#╙🖇mods-making-discussion
1 messages · Page 146 of 1
true
but with the ergonomics mod
and your non linear ads it will
just do what you think is right then 
alright
gonna give all pistols : 90 Handling, smg 80 , rifle and shotgun 70 ,snipers 60 and lmg 50 as a test
the values in the game did not changed of the weapons
but my handling changes are working
LMGs are much slower than before
doesn't matter (read this post #╭📖faq message), and you're missing SEVERAL other handling-related stats. Every parameter in here that starts with "PDM" is part of how handling works https://anomaly-modding-book.netlify.app/docs/references/configs/items/weapons/weapon-world#shot
control_inertia_factor affects "turning speed" but not any of the other things that "handling" touches (if we go by "what changes happen if you apply a handling upgrade to the gun", which is to say, "more accurate when shooting while standing/moving/sprinting")
tbf the main reason he is changing handling is due to my ‘non-linear ads’ mod and momo’s ‘handling as ergonomics’ mod which both just read the ui card stat math, so for his purposes it’s mostly fine
also it’s PDM and not PDB right
ah yeah got my acronyms mixed up
thanks this helps alot
yeah caveat, everything i'm saying applies to base gamma, if you are using @tame steppe 's mods do whatever they say
And one more thing: if i want to be tester? Or help with something? Something about me: i have lot of and years experience about stalker modding. I know stalker series from his born. Played thousands hours, know scripting, ltx modding, xml, SDK, limited about engine code (you know i understand how it works but I'm not programmer. Only IT guy with cybersecurity, servers, network, sysadmins etc.). Some people from community know me like lvut, meatchunk, exostalker from anomaly discord, xottab_duty from OpenXray etc. I don't have mods but I'm modding only for myself and personal. It's my hobby. Like modding other games. I'm old-school experience gamer, 40year and this trilogy is my best. My time is limited (cars, family, life, friends, gaming, etc.) but i think I should help a little with something and join for this community and know people more 🙂 i have joined long ago and play this game from his born. We are little czech community and my vision is create czech language but i can do it more 🙂
does bttr work with gamma?
ask grok (...i mean don't actually ping the man), who doesn't routinely look in this channel. one of the other reqs is playing gamma itself a bunch, not anomaly per se, and you kinda have to be on board with the direction of gamma as it's been going for the last several major updates
fastest way is to hop on github and start fixing bugs but i can't guarantee anything, as i have 0 input (or vision) into how ppl get picked for tester.
Right, how confident do you feel yourself about creating an IDE for editing configs?
I almost finished the design doc for it.
Otherwise, nothing really has changed, is it? Find something that works "wrong" in your opinion and change that. Recently, Grok is working on reducing lag from SHIFT-transfer items in inventory mode, which could definitely be an interesting task if you enjoy doing optimization fixes.
No, Gamma uses Dux Character Kit and a lot of other mods made for gamma rely on said character kit
It also changes traders so double no
its probably a long shot and i don't want to be a nuisance but does anyone knows of the mod that places IED by the hotkey
Cuz i made one, i like the way it works and now i question whether it was all a waste of time lol
the only thing it really does is takes the inventory function "place proximity" and applies it to a hotkey in a set priority list (from best to worst mine)
there some Placable IED mod that changes the function entirely
there's another one quick access slot your ieds but that one also changes a bunch of stuff i didn't want like UI
uploaded my thing regardless, i'll live with consequences of that mod somewhere already existing and me wasting my time making my version of it
wow they work together that's crazy
@scarlet granite hey! please keep doing what you do, that's incredible ❤️
I have a small suggestion: maybe, to prevent laptop abuse, you could set up something like an internet connection that’s only available on the base? Using the connections built into HF
Right, right, it would be cool to limit laptop to be used inside base
The connections build into HF are sadly only the UI to my knowledge. They were never implemented. We already discussed balancing quite a bit.. 😄
Im not sure how to define what a base is really. A lot of players just place down a stash and thats it.
Yea, gvid/lvid may be the only things that know if you are "inside" the base
Still trying to figure out where most of the ltx are in GAMMA
For traders, items, etc
Can modify them in the anomaly files but they don't do anything in GAMMA
maybe I'm messing with the wrong things
A lot of them are in the .DB archives, which you can unpack with the .bat in your Anomaly/Tools folder. Otherwise, some mods override them directly or use DLTX files to modify some of their sections. Everything can pretty much be found via the File window in your MO2
in the gamma economy mod, not even packed.
I actually did wind up finding the trader ones between now and then
!mo2search // most config files are in the mod folder you'd expect them to be. always double check using MO2 file search.
@proper iron 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.⠀
the specific item ones are probably pertinent to this
and learn to use DLTX, do NOT directly try to overwrite config .ltx files, you will only make things worse and get confused when your new configs aren't applying (because they have lower priority than literally every single other DLTX file)
Right. Thanks for the heads up
I tried writing my own DLTX file for modifying a backpack
It doesn't want to overwrite it 😭 even though I tried setting priority in multiple ways (utilization of zzz, MO2 priority)
Cannot find it anywhere aside from the base anomaly versions
Searched via MO2, checked the item ltxs, searched as many queries as I could
Could someone show me how to modify an artifact? Or a backpack with the name equ_military_pack
Did you name your file properly and where did you put it?
Put it in with the other mods
Named it 'zzz_knapsack'
Might be wrong
Created an empty mod in MO2
definitely wrong if you named the file that
😬
dltx files need a specific naming scheme to work
Did I need to name the ltx and not the mod itself that
what did you name the ltx file? The mod name can be whatever
and what is the file path WITHIN THE MOD to that file, because it also needs to be located in the same directory as the file you're trying to have it modify
Initially it was backpack_alt
Filepath is gamedata/configs/items/items/backpack_alt
you'll want to have a read of the dltx docs yeah, but if you're trying to modify that military pack, you would make a file called mod_system_mymodname.ltx
and you would place it in the same filepath as the /gamedata/config/system.ltx file because that's the one you want to modify, because it includes all the item/equipment etc files into it
Is it config or configs plural
sorry, configs
sweet, thanks
artifacts would be the same, they're eventually all included into the system.ltx file
Finally tested, and it worked, thanks
fyi i have a dltx guide, pinned https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
hey everyone - not sure if this is the right channel but with the help of SaloEater i've made a GAMMA database website https://stalker-gamma-db.pages.dev
It supports English and Russian language and has a bunch of features you would expect from an item DB, including item comparisons etc. It needs a final update with the correct data but it's feature complete - until someone suggests a new interesting feature for me to build!
What is the process for announcing it and maybe getting a dedicated mods-posting subchannel? If people like it will get a custom domain etc and keep supporting it.
if you want you could just create a post in mods posting for now
then in the future it might become an official resource
awesome - will do
I have a Question about License and Copyright
The Author of Redone Combat AI is inactive , and i would like to do some edits on them , is it allowed ? (i cant ask the author if hes not coming online )
depends on the license they used
something like CC-BY allows for any sort of usage as long as you give credit
redone combat ai 2.1 in ModDb is Proprietary
proprietary means no modification I think
so i cant even share a "patch" that requires the main mod ?
yeeee, license seems to be unspecified so it's literally unknowable until the author returns. I've never heard of some "default software license". "Prioprietary" is probably a "license type" like for example "copyleft" licenses such as GPLs
no, proprietary has a meaning and it's "this software belongs to the owner who has not released any rights associated with it, contact the author for more". yes even if they are inactive in the scene.
it is proprietary software.
i see
if it was copyleft like a version of the GPL, it would have been released under GPL-whatever
i never said it's copyleft
i said "prioprietary" looks to me like a "license-category"
such as copyleft that is a "category of licenses"
so then nothing can be done with it without contact?
yea were cooked, looks like were not getting anything better than Redone Combat AI 😔
ahhh ok i misunderstood you originally then. but proprietary is pretty much "the category for licenses where most or all of the rights are held by the author"
if you want to abide by the terms of the license, yes
oof
anything harsher than a DMCA is unlikely though. I do not advise you to break the terms of the license but in practical terms you'd probably "only be a dick" if you released patches etc. Stalker modding scene is somehow full of drama like that.
true
only option is to create a new Combat AI mod from scratch
but i dont think i can do that alone
you can always create AI company, ingest the mod with your AI, spit it out back using you AI and somehow now it's license free!
Proprietary would generally mean the author retains full ownership and control. So you couldn't edit it and redistribute but you could make a patch that works alongside it without touching their files.
i was thinking the same
im not touching the original Mod
just creating a seperate mod/patch
I've also never seen anyone but arthmoor give a shit if you make a patch or addon for a mod that still requires you to have the original mod installed.
yeah a patch distributed as a separate mod would seem very reasonable to me
then theres still hope
if you do release something like that consider releasing it in a way that's easily "scrubable" from the internet so that in case of drama you can easily respect the wishes of the original author.
