#╙🖇mods-making-discussion

1 messages · Page 146 of 1

tame steppe
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not sure, handling doesnt matter too much anyway

warm forum
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but with the ergonomics mod

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and your non linear ads it will

tame steppe
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just do what you think is right then thumbsUp2x

warm forum
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gonna give all pistols : 90 Handling, smg 80 , rifle and shotgun 70 ,snipers 60 and lmg 50 as a test

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the values in the game did not changed of the weapons

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but my handling changes are working

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LMGs are much slower than before

misty mulch
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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")

tame steppe
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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

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also it’s PDM and not PDB right

misty mulch
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ah yeah got my acronyms mixed up

misty mulch
earnest furnace
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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 🙂

hybrid spade
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does bttr work with gamma?

misty mulch
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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.

sudden inlet
# earnest furnace And one more thing: if i want to be tester? Or help with something? Something ab...

Right, how confident do you feel yourself about creating an IDE for editing configs? cluelessI 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.

rough lion
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It also changes traders so double no

nocturne rover
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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

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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

random fulcrum
wide hatch
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@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

sudden inlet
scarlet granite
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Im not sure how to define what a base is really. A lot of players just place down a stash and thats it.

sudden inlet
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Yea, gvid/lvid may be the only things that know if you are "inside" the base

proper iron
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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

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maybe I'm messing with the wrong things

naive snow
misty mulch
proper iron
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I actually did wind up finding the trader ones between now and then

misty mulch
queen pineBOT
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@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.

proper iron
misty mulch
proper iron
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Right. Thanks for the heads up

proper iron
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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

naive snow
proper iron
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Put it in with the other mods

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Named it 'zzz_knapsack'
Might be wrong

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Created an empty mod in MO2

jade onyx
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definitely wrong if you named the file that

proper iron
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😬

jade onyx
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dltx files need a specific naming scheme to work

proper iron
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Did I need to name the ltx and not the mod itself that

jade onyx
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what did you name the ltx file? The mod name can be whatever

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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

proper iron
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Initially it was backpack_alt
Filepath is gamedata/configs/items/items/backpack_alt

jade onyx
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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

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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

proper iron
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Is it config or configs plural

jade onyx
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sorry, configs

proper iron
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sweet, thanks

jade onyx
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artifacts would be the same, they're eventually all included into the system.ltx file

proper iron
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Finally tested, and it worked, thanks

hot stag
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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.

tame steppe
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then in the future it might become an official resource

hot stag
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awesome - will do

warm forum
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I have a Question about License and Copyright

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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 )

tame steppe
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depends on the license they used

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something like CC-BY allows for any sort of usage as long as you give credit

warm forum
tame steppe
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proprietary means no modification I think

warm forum
azure bluff
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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

misty mulch
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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.

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it is proprietary software.

azure bluff
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i see

misty mulch
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if it was copyleft like a version of the GPL, it would have been released under GPL-whatever

azure bluff
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i never said it's copyleft

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i said "prioprietary" looks to me like a "license-category"

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such as copyleft that is a "category of licenses"

tame steppe
warm forum
misty mulch
misty mulch
tame steppe
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oof

warm forum
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damn

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last time the author was online is October 2025

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is he even still alive ? 😭

azure bluff
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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.

warm forum
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only option is to create a new Combat AI mod from scratch

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but i dont think i can do that alone

azure bluff
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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!

hot stag
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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.

warm forum
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im not touching the original Mod

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just creating a seperate mod/patch

trail sundial
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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.

hot stag
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yeah a patch distributed as a separate mod would seem very reasonable to me

azure bluff
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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.

trail sundial
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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.

warm forum
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i need that realtime chat with the community

hot stag
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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.

warm forum
misty mulch
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you have to have something people can actually try

warm forum
misty mulch
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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

warm forum
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so i dont really care about it

misty mulch
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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

warm forum
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alright

coarse atlas
hallow mist
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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

summer stream
naive snow
hallow mist
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i may have a look around and give it a try

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no guarantees

summer stream
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you can always use a blockout for it with placeholder textures thumbsUp2x

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so u can first to implement the item first, after that think of finding proper model

naive snow
tardy pine
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Ok, evidently this question goes here: how to change the damage of a weapon?

