#╙🖇mods-making-discussion
1 messages · Page 148 of 1
WIth kits, sure, with just an upgrade... not without a script
"upgrade kits, each is a "different gun" but if you apply it to an ak105 with upgrades it carries over"
could be a workaround, how bad do you need it to be an upgrade tho ?
this could be "one less problem" if you're satisfied enough with a kit
and just have to deal with animation part
Oh the original guy who asked the question hasn't commented since we all started ranting, so none of us need it lol
talking about the devil
I know that kits are possible but i wanted to know if upgrades was a viable path
Sadly don't think so. I wish the game had a more robust upgrade system. Maybe one day.
you never know what the engine is actually capable of doing if you don't try to push the boundaries, trust me lol
it’s viable in the sense if you know scripting you could totally do it
i made crazy stuff these last weeks I thought i was never going to make for stalker in my entire life
exactly i do believe it can be scripted, and if not, scriptable after engine edits
now would you find someone that is able to do it, (and willing to do it for you) that's another question
I am definitely going to try, it’s an interesting idea
I haven't seen a script that changes models yet. Would be a new one for me
yeah me neither I have no idea how you would do that
he does have scripts that do such things
what scripts?
Not a clue.
If he has a way to do it we can combine that with the upgrade checks. Would just be a matter of piecing them together.
I’m pretty sure it just works by copying the old gun and deleting the old gun
for instance a script that changes the magnifier part of a scope set
i'm pretty sure it involved model change
and it was not a kit
Oh that's right! The magnifier zoom is technically a model change
it changes the whole gun actually.
I feel it’s a little scary to do that during upgrades
i THINK i can remember it was even keybound
press a key or key combination BAM
your model turns into non magnified to magnified
while keeping upgrades, conditions, ammo in mag
only problem was it had no animation
so actor was holstering the gun, and drawing a new one "re-poped" in the same inventory slot
animations suck
I’ve been working on the magnifier animation change, have you seen it?
no but i heard some people including lunatic had been trying to work on it
thing is
eventhough it is done
i don't see its use
coz i'm pretty sure so far without heavy engine edits, changing a model means automatically despawning or holstering ur gun
but on the other hand
check MAT 49 MOD
they had bone hiding features to change some mesh
I wish someone else would work on it I’m way too busy rn
if you see what i mean... this could be a good approach
THERE
it is possible then. good
one less problem xd
so what did you do ? edited an existing animation in blender and redone the idle animation on hand part, retargeting roughly the hand bones for an animation ?
Yeah you can see the model change moment when the gun snaps back to low ready for a few ms before you flip the magnifier up. Looks really good though. I assume this has to be done per weapon/scope combo though right?
also do you know what you could do as well ? a god damn bipod mod... on the same mechanics of the magnifier, but instead of giving new scope_fov you give gun new camera recoil values and nerf it to simulate bipod... and you edit anim to make a bipod deploy... there are so much ideas to experiment with...
Could steal what I did to make armor reduce recoil values to do that, would be interesting.
your only real limitations are dedication, will to learn and imagination 
bone hiding and item changing are pretty different
i have no doubt about it, but i think we got all the tools necessary, just need to articulate them properly now
maybe… not entirely sure though
someone has to build hehe
I think check the upgrade via wpn:iterate_installed_upgrades and intercept the anim via actor_on_hud_animation_play
yup that would totally work
but I would probably make do with animation.common mutate anim
yeah
Not to detract from this specific thought process, but is there any intention from the base anomaly devs to expand weapon customization so stuff like this would be easier? Maybe even addition attachment slots beyond scope? Or is Anomaly kind of finalized atm?

it's been years i've heard "official anomaly this", "1.6 that", "1.6 will do this..." and... still waiting.
from my own perspective is, I see some people launching their own project, more or less based on anomaly engine, and doing heavy edits, focusing on adding their own features
just like that mod i can never remember which allows you to attach idk how much attachments and modules on your gun....
hope that answers your question... i don't seem to see "official development way" but rather a ton of more or less side projects flourishing left & right from people who are able to compile their own engine edits...
#╟🔰☢newbies-chat message I mean I don’t think party_50 is a developer but
1.6 has plans for things like that iirc
this is from lucy
This would be insane, also that stalker didn't last long after that clip ended 😆
I can't open that link
you're not the only one xd
i was banned from it
lmao why?
I could've swore I was... But then again my stalker days started with Gamma.
Well I'll take an invite link if you can send it Verd, guess DJ won't 🤣
I don’t remember how I got into that server
the invite link might be on its moddb page
lmao this was from years ago when i was doing TAZ mod in 2019, gamma was not even a thing yet, anomaly was supposed to be having some modders - some of them that were "official" anomaly devs, these guys were asked to be porting TAZ mod to anomaly because it was at the time slightly better than stcop mod
and there was a ATAZ channel in anomaly discord, and the other guy i made taz mod with, was of course in that hidden ATAZ channel and he was seeing these devs talking shit about the mod and my mate all day
one day we showed screenshots of that channel to ask for explanations and it erupted into a drama
and a ton of trolls and people in anomaly discord sided with these ATAZ devs and we got banned basically.
some 'well known' people, that are still here btw, and never ever apologized by the way 
huh 
Found the server, I have no access to that channel.
but who cares, i have tons of alt accounts, and some spies on some projects, i even got leaks from different projects
and...
I just don't care. really I do my modding with lunatic, and that's the end of the day pretty much.
you need to verify first
I did, still can't see it.
All I see 🤷♂️
there is maybe verification steps to do i can't recall
there should be much more channels no?
yeah there’s supposed to be more channels
and also your supposed to be able to chat if you verified
By verified you just mean accepting the server rules right?
You also need to give yourself the stalker role. I just gave myself the freedom role at first. works now.
huh weird
Dev blog update that you shared is from 2026, the last one before is from 2023 lol
Though it does look like it has come a long way.
I hope not only will it allow us to change grips/scopes/lasers/lights, but also let those things affect the weapon stats with multipliers.
My thought for the current system was to add a bunch of custom "upgrade kits", like Eotech & vertical Grip kit, Eotech & Angled Grip kit, etc... and then with each weapon you can do whatever stats you want per weapon. Just a lot of manual work per wepaon.
Yea that why scripted attachments seems so great it does away with that and allows the attachments to pretty much go on any gun that is allowed it seems that what it looks like anyways
how do i tweak Grok's Ballistics Overhaul? I would like to make combat more realistic.
is 'stalker_damage' the only setting i would have to modify?
If so, what's a recommended value for realistic damage?
hi everyone, someone told me there's someone here who can help me solve this problem, so how do I adjust the barrel and suppressor so they fit together?
anyone know if it’s possible to change an icon through scripting? not adding an icon layer but an actual icon?
this ancient mod does that
alright thanks a bunch ! I’ll have a look
ah but it's for the hud artefact belt
but i mean you could extrapolate and hijack similar functions from the rest of the inventory ui code
doesn't seem farfetched at all really
I’ll toy with it 
thefuck did i just watch
scripted attachments 
I have returned from my gamma hiatus, need the fix for this again
I think there is a mod on moddb already
One that fixes their textures so they cast shadows
There
It fixes the net. The one in game is broken and doesn't cast shadows.
This issue also affects some other textures 
Thank you doc
this is already in gamma fyi
it's listed as "barbed wire shadow fix" in mo2
but links to the same mod.
Has anyone worked with Crow_Spawner ltx files?
I am curious what the spawn_path variable is for...
Looks like for every level it is like this:
spawn_path = agr_crow_spawn_1, agr_crow_spawn_2, agr_crow_spawn_3, agr_crow_spawn_4, agr_crow_spawn_5
(this is for Agroprom)
It is always five, and is always _1, _2, _3, etc... even when the max_crows_on_level is not 5, but max_crows_on_level is never more than 5.
If I wanted 10 crows, would I need to add more agr_crow_spawn lines?
is there any way to make a variable related to the enemies at the zone while dynamic music is playing to play specific music vs specific faction ?
i am pretty sure gamma usses a modified version of this so you will have to dig it out. but in the base game you would change this ( https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/07b9b0eae067c5ea7ffb023074ad52fc76bd84aa/gamedata/scripts/xrs_dyn_music.script#L281 ) to somehting that isn't random based on recording the npc faction here https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/07b9b0eae067c5ea7ffb023074ad52fc76bd84aa/gamedata/scripts/xrs_dyn_music.script#L209
but that's a boolean not an specific variable for know the faction of the stalker right
yes. icon overide does it. ofcourse it still reads the icon from an ltx, just a diferent ltx. but there is no reason you couldn't modify it to pull the alternitive icon some other way.
this is at the section level tho.
doing it at the object level [meaning two diff [w_ak47] objects have diff icons based on upgrades or something] would need to intercept the icon at a diferent point. i would advise against trying to change the icon size that makes it much harder since the invetory places items by section and reads the icon size from the section. i'd personaly just make an icon with places desinged to be changed by a layer and use rax_dynamic_icon_layers.
i will take a look thanks for the indication 👍
yeah, but the NPC being tested the line above has a faction you can record inside that if blcok, whtat is why i gave that line because it is where i would recod the faction.
hm, i see, ill probably stick to icon layers then, thanks !
np, i don't know gamma well enough to give you gamma spcific answers, but unless someone did a full replacement of the combat music system what gamma uses will be based on the anomaly one and should look similar. worst case if you can't figure out the gamma one, disable it and make your changes against the base game version 😛
@faint sable what happened with the FAL wooden from FWP ?
its gone from the modpack :c
if you removed it for some reason, would you happen to still have the models for it ?
little help...how can i add a hud_fov value in vanilla weapons ltx ?? all my vanilla wpns have like 0.9 fov 
uh nvm ive got it...
