#╙🖇mods-making-discussion

1 messages · Page 150 of 1

toxic hatch
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Where are her eyebrows

coarse atlas
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I forgot when drawing it.

toxic hatch
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Why am i not finding any vehicle mods

trail sundial
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The hassle of doing vehicle stuff vs the minimal benefit of having done it makes them unpopular for people to work on.

toxic hatch
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I see how that would be an issue

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Especially when most people dont know to yield at the poltergeist

uneven shoal
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hello is there a way to change the yellow stash chance and/or the getting after x number of quests compelted

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i want to fasten the progression

rough lion
lilac ibex
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Weather editor.

shrewd otter
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trying to learn lua, would y'all recommend visual studio or am i okay sticking with N++?

tame steppe
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though you might have to do a little bit of configuring around it’s definitely a very good tool, but tbh I’m biased so I’d still recommend Notepad++

shrewd otter
tame steppe
shrewd otter
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i may have overestimated my learning capabilities

tame steppe
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I started scripting by making a script that gives you 15 casings after shooting 15 times ha

shrewd otter
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i will keep trying again later but i did feel a bit overwhelmed opening this up

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i'll take a break then keep reading Programming in Lua

tame steppe
shrewd otter
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#1467056699683770379 message

i really liked the system from clear sky so i thought i'd might as well try to learn lua and give it a shot at finishing it

crystal blade
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I made myself and my friends an async multiplayer mod for GAMMA, to enhance the Soulslike mode on very hard difficulties. All stalker stashes around the world have persistent online storage (so we can leave stuff for each other) GrokChadGAMMA There's also a chat and notifs when and why they die.

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hope I can make it stable enough, put it on github and share with people. I just don't understand modding that well yet, but it's nice to play around with a friend group

warm sentinel
crystal blade
warm sentinel
crystal blade
warm sentinel
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If it works with Anomaly by itself, then it should happily work with any modpack

crystal blade
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I know but GAMMA has a lot of extra stuff, and when it comes to item sync I found you need to take into account modded attachments/upgrades and all kinds of other stuff. But indeed I'll try to get it working on Anomaly first

jade oxide
tame steppe
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very simple but i learnt a little

jade oxide
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oh

warm sentinel
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@tame steppe Since you are around are you aware of any mod or way to increase stamina regeneration speed while crouching/low crouching and standing still? I feel like that'd reduce the tedium of running out of stamina

sweet dew
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Hello everyone

I copied the file, removed this lines but the actor still doesnt die after 1 hit (no matter damage, for example rpg7 or f1)

How to finally remove this feature?

drifting moat
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Actually that's not true since this file completely overwrites the original one.

tame steppe
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zzzzzz

sweet dew
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changes in this file works fine. everithing exept this feature

looks like this section doesnt work at all

tame steppe
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i cant really help you because i dont know what this file is

native oyster
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Can someone tell me how the "Training Day" quest from Fanatic in the Rookie village is set up? I wanted to change the loadout so that players get the Geiger counter by default instead of the Echo detector, but now I need Fanatic to give the player a echo detector again, like he did in Anomaly.

rustic kettle
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is there anywhere a list of areas/locations names something like "old_church_guid" or "yantar_guid" ? I wanna add extra places to where a guide can travel but can't find these names, I looked in debug but can't find anything either

drifting moat
cunning scarab
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is there a mod for headphones like in Tarkov - they adjust different volumes, like gun volume lowered but footsteps increased

rough lion
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no

coarse atlas
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@toxic hatch Ok. The vanilla GAMMA has the issue.

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At least I can debug it myself instead of relying on others like the last time..

coarse atlas
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@toxic hatch Can you check again which version of GT Emplacement you are using?

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You can check it in MCM - GT - Emplacement

toxic hatch
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I think it was 1.2, which needed the "@exclusive" edit fix

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@coarse atlas

coarse atlas
toxic hatch
coarse atlas
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I will check to see who is the culprit and curse them.

coarse atlas
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07/04/26: 1.4 Minor additional features. Bug fixes.

  • Fix a bug where machine gun firing range is limited to 74 meters which is stalker out-of-combat visibility. Now machine gun firing range is extended to beyond 200 meters. (Require updating Modded exes)
  • Change M2A1 item icon to one that is more consistent with other weapon pack mods.
  • Add sanity verification to check for conflicts with other mods that modify xr_combat_ignore.script.
toxic hatch
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I'll try again soon with updated modded exes and your latest version
Since its 1.2 and not 1.4 that i have, that might fix it

coarse atlas
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But I will check who did it and let you know later.

toxic hatch
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What does "add sanity verification" do?

coarse atlas
toxic hatch
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Oh, just prevents it from crashing

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Im also gonna tweak my load order again to make sure it should overwrite anything else

toxic hatch
native oyster
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Interestingly, later on in that xml, the line <action>dialogs_mlr.give_lead_box_from_fanat</action> is still here, but I am pretty sure he doesn't actually give you a lead box.
I am not sure why...

sudden inlet
twin viper
#

I am trying to adjust BaS HUD FOV to not have the L85 so close to the body (and hopefully some other weapons) would anyone be able to point me to the lines that would help with that? (I am not doing the in-game because if I do in-game, the AKs go too far out, so wanna adjust the hud_fov to push some weapons out but not others)

I tried modifying the hud_fov line but that seemed to do nothing, and the position line towards the top didnt seem to react either (I might also be modifying the wrong version of the file, not sure if I can modify directly in the mod or in the VFS)

sweet dew
drifting moat
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See if anything monkey patches that function.

sweet dew
drifting moat
sweet dew
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its going to be long but effective

drifting moat
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There are a lot of references, but they're all in the same file

sweet dew
coarse atlas
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@toxic hatch Thanks. I found the problem. But a fix might need some time.

sweet dew
coarse atlas
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@remote crown Your changes in xr_combat_ignore.script make it not compatible with modded exes.
function xr_combat_ignore.is_enemy(npc, enemy, noMemory)

drifting moat
sweet dew
crystal blade
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anyone has any idea why creating multiple stacks of matches in a container can't be done, but it works with other items?
alife_create_item("box_matches",container_obj) calling this multiple times only creates one stack for me

sweet dew
drifting moat
drifting moat
lunar kayak
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Hey
I modified the texture for the ghillie mesh from gfy and i had to change the shader of one of the meshes. Now i get a shadow for this particular mesh with actors shadows OFF (1st picture) even if all the other meshes have the same shader to it. With actor shadows ON (2nd picture) this mesh's shadow is separated.
This has been happening before 0.9.5 but was fixed when 0.9.5 was out and now it's happening again after updating gamma.
Any ideas ?

rough lion
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How do I make artefacts not bright?
Trying to emulate Lost Alpha style artefacts

dim hare
rough lion
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Feel like there's a better way of doing it than to give it a darker texture

coarse violet
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Anyone know how I would go about adding campfires to the hideout furniture mod?

steady heath
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Does anyone know any good player and npc models other than the kvma? i am also looking for better sleeve models. Especially for the sunrise. Does anyone know?

heavy meteor
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Does anyone know where the file is I would adjust to change the durability of knives? I might learn how to mod if thats whats required but I figured I could just make adjustments to the on hit reduction and be good.

coarse atlas
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@toxic hatch Please help me check this out. Enable all your other mods too for good measure.

toxic hatch
coarse atlas
toxic hatch
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Well here goes nottin'

toxic hatch
coarse atlas
toxic hatch
coarse atlas
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I don't remember having made it there.

toxic hatch
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I have turned Dead City into a fortress

toxic hatch
coarse atlas
# toxic hatch

These aren't vanilla Anomaly not to mention the fact that MG don't have gun depression to shoot down.

