#╙🖇mods-making-discussion
1 messages · Page 150 of 1
Finally someone noticed it.
I forgot when drawing it.
The hassle of doing vehicle stuff vs the minimal benefit of having done it makes them unpopular for people to work on.
I see how that would be an issue
Especially when most people dont know to yield at the poltergeist
hello is there a way to change the yellow stash chance and/or the getting after x number of quests compelted
i want to fasten the progression
Change this value in "grok_treause_manager.ltx" in "Stashes Overhaul"
Thanks you so much
Weather editor.
trying to learn lua, would y'all recommend visual studio or am i okay sticking with N++?
I love Notepad++ but the tools you can use with visual studio honestly make VS much better
#╙🖇mods-making-discussion message follow this and you’ll be able to get a lot of insight into baked in functions just by typing them in
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++
oh that's really cool, thank you!!

i may have overestimated my learning capabilities
start small, I believe in you ! 
I started scripting by making a script that gives you 15 casings after shooting 15 times ha
i will keep trying again later but i did feel a bit overwhelmed opening this up
i'll take a break then keep reading Programming in Lua
don’t know what your trying to do but good luck 🫡
it's demonized's dynamic music rewritten project he abandoned
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
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)
There's also a chat and notifs when and why they die.
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
Still post it and let people experiment with it, maybe people will be able to help you improve it
sounds good, I will take some time to finish up the idea and play with it a bit, cleanup lua, make it easier to setup and post it.
Probably make sure it works with regular Anomaly as well beforehand tho
I am new in the modding scene, but how do people usually do that? Separate mods for both gamma and anomaly or some kind of compatibility/existence of values checking in a singular mod?
GAMMA is literally a modpack for Anomaly
If it works with Anomaly by itself, then it should happily work with any modpack
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
OH DEAR, improving grok casing ? it tends to not "register" when you shoot a lot of bullets, hence giving not enough casing sounds... fixing that is a poggers
nah it was just giving the actor casing items
very simple but i learnt a little
oh
@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
not entirely sure unfortunately
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?
It's a monkey patch. The original file still assigns the damage mitigating script .
Actually that's not true since this file completely overwrites the original one.

zzzzzz
changes in this file works fine. everithing exept this feature
looks like this section doesnt work at all
i cant really help you because i dont know what this file is
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.
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
Then that is probably monkey patched by another file.
Which would be weird since Grok doesn't like when his stuff is monkey patched. He's telling people to just completely overwrite the file instead.
What's the name of the function?
is there a mod for headphones like in Tarkov - they adjust different volumes, like gun volume lowered but footsteps increased
no
@toxic hatch Ok. The vanilla GAMMA has the issue.
At least I can debug it myself instead of relying on others like the last time..
@toxic hatch Can you check again which version of GT Emplacement you are using?
You can check it in MCM - GT - Emplacement
I see. Then some other mods modify xr_combat_ignore.
is that what causes them not to shoot anything?
I will check to see who is the culprit and curse them.
Yes. Very likely.
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.
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
But I will check who did it and let you know later.
What does "add sanity verification" do?
It won't fix. Nothing I can do from my end can fix it. I only add a gate keep to crash the game when it finds this conflict.

Oh, just prevents it from crashing
Im also gonna tweak my load order again to make sure it should overwrite anything else
Would it be possible to create an option that makes the mod say that there is a conflict with another mod?
Found the answer. It is in the dialogs_escape.xml file. In Gamma, the loadout mod changes <text>fanat_training_anomaly_reached_2</text> <action>dialogs_mlr.give_det_adva_from_fanat</action> <next>3</next>
to be
<next>3</next>
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...
Grok did something about artefact containers, that definitely affected this change
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)
function shit_booster(shit, bone_id, k_ap)
See if anything monkey patches that function.
where to search his pathes?
I would do it with total commander.
Actually I already did for you and it seems like it's not monkey patched by anything.
I have just started searching with notepad++
already have 2 entries
its going to be long but effective
There are a lot of references, but they're all in the same file
but this way will show me all function declarations.. i hope
@toxic hatch Thanks. I found the problem. But a fix might need some time.
it seems that u were right. could u run search in whole gamma folder please? or maybe in anomaly folder.. dont know.
that file in your screen is the file that i am trying to change (no result)
@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)
That was the whole gamma folder that's worth searching. Anomaly folders won't have results since this is not an anomaly file.
a u sure that it isn't original anomaly feature?
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
its ok, turned off G.A.M.M.A. Actor Damage Balancer and died from grenade. so i might have done something wrong
Yeah, just look at the file name.
Maybe those are mitigated by the game. Or you just missed a part in that script.
It's a huge one I wouldn't be surprised.
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 ?
How do I make artefacts not bright?
Trying to emulate Lost Alpha style artefacts
Try:
[af_$name]
lights_enabled = false
trail_light_range = 0
Already tried those in the screenshot
Feel like there's a better way of doing it than to give it a darker texture
Anyone know how I would go about adding campfires to the hideout furniture mod?
You have? Thats great
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?
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.
@toxic hatch Please help me check this out. Enable all your other mods too for good measure.
What version would this be based on?
Just update modded exes if it requires.
Well here goes nottin'

