#╙🖇mods-making-discussion

1 messages · Page 148 of 1

jade oxide
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that is what i wanted to remind u

green root
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WIth kits, sure, with just an upgrade... not without a script

jade oxide
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"upgrade kits, each is a "different gun" but if you apply it to an ak105 with upgrades it carries over"

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could be a workaround, how bad do you need it to be an upgrade tho ?

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this could be "one less problem" if you're satisfied enough with a kit

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and just have to deal with animation part

green root
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Oh the original guy who asked the question hasn't commented since we all started ranting, so none of us need it lol

jade oxide
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talking about the devil

covert topaz
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I know that kits are possible but i wanted to know if upgrades was a viable path

green root
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Sadly don't think so. I wish the game had a more robust upgrade system. Maybe one day.

jade oxide
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you never know what the engine is actually capable of doing if you don't try to push the boundaries, trust me lol

tame steppe
jade oxide
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i made crazy stuff these last weeks I thought i was never going to make for stalker in my entire life

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exactly i do believe it can be scripted, and if not, scriptable after engine edits

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now would you find someone that is able to do it, (and willing to do it for you) that's another question

tame steppe
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I am definitely going to try, it’s an interesting idea

green root
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I haven't seen a script that changes models yet. Would be a new one for me

jade oxide
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just dm lunatic

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you know who he is ?

tame steppe
jade oxide
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he does have scripts that do such things

tame steppe
green root
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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.

tame steppe
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I’m pretty sure it just works by copying the old gun and deleting the old gun

jade oxide
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for instance a script that changes the magnifier part of a scope set

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i'm pretty sure it involved model change

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and it was not a kit

green root
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Oh that's right! The magnifier zoom is technically a model change

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it changes the whole gun actually.

jade oxide
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and as I said and I insist

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this is pretty old

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and got refined

tame steppe
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I feel it’s a little scary to do that during upgrades

jade oxide
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i THINK i can remember it was even keybound

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press a key or key combination BAM

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your model turns into non magnified to magnified

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while keeping upgrades, conditions, ammo in mag

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only problem was it had no animation

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so actor was holstering the gun, and drawing a new one "re-poped" in the same inventory slot

tame steppe
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animations suck

tame steppe
jade oxide
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no but i heard some people including lunatic had been trying to work on it

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thing is

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eventhough it is done

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i don't see its use

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coz i'm pretty sure so far without heavy engine edits, changing a model means automatically despawning or holstering ur gun

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but on the other hand

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check MAT 49 MOD

jade oxide
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they had bone hiding features to change some mesh

tame steppe
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I wish someone else would work on it I’m way too busy rn

jade oxide
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if you see what i mean... this could be a good approach

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THERE

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it is possible then. good

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one less problem xd

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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 ?

green root
jade oxide
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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...

green root
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Could steal what I did to make armor reduce recoil values to do that, would be interesting.

jade oxide
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your only real limitations are dedication, will to learn and imagination A_partykirby

tame steppe
jade oxide
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i have no doubt about it, but i think we got all the tools necessary, just need to articulate them properly now

tame steppe
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maybe… not entirely sure though

jade oxide
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someone has to build hehe

fair inlet
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I think check the upgrade via wpn:iterate_installed_upgrades and intercept the anim via actor_on_hud_animation_play

tame steppe
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but I would probably make do with animation.common mutate anim

fair inlet
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yeah

green root
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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?

jade oxide
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it's been years i've heard "official anomaly this", "1.6 that", "1.6 will do this..." and... still waiting.

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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

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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...

tame steppe
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1.6 has plans for things like that iirc

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this is from lucy

green root
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I can't open that link

jade oxide
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you're not the only one xd

tame steppe
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it’s anomaly discord

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surprised you guys aren’t in it… clearly

jade oxide
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i was banned from it

tame steppe
green root
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I could've swore I was... But then again my stalker days started with Gamma.

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Well I'll take an invite link if you can send it Verd, guess DJ won't 🤣

tame steppe
jade oxide
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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

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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

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one day we showed screenshots of that channel to ask for explanations and it erupted into a drama

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and a ton of trolls and people in anomaly discord sided with these ATAZ devs and we got banned basically.