coarse atlas
toxic hatch
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Looks like atleast -15° gun depression, seems fine

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Whoops

coarse atlas
toxic hatch
coarse atlas
toxic hatch
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I dont think the clipping is really a problem 😄

coarse atlas
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They have as much angle as player do.

toxic hatch
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But it would be cool if there were some Mercenaries on the roof with binocular animation like the one on the street with the machinegun

coarse atlas
toxic hatch
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There are two ladders to the roof after all

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Strange

coarse atlas
toxic hatch
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Something prevents NPCs from going to the roof, teleporting to the roof or spawning there

coarse atlas
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It's invisible.

toxic hatch
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They could use the ladders

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But something else is going on here, they cant spawn or teleport to the roof at all

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Companion teleport does not work or debug spawn

coarse atlas
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They guide stalkers and mutants to move around the map.

toxic hatch
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Huh

coarse atlas
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They're invisible. I just mark them with backpack so we can see.

toxic hatch
mortal flint
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jeez, you are still testing GT

coarse atlas
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They can only navigate to locations that have a level vertex id.

toxic hatch
mortal flint
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i know

toxic hatch
mortal flint
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im happy to help too

coarse atlas
coarse atlas
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It's just my tool to check valid path for stalkers.

weary root
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yep there's no ai grid on roof

toxic hatch
toxic hatch
weary root
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yep

toxic hatch
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Ah that makes sense then

weary root
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ai grid is only place they can spawn and move on

coarse atlas
# toxic hatch

Hm? How do they know I put an MG here to adapt their mod with?

summer stream
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i have
only one question
how hard is ai grid to be made

coarse atlas
weary root
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they will go through any static object that is on ai grid and they don't care about laws of physic since they are "ice skating" on it

toxic hatch
weary root
coarse atlas
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Ah Ok

toxic hatch
summer stream
summer stream
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so both sides

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got it

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and u need to manually fix it if something breaks?

weary root
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sdk is ez to work in

toxic hatch
weary root
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just gimicky

summer stream
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or regenerate till it works

summer stream
# toxic hatch

welp, this says literally everything about x-ray engine
only god knows how the fuck it works

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or maybe not ohno

toxic hatch
# weary root just gimicky

Engine was made by young ukrainan entrepreneur who wanted to make a name for himself on microsoft pain(t)
SDK was later built by modders iirc

mortal flint
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gpu drivers updating unironically works

toxic hatch
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the game runs so bad on one CPU core that you have to either use a different engine or run everything on the GPU basically

toxic hatch
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@coarse atlas Have you considered making a mission where you have to use the you-know-what to fend off a group of helicopters?

coarse atlas
carmine latch
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im looking for the actor.ltx or the m_stalker.itx folders so i can change player hitbox sizes and they are no where to be found in either anomoly or gamma folders can someone help direct me to these folders

carmine latch
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i just need to reduce player collision hitbox and was told to come here

toxic hatch
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Okay

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"Reducing player collision hitbox"

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Making smaller players mhmm

carmine latch
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can someone pls just tell me where the file is

rough lion
carmine latch
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i was told adding mods breaks stuff

rough lion
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Not if you know what line you’re changing

carmine latch
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thats the thing i cant find the line to change it

toxic hatch
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well maybe if you download this mod

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you can see the files inside

rough lion
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Or read the description

toxic hatch
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You dont even have to install it

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Its how i changed a shitton of Grok's mods to suit my needs..

carmine latch
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if i cant find the file to even contain the player hitbox values this will not help me. i need to find the original files first

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which i cant find

toxic hatch
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what are you normally using to install mods?

rough lion
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Make a dltx file that changes those specific lines for actor.ltx

carmine latch
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for this im just using the launcher and mod organizer

carmine latch
toxic hatch
carmine latch
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i dont have a creatures file

rough lion
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You dont need the original file to make a dltx file

carmine latch
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cuz idk how to do that or where to place it

toxic hatch
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To be fair the anomaly folder actually doesnt contain a creatures file, i dont even know where it is

toxic hatch
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Did it just not show you anything when you used MO2 to search for Actor.ltx

carmine latch
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ty

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also ima go alt f4 irl

carmine latch
toxic hatch
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No problem brochacho

carmine latch
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do you know which values are x,y,z

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are they laid out a certain way

toxic hatch
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I have NO fuckin clue tbh, you should use the actor.ltx in that mod for reference and check for differences

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never edited any actor hitboxes myself

carmine latch
toxic hatch
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You can probably just swap out the actor.ltx lines altogether by using the ones from that mod

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You can just open actor.ltx thru MO2

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in that window i showed ya, doubleclick

carmine latch
toxic hatch
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Make a backup of the old lines first

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put em in a .txt or smth

rough lion
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It literally tells you in the description of the mod i linked that its:

ORIGINAL:

ph_box1_size = 0.35, 0.67, 0.30
ph_box2_size = 0.35, 0.22, 0.35
stalker_restrictor_radius = 0.25;0.1;0.1;0.1;0.1
stalker_small_restrictor_radius = 0.25;

EDITED:

ph_box1_size = 0.25, 0.67, 0.20
ph_box2_size = 0.25, 0.22, 0.25
stalker_restrictor_radius = 0.05;0.02;0.02;0.02;0.02
stalker_small_restrictor_radius = .01;

toxic hatch
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or that

rough lion
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Its such a braindead easy edit

toxic hatch
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i didnt bother to look at the moddb site

carmine latch
toxic hatch
rough lion
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Got what you’re looking for?

carmine latch
toxic hatch
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👌

carmine latch
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@rough lion @toxic hatch the things id do to you boys if you were in front of me right now

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ty so much

carmine latch
toxic hatch
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I also had to start somewhere

carmine latch
# toxic hatch I also had to start somewhere

hahahah so i fixed it already but whoever made this mod is an idiot lol with his settings the hb is fixed but ppl still have hit boxes on their feet so you just stand on their feet when you get close

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its hilarious

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@rough lion figured youd find it funny too

toxic hatch
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I mean to be fair, i think the point of the mod was just so you could walk through stalkers that blocked your way, so stepping on their feet sounds like a non-issue

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So the entire collision hitbox was moved to their feet so they can't literally phase through objects

carmine latch
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its just funny walking up to someone and suddenly yur up a foot

toxic hatch
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Since removing their entire hitbox would make them fall through the world, probably

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Lol

carmine latch
toxic hatch
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Thats for Poltergeists

carmine latch
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levitation is for everyone

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@toxic hatch also will i need to do this after every update? im assuming an update will rewrite those files correct?

toxic hatch
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Uh i dont think so?

carmine latch
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oh if not thats awesome

oblique tapir
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what settings do I need to mess with in the hud editor to fix ironsight alingment?

coarse atlas
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@toxic hatch Yo, what name would you want to be used in the credits of my mod?

toxic hatch
#

Then

Kanortex

coarse atlas
toxic hatch
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Oooh nice, thanks

rough lion
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An M45 cannon is diabolical

summer plume
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the killer faction in mod_npc_loadout is monolith?

rough lion
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killer = merc

summer plume
#

ty

coarse atlas
rough lion
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Not yet, only seen it in the OGF tool 😄

bitter zephyr
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Can I request modders to make mods in this channel?

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If so I'd like modders to fix npcs using normal walk animations when they walk really slowly, a mod that makes npcs uncover their face if they wear for example helmets and masks when they eat and drink and... I guess that's it for now.

