#╙🖇mods-making-discussion
1 messages · Page 149 of 1
where one can find the animation rig to make animations
#883097205710389288 message join anomaly server
I trying to import wpn_hand_ak74u_hud_animation.omf
what should I do to do that being here:
im using blender 4.2
because newest gives errors
I import omf
but nothing happens
no errors no anything
I assume you have the X-Ray addon for Blender?
You have to click on the bones then import your hand omfs
yes
if yes then what bone exactly do I choose
I've tried that
something loads in for a second but nothing changes
no errors, no message, nothing new
The awkward part is that despite having done this hundreds of times, I still don't know Blender well enough to describe it. But all I do is from this screen, select the hands.ogf in the upper right window (As done in screenshot), then File>Import>OMF. Then the action editor in the bottom bar will fill out with the animations.
what are these hands
these are just regular hands from the game
so why when I see animating tutorials they use ready blend files
rigged perfectly
im here
and importing the omf now does nothing
nothing changes
can you give me some example omf that works for you
im slowly loosing my mind here
pls
Bottom left, switch from Dope Sheet to Action Editor. You'll then get a dropdown bar you can select animations from.
i've tried this
thank you
I got it
and what about the blend files
on official stalker anomaly server
they're actually rigged
Modified_Stalker_ICHI_Rig
they have ik and stuff
when I import animation here none of the bones move, the whole like hands object only moves
because you can't actually animate with this rig
it would be tedious as hell
turns out it's not possible to import from game to these better rigs
they are used just to create new animations
No you are in normal mode uhh can't remember but just the standard select you click the bones and import omf and it should be there in the animation area
Could someone send me a copy of the ui_inventory.script? Don't want to redownload atm and I'm 90% sure I modified it and forgot to make an original backup.
ill dm the one from GAMMA Accurate Defense values which I think is the one that is used if no extra mods overwrite it (I use Accurate stats extended which overwrites this script)
you can’t import to this IK rig unfortunately
it’s more for making things from scratch
maybe with nla stacks you could do something but unsure
ik rigs use copy transforms to the actual bones of the model, so any movement of the bones leads to nothing because the ik controllers aren’t moving
ребята подскажите как создать свой валлмарк? я пытаюсь сделать отверстия от пуль,у меня в игре отрисовывается и отверстие и квадрат черный
хотя все на прозрачном фоне
fr? how?
get a second skeleton,
go into ik rig and make it have child of on the bones
like l_hand to l_hand, shoulder n etc
it'll follow the animations and you can easily edit it without worrying about anything
juust one thing
you need to do fingers manually
neverrrr thought of that, but seems complicated
thanks a lot though
not complicated at all
wait so you make the ik rig follow the fk rigs anims?
idk but the ik rig im using has quite a lot of bones that doesnt seem to easily match up to the bones of the fk rig
yes
can i just show it in call 
I’ll probably forget if you just show me once 
anomaly book article 👀
там нету ничего про это
Ну вот сделаешь
Йес йес
Default time factor is 6 so I would assume it's 4 hrs but that seems so wrong ngl
i've no idea where to look that up
does gamma change day duration or is it default anomaly
why does that matter tho?
default anomaly think is 4
task related timeout
also isn't it just time_factor in console
time_factor is 1 by default
it's 6

А вот хуй поймешь, но вроде 6 всегда было на слуху
its from "turn this on if you stutter" but yea
Well, it seems to be 10
https://github.com/themrdemonized/xray-monolith/blob/all-in-one-vs2022-wpo/src/xrGame/game_base.cpp#L9
So 2.4 hrs per day
i dont know where the alife.ltx for default gamma is
Oh, there is a ltx value too, good to know
yeah game gets the value from ltx first
Doubt Grok ever changed this particular setting
@mortal flint @sudden inlet found it
time_factor = 6
ok so that time factor and time_factor console command are 2 different things
They should be the same thing
how
@mortal flint ты че бля, х1 играешь 
uh huh,
in console time_factor = 1 is default
And 6 makes it run...6 times faster
рил хуйня какая-то
мб оно отдельно?
блять я тебя пинганул файл
со строкой
нихуя се
именно что ВРЕМЯ
Та похуй
@steady apex привет, друг, расскажи, пожалуйста, сколько реальных часов в одном игровом дне.
Чето пазл тяжелый какой-то
щас поставлю на полночь и включу таймер епта
бля я в ахуе
check if 1 minute is 10 seconds
thats time factor = 6
time_factor in alife ltx

1 irl hour = 6 game hours (default)
сидите пазл собираете
А это чего такое тогда?
is time_factor being a console command that speeds up Game instead an .exe thing?
это ОТДЕЛЬНО от alife
no
Та вот вроде нет, в коде все в одну переменную ложится
представьте это как cheat engine
где можно вручную ускорять
это по сути time_factor внутри игры
а вот alife это уже дни и другая хуйня 
строчку кода покажи давай, ух, сука
нахуя
time factor в консоли убыстряет/замедляет все, это как host_timescale в халфе/гарис моде
ты логически думай а не пытайся в код смотреть

о нихуя
та погода по тому же time factor идет
я пошёл делать гайд
только по отдельности от alife
💀
да и вообще
как вы это себе представляете?
вот скажите, меняешь time_factor и чисто погода начинает меняться
ебанный made in heaven
Ну так же и происходит или нет
это тупо
нет
да
бля
у тебя вся игра ускоряется
как демонайзед сказал, это host_timescale в движке source
ДА ВЫ БЛЯТЬ ВООБЩЕ ЕБАНУЛИСЬ?
Не ну вообще погода вроде на тот же триггер записана
ну я ставил таймаут на спавн отрядов на 2 минуты реал времени
и собсна если меняешь тайм фактор на 10 то они быстрее спавнятся
да ну нахуй?
по сути всё просто умножается в 10 раз и всё
не, рил, погода не меняется
не надо блять часы строить новые
как
КАК
а точно
это мем местный от разрабов 
или что как
он в рил тайм не может так
при переходах происходит
либо когда гг не видит
я хуй знает чё там насрано
Или меняется бляяя
kind of schizophrenic that there are 2 different time_scale
instead of time_scale and h_time_scale or smth
they are used in two different ways
so idk why you are all confused about it
and more sense would make
w_time_scale - related to weather
time_scale - related to anything in-game
меняется
блять ну облака двигаются
Ну скайкуб тебе рисуют красивый
Вообще там скорость погоды походы из консоли не поменять
ну в настройках игры можно поменять но хз работает ли это
А при фаст тревеле она просто заново рандомится, вроде недавно фиксили этот баг
Скорее всего
Так и какой ответ на вопрос тогда...