What do you have?
You can grayscale your base color/diff and adjust the levels to make kind of a specular.
You can also try the method from lun4tic's video to try combining some other maps if you have them.
Base color, specular and normal
Guys i need a guy who can help me editing Rostok level for Anomaly. This level has multiple issues that forces to make texture duplicates. It also has strange uv on some meshes. If someone know a guy who can help me with import-export please let me know 
ayo, if anyone can help - where can I get the lastest X-Ray SDK? im following Lunatics guide for importing models and the SDK link he has goes to Mega which wont let me download after a certain amount
https://discord.com/channels/912320241713958912/1330313679949795329 Guy behind this probably knows something
Taking on a unusual and high risk contract in S.T.A.L.K.E.R. GAMMA I have to move tactically through the Zone as a ghillie sniper, this one gets immersive!
This is S.T.A.L.K.E.R. Anomaly using the GAMMA modpack with my mod list on top, the atmosphere, the lighting, the way the Zone looks right now… it’s honestly on another level.. the modde...
does anyone know what rifle clik is using is from in this video

That's everything you need for anomaly!
Just use the bump generator to make your specular and normal into a bump.
Tho if it's one of those green speculars like Fo4 and some other games use, you'll need to desaturate it and adjust the levels to show the best detail.
I thought gloss was used and not spec
The difference probably matters on an engine that works with multiple channels of the spec/gloss/roughness.
For our purposes, it's a grayscale image that shows details like scratches and difference in luster that goes in the alpha channel of the bump.
Fair enough. I only know what I read in the .thm documentation
Though, if you're going to use a spec map in place of a gloss map, you should probably hit it with some levels to make the base grey into a black so the whole thing doesn't look like it's covered in oil or something
actually forget what I said, that would only really apply with roughness, not gloss - it would probably look fine as is
I made the bump for this with a green specular that I desaturated and adjusted the levels.
This one I made the bump with a roughness that I just inverted the colors.
As long as you have some good contrast between the less shiny and more shiny parts it'll be fine
Absolutely. You aren't going to have the nice little details an actual gloss map would, but it's not a big deal for something like stalker.
just invert roughness and you got yourself a gloss map 
Guys, what '.script' file this .ltx file dependent on - 'ph_box_items_by_communities.ltx'?
best to just search in files through notepad++
Nice, thanks for the tip !
I think I've found a bug in the game's weapon upgrade system. Where can I submit a fix?
It looks like that if upgrades are touching the same stat only the last one in the chain (if you make multiple upgrades at the same time) is applied
how to fix black scope? or i need to uninstall 3 of this mod?
!vssktemp // not sure why you asking here
@summer quest
If your VSSK Vykhlop sights are misaligned do this:
Using the filter tabs at the bottom of MO2 search for mod_system_zzzzzzzzz_vssk_aim_fix, then right click it and press hide
⠀
looks like VSSK to me im pretty sure
thank you so much.
ive been looking around for the past 20 minutes and i was curious if anyone knows if there is any plate carrier mods that give a more modern feel to the militarized factions
Would it be possible to make a mod that adds a blind dog as a companion?
@toxic hatch Do you often play with crafting?
I wonder if these items in this recipe are easy to obtain.
And duct tape also.
And are they in high demand by other important recipes?
Fairly easy, yeah, walkie talkies are a random drop though
Making triggered explosives?
Honestly duct tape is mostly a cheap item to add to repairs
I dont see it used much in recipes
I think that recipe is balanced
though i'd argue you could add a box of resistors/capacitors aswell to the recipe, an additional piece of electronics
2 copper wires is steep
Bruh its a device you can reuse
I mean its a detonator so its gotta be, eh?
i assumed if you put it on IED its one-time use
It could be the detonator device on the IED
or it could be the handheld detonator that can be reused
Since its using a walkie talkie im thinking the latter
Yes. Thanks for the information.
Yes.
Yea one time use might actually be pretty expensive
Craft the trigger device first. Then combine it with a duct tape and explosive item to make an IED.
Open PDA, right click on the icon on the map and select. Press a binded key to detonate selected explosives.
What is that?
Well if you're gonna click an icon on the map its gotta be either a pin or a waypoint, no?
Dayyyum that looks awesome
with its own custom icon even
Well, if you dont have to craft anything extra after all, then i'd say its balanced

I actually have an idea how you can improve on it
if you didnt already have that idea before
Yes?
A seperate item you can craft, a motion detector
It sends a message to your PDA that an NPC/Mutant has walked near it
So you dont need line-of-sight for an ambush
People can use drone for it.
what
You already made a deployable drone?

holy shit bro is cooking
also it does not seem to be dynamic ai aim hardcore that is stopping the MGs from targeting the player, i am still trying to find out what causes it
standing infront of a hostile MG right now and it doesnt shoot me

Hmm, do you have many extra mods beside GAMMA modpack?
some 70+ mods extra
You can try this.
Start a new game with only the original GAMMA and my mod, go to one of the machine guns and make a save file for the test.
Each test try to enable half of your extra mods.
If the issue appears, one of the added mods causes it. If not, the added mods are clean and try with the other half.
Then divide the suspected mods in half and repeat.
That'll take some time to do, i'll check in on ya when i get it done
I hadnt expected you to already be working on a drone, impressive
if the question that "LMG nests dont shoot anything except if player in 1 specific spot" thats known thing in GAMMA
they either have fucked fov or don't have ability to turn LMGs
Nah i can dance around an MG emplacement in rostok all i want, he doesnt budge
Whats weird is that sometimes i can hear the MG firing but when im close nothing happens, but there is ammo missing
GhenTuong's Emplacement mod which adds stationary heavy machineguns.
SO
im having this problem where the bones of the animation are moving but the model is not
like, the bone of the bolt is moving but the bolt itself is not :B
Hello there. Found this beautiful pack on moddb but it seems it doesn't have a gamma patch. I have 0 experience on making patch, so im here to asking for help.
The pack: https://www.moddb.com/mods/stalker-anomaly/addons/eastern-and-middle-eastern-aks-pack
truly ukraine war simulator 
Did you assign your mesh objects to vertext groups with the same name as the bones?
yes
yes
If that's the case perhaps you forgot to add them to the armature with the armature modifier.
I'm currently fixing Anomaly maps, so if you've got needs/requests I can help you out
this is what is going on
Wrong channel dude, but this the DMR G3 Variant from kmac
https://discord.com/channels/912320241713958912/1333281107151683665
U can find it here
check the armature for the bolt
loks like a vertex was left on a different bone
so im downloading "Modular Attachment System for G.A.M.M.A." and im already 17 hours into a new playthrough and this mod requires me to make a new game, is there anyway i can avoid that and make the mod work?
SAME FOR THE REST OF THE WEAPON
sorry my capslock key was activated
no?
no
okay just making sure
ask in mod thread
i didnt realize i was in the wrong chat mb
how do I check that ?
okay then check the vertex groups in edit mode and see if they are the correct name as the bone you want it to attach to and make sure it’s assigned
yeah i need Rostok map for a start. i am gonna make changes but then it needs to be exported back in the game. i dont know tech moments.
Can I have a question, please? If you want to create static spawn for an item somewhere (100% spawn chance on certain coordinates no matter what, just like in original game), do you have to do that via mapping tools - meaning, place these items by hand, or there's another way to handle this?
And second question. About dynamic spawn points and coordinates in particular. Is there a way to make spawn points on shelves, in some unique places, like, under the bed or another object like this (hide it like some kind of stash, just like in originals) ? Because I tried to make it via debug - get coordinates and use it for creating new dynamic spawn point, and I couldn't make an item to spawn on coordinates like this. It just return false and count the spawn point as invalid.
You can easily get Rostok yourself since you have Anomaly and the IXray SDK already.
It depends on what you're trying to do.
1-Changing UVs and adding a bit of geometry can be done in Blender directly
2-Adding whole new objects, depending on the type needs to be done in the SDK
3-Adding a new material + object might not work in Blender so you might have to go through the SDK.