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Oh yeah, a mod that makes npcs not stand in rooms awkwardly when they're hiding from an emission would also be nice 😄

drifting moat
bitter zephyr
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Oh ok, sorry then.

drifting moat
bitter zephyr
drifting moat
bitter zephyr
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Yeah those mod ideas are good, right? More immersion... hmm is there a comprehensive guide somewhere?

drifting moat
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It will be very frustrating in the first 1-2 weeks if you've never even programmed before, but after the initial hurdle you will see the beauty of it

bitter zephyr
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I programmed before, and I modded before. But every game has its own language and you need to learn that and that can be time consuming.

drifting moat
bitter zephyr
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Thanks

drifting moat
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Plus once you get to a certain experience level the language won't make much of a difference (of course some take longer to get started + the more you learn a language the more profficient you're). The basics to start can be picked up in a few days for most.

sudden inlet
bitter zephyr
drifting moat
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I would start with the walking animation and the emission thing. Those should be pretty straightforward.
The uncovering the face thing I think would be a bit tricky.

bitter zephyr
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I thought about maybe just making a simple face swap first and then maybe if I am involved enough make different steps between the swap.

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But idk

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Like I said I haven't agreed to making anything 😄

drifting moat
#

I think you would need to mod the engine for that and it isn't supported at all what you're describing. It would be really difficult

sudden inlet
bitter zephyr
drifting moat
#

Well if you know C++ and are willing to duel with the engine then there aren't any limitations

bitter zephyr
#

That can be really annoying when you try to mod a game. "I have this really awesome idea. It should be easy to implement." But engine says no, you can't do that.

drifting moat
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My second mod was expanding the engine for a gun modder.

bitter zephyr
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I don't know C++

drifting moat
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Neither did I

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But yes. It can be frustrating.
And in general stalker modding happens in Lua.

hoary cipher
#

Another modder has risen

bitter zephyr
#

I will probably take a look at all that and decide whether I will do anything. But I really like this game. Anyway...

bitter zephyr
formal plover
#

Does anyone know which of these files I should modify to make Clear Sky and Duty allies again?

hoary cipher
#

Yessss

drifting moat
hoary cipher
#

It's real a real pain but I can stop modding friendlyrope

crisp oxide
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or u can try bigger dose

summer stream
#

i tried to mod for tarkov

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no

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plz

simple scaffold
fading haven
#

is someone know where can i download "Rotten life" ?

formal plover
grizzled anchor
#

what's the currently best mod to reimplement classic stalker economy to faction traders? I.e faction traders to sell faction armor and faction preferred guns, depending on player's standing.

drifting moat
crisp oxide
#

me too

drifting moat
crisp oxide
#

c#

drifting moat
#

Oh you went with unity

crisp oxide
#

ye, it gives me more freedom to shoot myself in the leg

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love it

nocturne topaz
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freedom mentioned

drifting moat
#

At least your changes aren't a thousand files all the time.
With C++ every time I commit even just a simpler thing I look at what's changed and it's a million files.

crisp oxide
#

ye
there is pros and cons

hoary cipher
fair tinsel
#

So when it comes to making material mods that replace the map's textures for replacements. Are there any good tutorials on how to get through the process of it all for? hmmtakenote

I've been dabbling with some of the original textures from Anomaly and COP so I was wondering what's the general rules and census of the usage of image upscalers thonk I'd love to see how this stuff would look if properly put into the game

simple scaffold
simple scaffold
main plover
#

Which script handles attachments icons on guns or which one handles exo batteries I want to try something

main plover
#

Winget updated my blender to 5.1 oof

nocturne rover
main plover
#

so tanks and filters are visibly attached to helmet

nocturne rover
#

ah, probably not useful then

fair canopy
main plover
fair canopy
#

Lmao I don't blame you

main plover
#

"this one works DIFFRENT(BETTER) than ANY OTHER modpack"

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@fair canopy checked 3d ball tutorial I need to redo mpx Y_dead

fair canopy
random fulcrum
#

icon layers have been figured out for like eons

main plover
#

They were

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but I am not sharpest pencil

crisp oxide
#

this toxic air icon layer thing is From Random Pile of Addons

fair canopy
crisp oxide
main plover
flint zenith
#

How do I add a disassembly recipe to an item?

grizzled anchor
#

ohright, Black Market.

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wonder if it got updated. Upd: it wasn't, crashes the game

sour tangle
#

I have the same type of error idk how to fix quickly but I know how to fix generaly : uninstall ALL Stalker AND Gamma folders and install all again, work everytime

mortal flint
#

это канал для помощи в СОЗДАНИИ модов

sick garden
#

Ааа, я увидел ошибку выше и подумал, может тут знают ответ

drifting moat
mortal flint
#

seems to be working

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at least not duplicate section

grizzled anchor
drifting moat
tired stream
#

Hello, I am currently working on a new voice actor mod for the player, I have my files, converted them from .wav to .ogg, made sure they were at 44100kh, ran them through savant and copied a similar file and naming structure to SaloEater's Voice Actor Refined, but for some reason the sounds won't trigger in game. Am I missing something? Any help would be awesome. This is my first time making a mod so please be gentle. 🙂

hoary cipher
#

Incase anyone was wondering the script that allows you to have dynamic attachments with upgrades works with MAS also

sudden inlet
tired stream
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I don't have it finished yet, I only made a handful of sounds. I wanted to test it before I went whole hog on it.

main plover
spice valley
hoary cipher
compact adder
warm sentinel
#

Is anybody aware of how the Escort the Scientist missions work?

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As in when you get to the location if there is a timer until their scans are complete

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I'd seriously like to make it so the scans complete instantly to avoid the sometimes 2 minutes wait while the NPCs bugger around

main plover
warm sentinel
#

I don't like skipping tasks just because they are buggy but the tedium of waiting while they do nothing kills me

next zinc
summer stream
#

break them apart into pieces

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that'll make it export

bleak phoenix
calm kernel
#

What script spawn outfit parts if you failed to obtain the armor from dead corpse?

next zinc
summer stream
#

no

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separate em

next zinc
#

Oh

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Thankd gal !

native anchor
#

Hey would anyone be open to a few weapon mod commissions?

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I have an idea for a small pack of anti material rifles
Tankgehwer in 13.2x92
Ptrd and ptrs in 14.5x114
And lastly a pgm hecate II in 12.7x99

hoary cipher
native anchor
#

Im looking to comm a pack of all three? But if someone made a decent hecate II can ya send me a link?

tame steppe
native anchor
#

Well...yeah that's what a commission is?

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Just might need a few paychecks tbh

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bonus if you toss in a custom aps stetchkin with a laser and red dot compat

tame steppe
#

a lot of people just want somebody to do a gun without giving anything

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there’ll probably be someone interested I guess

native anchor
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Tbh id pay knack like 250? For this and the custom aps

tame steppe
native anchor
#

i was kinda thinking to paste another part of a model? or soemthing idk

simple scaffold
formal plover
flat terrace
#

anyone good with textures? looking for help with a mod i'm working on.

main plover
queen jackal
#

Hello everyone, I'm trying to adapt a new ak for GAMMA that was released on anomaly. It throws this error as soon as you pick up the ak. I've changed the Moutions ref, but the result is the same. What am I doing wrong?

fair canopy
ashen crypt
#

I'm getting a Stalker Gamma game error.
I reinstalled the game 3 times and it keeps installing 572 mods.

lime sequoia
#

i think we need to wait for new launcher

summer girder
ashen crypt
next zinc
#

Is there anyone taking comissions for animations ?

summer girder
grizzled anchor
#

is there a mod that affects ranking gain from missions, or some way to edit rank?
I'm doing non-story mode, and that's really limiting me from hiring anyone.