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some 'well known' people, that are still here btw, and never ever apologized by the way kekw

tame steppe
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huh clearly

jade oxide
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the initial argument was

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"oh lol, the omf file is bloated, you are an asshole"

green root
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Found the server, I have no access to that channel.

jade oxide
# tame steppe huh <:clearly:1382281299355631647>

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.

tame steppe
green root
tame steppe
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weird

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it’s in dev blog

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literally the fourth channel in the server

green root
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All I see 🤷‍♂️

jade oxide
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there is maybe verification steps to do i can't recall

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there should be much more channels no?

tame steppe
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yeah there’s supposed to be more channels

tame steppe
green root
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By verified you just mean accepting the server rules right?

tame steppe
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no you need to give a phone number

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that’s how you verify yourself

green root
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You also need to give yourself the stalker role. I just gave myself the freedom role at first. works now.

tame steppe
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huh weird

green root
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Dev blog update that you shared is from 2026, the last one before is from 2023 lol

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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.

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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.

hoary cipher
cursive nova
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how do i tweak Grok's Ballistics Overhaul? I would like to make combat more realistic.

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is 'stalker_damage' the only setting i would have to modify?

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If so, what's a recommended value for realistic damage?

violet cave
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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?

tame steppe
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anyone know if it’s possible to change an icon through scripting? not adding an icon layer but an actual icon?

random fulcrum
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this ancient mod does that

tame steppe
random fulcrum
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ah but it's for the hud artefact belt

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but i mean you could extrapolate and hijack similar functions from the rest of the inventory ui code

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doesn't seem farfetched at all really

tame steppe
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I’ll toy with it clearly

toxic hatch
tame steppe
peak quest
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I have returned from my gamma hiatus, need the fix for this again

worthy mortar
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One that fixes their textures so they cast shadows

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There

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It fixes the net. The one in game is broken and doesn't cast shadows.

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This issue also affects some other textures kekw

peak quest
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Thank you doc

misty mulch
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it's listed as "barbed wire shadow fix" in mo2

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but links to the same mod.

native oyster
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Has anyone worked with Crow_Spawner ltx files?
I am curious what the spawn_path variable is for...

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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.

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If I wanted 10 crows, would I need to add more agr_crow_spawn lines?

narrow stirrup
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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 ?

narrow stirrup
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but that's a boolean not an specific variable for know the faction of the stalker right

simple scaffold
# tame steppe anyone know if it’s possible to change an icon through scripting? not adding an ...

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.

narrow stirrup
simple scaffold
tame steppe
simple scaffold
# narrow stirrup i will take a look thanks for the indication 👍

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 😛

raven raft
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@faint sable what happened with the FAL wooden from FWP ?
its gone from the modpack :c

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if you removed it for some reason, would you happen to still have the models for it ?

ivory nebula
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little help...how can i add a hud_fov value in vanilla weapons ltx ?? all my vanilla wpns have like 0.9 fov 5head

ivory nebula
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uh nvm ive got it...

next zinc
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Guys

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What should I do when I dont have a roughness textures ?

trail sundial
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What do you have?

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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.

next zinc
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Base color, specular and normal

graceful lance
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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 peepopray

fluid flint
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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

peak quest
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does anyone know what rifle clik is using is from in this video

summer girder
trail sundial
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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.

azure palm
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I thought gloss was used and not spec

trail sundial
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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.

azure palm
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Fair enough. I only know what I read in the .thm documentation

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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

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actually forget what I said, that would only really apply with roughness, not gloss - it would probably look fine as is

trail sundial
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I made the bump for this with a green specular that I desaturated and adjusted the levels.

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This one I made the bump with a roughness that I just inverted the colors.

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As long as you have some good contrast between the less shiny and more shiny parts it'll be fine

azure palm
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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.

summer stream
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just invert roughness and you got yourself a gloss map Glueless

calm kernel
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Guys, what '.script' file this .ltx file dependent on - 'ph_box_items_by_communities.ltx'?

tame steppe
dull whale
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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

summer quest
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how to fix black scope? or i need to uninstall 3 of this mod?

nocturne rover
queen pineBOT
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@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

nocturne rover
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looks like VSSK to me im pretty sure

nova pike
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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

charred cape
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Would it be possible to make a mod that adds a blind dog as a companion?

hardy hound
coarse atlas
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@toxic hatch Do you often play with crafting?