Be aware that passing through the SDK messes up the smooth groups
I don't know about spawning things, you could edit the all.spawn and add a new spawn point to the existing level.spawn of the map I guess but that's a pain in the ass.
Spawning via coordinates should work tho, you probably messed up the arguments
Okay, thank you. I will try again
If you're just doing modification through Blender, you can simply launch Blender through your MO2, set it's paths to your Anomaly folder and then import the level, do your changes and re-export the level
Change uv, retarget materials. I hate that some levels has different materials tho textures are exactly same. That forces me to duplicate diffuse texture.
If I change level do I need to care about triggers, spawn points, etc? @naive snow
I only need static geometry
And I would not change anything gameplay related
You might be able to do your changes through Blender only then.
Just be aware that it means, unless you're editing on top of Expanded Maps and the Camo net fixes, people won't be able to use your changes + theirs, it will be one or the other. It's the weakpoint of map edits, either you incorporate a number of changes like I'm doing, or people simply have to pick
Fuck
Also be aware that map files get big, realy big memory wise, so a map edit mod goes to several gig's worth
I'm already doing a compilation of Expanded Maps, Camo net fixes + lighting fixes, if you want I could bundle some of your changes too
I will edit materials and uvs and then send you back
I have anomaly with extended maps
Then I'll quickly teach you how to edit them in Blender correctly.
Grab the Camo nets fixes online, it should be on ModDB, install it after Expanded Maps
Then launch your Blender version through MO2
You can hit Edit at the top and add your version
Wait what? You can launch anomaly in blender? Wtf 😅
Yeah you can, it virtualizes the same folders and files you'd see in the data tab
That 5head shit
Just configure your Xray addon paths to your Anomaly folder like so
Then just import the level itself
Just be aware that ''rostok'' is actually l05_bar, l06_rostok is wild territory
Oh right, important thing, use the Anomaly/Tools/ unpack to get the levels and textures out of the DB archives, just make a silly mod like ''Anomaly Unpacked'' and set that as your priority 0
So blender actually sees the level files and textures
oh no i ll never gonna do all these things correctly.
can i just ask you to change uv rotation on some meshes? i ll send you screenshots what meshes i need to change
If you've done everything properly, you should be able to import the level and all its textures
You can DM your changes but I'm probably not touching Rostok this week, it's further down my list of map fixes
yeah i ll dm you later then. there are only couple of meshes.
can u send me fbx of bar level? i need it to check what materials asigned to meshes
I can't send 4 gig's worth of stuff, best to just do the steps above
It takes 5 minutes
Just start with the Anomaly/Tools thing first.
Use the db_unpacker_all.bat
It will make a folder _unpacked.
Move the content to your MO2 mods folder location, just set the priority to 0 in your mod list.
Launch blender in MO2, set the paths like this (or wherever you installed your Anomaly folder)
and then just open the level
No problem, let me know if you run into any issues
Does anyone knows where the icon for the M98B is ?
This isn't the support channel, #🔨modded-gamma-support
but this is happening in the mod im making hahhahah
Well your paths are broken and not relative to the gamedata folder. Edit the .ogf and correct the paths
Yo guys, is the ReDone mods working rn with the current game?
You gotta export with the CoP option, not SoC
Either a shader issue with the scope or wrong bone.
If your scope isn't an attachment but is the default sights for the gun, don't use wpn_scope, just use wpn_body/body (whatever bone it has)
Hello, can you please tell me how these drop numbers work?
documentation for it should be located in npc_loadouts.ltx
I guess the documentation must be somewhere in the original file, because here is only this:
well, for starters, that not the npc_loadouts.ltx file
nah its there just look at npc_loadouts.ltx
though SD made changes to it to allow for weights which isnt really well documented here
at least for GAMMA
oh nevermind it is i cant read haha
Hey modders! I have a question. Can anyone make a mod that will make radioactive or chemical rain after there's an emission / psi storm?
Sorry, if not this channel.
Uhm do a check if player isnt indoors, check if its raining, trigger rads on the player. If u want special vfx on the rain thats another matter
I'm pretty sure Toxic Air does something similar
I made a mod that makes all rain apply radiation lol
Degrades outfits too if I want it too
Hello! I know that this is asked about frequently and it has been taken down, but is there any possibility that Kmack’s “All Ghillied Up Collection” will ever see a return? Pretty sad I missed out on such a cool mod
Ask kmack?
Unfortunately, this mod works with everything under different conditions. I checked, and this is not the case.
Toxic Rain, is this your mod? Unfortunately, it doesn't work as I described in the terms and conditions. If you're the creator, could you modify it to meet the requirements I described? The rain-damaged clothing requirement is pretty cool.
No that's not mine I made a mod based on that for my own personal use that literally just makes rain a new source of radiation the same as any normal radiation zone based on rain density and indoor checks lol
I’m kind of new at this, do I just ping him? I thought he may see it here
Do you implement the conditions I described earlier in your training mode?
Applying it after a psystorm/emission? No not yet but now that I have that idea I will lol
Or Increase the damage/rate of contamination
Yes, the conditions typical for radioactive rain after a emission and chemical rain after a psi-storm. Otherwise, rain is normal, according to the standard. Can you do that or not?
I can do that yea, I would probably make it be always radioactive or only on emission an MCM setting
The best way to customize modification conditions for myself and for myself is to use the capabilities provided by MCM.
Will you do it?
I'll try to look into doing it I have no PC right now only a bad laptop but if I do do it I can share it with you perhaps
I will wait and it will be wonderful!
I'll DM you when I have it since it's for my own modpack btw
Mmm, okay. Thanks.
Can two different meshes use the same texture file ?
absolutely
What exactly are you trying to do?
I ripped this gun from Gmod
But it only have two meshes and two textures
Its a sniper
Scope, magazine and bolt are in one texture
The rest of the gun is in the other
In blender
I went on edit mode and separeted the vertices of the marps that moves in the animation
Well, later
When loading the gun in the game, the scope, mag and bolt were missing
missing meshes have nothing to do with texture maps
as long as you haven't messed with the UV map itself then everything will be fine there
How I mess a UV map ?
If you have to ask then you haven't touched it 
but the UV editing tab in Blender will be where you could edit that
U mean the direct x vs open gl thing ?
No, that's related to normal map y axis
If parts were completely missing in-game, then it sounds like you might have assigned them to a bone that gets hidden. I haven't modded models into stalker yet so I can't say for sure
If your UV map was the issue the parts with the messed up UV would be blue in game
Can you open it in OGF tool and take a screenshot of the textures tab?
is there any way I can get some of the non-3dss weapons to spawn? I know they were turned off because of the lack of support but I would like to have things like the sks tactical or the m82.
The lack of support means that most scopes will be misaligned, blacked out or otherwise useless. You'd need to patch them to get them functional with 3DSS, or disable 3DSS entirely (Which would require substantially more work).
Also, the reload timings will be broken for any gun that doesn't spawn in default GAMMA unless it happens to borrow the reload of another gun that does appear.
FWIW, ATHI has a guide for how to patch something to be compatible with 3DSS, which I understand is not particularly technically challenging. And I have a guide for how to patch reloads which is similarly straightforward, IMO.
how do i edit the hud_fov of my pkm
its the only gun i have that changes my hud_fov
I think there was some code that allowed clearing the hud_fov variable in dltx.
how do i do that
You think I remember? 
Check dltx files.
the dltx separator in mo2?
Okay here. You just need to find the pkm id.
Create a dltx file (name it mod_system_zzzzzzzzzzzzzzzzzzzzzzPkmHudFovRemove.ltx or something like that, just a lot of z so it gets loaded last) and inside paste.
![wpn_pkm_id_here]
!hud_fov
As long as it gets loaded last and you insert the right id the game should remove the hud_fov
thank you man
ill try it
like this??
Should be ok
its not working
my huf_fov still bnecomes 0.78 when i equip the pkm
edit Free_ZoomV2_mcm.script
Wait how is free zoom related to this issue? 
this????
ye
I guess
idk which pkm you have
al;right thnak you ill try it
its all working as intended now
thank you guys
Because freezoom tweaks hud_fov and as part of the script adjusted some fovs As a lazy way to repos the gun

Dudos and dudas, what If I want to add a new animation on top of the animations that I already have on my gun ?
What I have to do
What Im trying to do is add an alt aim anim for a gun
You don't need a new anim for alt aim.
You just need to add usealtaimhud = true and then define the position
Oh, in the LTX ?
What if it is from scope to a red dot mounted on a scope ?