ну ты веришь что сутки четыре часа идут
если бы меня спросили то я бы сказал часа два максимум
ладно щас сам таймером засеку
Ну сомнительно конечно, но вряд ли быстрее. По факту из 4 часов 1\3 это ночь = 2.7 часа. Плюс округлим туда сюда и получается 2 часа на день. Как будто норм
ладно я засек и одна минута в реале это 6 минут в игре
💀
ну ниче мозги поразмяли как раз
Жесть ого, Мака реально прав
Ну вот мейби засек таймер, ему можно верить 
А ты как будешь доказывать
!maka
логика в сталкере 
@summer stream тебе мод на убийство со спины от 1го лица или 3го?
третьего
😳
Im in
ping me when you're free
in 15 minutes im free
im up @summer stream
sec
@tight marten ima just call you in dms
kk
the vc on gamma is fucked 
Guys, is there an addon that makes the player slower? Not overall movement speed, but things like not being able to reload while sprinting, not being able to run with the backpack open, etc. I’m kind of tired of it feeling like I’m playing COD Warzone
Go to "Grok's Gotta Go Fast" in MCM
If you want dynamic movement speed change based on weight or weapon in hand, go to "Speed" in MCM
Does anyone know if you can mod "Weapon Cover Tilt" so it doesn't tilt you gun when aiming down sights?
weapon_is_zoomed
that would also defeat the entire purpose of the mod
might aswell just disable it at that point
Not really, I like the animation but for gameplay purposes I'd only enable it while hipfiring
Guys, is there any actual documentation about how to create cycling buttons for GUI that will switch between items? I already tried to mimic the thing that Serious made with his mod, but failed bigly - https://www.moddb.com/addons/seriouss-sam-streamlined-anomaly-maintenance
I will appreciate your help in understanding how I can implement such thing. I want to make this feature for the crafting system that I'm working with right now (I'm modifying Banjaji's framework). So instead of having lots of recipe duplicates, you will have 1 recipe with multiple choices for certain entries.
I hope tomorrow I'll be able to read the instructions or hints about it so I can finally beat this monster. Now it's time to sleep. God bless you!... Zzz Zzz...
the existing recipie UI uses icon cells from utils_ui. they are static.
you will need to modify the UI to periodicaly redraw the icon cell with a new item section .
I am surprised why this thing didn't have any of these errors you mentioned, is it fine?
https://www.moddb.com/mods/call-of-chernobyl/downloads/acdc-tool-for-coc
Did this just allow anomaly to decompile?
It decompiled all.spawn in my case
Hmm that's.....cool 
Thank you very much for the hint! I will try to play around it next time
Curious if you suddenly know where to get *.level files 👀
@ancient igloo
Stalker mods and add-ons creation.
This channel is not for STALKER 2 modding discussions, for that go to #╟⚒stalker2™-mods-making-discussion
HAHAHAHAHAH
I can't cope with how revolver is more accurate than AK74. How do I edit and what should I edit to change the accuracy of AK rifles? I have experience editing COP weapons but I don't know file structure of Anomaly/.
Are you talking about MP412 or Rsh-12?
412
Oh boi... Yeah. This MP412 revolver is busted af. He has stats that Desert Eagle should've have.
It has very high RPM for .357, very low recoil (too low actually), high accuracy and insane durability
I just can't stand AK is less accurate than inch barrel pistol
But if you want to change stats for AK guns, better ways to do it is to create separate .ltx file that will have such configuration inside :
![wpn_ak74]
parameters that you will put here
You can find its configs via GAMMA's launcher search.
Yeah I figured out I can edit files with mo2 explorers but stat doesn't seem to be updated in game? file's value is changed.
You don't have to create separate .ltx files for each guns. You can make it all in the same file, btw. Just don't forget to put ! symbol before [ brackets, otherwise it will crash because of section duplicate
Most likely there's some file that also changing the values. Create the .ltx file and put 'z_' symbols in the name of it. If you do so, your file will have more priority over others (load later). If it didn't work, most likely there's another file that has more 'z' in its name 😄
do I have to put "z_w_ak74_n.ltx" like this
No, you need to create your own .ltx file.
- Create a simple .txt file somewhere and change its extension to .ltx, give it a name with several 'z' letters at the beginning ;
- Make your config changes inside as I mentioned above ;
- Make an archive with your mod (put .ltx file in some folder and use 7-zip or whatever to create an archive) ;
- Install your mod archive via MO2
Now you should see the changes in the game
Direct changes like you did in .ltx file might work sometimes, but there's lots of other .ltx files that simply overwriting those originals in some way, so you might not see the changes
You're getting overwritten by another mod.
https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
Many thanks guys luv ya
Found this and can't tell if this is intentional or not
just wanted to ask what would be the best weapon to port like for a beginner like hand gun or a AR etc
ooh oki ty
i have ported this to fallout NV now its trun for stalker
It worked tysm
sorry to disappoint but Juan did it

Don't let that stop you
ahh oki np i will just pick another one but its diffcult to find good models and im just broke as f to buy any
you can get them from cod
oohh
they are decent quality
aah oki ty again .. also just wanted to ask if i just convert the port into a working weapon like with bones etc and just slap it on to another ofg file with same name would it work just to test it ?? it would save alot of time doing the ltx files and omf editing im just lazy
you can do that
but the thing is,
cod has their own bones so you need to make it have the same bones as stalker do
after that you need to set it down properly and after THAT
you can check it in-game
plus cod is PBR but stalker is nonpbr so
that's more fuckery
welp im free this week so wont do anything but making a port for stalker
hopefully dis is correct
Name your vertex groups the same as the corresponding bones
And anything that's not gonna be moving like the barrel can just be wpn_body
You only really need to use a barrel bone if your gun has a tilt barrel action like a Glock.
anyone here who can explain to me how to make an icon mod, i want to make my own custom backpack icons, nothing else, shouldnt be that hard no?