There's some things in anomaly like a 3dss patch where partial redistribution is not avoidable, but I still can't imagine anyone being bothered by it as long as you still need the original mod.
i dont plan it to release it to ModDB
if its allowed i would create a post on #1035807043933720576
i need that realtime chat with the community
I think if you read their mod to understand what they changed, independently write your own Lua/LTX achieving a similar effect or patching values and don't copy their actual mod or work you would be fine with no drama. Facts like reaction times, accuracy floats aren't copyrightable.
if i do create a own mod, i will do it open source so im not the only person working on it. Could i open a post in mod-posting? i do need an own thread for this
generally speaking #1035807043933720576 posts are for ready-to-release mods (or mods that are very, very close to being released), not a place where you discuss a mod you want to make
you have to have something people can actually try
good to know
also since obv. posting shit in discord doesn't come with attached licensing info, you either want to specify your license or upload your work to a site that lets you specify the license. or embrace the fact that most people don't care about licenses
i want my mods to be for everyone
so i dont really care about it
this is a heartwarming amount of attention paid to licensing, but i would gently suggest you make your mod first before worrying about the license
alright
That helps a lot, thanks
i dont know if this is the right channel, but i was thinking about a mod idea that i'd love to see. i like having a couple workshops in my hideouts for crafting different things (mainly for when i'm already full of crap in one workshop's stash), but it would be cool having a few different workshop models to use so they don't all look the same. one that looks more medical, one thats for gunsmithing, one that looks more scientific for artefact crafting .etc. if i had 3d modelling and modding knowledge i'd make it myself, but erm.. i dont

That's a cool idea, no time like the present to learn a new skill set!
I'm sure you could find a couple of free models online to put together.
Best of luck in making your idea
you can always use a blockout for it with placeholder textures 
so u can first to implement the item first, after that think of finding proper model
You'll never know unless you try
Ok, evidently this question goes here: how to change the damage of a weapon?
edit its hit_power field in its ltx
already tried, also hello fellow Babygirl, I am also named that in a different server
it does not carry over to the game
and in game editor all values are different
then dltx
?
are you 100% sure you are editing the correct ltx file? does the file name in the debug menu of the gun match with the one you're editing?
gamma is filled to the brim with hard to track down dltx edits and a beyond cringe amount of z stacking on all of the edits
how do i modify the alt aim? i can't aim down sights while using the editor
nvm
Just set your aim to toggle
configs/items/weapons
yeah, but which mod is it? or is there a master configs folder
!mo2search
@fading karma 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.⠀
i think i'm losing my mind
there is no ks12 in the files...
it must be replacing some other weapon like the vepr 12 maybe? i have no clue
oh wait i'm an idiot the hud editor put the name of the file in the cache
Just find the weapon's section name via debug and then search in all files
okay wait this is getting even weirder
i found the file that the hud editor is calling the ks-12 (w_saiga12s_isg), but there's zero lines in the .ltx file which mention the hud for the echo1
what does this mean? do i need to add a new section to the bottom for the echo1?
in the scopes list, it has eot and eot2 which i think are the EOTS and... something?
Same principle, find the scope name via debug, search in all files with the weapon's name. It might be added in a DlTX
what is a dltx?
so the weird thing is when i look up wpn_saiga12s_isg_echo1_hud, it only shows the .ogf file which i guess makes sense
because _echo1_hud would show up as a section within the .ltx...
what is a dltx, and where could i find the one that adds all of those EFT scopes to anomaly guns?
oh my god i found it okay i got it
Look in the modding book. It's fully explained. It's mod_system*.ltx files that allow adding, overriding and modifying sections.
it's done... i've done it
Gamma changes the name of some BAS weapons. The true weapon ID is what shows up in debug item spawner.
hello, again. umm, how to make a .skl file into usable .anm?
i think i have put some editing right on the anim, and want to try it on the game

oh, nvm. i have reached the guide book
anms and skls are very different files, you compile your skls into OMFs to use them on armature, to do that you can import the skls onto an armature in blender and export the armature as an omf, just saying this in case you can’t figure it out
and then the omf file can be used, or i need to export it into anm file?
i only want to add 1 animation, btw
anm files are just animation paths with no bone info. anms in the scope of weapon animations are usually for camera animations
you would need to merge the anims from the two omfs for the object omf but for hands you can just put it in the folder
but what if i want to add a new anim to the omfs, is it possible? or do i need to make a new omfs?
you can, you need to use the omf editor though
this one? and select the "add anim.." ?
yes under 'tools'
you need to use blender i think, or the sdk
do i need to put the hand model too? or just the gun? the weapon on the screen is already have skl attached
yes you will need the hand model to export your new hand animations
but if you plan on reusing hand animations then its not necessary
i think i will try to reusing the hand animations for now. to check if it working
and in the xray camera view, the gun model are far to the back. i can only see the barrel. is it ok to move it to the front?
will it match with the hand position?
dont trust the camera view in blender, guns in game sometimes have position modifiers
it also isnt set for normal fov
oh, i see. i will let it be like that, and try adjusting it later if it wrong
thank you, sir
my guide may be more helpful especially around the concept of root files. https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
(not always mod_system_*.ltx, depends deeply on the config's actual root file, see the link i provided to my guide above that goes into depth about what root files are + how to find them)
It was more-so tailored advice for the backpacks we was looking for, but yeah like you said, you should just run the cmd to find the proper file path
I can never get the poweshell ltxdiff to work so I just bruteforce search for the ltx name in any of the ltx files in my installation instead using notepad++ to find if it’s included in any other ltxs, I don’t know if it’s the best way though but it works for me
that's basicly how i do all modding. long chain of keyword searches until i find every file involved with X since things like weapons may have the hud in one file and upgrades in another even in base anomaly.
it's cos the syntax for running .exes from powershell have changed
just entering LTXDiff findroot [filepath] [mod filepath] [path to file] wont' work - has to be & ".\LTXDiff" findroot [anomaly unpacked filepath] [mod filepath] [path to file], assuming you have navigated to the folder containing LTXDiff in Powershell
this is not signposted in the anomaly modding book
Okay boys so I am running this mod https://www.moddb.com/mods/stalker-anomaly/addons/dltxeft-modular-helmets-and-armors-rework with the following rebalance patch from the EFP Discord. I know how to change the stats but I am not sure how to add repair functionality. By default the armors can be fixed using the Light Medium Heavy repair kits, but the helmets seem to not be defined as such, and so they are not repairable. How would I go about making them repairable
maybe you could try putting repair type = outfit_novice or helmet_light or helmet_medium or helmet_heavy or helmet_exo in the respective item sections for the helmets in this mod. i think they're kept in mod_system_zEFT_helmet_rebalanced.ltx so maybe edit there
not like that whole string btw just the repair type you want for that helmet
Yeah yeah I'll test it in a minute, my dinner is calling for me like a siren
Works perfectly big dog, thank you
glad I could help 
Hey @tame steppe since you are messing about with the Non-Linear ADS animation and stuff, do you happen to know if a "Scroll wheel controls movement speed" mod is possible. Since 'Grok Gotta Go Fast' mod shows these values can be edited, can these values be changed during gameplay using mouse wheel for a smoother transition from running to sprinting? The current transition is very stiff and abrupt.
Basically Tarkov/Splinter Cell movement
hmm
probably, but using it to transition from running to sprinting might be hard, do you plan on making this mod?
I don't have any modding experience with anomaly, but ig I can learn about it
why did you say that it might be hard?
its basically changing the running speed slowly for the actual movement, and setting a speed threshold for activating the running animation (hands and gun position)
it might be easier than I think tbf, if you reference how Grok did it in his mod here it might be easy, depending on what you want
the running animation and speed is just based on if you have the key bind pressed I think, not entirely sure but it might be possible to delay it to allow for smooth acceleration, that’d be something really cool
But idk man I’m tired asl 
ik its a meme at this point, but tarkov movement is something I rarely see in fps games and it feels good to have that control over speed 
that does seem cool yes 
Dumb question, how do I reduce glossiness on a gun texture? I’ve modified textures for Skyrim/fallout and you had 3 files, a normal map, alpha, and specular map. All the ones I’ve looked at have a normal and bump, but no alpha file. I assume it’s part of the normal map? How do I modify it?
Modify the red channel of the bump map
Burn saving the day again. I owe you a coffee or a beer at this point.
Keep your devilish substances
Not even coffee? 😦
If coffee is a devilish substance, the amount of caffeine I consume on a daily basis I might explode if I go in a church 🤣
Filthy mud bean juice
I'm just pulling your leg, I'm 4 deep in a 6 pack already 
"hold me now, i'm six coffee deep and i'm tripping"
Vibrating through the physical plane of reality
🥃
😳
Nice try to fake the blade rotation with a transparent plane
another dumb question, what's the difference between the dynamic visual model of a gun, and the hud visual model? One is third person one is first person, but they look the same. Why not use the same model?
Do you want every NPC and dropped gun on the floor to be 80k triangles like the BAS models?
ah, okay. So the world model is a lower poly count?
I didn't look close, just opened them both in blender and thought it was the same.
Ideally, but a lot of modder just laze out and use the hud model directly. As long as you have a least a physic's body on the wpn_body bone
World model need a physic primitive in at least one bone for ground collisions, otherwise the engine just outright crashes
Okay. Would that account for a guns world model being 2x the file size of the hud model? I doubt it but I just looked at both and the world model is like 2.5mb while the hud is like 1.2
Not really. Check the polygon count first and see if the file might have other issues. Otherwise it's possible that the world model was exported as HQ, while the hud model wasn't
HUD models also often have stuff like a 2nd mag for the animation that hides behind the player in 1st person, but should be removed for the world model so NPCs don't have floating mags lol.