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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?

toxic hatch
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Making triggered explosives?

toxic hatch
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I think that recipe is balanced

toxic hatch
nocturne rover
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2 copper wires is steep

toxic hatch
nocturne rover
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reusable? then cheap af

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thought it oneuse myb

toxic hatch
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I mean its a detonator so its gotta be, eh?

nocturne rover
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i assumed if you put it on IED its one-time use

toxic hatch
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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

coarse atlas
toxic hatch
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Yea one time use might actually be pretty expensive

coarse atlas
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Craft the trigger device first. Then combine it with a duct tape and explosive item to make an IED.

toxic hatch
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How're ya gonna detonate it tho

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You gonna make a phone item?

coarse atlas
toxic hatch
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Oooo

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You're gonna make it work with waypoints huh.

coarse atlas
toxic hatch
coarse atlas
toxic hatch
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Dayyyum that looks awesome

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with its own custom icon even

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Well, if you dont have to craft anything extra after all, then i'd say its balanced

fair canopy
toxic hatch
# coarse atlas

I actually have an idea how you can improve on it

if you didnt already have that idea before

toxic hatch
# coarse atlas 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

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So you dont need line-of-sight for an ambush

coarse atlas
toxic hatch
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You already made a deployable drone?

toxic hatch
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holy shit bro is cooking

toxic hatch
# coarse atlas

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

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standing infront of a hostile MG right now and it doesnt shoot me

coarse atlas
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Hmm, do you have many extra mods beside GAMMA modpack?

toxic hatch
toxic hatch
coarse atlas
# toxic hatch 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.

toxic hatch
coarse atlas
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👀

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Thanks.

toxic hatch
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I hadnt expected you to already be working on a drone, impressive

nocturne rover
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if the question that "LMG nests dont shoot anything except if player in 1 specific spot" thats known thing in GAMMA

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they either have fucked fov or don't have ability to turn LMGs

toxic hatch
nocturne rover
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ahhh you meant the mod that adds additional LMGs

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i understand now

toxic hatch
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Whats weird is that sometimes i can hear the MG firing but when im close nothing happens, but there is ammo missing

toxic hatch
next zinc
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SO

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im having this problem where the bones of the animation are moving but the model is not

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like, the bone of the bolt is moving but the bolt itself is not :B

stable fossil
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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

ModDB

What's going on, how you doin' today? This mod features Eastern and Middle Eastern AKs. Chinese Type 56 Yugoslav ZPAP M59/66 Zastava M70B1, M70AB2, M76 DMR, M21 Iranian DIO KLF and KLS Israeli Galil, Galil Sar and Galil Mar Iraqi Tabuk DMR Russian VEPR...

hollow salmon
trail sundial
next zinc
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yes

trail sundial
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If that's the case perhaps you forgot to add them to the armature with the armature modifier.

naive snow
next zinc
next zinc
tame steppe
fair canopy
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loks like a vertex was left on a different bone

nova pike
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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?

next zinc
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sorry my capslock key was activated

nova pike
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okay just making sure

nocturne rover
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ask in mod thread

nova pike
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i didnt realize i was in the wrong chat mb

next zinc
tame steppe
next zinc
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OH yeaaah

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thaNKS

graceful lance
calm kernel
# naive snow I'm currently fixing Anomaly maps, so if you've got needs/requests I can help yo...

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.

naive snow
# graceful lance yeah i need Rostok map for a start. i am gonna make changes but then it needs to...

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

naive snow
calm kernel
naive snow
graceful lance
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If I change level do I need to care about triggers, spawn points, etc? @naive snow

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I only need static geometry

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And I would not change anything gameplay related

naive snow
graceful lance
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Fuck

naive snow
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Also be aware that map files get big, realy big memory wise, so a map edit mod goes to several gig's worth

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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

graceful lance
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Wow that’s would be awesome

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Can you send me your actual Rostock level file?

naive snow
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Do you have Anomaly installed?

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If so you can just open the level outright

graceful lance
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I will edit materials and uvs and then send you back

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I have anomaly with extended maps

naive snow
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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

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Then launch your Blender version through MO2

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You can hit Edit at the top and add your version

graceful lance
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Wait what? You can launch anomaly in blender? Wtf 😅

naive snow
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Yeah you can, it virtualizes the same folders and files you'd see in the data tab

graceful lance
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That 5head shit

naive snow
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Just configure your Xray addon paths to your Anomaly folder like so

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Then just import the level itself

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Just be aware that ''rostok'' is actually l05_bar, l06_rostok is wild territory

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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

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So blender actually sees the level files and textures

graceful lance
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oh no i ll never gonna do all these things correctly.