Then you set the alt HUD position in the scope hud too
out of curiosity, have there been any attempts for anomaly to make an item renderer like OXR gunslinger has? (https://www.youtube.com/watch?v=8JYLSXUVwYo) or is it just not feasible in anomaly / not worth it?
sometimes community interaction feels more like the viltrumite purge than this... if you got the reference... lol
There was once a mod for the PPSH that had a kit, it was called Bandolero PPSH. I think it was part of the BAS kiparis LMG mod at the time. It would be nice if this mod would make it into gamma again because the PPSH is a really good weapon. Unfortunately I can't find the mod anymore. This picture is the only thing I could find
get the latest bas
funny
That is very cool, I wonder how different anomaly is to not be able to use ix-ray tho like I have always been curious
Is not exactly the response that u want, but if u want to know, IX-Ray devs would do anything except a Anomaly port because it would require a lot of re-structures and changes to thingis like to the scripts to be a proper port to eir eyes
the funny engine is literally a port of most of the IX-Ray engine features
Nah, funny engine has important features but is far from be a port of the most features
And it would be an even more monmentues challenge to make all the anomaly scripts follow ix-ray design and then at that point it would just be anomaly 2.0 pretty much right?
Yeah that's how you do a red dot on a scope.
Look at something like hk417 ltx
can anyone point me in the direction of a guide on how to edit npc loadouts? coming up blank on my searches.
Is gamedata -> configs -> items -> settings -> npc_loadouts what you're looking for?
a lot
since ixray is reworking how scripts work n etc
so from Lua you go to C++
faster but harder alternative
NO WAY
Not looking so hot to be honest.
😔
Stalker maps are really hostile to vehicles.
Not only the maps, also the engine 
Other problem being anomalies, which do not play nicely with vehicles. There's quite a few that may as well be invisible when you're behind the wheel and at speed, and gravity anomalies have some... interesting interactions with heavy objects.
I know anomaly shenanigan. The least of my concern. Just make it not interacting with vehicles.
Maps can't be fixed easily however. Rather, can't be fixed at all.
Can only work around it.
Hi,
How can I tweak the 60% Threshold requirement for repairs?
I've made some changes to the items_repair.ltx > repair_min_condition in the 140 Weapon Parts Overhaul, but it didn't seem to do anything.
Is there another location of files that need to be edited?
change the DLTX file that affects the individual repair kits' thresholds, should begin with mod_system
editing the actual item_repair.ltx is no good because it gets overwritten by everything else
iirc the winning overwrite is in GAMMA Repair Kit Rename or whatever tf it's called, or just make your own (easier)
you can see how I did it in the mod https://discord.com/channels/912320241713958912/1374132887040819361
@misty mulch Thanks for the reply. I've had a look at the GAMMA Repair Kit mod_system file, but I don't quite understand how I can manipulate the threshold value there.
I will take a look at your mod to see if that will give me a better idea.
k i'm back at my computer. specifically, which 60% threshold are you trying to tweak? the one that lets you right click-> replace things? or the thing where you can only clean weapon parts that are over 60% condition, that are inside the gun?
because that requires script editing
The second one. The parts inside the gun. So the threshold could be slightly lower than the current threshold.
So parts of say 50% could be repaired.
yeah that's script tweaking
which i can't help you with
that is not a "simple" config edit because that entire system is added by Weapon Parts Overhaul, which is itself partially/completely patched by multiple mods inside GAMMA, which I simply don't have the ability to trace or track for you
I see, I will have to take a closer look when I have more time.
I appreciate the assistance.
140- Weapon Parts Overhaul - arti\gamedata\scripts zzzz_arti_jamming_repairs.script line 612
well actually not wpo but instead Momopate's Barrel Condition Effects Display's zzzz_arti_jamming_repairs.script line 652
presumably changing that number changes it, not entirely sure havent tried
Interesting, I wonder if changing the values in the local cleaning_table will do the trick?
just change the 60 to 50 or whatever number you want?
the cleaning table part is commented out
thats what the -- means
make a dltx #╙🖇mods-making-discussion message
What language is this script? lua?
yup
its lua, though i think an older version
Cheers, I will brush up on the familiars and play around.

like this right?
that will change the rpm of the pkm zenit
but yes thats correct syntax
yeah im changing that one too
that should be it yeah?
yeah 👍
z stack the file
make it mod_system_zzzzzzzzzzz_(insert_anything_here).ltx
its already got hella Zs
did you make sure this gun has the same section as the one you edited?
yeah another modder told me that i should use system if i wanna edit that weapon in particular
nah i mean are you sure the weapon your checking is wpn_pkm_zenit_siber?
yeah
do you have any upgrades?
nope
yeah then i have no idea
double check everything
unless a script for some reason touches that specific gun your dltx should work
even though its loaded last in the mo2?
for dltx, load order in mo2 only matters if your files are named the same
otherwise it does not matter, only how its named alphabetically
i edited some w_pkm_zenit_siber ltx files inside other mods when i tried changing the hud_fov of the gun
could it be by any chance the problem
alright
i dunno whats up with how you're doing it but somethings wrong
what do u think it could be if ur guessing
of course i did 😅
like closing the game and opening it?
Yeah. And we have Glock 17 that has smth like 270 RPM. It's so laughable 😄
Weapon's RPM stat should be rebalanced completely
a restart?
yes
i did
or open debug and reload system ini
yeah
gotta do it ourselves
alright ill try that
it does the same thing
Is this an existing save?
yeah
oh nevermind
its fixed now
i just had to restart the game twice
??
Some stats don't register the change Immediately
In same cases it'll change on level transition. Others you need a complely new copy of the gun for the change to happen
i thought it redid it on restart
alright so what i did is after doing the ltx and activating my mod it didnt work when i opened the game
then i put a ! at the start of rpm and it crashed my game
removed that thing and now everything is working as intended
Yeah because '!' in front of a value field removes it from the section. You essentially told the game that the gun has no rpm at all
oh yeah right because it caches some weapon params based on id so it doesnt update unless you reload or find another weapon with a different id
wonder why no one has done anything about that 
yo, how do you increase the price of the repair? https://discord.com/channels/912320241713958912/1179484733764276234
it only goes to 2, way too cheap
lol
can I somehow raise it to 3 or 5?
SVDS, D class, in the condition of 12-15 percent, with 3 of 5 parts red, costs 5k roubles to repair
it is not enough
No way its THAT cheap in GAMMA
Repairing condition doesn't do anything though. You need to repair the parts
Pretty sure mechanic doesn't repair parts
Its really weird how that works lol
lemme check
yep
it is only condition
lol
You're literally giving him your money for nothing
yep
reloaded the save
is there a mod to have findable repair kits?
like, I play ironman, and dont wanna grind to lose it all
Seems like a huge oversight for WPO mod's part
base gun condition doesn't do "nothing", it feeds into some wpo calculations and the base engine gun jamming, (as opposed to WPO part based jamming via script) but it is generaly less vauable then repairing parts. WPO moddb page says this.
Why cant mechanics not repair those?
Base gun condition is still a thing in gamma, just that it's hidden. It's locked at 85% so that there's always a jam chance. But now you repair the parts and not the gun itself
Saying it does nothing in gamma was incorrect. Technically the mechanic is charging you 5k to fix 15% durability loss. But it effectively does nothing because a script is running that will set it back to 85% in the background
cause that's how arti wanted it. IDK. read the mod page. he says the mechanics are only cleaning the gun.
as someone that has never made a mod before, how difficult would a mannequin mod be to make? something i can place down as furniture to display my armour
well you could spawn a lobotomized NPC and mess with thier apearance based on what armor they have in thier inventory. there is a mod you can steal code for that from. (it's a CC mod it's not stelaing)
alternitivly you could use the new modded exe attachemtn system to attach armor modles to an inaitmate object. that is a new system few guides.
for both you would need to learn lua
okay thank you for the help. I think imma look into lua first and try get a bit more familiar with it
i don't think it works that way. i think WPO decoples general condition from the parts once the player is using the gun. IDK it hase been years since i poked at arti's code for wpo
@fair canopy Is it possible though to make mechanics to repair gun/outfit parts, not 'condition'?
I'd like to bring back the old repair system, but also combine it with these repair systems we currently have so they add to each other. Not just irradicate it completely like Grok did, that made mechanics look like complete fools that can't do shit, but only sell you some repair stuff. It's just illogic and weird, imho.
Also I'd add limitations for it, for example :
WP mechanic will repair only WP guns, or to be able to repair certain tier of weapon/outfit, you must bring the toolkit to mechanic.
Something like this.
from this line https://github.com/RAX-Anomaly/DNPCAV/blob/main/00 Dynamic_NPC_Armor_Visuals/gamedata/scripts/dynamic_npc_armor_visuals.script#L35
to line 51 is making an npc use a visual from an armor. you would want to use actor_visual instead of NPC visual.
won't make too much sence right now. feel free to crib anythign you need from that script or ask me questions about it as you start to understand it. can't promise i will have time to answer but i generaly try.
ill save this and come back to it when it makes more sense lol thanks for the help 
chatgpt maek me lua mod pls this should work right?
lua is relatively easy to learn. interacting with the engine is a bit more messy but the modding book has all the guides we have been able to collect.