I'll deal with the world model in a bit, currently confused by this. I've been replacing the suppressor models, and I made this gun 3dss compatible. For some reason when I replace the suppressor on this in blender the vertices of the eotech increase, and then the texture gets distorted. I'm not touching the eotech while doing this, I just delete the old suppressor in blender, import the new one, parent it to the base gun, copy modifiers, and export. Any idea why this is happening?
Looks like maybe the UV wrapping got messed up perhaps?
Are you exporting as HQ?
That's most likely the exporting stripping small triangles
I don't think so? I can't even check the box.
It's not in the export dialogue, it's on the object Xray parameters
Would seem I'm not, I don't think I did that for any of the models.
I guess that's something I should do?
It avoids the export stripping out very small triangles
Try and see if it fixes your issue first
I'll try that now, side question, why when I export does it delete my texture file paths partially?
Because you're using Texture Names from Image Path and it's expecting your paths to be relative to gamedata or however you've setup your Xray Plugin to point to the gamedata folder
Texture paths are always meant to be relative to Gamedata/Textures
didn't work.
I may have done it wrong, all I did was check that HQ Export box. Anything else I should be aware of?
Maybe try running the Verify UV utility, and the Check Invalid Faces one. You should also be exporting in the Cs/CoP format, not SoC
Is it bad if I leave them as SoC? I did several already and they seem to work okay 😅
It's your things, Anomaly runs off CoP formats
I ended up starting back from the base item, imported the mawl/suppressor, and set all as HQ and it seems to be fine. The vert count for both files is now the same. They are both SoC though... I'll change it though since it's wrong.
To avoid forgetting it, just change it as the default in the xray plugin preferences
Done. Good call. What's the actual difference?
Certain engine builds require or only support up to a version formats
It's more pertinent if you were to mod for OG games or old mods
It's mainly about the order of data and the structure of the files for the engine to read
I.E., Soc is build version 2947, CS is 3456 and CoP is 3870
Is there a setting/mod that automatically closes the NVGs when opening the PDA?
I'm pretty sure there is. It's probably under beef nvg or it's in the modded exe options somewhere
@naive snow yeah there is, thx, sadly there is not animation
That would become a long animation to pull out your PDA every time. You could make your own mod to enforce it if you wanted
Like how FDDA enforces the backpack animation to play before opening the inventory
i have a question
if i have an eating animation
BUT it's separated to three different animations
can i somehow implement it
Either merge the keys together, if it's on the same rig, or just play the animations back to back
me merging :

i just want to play it back to back
since without it
it looks better
just some hiccups related to hand placement but it's tarkov so
Help yourself and use proper viewport display for bones

i dont like it.
let me use my sticks.
it already burned my eyes via tarkov's rig
Then just grab all the animation keys, copy and paste to the last key of your animation
Or there's probably an easier way to append the animation in blender
Oh you're transferring the animations over to the hand rig?
I thought you just wanted to combine animations already on the hand rig
it's like
half on it
i already ported them
the lead gun keeps just flying away
"it couldn't just walk away!"
the humble lead_gun slowly sliding in camera :
Animation is honestly my one downfall, sorry I can't help you
for some reasons
the original one seems ok
like here
just some clipping 
@sudden inlet шо ставишь?
📞
Думай ай маладес что работает на выходных 
мне ещё до выпуска как до китая раком из-за этих мемов
у меня другая работа
это работа с руками из сракова
alright so
the thing is
when i combine them
ONLY
lead_gun gets fucked
idk whjy
Small script for map editors to display the baked in Hemi (AO) of an imported level
(So I don't forget about it and fix this shit eventually)
can anyone tell what font modders use for the repair kit Type naming? in Equipment_icons.dds edit: found Unispace works the best
there is no font. i handpainted that.
no font would have that much irregularity between letters. i did it for readability because there is a VERY constrained boundary that I could work with.
(the drop shadow is absolutely the worse candidate, but, again, done for readability v.s. dimension constraints)
So I took another modfile texture that had ABCD text, and changed it to P, R, H, S
for Pistol, Rifle, Heavy, Shotgun
these icons correct display... but uhh their background has something else
You probably messed up the alpha channel, or the compression format on re export
I exported the dds as loseless color+alpha dds file just to check
there's still some weird background grey text it seems
might be DII icons gonna check
in-game vs the edited dds
is this because of Maid HD icons? making the game use different icon files entirely
ok nvm, its prob just maid hd icons
anyways here's the 2 png files if anyone's interested
Should call the kits red green blue yellow but color the names differently from the color
ok
what?
what
what the fuck
im
confused
should i like set it to lead_gun and keep the auto_attach disabled since
it follows it perfectly
and im also confused on how to do anims for em 
like idk the correct config
@slow bolt мирровел
спасай
я ебал еду делать
я не понимаю чё это за хуйня
What are you trying to do?
Put animations or make a new item? To make a new food item you should look at stalker 2 hoc food items that use animations it shows how to set it up
im trying to understand the tm thing
i have NO idea
what the fuck is it about
памаги
я хочу поменять анимку хлибу
okay, and?
да блять скажи чё за tm
Tm is timing I believe?
length of the anim for stuff like weapon being down
iirc this is not respected by fdda redone anyway
redone fdda only partially respects everything fdda does
So like setting this to 10s while anim is 8s would mean there are 2 seconds when you can't do anything but anim is over
ток вопрос в другом, он считает его по милисекундам или ключам в анимации? 
roughly that
it's a flat timer in milliseconds
this is optional iirc
понял принял, спасибо за объяснение 
Btw if you want to make it staged animation you can do that too
i already merged it so im fine
you sure?
how>
I made a script for it, you just include multiple hud sections
huh, nice
might want that someday
interesting

you got a mod page or mod posting thread?
Yea thank you 
It was in vernoxium chat awhile ago but I have it saved I'll find it real quick
if that's gonna happen, i'm gonna be able to port stuff from there easier, thanks to you
Wasn't my animations so no point in having a whole mod thread
it's better to have a script that lets you do it
Here it includes configs but pretty much you just do the extra huds as it shows and use the specific animations you want for the hud set
нет иди нахуй
да мне похуй
I'm running the Anomalous Stash mod but I'm not a fan of the glow.
I'm assuming replacing the anom_backpack.ogf in the meshes folder will replace the backpack model.
But where are the base backpack mesh files?
this is an anim
iirc bread old and normal bread anims are the same
the mfs ones
эт понятно
только вот вопрос
где блять моделька галет
куда она проебалась
я прописал хлебу анимку галеты, но не вижу их НИГДЕ
моделька и т.п есть 
makaka
ди отсюда в тред ласса
Editing dialogues in Stalker Anomaly relies messing with xml files, and if you're trying to do more complex things like reference game objects/etc it becomes a pain. Now imagine you're trying to write a full on back and forth branching conversation with preconditions/references/outcomes.. it becomes a literal nightmare.
Now! Ive been working on a online editor with a database ANYONE can use, that should make the process of creating conversations for the future PANDA mod far easier. Anyone can publish conversations they create to the database and it becomes a game ready xml file.
The more people involved, the far richer/immersive dialogues will become, i made it so even someone who doesnt know what notepad++ is can create complex branching conversations with special conditions/references/outcomes from the PANDA mod. Even includes all of vanilla items/achievements etc to pick from without having to leave editor.
Contributors will get early access to P.A.N.D.A to test their more special conversations. (DM me for more info)
https://pandablyat.github.io/P.A.N.D.A-dev-build/ (Online Editor *Actual website with editor, not just a github page)
A lot more polishment/features ahead (like support for vanilla dialogues/tasks xml files not related to panda)
if I want to change one thing about the stats of a weapon in another mod, do i just do ![item_id_name], repaste the modifier below and write it to what I want, then name the file "mod_something.ltx" ? or is the monolith infiltrating me?
Yeah pretty much
For weapons it would be mod_system_yourmodname.ltx
nice, thanks i was looking for a guide like that
How do I register mag-check sound when there's no mag check animation
snd_bore = weapons\val\val_bore
snd_reload = weapons\val\val_r
snd_reload_empty = weapons\val\val_re
snd_reload_misfire = weapons\val\val_mis
snd_switch_mode = weapons\val\vss_firemode
Asking because there's still a "fall back" animation for mag check, but it uses the wrong audio. I have the right audio in the right directory
@wooden cosmos
FYI this is for the 366- AS VAL Reanimation - SeDzhiMol
I tried adding
scripted_snd_ammo_check = weapons\val\val_magcheck
scripted_snd_ammo_check_aim = weapons\val\val_magcheck
scripted_snd_ammo_check_empty = weapons\val\val_magcheck
scripted_snd_ammo_check_jammed = weapons\val\val_magcheck
scripted_snd_ammo_check_empty_aim = weapons\val\val_magcheck
scripted_snd_ammo_check_aim_jammed = weapons\val\val_magcheck
which didn't work, because I'm an idiot
Log claims busy hand
example
How are you reloading with no reload anim?
i made a Advanced Night Vision Configurator. but im a bit inssecure about putting it here on Gamma. since my last mod attempt was quite embarassing. but regardless. if anyone wanna check it out and give your 2 cents. id appreciate it 🙂
https://www.moddb.com/mods/stalker-anomaly/addons/dehum4nizations-nattesyn-advanced-nighvision-configurator-beta
To be clear, I am not making fun of your speech especially if you not a native english speaker, i'm just trying to help you to communicate your idea better
NatteSyn - Advanced Night Vision Configurator.