random fulcrum
tardy pine
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already tried, also hello fellow Babygirl, I am also named that in a different server

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it does not carry over to the game

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and in game editor all values are different

random fulcrum
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then dltx

tardy pine
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?

random fulcrum
regal wadi
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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?

random fulcrum
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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

fading karma
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how do i modify the alt aim? i can't aim down sights while using the editor

fading karma
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nvm

naive snow
fading karma
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yeah i figured it out

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where can i find the ks-12's ltx file?

naive snow
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configs/items/weapons

fading karma
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yeah, but which mod is it? or is there a master configs folder

queen pineBOT
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@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.

fading karma
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i think i'm losing my mind
there is no ks12 in the files...

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it must be replacing some other weapon like the vepr 12 maybe? i have no clue

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oh wait i'm an idiot the hud editor put the name of the file in the cache

naive snow
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Just find the weapon's section name via debug and then search in all files

fading karma
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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?

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in the scopes list, it has eot and eot2 which i think are the EOTS and... something?

naive snow
fading karma
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what is a dltx?

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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

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because _echo1_hud would show up as a section within the .ltx...

fading karma
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oh my god i found it okay i got it

naive snow
fading karma
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it's done... i've done it

trail sundial
leaden glade
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hello, again. umm, how to make a .skl file into usable .anm?

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i think i have put some editing right on the anim, and want to try it on the game

leaden glade
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oh, nvm. i have reached the guide bookkekpray

tame steppe
leaden glade
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i only want to add 1 animation, btw

tame steppe
tame steppe
leaden glade
tame steppe
leaden glade
tame steppe
leaden glade
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and then where should i put the .skl file into?

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oh my bad. its omfdoublefacepalm

tame steppe
leaden glade
tame steppe
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but if you plan on reusing hand animations then its not necessary

leaden glade
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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?

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will it match with the hand position?

tame steppe
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dont trust the camera view in blender, guns in game sometimes have position modifiers

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it also isnt set for normal fov

leaden glade
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oh, i see. i will let it be like that, and try adjusting it later if it wrong

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thank you, sir

misty mulch
misty mulch
naive snow
tame steppe
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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

simple scaffold
misty mulch
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it's cos the syntax for running .exes from powershell have changed

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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

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this is not signposted in the anomaly modding book

rotund ocean
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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

ModDB

A bunch of new modular helmets and armors from Escape from Tarkov!

tame steppe
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not like that whole string btw just the repair type you want for that helmet

rotund ocean
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Yeah yeah I'll test it in a minute, my dinner is calling for me like a siren

rotund ocean
tame steppe
cedar meadow
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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.

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Basically Tarkov/Splinter Cell movement

tame steppe
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hmm

tame steppe
cedar meadow
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why did you say that it might be hard?

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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)

tame steppe
tame steppe
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But idk man I’m tired asl BruhWhat

cedar meadow
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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 pepefridge

tame steppe
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that does seem cool yes peeposmile

green root
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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?

naive snow
green root
naive snow
green root
naive snow
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I'm just pulling your leg, I'm 4 deep in a 6 pack already KekSkew

summer stream
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"hold me now, i'm six coffee deep and i'm tripping"

naive snow
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Vibrating through the physical plane of reality

mortal flint
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🥃

coarse atlas
mortal flint
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😳

naive snow
# coarse atlas

Nice try to fake the blade rotation with a transparent plane

green root
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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?

naive snow
green root
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I didn't look close, just opened them both in blender and thought it was the same.

naive snow
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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

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World model need a physic primitive in at least one bone for ground collisions, otherwise the engine just outright crashes

green root
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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

naive snow
trail sundial
green root
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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?

trail sundial
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Looks like maybe the UV wrapping got messed up perhaps?

naive snow
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That's most likely the exporting stripping small triangles

green root
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I don't think so? I can't even check the box.

naive snow
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It's not in the export dialogue, it's on the object Xray parameters

green root
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Would seem I'm not, I don't think I did that for any of the models.

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I guess that's something I should do?

naive snow
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Try and see if it fixes your issue first

green root
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I'll try that now, side question, why when I export does it delete my texture file paths partially?

naive snow
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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

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Texture paths are always meant to be relative to Gamedata/Textures

green root
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didn't work.

