ 
Mfw frosty hitting us with mod_system_zzzzzzzzzzzzzzzzzzz
mfw i see another zzzzz script and i genuinely fall asleep
This is only an issue in gamma and because off frosty
None of his mods need to be z stacked because it's all unique to begin with

i wonder why
Frosty though z stacking was funny
Grok did it probably because it was the fastest way to fix things with all the stuff gamma had
How would one assign an omf file for hands to an omf file for guns?
what do you mean by assign?
also what are you trying to achieve 
if you want the gun ogf to reference the hand omf you can define it using ogf editor, but it will crash
both omf files for hands and omf files for guns are the same thing btw
hand anims are just placed in a unique folder
I think you just need to put all the hands and weapon anm in the ltx in order to get the HUD and hands working together in game.
these are my folders
it worked before, idk why it causes issues now
I could try renaming every motion
wait so you edited the hand animations to fit your new weapon?
yeah
okay so the way the engine works is that it loads every single hand omf motion into one list
if there are repeats in motion names it is the last loaded alphabetically that overrides
so yeah you need to rename the hand motions, they have to be unique to not conflict
oki, I will try that then 
because it’s all in one list at the end of the day 
good luck 

so assumably the name of your hand omf is lower alphabetically than the name of the original hand omf and thus the winning motions are from the original omf
at least that’s how I think it works, don’t have a strong source for that
welp it shouldnt be a problem now since I will rename th emotions
awesome, glad to have been of assistance ❤️🔥

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.
there's a dltx file in gamma with 17 (seventeen) z stacked
that shit is beyond hysterical
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
what "printf inside __init" are you refering to?
sorry, debug is just a wrapper around printf. Its just printf here
So this isn't the "entire script" then 😛
you are sure your debug wrapper works?
is there anything else in gamma patching this function?
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
I've noticed that in the log, factionID_hud_mcm.script always reloads after my monkey patch. Could this be relevent?
* [13:11:21.870] loading script z_ym_no_gray_dead_stalkers_faction_id.script
[13:11:21.870] Start of override script
* [13:11:21.870] loading script factionID_hud_mcm.script
any script that isn't loaded before a patching script will be loaded by the act of patching.
it shouldn't be loaded again.
I do not understand how an f script would not be loaded before a z script.
(that's partially a lie, i do know how to create this senero but it's cursed and no one should be doing it. is anything else patching the factionid script?)
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 😮
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.
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.
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
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
this is likely the main menu block, should only happen once.
if this is the fully alphabetical block it should happen every time you load a save. you can load a save to force it another time. Once you do that you should be able to clearly see the break in the three blocks. how many times does the faction script show up in the third block?
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.
It looks like the faction script loads 3 times, from main menu to loading save. Once, when the mcm scripts load, once when the alphabetical scripts load and pass over "F" scripts, and then again when my script loads, after. Every save reload, my script loads, then the faction script 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
oh, duh i'm silly:
put a print at the very end of your script. I bet the faction script isn't loading and your script is actually failing to load at the first referance to the faction script and will never make it to the last line in your script.
Or launch the game in debug mode, lua errors that stop scripts from loading should be printed if the game is in debug mode.
script load is a special time. lua errors during script load do not crash, they just prevent the script from being loaded.
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
i see no end of script print.

that is wierd. time to poke randomly at things.
change the z in your script name to fad it won't make it work but it might answer a question about how the faction script is behaving.
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
i assume the faciton scipt is loadging just a few lines above?
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
It actually doesn't
Oh shit some of these are loading out of order. Could this have something to do with me being on the "Next Gen" exes?
no, patches can do that, it is one of the reason to put a z at the start of a monkey patch script. so that a patch script starting with b doesn't pull a script starting with f to load early and break somones load order assumptions.
and scripts like aaa_rax_icon_overide are deliberartly loading other scripts out of order for reasons.
i think i figured it out, some dumbass put capital letters in the name of thier script.
there is a small chance that your script will work if you lower case all the IDs.
do that first.
if it isn't enough also lowercase the other scripts file name.
capital letters are also cursed when used in flle names, ltx key or section names.
are you fricking kidding me??? thats all that I needed to fix??
it works now 😮
jfc never change Anomaly, never change 
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])
Thank you, Raven, you saved my day lol
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.