Pretty easy
make your own icons and dltx the items you want to change to use your icons files
or you can make a replacer for any affected icon images.
whats dltx?
or do u mean i just edit the ltx files?
a type of config that can overwrite an existing config https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
it lets you make modifications to things without touching the original ltx.
ah ok, and other than that just the usual rar file with just the gamedata folder containing the modified files si?
Anyone know what files I have to castrate to be able to sleep where I want?
Spent like a month making friends with the mercs as a loner went to dead city, completely furnished and even put a door on a lovely little cottage, placed my fancy ahh bed down just to be told this bihh ain't safe. My brother in the Monolith, I have made it safe!
No radiation or anomalies present either.
No radiation or anomalies present either.
I tried using the sleep anywhere mods but ts don't fix it.
is there a more intelligent method of file comparison than winmerge?
Compare Plus in Notepad++
Intellij Idea history mode or their git diff 
@summer stream короче главная проблема 3го лица это то что пока не могу найти как игрока ставит к нпц вплотную, как будто даже и нельзя из-за коллизий.
А вот с 1мый лицом в этом плане попроще, конечно, там просто камера летает по миру, как хочешь так и ставь
Random question - most of my custom modding has been around updating LTXs through DLTXs but anytime I make a change that writes to my DLTX I have to reload the game to see the effects
Are there ways to reload DLTX files while in game? Or are there any guides / mods I could look at that make updates in real time?
An example would be, if I make a change via MCM that updates the protections of an outfit via writing to the DLTX, I have to reload to see that effect - but there must be away to change stats in real time, without a reload, as the condition system does this
the condition system works separately by not changing via DLTX
if I’m not wrong
but for reloading DLTX changes
if it’s root file is system then you can just reload system ini
through debug or via another method in scripting that I don’t remember
but it’s expensive
Hmm, if condition doesn’t use DLTX, I wonder if it’s best practice to not do it via this method
This is where I struggle, I see callbacks and functions etc for getting information, but I struggle to understand / find details on changing it without there being an explicit method
I’ll look more into the condition system as that might just be where I need to find the answer - thanks verdatim!
ah right the function is “reload_system_ini()”
but yeah it’s probably better to do something else
it takes a couple seconds to reload
how to save texture as greyscale DDS? i checked grayscale in nvidia setting but DXT5 still adds greenish artifacts
while it is posible to reload ltx file and then reload a save to get LTX changes to stick, that is more of a debug and testing tool. i wouldn't want to depend on it for a feature ppl are ment to use on thier long running save games.
condition was designed from the orginal engine to be changed for the individual game object.
Anomaly and modded exe have added the ablity to change many other weapon parameters on individual game objects.
what exactly are you trying to change?
вопрос, можно ли сделать так что при переходе в третье лицо модельки непися и гг прячутся или куда-то уходят, а на замену идут просто заглушки, которые проигрывают анимацию?
А что это за заглушки?
простые модельки неписей без колизий
А такие есть Оо
если надо, то можно сделать 
Я имею ввиду без колизий ) Никогда не интересовался
ну если нету, сделать можно
не верю в такое 
Я без шуток, что еще за неписи без коллизии?
отдельные модельки, у которых моделька существует, но у неё нету как таковой колизии
А как такое сделать? Было бы конечно крута
а вот это другой вопрос
я то могу пошерстить блендер и всё остальное связанное с этим, и передать тебе на тест
Hey Raven,
It’s less about what I’m trying to do and more about learning how to do it properly.
In the case I mentioned around updating outfit protection stats, what I would like to figure out is, if I set a value for a stat in the MCM, how would I apply that stat to the particular outfit without reloading the game
hello, anybody here know how i can possibly add the m4 butcher back into the loot pools?
ltx changes are not really ment for on the fly changes. if you have to make the changes via LTX then after the game resumes when your setting have been changed run these:
exec_console_cmd("reload_system_ini")
ui_debug_launcher.reload_textures() --this will cause the save to reaload, nothing after this in your script will happen.
you can change some stats for an individual armor. meaning just the jacket the player is wearing not all jackets.
The documentation for this is crap.
asuming you have the outfit as obj:
local cOutfit = obj:cast_CustomOutfit()
cOutfit.m_fBleedingRestoreSpeed = 0.05
will set the bleading heal factor to 0.05
there is a cast_Helmet as well
https://github.com/themrdemonized/xray-monolith/blob/cb243a805cc69621b40691895651243bf102681b/src/xrGame/CustomOutfit_script.cpp#L33
the ones with def_readwrite can be red and set with . notation like above. ones with def_readonly can only be read.
the ones with def are functions you call with : and can be getters or setters depending on context.
it doens't let you change everything tho
Thanks! I’ll do some messing around when I’m back at my pc
you'll also need to patch the actor damage balancer accordingly if you're doing this on gamma
kinda curious,
is there a way to properly see how the textures update in-game? 
like i want to adjust the bump n etc, but i don't like to quit from the game since it can sometimes load for a bit too long
I saw you wanted to reload DLTX as well, for that you want to do like this https://github.com/SaloEater/Armor-Randomizer/blob/master/gamedata%2Fscripts%2Farmor_randomizer.script#L113
I'm thinking about trying my hand at modding up a new repair tool ecosystem. Would anyone be willing to work with me on it?
@crisp oxide what the hell is your mod changing?
everytime i disable it, my own mod for knifes doesnt have any problems related to sprint, yet with YOUR mod enabled it breaks even custom-made knifes
(even the ones that don't rely on wpn_knife)
Hello, there's any guide on how to create portraits for the player and npcs?
i would recommend getting a mod from moddb that changes portrait and change that portait to yours
how can i just uhh..disable em 
it's to hard to do? i would like to create one myself
or at least try it
and yeah it's annoying
comment ts_pattern_stuff
not really, get any software that lets you change images
like photopea, gimp or paint.net
(photoshop too)

now another problem
i have a completely new knife
like entirely
the same thing happens
so question,
how the hell do i get rid of it
FULLY
oh and even with those two, it still bugs
idk why
all knife animations are defined in the base knife section
and all knifes that inherit from it inherit it too
aand nvm

even with that stuff commented, nothing changed
never mind
i had it in the m_pickaxe 
trying it again
okay yep now it's good
i should probably keep it out from there
not related but anims are funny
hand omf files are all loaded in the alphabet order
and if some of them have animations with same name, ones that loaded last will be used
oh yeah i noticed that
i remember remaking some animations for stuff i did
and uh..