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I may have done it wrong, all I did was check that HQ Export box. Anything else I should be aware of?

naive snow
# green root didn't work.

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

green root
naive snow
green root
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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.

naive snow
green root
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Done. Good call. What's the actual difference?

naive snow
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Certain engine builds require or only support up to a version formats

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It's more pertinent if you were to mod for OG games or old mods

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It's mainly about the order of data and the structure of the files for the engine to read

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I.E., Soc is build version 2947, CS is 3456 and CoP is 3870

patent plume
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Is there a setting/mod that automatically closes the NVGs when opening the PDA?

naive snow
patent plume
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@naive snow yeah there is, thx, sadly there is not animation

naive snow
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Like how FDDA enforces the backpack animation to play before opening the inventory

summer stream
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i have a question

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if i have an eating animation

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BUT it's separated to three different animations

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can i somehow implement it

naive snow
summer stream
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me merging :

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i just want to play it back to back

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since without it
it looks better

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just some hiccups related to hand placement but it's tarkov so

naive snow
summer stream
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i dont like it.

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let me use my sticks.

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it already burned my eyes via tarkov's rig

naive snow
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It's more so if you use relationship lines

summer stream
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burn

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istg i have other rig for that purposes

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this one is just to merge Glueless

naive snow
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Then just grab all the animation keys, copy and paste to the last key of your animation

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Or there's probably an easier way to append the animation in blender

summer stream
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you forgot ONE thing

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ONE
SINGULAR
THING

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tarkov rig.

naive snow
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Oh you're transferring the animations over to the hand rig?

summer stream
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it's also very fucked up

naive snow
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I thought you just wanted to combine animations already on the hand rig

summer stream
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it's like
half on it

summer stream
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the lead gun keeps just flying away

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"it couldn't just walk away!"
the humble lead_gun slowly sliding in camera :

naive snow
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Animation is honestly my one downfall, sorry I can't help you

summer stream
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for some reasons

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the original one seems ok

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just some clipping Glueless

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@sudden inlet шо ставишь? jokerge 📞

sudden inlet
summer stream
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мне ещё до выпуска как до китая раком из-за этих мемов

summer stream
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это работа с руками из сракова

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alright so

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the thing is

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when i combine them

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ONLY

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lead_gun gets fucked

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idk whjy

naive snow
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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)

cedar meadow
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can anyone tell what font modders use for the repair kit Type naming? in Equipment_icons.dds edit: found Unispace works the best

misty mulch
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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.

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(the drop shadow is absolutely the worse candidate, but, again, done for readability v.s. dimension constraints)

cedar meadow
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So I took another modfile texture that had ABCD text, and changed it to P, R, H, S

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for Pistol, Rifle, Heavy, Shotgun

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these icons correct display... but uhh their background has something else

naive snow
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You probably messed up the alpha channel, or the compression format on re export

cedar meadow
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I exported the dds as loseless color+alpha dds file just to check

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there's still some weird background grey text it seems

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might be DII icons gonna check

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in-game vs the edited dds

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is this because of Maid HD icons? making the game use different icon files entirely

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ok nvm, its prob just maid hd icons

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anyways here's the 2 png files if anyone's interested

fair canopy
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Should call the kits red green blue yellow but color the names differently from the color

summer stream
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what?

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what

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what the fuck

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im

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confused

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should i like set it to lead_gun and keep the auto_attach disabled since

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it follows it perfectly

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and im also confused on how to do anims for em Glueless

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like idk the correct config

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@slow bolt мирровел

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спасай

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я ебал еду делать

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я не понимаю чё это за хуйня

hoary cipher
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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

summer stream
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i have NO idea

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what the fuck is it about

slow bolt
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who where

summer stream
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памаги

slow bolt
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iirc

summer stream
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я хочу поменять анимку хлибу

slow bolt
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okay, and?

summer stream
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да блять скажи чё за tm

hoary cipher
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Tm is timing I believe?

summer stream
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я ниче не врозумию

slow bolt
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length of the anim for stuff like weapon being down

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iirc this is not respected by fdda redone anyway

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redone fdda only partially respects everything fdda does