NP, any time part of the log and your code have diferent capitalzation for what should be the same thing that is a red flag, it just took me a while to see it.
I found the files on my own, but there's 4 of them. Which one is the one I should change?
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.
!mo2search just look at which one wins the conflict
@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.⠀
Thanks for the help, but I've decided to simply create my own mod that does nothing but this one change and put it at the top of the load order.
Now, assuming I want to change the pen to BR 45, is this all I need to write?
Another question: how do I test that this is working?
Turn on the debug and shoot someone, look at the damage print in the log
How do I check the log?
Use the in-game console or check in your Anomaly/appdata/logs
I see you’re using an exclamation mark, that’s a DLTX syntax but your file name is not in DLTX format
Like this?
yup, that should work assuming there’s no other DLTX with this change
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.
Are you in debug mode?
Yes, in god mode too, to avoid dying
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
Kewl
disable Tosox Mini Mods Repo
or hide zzz_stop_addon_log_spam.script or delete line 26 - 29 within it
you should post a thread on #1035807043933720576, awesome mod!
oh, nvm, I saw it.
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
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
hmm if i can figure out how i can also do eat_radiation value to 0 too
Is there anyway to implement bullet whizzing and snapping when being shot at?
Yeah but it's trash
then rip better sounds from idk arma
or cope

Cheemsus chrimst, is that a fallout sniper rifle?
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?
I don’t think so
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
this year is going to be crazy for stalker modding 
already is 2 diffrent MT open source modded exes is crazy awesome and im just getting started for the year too
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
!dot
@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
You're amazing, thank you
Oh sorry, where do questions like these go? #🔨modded-gamma-support ?
Aah, thought this fell under technical support and avoided those channels, my bad
any here that currently runs or has used the latest version of anomaly subtitles
hello guys, I have a trijicon ACOG sight that zoom too little. is there any way to increase the magnification?
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
Does anyone happen to know which script in base anomaly controls the NPC head tracking player when close?
its a modded exe feature
It's not it was in xr_meet.script
it's from modded exes but gamma unpacks the .db files that come with the exes for some reason
Wait so it is also in modded exes too?...do you happen to know which script it's in in there?
?
It's "options_modded_exes_stalker.script"
Wait omg guys tah k you so much that was it 
Actually just spent 3 hours debugging a toggle option fml
Is there any way to make it so the crosshair is visible during zoom for every weapon without needing to make 400000 DLTX edits?
Just dltx the master sections of the weapons
If the values aren't already set further down
they are set per weapon
yeah I think you'd need to manually override every weapon
get ascendant crosshairs from moddb
Yeah but if you target the weapon base section it will trickle down via inheritance
it's a customizable static crosshair with an option to also appear when aiming down sights or scoped in
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
that's the thing, it's set to true on all weapons on a per weapon basis
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
ima powershell it out i think
Yeah then if it's redefined and modified further down, that's just a pain
but why tho do you need the engine's dynamic crosshair?
if not then just get the ascendant crosshairs mod
I wanna see the 3d ballistics crosshair while ADS to sanity check some sights
the engine's dynamic crosshair is broken anyways because it doesn't update its size if you're moving the mouse at all
this is an option in the modded exes settings too
doesn't work tho
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?
i will send screenies to confirm im looking at the right setting
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
no
guh
try other commands
dawg i'm telling you it works
i'm getting home in like 20 mins i'll check myself
maybe i am perfect dodging the right keyword to find the command
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?
this is in reference to 3d ballistics, so the crosshair shifts and moves around according to your weapon's viewmodel
found a screenshot for proof
oh based on the gun actually shooting a projectile, okay got it.
yeah it's cool as hell
please clap at how hilariously offset the barrel line and the crosshair are in this screenshot
(that's default gamma too btw)
And we have no weapon sway... so... damn that's off.
me when the cheap airsoft sight i bought on amazon won't hold zero after shooting twice
It's just the accuracy stat 
there is weapon sway bromosapiens
It's not much though.
it scales with arm health and the weapon's weight
get an ultra heavy weapon and cut both of your arms off and you'll be swaying around like crazy
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.
no the weapon would be rock steady because it would be laying on the ground
Not wrong
awkwardly enough the 3db crosshair doesn't show dispersion
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
A-
Is creating new Quests difficult for someone with no experience?
you can force it by
- setting ADS to toggle
- ADS'ing
- 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
This is old as hell and was fixed
real cool
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?