Thats from Hideout Furniture
I have turned Dead City into a fortress
It would be pretty cool if the second machinegun was here or if there were mercenaries on the big roof looking with binoculars
These aren't vanilla Anomaly not to mention the fact that MG don't have gun depression to shoot down.
The one inside the base can cover all direct approaching paths from the south.
-15 was on the edge. The ammo box has already clipped into the tripod. It's just not visible from the player view.
Can NPC still utilize this -15°?
Yes.
I dont think the clipping is really a problem 😄
They have as much angle as player do.
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
There is no walkable path for stalkers to walk to the roof.
Let me test
There are two ladders to the roof after all
Strange
There is just no walkable path for AI to go there.
Something prevents NPCs from going to the roof, teleporting to the roof or spawning there
It's invisible.
They could use the ladders
But something else is going on here, they cant spawn or teleport to the roof at all
Companion teleport does not work or debug spawn
These are level vertex ids.
They guide stalkers and mutants to move around the map.
Huh
They're invisible. I just mark them with backpack so we can see.
jeez, you are still testing GT
They can only navigate to locations that have a level vertex id.
Dude he is doing some awesome stuff
i know
So like if you move around it would put backpacks everywhere except where NPCs cant move
im happy to help too
Fixing AI issue of GAMMA
Yes
It's just my tool to check valid path for stalkers.
yep there's no ai grid on roof
fixed*
its working perfect now
Can AI not spawn in places without path?
yep
Ah that makes sense then
ai grid is only place they can spawn and move on
Hm? How do they know I put an MG here to adapt their mod with?
i have
only one question
how hard is ai grid to be made
The mod that added these metal plates.
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
This is all built by me
u sellect terrain and other objects that u want to generate ai grid on and click generate
Ah Ok
Hideout Furniture mod adds walls and plates and other stuff to build with
so the main problem
is that the sdk sucks 
*anomaly sucks
sdk is ez to work in
just gimicky
or regenerate till it works
welp, this says literally everything about x-ray engine
only god knows how the fuck it works
or maybe not 
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
gpu drivers updating unironically works
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
@coarse atlas Have you considered making a mission where you have to use the you-know-what to fend off a group of helicopters?

I thought. But I can't make one. It fit a main quest mission. But I won't be making a campaign mod anytime soon.
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
is bro making women
tf does that even mean
i just need to reduce player collision hitbox and was told to come here
can someone pls just tell me where the file is
https://www.moddb.com/mods/stalker-anomaly/addons/smaller-stalker-collision-radius
Here’s a mod for reference
how would i install this? wouldnt it be different since im launching anomoly modded to gamma not just anomoly
i was told adding mods breaks stuff
Not if you know what line you’re changing
thats the thing i cant find the line to change it
Or read the description
You dont even have to install it
Its how i changed a shitton of Grok's mods to suit my needs..
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
which i cant find
what are you normally using to install mods?
Make a dltx file that changes those specific lines for actor.ltx
for this im just using the launcher and mod organizer
BRO....pls...how many times do i have to say it...i cant FIND actor.ltx
Download the mod
Check the files
Search for your lines that you want
Open Mod Organizer, use the right hand side window and type in the file name
i dont have a creatures file
then i am lost pls help
cuz idk how to do that or where to place it
To be fair the anomaly folder actually doesnt contain a creatures file, i dont even know where it is
Have you tried the Mod Organizer approach
Did it just not show you anything when you used MO2 to search for Actor.ltx
WHY TF DOES IT POP UP HERE AND NOT IN THE REAL FILES
ty
also ima go alt f4 irl
ima give you a kiss AND steal this meme
I have NO fuckin clue tbh, you should use the actor.ltx in that mod for reference and check for differences
never edited any actor hitboxes myself
ty either weay holy shit i was boutta drink bleach
You can probably just swap out the actor.ltx lines altogether by using the ones from that mod
You can just open actor.ltx thru MO2
in that window i showed ya, doubleclick
just replace the lines entirely?
I'd do that as a last resort, first try to figure out which ones are responsible for the hitbox changes
Make a backup of the old lines first
put em in a .txt or smth
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;
or that
Its such a braindead easy edit
i didnt bother to look at the moddb site
im very new to all this