my anim name had the MOST amount of letters you could ever see
there's more to it lmao
yep
there it is
fully shown
i should probably name it in other ways like writing anim in pseudo-russian
by using english
if it works - it works
true 
there we go
now it's good
i'll keep the pickaxe separate from knifes
and now it's time to do sounds 
man
it's prob a good idea to copy base knife hud section and use it as base for other types of melee 
man fuck that 
i want to keep it off full dltx
some stuff will be like BOTZ
weapons n etc
wonder if there is some dope ai that can generate sound fx for the video
that would be neat
orrr you can just use some video editing software and manually do it
ye
ai would be 'fasta' tho
it's no difference wether i will steal some free sounds or ai will do it. Machine will just make it faster
still peak 
im just confused on davinci going into one-channel mode
btw lizzard you kinda went off the road
and i did karambit too 
lmao
idk if u want to see it
sure thing
enjoy
cuz by default u can't interrupt attack anim to start another one, so u have to wait for attack animation to fully finish
i'm trying to slap combo system on it
it kinda works, but transitions are not perfect
knives are mostly for stealth kills
it's easier to stab with back grip
yea that would be pretty cool
for me i just have like
5 different animations for hits
just wondering how it'll go
looks dope really
btw that cam gives me motion sickness 
yet very cool
I mean i would prefer more realistic speeds when trasition from hit to idle, but with how knife work by default it will makes DPS way too slow and uplayable
same, vid is old
i toned it down
it more of a proof of concept
anim is garbo

cod made it fast asf because of their gameplay, so it makes sense
and plus i made karambit just to look cool + spin the shit out of it before i kill a random bandit
and i never will
kinda hate shaky weapon anims they use
all i do is steal 
like player wanna pee or something
i always ask sed to fix it
otherwise hot damn they are good
honestly tone it down and u have one of the best anims
especially if you take them from MW22
they are SLOW
which suits stalker
or i can just take the fucking tarkov 
(it's kind ass from how i did the poses and positions, first try anyways
)
looks perfectly fine to me, but i'm not an animator so whatever
the left hand is shaky
seems like it slides a little
i am so mad that ya'll have knife animation backwards
Yoo guys i had an idea, somebody could transfer stalker 2 story to a mod for anomaly and possibly gamma . Maybe would that be good idea?
do it yourself
i get it, but generaly idea is it any good. Thats what i wanted to ask you guys?
- remaking the map (It's HELL)
- doing npc logic and smarts (EVEN MORE PAIN IN THE ASS)
- doing XML's and scripts (
)
yep that true, but i tohught even with that, prob its not realistic to make map ithouit loading screns right?
its too much
can someone teach our player to use a knife
cool animations just
cs go logic
like if doing reverse grip at least place the thumb on the back so it has an actual grip and then do stab motion
god i fucking hate GAMMA knife animations
nah, stabby stab
welcome to gamma
we dont have anything good
and if u want it to be good,
do that shit yourself
i know, i make crap
also that's the reason why i like cod anims 
despite their shakiness
they have some sense behind it
hm?
i never seen em and theres 1000 cod games so
look up a bit
i did show karambit animations
there's ice pick too but w/out any hit animations
not a horizontal swings with weapon designed to act as a claw
that's kinda nice
got it working on my first try 😭 yes the texture are missing im using other addon to test it
Does this game use PBR or something like BlinnPhong?
non-pbr, phong
you can look at how it utilizes bumps
Is not possible port the map of HoC exactly as is on HoC
Hop on Stalker 2 Old Concept
Where could I look at that?
I'm really impressed at how it looks without pbr
you can check it out in gimp or photoshop
basically by itself,
bump decides how does one part of the model glows
red channel - glossiness / roughness(inverted)
green channel - blue channel from normal
blue channel - green channel from normal
alpha channel - red channel from normal
it doesnt really give that big of an effect
if you compare it to PBR
BUT
if you bake the texture beforehand, bump will make it more visible
just don't bake it with anything more than roughness 
let the bump show you metallic/non-metallic parts
plus there's bump#
that acts as..parallax
that's another steep which i never checked
the gun looks.... special ... 
jackal from hellsing
hell of a gun that breaks wrists
i know only one gun that breaks wrists
First time shooting the .50BMG upper on 1911 frame.
First I wanted to try ammo with a hard primer but it didnt fire. Second time was a softer primer since the standard 1911 hammer does not have as much power as in most .50BMG rifles...
as you can see in the slow motion video the helmet was a good decision (I only noticed it kissed my head afte...
hello, I wonder if someone could point me how does bhs radiation bar works. want to add one to the aydins health bars too, just cannot seem to find anything radiation related in scripts or smth just textures
If there were only textures in the mod you were looking at a UI addon. Not bhs itself
nope there scritps ect but cannot find naythign radiatio nrelated except textures in xml, scripts doesnt have rad bar mention or smth fo sorts only body parts/hp/stamina
bit ocnfused xD
tasks_fetch_script(327) : get_suitable_item tasks_fetch_script:327: bad argument #1 to 'pairs' (table expected, got nil)
I downloaded the mod. This bug appears 90% of the time when using a PDA and completing quests, or through the job search dialog. Is there an easy way to fix it? I haven't found any fixes from the modder.
Hey guys, i was wondering if anyone ever thought of making an APWorld for Archipelago multiworld randomizer ? i think it will be soo nice to have the possibility of taking part of a multiworld playing gamma
Are there various revolver mods I can use with the Gamma?
Hello everyone! Does anyone know which line in the weapon config controls the reload speed (or the reload animation speed)?
Guys, is there some handy tool for creating UI layouts for Anomaly? I will kill myself for sure if I have to start new game over and over just to check if changing the position of some element by few pixels is going at right direction
I would start researching from here https://discord.com/channels/912320241713958912/1492710558892429414
Seems like a tool request to IXRay, but jokes aside, have you tried to use something regular as paint to make an exact layout before writing it into xml files?
The thing is, I'm trying to replace the vss "merk" animations with the brk 180 animations, and it's working fine, but the reload is out of sync.