You'd have to edit the OGF (the mesh) for it to still have the front sight with an optic on.
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
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
you'd probably want to use the version in arszi's rad overhaul by demonized https://www.moddb.com/mods/stalker-anomaly/addons/dltx-arszis-radiation-overhaul-demonized-edition
grab the script out of the thirst folder and see what you could do with it
Hello! Is it possible to make a custom armor/outfit?
yes.
can you please let me know where i can learn about it, sir?
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.
...
thank you so much, sir
It worked! Thanks a lot!
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.
@restive pawn @sinful wasp 1p59 repos on new VSS. Thoughts?

doesn't it feel like..... pointed downwards? 
maybe its just me
feels... just fine, at least it isn't a total telescope across half your screen
im looking down a little
as comparison it looks.... okay
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 
looks better I think
101, 103, 105, AKMS, 74u
check other ones too tbh
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
Make sure to display the barrel line when doing any repositions, so the ADS/Hip firing with 3D ballistics still lines up
yeah i've been also checking it against the crosshair/each scope reticle making sure the bullets go where they're supposed to
You shouldn't be basing it on the crosshair, they're off in a lot of cases. The barrel line display is the most reliable indicator with the center point
I'm basing it on the g_aimpos thing
the dot that shows where the barrel is pointed
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
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
#1054718548800454697 there's a perk called "Jump man" and tier 1 already gives i think 15% threshold to any fall damage
might be what you looking for
might work, can probably modify it to be either really high or negate fall damage all together, there’s like… 1, maybe 2 spots high enough to kill you in game anyway
Protip, all the 3db positions are set, there isn't any other orientation that can get you the correct 3db setting. You can only adjust positions
yeah i've noticed that the repositions I'm doing aren't at all messing with where the bullets are going, it's just positions
needs a full ass rework in the engine because collision damage is also how burer and poltergeist throws damage you
not exactly sure what you’re problem is but the script that makes descriptions is this https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/ui_item.script
I would honestly start with searching if any of your xmls in your mod list has the same id that your item is using
ill take a loot thank u
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 ?
You can ask for advices for code parts you're unsure about, but I sincerely doubt people will do a full code review for you
For the rest just make sure to read the FAQ post in the mod posting channel
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
fair. the code is small, its just that this is my first mod for anything stalker and the code is small, so i would really like someone with more experince to check it if possible
imo as long as it works and isn’t stupidly unoptimised it should be fine, unless you want to learn alternate methods of doing what you’re doing
i mean, learning alternate methods (better) is always good
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
icon continues. i am using a mod that changes it (LASS) but i dont think it affects it
So the "bar" / little white boxes portion of it remains visible when your inventory is open?
the bar no. the PSY yes
Wonderful, then I need to go digging through scripts to figure out what's turning it off... Thanks a bunch!
what exactly did you change in perk_based_artefacts.script? theres something going on with your script that breaks the description, also did you have to overwrite the whole thing...?
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
what was the problem exactly? I’m invested now
was it that the script couldn’t launch?
most of the changes you made seemed harmless except for maybe some function calls
dont know exactly where it breaks yet i just know if i don't load the script - descriptions work
so unironically deleted something i shouldn't have thats what i think
but i'll only start fixing it on monday
oh I see
I’ll investigate it later today then
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
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 
This is based off HD models?
the models i am using is kvma right now yes
That's too bad
why?
?
HD models is booty
bruhhh
I mean good job for doing it
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
I prefer dux. All the "realism" npc models to me are kinda cringe
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.
Yeah, you're pretty much locked Into the models
not really...
I also prefer Dux Models for a more modern modlist
While I also prefer BTTR Armor rework for a more old school approach
i mean in terms of effort
im guessing it works the same as MAS for guns
tbh i like the actual real world gear a lot more however i can see myself making the monolith use older gear easily
not really? kinda? yesnt? hard to explain how it works without giving it all away but its not an exact 1:1 for mas and i didnt even use it as a base when making it surprisingly
holy shit it's almost unreasonable how you went through that but definitely very grateful because you saved me a lot of time, i would've probably just started from scratch
it works exactly as it should, perfect
gonna go upload actual workable version then asap
I had to install bloody WinMerge to compare the differences between your file and the original file
but glad to have been of help
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
there's a notepad++ extention you can add that compares two or more files
oh fr? thanks !