Got what you’re looking for?
i think so ty both genuinely
👌
@rough lion @toxic hatch the things id do to you boys if you were in front of me right now
ty so much
oh also the fuggin mod organizer trick is a huge knowledge boon too ty for that
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
its hilarious
@rough lion figured youd find it funny too
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
So the entire collision hitbox was moved to their feet so they can't literally phase through objects
its just funny walking up to someone and suddenly yur up a foot
Since removing their entire hitbox would make them fall through the world, probably
Lol
dumbahh zone dweller cant even levitate smh
Thats for Poltergeists
levitation is for everyone
@toxic hatch also will i need to do this after every update? im assuming an update will rewrite those files correct?
Uh i dont think so?
oh if not thats awesome
what settings do I need to mess with in the hud editor to fix ironsight alingment?
@toxic hatch Yo, what name would you want to be used in the credits of my mod?
Huh, you want to add me to your mod credits? lol
Then
Kanortex
Done.
@toxic hatch Grab the new version, 1.5. I have some extra bug fix beside the AI one.
https://www.moddb.com/mods/stalker-anomaly/addons/gt-emplacement-153
Oooh nice, thanks
An M45 cannon is diabolical
the killer faction in mod_npc_loadout is monolith?
killer = merc
ty
Found it?
Not yet, only seen it in the OGF tool 😄
Can I request modders to make mods in this channel?
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.
Oh yeah, a mod that makes npcs not stand in rooms awkwardly when they're hiding from an emission would also be nice 😄
This is for mod makers to discuss mod making. There isn't really a mod suggestion channel. Even if there was one modders in general like to work on their own stuff.
Oh ok, sorry then.
But mods are sometimes born from suggestions. I made this for example because a guy told me his mod idea:
https://discord.com/channels/912320241713958912/1361848518091870248
Shameless plug, but nonetheless I could use a mod like that. Guess I will search through the mod lists to find what I am looking for. I don't think I want to get into the hassle of trying to mod myself. I would have to learn everything from the ground up.
I would advise you to do start it
Yeah those mod ideas are good, right? More immersion... hmm is there a comprehensive guide somewhere?
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
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.
Sure there is: https://anomaly-modding-book.netlify.app
Thanks
Learning lua is a useful thing I think.
Stuff you learn here could also be applied to other languages that support functional programming.
I've learned monkey patching while modding and later it came super handy at my job.
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.
That's an interesting idea about uncovering npc's face, curious to see what will be in the result
No pressure. I haven't said I will make it, yet. 😄
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.
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.
But idk
Like I said I haven't agreed to making anything 😄
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
You are on the modders list already 
Yeah and that's I think what deters me the most. Learning the limitations of the engine.
Well if you know C++ and are willing to duel with the engine then there aren't any limitations
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.
My second mod was expanding the engine for a gun modder.
I don't know C++
Neither did I
But yes. It can be frustrating.
And in general stalker modding happens in Lua.
Another modder has risen
I will probably take a look at all that and decide whether I will do anything. But I really like this game. Anyway...
No. Nooooooooooo
Does anyone know which of these files I should modify to make Clear Sky and Duty allies again?
Watch out. A talk like this is all it takes. Then you're hooked for ages
It's real a real pain but I can stop modding 
no please
i tried to mod for tarkov
no
plz
is someone know where can i download "Rotten life" ?
Thank you so much. That mod is really useful. I do have a question, though: if dynamic relationships are enabled, won't Clear Sky and Duty still tend to become enemies in the new update?
Niiice, ty.
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.
I actually am 
I pity your mental health then. Are you doing BP only or C++ too?
c#
Oh you went with unity
freedom mentioned
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.
ye
there is pros and cons
I'd just die
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? 
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
I'd love to see how this stuff would look if properly put into the game
Maybe, that system can be weird. You can always just change it again.
Probably just need to turn off whatever mod in gama took that away
Which script handles attachments icons on guns or which one handles exo batteries I want to try something
Winget updated my blender to 5.1 
IIRC item_exo_device
i can send you my code for how i made Electron perkifact work with charging different PSUs
I wanted to add icon layer for drunk's toxic air
so tanks and filters are visibly attached to helmet
ah, probably not useful then
Zona managed to do that
I can't stand snarkiness of author
Lmao I don't blame you
"this one works DIFFRENT(BETTER) than ANY OTHER modpack"
@fair canopy checked 3d ball tutorial I need to redo mpx 
in gamma 
icon layers have been figured out for like eons
this toxic air icon layer thing is From Random Pile of Addons