I used this addon, but it didn't work. I think I need to combine the omf files somehow
I feel you, but unfortunately I'm not a weapon guy at all 🙁
@summer stream ?
do you know how to increase gun animation speed?
either ltx or omf
what about ltx?
oh wait no that's snd im dumb
hold o
i remember it being in YAKR
so there it is
the 1.1 after the pattern symbolizes they are going from one to another a bit faster
the easiest thing you could do is NOT touch the ltx
just do the omf
maka you speak russian?
да
я крч пытался заменить анимации всс мерк, на анимации brk 180, у меня все получилось но рассинхрон в перезарядке
BRN-180?
да

выбор своеобразный..
но прикол в том что это внутри LTX пушки самой надо искать
в ней вписано насчёт анимок
ну я залез куда-то через omf едитор, поменял чето, но ниче не изменилось
тогда надо идти в ltx
либо 76 - Boomsticks and Sharpsticks
либо Oleh's Weapons Sounds Tweaks and Fixes
я вот прописал такое в ltx всс мерк
I need to fix existing UI layout to fit the 16x9. So I didn't even think about using Paint yet. But it's time though... Thanks for the answer
а чо там надо
а вот тут и ошибка
походу
хорош, теперь тебе надо открывать блендер 
чето такое видел в ютубе но ниче не понял, могу скачать конечно, но я смогу разобраться?
думаю да
I will see if llm capable of writing a decent UI editor, but that would take a lot of time 
учитывая что тебе лишь нужен аддон от PavelBlend и час - два часа твоего времени
Тоже интересно что нужно в огф сделать
ну аддон скачал, блендер тоже щас докачаю, а чо дальше?
Oh god, thank you very much, man!
могу в звонке объяснить 
вертексы, ох эти блядские вертексы
Расскажешь? Думал наоборот рассинхрон с костями мб
ахуеть
это тебе не скрипты
ну время то у меня есть, но я блендер 1 раз скачал)
го войс мужики
хде
научим и заставим работать 
кудой заходить
what am i looking at 😭
me trying to find anything to vintorez_m2
oohh oki which tool is that or software ?
or is it vs 26
visual studio code
ooh ok
Есть инфа кто шарит?
you open the script, you scroll to line 327
And? Just not my mod. But need help to fix.
and you fix the line so the error doesnt happen?
like thats all i can tell you since there's nothing to work with
i not dev, I tried to fix the error a little with AI, it didn't work.
Need to send me the code for this error/function?
at the very least yea just link it
you gave an error for...something
just link the mod
if (sec and ini_sys:section_exist(sec) and cnt) then
dialogs._FETCH_TEXT = ui_item.get_sec_name(sec) ; this code link error
save_var( db.actor, p[1], sec )
save_var( db.actor, (p[1] .. "_count"), cnt )
Aaa, ok, 1 min...
yea if you give this to AI it'll give you nothing either
need an actual logic
Anyone know where the multitool info is located? I'm trying to apply it's health and repairability to all the bigger repair kits.
Because of this mod, the error that I initially addressed occurs.
@nocturne rover
idk, but mb this...
GAMMA\mods\139- Craft and Repair Overhaul - Grokitach\gamedata\configs\items\items
are you sure its related?
In my case, yes.
tasks_fetch.script
---------------------------< Effects >---------------------------
local function get_suitable_item(tbl,rank)
local temp = {}
for sec,tier in pairs(tbl) do
if (not rank) or (rank and fetch_rank_tier[rank] and fetch_rank_tier[rank][tier]) then
temp[#temp + 1] = sec
--printf("- Fetch items | found proper item [%s] tier (%s) for rank (%s)", sec, tier, rank)
end
end
return (#temp > 0) and temp[math.random(#temp)]
end```
Me need replace for this code?
ENG:Hi, can I change the weight of the stashes?
RU: Здраствуйте, могу ли я изменить параметр веса тайников?
no
its default code that has the error
where is this from what file
This default script tasks_fetch.script and line 327.
U need low read file.
if (sec and ini_sys:section_exist(sec) and cnt) then dialogs._FETCH_TEXT = ui_item.get_sec_name(sec) ; this line 327 error in link save_var( db.actor, p[1], sec ) save_var( db.actor, (p[1] .. "_count"), cnt )
!weightru
@rigid pivot У тайников теперь есть лимит на вес. Чтобы хранить больше предметов нужно просто покупать или делать больше тайников и ящиков.
Это было изменено, чтобы механика строительства была более ценной. Также, чтобы игрок думал, что взять с собой, а не просто брать тонны бесполезного оружие и другого.
Ещё это изменение было сделано ради ускорения загрузок и игры в целом, потому что да, много вещей = больше хлопот игре.
Если вы всё же хотите отключить лимит, вы можете это сделать включив в категории G.A.M.M.A. Fixes мод Unlimited Stashes Weight.
A mod with this error occurs when using this mod.
https://www.moddb.com/mods/stalker-anomaly/addons/nma-101-for-anomaly-151-152
those are 348 to 351 lines
error is at 327
your error quite literally says 'bad arguments to pairs'
logic crashes way before it gets to save any variables
What do I need to do to fix this error? I don't understand.
you start by understand what the actual error is
327 references what i gave you, what you're looking at is several lines after and completely irrelevant
(table expected, got nil) it asks for a table of items but it comes back empty
so it crashes because it can't generate a fetch task with a randomized item
so you need to find what part of the mod is responsible for providing/overwriting the table
TLDR: without a lot of work this mod is incompatable with GAMMA
How is this mod incompatible with Gamma if it works and the error only occurs when opening the PDA with the quests category or opening a job search dialog?
This error occurs when opening a PDA with ad/quest categories, or using the job search dialog.
If it works with GAMMA, it shouldnt cause any errors
@summer stream может ты ему сможешь объяснить? Поможешь плиз? Ошибка возникает при использование кпк с квестами либо когда в диалогах спрашиваю сталкеров для получения работы (квестов).
I'm not a developer, I don't know why it gives an error when I use the PDA with quests (opening ads) or approach stalkers to get a job.
damn if only i answered that, that'd be crazy huh
oh well
one of the mysteries
https://discord.com/channels/912320241713958912/1404188351434723488
just install this instead @versed aurora
This mod is not bad, but I want it to be several times better.
You don't understand how to make a fix?