I took some programming in highschool. 20 years later i taught myself lua to make stalker mods. I went from googling "lua for loop syntax" in october to publishing MCM in febuary. your milage may very.
damn thats actually very inspiring. i did programming in highschool and completely flopped it. Ended up having a career change that now requires coding and I love it. I've been getting more familiar being able to just create stuff. like a whole world opened up to me and what a better way to learn lua than to mod one of my fave games
exactly. motivation is very important.
the guides will help and are much better than we had a few years back. but the best way to learn is still to take other scripts apart.
the core DNPCAV script is a pure callback based script. no tricks like mokey patching or messing with meta tables.
it is also covers the make an NPC look like X armor.
making a new NPC that stands still all the time will be harder.
How the companion system reassigns an NPC's AI could help. the companion AI is built on a configurable system that will allow for a "stand here and look at the far wall" ai without getting into the hard parts of stalker AI.
western goods and duty exp[ansion both use that AI system (axr_beh) for more complext things.
in the new update thats gonna drop, there is a pegboard which can display guns. would it not be better to look at that code since that seems pretty close to what i'm visioning rather than messing with npcs? also if i put down like 10 mannequins that are techincally npcs, would that not introduce a bunch of lag/problems? the way you are telling me seems more like a work around unless im missing something?
pro: The NPC aproach is a good way to learn since it is close to a bunch of existing ideas, you can bash it together from parts as you learn. and it would work on base anomaly, no modded exe needed.
con: probablyl more laggy, includes a bunch of NPC creatinon and AI stuff that you will basicly have to zero out, it is also likely to confuse other mods that look at NPCs unless you jump thru hoops to get them ignored.
Pro: the ME attachemtn system is technicly better all around.
con: harder to learn since it is literaly in developement and won't touch on as many stalker systems so you will basicly learn Lucy's new toy and not as much else.
the attachemtn system would be a technicly better mod. pure manipulaiton of modles. no NPC cludge. no wated cycles updating stalkers that just stand there.
you would need to come up with some UI to assign armor since you wouldn't be able to steal the NPC inventory system, but you can build a new system based on utils_ui (it builds the windows and icons for the inventory ui, the ivnetory UI just handles highlevel interaction and pacement)
yeah i will look into both and see what would seem easier but i think im swaying more to the attachment system type of mod since i dont have to mess with existing logic like ai behaviour etc. also might wait until the new update drops before i start messing with files
I also don't know the attachment system where as i am pretty sure i could deal with everything short of weird mod interactions in the NPC approach. so i am probably biased. i'm also old and not mkaing new mods these days so i am more than probably biased toward the old ways
also do you know why it is so hard to make map changes? ive heard this multiple times that it is really hard but have no idea why. I've seen anthology 2.0 has managed to create new maps and get them to load in properly so its not impossible right?
begin raven talking about stuff he barely understands
some stalker projects have a fully functional SKD with proper map sources.
Anomaly map source was lost. rebuilding it from decompiled maps has produced something that mostly works but has flaws. editing existing maps in minor ways is posible, and easier now than it was in the past.
properly intergrating a new map requires (i think) recompiling all of them so they can be aware of each other. The script base ALife system lessons the impact of disjointed maps and otehr script things have been done to paper over the cracks of disjointed maps. so they can be added without the need to lock NPCs to them like was done with medows. but cracks are still there.
end raven reciting half remmber explanantions from smarter ppl
Also even if map editing worked flawlessly, the object of change is a level. you want to drop the train in to the gorge in cordon and someone else wants to give sid a dungeon in his bunker the two mods will conflict. this isn't skyrim where multiple mods can mess with a single cell.
the atachement system will make some kinds of "map changes" easier once Lucy gets to the next step. using atachemtns inplace of static geometry.
map can be opened in blnder, that makes them art. i just a simple script monky, art scares me.
okay this makes sense, this is another thing i want to look into because i HATE THE SWAMP. if its possible to change a map i think thats where i would start lmao. maybe once im more comfortable with the modding tools i can challenge myself to make level changes. thanks for the help raven really appreciate it 🙂
thats funny because im a blender monkey scratching my head when it comes to trying to understand code. like reading a foreign language thats written in english, half understand half dont lol
Also doesn't editing the map also kinda need messing with AI maps so they can function as intended for them as well?
I hope my question isn't too random. I'm working on the detector models and textures, and I want to make their screens reflect cubemaps, like I've seen in some gun scopes. It shouldn't be too reflective for gameplay reasons.
Can anyone give me a hand? Thanks!
I managed to get glossy surfaces editing bumps but that only reflects direct light sources
@scarlet granite hi! I was scrolling through your hideout code, one thing, do you mind to export data variables like hours or generation outcomes to ltx files please? 👀
How to increase the wheels' friction so they don't slit when accelerating therefore transferring engine power to car velocity being more efficient?
This doesn't do anything.
Can recommend asking that question to v2 in ixray or forbidden discord, he did a lot for cars

Hey is anyone able to explain to me how i would edit a gun model? I would just like to remove a laser on a gun. I just got blender but i have no idea if its even the right program or how easy doing this would even be.
came across your mods today and good lord 🙏
Yeah unfortunately cant do machine gun emplacements, got this message on start up talking about update modded exes for this mod but I'm on the latest exes so that was strange. Now I just gotta figure out how to get NPCs to have a chance to spawn with the gear from Urban Tactics and actually use it. Like imagine mercs and UNISG taking advantage of the flares? you did great
Just click the link and follow the steps.
I provided the link to fix it.
oh alright
It's GAMMA issue I can't fix from my end.
Q: How to reinstall modded exes from scratch?
I've done all that
I'm not on GAMMA either so it's not on GAMMA's end
but it's the only mod of yours not working with latest exes
Can you show me a screenshot of the crash?
Or the logs
I'm thinking about making a mod that allows you to pack/compress outfits and certain items in order to lower the carry weight, but as balance you can't access them until you unpack them. Has this been done before? I couldn't find anything, but wanted to double check
One of those flakey portable stash type mods had an ammo bag that reduced the ammo weight i think.
i would advise against using stashes tho. better to record section and count (and condition ect) to a table and despawn the items. then spawn them again when they get taken out. much better for performance.
outfits and weapons may be an exception, reinstalling upgrades would be annoying, not imposible, just extra work.
but parts, ammo, drugs, food ect, much better to "store" them as data.
Thanks Raven. I had something like that in mind. I haven't coded in LUA before, so it'll be slow going
https://anomaly-modding-book.netlify.app/docs/tutorials/scripting
those boxes of medical supplies work using this function https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/07b9b0eae067c5ea7ffb023074ad52fc76bd84aa/gamedata/scripts/itms_manager.script#L563
that reads contents from this ltx https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/07b9b0eae067c5ea7ffb023074ad52fc76bd84aa/gamedata/configs/items/settings/itms_manager.ltx#L80
can give you a startin point on how to make items from a list. not saying this function is the best way to code it, but it does most of the things in the right order.
se_save_var and se_load_var are how parts data is attached to guns. good simple way to store data about your packages. https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/07b9b0eae067c5ea7ffb023074ad52fc76bd84aa/gamedata/scripts/item_parts.script#L536
Fantastic. Thanks! Seems a lot more feasible now
https://youtu.be/u8crq79zMfs?si=rIGdMyTRiAE7rk5f
This vid covers a lot of the basic info you'll need
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
What are common causes of guns non-existing? You can "equip" them but their models don't show up. Their equip sound plays as well but you can't do anything sort of like a busyhands until you open inventory and drop it manually.
Can it be caused by conflict or is it only an individual mod issue?
its a conflict in animations, usually when there is a wrong config or dltx for animations
Thanks, demonized
If you have an animation conflict it will often bring the gin and hands behind the player in an active state that's doesn't let you do much.
Usually this is an issue with the hands.
Thank you:]
Side note, what is the audio format that NPC voicelines use? I'm trying to find a specific one
@undone lily hey, I was playing this new russian modpack that turns stalker into extraction-shooter and noticed they implemented "randomized" labs.
I remember you mentioned doing something similar in Gamma so thought you may be interested in taking a look at it https://ap-pro.ru/forums/topic/9979-reyd-vo-mrak-addon-na-stalker-anomaly/
This...this is cool
It's truly goated modpack that provides unique experiences yet their english is practically non-existent
i need to blacklisting the strongest mutant spawned on gamma, how can i see the reference of these mutants to use their id?
Hey guys - apologies for the wall of text, just trying to provide as much context as I can
I'm playing around with scripting in anomaly to try and understand what some mods are doing.
I'm struggling with referencing LTX files within .script files and pulling info from them.
Question: What is the appropriate way to reference a custom DLTX and pull values from it? and, based on the below - does anything stand out as incorrect?