A complex system of individual fomod installers that allows you to customize Color, and each Individual NV Effect, in Low -> Medium -> Strong magnitude for each individual generation of night vision, then combine them and have whatever you heart desires.This is a Beta.
It is very time consuming: testing and reinstalling; deleting shaders_cache; finetuning; adding or tweaking various values, so I hope people will possibly try this mod out and help along with improving it and making something we can all enjoy for our night vision pleasures.
here's a corrected but still a bit imperfect description
2 confusing parts:
- then combine them and have whatever you heart desires. (Combine What?)
- try this mod out and help along with improving it and making something we can all enjoy for our night vision pleasures. (How can people help improving it what kind of help?)
Otherwise go ahead and post it in #1035807043933720576
Because if you want to collect feedback its much easier
Question for... lets face it probably burn. Though anyone feel free to chime in.
still trying to make a script that modifies the weapon recoil stats based on the armor you're wearing. Most of the ones I've found modify the camera recoil that comes from groks advanced recoil script, and it modifies the camera movement per shot.
I wanted to modify the actual stats, which are loaded into the engine from the ltx, and ideally only apply it if the armor changes and matches one in my table, and when the active item in the players hands change.
I've been piecing together any other scripts I make off pulling apart other peoples scripts, and I've yet to find ways to make callbacks for something like this, or modify the stats I'm going for. Is there a list of valid script callbacks for this? I tried the old ask google AI and it keeps pointing me to dead links.
Dunno if there's anything in _g script to hook up from, but as a quick pre-morning-coffee paper theory, try and find whatever function plays on equipment pullout and check the item slot if it's primary/secondary. Then either look to how "upgrades" are applied in the engine and do the same since they're able to += or -=, then just apply your "upgrade" to weapons on pullout if armor in slot == something, remove it on item equipped item change
thank you this is needed im not good at writing. thank you ill use it 🙂
lol burn actually responded first
anyway you can do this through modded exes extra engine exports. It’s all defined in lua_help_ext
to use it use wpn:cast_Weapon():(name of setter here) as usual with calling a method for the weapon class
not sure about callbacks though
I’m pretty sure if you change the recoil using the callback actor_on_weapon_fired then it should be affected by the change
but no guarantees
also not sure how to find the outfit worn but something through actor might be possible
if you need more help don’t be afraid to ask 
also wording is a bit unclear but these are the list of callbacks for vanilla anomaly https://anomaly-modding-book.netlify.app/docs/references/scripting/callbacks-list in case you need it
There is actor_before_weapon_fire callbacks (pls my check name) used to apply changes to gun before shot
Though note that if you hold to auto fire, the callback wont fire every single shot but only the first shot untill the mouse is released, and it also fire whatever the fire button pressed (even if the gun can not be shot)
yeah that callback just fires on weapon fire keybind press
question,
i want to make a BOW in stalker,
how do i approach the arrow that i shoot from it? 
btw if you want to find the outfit of the actor at a particular moment you can call db.actor:active_item_in_slot(7) which will return the game_object of the outfit. if you want to find its section just use obj:section() and then you can compare it to a table of outfits to change the recoil
I'm trying for you buddy 😆
The upgrades idea sounds promising, that's what I figured would work I just haven't pulled apart the upgrade trees yet to figure out how all that works. I wanted to rework them anyway, but when I realized it would take editting the UI I put it off for now lol
You're talking about this file right? Will go through that now.
Thank you for the vanilla anomaly callback list! I googled it and kept getting dead links oddly.
The issue with actor_on_weapon_fired is it does it per shot, and I was hoping to make it poll less by just applying it to the values stored in the engine once per weapon swap/armor swap. There is that ingame weapon stat editor so I thought it would be possible but that stat editor didn't seem to work either when you changed recoil parameters.
I was thinking the example you have of checking the active item in slot 7, and applying it then would work. But then what triggers it to check again if the armor is changed?
i mean, depends on your implementation, the game_object itself changes upon outfit change you just need to check it before you change the recoil settings
also yup on the file, its under CWeapon
oh... for weapon swap / armour swap i suppose its possible
im not sure there is a callback for armour swap but you can just check every game update for if the armour changes, for weapon swap you can use actor_on_hud_animation_play
Found them! Cool so it would seem there is a function per stat, wonder if I can merge that so I don't need to make a function per stat...
mayhaps
I assume that triggers anytime an animation occurs such as switching weapons?
it plays on any hud animation yes, but it passes along an anim_table to the function from which you can check anm_name to determine what animation is playing
Alright, think I have something to work with here. Time to break something I'm sure. I appreciate the info, thank you.
no worries! one last thing btw, i wouldnt recommend getting camera recoil amounts and manipulating that to set the camera recoil amounts because it can lead to a positive feedback loop, with the new set amount being fed back into the get amount, so you should try to make a workaround for that by caching or iterating through upgrades
I was going to leave the camera recoil alone, and just modify the actual recoil values set in the ltx. After my recoil rework I couldn't find a good way to balance LMGs, and the only idea I like is that basically the recoil is mostly unmanageable unless you're wearing an exo, or you're crouched.
The plan would be just to have the armor apply a multiplier to these values, so if cam_dispersion is 5.0, and the exo mul is 0.7, now i'ts 3.5
isnt the recoil values set in the ltx the cam recoil ones?
also reading straight from the ltx would not account for upgrades unfortunately
oh sorry i meant the cam recoil stuff shown here when i said 'camera recoil'
so you could sometimes have scenarios where you upgrade your weapon to have better recoil, and then when you wear an exo the recoil becomes worse because the set cam_dispersion (for e.g.) for your script is multiplied off of the base value instead of the upgraded value
Well if I first do a get, wouldn't that be the live value, upgrade included?
that is true, but when you set the value later that becomes the new value get provides
you can workaround this by strategically setting back the value at a later point or iterate through upgrades to avoid this nonsense 
just cache the stats by using all the getters
and restore them on a time event that ends a few frames after firing the weapon
setters aren't stored in save games so even if you screw up you could just load a save
or save and load
yeah thats what i ended up doing for my mod
but he doesnt want to use the actor_on_weapon_fired callback so he might want to do something else
bro just obsessing over a few microseconds like if it really matters to him he could just compare weapon ids
there was a callback for equipping items so he could cache exo wear in that, store it anywhere, then in the getter cache also store the current weapon's id
if the id of the weapon shot is different then cache again
could also store the modified cam_dispersion values in another table and iterate through both to see if they match up and if they don't use the setters again and cache again
the issue with the latter is that it'll screw up the recoil stat display but who even gives a fuck about that number because of how obtusely arbitrary it is
and that it doesn't represent all the randomness at play with recoil
bro knows this isn't the channel for the question but drops it anyways
😐
If the impact is that small I don't mind using it, I just figured my idea would be more efficient so why not try it. Some of the systems I deal with at work have to have extremely low scan times so I go for efficiency when I can. Though that's in automation, I'm no game dev.
Also is this not where I should be asking questions like this? Genuinely confused by that last statement.
i mean using a callback that fires everytime an animation plays seems more demanding from the get go than a callback that fires when a keybind is pressed
nah some guy asked about performance issues due to bad hardware here and then deleted his message
I have no idea, tbh.
I don't work with weapons in stalker, my mod is all about scripting and it does not touch sounds in any way.
Well Verdatim said you can check what animation is playing from the anm_name, so I was thinking of only having it run when equipping a weapon, or opening/closing inventory to see if armor was changed/equipped. I believe I just found actor_on_item_use trigger when armor is equipped, I was looking for a callback with the word "equip" in it, so I was overlooking that this whole time.
Ah that makes sense. I was about to say have I been asking stuff like this in the wrong section the whole time? Why did no one tell me 😅
Hi, I'm looking for someone to help me create an important mod. Optimization of xr_combat_ignore.script:is_ennemy function from stealth mod (potential offender: critically_wounded check) > main performance destroyer during combats because the function is long, complex, and makes tons of calls.
I've already done a lot of work, but I've found functions I don't understand and my knowledge isn't sufficient for them.
This is important because now when fight enemy bases, FPS can drop by half
I don’t think actor on item use is the right one, pretty sure it should be actor_item_to_slot
that callback, on item use, triggers on like eating and healing if I’m not wrong
Hey, does a mod that add grid inventory type that let you pove item however you want exist for gamma ?
That don't exist anywhere in the stalker modding scene
🥲
i remember vividly seeing a mod for another coc adjacent that had inventory tetris once
never found it again
probably mandela
Hello everyone!
I'm not a modder, just a fellow stalker with great ideas, but no skill or knowledge to make it a reality! (I hope im posting in the correct place!)