@rough lion @nocturne rover
`[error]Line : 262
[error]Description : fatal error
[error]Arguments :
2 : [Lua] e:/anomaly/bin/..\gamedata\scripts\tasks_fetch.script(327) : get_suitable_item
LUA error: e:/anomaly/bin/..\gamedata\scripts\tasks_fetch.script:327: bad argument #1 to 'pairs' (table expected, got nil)`
I see 262 line (read screen).
i understand but you not paying me so i aint doing work for you
i especially not doing anything if you can't read my guy
I posted a video and a possible cause above. Is this it?
he wants me to say that
the error accurs only when he tries to fetch a task from OTHER stalkers,
but as you can see if he asks it via talking to a stalker OR via pda, it crashes because it can't find a suitable item 
yea i explained it to him already
Thanks.
learn to fucking read
for the actual last time
i explained it in a message...you were responding to asking someone else to "explain it for me"
good luck, install https://discord.com/channels/912320241713958912/1404188351434723488
This channel only help for money?
Free no help?
#╙🖇mods-making-discussion is discussion about making mods
i gave you the script that causes the error and explained the reason for error
I understood the errors and the reasons for them before contacting this channel. I thought they were here to help fix them.
A strange channel, but okay.
Good luck.
no you absolutely didn't understand anything, you were pasting a completely irrelevant part of the script
its for modders making mods, not to order people to do work for you
only in GAMMA discord you get moments like this
i just don't get why you have to argue about things you dont understand, then to lie about you understanding it all along
instead of "okay i see the issue, seems above my skill level, any advice on checking which table i have to find"
I sent you the error message the system returned. What's the reason for the complaint against me? I'm shocked.
Perhaps this channel should be for modders only, not publicly accessible.
Why then is there no private channel for modders? OMG.
Dude, I basically said from the start that I'm not a developer and don't understand. I asked for help fixing this. Learn to read what people write to you.
Thanks, I'll give it a look
does anyone have exact names of materials in Anomaly? Like wood metal concrete and so on
do you need shaders or textures themselves?
i want to modify material settings like shoot_factor = and others
; friction ; float [0.0; 1.0], default 1.0
; damping ; float [0.0; 1.0], default 1.0
; spring ; float [0.0; 1.0], default 1.0
; bounce_start_velocity ; float [0.0; ...], default 0.0
; bouncing ; float [0.0; 1.0], default 0.1
; shoot_factor ; float [0.0; 1.0], default 0.0 - 1.0 - bullets go through at full speed
; shoot_factor_mp ; unused, float [0.0; 1.0], default 0.0
; bounce_damage_factor ; float [0.0; 1.0], default 1.0 - 1.0 - full damage
; vis_transparency_factor ; float [0.0; 1.0], default 0.0 - 1.0 - fully transparent for visibility
; sound_occlusion_factor ; float [0.0; 1.0], default 0.0 - 1.0 - full sound volume
; flotation_factor ; float [0.0; 1.0], default 1.0 - 1.0 - fully passable
; injurious_factor ; float [0.0; 1.0], default 0.0 - 0.0 - no radiation damage
; density_factor ; float [0.0; 100], default 0.0
those things
db files doesnt contain any materials so i dont know where to look for names to make dltx patches
..wit
wut
there's specialized files for it
the .xr
the first one and the last two
thx, il try to unpack them
you can look at them via blender
but i think you can just apply them to models n etc 
How can i make a mag patch for a gun to use an existing mag?
I messed around a little bit and made the gun spawn with the mag but when i ejected the mag and tried to put it back it didn’t “fit” in the gun
what can I do to make the bolt stays where it should be ?
what? 
See that the the bolt is moving out of the gun ?
You can draw on images, btw
Better to mark certain parts on screenshots that you need people to see)
Install Lightshot soft for such thing. It's very light-weight and useful thing. You click 'PrntScn' button and you can select the part on your screen that you need and draw whatever you want, even add text
yeah but what did you do to break it?
I guess check if the vertices are doubly assigned to a vertex group? it might just mean the anims don’t work on the gun though
I just assigned the animations
the barrett m98b since I used the m98 as a reference
there’s many reasons this could happen, so I can’t pin down an exact reason, you probably messed something up though
maybe I could check it out if you send the blend file
okay 👍
Thanks for the support !
What settings/mod exactly helps me fix light bleeding through walls?
How to properly add new texture for UI element?
For example, if I want to make custom button, where I should put the file?
Thats a hard one, since gamma has tons ans tons of ui mods
What I would do is search for an UI mod on mo2 and do the same as u would with weapon mods: copy n paste then replace the names for ur mods
And see what happens
Also
Check what files are they changing
I think for UI stuff I would try modding in base anomaly first then working on addapting it for the pack
You need texture for the button
Config that defines some things about the button (size, position, etc) and a script to make it do something.
That's the basics of it, I don't know much about scripting tho.
Yeah, I have fully scripted buttons, I just want to change the way how it looks
Then you'd need to change texture and config
Tried to put custom .dds in textures/ui folder and parse it in .xml, but nothing good happened. Just background of previous button changed to dark blue
Potentially not the config part if your new one is the same size n shit
Probably typo in file path then
Thank you guys, I will look into it
I always recommend posting your not-working mod to GitHub and share a link here so we can take a look what's actually going on
how do i make a fomod?
thx
Hi 🙂 Do you if there is a way to open VFS from MO2 in vscode? I love using N++, but microslop is needed when you want to debug modpack
Unfortunately not, no
Can I ask what you need it for?
Debugging lua 👀 Usually I have to cherry pick scripts into a separate folder and run debug on that folder
I am not sure how all this works but can't you just open the "mods" folder in VS Code?
Nope, it's doesn't really work )
Unfortunate
i wish someone made a mpultiplayer mod

It exists
But it is incredibly bad
got a question mby someone remembers ( Idont xD) which mod makes so the item info panel show what this item can be used to craft? for example metal parts showing it can be used to craft this this and that ect
279- Crafting Info in Tooltips - Utjan ?
yeees that one, thanks
might someone remember which mod decided those icons? thirst missing wanna fix
that seem to be a script, I think it should be xml pointing to a texture (dds) file with coordinates
hello all, sorry if this is the wrong place to ask but is it known if any mod makers that do guns take comissions?