Does anyone know which value determines if a weapon is sellable or not in what config?
Depends on if it's been added to the blacklist or not
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.
just lua
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
Thanks
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
It could be that this is corrected in game via item offset
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.
You need mod_parts_wpnname.ltx
Look up mod_parts in mo2 and copy the folder structure plus one of the ltx.
Inside just give it the corresponding parts from a similar gun
That shouldn't be the case, there's no item pos/rot lines the ltx
worked, thank you.

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.
Forked from https://github.com/mortany/omf_editor. Contribute to VaIeroK/Omf-Editor development by creating an account on GitHub.
For blender you need Pavel Blender Xray tool, you can find it by a simple google search
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
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)
😳
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?
sound definition varies based on used version of ammo check mod
one in gamma uses scripted_snd_ammo_check
Fixed it, it was an issue with the placement in the config
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?
👍 thank you!\
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
Greetings friends, how can I create a music playlist on my PDA?
!music
@chilly steeple Follow this: #╭📖faq message
sorry for the late response but you need to assign the constraint to the highest bone on the hierarchy, in this case master_bone, most guides assume top bone is wpn_body because it usually is but it can be named anything
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
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]
@mortal flint You got this issue?
yeah
nevermind
nextgen engine isnt 20260315 yet
i was getting that searchlight crash and duplicate section with some base gamma mod
Can you show me your mod list?
OMG why does everyone has 800+ mods?
most of them arent really mine, just testing them cuz of people in support
i dont play
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.
sec
Then copy all the results and send me.
thats gonna take a while
I can wait. I've been looking for any clue for a few days already.
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
to my knowledge it doesn’t matter, does your script work normally? I think this just happens sometimes
yea it works fine
thought its complaining about some function not being closed but nope
it’s probably fine then
@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
nothing
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
so does that mean that every script has this "error" lol
thats very good to know, cuz AI kept insisting that i need to add extra "end" and was upset with me about it
yeah it looks good
just a small note though that save and load destroys any pending time events, though it doesnt matter too much
i'll note that thanks
does anyone know where i can find the methods for CWeaponMagazined?
Please send me the result when it done processing.
It's needed to identify the conflicted mod.

do you mean the c++ methods?
yeah? im not entirely sure, i just want to know which methods i can call from there, like how you can call GetFireDispersion() from CWeapon. thanks 
hmm, well if you do mean the c++ stuff, check xrGame/WeaponMagazined.h, xrGame/WeaponMagazined.cpp etc in the source
oh, thats really helpful, thanks a lot!
DMed you, in case you didnt see
if you're looking for the lua exports, they'd be in gamedata/scripts/lua_help.script, though i'm not seeing anything specific to WeaponMagazined in there
yeah me neither, which is why im curious because WeaponMagazined is in there, listed as a class 
I did try applying a constraint on it the position was messed up as well. Either way in the end I somehow managed to properly do it
what constraint did you use…?
it should work then 
yeah it seems fine 
maybe did you forget to add the idle anim to the gun before checking?
lmao 
is it possible to make a 3d scope for the mod that doesn't have 3dss?
yes
how to do it? is it adding some ltx file?
That and fiddling with the models
that means remodeling the mod?
and repacking it again
It means going into blender and making some adjustments
If you are up for it then I can link a guide
yeah, i mean that. remodeling from blender and make the file so it can be used in the game
is it a long way to do?
thats the case then. i'm just started modeling a few months ago
Well you're gonna need the xray plugin for blender for starters
It's in this channel's pins
ok, i will look everything i needed from the pin first
Then this for the guide
You can also search up Lun4t1c on youtube for a more general guide regarding blender and stuff
oh yeah. i watching this recently, not finished watching yet tho
thank you so much again, sir

hello question if for example npc loadouts ltx is responsible for the weapons that spawn on the npcs whats the equivalent ltx for outfits?
https://youtu.be/u8crq79zMfs?si=h8bRzE1qRdWZQWe0
https://youtu.be/xk_P5NZkeSw?si=IJl-d5LsRRUCg694
These 2 videos cover like 95% of what you need to know to add a 3dss scope to a gun
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
OGF TOOL : https://github.com/mortany/OGF-tool/releases (Used to edit and check OGFS)
OMF TOOL : https://github.com/mortany/omf_editor/releases (Used to edit and check OMFS)
BLENDER 3.6 : https://www.blender.org/download/releases/3-6/ (Must have)
PAVELBLEND BLENDER ADDON : https://github.com/PavelBlend/blender-xray/releases/tag/v2.45.0 (Used for...
death_outfits.ltx
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)
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'"
Oh, nice. More tutorial to make it a bit easier. Thank you, sir
yeah it does have the comment in the file about the visual model but i'll keep this in mind thanks
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.