While on my journey through the zone, i found myself weighed down by my gear, not wanting to go back home or drop anything, an idea sparked my imagination.
A mailbox.. Place a mailbox anywhere in the zone , but more specifically at your base. On your interactive PDA theres a section where you can have someone meetup with you to pick up your gear and drop it off at your mailbox!
Thank you for taking the time to read this! Would be an amazing addition to the game in my opinion!
i'm almost sure this does the job, doesn't it ? never tried this mod, but reading from the mod description seems like it does. https://www.moddb.com/mods/stalker-anomaly/addons/the-anomalous-stash-beta-09
Yeah this is kind of the same solution, but less immersive you know? How i see it, you should have to pay a fee to the couriour, and also its not instant, you have to meet him in a random location near by, also maybe he could die on the way to your mailbox. And not to mention, just the asthetic of a mailbox at your hideout sounds so cool. Thank you for the suggestion tho!
Sounds doable.
You can start by looking how to spawn an npc, and setting him up to go to your location as a goal, then once your dialogue is done, just set the stash position or your mail box as the next goal for the NPC. Let him traverse and move around via the A-life. On goal, transfer the items. The anomaly modding book should have things to get you started, otherwise there's someone doing a bounty hunter system that has maybe the basic goal to spawn and have someone try to meet you. Good starting point. Best of luck
@naive snow Brother thank you! I will try to find more people such as yourself to help me with this, however i've never created a mod before nor have i attempted too. Most of the inspiration comes from the mod Interavtive PDA where you can have things delivered to you and als you can have people join you in a raid. You have to meet them somewhere, idk if its them "spawning" or if they are already there but the mod kinda "gives" them the script? Sorry if i sound dumb idk anything about coding.
Never a better time to learn than now! Open up scripts and start trying to understand what does what. Every body starts somewhere and you'll never know what you're capable of if you don't try.
Honestly im going start right now! You have any suggestions on material to research, I've noted the Anomaly Modding book. Any content creators teaching basics you know of?
The modding book has most of what you might be looking for, the anomaly discord also has a lot of pertinent information and helpful people in their Modding channels, you can also ask there for coding help. Most of the modding things is simply reverse engineering existing mods, so find something that does a similar behavior to what you'd like and break it down. You mentionned Interactive PDA having something similar? Figure out how they're sending NPCs to you for a starting point.
Thank you!
Have fun and best of luck
How do I take the hand model of an armor and replace it with the model of another armor
Must be something else then. Cheers
Where the hell is rax_ammo_check? And how do I find out which mod depend on it?
It the ammo check mod
I turned it off and used @wooden cosmos's one
Lemme check conflict
It happens to me for some reason also, probably some left over code
Un-related but do you get that ammo-dissembling sound every time you reload?
How do I change the picture in the photo of a loved one? I've tried to different mod guides, they didn't work. I tried modifying the files myself and that didn't work either. Does anyone know how to change it?
Just download a mod that already changes it then change the file via that mod
Sounds lame, but photopea is a free copy of photoshop, gimp is used by everyone(i think)
Theres so many of the same shit post mods for it

let the dude do it himself
cmon athi don't be a more dick than me
(and stop breaking gamma after each update plz)
I refuse all of these
No idea what you're talking about you don't even play gamma
i literally saw people in russian chat complaining about it 
Why should I care? 
because that's your mod 
valid, but still sucks 
If they're unhappy they can learn how to mod and change it for themselves
OK and?
I like it. 
(I have no idea what you're talking about nor do I care)
But this is the response you'd get regardless
(i am talking about the SG552 having red dot over default underbarrel iron sight
)
gs45 where, karambit where
sledgehammer where
u have no right to speak, not modder anymore...
мне похуй 
piss role
how to spawn a 'pulse' anomaly for testing? want to see some particles effects
I really fuckin overthought that
I entirely forgot the name of the file, but it is in !pulse2bright archive in #🤖bot-commands
Download the archive, look up the file name (there's only one), then look for that file in MO2
Fuck around with delays, you can set it so a pulse anomaly occurs every 10 seconds in every map in every weather (not recommended to set the timer that low though, it causes half the pulses to have no visuals?)
99% of modding is about overthinking shit
testing/bug fixing
My mod doesn't have rax_ammo_check script btw
does anyone have a deep understanding of how the Combat AI works in Anomaly ?
Creator of useful idiots knows a lot about that
thanks
thanks
I have a question related to gun sounds.
The regular shooting sounds with the silencer are fine but when it comes to the last shot it uses the regular shooting soundds with no silencer. What did I mess up?
hey everyone, looking for someone who knows where the files/configs for the gamma body health hud are or know how they're rendered. I'm trying to fix a hud bug that happens when I use the heat vision goggles mod. when I turn it on, they seem to set the body hud to off, and it goes back to hud I selected once I take them off. I can also cycle the hud while the goggles are on to the state I want, but it doesn't stay, and every time I have to turn off the goggles and turn them off again, it sets the body health hud to off again. this seesm to only be with the specific elements of the body hud mod. as other elements of the hud remains, like the compas, or the psy health bar, (not the stamina or radiation bard for some reason)
What mod/file handles the notifications about items you get from RF-supply packages?
What exactly you are looking for?
Items list should be under this section https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/settings/itms_manager.ltx
If you need text, show how it looks like in game
This repository contains the unpacked gamedata files of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
@sudden inlet Hello. I'm talking about these messages. You get those when you unwrap the RF-supply packages.
I need that file that handles them to make some changes
look in .xml files for "Obtained parts:" case sensitive, then look for the xml line name in scripts to get to where you want to go
This message contains of raw text and item names. Which part do you need
I have a problem with the displaying the text in those messages. I made some changes to RF-supply package code and now I can put not packs of ammo, but random amount of bullets, same for multi_use items like medkits. But if you obtain these items from packages, you don't get an info about it in those messages
Will try, thanks
This is where it build a report of which items were spawned https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/utils_item.script#L923
Thank you very much! I will investigate it
Hey! I know this might sound like a strange question, but I downloaded something for Blender, which should let me pull the models from Stalker Games/Mods and put them into blender. But uh, I dunno what the hell the Game Data folder is. Not sure if anyone is familair with this, Just thought I'd as cause I really wanted to mess around with some of the models. I'm not too sure what I'm looking for, and thought I'd ask here
correct me if i'm wrong. but as far as i know, that folder is the place where your mod assets located ( textures, animation, models, etc )
Did you want to mess with vanilla models?
Honestly, anything from the Modded Gamma. I think I actually figured it out while fiddling with it

Follow this, if you want access to the vanilla models and files, make sure to unpack the db archives, you'll find the unpacker in your Anomaly Tools folder. The resulting _unpacked folder can then be used a mod at the lowest priority and it will allow blender to see all the files correctly
Few questions, what does tier = mean in configs? And making a restore_speed = a negative number should make it give that instead of restor that right? Like radiation_restore_speed = -0.5 should give radiation when that item is worn right?
The tier is used mainly for the treasure manager and other subsystems
And correct for negative, that's how some artifacts make you lose health
what file/script controls how far weapon audio travels and enemies reacting distance for it
Use SAVandT in pinned messages to edit sound file properties
Its a good practice when you edit audio in a program like Audacity, you re-apply the proper settings for it in SAVandT
no I don't want to edit the actual weapon sound
Just saying incase you would
I want to increase sound or proximity hit detection for NPCs
You can do that with specific sounds using SAVandT
What triggers the "actor_on_interaction" callback?
I assume talking to NPC or maybe opening chests but best way to know is to print_dbg it
is there a way to spawn in items in the world for me to find later on? i liked the CoP style stashes
Disable stashes overhaul
well no i'm fine with how stashes are, i just wanna add some things on my own. the odd gun here and there for me to pick up
You can't really do that with unmarked stashes in "Stashes Overhaul" afaik
items inside stashes?
or dropped items in the world to pick up
could use that as a base
just stuff dropped in the world
weapons mainly
i wanna put out a few guns around the world that i can pick up during the course of a playthrough
Oh you can definitely do that if you configure the mod above
several things, it is a callback that comes from scripts more than an actual enigne event.
hitting f to interact with an NPC looting a mutant. walking into an anomaly. reading a recipie book. killing a poltergierst since they don't have bodies in base anomaly. experinaceing a surge, some dialog things.
https://github.com/search?q=repo%3ATosox%2FSTALKER-Anomaly-gamedata actor_on_interaction&type=code
Hello everyone, tell me, please.
How do I make my own reticle?
I'm not good enough at Photoshop.
hello everyone
1 year ago +- Grock increased gamage in anomaly fields but then unfortunately rolled it back. I liked that bid damage and I want to implement it in my mode.
In what files can I change anomaly damage? (fields, dao, standalone anomalies...) heeeelp please
G.A.M.M.A. Actor Damage Balancer/gamedata/scripts/grok_actor_damage_balancer.script ? refer to this commit maybe: https://github.com/Grokitach/Stalker_GAMMA/commit/141660c2ff7d08b559a2149e7d97ecbb6963abb1
hello, is there a way to make plate/kevlar stackable?
where're the files for the stats of the helmets located/called?
search "o_helmet" in mo2
thanks!
u wanna change balance of suits and helmets?
make new ones, base files give an idea on how to lay them out
dont have gamma right now but i hope it will help..