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can i just ask you to change uv rotation on some meshes? i ll send you screenshots what meshes i need to change

naive snow
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If you've done everything properly, you should be able to import the level and all its textures

naive snow
graceful lance
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yeah i ll dm you later then. there are only couple of meshes.

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can u send me fbx of bar level? i need it to check what materials asigned to meshes

naive snow
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It takes 5 minutes

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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.

naive snow
graceful lance
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Ok I ll try

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Thanks for the help 🙏

naive snow
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No problem, let me know if you run into any issues

next zinc
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Does anyone knows where the icon for the M98B is ?

next zinc
#

uuuuuuuh

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its my world model btw

next zinc
naive snow
next zinc
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but this is happening in the mod im making hahhahah

naive snow
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Well your paths are broken and not relative to the gamedata folder. Edit the .ogf and correct the paths

next zinc
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oki

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oh yeah, I forgot to delete the animation path of the wroldd model

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back to this

stark iron
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Yo guys, is the ReDone mods working rn with the current game?

trail sundial
next zinc
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Yep

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That solved my problem thanks !

next zinc
trail sundial
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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)

next zinc
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Im using the wpn body

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Not just that, but bolt and mag also were not loaded

small thistle
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Hello, can you please tell me how these drop numbers work?

azure palm
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documentation for it should be located in npc_loadouts.ltx

small thistle
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I guess the documentation must be somewhere in the original file, because here is only this:

azure palm
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well, for starters, that not the npc_loadouts.ltx file

tame steppe
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nah its there just look at npc_loadouts.ltx

small thistle
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Ty

tame steppe
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though SD made changes to it to allow for weights which isnt really well documented here

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at least for GAMMA

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oh nevermind it is i cant read haha

versed aurora
#

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.

woven plover
naive snow
hoary cipher
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Degrades outfits too if I want it too

serene quail
#

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

versed aurora
versed aurora
hoary cipher
serene quail
versed aurora
hoary cipher
#

Or Increase the damage/rate of contamination

versed aurora
hoary cipher
versed aurora
hoary cipher
versed aurora
hoary cipher
versed aurora
next zinc
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Can two different meshes use the same texture file ?

azure palm
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absolutely

next zinc
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but they have to be named differently righrt /

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?*

azure palm
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What exactly are you trying to do?

next zinc
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I ripped this gun from Gmod

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But it only have two meshes and two textures

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Its a sniper

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Scope, magazine and bolt are in one texture

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The rest of the gun is in the other

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In blender

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I went on edit mode and separeted the vertices of the marps that moves in the animation

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Well, later

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When loading the gun in the game, the scope, mag and bolt were missing

azure palm
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missing meshes have nothing to do with texture maps

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as long as you haven't messed with the UV map itself then everything will be fine there

next zinc
#

How I mess a UV map ?

azure palm
#

If you have to ask then you haven't touched it KekSkew

#

but the UV editing tab in Blender will be where you could edit that

next zinc
#

U mean the direct x vs open gl thing ?

azure palm
#

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

next zinc
#

while in blender

trail sundial
trail sundial
azure pecan
#

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.

rigid sail
#

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.

jagged hearth
#

how do i edit the hud_fov of my pkm

#

its the only gun i have that changes my hud_fov

worthy mortar
#

I think there was some code that allowed clearing the hud_fov variable in dltx.

worthy mortar
#

You think I remember? kekl
Check dltx files.

jagged hearth
worthy mortar
#

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

worthy mortar
#

Should be ok

jagged hearth
#

my huf_fov still bnecomes 0.78 when i equip the pkm

fair inlet
worthy mortar
#

Wait how is free zoom related to this issue? kekl

jagged hearth
fair inlet
#

ye

jagged hearth
#

the pkm siber?

fair inlet
#

I guess
idk which pkm you have

jagged hearth
#

its all working as intended now

#

thank you guys

fair canopy
novel ruin
next zinc
#

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

trail sundial
#

You don't need a new anim for alt aim.