JMerc on Moddb maybe
he does not mod anymore afaik
you can though ask Billwa (check latest billwa releases on moddb, if that is gun modding you are looking for -if that is other kind if mod idk- crew, i think that's your best shot)
oh my god
im finally getting there im finally clamping the cap on Electron recharge on PSUs
what a nightmare
^ this version of electron Recharges flat 100 battery on PSUs
i was testing it going over the cap
took me at least a week
the only issue i can't solve rn is
why every cap updates and gets picked up correctly except the "Stronghold PSU"
it acts as if Stronghold only has 400 cap not 500
I wish GAMMA team will do own coop mod not this scam money ransom
Real
I almost fell for that money ransome mod a long time ago
If they would do it and it work I can pay for this. No problem if it is legit and actually working for GAMMA modpack. Of ourse question is what GSC would say about this.
What does gsc have against mp now again i forgot😅?
anomaly has no multiplayer capabilities
so before you make GAMMA mp you need to implement Anomaly Mp from scratch
I mean payment for something they created in first place and now someone is getting cash for it. As far as I know mods are allowed for most of games until they are free. Otherwise they need to be discussed with authors of original game.
Yeah, it would be a nono probably. Only way to get away with it is through donations.
almost completely finished working script
if i knew why every cap works well except for Stronghold - still caps it at 400 instead of 500
that'd be great...but honestly not a big deal
@random fulcrum yep, figured out how to charge PSUs and cap out the PSU charges...and it took me like a week
thanks for the help, truly
i am also surprised it works
im too tired to figure out whether the cache is coded correctly or its bloat tbh
When the new gamma update will drop?
#📢announcements dont ask here
Hi! I know some time passed, but may I ask how you fixed it? I'm having exactly the same problem of item animations looking well in blender but not changing at ll in game... Thanks!
So the thing is that the helmet had only one bone(wpn_body) which from what I understood can't be moved therefore I resorted to a different approach.
Instead of moving the helmet throughout the anim I detached parts of the helmet and made it into a sort of inclined tube
Which you shouldn't be able to see in game
hmm so you had 2 bones and 2 meshes?
No, 1 bone and a few meshes
I should've probably added a different bone for that stuff but back then I didn't know how
interesting... so all meshes move differently when the bone moves?
I'll listen to your other advice though, about coming back in a few days 😅
I tried for a week to make a new food anim and the bitch is not playing correctly in game still
I am not animator so I had to learn a few things along the way
Yep, I'm following the exact same path haha
this is what I did, first is the hud model used in the equip anim
second is the world model
far from perfect but at least it looks fine in game
Thanks for answering! I could try, though I think I'll definitely need to fix the core problem because it also has to match the hands (which DO play the animation I did) 😩

anyone knows which files can be related to bat positioning of that thirst level icon I know file is ui_actor_sleep_screen but damn cant locate config for it
in the tooltip?
Anyone working on some cool mods?
can anyone help me how to fix some weapons 3rd person/npc positions?
i made my own little mod to fix saiga 12, it does even overwrite but no effect
can u share your LTX?
no problem, give me some time
btw, i have no focking any experience with coding
and tbh this isnt my adjustments, i took it from https://discord.com/channels/912320241713958912/1472762418760519923
try addint some zzz to the file name, yours might be getting overwritten by something else, especially if you're making this for gamma
okay ill try 
magic didnt appear
WAIT NO
🥳
ty
ngl its so stupid
Does this engine hard-cap the namelist you can add into the pool from Anomaly's Name Update for Stalkers (ANUS) Revised? I'm trying to change things around and added around 200 new names to one faction but stalkers don't seem to generate with names higher than from string ~350. I've updated the mod_system_namecounts.ltx with them, but even that doesn't seem to generate past that point. Last names are also wonky. I've added a few but noticed that they do not go past string 100.
Am I doing something fucky or is it the mod or engine's rng messing it up?
nvm
It took me writing this to realize what I did wrong
wonder if someone could give a tip what to look into. apparently stats shown on some items are "calculated" wrong, it says +12% ballistic but it gives smth like 40%
theres many more examples like this.
hello everyone can someone please explain to me how to make a mod, ive been looking for a while and couldnt figure anything out.
What kind of mod?
any mod i just cant figure out what tools i need
oh my bad, thanks.
This isn't Gamma, right?
I would recommend debugging from here https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/scripts/ui_inventory.script#L1646
IIRC default anomaly shows not real %, but % comparison to the maximum available value of that stat in the game.
bit confused to be fair, as visually maybe just maybe (its not but) it shows kind of correct, but % stats shown in details are incorrect they supposed to be this > totally different stats for some reason
It's just easier for you to debug these values once.
IIRC in details page it shows item's personal stats, but in inventory it shows %/%max instead
okay let me try to check what u linked and compare with mine and see the difference mby smth will be apparent
hmm not sure that progress bars part with all the _val seem to be identical, very strange
I checked smth if I use Sota ui, it works fien and show correct stats, but without sota I use basically default better stats mod and so all of that is incorrect
tried some stuff out (a bunch actually) nothing damn works, to confirm it loaded sota ui and it does show correct item stats soo smth is wrong still hmmm
Are you capable of working with code? Debugging problematic code always leads to a solution https://anomaly-modding-book.netlify.app/docs/tutorials/addons/lua-debugger
You want to follow all steps except the one with lua files.
Otherwise it's really complicated to find out what's going on with your UI
Ill try never did that will see if I get it working
So it dawned on me that I can look at some of the 0.9.5 changes through the github, and I started reviewing the scripts I changed in my damage overhaul mod to see what grok changed, and if I wanted to make my mod compatible what I would need to change.
From what I can see for the grok_damage_actor_balance.script, which calculates the damage the player receives from everything... he's stacked more multipliers, and added a premitigation mechanic.
I feel like I'm stupid or something, cause I'm genuinely not understanding the point. To me it just makes it more convoluted to calculate damage, and predict how your system will behave. Is this just his personal take on it, or am I not understanding some programming/design concept?
Also... he added this at the start of the script
local math_ceil = math.ceil
local math_floor = math.floor
So in later sections where math.ceil or math.floor is used, he now just uses math_ceil instead of math.ceil
Is there some kind of benefit to this with the script? Or does it not matter either way?