-
firstly you should find files with current balance
try to find them in gamma folder. try to find gamma_armor_protections
(u can use notepad++ for searching through all files in folder, just ctrl + f, set folder and value to find)
Expected result: u will find some Grock mod with his balance. There is a seperate mod with his stats -
override it
example https://discord.com/channels/912320241713958912/1371133848611454986
I have overridden Grock balance. Do the same
yeah, still not sure if bone_koeff_protection does anything that hit_fraction_actor doesn't
me to)
Would be hella fun if like someone made a multiplayer co op mod for gamma like xrmpe
that's just tarkov with friends lol
i wrote an explainer for this #╙🖇mods-making-discussion message (secondary explainer that you'll eventually need, about making specific NPCs drop your new helmet item: #╙🖇mods-making-discussion message)
for helmets the relevant section is bip01_head iirc, or something very close to that
the base LTX files for the armors are not included in the GAMMA modpack, all changes are done via DLTX (reference my DLTX guide https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md)
Either unpack your root files (explained in my DLTX guide) or look for those DLTX overrides to armor - I believe they should largely be in GAMMA Armors Balancing, but check using MO2 file search to see which version of the files is actually used in the modpack
https://www.moddb.com/mods/stalker-anomaly/addons/multi-stackable-attachments-gamma see how this does it
iirc it's changing a single line in a script
so taking a look at this program and going to specific mod folders, there don't seem to be unique shooting sounds. Are shooting sounds just taken from vanilla files? if so, can you tell where the gamma shooting ogg sound files are stored?
I don't remember what gun sound mods GAMMA uses, so just edit any specific gun mod's audio you want
Gamma uses dark signal didn't it?
hmmm
dark signal and oleh's sound overhaul(s)
what would you guys say is a fair sound range for npcs to hear
Depends on the sound
because I am absolutely not skilled enough to make it so that bandits high on shrubs hear it only 50 meters away and still ignore it, but a trained military guy hears it from 200 meters away
Is sound calculated like... 360 for detection?
Ik its a stupid question, but my goal was to achieve the "oh shit I'm being shot" reaction from NPC at ~100ish meters range. I don't want enemies that don't get shot to immediately by agro'ed by the sound even though they are behind the sound source. Only when the shot is fired "at" them
by shot at I mean, the objects/surface around them is shot, not the npc body being hit only
Does anyone know which files i need to edit if i wanne change some of the stats of an artefact?
GAMMA\mods\G.A.M.M.A. Artefacts Reinvention\gamedata\configs\mod_system_grok_artifacts.ltx
maybe check out "axr_stalker_panic.script" from base anomaly?
quick question anyone know if LASS is compatible with KVMA?
Dude ts pmo my current blender version is 4.1 because of some other projects I'm working on only really having support for that particular type of blender meanwhile the plugin I'm trying to use for textures with the drawing software I already have (Krita) was only tested for 4.5 blender and above
is there any AI tool that is able to work with modifying gamma? like weapon stats and stuff like that
like create small mods
bro needs ai to tweak an ini file that's crazy
AI probably would be bad at this because it doesn't know the loading order
Yeah I was gonna ask if you actually meant AI when you said AI there, because there are in fact tools for this without it if you check the pinned messages
I have a basic knowhow of editing things with anomaly, but I was just curious if someone tried any AI tool
no need to get upset
There's an existing mod someone's made, TALKER, which feeds a few AI models triggers from ingame and lets the AI respond from the perspective of the NPCs which is a pretty fucking neat mod and something I've always fantasized about in a videogame if you're talking about AI/Anomaly in general but I don't think anyone's actually used AI strictly for making things for anomaly
That's one that I want to learn more about how exactly it works but I haven't really actually gotten my hands on it yet
yeah but talker just wires chatbots to the game
not as in using ai to make the thing
I wouldn't want it to do anything more than that
there was a kid everyone made fun of a moon or so back in this server that made the most generic ass gen ai "mod" ever and it was ltx edits
and the ai gave him shit that didn't even load into the game
he deleted the mod off of here and moddb but his other one is still in moddb
You'd figure you'd playtest something before publishing it at the very least
sorry i meant the population addon specifically
and?
If I had to take a guess so long as you placed it below KVMA in the load order it'd probably work if it already works with the regular model pack that GAMMA itself uses
alright thank you
where i find icons pictures of the guns in Anomaly folder? I heard sth about Atlas file.
😭No way unpacker didn't unpack them for ya. Let me take a look
unpacker unpacked, but still cannot find 'em 😄
Anomaly\tools\_unpacked\textures\ui\ui_icon_equipment.dds
need to use unpacker_all to get, you know, all the files
the other one gets you only text files
ok, that seems better, than just regular unpack
Pavel's works for any version from 2.8 to 4.5 idk what you're on about
I actually use 4.2 and it's all fine
Lemme go double check what the plugin was that I'm even..
ah well that's not the one that I opted for but I'll go check that one out instead
Oh wait no that's why it's familiar no I meant for being able to have compatibility between blender and my drawing software
ah alright I just immediately assumed you were talking about the x-ray plugin lol
yeah fair enough, the suggested plugin for that kind of thing beforehand I saw on here was for photoshop instead which I don't use since I'd much prefer not having to pay a subscription for something I just use for hobbies right now (that being said, should this ever turn into a job down the line paying a subscription for a job-oriented tool becomes a lot less of an issue) but yeah
it's just too bad I never got my hands on it when they still sold single-purchase liscences
For batch stat tweaks notepad ++ if you need AI tools for help Claude is best free one
So I usually just adjust things for myself, but if I do start getting seriously into this what's typically the ettiquitte around adjusting other modder's work just in general? Like say for instance if I took a crack at the files INVERNO uses myself in order to see if I can't make the grassless version have just snow instead of the dirt patches it has by default, is making this kind of adjustment in the first place usually frowned upon or is it moreso an issue when the adjusted file is publicly posted?
Obviously not claiming anything with the original work as my own but I'm moreso just asking about when's a good time to ask permission to take a look at something rather than just assuming 'all good' without being annoying
we're extracting weapons/armors icons from base Anomaly w_.ltx and o_.ltx files contains x, y coordinates for ui_icon_equipment.dds
but we'd like to add also modded guns icons. How can we find those? has it some same tree-folder structure? Cuz we wanna write some extract script to extract all modded guns icons (we have to fetch first directories names of particular mods - i know there's some list of mods available in gamma)
You want to mod/edit somthing for the most part you are free to do so- if someone dosent want you to edit it there is often a great many ways to stop you like putting in the scripts or mod readme to not edit it also some people will db0 zip them that's silly imo but co sidering most of this only exists because of open source go for it!
-# if you are worried about it then just credit them in the script or mod posting
alrighty thanks
I think I might be going crazy, I've heard it mentioned that zoom_rotate_time affects aiming animation speed, but I'm not noticing any difference no matter what I set it to. Either by using the debug weapon editor, or trying to LTX it, it just feels the same. Am I missing something? Does it affect the actual speed of the animation, or just when the animation is "considered to be done"?
its posible some mod has a dltx file that is undoing your changes.
It is better to learn these things in base anomaly with few or no mods.
In gamma would recomend making a new weapon ltx that duplicates another gun with the sections renamed so that you know nothing else is mesing with it.
It is part of the calculation of the interpolation "factor". there isn't an animaiton. game know where the hud needs to be. each frame during zoom rotation it takes the curent hud position and the desired one and interpolates between them, the factor decides by how much. A bigger factor moves the gun more each frame.
it should be noted that the calucaiton of the factor has zoom_rotate_time in the denominator so a bigger zoom_rotate_time results in a smaller factor and a slower movememnt. (the numerator is the frame delta)
TLDR : it controls how fast the gun moves to the new position, bigger number makes the gun take longer to get to the new position.
The thing is that the debug menu weapon editor "reacts" to my DLTX changes. Neither seems to put a dent. As an extreme example, at factor 0 there is still considerable aiming time.
I think I may know what the issue is though. Give me a sec
Nevermind. I thought it might be engine-side, but it isn't
if the mod is on moddb you can look at if the mod is marked proprity or open source. My script mods mostly all have a CC licence at the top of the script if i want ppl to build off of it.
If your mod tweaks a part of the other in such a way that your mod doens't actualy work unless the other mod is installed as well most ppl don't care.
If someone is active you should ask them. moddb has a message system.
Thanks!
zoom_rotate_time is in the denominator, i'm honestly surprised 0 doesn't crash on divide by zero error.
zoom_rotate_time isn't a time, it is a multiplier.
if we assume a default of 1. a value of 2 should double the time the gun takes to get in position. a value of 0.5 should half it.
it is clamped to 0.01
yeah I don't know. I'm trying every (valid GAMMA) gun under the sun, nothing seems to work. I don't know if there is maybe some script that I have that overwrites this behavior.
check dltx edits
also check if you don't have my ergonomics mod installed because that hijacks that variable
I'm using the debug HUD to change weapon stats, I've also tried DTLXing and the debug HUD "reacts" to my edits. I already disabled the ergonomics mod. Gonna see if there are any similar function calls in my modlist
Nah only yours has SetZoomRotateTime
debug hud doesn't take precedence over dltx edits in gamma for some reason
it works in vanilla anomaly
yes this is what you're editing dawg
it sets the variable
only yours, meaning no one else is also doing that.
are we as a community certain that this parameter works
trve i just reread the message for like the fifth time and only now realized it's only yours and not yours only
yeah
it works
just look for the variable in ltx files using notepad++
surely there's a file with like 50 z's that has all them modified
gamma did make some changes to that variable some time ago
so it's there
you mean for specific weapons? I've already confirmed that mine takes precedence. At least as the starting value in the debug editor
if the editor reads it then it's probably the actual value, right?