You just need to add usealtaimhud = true and then define the position

next zinc
#

What if it is from scope to a red dot mounted on a scope ?

hoary cipher
lean dagger
jade oxide
# dire rain

sometimes community interaction feels more like the viltrumite purge than this... if you got the reference... lol

foggy magnet
#

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

random fulcrum
#

get the latest bas

foggy magnet
#

funny

hoary cipher
dire rain
rough lion
#

the funny engine is literally a port of most of the IX-Ray engine features

dire rain
#

Nah, funny engine has important features but is far from be a port of the most features

hoary cipher
trail sundial
azure pecan
#

can anyone point me in the direction of a guide on how to edit npc loadouts? coming up blank on my searches.

dim hare
summer stream
#

since ixray is reworking how scripts work n etc

#

so from Lua you go to C++

#

faster but harder alternative

coarse atlas
next zinc
coarse atlas
#

😔

#

Stalker maps are really hostile to vehicles.

next zinc
#

Not only the maps, also the engine KekSkew

rigid sail
#

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.

coarse atlas
#

Can only work around it.

forest python
#

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?

misty mulch
#

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)

forest python
#

@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.

misty mulch
#

because that requires script editing

forest python
#

So parts of say 50% could be repaired.

misty mulch
#

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

forest python
#

I see, I will have to take a closer look when I have more time.
I appreciate the assistance.

tame steppe
#

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

forest python
tame steppe
#

just change the 60 to 50 or whatever number you want?

#

the cleaning table part is commented out

#

thats what the -- means

jagged hearth
#

guys how do i edit this guns rate of fire

#

no way an ak 104 shoots that fast

forest python
tame steppe
#

its lua, though i think an older version

forest python
#

Cheers, I will brush up on the familiars and play around.

tame steppe
tame steppe
#

but yes thats correct syntax

jagged hearth
#

that should be it yeah?

tame steppe
#

yeah 👍

jagged hearth
#

i placed my mod at the very bottom of mo2

tame steppe
#

make it mod_system_zzzzzzzzzzz_(insert_anything_here).ltx

jagged hearth
tame steppe
# jagged hearth

did you make sure this gun has the same section as the one you edited?

jagged hearth
tame steppe
tame steppe
jagged hearth
tame steppe
#

yeah then i have no idea

#

double check everything

#

unless a script for some reason touches that specific gun your dltx should work

jagged hearth
tame steppe
#

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

jagged hearth
#

could it be by any chance the problem

tame steppe
#

unlikely

#

try changing other values

#

test with other guns

jagged hearth
#

alright

tame steppe
#

i dunno whats up with how you're doing it but somethings wrong

jagged hearth
tame steppe
#

you didnt turn on the mod in mo2?

#

your not reloading the game?

jagged hearth
jagged hearth
calm kernel
jagged hearth
#

a restart?

tame steppe
jagged hearth
tame steppe
#

or open debug and reload system ini

jagged hearth
tame steppe
#

it does the same thing

fair canopy
jagged hearth
#

oh nevermind

#

its fixed now

#

i just had to restart the game twice

tame steppe
#

??

fair canopy
#

Some stats don't register the change Immediately

jagged hearth
#

yeah

fair canopy
#

In same cases it'll change on level transition. Others you need a complely new copy of the gun for the change to happen

tame steppe
jagged hearth
#

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

fair canopy
#

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

tame steppe
#

wonder why no one has done anything about that clueless

spring yew
rough lion
#

progression difficulty options menu

#

part of vanilla anomaly

spring yew
rough lion
#

lol

spring yew
rough lion
#

Bro really want to go broke over repairing stuff

#

by editing ui_options perhaps

spring yew
#

it is not enough

rough lion
#

No way its THAT cheap in GAMMA

fair canopy
#

Repairing condition doesn't do anything though. You need to repair the parts

#

Pretty sure mechanic doesn't repair parts

rough lion
#

Its really weird how that works lol

spring yew
#

yep

#

it is only condition

#

lol

fair canopy
#

You're literally giving him your money for nothing

spring yew
#

reloaded the save

#

is there a mod to have findable repair kits?

#

like, I play ironman, and dont wanna grind to lose it all

rough lion
#

Seems like a huge oversight for WPO mod's part

simple scaffold
# rough lion 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.

rough lion
#

Why cant mechanics not repair those?

fair canopy
#

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

simple scaffold
cyan jackal
#

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

simple scaffold
cyan jackal
simple scaffold
calm kernel
#

@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.

simple scaffold
# cyan jackal okay thank you for the help. I think imma look into lua first and try get a bit ...