I've created a custom LTX file in gamedata\configs = mod_system_z_test_stats.ltx
inside this ltx I have
![stalker_outfit]
burn_protection = 1.0
I have confirmed that with this file in their, the sunset stalker suit burn protection is maxed out (at 96% in game) so I know that the ltx file is working and recognised
however, if I try to reference it in a .script file it is unable to pull any sections from the file
script is located in gamedata\scripts = pull_stat.script
I am attempting to use the following code to query the stat from the ltx:
local stat_ltx = ini_file_ex("mod_system_z_test_stats.ltx")
local stat_ltx_sections = stat_ltx:get_sections()
and then I am attempting to print these to the log by:
for _, ltx_section in pairs(stat_ltx_sections)))
printf("section: %s", ltx_section)
end
through researching, if printf just stat_ltx_sections I see "table: <random num/let combo>" e.g. "table: 0x5347300"
I think I may have answered my own question through testing - im assuming DLTX files dont actually exist during runtime? they get amalgamated over the top of the LTX files that they are overwriting / updating?
cuz I can query LTX files that have raw sections (e.g. no ! or the like found in DLTX) but when I attempt to query anything that has these sections such as the ones Grok has created as part of patching everything together I get a similar experience to what I was having with my custom DLTX file.
please correct me if im wrong - I'm not saying the above with any real confidence lol
If you need sections they are here https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/07b9b0eae067c5ea7ffb023074ad52fc76bd84aa/gamedata/configs/creatures/m_giant.ltx#L4
But what are you trying to do
This repository contains the unpacked gamedata files of the stand-alone mod S.T.A.L.K.E.R. Anomaly - Tosox/STALKER-Anomaly-gamedata
Dltx values just overwrite regular ones, yeah
ok thank god - I was losing my mind there for a bit lol
I’m trying to play specific music using enemy numbers as a variable for intensity but this doesn’t work well with mutants since intense music could be played with a pack of dogs but not with a quimera or pseudogiant so i want to blacklistened for first level of intensity music level
To avoid low intensity on stronger mutants
I wish there where a mutant section on the gama data base to see what kind of mutants can spawn since as far as i know there are many types like albyne pseudogiants or the specific quest mutants
But this will definetly help thanks alot
For those making anomaly mods check this out
Any of his videos would be great inspo
the fuck is this
i know right lol
alright, enough internet for today. see ya
i want to make renegades a real faction for gamma, anyone have any ideas?
Hey guys does anyone have the SISKI mod that they can share here? It's been deleted from ModDB
Send you an invite
Thankyou!
Ahh this reminds me why vehicles suck.
Thanks matey
There any followable guides on making unique NPCs? Something similar to Hip. I don’t have modding experience outside of messing with the Elden Ring regulation file, so the more step-by-step it would be the better I guess.😅 but if not, any sort of helpful guide would be fine I suppose.
Lots of useful info here in general: https://anomaly-modding-book.netlify.app/
@random fulcrum im lowkey gonna shoot myself because i cant figure out how to implement "charge cap" to Electron charging the batteries
keeps overflowing
100/150 psu gonna be 200/150
exo_data.supply.max or something
just look in item_exo_device.scripy
idr the table layout
tbh i didn't even have the game to test the script i just threw that code together free hand i'm shocked it works
What’s the fastest way to identify strongest mutants spawned on gamma for being referenced on a script?
can these id be used on the script for blacklist some specific mutants?
I wish they were listened on the gamma database page 
says it cant find a variable item_orientation, what does it mean ?
doesnt have that string in ltx
Thanks
Excuse me, but which modded exes i should install? DX11
!topic
@stable fossil
Stalker mods and add-ons creation.
This channel is not for STALKER 2 modding discussions, for that go to #╟⚒stalker2™-mods-making-discussion
(mt)
Wow. But i gonna make mod for anomaly, not HoC
No access.
And it doesnt matter rn.
supa, I put this in the ltx, made the ogfs 3dss shit, but the attachments dont appear as usuable for my gun]
I did my best to explain it.
i was raging because i literally didn't add this entire thing i outlined
no config no default lmfao
and i also kept telling mcm to pull out boolean value with val = 1
Sup. Have some interesting thing.
Despite the fact, that i using recipe_ammo_0 in my mod, the game itself shows me the basic tools icon. How to fix it?
Its due of prt_i_scrap?
you're missing the Tool part
between recipe_ammo_0 and bullet_pistol_ap
so it just defaults to basic
Hang on a second. But the powder recipes have gunsmiths tool icon, besides the fact they didnt have tool part either.
So, i just need to put gunsmithing tool name between that?
I simply dont get it.
Nvm, now i get it!
It may be dltx'ed, and that overwrites your changes
Did you add both of these to scopes = in the main weapon section for this gun?
???
In the main section for the gun you should have a line like this
scopes = Acog, Leupold, eot
For example
Guys, can someone send me .dds file with all vanilla Anomaly item icons, please? I need to obtain few item icons without GAMMA's mini-icons in the bottom right corner (cogs, rouble etc.) so I will be able to place the different ones there. I tried to find that file in Anomaly's gamedata, but found nothing somehow :/
Just make your icon and DLTX the icon info for that item
We have almost all icons separately here https://github.com/SaloEater/Universal-Stalker-Anomaly-Data-Export/tree/main/scripts%2Fimg-data%2Ficons
Not exactly what I was looking for, but still thanks. That might be handy one day
I managed to find Anomaly's .dds file though
Had to download some random icon mod for Anomaly that had vanilla .dds item icon sheet 😄
Maybe this could have been what you were looking for https://github.com/Tosox/STALKER-Anomaly-gamedata/tree/v1.5.2/gamedata/textures
Okay. That gotta be joke, right? Is it hardcoded in GAMMA or what?
I copied original meshes of porn mags from Anomaly's gamedata and even gave them custom name and paths, but still this BS happens. That heavy metal magazine overwriting my precious porn magazine! WHYYYY???
does anyone here know what any of the stuff in the "treasure_manager.script" means?
I wanna reduce all of the crafting components and stuff I get from stashes
and keep it to stuff like attachments, ammo, ammo parts, weapons, armour and toolkits
You probably made a typo.
This is what happens when a scope is in the scopes list but there's no section and HUD section for it.
where should i start making mods?
Yer puter would be a good place to make mods.
what’s that?
Can I remove some weapons from npc loadouts via using npc_loadouts ltx files?
Funny, cuz I made the huds
How to change the behavior of certain NPC class (trader / mechanic / certain faction member etc.)
I want to change the behavior of certain trader NPCs by giving them custom class, so they will act just like other traders, but won't talk to the faction that enemy with Loners
You don't need that in gamma. Gamma will always have MCM. And MCM has defaults you can define in the setting. You can just use ui_mcm.get directly.
That extra wrapper function is for mods where you don't know if someoywill have MCM installed or not
Is there a way to delete entries from the game entirely via .ltx? I don't want certain items to appear in my debug_menu or whatever. I know that you can remove values with '<' symbol, but it didn't work with variable sadly. Is there an option?
You can delete the item sections in the original ltx or just make a blank version/edited version of that item ltx that's blank but the item you delete can break a lot of stuff
🙁
Why do you want to remove stiff from the debug menu/game though?
I just found out the old bas pip works on dx8??? Now I have the question what is bad with old bas pip and can it be improved? Obviously the noticable fps loss but if it can be improved to be stable then wouldn't that just mean every dx gets pip and proper 3d scopes? Or maybe even the better question is is there a better way to make 3d scopes/pip avaline for every dx?
Hey guys i've just updated my Shadow Company Mods : https://discord.com/channels/912320241713958912/1497730974492921978
Feel free to check them out !
It's hot garbage
I understand that lol, but can you elaborate on it? Or explain some of the issues or something maybe? Or maybe it's better to put 3dss onto dx8
The necessary shaders make that impossible for dx8. Just test out the bas pip and see for yourself how bad it is
I'm not gonna tell you how to spend your time but I don't think trying to get bas' version of pip running on dx8 is a good use of your time
I put Kerosene in my Toyota Corolla why doesnt it start?
No bas pip does work on dx8 which is why I was thinking of other better dx11 shaders since somehow it does work already
I meant make it better
It took a lot of engine and shader edits to get the next Gen pip working. He didn't even bother trying to get it running for dx8
Who the hell wants to bother adding modern graphical features on an ANCIENT rendering API from 2000
More to to point, most people use those lower DX versions because their system is so ancient that they need every scrap of performance they can get.
Throwing a system that (as far as I understand) renders everything twice into what amounts to a performance preset seems like a wasted effort.
the way true pip does it doesnt eat performance like that. but it still relies on 3dss shaders, which dont work on dx8
Oh, neat. I stand corrected.
So it's back to just finding how to make true PiP part of standard exes again and maybe someday make that universal DX then eh?