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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

summer stream
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ток вопрос в другом, он считает его по милисекундам или ключам в анимации? Glueless

slow bolt
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roughly that

summer stream
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понял принял, спасибо за объяснение joe_handshake

hoary cipher
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Btw if you want to make it staged animation you can do that too

summer stream
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i already merged it so im fine

summer stream
hoary cipher
slow bolt
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might want that someday

slow bolt
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you got a mod page or mod posting thread?

hoary cipher
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Yea thank you peepoLove

summer stream
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that would be nice too

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since tarkov has the same staged thingy

hoary cipher
summer stream
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if that's gonna happen, i'm gonna be able to port stuff from there easier, thanks to you

hoary cipher
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Wasn't my animations so no point in having a whole mod thread

summer stream
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it's better to have a script that lets you do it

hoary cipher
#

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

summer stream
#

huh

#

so it doesnt show up in-game

#

i wonder what is this

mortal flint
#

🥺

summer stream
#

нет иди нахуй

mortal flint
#

гандон

#

как раз звук хрумканья имеется

summer stream
#

да мне похуй

coral crystal
#

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?

slow bolt
#

iirc bread old and normal bread anims are the same

#

the mfs ones

summer stream
#

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 Glueless

mortal flint
#

makaka

summer stream
woven plover
#

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)

wintry pagoda
#

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?

trail sundial
#

Yeah pretty much

#

For weapons it would be mod_system_yourmodname.ltx

wintry pagoda
#

nice, thanks i was looking for a guide like that

devout fiber
#

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

devout fiber
#

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

trail sundial
devout fiber
#

oops

lament current
#

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

ModDB

NatteSyn - Advanced Night Vision Configurator. a complex install system of individual fomod installers. in a pipeline that allows you to choose color, and then each individual effect, in what strenght low - medium - storng. for each individual generation...

nocturne rover
# lament current i made a Advanced Night Vision Configurator. but im a bit inssecure about puttin...

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:

  1. then combine them and have whatever you heart desires. (Combine What?)
  2. 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

green root
#

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.

naive snow
# green root Question for... lets face it probably burn. Though anyone feel free to chime in....

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

lament current
tame steppe
#

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 peepopray

tame steppe
novel ruin
#

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)

tame steppe
#

yeah that callback just fires on weapon fire keybind press

summer stream
#

question,
i want to make a BOW in stalker,
how do i approach the arrow that i shoot from it? kek1

tame steppe
green root
green root
# tame steppe lol burn actually responded first <:omegakekw:1016121110372306944> anyway you ca...

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?

tame steppe
tame steppe
tame steppe
#

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

green root
#

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...

tame steppe
#

mayhaps

green root
tame steppe
green root
tame steppe
green root
# tame steppe no worries! one last thing btw, i wouldnt recommend getting camera recoil amount...

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

tame steppe
#

also reading straight from the ltx would not account for upgrades unfortunately

tame steppe
tame steppe
green root
tame steppe
#

you can workaround this by strategically setting back the value at a later point or iterate through upgrades to avoid this nonsense kek1

random fulcrum
#

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

tame steppe
#

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

random fulcrum
#

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

mortal flint
#

😐

summer girder
summer stream
green root
random fulcrum
tame steppe
wooden cosmos
green root
green root
winged cedar
#

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

tame steppe
#

that callback, on item use, triggers on like eating and healing if I’m not wrong

tranquil thicket
#

Hey, does a mod that add grid inventory type that let you pove item however you want exist for gamma ?

rough lion
#

That don't exist anywhere in the stalker modding scene

random fulcrum
#

never found it again

#

probably mandela

rustic phoenix
#

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!

jade oxide
rustic phoenix
#

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!

naive snow
# rustic phoenix Hello everyone! I'm not a modder, just a fellow stalker with great ideas, but n...

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

rustic phoenix
#

@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.

naive snow
rustic phoenix
naive snow
# rustic phoenix Honestly im going start right now! You have any suggestions on material to resea...