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.

cyan jackal
#

chatgpt maek me lua mod pls this should work right?

simple scaffold
#

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.

cyan jackal
simple scaffold
# cyan jackal damn thats actually very inspiring. i did programming in highschool and complete...

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.

cyan jackal
# simple scaffold exactly. motivation is very important. the guides will help and are much better...

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?

simple scaffold
# cyan jackal in the new update thats gonna drop, there is a pegboard which can display guns. ...

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)

cyan jackal
simple scaffold
#

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

cyan jackal
simple scaffold
# cyan jackal also do you know why it is so hard to make map changes? ive heard this multiple ...

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.

cyan jackal
cyan jackal
cold valve
elfin comet
#

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

sudden inlet
#

@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? 👀

coarse atlas
#

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.

sudden inlet
quartz marsh
#

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.

hasty summit
coarse atlas
hasty summit
# coarse atlas Thank you for playing.

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

coarse atlas
#

I provided the link to fix it.

hasty summit
#

oh alright

coarse atlas
#

It's GAMMA issue I can't fix from my end.

#

Q: How to reinstall modded exes from scratch?

hasty summit
#

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

coarse atlas
#

Or the logs

plush sierra
#

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

simple scaffold
# plush sierra I'm thinking about making a mod that allows you to pack/compress outfits and cer...

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.

plush sierra
simple scaffold
# plush sierra Thanks Raven. I had something like that in mind. I haven't coded in LUA before, ...

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

plush sierra
#

Fantastic. Thanks! Seems a lot more feasible now

dawn token
#

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?

steady apex
#

its a conflict in animations, usually when there is a wrong config or dltx for animations

dawn token
#

Thanks, demonized

trail sundial
dawn token
#

Thank you:]

#

Side note, what is the audio format that NPC voicelines use? I'm trying to find a specific one

sudden inlet
sudden inlet
narrow stirrup
#

i need to blacklisting the strongest mutant spawned on gamma, how can i see the reference of these mutants to use their id?

fluid flint
#

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"

fluid flint
#

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

sudden inlet
# narrow stirrup i need to blacklisting the strongest mutant spawned on gamma, how can i see the ...
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

sudden inlet
fluid flint
#

ok thank god - I was losing my mind there for a bit lol

narrow stirrup
#

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

narrow stirrup
peak quest
#

For those making anomaly mods check this out

#

Any of his videos would be great inspo

fair canopy
#

the fuck is this

jade oxide
peak quest
#

idk

#

just came across it while scrolling

jade oxide
#

alright, enough internet for today. see ya

cedar kite
#

i want to make renegades a real faction for gamma, anyone have any ideas?

wide night
#

Hey guys does anyone have the SISKI mod that they can share here? It's been deleted from ModDB

wide night
coarse atlas
#

Ahh this reminds me why vehicles suck.

strange kettle
#

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.

drifting moat
nocturne rover
#

@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

random fulcrum
#

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

narrow stirrup
#

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 PepeHands

next zinc
summer stream
#

doesnt have that string in ltx

next zinc
#

Thanks

stable fossil
#

Excuse me, but which modded exes i should install? DX11

queen pineBOT
summer stream
#

(mt)

stable fossil
#

Wow. But i gonna make mod for anomaly, not HoC

summer stream
nocturne rover
#

is mcm menu difficult or im just stupid

#

rhetorical question

#

its the latter

stable fossil
#

And it doesnt matter rn.

next zinc
#

supa, I put this in the ltx, made the ogfs 3dss shit, but the attachments dont appear as usuable for my gun]

simple scaffold
nocturne rover
#

no config no default lmfao

#

and i also kept telling mcm to pull out boolean value with val = 1

stable fossil
#

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?

nocturne rover
#

so it just defaults to basic

stable fossil
#

So, i just need to put gunsmithing tool name between that?

#

I simply dont get it.

#

Nvm, now i get it!

sudden inlet
trail sundial
trail sundial
# next zinc ???