grizzled anchor
#

nvm, found something old, maybe it still works

sage bramble
#

hi all! i have a couple of noob modder questions: how do i get data to persist across game shutdowns? does writing to m_data write to disk automatically?

also, is there any engine shutdown hook, which lets you reliably fire off a function when the game is closed (including by alt-f4 or other non-menu means)?

tawdry pier
#

Hi i would like to "fix" the inventory icon alignment for the Specter DR scope attached on the ADAR 2-15 rifle. Any hint where i can find the specific ltx file?

flat terrace
lilac ibex
#

son 😭 😭 😭 😭 😭

tawdry pier
#

Nvm, fixed it. The values needed are :

1icon_layer_x = 56
1icon_layer_y = -21

(They are completely missing in the original file)

verbal siren
#

That way they can get fixed by the 3DSS dev

tawdry pier
#

But i have no permission to post over there.

main jay
#

i beg someone make a remington 870 suppressor mod

main jay
lilac ibex
main jay
lilac ibex
#

cool log

fair canopy
#

Funny thing is it wouldn't even be that hard to do

nocturne rover
#

i like my silly little scripts

#

i need to write a script that explodes dead bodies when shooting em

main plover
covert dock
#

Hello,

I'm trying out the new 9.5 version, but I can't find the file where I can edit an outfit's durability drain.
"grok_actor_damage_balancer.script" file doesnt seem to be working now.

random fulcrum
#

it's the literal only file controlling the durability drain in gamma

#

idk at which line it is now but it's just one line that sets it to 7% of post mitigation damage

covert dock
#

i know, its on line 774, but it is working weirdly

drifting moat
covert dock
#

well i manage to significantly increase outfit damage taken, but not manage to lower it or even disable it. PepeHands

outer garnet
#

Does anyone know the approximates of what makes it hard to bring the multiplayer mod made for Call of Pripyat over to Anomaly specifically?

nocturne rover
# outer garnet Does anyone know the approximates of what makes it hard to bring the multiplayer...

game sees player as unique sole entety worlds and scripts revolve around
Then entire Anomaly is written on thousands if not more of Lua scripts
running a full scripts sync by itself an interesting task

and thats not even counting how many other scripts you can add on top with mods

xrmpe just entirely ditched Lua and rewrote engine in C++ and implemented a system that treats server as main entity instead of Actor/Player, so theres no reason to sync all the mods and scripts since it just all goes through a server

also remember that original games had only rudamentary basic PVP multiplayer code that was run on fucking ancient GameSpy, devs rewrote that part to into steam and p2p

#

kind of hard to put into words how difficult it would be to make Lua project like Anomaly be multiplayer, since scripts can't even be consistently synced on a single player client some code is that atrocious

#

my surfare level understanding of it somewhat, im not a dev

dire rain
green root
# covert dock well tell me then...

You're in the right place. I commented on the 4 lines that are doing it. I've changed it and it worked for me (though I do use a modified script)

outer garnet
dire rain
sly jungle
#

Is there a guide on how to fix caps or a program like with relationships? I don't like 100% resistances at all. How are caps determined and can be overwhelmed by arti? Will I be able to find it myself in Actor(player) Damage Rebalance?

I could then put this in the public domain, plus now at 0.95 after the rework, I think the best time to do it. I just find it absurd to have 100 resists to everything that upset the original balance of the costumes

random fulcrum
# green root

watch as bro comes back in a few minutes asking as to why the script no longer loads because he copypasted what you sent him (you commented with ; which isn't the comment opener for lua)

green root
green root
#

It used to be 95%

random fulcrum
#

that's 50% more damage taken

sly jungle
green root
#

If you want to break them out so each limiter can have a separate max cap... You'd have to write that it's not part of it currently.

green root
sly jungle
#

So it's easier to deal with physical artifacts, isn't it? On my request

green root
#

I mean you could reduce their cap increase stat, or reduce the amount of BR they provide. That's just an ltx edit.

sly jungle
#

Can you tell me the number of the mod where the artifacts are set their stats?

#

Anyway big thanks friend

green root
#

Groks pre-mitigation applies... actually oddly that modifier gets 0'd out when applied to just bullets.

summer girder
#

Are you using any of this to create a mod on your own?

#

What is this mod going to be about?

timid nebula
#

question - does Monolith engine allows the NPC to give anything to the player?

broken vortex
#

where are the salvage rates for ammo?

trail sundial
#

anyone know how to get the map coords of a location? like to place a new trader npc in a certain location?

tame steppe
#

that or if you want other position data you can press 2 once in the menu while debug is enabled

native anchor
#

Ok so im not doing that commission anymore, sorry, just need to say it cuz i dont have enough disposable income yet

polar oasis
#

My Living Legend quest is bugged. The ‘Escort Rogue through Jupiter Underground’ step completes when encounter the monilith in the underground, but no next objective appears. I even tried older saves and it still breaks at the same spot. The trigger at the Jupiter Underground exit never fires, and the quest removes itself with no follow‑up task. My console also doesn’t support the lua command, so I can’t force the info_portion directly. im not sure what to do to i can continue the storyline

azure bluff
next zinc
#

People:

#

About bullet_speed values : the lower the faster ?

#

Bullet speed = fire rate right ?

trail sundial
#

Fire rate is rpm

rough lion
#

Increasing fire rate also increases firerate for NPCs aswell, something to keep in mind for semi automatic guns

#

you give the VSS 900 RPM, the NPC starts firing it like its a fully automatic rifle

drifting moat
rough lion
#

Oh?

drifting moat
#

Maybe I could've added it to all weapons. It's not a complicated thing to add, but it requires engine modification

rough lion
#

You could suggest that modification to the modded exes, no?

drifting moat
#

I could create a PR, but I would have to download anomaly, do the modification, compile the engine, test the changes and only then make the PR. That's at least 2-3 hours

#

Don't really have that time rn, but we'll see

tame steppe
#

I currently have the tools to try it out

grizzled anchor
#

Anyone played around these ZCP settings? is there anything potentially interfering with them?
Like, I'm getting somewhat less of a mutant pop increase than expected, and I have other Anomaly modpack to compare (I assume better not be named here), where cranking it from default 0.5 to 3 results in pretty big mutant waves here and there.

fair canopy
drifting moat
#

Not my code anyways. It's open source as soon as you contribute it's free real estate.

drifting moat
tame steppe
drifting moat
tame steppe
drifting moat
tame steppe
drifting moat
#

It's a good project for you then. Doing stuff out of your league elevates you closer to it.

tame steppe
tame steppe
#

but I’ll just start with the ai rpm thing first

drifting moat
tame steppe
covert dock
# green root

ok found out that the code has been working from the start, but there are other modifiers that seems to be interfering with the armor damage that confused me.

It seems that certain artefacts which lower bullet protection are also increasing armor damage. That is odd.

tame steppe
tame steppe
#

rest well man peepopray

drifting moat
#

Soon I will. Keep me posted about how you're doing. I'll even check the PR if you want

tame steppe
regal wadi
#

fellas, the RWAP weapons bounce around wayy too much and i wanna edit the ltx files to make it bounce around less. what values should i change?

#

i don't mean vertical recoil, but rather the actor is pretty much is just wiggling around uncomfortably while shooting which is stupid

drifting moat
#

Build time was optimized few months back

tame steppe
drifting moat
#

Yeah. This last year was awesome for the engine. Lot of great features

rough lion
#

Not as good as IX-Ray but, you know, this community gatekeeps mods from each other

green root
#

If you want that to stop you could use the shit.power value, but the script sets that to 0 before you get to armor calculations. So you’d need to remove that or move it after the armor calculations.