How do I add a disassembly recipe to an item?
nah, doesn't work like that. default anomaly eco values are completely unbalanced for gamma, and that also removes whatever new items gamma economy gives to traders.
There were mods in the past that adapted vanilla eco for gamma, like armor prices, etc. guess I'll just have to wait for their updates or smth.
ohright, Black Market.
wonder if it got updated. Upd: it wasn't, crashes the game
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
это канал для помощи в СОЗДАНИИ модов
Ааа, я увидел ошибку выше и подумал, может тут знают ответ
What do the logs say? Did you report this?
it has a chance to crash (did for me on Sidorovich), dont have the save anymore. but it disappeared once I removed the mod.
since it's a mod, I didn't report, will do later once I run into it again.
You're right, but a lot of people use it. I think GAMMA "supports" that mod, though I'm in no position to confirm that.
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. 🙂
Incase anyone was wondering the script that allows you to have dynamic attachments with upgrades works with MAS also
I would advice posting that on GitHub so we can see what exactly is in your project.
And I will definitely add a guide explaining how does it all work
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.
Made it work with HD icons(had to add offset in script)

Isg = any? Strange

Is anybody aware of how the Escort the Scientist missions work?
As in when you get to the location if there is a timer until their scans are complete
I'd seriously like to make it so the scans complete instantly to avoid the sometimes 2 minutes wait while the NPCs bugger around
At least for me it works like that:
Arrive on site
task updated
let him crouch and make measurements
Go away outside of his range
and
task is completed
so you dont need to wait
Whenever I try to do something similar the task sort of bugs out and takes longer half the time
I don't like skipping tasks just because they are buggy but the tedium of waiting while they do nothing kills me
Every time I try to edit clear sky's rep with duty the game crashes, what's up with that? Game doesn't like those being edited apparently.
Edit: Never mind I'm just either dumb or the mod needed to be turned off then back on for it to work apparently?
What script spawn outfit parts if you failed to obtain the armor from dead corpse?
By decimating ?
Hey would anyone be open to a few weapon mod commissions?
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
Hecate 2 was made by Juan I think
Im looking to comm a pack of all three? But if someone made a decent hecate II can ya send me a link?
are you willing to pay money ? 
Well...yeah that's what a commission is?
Just might need a few paychecks tbh
bonus if you toss in a custom aps stetchkin with a laser and red dot compat
yeah just to be clear
a lot of people just want somebody to do a gun without giving anything
there’ll probably be someone interested I guess
Tbh id pay knack like 250? For this and the custom aps
idk if good models exist but kmack can pretty much only do textures if im not wrong
i was kinda thinking to paste another part of a model? or soemthing idk
Idk, never heard of that before. Script is dead simple.
That's beautiful!
anyone good with textures? looking for help with a mod i'm working on.
It depends what you need
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?
Did you just change the animation without doing anything else? Motion crash like that means the bones in the gun don't match the ones the animation goes to
I'm getting a Stalker Gamma game error.
I reinstalled the game 3 times and it keeps installing 572 mods.
i think we need to wait for new launcher
Are you trying to create a mod by sending this error screenshot? 
I'm new to the server and I couldn't figure out where to post this.
Is there anyone taking comissions for animations ?
Dw, support, installation, and updates are down rn
Watch for a new launcher (8.6?) in #📢announcements
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.
nvm, found something old, maybe it still works
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)?
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?
Need someone to convert my bump.dds files from purple to green and to check if my THM files are good
son 😭 😭 😭 😭 😭
anomaly modding book.
see how _bump needs to be packed
https://docs.gimp.org/3.0/en/plug-in-decompose.html
Nvm, fixed it. The values needed are :
1icon_layer_x = 56
1icon_layer_y = -21
(They are completely missing in the original file)
You can post scope issues here: https://discord.com/channels/912320241713958912/1314104616136347698
That way they can get fixed by the 3DSS dev
Many thanks!
But i have no permission to post over there.
i beg someone make a remington 870 suppressor mod
ladies first
⬇️ no remington 870 suppressor mod for ya ⬇️