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.

rustic phoenix
#

Thank you!

naive snow
#

Have fun and best of luck

low drift
#

How do I take the hand model of an armor and replace it with the model of another armor

devout fiber
#

Where the hell is rax_ammo_check? And how do I find out which mod depend on it?

devout fiber
#

Lemme check conflict

novel ruin
devout fiber
low drift
#

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?

summer stream
#

Use GIMP or Photopea.

fair canopy
#

Just download a mod that already changes it then change the file via that mod

summer stream
#

Sounds lame, but photopea is a free copy of photoshop, gimp is used by everyone(i think)

fair canopy
#

Theres so many of the same shit post mods for it

summer stream
#

let the dude do it himself

#

cmon athi don't be a more dick than me

#

(and stop breaking gamma after each update plz)

fair canopy
#

I refuse all of these

summer stream
#

then revert the stupid ass sg update

#

what in god's earth is that red dot

fair canopy
#

No idea what you're talking about you don't even play gamma

summer stream
fair canopy
#

Why should I care? lmao

summer stream
#

because that's your mod Glueless

fair canopy
#

OK, I'm not complaining about it

#

You're right. It is my mod. And I did what I want

summer stream
#

valid, but still sucks troll_shrug

fair canopy
#

If they're unhappy they can learn how to mod and change it for themselves

#

OK and?

#

I like it. ignored

#

(I have no idea what you're talking about nor do I care)

#

But this is the response you'd get regardless

summer stream
#

(i am talking about the SG552 having red dot over default underbarrel iron sight Glueless)

fair canopy
#

Have some photos of my cats sleeping

summer stream
#

ill continue doing my stupid ass compound bow rn

mortal flint
#

gs45 where, karambit where

summer stream
#

ты ваще динаху

#

не до тебя

mortal flint
#

sledgehammer where

summer stream
#

у меня один человек уже делает звуки для гс45

#

керыч тебе в жопу суну

mortal flint
#

u have no right to speak, not modder anymore...

summer stream
#

мне похуй ignored
piss role

hardy hound
#

how to spawn a 'pulse' anomaly for testing? want to see some particles effects

low drift
summer girder
# hardy hound how to spawn a 'pulse' anomaly for testing? want to see some particles effects

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?)

random fulcrum
#

99% of modding is about overthinking shit

woven plover
wooden cosmos
warm forum
#

does anyone have a deep understanding of how the Combat AI works in Anomaly ?

sudden inlet
ashen hatch
#

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?

wintry pagoda
#

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)

calm kernel
#

What mod/file handles the notifications about items you get from RF-supply packages?

sudden inlet
# calm kernel What mod/file handles the notifications about items you get from RF-supply packa...

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

GitHub

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

calm kernel
#

@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

random fulcrum
#

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

sudden inlet
calm kernel
calm kernel
drifting hare
#

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

leaden glade
# drifting hare

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 )

trail sundial
drifting hare
#

Honestly, anything from the Modded Gamma. I think I actually figured it out while fiddling with it

naive snow
#

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

hoary cipher
#

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?

naive snow
#

And correct for negative, that's how some artifacts make you lose health

cedar meadow
#

what file/script controls how far weapon audio travels and enemies reacting distance for it

rough lion
#

Its a good practice when you edit audio in a program like Audacity, you re-apply the proper settings for it in SAVandT

cedar meadow
#

no I don't want to edit the actual weapon sound

rough lion
#

Just saying incase you would

cedar meadow
#

I want to increase sound or proximity hit detection for NPCs

rough lion
#

You can do that with specific sounds using SAVandT

ancient bridge
#

What triggers the "actor_on_interaction" callback?

hoary cipher
regal wadi
#

is there a way to spawn in items in the world for me to find later on? i liked the CoP style stashes

rough lion
#

Disable stashes overhaul

regal wadi
rough lion
#

You can't really do that with unmarked stashes in "Stashes Overhaul" afaik

hardy hound
#

or dropped items in the world to pick up

#

could use that as a base

regal wadi
#

weapons mainly

#

i wanna put out a few guns around the world that i can pick up during the course of a playthrough

rough lion
#

Oh you can definitely do that if you configure the mod above

simple scaffold
swift charm
#

Hello everyone, tell me, please.
How do I make my own reticle?
I'm not good enough at Photoshop.

sweet dew
#

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

tame steppe
leaden glade
#

hello, is there a way to make plate/kevlar stackable?

wintry pagoda
#

where're the files for the stats of the helmets located/called?

leaden glade
wintry pagoda
#

thanks!

sweet dew
wintry pagoda
#

make new ones, base files give an idea on how to lay them out

sweet dew
# wintry pagoda 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..