#

You’d also need to store the original shit.power value before it’s set equal to pba.

drifting moat
rough lion
#

Its a pretty modern modification of X-Ray with multi-threading, fast loading times and many quality of life changes

#

has upscaling by native, too

hoary cipher
#

Someone should just put ix-ray in demonized clueless I joke slightly since it's happening slowly but still it seems to have a lot of cool features

rough lion
#

The IX-Ray feature ports are already happening

dense zephyr
#

https://www.youtube.com/watch?v=l34ajNxCz74&list=RDl34ajNxCz74&start_radio=1
possible music for GAMMA? I think this fits perfectly

#darkambientmusic #postapocalypticmusic #darkambience

No noise. No chaos.
Just what’s left after it ends.

And the part of you that never made it out.

──────────

This channel captures dark ambient soundscapes, inspired by post-apocalyptic scenarios, isolation, and the quiet tension that lingers when everything changes.
...

▶ Play video
lilac ibex
#

ixr is the guy she told you not to worry about

rough lion
#

Muh cagslop music

dire rain
lilac ibex
#

pBR*

#

math is fucked up

hoary cipher
lilac ibex
#

people should code new things instead of porting the same commits all over again

rough lion
#

coding is hard, especially if you don't have the right mindset

lilac ibex
#

billions must code

#

i need my SoC with RTX, hookers, and DLSS 5

rough lion
#

billions must take the time to optimize their mods properly

lilac ibex
#

truth nuke

dire rain
rough lion
#

Now who's gonna make a version of "Talk To Everyone" so you cant talk to sleeping stalkers and enemies?

#

Cause i sure don't know how lol

covert dock
grizzled anchor
#

5.45 HP and Hydra HP show near exact same damage stats (58 vs 60, both AP 10)
Is this the new reality or is it time to wait for Accurate Stats mod to get updated to see the real damage difference?

green root
covert dock
trail sundial
grizzled anchor
trail sundial
#

Well, type A guns vs type C for example

grizzled anchor
#

but yeah, thats not part of the mods discussion. ty for the info.

trail sundial
#

And perhaps you want to use your rifle ammo parts for something else.

grizzled anchor
#

well, Type C hydra exists.

modern tendon
shrewd otter
random fulcrum
storm lion
#

Are there any horror mods that I can add to stalker gamma that will make it more horror?

lilac ibex
#

epstein jumpscare type shit?

storm lion
main plover
#

I had to remove ghost anomaly because randomly got phantoms in army warehouse

storm lion
main plover
#

it's cool

lilac ibex
storm lion
main plover
shrewd otter
remote venture
#

Question regarding dialogue txt files.

Task_#_about is what you see when asking the NPC “have any work for me”?

Task_#_fetch_about is info on the task found in the PDA?

#

It’s often a repeat of the lines assigned to task_about

grizzled anchor
covert dock
# green root It’ll come from a dltx

I am sorry but I am unable to find anything that might be connected.
It just seems that certain artefacts (Oasis, kolobok) with negative ballistic resistances add another modifier to the outfit damage from fire_wound and these stats (and some others) are sometimes missing in** items_artefacts.ltx**.

flat terrace
#

Question: how do I add new scopes to 3DSS?

rigid sail
#

Since backing up user settings is getting some attention at the moment, a thought occured. Given that user.ltx and axr_options.ltx (From the MCM saving mod) are .ltx files, what's stopping us from saving the the changes a player makes to them into a DLTX format?

This would mean that the user doesn't have to backup their settings, and any additions to the user.ltx file that need to happen can happen without bricking old files.

We'd presumably need some form of program, both to catch alterations to those menus on the fly and add them to the DLTX file, but also to scan through the base ltx files after updates and alert the player if any of their changes conflict with a change made by the update.

trail sundial
flat terrace
trail sundial
#

Magnifyers are just a 3dss scope

#

Red dots are simpler. They just have a reticle and maybe some glass geometry

green root
trail sundial
flat terrace
lapis mica
#

Is there a mod to make Stalkers wander into more areas? There's entire potions of the map in Darkscape, Dark Valley, and Truck Cemetary that squads dont go. I'm looking for a mod that will make Stalkers explore more and lead to more organic interactions

sudden inlet
lapis mica
sudden inlet
sudden inlet
lapis mica
#

I'll take a look, and see if maybe these might help alleviate that

sudden inlet
lapis mica
sudden inlet
lapis mica
shadow egret
#

yo there a mod that makes medkits do more healing?

toxic hatch
shadow egret
#

oh sick

toxic hatch
#

among other neat skills

topaz peak
#

Just leaving this here for any gun mod makers. Just thought it was super cool.

toxic hatch
#

Why can we not delete the door in dead city lol

queen jackal
#

Guys, hi, I've added a mod for ak, and as soon as I pick it up, I get the next crash. The mod author is silent about this, so maybe someone can help me? There are no conflicts in mo2. ! error in model [anomaly_weapons\wpn_akm74\wpn_akm74_hud]. Unable to load motion file 'anomaly_weapons\hud_animation\wpn_aks74_hud_animation.omf', section 'wpn_akm74_hud'.

FATAL ERROR

[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 'wpn_akm74_hud'
model 'anomaly_weapons\wpn_akm74\wpn_akm74_hud'

toxic hatch
#

If not, go get it.

queen jackal
toxic hatch
#

Just add that to MO2 and put it as higher priority than any gun mods

queen jackal
#

Still the same mistake

toxic hatch
#

Thats strange

#

Do you have the moddb link to the mod?

queen jackal
#

I would really appreciate it if you could help me.

queen jackal
toxic hatch
#

Well the crash seems to be linked to the HUD

#

Try playing around with your load order if you have any patches installed that edit your HUD

queen jackal
#

the only mod that changes the HUD, which I also disabled

mortal flint
#

this isnt support blyat

toxic hatch
toxic hatch
mortal flint
#

and mines there

toxic hatch
mortal flint
#

😳

toxic hatch
#

Door already gone

#

Already decorated the room behind it

queen jackal
#

The most interesting thing is that this mod actually works for some gamma users.

high radish
#

Quick question, is LUA used to make mods for Anomaly ?

drifting moat
tired drift
#

Hey guys if i put aimpos=false into configs of a gun while i already have it ingame can it cause issues?

random fulcrum
#

very worst case scenario you'll have to attach a scope on the thing so that the game creates a new instance of the gun with the updated parameter

#

but i haven't seen that happen outside of f7 > numpad 0 scenarios

tired drift
#

thx

high radish
tame steppe
toxic hatch
#

You should also atleast know how to use Paint and have Windows Bandera or newer

high radish
#

No C++ HELL NOOOO

tame steppe
#

C++ peepo_sadge

#

ill never understand the inheritance stuff going on in there

drifting moat
drifting moat
#

Of course languages have their own kinks when it comes to inheritance

tame steppe
#

or what the hell the scope resolution operator means at all kekcry

drifting moat
frail scaffold
#

Are there any mods that improve AI awareness? For example, enemies don’t react to sounds, you can be next to an AI that is looking away from you, you can walk up to him, jump, make tons of noise, and he won't turn around and shoot you.

I assume there is no logic for an actual 'noise' variable in this game, which means crouching has no purpose other than probably being accurate for shooting?

drifting moat
# tame steppe or what the hell the scope resolution operator means at all <:kekcry:91997392904...

Scope is a very vague term.