It's a microoptimization since in lua all scripts are just huge maps with script/function name so doing this way you basically doing a shortcut to these function in exchange of memory consumption for, what, a function pointer?
apaprently not, tried to follow how to, but .vscode folder did not create inside scripts folder so I made it myself (guess thats why it doesnt work) theres no lua_debug
Thoughts on the Ccon autumn recolor (grass only) Frosden/Huh did? Poppies not replaced but they’re brown
Wanna hop on the call?
My bet is that you need to update ME
to be fair kind of gave up and started to just redraw textures 😄
but sure would be interesting to get it running to see how it works even
Sounds good, just let me know when you are ready and update your ME before that
what exacly should I check to update coz I setup it all just now so think all should be updated
lets just hop into call and go fro mthere
Yeah I like them
U can replace those flowers pretty ez with pavel blend xray tools
Just import detail asset, pick flower object and select other mesh from the drop down. Then export back
This is how I replaced all garbage red flower fields with normal grass
Easily Replace grass meshes, Try this toy.
What?
Jk man 
ебать тебя раскидали
How does this work? 👀
Thank you for the info! Yeah from what I found it basically lets the script call the function from _g once, and after that it can use it internally saving time. Since the logic is called everytime you're hit by something I guess it saves a small amount of process time.
What's the deal with the 'unhealthy' attribute on certain foods and meds? Is that a mechanic that was never fleshed out?
it's a tag that's dynamically appended to any given consumable's description box that appears if the item has a eat_healthvalue below 0, it signifies instant damage, nothing more
the healthy tag appears when eat_healthis above 0, which means instant healing
Hmm. I didn't know unhealthy stuff did any damage. Or that any food items did any healing.
look very closely to your health bar the next time you use a cigarette
Ah, interesting. Cuz otherwise, I was thinking about taking a crack at it.
Meaning, adding a little more complexity to the health system.
Readme included
yo guys, I have some weapon models I want to put into the game, but I have no clue how to do animations. I'm using Kmack's LVAW anims as a placeholder while I'm working on it, but does anyone know of any animation packs that would work on a URG-I?
Why can't I give or sell weapons to NPCs in version 9.4?
This has never been possible in gamma
It has been possible, but always as a result of an oversight. Sometimes things slip through the net.
👍 Thanks for the M82 Kmack Gun, you're awesome.
Have you used this? Script isn’t unpacking level.details
Did you set mode to "UNPACK"?
By just changing the text in the document then running the mixer script?
In "dm_mesh_mixer.py" set mode to "UNPACK" select your desired mod (level.details) and set "LIB_NAME" then run mixer.bat Make sure the level.details file is in same folder as script.
This all correct?
Besides using Notepad, yes.
Lmao. Idk man, that command window just stays there and doesn’t show any activity. No folder gets created
Do you have python installed and added to path?
I do 
Greeting. Can somebody explain, what config work is and how to do that? Cuz i want to make one weapons mod Gamma-compatible.
Try this version, I removed the mixer palette.
I just ran "dm_mesh_mixer.py", Works for me. IDK why it doesn't for you.
Same issue, just sits there. Not sure what the issue is
Not sure either, Interested to see if it works for others and if this is just an isolated issue.
Maybe try updating pip
Got it sorted, went with an older version of python!
Ah ok, Nice.
For the repack, what does it mean the "main" library? Is it referencing the name of the unpacked folder to reaplce meshes within it?
Yes. If you don't have active swaps in the palette it will use the meshes from the unpacked folder.
gotcha, thanks you
👍
Just curious, what Python version were you using, and which version did you revert to?
3.14.4, reverted to 3.13.3
Cheers mate.
DM’d you brother
Download blender and Pavel blend X-ray plugin 
Any tutorial that shows how to create a map?? I want to create a new map/ new area on stalker.But idk nothing about modding.I've got some experience with map creation but on another game which uses a completly other engine.I don't want to add new models or new items i just want to use what is already in stalker gamma or stalker anomaly and create a new area that has npcs and spawnable items,mutants and maybe cars idk
https://anomaly-modding-book.netlify.app/docs/tutorials/mapping/multimaterial-terrain i have been reading about this to understand terrain but idk how to get a blank area of the map or how to even start.
Guide for creating multimaterial terrain
Please tell me the name of the mod that allows you to put machine guns in the pistol slot.
just edit the files to allow you to put other gun types in the pistol slot or even the vision slot
I wonder how that is changed from when I wrote it
how hard would it to make placeable hideout meds
would you have to create new models or can you get it from anomaly models
I want to learn how to make models and I thought about making easy models as my first time go
Out of curiosity maybe you can explore how current furniture is defined and maybe it's enough to create a new such section just with medkit visual
what do you mean by "current furniture is define"
Have you ever written mods before tho?
But you definitely want to start a research from current furniture mods
No I haven’t
All I ever did was edit some scripts and added inventory starting from starting a new game
Sounds like a good start. Only thing that I can add to the previous message is https://anomaly-modding-book.netlify.app/
So sorry, where is the chat for modded Gamma support? I'm wondering if there's a way I can update without having to redownload like 50 ish mods.
there is no way
Thank you for showing! ANd thank you for confirming.
Hey guys- this might be a stupid question-and off topic (but I figured you guys would be the smartest) but I'm trying to make a scale model of rookie village. Long story short- do you know where I would/if its possible to get certain textures from the buildings? I wanna do the wallpaper interiors from inside the houses- but I am not doing that by hand lol
You can handpick them from Gamma\.Grok's Modpack Installer\mods.txt
In Settings -> GamePlay -> Progression the top slider is named "Sale Minimum Item Condition" but that does not seem to tie into any of the options in the difficulty.ltx.
Does anyone know what this option is stored as?
condition_buy_override
@toxic hatch I can't chat in #╓☢stalker-chat for some reasons.
So even a "vanilla" GAMMA installed out of the box has this issue?
Probably not? I have a ton of mods and probably even more edits to the base gamma files
So even without all my mods its still questionable
Didn't you try it with a vanilla install and it worked fine for you?
Or was that just test-mode
Will do.
Let me install GAMMA again.
I haven't had a chance to test it out of the box with vanilla because my install is heavily modified
But i did try disabling all of my current mods
Which didnt work
The last time we spoke you demonstrated that it was working for you by turning yourself hostile to a dude on a machinegun and he fired at you
So im thinking it should work on a vanilla install?
Im gonna try updating modded exes and running your latest version
Should be able to now
!maka

Bruh
how to edit fog density?