Make a kit, otherwise there might be a way to make the scoped item [wpn_glock17_burer_reddot] or whatever section you used for it, take a new list of "scopes" and add only the lam to it, make sure your new [wpn_glock17_burer_reddot_lam] section is setup, same as a weapon variant/scopped version
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
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.
Because you made a section named so?
It just appends the scope name I believe, the one that's in the scope= parameter
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
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.
Yeah so you basically want your Lam version to be it's own Parent, so it can take it's selection of scopes
Okay so put scopes under the “lam” version, then those can be attached too.
Would be lengthy way to make a full weapon customization.
It's a cascading spiral of shit, the more possibility the more number of branches
But I’d have to make separate sections per combination. Yeah sounds like it.
And you're locked to the order of operation
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
You could also look to MAS or wait on the scripted attachment scripts which is basically what you'll want
and now you know why people don't often make new attachments for guns
1.6
because imagine multiplying this for every single possible permutation of gun + scope + attachment
if im not wrong setting it as its own parent makes it unremovable
because it doesnt have a parent to go back to
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…
Yeah I found this online, and it looks super promising… just yeah, not ready yet 😭
scripted attachments 
So once I’d make the weapon_lam like I have outlined above the laser can’t come off? I mean I guess that’s okay. Just a pain.
yeah but then youd have to make them non removable
im pretty sure... unless theres a cool workaround
You could also simply make a number of kits and have the lam as a standalone scope
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.
This might be the way. I really only intend to support two scopes myself, eotech and a specter, so the modifications are minimal.
So I’d have a lam, individual scopes, then the kit scopes.
thats a funny thing
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.
separate weapons with different sights with a laser as a scope
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.
theyre just hidden by the engine by hiding its bone
similar to the grenade launcher
scripts can actually hide bones on command
which is a pretty cool thing
The suppressor just unhides the bone, then it simply points to play the right section for sounds. The damage is handled in grok_bo and I believe the rest of the modifiers are also done script side
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.
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
im not exactly sure but i think you can just do that
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
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
also very true
So it works accros all weapons, rather than manually punching in hard values per-weapon section
if you so desire 🙂↕️
weapon_silencers.ltx see #1261788890327683134 message
the "reduced NPC detection radius" is implemented via comments on suppressed weapon audio files so fuck that
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.
but the other silencer stat changes are in weapon_silencers.ltx as mentioned
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 👀
wait i thought you meant attaching a scope to a weapon and having that specific weapon and scope combination have separate stats 
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…
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.
unfortunately even with MAS (assuming it allows for this stuff) i dont think itll help too much because most attachments are baked in anyway
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.
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
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
procedural animations?
magic buzzword
Well if mas adds grips as an attachment the animation will have to change somehow.
not for stalker, no
i see it as unlikely with the way things work now with the engine
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.
Hi guys, just want to ask is it possible to modify detectors' hud position in vanilla anomaly by using draggable hud editor?
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?
s there a mod that requires bringing back the patch of the stalker that you contract killed? to complete the task
you now understand first hand why people make fun of ai users
Theoretically, you should copy this folder from gamma and install it as mod for your anomaly instance https://github.com/Grokitach/Stalker_GAMMA/tree/main/G.A.M.M.A/modpack_addons/Teivaz Gunslinger Knives Quick Melee
Another good way to see is search your script in the log it will show it loaded or didn't and if it's an issue like an "end" or lack thereof it will say exactly which function the end was missing from
Or where there was to many
Another useful trick, just use the [+] to collapse in any IDE, they usually add function and start/end syntax highlighting for ( ) or if/end
this checker is dumb enough that it doesn't get confused by anything in stalker scripts. https://fptje.github.io/glualint-web/
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.
this is fantastic utility
thank you very much
it gives a very good understanding of all small errors as well
yep, actually insanely huge
how does one do versioning? Like, 1.0, 1.0.1 and all that?