In the main section for the gun you should have a line like this

scopes = Acog, Leupold, eot

For example

next zinc
#

OH YEAH DUDE

#

I TOTALLY FORGOT THAT

#

almost 6 months of no modding]

calm kernel
#

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 :/

next zinc
#

ok

#

now the scope isnt attaching

trail sundial
next zinc
calm kernel
#

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 😄

calm kernel
#

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???

trail knoll
#

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

trail sundial
# next zinc

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.

heady axle
#

where should i start making mods?

summer girder
trail sundial
heady axle
untold otter
#

Can I remove some weapons from npc loadouts via using npc_loadouts ltx files?

calm kernel
#

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

simple scaffold
calm kernel
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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?

hoary cipher
calm kernel
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🙁

hoary cipher
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Why do you want to remove stiff from the debug menu/game though?

hoary cipher
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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?

modern fog
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Feel free to check them out !

hoary cipher
# fair canopy 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

fair canopy
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The necessary shaders make that impossible for dx8. Just test out the bas pip and see for yourself how bad it is

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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

rough lion
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I put Kerosene in my Toyota Corolla why doesnt it start?

hoary cipher
fair canopy
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I meant make it better

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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

rough lion
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Who the hell wants to bother adding modern graphical features on an ANCIENT rendering API from 2000

rigid sail
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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.

fair canopy
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the way true pip does it doesnt eat performance like that. but it still relies on 3dss shaders, which dont work on dx8

rigid sail
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Oh, neat. I stand corrected.

hoary cipher
calm kernel
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There's too much useless garbage. This creates chaos

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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

fair canopy
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just add it to the debug blacklist

hollow salmon
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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

rustic kettle
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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

next zinc
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suuup

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what are the right settings for exporting reticle textures ?

weary root
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im guessing no mips, bc3 or bc1a

fair canopy
next zinc
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do I have to use an external plugin to save in .dds?

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nevermind

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just found it]

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wich one of those is the right BC3? :B

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Shiiiit

next zinc
fair canopy
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ye

next zinc
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still not working :c

calm kernel
weary root
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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)

next zinc
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[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'

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this happened in my mod

slender echo
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does anyone knows what do I need to do to make chars like that render properly?

random fulcrum
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encoding

slender echo
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I tried 1251, 1252 and utf-8, none of them worked

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I figured how to make it partially work with 1252, but it's still wrong somehow

verbal siren
next zinc
tame steppe
random fulcrum
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oomf issue

next zinc
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oh right

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I forgot to clear the omf referenciation in the wrold hud

next zinc
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hahahahahhaha

trail sundial
next zinc
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the omf problem is gone

trail sundial
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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

calm kernel
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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?

tame steppe
calm kernel
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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?

sudden inlet
calm kernel
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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?

tame steppe
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but without knowing what you changed it’s impossible to help you further…

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but yeah salo is right we don’t usually edit the files directly if we can avoid it

tame steppe
calm kernel
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@sudden inlet @tame steppe Thank you, guys!

trail sundial
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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

azure palm
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@trail sundial I think this could do that, but haven't used it myself so I could be mistaken

raven hatch
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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

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so I'm fairly confused

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yes, I've tried restarting the game

trail sundial
summer stream
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you know what's funny?

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its not happy with ogf and omf

raven hatch
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is there a way to set a priority order for ltx files?

summer stream
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the one that's last in the mod list has highest priority Glueless

raven hatch
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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

tame steppe
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but for DLTX files it’s the last alphabetically loaded one

raven hatch
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it doesnt appear to have caused a crash yet the only issue I've encountered is it not loading

raven hatch
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[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

tame steppe
raven hatch
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ah lmfao

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I have been on the recieving end of a lie then </3

tame steppe
raven hatch
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thank you very much

tame steppe
raven hatch
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🤮 fuck no

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sooner blow my shit smoove off

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briefly saw a youtube video mention it (almost guarantee I missed smth lol)

raven hatch
raven hatch
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first thing I did

tame steppe
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check in hud editor if your values are actually not what you want them to be?

raven hatch
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ah I just realised the screenshot didnt sent lmao

raven hatch
tame steppe
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reload system ini and the game?