  1. 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

  2. override it
    example https://discord.com/channels/912320241713958912/1371133848611454986
    I have overridden Grock balance. Do the same

wintry pagoda
#

yeah, still not sure if bone_koeff_protection does anything that hit_fraction_actor doesn't

dusky moth
#

Would be hella fun if like someone made a multiplayer co op mod for gamma like xrmpe

wintry pagoda
#

that's just tarkov with friends lol

misty mulch
#

for helmets the relevant section is bip01_head iirc, or something very close to that

misty mulch
# wintry pagoda make new ones, base files give an idea on how to lay them out

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

misty mulch
#

iirc it's changing a single line in a script

cedar meadow
rough lion
#

I don't remember what gun sound mods GAMMA uses, so just edit any specific gun mod's audio you want

hoary cipher
#

Gamma uses dark signal didn't it?

cedar meadow
#

hmmm

misty mulch
#

dark signal and oleh's sound overhaul(s)

cedar meadow
#

what would you guys say is a fair sound range for npcs to hear

hoary cipher
#

Depends on the sound

cedar meadow
#

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

white totem
#

Does anyone know which files i need to edit if i wanne change some of the stats of an artefact?

indigo scarab
hoary cipher
violet ginkgo
#

quick question anyone know if LASS is compatible with KVMA?

outer garnet
#

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

quiet kernel
#

is there any AI tool that is able to work with modifying gamma? like weapon stats and stuff like that

#

like create small mods

random fulcrum
#

bro needs ai to tweak an ini file that's crazy

quiet kernel
#

just wondering

#

i'm curious

sudden inlet
outer garnet
#

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

quiet kernel
#

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

outer garnet
#

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

random fulcrum
#

yeah but talker just wires chatbots to the game

#

not as in using ai to make the thing

outer garnet
#

I wouldn't want it to do anything more than that

random fulcrum
#

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

outer garnet
#

You'd figure you'd playtest something before publishing it at the very least

violet ginkgo
mortal flint
#

and?

outer garnet
#

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

violet ginkgo
#

alright thank you

mortal flint
worthy harbor
#

where i find icons pictures of the guns in Anomaly folder? I heard sth about Atlas file.

sudden inlet
worthy harbor
sudden inlet
random fulcrum
#

need to use unpacker_all to get, you know, all the files

#

the other one gets you only text files

worthy harbor
#

ok, that seems better, than just regular unpack

lilac idol
#

I actually use 4.2 and it's all fine

outer garnet
#

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

lilac idol
#

ah alright I just immediately assumed you were talking about the x-ray plugin lol

outer garnet
#

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

hoary cipher
outer garnet
#

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

worthy harbor
#

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)

hoary cipher
# outer garnet So I usually just adjust things for myself, but if I do start getting seriously ...

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

outer garnet
#

alrighty thanks

jaunty grove
#

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"?

simple scaffold
# jaunty grove I think I might be going crazy, I've heard it mentioned that `zoom_rotate_time` ...

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.

https://github.com/themrdemonized/xray-monolith/blob/b5e75ddafdf496eb962c4cd85be314b490d98d3e/src/xrGame/Weapon.cpp#L2472

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.

jaunty grove
#

Nevermind. I thought it might be engine-side, but it isn't

simple scaffold
# outer garnet So I usually just adjust things for myself, but if I do start getting seriously ...

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.

outer garnet
#

Thanks!

simple scaffold
jaunty grove
#

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.

random fulcrum
#

check dltx edits

#

also check if you don't have my ergonomics mod installed because that hijacks that variable

jaunty grove
# random fulcrum check dltx edits

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

random fulcrum
#

debug hud doesn't take precedence over dltx edits in gamma for some reason

#

it works in vanilla anomaly

random fulcrum
#

it sets the variable

jaunty grove
#

yes

#

(I've already disabled it)

simple scaffold
jaunty grove
#

are we as a community certain that this parameter works

random fulcrum
#

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

jaunty grove
#

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

random fulcrum
#

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

simple scaffold
#

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.