Dunno
I want to keep it clean
There's too much useless garbage. This creates chaos
I think I will just create new section for garbage and define the kind as 'i_garbage' for all of those items 😄
That will work just fine
just add it to the debug blacklist
im having a weird issue with DLTX (i think)
in mod_system_xxx.ltx there's these lines:
@[gf2_alva]:stalker
character_profile = gf2_alva
story_id = gf2_alva
for some reason i need to remove this "@" before the class or it crashes loading into a game,
despite it working fine with it for other mods (literal copies except diff names)
i thought the @ is supposed to create or overwrite, so it seems strange to me that it doesn't work here and i have to omit it
Is there any doc or something explaining what all those parameters in custom weapon .ltx mean? Everything in sections [wpn_name] and [wpn_name_hud] I have no idea how am I supposed to adjust them
Hm, seems there is something at our book https://anomaly-modding-book.netlify.app/docs/references/configs/items/weapons/weapon-hud
im guessing no mips, bc3 or bc1a
Save in paint.net. Bc3 with lancozas mip
do I have to use an external plugin to save in .dds?
nevermind
just found it]
wich one of those is the right BC3? :B
Shiiiit
is that it ?
ye
Oh, how to do it?
are mip maps necessary in this case? im guessing it's hud model only so mip maps might affect it's sharpness etc.. based on mipbias if they are used for hud models ofc (idk so im asking, somebody smarter pls correct me)
[error]Expression : m_Motions.size()
[error]Function : CKinematicsAnimated::Load
[error]File : D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\SkeletonAnimated.cpp
[error]Line : 908
section '(null)'
model 'dynamics\weapons\wpn_mk22\wpn_mk22_world'
this happened in my mod
now I cant even understand it loool
does anyone knows what do I need to do to make chars like that render properly?
encoding
I tried 1251, 1252 and utf-8, none of them worked
I figured how to make it partially work with 1252, but it's still wrong somehow
the lemon himself ! thanks !
omf issue, usually due to model bones not matching omf bones
oomf issue
hahahahahhaha
Looks like you made a world model with a motion reference.
World models shouldnt have one.
Did it crash? Or just having a texture problem?
If it crashed without a specific error, you probably have a bad export of your ogf with something not on the armature.
If it's just the texture issue it seems your file paths are wrong
Oh blyat... when 0.9.5 gonna release, it's gonna be such pain in the ass to adapt all changes to my mod that patch will bring...
Guys, is there an easier way to do such thing other than just compare every single .ltx or .script file via IDE?
uhh what will you even need to change?
I mean, I'm changing lots of stuff. And it's 100% chance that 0.9.5 will have changes in those files (quests, for example) from 0.9.4 I have right now. So I need to integrate those to my current files, you know.
But I don't know better ways to do that other than just manually ctrl+c -> ctrl+v new things I added or changed into 0.9.5 files.
Maybe there's trick how to do it properly or just faster?
ctrl+v into 0.9.5 files
That's slightly concerning, because usually we use abstractions such as monkey patches, dxml and dltx to apply changes without touching original files.
Do you edit gamma files directly?
I didn't understand how to create monkey patches for .script files, tbh. I tried couple times and it didn't work out.
For example, if I want to replace the way how certain function in some .script file works, how to make a monkey patch for that? Is there a guide for that?
you could do notepad ++ replace in files
but without knowing what you changed it’s impossible to help you further…
but yeah salo is right we don’t usually edit the files directly if we can avoid it
Yessir 🙂 It's pretty explanatory
https://anomaly-modding-book.netlify.app/docs/tutorials/scripting/monkey-patching?_highlight=monkeyp
just treat the scripts name as a table and any “non local” value of the script can be accessed by just putting the name of the function, value or table after the period operator. for example “grok_bo.monster_on_before_hit” allows you to change the ‘function’ inside grok_bo
@sudden inlet @tame steppe Thank you, guys!
Is there any tool to edit multiple .thm at the same time?
I have a lot i need to change from 4k to 2k and it would take forever to do them 1 by 1
@trail sundial I think this could do that, but haven't used it myself so I could be mistaken
hey'o I'm not making a mod just a tweak to my weapon hud settings and ran into an issue and this appears to be the best place to ask this. When I hit apply within the weapon hud editor in the debug menu its supposed to add the modified settings to a file called cache_dbg.ltx however its not, the message saying that it has pops up but the file doesnt get created and if I make the file myself the settings arent propagated
so I'm fairly confused
yes, I've tried restarting the game
Seems like it doesnt change resolution. thanks tho
It crashed
is there a way to set a priority order for ltx files?
the one that's last in the mod list has highest priority 
sorry, I should've been more specific. If I have two ltx files (different names) and they both modify the following:
[wpn_m4a1_siber_hud]
aim_hud_offset_pos =
how do I specify which file's version of aim_hud_offset_pos is actually loaded
uhhh unless it’s a DLTX file this’ll cause a crash
but for DLTX files it’s the last alphabetically loaded one
it doesnt appear to have caused a crash yet the only issue I've encountered is it not loading
many thanks
hmmmm, I have my file as the alphabetically last file yet the content isnt being applied </3
[wpn_m4a1_siber_hud]
aim_hud_offset_pos = -0.038085, 0.027165, -0.002891
aim_hud_offset_pos_16x9 = -0.038085, 0.027165, -0.002891
aim_hud_offset_rot = -0.004355, 0.025425, 0
aim_hud_offset_rot_16x9 = -0.004355, 0.025425, 0
hands_orientation = -0.051791, 0.338639, 0
hands_orientation_16x9 = -0.051791, 0.338639, 0
hands_position = -0.001404, -0.032569, 0.064688
hands_position_16x9 = -0.001404, -0.032569, 0.064688
[wpn_steyr_scout_big_hud]
aim_hud_offset_pos = -0.093492, 0.042958, -0.12777
aim_hud_offset_pos_16x9 = -0.093492, 0.042958, -0.12777
aim_hud_offset_rot = 0.020898, 0.003017, -0.0465
aim_hud_offset_rot_16x9 = 0.020898, 0.003017, -0.0465
hands_orientation = 0.363533, 0.947586, -2.649999
hands_orientation_16x9 = 0.363533, 0.947586, -2.649999
hands_position = 0.007022, -0.041496, -0.167128
hands_position_16x9 = 0.007022, -0.041496, -0.167128
the content of the file is as above
ah okay so first of all this is not how you do it…
#╙🖇mods-making-discussion message follow the DLTX guide here ! it’ll work
thank you very much
is this from ai? 
🤮 fuck no
sooner blow my shit smoove off
briefly saw a youtube video mention it (almost guarantee I missed smth lol)
😭 it appears to work for the hand orientation and position but not the aiming orientation and position
try z stacking your file?
first thing I did
check in hud editor if your values are actually not what you want them to be?
ah I just realised the screenshot didnt sent lmao
but yes some are what I wanted and some arent
full game restart?
many thanks for the help either way

This might be a bad idea but im currently making a mod where i combine stalker, dying light and left 4 dead in anomaly
And im on a verge of collapse just by doing scripts
*Gamma being updated *
Normal players: YAAAAY
Modders: oh god why

Get back to ur mods 
man
hell nah this doesnt even give me anything
It makes me sleep better so u can sleep better
even though i know too much shit im lazy to do it
@[variable_name]
Does it mean that now the whole section will be overwritten by stuff I will put inside?
I keep forgetting what @ does... I only remember about !
Check mods-making
This monstrosity
:(
someone had more z than me
FAAAHHHHHH
peace has been achieved
</3
when I draw an m4 its hud displays as above but the moment I open the weapon hud editor without changing anything it fixes itself but only while the weapon hud editing mode is active
this doesnt happen with the styer scout
i might actually need to ask for help because i just straight up don't know
just feels weird to ask "hey can you fix a bug for me"
anyways, #1497294154441424906 has
- the dynamic MCM slider for how much armor should weight which only updates after re-equipping armor
2)if applying upgrades on Equipped armor, it only updates the weight (From added upgrades) correctly after quicksave/quickload/map transition
is either of these possible to address
mod works perfectly fine besides these two
2 - in particular feels like the same UI bug as "RPM upgrade doesnt update the stat until you level transition"
Maybe try hooking in UI open?
lmao
the reason the rpm ui bug happens is because the game caches the rpm of the id and doesn’t empty that cache when upgrading
for other parameters this doesn’t matter because they just use cast weapon functions but rpm (in base anomaly) doesn’t have that cache function
also when you say “updates” do you mean the ui or the actual weight in the inventory?
let me think for some reason this question just stunlocked me because its kind of both
and both work a bit inconsistently
but
- the dynamic MCM slider for how much armor should weight which only updates after re-equipping armor
i solved it by just addingon_option_change
both Armor and Inv weight refresh perfectly
Default upgrading is fine
Upgrading while armor is equipped (90% weight reduction) is wonky and dont update
this is it rn, just trying to force "equipped armor" to update the same way
mcm_option_change callback gets a list of what settings actually changed so you could avoid doing unecessary updates. it fires at the same time mcm fires on_option_change but unlike on_option_change isn't also used by other scripts.