For example these are 2 different scopes:
#╙🖇mods-making-discussion
#1035807043933720576

In programming even this is a scope

{
//Hey the two curly braces define a scope.
}

If you have a block of code:

int SomeInt = 1;
int SomeInt = 2; //Redeclaration error
{
  int SomeInt = 1;
}
int SomeInt = 2; //No redeclaration error here, because bot declarations happen at a different scope.
{
  int SomeInt = 3; //Redeclaration error, because `int SomeInt = 2;` is in a "parent" scope.
}

Namespaces and classes are scopes too. The scope resolution operator helps making the intent of what you want to use explicit.

public class SomeClass
{
  public static int SomeInt; //SomeClass scope
}

public class SomeOtherClass
{
  public static int SomeInt; //SomeOtherClasss cope
}

int main() {
  public static int SomeInt; //Local scope

  SomeInt = 2; //This will set the locally scoped SomeInt to '2'.
  SomeClass::SomeInt = 3; //This will set SomeClass's SomeInt to '3'.
  //The scope resolution operator is this -> "::"
}
tame steppe
#

but i generally dont know how cpp works at all

#

im still trying to learn overall from the start

#

its not just one thing i dont understand peepo_sadge

drifting moat
#

C++ is not an easy language. Plus it's kinda messy too. Not the pretties either

drifting moat
tame steppe
#

thank you for the insight peepopray

drifting moat
#

Sometimes it's hard to learn a theory because you just can't see where/why it would be used.
When you also see real life examples that's when stuff usually clicks. This is especially the case with design patterns or even some OOP principles.

tame steppe
drifting moat
#

Sure thing. Good luck!

covert dock
dim hare
green root
wooden patrol
#

If I wantred to increase the belt slots of an outfit, how would I go about doing that?

green root
#

find the ltx config per armor, increase that value.

wooden patrol
green root
wooden patrol
#

In-game still has 1+1 more for upgrade

drifting moat
#

I think it doesn't work for already existing ones

#

Try spawning a new one from debug

wooden patrol
#

Oh..

#

That could be it..

#

Nope that didn't work

drifting moat
#

You saved the file and restarted the game, right?

wooden patrol
#

Yes

drifting moat
#

Next thing I would check if the section is DLTX-ed by another file

wooden patrol
#

How would I do that xdd

#

nevermind

#

I got it to work

#

I had to edit another armor ltx x

drifting moat
#

The one that probably DLTX-ed the first one

south steeple
#

Hey fellas, this might be somewhat beyond the scope of this channel, but I'm gonna ask anyway:

Is there any way for me to visualize the actor's collision hull? From what I've been able to gather, it's kind of like a fucked up capsule/snowman looking thing?

I can see there's:

m_geom_shell = dCreateCylinder(0, m_radius / k, m_cyl_hight + doun);
m_wheel      = dCreateSphere(0, m_radius);
m_hat        = dCreateSphere(0, m_radius / k);

const dReal k = 1.20f;

so it's basically a capsule shape, but the bottom sphere of the capsule is 1.2x larger than it would normally otherwise be in a normal capsule.

It just sounds so weird, I kinda want to see it, but I'm not sure how I would.

#

I'm look at anomaly source code and not seeing one, looking into creating a visualizer script instead

summer stream
#

balls

south steeple
#

you can definitely get closer to walls than m_wheel would allow if it were part of the collision hull tho, so it's still a little bit or a mystery i guess

fair canopy
#

Wide bottom

weak flame
stoic compass
#

How to change speicfic armor hands model? like the heavy armor hands to Kmack hand rework

next zinc
#

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::EvaluateSection
[error]File : C:\Users\User\Documents\GitHub\xray-monolith-experimental-fixes\src\xrCore\Xr_ini.cpp
[error]Line : 981
[error]Description : fatal error
[error]Arguments : [DLTX] Section 'wpn_blk_steyr_dmr_recce' has cyclical dependencies. Cycle loop wpn_blk_steyr_dmr_recce. Check this file and its DLTX mods: e:/s.t.a.l.k.e.r. gamma/anomaly/bin/..\gamedata\configs\system.ltx, mod file mod_system_zzzzzzzzzzzzzzzzzzzzzzzzz_gamma_outfits_balances.ltx

stack trace:

stack trace:

#

WHAT HAVE I DONE ?

next zinc
#

Now its this

#

[error]Expression : <no expression>
[error]Function : motions_value::load
[error]File : C:\Users\User\Documents\GitHub\xray-monolith-experimental-fixes\src\xrEngine\SkeletonMotions.cpp
[error]Line : 165
[error]Description : fatal error
[error]Arguments : Old skinned model version unsupported! (dynamics\weapons\wpn_steyr_dmr\wpn_blk_steyr_dmr_recce_world.ogf)

trail sundial
next zinc
#

Does world models have to have omf now?

fair canopy
#

They should never have an associate omf

next zinc
#

solved

flat terrace
#

Can someone help me add scopes to MAS for my guns? Evidently I am retarded and Cannot figure it out

hoary cipher
flat terrace
#

Can’t see shit through it, it’s patented to the correct armature because it’s alt is the same as the MAS scope I’m using as a template.

#

Where did I go wrong?

hoary cipher
civic lava
civic lava
# coarse atlas

a drone system is gonna be insane, I don't think anything close to this has been done before, unless i am mistakened

crisp oxide
coarse atlas
#

Maybe just holding it on hand like a device?

#

But don't take any current device slots.

#

I don't know. God knows which slots are already used by which mods.

crisp oxide
#

I was messing with moltov mod and grenade artifacts some time ago
strip it down to minimal setup
not sure if i'll be able to find a script

#

but ye

#

don't bother

#

was just a thought

fiery lake
#

I'm trying to make a main menu mod but the ogm file I use glitches out every few frames. When I play the file on it's own, that glitch only happens once and it isn't nearly as extreme as the example I gave. What am I doing wrong here?

fiery lake
#

I unintentionally made the best epilepsy trigger (it does that several times a second)

weary root
#

too much gamma radiation :MonkaChrist

simple scaffold
coarse atlas
west osprey
#

just a quick question, anyone have a mod that makes the 40-round M4A1 Protector Mag into a 30-round one?

simple scaffold
# coarse atlas Good to know that but I think FDDA and backpack animation use that slot. They ca...

yeah, it is for that kind of thing. wouldn't those kinds of actions clash with what you are doing any way? just stop your placement render/process when your item is no longer the active item. TBH that is probably a good way to allow ppl to cancel placement in emergency, they hit the key to change to gun you will want to get out of thier way so they can fight. having it be a slot item they can swap away from would allow that cleanly and would allow other animation things to interupt in an organic seeming way. its not like those animations trigger by anything that isnt' a deliberate action.