a kiss and and a compliment
cool log
Funny thing is it wouldn't even be that hard to do
i like my silly little scripts
i need to write a script that explodes dead bodies when shooting em
It has a lot of scopes but it's just supressor with 30 min top
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.
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
i know, its on line 774, but it is working weirdly
That's pretty vague.
well i manage to significantly increase outfit damage taken, but not manage to lower it or even disable it. 
well tell me then...
Does anyone know the approximates of what makes it hard to bring the multiplayer mod made for Call of Pripyat over to Anomaly specifically?
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
That u should bring Anomaly to XRMPE and not in the other order
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)
That or you'd need a different method which might be less stable, as is from the sounds of it that'd still need a full rewrite in either direction, either for the mods or the game itself
Maybe, but for have a good example of that, check Shadow of Coop, is most likely a recreation and that's why the development was sooooooooooo long.
Like, it's very different on x aspects and is almost the same in other, u would imagine how complex would be a hypothetical "XRMPE Anomaly"
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
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)
Oh yeah that’s an ltx comment, oops.
Grok has the cap limiter at 0.9, so 90%
It used to be 95%
that's 50% more damage taken
Do you know how to twist it to 50 for bullets and tearing?
Line 233 is base limiter in the grok_actor_damage_balancer.script....
Line 449 is limiter... well limiter. If you're going over 90% with any limiter I question if you have a modified game. This should apply to all damage types written as-is.
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.
I had to think about this way too long, I'm going to sleep lol
So it's easier to deal with physical artifacts, isn't it? On my request
I mean you could reduce their cap increase stat, or reduce the amount of BR they provide. That's just an ltx edit.
Can you tell me the number of the mod where the artifacts are set their stats?
Anyway big thanks friend
Groks pre-mitigation applies... actually oddly that modifier gets 0'd out when applied to just bullets.
Are you using any of this to create a mod on your own?
What is this mod going to be about?
question - does Monolith engine allows the NPC to give anything to the player?
where are the salvage rates for ammo?
anyone know how to get the map coords of a location? like to place a new trader npc in a certain location?
F7 and P ?
that or if you want other position data you can press 2 once in the menu while debug is enabled
Ok so im not doing that commission anymore, sorry, just need to say it cuz i dont have enough disposable income yet
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
follow the instructions here: #╭📖faq message
instead of the lua code in the post use something like: db.actor:give_info_portion("info_portion_id")
People:
About bullet_speed values : the lower the faster ?
Bullet speed = fire rate right ?
Fire rate is rpm
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
For the mag fed grenade launcher classes I also implemented a separate fire rate for ai, so it can be set separately
Oh?
Maybe I could've added it to all weapons. It's not a complicated thing to add, but it requires engine modification
You could suggest that modification to the modded exes, no?
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
would you be okay if I tried to do this by using your SSRS code? with you credited of course and only if you are too busy to do it yourself
I currently have the tools to try it out
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.
Check out why it doesn't work with mags as well while you're in there

mags for the SSRS…?
Don't let me be the gatekeeper of this. I made the SSRS by looking at how the engine implements other stuff.
Not my code anyways. It's open source as soon as you contribute it's free real estate.
Mags mod
like mags redux?
okay thanks !
Yep. I remember that I had to patch it for the initial release. I guess some updates broke it.
that’s rough, I’ll try to figure it out if I can
I remember it was tricky. Also the grenades were causing problems also with WCT. The projectiles triggered it and the gun kept unscoping. That took a while to figure out what caused it.
it might be a little out of my scope to try to fix those things sorry, I’m actually very new to coding in general
but I’ll try my best !
I've already fixed those brotherman. You're looking at a whole new horizon of possible bugs.
It's a good project for you then. Doing stuff out of your league elevates you closer to it.