simple scaffold
jaunty grove
#

Abakan doesn't have these

#

but the weapons I've tested seem to

#

which is like, a lot of them

random fulcrum
#

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

jaunty grove
#

Got it. It's built-in anims, and the debug editor is unreliable for changing this parameter.

dim hare
#

I suppose its path in MO2 as well e.g. /gamedata/blah/blah/your_file

jaunty grove
dim hare
#

"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

dim hare
outer garnet
#

Most of these scripts are written for Lua right? *ah scratch that actually my question was answered with more digging, don't mind me

jaunty grove
dim hare
jaunty grove
#

Yup

dim hare
#

I'm testing time_to_aim as well and no dice 🙁

jaunty grove
#

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

dim hare
#

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

jaunty grove
#

alternatively you can also nuke the anims from the gun

#

if you just want speed, that is

dim hare
#

Lmfao, it just goes instantly then?

jaunty grove
#

Nope, it just plays default anim. I'm curious so I'm playing with that right now

unreal minnow
#

anyone know where i can find this mod?

random fulcrum
#

so it doesn't do anything even if you set it to a non zero number

#

it's just not read

leaden glade
calm kernel
#

How to record position (coordinates) for creating new spots for dynamic/static loot spawns?

tame steppe
jaunty grove
tame steppe
#

no the anm_idle_aim

jaunty grove
#

Oh

tame steppe
#

or it’s named something else I don’t really remember kek1

jaunty grove
#

I think it didn't have that one but I'll have to check

#

I think there was only "idle"

#

For this PKM anyway

tame steppe
#

it really should have it BruhWhat

jaunty grove
#

I'll take a look in a bit

tame steppe
jaunty grove
tame steppe
#

yeah it has it, if [wpn_pkm_zenit_siber] is what your talking about

tame steppe
jaunty grove
tame steppe
jaunty grove
#

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.

summer stream
#

i wonder

#

how do they handle shooting for aim?

#

is it like aim_shoot or just shoot

tame steppe
#

anm_shots_aim presumably

jaunty grove
#

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

summer stream
#

yeah

#

so i should save the offset

jaunty grove
tame steppe
#

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

jaunty grove
#

so just for hands? Alrighty

tame steppe
#

yeah the hands control the gun because the top bone of the gun mesh copies the transforms of lead_gun

tame steppe
# jaunty grove so just for hands? Alrighty

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

jaunty grove
#

finally, absolute control. Thanks.

tame steppe
#

your welcome thumbsUp2x

tame steppe
jaunty grove
calm kernel
#

How to record the position (coordinates) for creating new spots for dynamic/static loot spawns?

tame steppe
#

you could use that

#

or maybe make a script that prints actor position, unsure

calm kernel
sudden inlet
wooden sorrel
#

Someone know how to make npc steps sounds louder?

rough lion
#

Can adjust volume and the range at which the sound is heard

wooden sorrel
#

tannks

lilac idol
#

firebreath uses it in his 9x39 reanim iirc

#

gunslinger ports aswell

fair inlet
sudden inlet
#

Finally managed to finish first iteration of ammo randomizer
original vs randomized Military Stalker Nosorog

mortal flint
#

в его словах есть буквы

#

а смысл быдлу не понять...

sudden inlet
# summer stream а зачем

ну крутой типо, там ребята на инвиктусе с ручного рандома балдели, а тут будет честный clueless

mortal flint
#

нихуя не понял

#

но раз говоришь круто, то базар

tame steppe
# lilac idol aoldri's

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

fair inlet
lilac idol
#

same deal with the Mossberg reanim

lilac idol
#

could be wrong tho

tame steppe
#

oh I thought you could name the anm name anything

#

does it have to be that name exactly?

lilac idol
#

yeah it's just that the field in the config is anm_idle2aim and anm_aim2idle

tame steppe
#

oh okay 👍 I thought you just defined patterns for that

lilac idol
#

i mean i have never used it but afaik that's how it works with aoldri's

weary venture
#

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

nocturne rover
#

theres a guide for adding songs to PDA

weary venture
#

i added 2 songs 1 works without prob. 2nd one name shows up in pda but the song doesnt plays

nocturne rover
#

easy to fix, just follow the guide carefully

weary venture
#

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

rotund ocean
#

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 pepestalkerclown

weary venture
rotund ocean
#

As in I tried putting the MP9 in the sidearm slot and it would not come out

#

I am fine with editing files

weary venture
#

the concept should be same there must be file with weapons name that fit the pistol slot
just gotta find the file clueless

rotund ocean
#

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 clueless

tame steppe
rotund ocean
scarlet granite
rotund ocean
weary venture
#

t is swipe mask

scarlet granite
rotund ocean
#

Oh yeah T is swipe the juice

rotund ocean
old wharf
#

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?