#

ppl that ask "why can't I place a bomb and smoke a cigarett at the same time" don't deserve an answer

gentle maple
#

Ey, is these worth to upload?

supple niche
#

I want to replace the npc's loadouts of the regular base game Mosin with another one from an addon I downloaded. How do I do it?

supple niche
#

Already changed it in mods/GAMMA NPC LOADOUTS, don't know if that'll be enough

blissful quest
#

iirc if that is the way it works you will still have to wait for new squads to spawn so that they will pull for the new pool either way

weary root
# gentle maple Ey, is these worth to upload?

i’m not sure if anybody will want to use those but you can ask zorius or chocohex on ccon server(i’m gonna dm you invite) if they don’t have those already and if want to use it in old world they are working on

blissful quest
#

are we good to put zips for small mods here? i made a very quick and dirty mod to make it so that the mp5k / kurtz can use all the forms of 9x19 cause it was annoying me and a friend, and i figured i could throw it here in case other people searched for a fix

#

either way, if want to do it all you do is put this text in the below filepath/file

ammo_class                               = ammo_9x19_fmj, ammo_9x19_fmj_bad, ammo_9x19_fmj_verybad, ammo_9x19_pbp, ammo_9x19_pbp_bad, ammo_9x19_pbp_verybad, ammo_9x19_ap, ammo_9x19_ap_bad, ammo_9x19_ap_verybad```

```(wanted_mod_name)/gamedata/configs/mod_system_zzzz_[wanted_name].ltx```
#

zip the folder of the wanted mod name and install from archive in mo2, put at bottom of priority order

calm kernel
#
Function      : CPhysicsShellHolder::correct_spawn_pos
File          : D:\a\xray-monolith\xray-monolith\src\xrGame\PhysicsShellHolder.cpp
Line          : 215
Description   : object: decor_poster120486 model: dynamics\decor\poster1 

stack trace:```

How to fix this bug with posters and maps furniture? This happens when you throw these items away from the inventory and then game is trying to fetch the meshes, but fails because... idk. I have no idea why this bug still wasn't fixed in GAMMA though, but I'd like to try maybe, if it's not requiring to remodel the meshes 😄
mortal flint
#

its not a bug

nocturne rover
#

^^^ description says game crashes if you drop em

mortal flint
#

it doesnt say it for posters

#

but it does for rugs

heavy mortar
#

yo I want to change it so lucifer artifact doesnt degrade at all how do I go about doing it

nocturne rover
heavy mortar
#

nah the line isnt in the script

#

nvm found it lmao

calm kernel
# mortal flint you are not supposed to drop them

But what about other decor items then? There's a decor item - painting, and you can drop it on the ground without getting any errors. I can't understand your argument at all.

And there's actual meshes for these posters and shit. It's just something wrong with them (wrongly extracted or error in scripts, idk, this is why I'm asking for help in understanding the issue).

heavy mortar
nocturne rover
heavy mortar
nocturne rover
#

like there's asection "speed boosts" and it gives assigns speed boosts to 3 artefacts in the middle of nowhere, then it has another perkifact code for 200 lines

nocturne rover
#

im never reworking lucifer even if i wanted to KEK

heavy mortar
#

I was gonna say how reworking lucifer so its less stats but no repair condition would be better

#

the repair is hella tedious rather than being hard

nocturne rover
heavy mortar
nocturne rover
#

i like the concept of Lucifer its really fucking cool though

heavy mortar
#

maybe they could have made it into a special quest? and make it so the quest involves a ritual where you have to get every single level 4 artifacts then sacrifice them all the gain the lucifer

#

maybe every level 3+ artifact

#

it would still fit in line with the sacrificing but would make it way more tolerable since you wont have to sacrifice artifacts anymore

nocturne rover
heavy mortar
bright sleet
#

can anyone smarter than me tell which of these models is associated with the 'sentinel of freedom" suit

#

struggling here

nocturne rover
#

gamma database makes it pretty trivial to find an internal name

bright sleet
#

My problem is i already knew it was called svoboda_heavy_outfit_2 from dev mode, but that file name doesn't exist here

nocturne rover
bright sleet
#

Not that i know of, ima kinda just going thru them one by one in game, but it just taking a min to reboot each time, hoping someone might have just known

#

Guess Ill just keep trying different ones

nocturne rover
#

try that one

bright sleet
#

where did u find this btw?

nocturne rover
#

23- THAP Rework - IENCE\gamedata\configs\creatures\actor_hud_hand_animations.ltx

bright sleet
#

thanks ill peep that file

nocturne rover
#

a big file remapping all the suits hands not easy to read so, no guaranteed i guessed right

covert dock
bright sleet
#

would have legit been the last one i tried omegakekw

nocturne rover
#

same
thats why i looked in the file

bright sleet
#

W mans

#

I will dig thru that file next time so i don't get so confused

sand tendon
#

Hello everyone, apologies if this isn't the correct place to ask but I was wondering if anyone could tell me how to increase the health of the mutants in the game ?
I've tried tweaking some variables in the various files in the creatures foldler but it didn't seem to have any effect.
What I'm essetially trying to do is say, double Bloodsucker HP, tripple Chimera HP.
Thanks !

calm kernel
green root
random fulcrum
#

xray doesn't have traditional health values, everything uses a 0..1 float scale for their health and damage is modified through resistances

covert dock
toxic hatch
sand tendon
summer plume
#

im currently editing some weapon loot table
and i often see these blank line
if i leave this blank, the weapon will not spawn?

#

sorry another question
this line meen every stalker from every faction with the rank master will have this weapon on their loot table?

brave tartan
#

wonder if someone knows, is it possible to make 2 things -

  1. make mask overlay be "under" pda? as it covers corners of it some times text, time not visible too ect
  2. make pda not get water drops from rain? as using T does not clear it
lilac ibex
#
  1. mask overlay is fullscreen quad rendered AFTER the geometry pass. not gonna happen.
    you can try to write a simple script that disables overlay when you equip pda
  2. you'll need to tweak pda shader i think
brave tartan
#

okay, shader tweak might be possible. right, oh well. thanks for info. as I constantly wanna check time and cannot as overlay covering corner with the time and cannot see it xD

#

oh I guess I cant check latest "news" for the time too. or spawn msyelf watch to use

lilac ibex
#

mind you - im not using MO2 so i cant help ya to find the file

SSS: pda_overlay.ps
find if (ssfx_hud_drops_1.y > 0) and replace it with if(0)

brave tartan
#

omg life saver will test right away

lilac ibex
#

yw

shut knot
#

i tryed downloading files for gamma rc7 and its not dowloading

summer stream
#

not here

shut knot
#

is this a known issue right now

summer stream
queen pineBOT
summer stream
#

this is about mods,
not help

green root
#

Question for someone better at blender than me. I have an issue when I import an ogf into blender. I've exported this before as-is, but I needed to modify the laser dot to line up with the muzzle bone, so all I did this time was adjust the scale/x/y/z of the laser. Now when I try to export, I typically go to each sub component, and the main component ogf and click "HQ Export" in the X-ray Engine plugin, otherwise I've found I lose vertices/faces.
Now when I go to export you can see at the bottom of the export screen the file name is blank, and if I click export, instead of exporting it as one ogf as the main component, it exports each component individually.

If I uncheck "HQ Export" on all the sub components it will export as one file, but as I said I lost vertices in the past doing that so I was told to check for each. Correct me if I'm wrong here.

summer stream
#

HQ Motions means HQ Animations.
Not HQ model.
You need to keep Format Version CS/CoP because they support much more than SoC.
Whatever you're trying to do here, seems wrong.
It'll keep every change you did to laser, but it's pretty pointless. Gamma has already built-in laser editor, so you can edit it in any way you can.

#

Plus, you would need to do edit the TEXTURE too.

#

So it'll be much more visible.

green root
#

Was working with Hero last night, he said if the laser dot point of impact is off from the actual bullet point of impact that requires a mesh edit. He achieves the dot visibility by scaling it up massively, he shared a video on it here:
https://www.youtube.com/watch?v=MU_5nrWkzXg&t=600s