function mcm_option_change(changes)
if changes["settingpath"] then
--do thing
end
end
sorry for making you correct me
But yea this is 100x times cleaner and there was a bit of lag when applying changes i assume because of that, and now its gone
so that issue (1) is 100% solved now thank you so much
it was a "late" addition to MCM so many ppl don't know they can use it since they look at older mod as examples. (late meaning 2022 as oposed to 2021 for on_options_changed)
...i think i solved the issue (2) in another way
giving the script a Delta to do the math
then -> check if Equipped armor weight changed -> remember Delta change -> force unequip armor -> apply Delta
we'll see tho
hooking it to UI proved very challenging
Can someone give advice? Im trying to update some old guns mod pack to work with gamma and everything works now, except that on some guns bullet path is not aligned with the barrel/ironsight direction, I aim and bullet always moves way above the ironsight. Can it be fixed in gun.ltx file or I should mess around with gun rig/bones?
i think fire_point serves as some sort of offset(gun section for 3rd person, hud section for first). but am not a weapon guy.
ohmyfucking god i actually fixed both issues i didn't even think it was possible to fix either you people are the best
unlocalize cache_param in uitils_item.script and set utils_item.cache_param[obj_id] = nil when you need the change to happen. that script over caches in my opinion.
i'll test it and see if it makes Delta method redundant
should have included this just in case: https://anomaly-modding-book.netlify.app/docs/tutorials/addons/lua-unlocalizer
Addons allows to unlocalize variables for lua environment, making them global to the script namespace
You may need to mess with bones depending on what it looks like
If you're trying to setup a gun for 3d ballistics there may be some work involved
That cache is why many item stats in the UI don't update after upgrades until a save load.
while again i hope its not inappropriate but this is what i think working version with unlocalizer and un caching looks like
i dont quite understand the reason but with just uncaching i wasn't able to make Armor Upgrades properly record while its still equipped in the slot
But in this version where it combines both its pretty much perfect
i dont see any UI bugs but i may have missed something
i'll test it some more before updating the mod
maybe you know if screwed up something if it's not a bother to check
anyone knows what causes the "Unable to load motion file" crash, im working on a new gun but when i equip it the game crashes with that message, i've pretty much checked everything i can think of at this point and its still fucking crashing for some reason
I don't actually have a gaming PC right now.
My guess is a timing thing
yea i had the same idea, i tested adding timers before recalculating weight
didn't work
i just dont see any UI bugs in this version so far, Delta math seems to be working well
fortunately, for guns, at the very least, most of the stats (except rpm) are never cached because the script just casts the weapon to find the value
unequipping armor is just not that big of a deal to make math work
what’s the exact crash…?
I feel like I recognise the error but without the window or log it’s a bit hard to remember how I fixed it
i already checked that, thats not it
I.e. it can’t find the motion size for the bone of a model in the omf
hm
that’s the only issue that comes to mind sorry
I’d recommend double checking your motion references and bones
i helped him figure it out. anomaly doesnt like upper case letters in animation refs or armatures
Upper case is cursed.
SO, everytime I spawn the weapon I made on my inventory the game crashes
heres also yhe ltx of the weapon
So I've been modifying the wpn_m4a1_siber_hud section of the system ltx to adjust the hud so I can actually use it but when I draw an m4 with my modifications applied, its hud displays as above but the moment I open the weapon hud editor without changing anything it fixes itself but only while the weapon hud editing mode is active. this doesnt happen with any other guns I've modified the hud for.
Blank stack trace, do you have like bad motion references or something?
It's likely a mesh error
U mean, the bones ?
can it be an issue with the world model ?
It may be since your trace mentions Skeleton. Also, if you would update to the latest modded exes and download pdb then we would be able to make more accurate guesses based on the stack trace
pbp ???
can u send me the link ?
ok
I downloaded the mt mod exes with the pbp
lets test
Spawned item [wpn_mk22] (19968) inside invetory
! Fallback to default bump map: wpn\mk22\DefaultMaterial_BaseColor_bump#
! Fallback to default bump map: wpn\mk22\base_BaseColor_bump#
! Fallback to default bump map: wpn\mk22\atacr_baseColor_bump#
! Fallback to default bump map: wpn\mk22\MRAD_03_BaseColor_bump#
stack trace:
! [LUA] 0 : [C ] __index
ok, now we have a stack trace, Idk what is it saying butb we havev one
do you use mas
I do
I'm gonna be heart broken arent I
idk mas changes a lot to do with basic hud editing
I have no idea how to handle that
you’ll have to wait until somebody knowledgeable comes along
I get the feeling that its being changed within a script potentially
specifically because of the way it switches </3
all good and many thanks, you've helped narrow it down
more likely the engine
because most of mas systems work in the engine
engine or not it’s probably fixable, maybe ask darko
or the guy from this thread https://discord.com/channels/912320241713958912/1440025812840747241
I'll give that a shot
my ogf was broken
my world ogf**
I hade world models holy shit
FATAL ERROR
[error]Expression : <no expression>
[error]Function : motions_value::load
[error]File : D:\a\xray-monolith\xray-monolith\src\xrEngine\SkeletonMotions.cpp
[error]Line : 165
[error]Description : fatal error
[error]Arguments : Old skinned model version unsupported! (dynamics\weapons\wpn_mk22\wpn_mk22_world.ogf)
do we dont decimate and reduce bones anymore ?????
wrong export settings?
I vaguely remember this might be caused by exporting via older stalker model versions
though not entirely sure
huh
arent those the right settings ?
Spawned item [wpn_mk22] (19968) inside invetory
! Fallback to default bump map: wpn\mk22\MRAD_03_BaseColor_bump#
! Fallback to default bump map: wpn\mk22\base_BaseColor_bump#
there are 2 new categories
there are 2 new categories
! Fallback to default bump map: wpn\mk22\atacr_baseColor_bump#
! Fallback to default bump map: wpn\mk22\DefaultMaterial_BaseColor_bump#
stack trace:
SymInit: Symbol-SearchPath: '.;E:\S.T.A.L.K.E.R. GAMMA\Anomaly\bin;E:\S.T.A.L.K.E.R. GAMMA\Anomaly\bin;C:\WINDOWS;C:\WINDOWS\system32;', symOptions: 530, UserName: 'Gandaia'
OS-Version: 6.2.9200 () 0x100-0x1
E:\S.T.A.L.K.E.R. GAMMA\Anomaly\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 24076288 (result: 0), SymType: 'PDB', PDB: '.\AnomalyDX11AVX.pdb'
D:\a\xray-monolith\xray-monolith\src\xrCore\xrDebugNew.cpp (123): LogStackTrace
D:\a\xray-monolith\xray-monolith\src\xrCore\xrDebugNew.cpp (818): UnhandledFilter
D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\SkeletonCustom.cpp (307): CKinematics::Load
D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\ModelPool.cpp (144): CModelPool::Instance_Load
D:\a\xray-monolith\xray-monolith\src\Layers\xrRender\ModelPool.cpp (302): CModelPool::Create
D:\a\xray-monolith\xray-monolith\src\Layers\xrRenderPC_R4\r4.cpp (691): CRender::models_PrefetchOne
D:\a\xray-monolith\xray-monolith\src\xrGame\Level.cpp (622): CLevel::ProcessPrefetchEvents
at address 0x0000000140A61473
refCount:pBaseZB 1
refCount:pBaseRT 1
- vid_monitor: live-refresh triggered
- vid_monitor: enumerated 1 monitor(s)
I give up of bolt action weapons
Im ciming back to dmrs and rifles
fuck this
World model is super easy
I think I dont know to deal with different bones inside a same mesh
I go to edit mod, select the vertices of the part, for ex: the bolt: goes and assign them to the bolt group, and remove em from wpn_body (in this case, bolt, trigger and barrell are on the same mesh)
going to sleep now
good night yall
the problem was actually inside my ltx 
what was the issue? so I know for next time 
idk actually, I just picked my model and exported as a replacer for the reference with is the m98b
Can't have lenses in Zone...
As we cant have sidotovich Chiquen
Hey everyone, I need some tips for a mod I want to make.
I want to change the arms model of an outfit I like by another outfit's arms. So I guess I just need the IDs of them, but do you know where I must look at?
For exemple, that's the outfit I want to change to another one from Duty too!
Okay so, for everybody wondering too, it depends of the current mod installed. Mine was in:
gamedata\configs\creatures
named: actor_hud_hand_animations
Hope it will help someone! 🙂
this
for some reason texture painting doesn't work
nvm, it was caused because blender no like dds
I exported texture as a png, now I will do my stuff then I will change it back to dds
You can either change model completely, yeah, or you can re-define arms for any available outfit #╙🖇mods-making-discussion message