naive snow
#

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

mortal flint
#

i usually pay someone upfront

bitter juniper
#

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

old wharf
#

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

calm kernel
#

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

tame steppe
nocturne rover
calm kernel
#

Weird. I didn't find there any of those errors I get in console :/

naive snow
# old wharf Been commissioning stuff for months now in other games NOBODY has asked for upfr...

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.

tame steppe
# fair inlet apparently gunslinger and bas use engine anims like `anm_idle_aim_start` aoldri ...

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

unreal minnow
#

How dificult is to port guns from garrys mod to xray engine?

random fulcrum
#

past tense because reasons

naive snow
tame steppe
#

just in case, does anyone have any advice for this? LNK 1181 missing xrGame.lib

naive snow
#

Do you have the file referenced and is it read only or blocked because it's from the internet?

tame steppe
#

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?

naive snow
#

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

tame steppe
#

okay, thanks a lot ❤️ , I’ll try redoing it and doing some more research

vast comet
#

Hi! Can someone tell me if it's possible to somehow edit the trees meshes?

naive snow
vast comet
# naive snow 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

naive snow
# vast comet i was just wondering why there's no mod that replaces the trees meshes with high...

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

vast comet
#

got it, thanks!

tame steppe
#

hell yeah, turns out i cant use v145 platform toolset to compile, had to use v143. doesnt help that visual studios recently updated

still agate
#

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.

turbid lily
#

anyone in here used anomaly subtitles before?

wide dock
#

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

nocturne rover
fair canopy
tame steppe
#

thanks a lot peepoLove

lavish flare
#

Is there a way to remove stat caps? Or does anyone know which file adds them?

misty mulch
#

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

lavish flare
#

thank you!

hoary cipher
#

Hello would anyone be able to get me some models and textures from tarkov maybe?

hoary cipher
naive snow
#

Just drop it here and I'll check if I have a bit of time later today

hoary cipher
naive snow
#

You just need Tarkov and Asset Ripper

#

Do you only need the visor?

hoary cipher
naive snow
#

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

hoary cipher
hoary cipher
naive snow
#

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

hoary cipher
#

damn ofc the tarkov wiki dosent know anything either

naive snow
#

Just filter with some words and by type

#

I think it's this one

hoary cipher
naive snow
#

You can grab the bundle of item_equipment_helmet_opscore_handgun_face_shield.bundle which should have all you want

hoary cipher
naive snow
#

It encodes vertex position or animation per pixel

#

Cheap way of animating simple models

#

Especially without having to rig them

summer stream
#

you need a mod version

dim hare
#

Discord's search function is failing me... Is there a guide on how to convert a weapon to the 3dss format?

summer stream
#

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

dim hare
#

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!

hybrid spade
#

long time but is this in the game or not? cant seem finding it and would like this a lot!

obtuse palm
#

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

hoary cipher
summer stream
#

assetstudiomod

hoary cipher
summer stream
#

you can try arkknights one too

#

it works

hoary cipher
summer stream
#

not really

hoary cipher
#

sadge damn github making me do the work myself

hoary cipher
# summer stream not really

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?

summer stream
#

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

hoary cipher
# summer stream 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?

trail sundial
#

Thm should be same name as texture, then use a thm editor to set the material and path the diff thm to the bump

calm kernel
#

How can I disable using animations for certain consumable items?

naive snow
calm kernel
#

Finally no animations for nuts and raisins. YE BOI

low drift
#

How do I change the hand models of armor?

#

I found the .ogf files, don't know where to from here

summer stream
#

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

low drift
#

Awesome, thank you

devout fiber
#

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.

jade oxide
#

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.

low drift
devout fiber
sweet dew
#

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

neon oyster
#

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?

random fulcrum
harsh latch
#

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?