I guess I'll try adding more Zs
could also be the case that the gun has an ads animation
which would just play out normally even if you edit that field
despite the game knowing it's adsing faster or slower
all gunslinger ports have ads animations for example
I vote make a clean gun. copy the abakan into a new ltx and change the gun and hud sections from abakan to abakant. then mess with that gun.
I forgot that was a thing. i am not gun modder. i don't think the abakan does tho. not the base anomaly one anyway.
I don't suppose those animations are anm_idle_aim_start and anm_idle_aim_end?
Abakan doesn't have these
but the weapons I've tested seem to
which is like, a lot of them
why don't you just try on vanilla anomaly
gamma's file structure is straight up gore
if the variable didn't work then my mod wouldn't work either because it just sets it to a number dynamically
Got it. It's built-in anims, and the debug editor is unreliable for changing this parameter.
Mind tossing me the file you're trying to get to work and I'll peek at it? Need to make sure an DLTX renderer I'm working on is working properly
I suppose its path in MO2 as well e.g. /gamedata/blah/blah/your_file
you mean a gun with predefined ADS anims? /gamedata/configs/items/weapons/w_pkm_zenit_siber.ltx is one such gun.
So it seems to only affect the "ready" part of aiming... I have it set astronomically high (10.0) and the difference is barely noticible... Let me grab a screenshot
"ready"
The part of the animation specifically where the sights reach their final alignment
Takes a little over 10 seconds, but getting the barrel pointed in the right direction still takes the same amount of time
In the first image the sights are "aligning" then after 10-15 seconds, you get the second image where the sights are fully aligned
Most of these scripts are written for Lua right? *ah scratch that actually my question was answered with more digging, don't mind me
yeah I've noticed some weirdness regarding that
That's the zoom_rotate_time you were playing with before
Yup
I'm testing time_to_aim as well and no dice 🙁
Nah that one is something different
There is also an animation speed modifier you can use for those but it only gets you so far
Yeah I'm poking around in the engine too and it looks like the animation speed is stuck at whatever the *.anm file has
You'd need to pop it in Blender and shorten/lengthen it yourself
alternatively you can also nuke the anims from the gun
if you just want speed, that is
Lmfao, it just goes instantly then?
Nope, it just plays default anim. I'm curious so I'm playing with that right now
anyone know where i can find this mod?
time_to_aim is the focus mechanic from soc, it's disabled in the engine in anomaly
so it doesn't do anything even if you set it to a non zero number
it's just not read
oh. thank you, sir. i'll check it out now
How to record position (coordinates) for creating new spots for dynamic/static loot spawns?
it’s possible the aim anim is different than the idle anim, assuming so, you probably could change it via either fall off / accrue in omf editor of the hand omf
The aim anim? You mean the anim when transitioning to ADS? But I'll try playing around with those
no the anm_idle_aim
Oh
or it’s named something else I don’t really remember 
I think it didn't have that one but I'll have to check
I think there was only "idle"
For this PKM anyway
it really should have it 
I'll take a look in a bit
what gun is it? The regular pkm or the other version?
Siber zenit thing
yeah it has it, if [wpn_pkm_zenit_siber] is what your talking about
yeah the aim anim is different from the idle anim
ah right, the hand anim
also it has anm_idle_aim_start and anm_idle_aim_end, ideally you should change these speeds in the omfs and it should work completely fine
I tried messing around with speeds but it didn't do much, although I think I didn't mess with the hand anims, just the gun ones or whatever, I could try that.
i wonder
how do they handle shooting for aim?
is it like aim_shoot or just shoot
anm_shots_aim presumably
anm_shots = wpn_hand_pkm_zenit_siber_shoot, wpn_pkm_siber_shoot
this you mean?
anm_shots_aim = wpn_hand_pkm_zenit_siber_shoot_aim, wpn_pkm_siber_shoot
so as sinntha seems to have discovered earlier, it's like the aim animation has two phases. One for bringing the gun up, and one for alingning the gun with where you're aiming. Those speeds only seem to affect the first phase
like this? probably a falloff / accrue thing
yeah there you go, quite simple really
just change the falloff / accrue of the wpn_hand_pkm_zenit_siber_in_aim and wpn_hand_pkm_zenit_siber_out_aim to 0 in the omf wpn_hand_pkm_zenit_siber_hud_animation.omf
and speed it up
so just for hands? Alrighty
yeah the hands control the gun because the top bone of the gun mesh copies the transforms of lead_gun
but this gun in particular has another top hiearchy bone, meaning it might have special extra animation so you should probably speed up the anims for those too in the gun anim omf
just to be safe
finally, absolute control. Thanks.
your welcome 
do you know whether this functionally is an engine thing or if a script adds it? vanilla guns don’t have it so I’m not sure where to find out exactly where this is implemented
I think that the concept comes from BaS
How to record the position (coordinates) for creating new spots for dynamic/static loot spawns?
I think I saw a position command in debug
you could use that
or maybe make a script that prints actor position, unsure
Thank you!
You can get and it has position tool https://www.moddb.com/mods/stalker-anomaly/addons/imgui-debug-tools
Maybe can even write a new tool to get position of raycast
Huge thanks, mate!
Someone know how to make npc steps sounds louder?
In general? No
You can edit the properties of specific sounds using SAVandT from the pinned messages
Can adjust volume and the range at which the sound is heard
tannks
Oh my god you have so many great ones 😭
aoldri's
firebreath uses it in his 9x39 reanim iirc
gunslinger ports aswell
depends
bas uses an engine edit
gunslinger port uses a hack where aim movement is baked into idle animation I think
the rest are scripted
Finally managed to finish first iteration of ammo randomizer
original vs randomized Military Stalker Nosorog
ну крутой типо, там ребята на инвиктусе с ручного рандома балдели, а тут будет честный 
если круто для них
то ладно
I know Aoldris script adds functionality to add in between animations using patterns, but certain gunslinger ports, like the 550 in gamma, don’t have patterns for idle to ads and I don’t see anything in aoldris script that indicate start and end suffixes
apparently gunslinger and bas use engine anims like anm_idle_aim_start
aoldri start/end transitions are handled in aol_anim_transitions
the way gunslinger does it is that the idle_aim anim is just the gun animated to be in the center of the screen iirc
same deal with the Mossberg reanim
btw i think aoldri's are idle2aim and aim2idle
could be wrong tho
huh…?
oh I thought you could name the anm name anything
does it have to be that name exactly?
yeah it's just that the field in the config is anm_idle2aim and anm_aim2idle
oh okay 👍 I thought you just defined patterns for that
i mean i have never used it but afaik that's how it works with aoldri's
For the mod no. 12 pda radio I made a new playlist and wanna add some songs the first song I added works fine but the 2nd one doesn't get played ? Anyone know why
did you follow the guide
theres a guide for adding songs to PDA
Yeah
i added 2 songs 1 works without prob. 2nd one name shows up in pda but the song doesnt plays
well you need songs in Mono and OGG format
one of the songs in .mp3
easy to fix, just follow the guide carefully
i got it the prob wasnt mono or ogg it was the sample rate the song was 48000
which should be 44100 which wasnt mentioned in the guide file
Oh Verdatim of the modding channel, is there an easy way to make a weapon be able to be put into the knife slot
Yes I am brown now ignore that 
https://www.moddb.com/mods/stalker-anomaly/addons/dltx-all-weapons-in-all-slots-sidearm-slot
this exist not sure if it works with gamma
Yeah I looked this up, but it had uhm. Problems
As in I tried putting the MP9 in the sidearm slot and it would not come out
I am fine with editing files
the concept should be same there must be file with weapons name that fit the pistol slot
just gotta find the file 
I just want to swap some SMGs into the sidearm slot because I am tired of the SR2M literally being the best weapon in the game 
#╙🖇mods-making-discussion message there’s this guide, a little old, or just dltx the slot number to be 1, also why are you brown 
A guy in newbie chat said when he tries to switch ammo by holding down Y, the ammo selection circle was empty
I had this issue when GAMMA updated incorrectly before so I told him to reinstall if possible (possible should've told him he can back up his saves to be fair)
He still had the issue while I was at work
Turns out, he had a German keyboard where Y and Z are swapped (QWERTZ)
I always wondered why the ammo select button placed so far away from WASD lmao
Well swapping ammo is something that you do like at least 10 times when going through a map so it being on the top row is logical
Well Q and E are used for the Universal Greeting Module
T was used for something that I don't remember
Y is the most convenient key really
t is swipe mask
Yeah I was refering to also using the German layout and wondering, why its Z (which is Y for you)
Oh yeah T is swipe the juice
Oh yeah that makes sense. Honestly I forgot layouts other than QWERTY existed
Just need someone advice from any mod makers do you guys do any payment upfront when doing a commission
That’s weird right to ask for that?