I am exporting as CoP, and the HQ Export is checked on the right side which is the model flag from everything I can find and what I've seen.

I'm terrible at this. Ask on the GAMMA discord if you need more help setting up 3D Ballistics.

▶ Play video
#

You don't check the HQ model export in the export window I believe, you check it in the x-ray plugin in the right side panel. At least that's what I've seen from his videos, but I could be missing something he goes much faster through this then I can 😅

summer stream
#

"Point of Impact"?
What does that even mean?

green root
#

where the bullet hits vs where you aim.

summer stream
#

Ah.
It's better to look via having textures on.
And looking from camera angle too(the one in-game, so that's basically how our character sees).

green root
#

You can see it here in hud editor, the crosshair dot is up/right of the laser dot. But the scope when you aim is accurate.

summer stream
#

Most of the time laser isn't supposed to be dead accurate. shrug

#

I have no idea why people are going awooga over wrong placement for lasers, they are used to help you see where your bullet will seemingly hit.

#

Not 100% in there.

#

And plus,
this is alt_aim.

#

You can edit it.

tame steppe
#

3db peeposmile

summer stream
tame steppe
#

kek

tame steppe
#

thank gamma clearly

summer stream
#

hell no

green root
#

Agreed, they lose zero more often than people realize. Thankfully Grok hasn't added a weapon zero feature 😅

I care less about the accuracy, and more about why I can't get exports to work right.

Also you can't edit the point of aim to laser point easily here. If you adjust the Alt Position to line it up, it puts the gun ontop of your face, and the point of impact actually follows the alt_orientation value.

summer stream
#

then it's all just going off from the muzzle bone

tame steppe
#

its on by default clearly

green root
#

Do we not like 3d ballisitics? 🤔

summer stream
summer stream
#

For modded guns,
bad.
For built-in,
good.

#

But it depends on how people made it

#

since...some guns have the muzzle part somewhere in the ass. Glueless

green root
green root
green root
summer stream
#

give me the blend file

#

i want to look into it myself

summer stream
#

no like, the BLEND file

#

the PROJECT that you're doing this in

green root
#

I usually just start with an empty file and import/export... I'll make a file I guess

summer stream
#

oh boy.. ohno

green root
summer stream
#

question, what blender version are you using?

green root
#

5.0.1

summer stream
#

..ah.

#

damn.

green root
#

What should I use?

summer stream
#

use 5.1

#

it's more stable than 5.0

#

or you can use the 4.3,
since it's basically the last version before 5.0 that is actually usable ohno

#

OH

#

OH I SEE IT NOW

#

LMAO

#

yep

#

done

green root
#

What I miss?

summer stream
#

the mistake is

#

don't do it separately

green root
#

🤔

summer stream
#

HQ Export makes it so every model

#

is a separate ogf

#

so all you need to do is

green root
#

So only check it on the parent ogf?

summer stream
#

..blend them all together via Ctrl+J

#

and then do HQ Export

#

easy as that

green root
#

Hmm... when I did that and tried to load the ogf in game last time it crashed

#

I'll give it a shot though

#

thank you

summer stream
#

if it wont load,
something broke

green root
#

Okay, I'll try that with the next model now.
Do I need to select all the objects in a certain way?

summer stream
#

no, you can select any

#

but if you want to seem right,
select receiver first

green root
#

before/after join. It does load into the editor. I also tried not joining and just checking HQ Export on the main ogf and that seems to work too 🤔

#

Yeah both methods seem to work fine. So long as I don't go to the sub components below "wpn_aug_a3_specter_hud_laser_rc2.ogf" and check the "HQ Export" box.

summer stream
#

yes

green root
#

Appreciate the help, now maybe I'll finish doing all the sights 😅 Maybe... I don't care about most.

summer stream
green root
#

@summer stream one more question for you, what differences do you recommend when exporting the hud/anomaly_weapons model vs the world/dynamic model?

lilac ibex
#

world meshes = low poly

summer stream
tacit fog
#

i would love a 3dss in this gun

lilac ibex
#

so?

#

look up 3dss tutorials n stuff

summer stream
tacit fog
#

k

lilac ibex
#

ot

green root
#

Any chance a guide exists on taking the holy poly model and making it low poly? Should I just delete all bones aside form the body/mag? I figured that would break stuff.

summer stream
#

..don't

#

don't

#

do that

#

it can break A LOT

#

of stuff.

#

use a model that is ready for world, not the hud one

green root
#

Alright I'll dig one up from somewhere.

tacit fog
green root
#

Yeah have to turn the volume up, but Hero is the man who did basically all the gamma guns so he's the goat.
But someone should talk to him about his mic on videos lol

fair canopy
#

yeah im not an obs user at all

#

just set your volume to 120%

green root
#

@summer stream yeah it got mad...
! Error: world item visual [dynamics\weapons\wpn_aug_modern\wpn_aug_a3_laser_rc2] has no shape!

FATAL ERROR

[error]Expression : _valid( c )
[error]Function : CPhysicsShellHolder::correct_spawn_pos
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\PhysicsShellHolder.cpp
[error]Line : 215
[error]Description : object: wpn_aug_modern_obrien8246 model: dynamics\weapons\wpn_aug_modern\wpn_aug_a3_laser_rc2

summer stream
#

yea.

#

yeaaaa...

#

please use a dynamic model from BaS

fair canopy
#

pretty sure world models only need wpn_body, magazin, and wpn_silencer. i think you can also do wpn_Scope

green root
#

What i don't like about typically using the dynamic model, is they often don't match the model to what is equipped to the gun. Suppressor/scope etc...

fair canopy
#

youd need to set a visual model for each scope section that matches your scope

#

if you use an unoptimized hud model then you'll be adding a lot of file size for a very small thing

green root
#

Yeah with each dynamic model. That's what I did before... but I think I used the HUD model and it worked 😅

#

But yeah less efficient since the engine has to now render that

fair canopy
#

making a world model isnt hard. making a good one take a bit of setup

#

i would not personally do one for each scope. instead pick a scope and red dot you like and use that as a generic world model for each relevant section

green root
random fulcrum
#

more than too much work (it's not that much since you just swap out the scope) it's about the file size skyrocketing

#

a poor world model that needs to be duplicated for every scope available for the gun could easily take your mod into the 100mb range

#

for a single gun

green root
green root
trail sundial
#

You can decimate it a little if your model has a lot of polys

#

It doesn't really matter what bones it has as far as I know. But it shouldn't have a motion reference

grizzled anchor
#

Do any mods for Gamma or even Anomaly exist, that add a Military outpost somewhere in the North? for non-camo military playthroughs.

fair granite
#

Anyone happens to know the LTX files that controls dead city tasks in base gamma

velvet bronze
#

hey I'm trying to fix a Mod that is crashing my game, to do that i have to check if an Object(NPC) is destroyed, is there some form of documentation/Tutorial ? I couldn't find anything useful in the pins so far.

simple scaffold
#

That is weird. Enough so that I think anything I did know about how that mod worked is very out of date. Need to find a modeler to ask

lilac ibex
#

on anomaly discord

#
  • checks iirc
#

you can ping him tbf

simple scaffold
#

No sorry, I have been mostly inactive of late, and do not know who is doing what, particularly with gamma

mortal flint
#

do you know russian?

simple scaffold
# velvet bronze hey I'm trying to fix a Mod that is crashing my game, to do that i have to check...

That message is meant to be passed onto the mod author. They are storing a copy of an NPC past when the game has deleted the NPC, when they try and use their copy it breaks things.

It isn't necessarily something with your save. It is a programmer error. Like dividing by zero or making an infinite loop.

A skilled script modder would have to analyze the script to find the mistake. It can be easy or really annoying to find. Generaly easier for the original author than someone else.

velvet bronze
mortal flint
#

which script crashes you?

#

phantom one or experience framework?

velvet bronze
#

Experience Framwork, the one responsible for the Healthbar

#

if i shoot one of the new Phantoms, the ones that look like normal enemy's with the HP Hud active, it gives a Busy Hands error and if i continue i crash on next save

mortal flint
#

ye that script spawns actual mutant

#

could you post a log