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not sure what’s going on

raven hatch
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full game restart?

raven hatch
tame steppe
raven hatch
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😭 the styer scout hud modifications work as intended

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but not the m4 I'm cryn

rotund lotus
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This might be a bad idea but im currently making a mod where i combine stalker, dying light and left 4 dead in anomaly

rotund lotus
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And im on a verge of collapse just by doing scripts

next zinc
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*Gamma being updated *

Normal players: YAAAAY

Modders: oh god why death dread

summer stream
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im thankful i just do nothing keka

rotund lotus
summer stream
rotund lotus
summer stream
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even though i know too much shit im lazy to do it

calm kernel
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@[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 !

summer girder
raven hatch
# raven hatch </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

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this doesnt happen with the styer scout

nocturne rover
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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

  1. 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

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mod works perfectly fine besides these two

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2 - in particular feels like the same UI bug as "RPM upgrade doesnt update the stat until you level transition"

calm kernel
tame steppe
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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

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also when you say “updates” do you mean the ui or the actual weight in the inventory?

nocturne rover
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and both work a bit inconsistently

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but

  1. the dynamic MCM slider for how much armor should weight which only updates after re-equipping armor
    i solved it by just adding on_option_change
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both Armor and Inv weight refresh perfectly

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Default upgrading is fine
Upgrading while armor is equipped (90% weight reduction) is wonky and dont update

simple scaffold
nocturne rover
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so that issue (1) is 100% solved now thank you so much

simple scaffold
nocturne rover
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...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

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we'll see tho

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hooking it to UI proved very challenging

rustic kettle
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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?

simple scaffold
nocturne rover
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ohmyfucking god i actually fixed both issues i didn't even think it was possible to fix either you people are the best

simple scaffold
nocturne rover
simple scaffold
fair canopy
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If you're trying to setup a gun for 3d ballistics there may be some work involved

simple scaffold
nocturne rover
# simple scaffold That cache is why many item stats in the UI don't update after upgrades until a ...

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

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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

old berry
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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

simple scaffold
nocturne rover
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i just dont see any UI bugs in this version so far, Delta math seems to be working well

tame steppe
nocturne rover
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unequipping armor is just not that big of a deal to make math work

tame steppe
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I feel like I recognise the error but without the window or log it’s a bit hard to remember how I fixed it

tame steppe
# old berry

most likely model bones not matching omf bones?

old berry
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i already checked that, thats not it

tame steppe
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I.e. it can’t find the motion size for the bone of a model in the omf

tame steppe
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that’s the only issue that comes to mind sorry

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I’d recommend double checking your motion references and bones

fair canopy
next zinc
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SO, everytime I spawn the weapon I made on my inventory the game crashes

raven hatch
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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.

hoary cipher
# next zinc

Blank stack trace, do you have like bad motion references or something?

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It's likely a mesh error

next zinc
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I think I will redo the blender

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change armature yada yada yada

next zinc
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can it be an issue with the world model ?

sudden inlet
next zinc
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pbp ???

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can u send me the link ?

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ok

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I downloaded the mt mod exes with the pbp

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lets test

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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

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ok, now we have a stack trace, Idk what is it saying butb we havev one

raven hatch
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I do

raven hatch
tame steppe
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idk mas changes a lot to do with basic hud editing

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I have no idea how to handle that

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you’ll have to wait until somebody knowledgeable comes along

raven hatch
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I get the feeling that its being changed within a script potentially

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specifically because of the way it switches </3

raven hatch
tame steppe
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because most of mas systems work in the engine

raven hatch
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yea... I'm just gonna cry </3

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all hope is lost

tame steppe
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engine or not it’s probably fixable, maybe ask darko

raven hatch
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I'll give that a shot

next zinc
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my ogf was broken

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my world ogf**

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I hade world models holy shit

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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)

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do we dont decimate and reduce bones anymore ?????

tame steppe
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I vaguely remember this might be caused by exporting via older stalker model versions

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though not entirely sure

next zinc
tame steppe
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huh

next zinc
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arent those the right settings ?

tame steppe
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I think so

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so Im looking at the source code now…

next zinc
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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)
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I give up of bolt action weapons

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Im ciming back to dmrs and rifles

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fuck this

fair canopy
#

World model is super easy

next zinc
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I think I dont know to deal with different bones inside a same mesh

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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)

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going to sleep now

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good night yall

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the problem was actually inside my ltx omegakekw

tame steppe
next zinc
calm kernel
next zinc
tiny mist
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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!

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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! 🙂

tight marten
#

this
for some reason texture painting doesn't work

tight marten
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nvm, it was caused because blender no like dds

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I exported texture as a png, now I will do my stuff then I will change it back to dds

sudden inlet