Whenever I do commissions I ask for half up front and half on completion with clear goals to avoid ever going iteration
It's not wrong on his part, it's to avoid people defaulting on payment once the work is done
i usually pay someone upfront
Hello I am trying to adjust how long the the crows sqawk before a blowout. Which script would I go to exactly and what lines am I looking for? Reason I am asking is I adjusted the duration of the emissions back to the older Anomaly defaults and now the crows seem to cut out a bit short before the blowout_impact
Yeah I don’t do that
Been commissioning stuff for months now in other games NOBODY has asked for upfront payment only here
Idk why that would be default
When i would still need to pay to get the work i commissioned for
Already found someone anyway
Guys, how do I save log from console? I want to investigate huge console spam from my mod, but I don't know how to save all that information to some .txt file. Didn't find anything useful in appdata either
im pretty sure the log is just in appdata\logs and is a .log file
it should be writing log basically in real time
you just open the log while in game
appdata\logs
Weird. I didn't find there any of those errors I get in console :/
Different people do things differently, depends on much you've been cheated in the past. It's not unheard of people just getting their commission work and renegade on their payment or plain just disappearing. I personally don't trust people enough with what I've seen and heard. Hence the half up front and half on completion.
If whomever was asking for the full amount upfront and has a good track record and proof of old work, it's up to you to trust it or not.
okay after some investigating, yup it seems the anm_idle_aim_start, end and its variations are all from BAS, and there are some quite interesting conditions for it to play https://github.com/themrdemonized/xray-monolith/commit/23b65f41e3fe764688e9cab46f35463892242c50 I mainly asked to fix the weird issue with these animations and breaking the zoom state / 3dss gl lens hider issue
also it might actually have added some other interesting stuff like bullet bone hiding
How dificult is to port guns from garrys mod to xray engine?
ye this is the tech they developed for their lmgs, shit was cool
past tense because reasons
Not that difficult if you know your way around blender and animation/rigs
Do you have the file referenced and is it read only or blocked because it's from the internet?
the file does not exist in the directory…
i think I may have tried to build it wrong, is there any chance there’s a good guide / definitive way to compile the exes?
Make sure you have all the files and the dbg too
There's probably either missing dependencies or you're not rebuilding the whole solution, hence issues with order of operations
The modded exes github has a section on how to build I believe or at least a list of requirements
okay, thanks a lot ❤️ , I’ll try redoing it and doing some more research
Hi! Can someone tell me if it's possible to somehow edit the trees meshes?
Depends on what you're trying to do
i was just wondering why there's no mod that replaces the trees meshes with high poly ones ( at least i have'nt found one yet) and if there's some kind of a limitation in mesh editing. I wish i could do something by myself but i dont have any modding skills
There's no mod to replace the tree meshes, map assets aren't point to a .ogf we can just swap, they are baked in, same for the collision. In theory, you could go map by map, swap in the visual meshes, replacing them all in the hierarchy, update the cform(collisions) and as long as the general shape that's in the floor doesn't change too much, the nav collisions for Ai wouldn't be affected.
If someone was to do a "tree" mod, they have to ship and package all the levels, which means no merging either with other mods that edit maps
got it, thanks!
hell yeah, turns out i cant use v145 platform toolset to compile, had to use v143. doesnt help that visual studios recently updated
I am aware that you mostly disscus Stalker mods here but I am curious. Since there were so many alternations of Stalkerverse mods for Arma 3 i kinda lost track if there are any collections of good ones.
Ty for any answers.
Best to ask in #╟🔰☢newbies-chat , #╓☢stalker-chat
anyone in here used anomaly subtitles before?
if so please check this out #1237842568067416165 message
anyone know where the scripts and logic for the "Hold the Ground" task is (Petrenko gives task to defend market from bandits in garbage)? I'm interested in making more wave defence style tasks and would like to learn how they are done
👀
403- New Tasks - iTheon
gamedata\scripts\tasks_hold_the_ground.script
@tame steppe
thanks a lot 
Is there a way to remove stat caps? Or does anyone know which file adds them?
grok actor damage balancer mod + artefacts reinvention adds them to artefacts iirc
but investigating those mods should get you the appropriate files anyway
always remember to check which version of a script is actually used in the modpack by searching it in MO2 file search
thank you!
thanks bro
Hello would anyone be able to get me some models and textures from tarkov maybe?
Depends on what you need
Should I DM you or want me to say here? Not too much tho nothing as complicated as guns
Just drop it here and I'll check if I have a bit of time later today
so like i would greatly appreciate most tarkov helmets/faceshields/helmet attachments, but right now what im mainly needing is the ops core FAST helmet faceshield https://escapefromtarkov.fandom.com/wiki/Ops-Core_FAST_multi-hit_ballistic_face_shield also how do you get tarkov models do you specifically need solo tarkov?
what do you mean by this? i dont know sorry lol i saw frostys guid but that required pve tarkov and spt i think it was
You need a base version of Tarkov, it could be any. Doesn't have to be PVE, SPT is just built on top of Tarkov, like Gamma is built on top of Anomaly
The visor I'm easily able to find for the fast core is this one
not that 1 this one
ahh ok i will look then thats helpful being able to do thsi meyelf would be nice lol
Fair warning, the wiki names and the names used for the assets are often not the same
So the visor you're looking for is probably named something else
damn ofc the tarkov wiki dosent know anything either
that looks like it yea
You can grab the bundle of item_equipment_helmet_opscore_handgun_face_shield.bundle which should have all you want
something tells me its not supposed to look like this for the textures of the model....
Depends, that might what we call a VAT, vertex animation texture
It encodes vertex position or animation per pixel
Cheap way of animating simple models
Especially without having to rig them
assetstudio not gonna work
you need a mod version
Discord's search function is failing me... Is there a guide on how to convert a weapon to the 3dss format?
you need a few things for it
lens bone(you need blender and set it's pose as wpn_scope), then you need to find a special ltx that has settings for the scopes in it
(you can find it in 3DSSG)
after that you write it down in ltx the scope and everything related to lens
it
it's pretty simple, but you can look in 3DSSG to see how is it done
That's super helpful since the base weapon it inherits from is a 3DSS weapon, so I can probably cross reference what all I need to do now that I know where to look. Thanks!
long time but is this in the game or not? cant seem finding it and would like this a lot!
does anyone know how to remove dynamic shadows from the player? they don't connect well with the players body
also making it so Q+E leaning only activates when aiming so you can still use Q and E for something else while you aren't aiming, and also make tapping the crouch key toggle crouch and holding it toggle low crouch which would also free up more keys
https://discord.com/channels/912320241713958912/1487629333408514109 , some stuff is here
Ahh ok like a mod version of tarkov os asset studios?
yea
assetstudiomod
Have link?
you can try arkknights one too
it works
uhh it has no releases am i supposed to just copy the contents into my main asset studios?
damn github making me do the work myself
Ok so can I ask you how you did the textures tho? They always look wrong in blender and also I know tarkov uses a lot diffrent setup then stalker so how do you convert them or do you just use the tools to recreate them from the base image? Also what is the base image type called?
diff
gloss is used for bump
normal is broken in ASM
remove alpha from diff
it's mostly used as alternative gloss
that says which should be more reflective
And what about the THM files that says how a material should react in light for Atmos and stuff right? Do you just add that as the same name as the other textures or is there a special way or mostly just copy and paste how others do it?
Thm should be same name as texture, then use a thm editor to set the material and path the diff thm to the bump
How can I disable using animations for certain consumable items?
Modify FDDA, there's probably a black list as part of it
Thank you! Found it now
Finally no animations for nuts and raisins. YE BOI
LEGEND
How do I change the hand models of armor?
I found the .ogf files, don't know where to from here
blender
get pavelblend
put the ogf of first hands
then second pair of hands
remove hands from first ogf
then put second one above them
select hands from second ogf,
hide their armature (bones) by pressing h,
then hold down shift and select armature of first ogf on which you want to put hands above,
press alt+p and set parent, then go into little wrench in the ogf that you just parented
(it's in right bottom section)
make it so it uses armature from first ogf
Awesome, thank you
How hard would it be to make certain guns have 2 ways of reloading? Specifically for mag redux
For example bolt action rifles like the Remington 700 can either reload normally with a magazine, or port loading in the absence of magazines.
not that hard script wise. asnen arisaka bolt action animation featured complex animation system, offering stripper clip & single bullet reload
hardest part will be finding someone to make the animations for that.
I can't seem to find the .ogf file for one of the sets. Is it just the name being different or is there something deeper to this I don't know?
I’m still bummed that mag users have to practically repackage GAMMA. But what can we do
hello everyone
could u tell me please how to remove that thing that prevents from dying from 1 hit when a character is 100% health? any ideas? thank u
I haven't decided anything definitively yet, but I think I can try to make something like spark profiler (minecraft mod). Isn't there something similar right now?
new to modding, if I wanted to say replace specific models from one mod to another I would have to do more than just replace files dedicated to those models right?