Lol
is "watch your profanity" for scripted hit being shortened to shit
that i know, but i mean, for use with stalker. Like, do i need a file or anything?
???
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?
quede igual
?
same
and what MO2 likes? So updating is easier
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
yea lmao
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?
yes
ah, thanks
If you plan on using Lua to do version number checking semver 1.0 works better with Lua pattern matching than 2.0 or other newer systems.
I use notepad++ for editing and that checker for syntax. You can actually be a "real" modder without setting up any kind of IDE
notepad++ is very easy to read with LUA language selected
is there a mod that includes all of frosty's weapons?
Frostys weapon pack
I'll try. Thank you for reply.
Got it. Put this addon in anomaly and add a key bind(custom24) in user.ltx and everyting works fine. Thank you very much!
What language do stalker mods use?
lua and bits of xml and a kinda-sorta ini format
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
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
You can achieve this in a few minutes of blender if you want to
And a small ltx edit for the new alt aim position
i wish i could, but i have basically zero familiarity with blender and ltx editing lol
It's not too hard to learn
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
i'll take a look at it
this is really helpful, but i was considering making a completely new item rather than just adding an existing sight to a gun that doesn't have it. is there any content you know of about adding new items (scopes)?
thinking of making a weapon sight kit like the leupold + rmr combo box but with the ECHO1 and RMR
I haven't done it myself, but I think you just need to make a new item for your new scope.
and then there's the question of changing the alternate sight picture from being canted to being straight
To make it not canted just change the 3rd value of alt rotation to 0
hello, umm. what is the addon to edit/ make a animation in blender?
i forgot that i've seen it somewhere
animation is baked into blender
so i don't need any plugin/addon again?
for importing / exporting to stalker file formats you do need an addon
but animation by itself is a part of blender
i only have the addon that can open ogf and other xray files
oh that’s enough then
do you know basic animating in blender?
If not then this #╙🖇mods-making-discussion message
not yet
bit old but the info is mostly good
i just want to try adding some animation to a mod that already have some
oh, thank you. i will look for it
oof that’s tough you want to make a new anim? you should use the IK rig unless it’s some small edits
oh yeah. this is what i watching right now. the other tutorial says that i need some rig plugin
i now fully understand what making spaghetti code means
crash references a function into another script which requires a third function into another script
just adding some magcheck animation for the gun that doesn't have it. it's just the same gun btw
i just hope adding an empty function will make those other function to fuck off
it did.
just our usual _g.script sending callbacks and making stack traces 🥰
oh god thats not going to be easy unless the two anim sets are very similar
i don't even know what im doing 90% of the time
well, Sandstone rework just needs actual testing
it's yukiz scar actually. it have one variant that doesn't have the anim. is it possible adding it from the other variant?
for similar weapons? definitely... but it requires some know how
yes. both are scar l variant. the difference is only attachment on the gun model
are the animations the exact same? aside from missing mag check
i think, yes. i'm not sure actually
so, it will be easier if they are both same?
yes, extremely easy
oh, ok. i think i will try it a bit to see how it work
thank you for the advice, sir
no worries 
Is there an easy way to merge loot pools from certain mods or would I have to manually edit everything?
You mean the items dropped on death? Or the overworld item spawns?
Dropped on death/In stashes
They're different systems. You could simply throw both files to an AI and describe what you'd like to retain drom each and ask for a merge
Ah. I think there's also a program I used before that merges txt code files too so I could just use that
You know which files those would be?
Death_generic handles the list of mundane items, like meds, foods, etc
Death_Outfits is for the outfits.
Death_items handles who drops what from the Death_generic list
Thank you 🙏
For stashes, it's a different system altogether that uses a Tier list list, grok_items_tier and the treasure manager, grok_treasure_manager
There might be some modifications required to the treasure_manager itself too
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
Yeah depends on how many items you're looking to add.
It's mostly, add their section names to both death_generic and the tier list, then just configure who drops them and how frequent they appear in golden/white stash via the death_items and the treasure manager
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)
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.
also yeah "outfits dropped on death" works differently to "weapons dropped on death" which is different to "items dropped on death"
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
but for the other stuff)
@weary root Does truncating mipmap levels cause sub-pixel aliasing?
Ahhh, gotcha
Then I guess I won't have to merge em. Just gotta edit drop chances. Ty!
to be clear, it will help if you give more details about what exactly you're trying to edit - as I said, for some things like outfit drops, you can't meaningfully change "drop chances"
yes but that also depends what mip filter, alpha threshold you use and if you use dither, also flora use square/rectangular planes and using last few mips will look bad at distance since there’s no detail which isn’t problem except not enough pixels to keep proper alpha cutout and 2x2 or 4x4 pixels stretched over big 2x1m or 1x1 m planes looks bad imo
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?
8x8 is enough imo no point cutting it higher, 4x4 can look good on some meshes too pines or spruces iirc
What is the default texture name for the right click context menu bg?
trying to drop a mod, but cannot find the proper texture 😄
Cheers, mate.
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
i have a mod idea
me too
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
please read this previous conversation #╙🖇mods-making-discussion message
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.
For anyone interested, it works again after switching to 3rd person and back!
not all
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
Random idea
Would it be possible to make the weapon blurred/transparent while aiming? 
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
crank weapon dof to comical values, maybe even above the cap
anybody have any video tutorials on how to add a new item to the game?
yes
I don't believe there's any. It's really dependent on what type of item you're trying to add
i want to make a combo scope/red dot package like the acog/rmr etc. for the echo1 and rmr or romeo
For which gun?
ks-12
Have you made the hud models for them?
nah, i haven't done anything yet. i've never made a mod before
Then your first step would be to learn how to use blender to add the scopes to the weapon first
oh, yeah i saw a video on that
!sleep
@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
!ctrlmin #🤖bot-commands to learn how to install mods).
Second method unlocks sleeping whenever you want as well without additional actions.
Hey is there a script in Hideout Furniture that let lights and lamp go on forever without battery change?
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
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)
this would be amazing. especially as a lot of npc buildings are very badly lighten up
The added concept of powering lights with battery is silly
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
“IsMoveState(actor_move_states.mcAnyMove) for example only returns true if player pressed any WASD key” from Lucy in anomaly discord, IsMoveState can also check if the player is sprinting by putting “mcSprint” inside as one of the arguments iirc
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
also how do you calculate player position anyway? I’m curious
check the script its in the folder
#╙🖇mods-making-discussion message
it seemed to be working pretty well so far
i'd just rather not use the coords
here's a full script
oh I see alright thanks
its so bizarre any possible call for move state returns as nil
i just don't have enough experience to understand it
but maybe using coordinates isn't that bad to begin with? i thought it would make script heavy but it doesn't seem like it does
the function just compares the current move state to the move state you give in the argument
coordinates might be fine I don’t know they’re both ways to do this
https://discord.com/channels/912320241713958912/1483700312039751711
i implemented MCM settings into it (first time doing so) and changed the dist to dist_sqr
someone told me it does same thing as Keywrapper (after i posted it already) so thats awkward
thanks for basically telling me its not a bad method, i was afraid that it was
okay cool 
are there any modders out here making the xrail shotgun
Just searched it up and what the hell 
tbh most people here don’t model because it’s really time consuming (same for animation) so unless there’s a model online I really doubt anyone is working on it
it’s pretty cool but 
honestly I’d love to script the rotating magazine but no models 
It is possible switch to dev2 branch in gamma launcher? Just for my personal modding 🙂
long time no see
Oh hello old friend
Not unless you're part of the testers
I see. That was i though. Ok!
This was helpful over a year later. I'm running GFY and LASS and I changed Krolik/Rabbit to Faust and Cleric to Strider.
even better, i have a guide for selective XML node overwrites without DXML https://github.com/veerserif/gamma-dashboard/blob/main/xml_overwrites.md
Oh Shit. Thank you. That's even better!
So just to make sure I'm doing it right, a naming like z_st_characters.xml should work?
Got the Override XML working. Thank you. 🙂
which stat in here is the Handling stat ?
handling (in the stat card; out of 1) is the result of this formula
(normalize(PDM_disp_base, 2.1, 0) + normalize(control_inertion_factor, 3, 1))/2 end
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
normalize just finds what the value is out of 1 using the max and min numbers provided in the arguments, here it is '2.1 and 0' for PDM_disp_base and '3 and 1' for control_inertion_factor
so 2 for control inertion factor results in 0.5 for the normalize function for e.g.
🤔
do you get it? 
no 🙁
cool 
i would do a quick test , how much handling should each weapon type have?