I sure do hope so 
but I’ll just start with the ai rpm thing first
My github has a guide on modding mag fed launchers into the game. It has a section explaining the AI RPM setting. From there we could check how it is called in the RTX and searching for it in the engine code will lead to the implementation.
I just checked git blame for your changes in ltx_help_ex and found your commit for SSRS and the corresponding engine files
, also what’s the RTX?
Where have you seen RTX?
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.
in your message? Is it like some tool to track code?
Oh. I meant to write LTX
I am so fucking tired
Soon I will. Keep me posted about how you're doing. I'll even check the PR if you want
sure ! thanks a lot ! 
will probably take me a while though considering working on the engine is exhausting having to compile for 6 min every single small change haha
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
Back in my days it used to take much longer 
Build time was optimized few months back
I can’t imagine 
very glad that it was
Yeah. This last year was awesome for the engine. Lot of great features
Not as good as IX-Ray but, you know, this community gatekeeps mods from each other
Could be unintended. The damage value in the logic is calculated off the shit.power, but that is set equal to pbadamage. After that is when the damage is calculated to the player, with the damage variable. This same variable is what’s also used for armor damage.
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.
Yeah? Have you played with that engine? How big is the diff. I haven't even tried the multu threaded anomaly branch
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
Someone should just put ix-ray in demonized
I joke slightly since it's happening slowly but still it seems to have a lot of cool features
The IX-Ray feature ports are already happening
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.
...
ixr is the guy she told you not to worry about
Muh cagslop music
IX-Ray is the best open source fork of X-Ray, of these is the one that most features has, due to have a big team that could work in a lot of thingis, better loading times, better multithreading, PBR, more modding capacities, and each big update has a different focus.
In the future IX-Ray will support SoC, CS and CoCk
True I hope it's not very effort intensive because they all seem good
people should code new things instead of porting the same commits all over again
coding is hard, especially if you don't have the right mindset
billions must take the time to optimize their mods properly
truth nuke
Those who snow
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
it seems that certain artefacts somehow override it or adds another hidden modifier.
Do you know where are artifacts stats located? I looked in items_artefacts.ltx but i noticed that not all artifacts stats are there and those that are missing might be the cause. Testing it now with dev mode. The stats are all over the place.
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?
It has to be the perk based artifacts. Search perk based in the files.
It happened to me when I was just trying out Oasis, for example. Also its *ballistics stats are missing in items_artefacts.ltx BUT its ingame. Other artefacts stats are also different or missing in file that are ingame.
They have a similar k_hit value so the damage should be close.
interesting, which means there's 0 reason to use Hydra weapon over something like 5.45?
Given that 5.45 weapon also has access to much better FMJ, as well as high AP round.
Well, type A guns vs type C for example
but yeah, thats not part of the mods discussion. ty for the info.
And perhaps you want to use your rifle ammo parts for something else.
well, Type C hydra exists.
availability of ammo could be a concern as later on handgun bullets are available but you other ammo might be reserved for stalkers (its the only thing i can think of)
is something as small as this worth making a #1035807043933720576 entry for? its just a small .script edit that makes it so both versions of the PKM (wpn_pkm_siber and wpn_pkm) can be traded in to Nimble for the Zenit, instead of just the wpn_pkm_siber
i didn't update the mod for two big gamma versions and you think now it's the time i'm picking it up
Are there any horror mods that I can add to stalker gamma that will make it more horror?
epstein jumpscare type shit?
Arrival
I have that one lol
I had to remove ghost anomaly because randomly got phantoms in army warehouse
And not sure honestly just more horror, I think more along the lines environmental horror like whispering in the back ground etc
there is controller overhaul on moddb
it's cool
spend more time in #╟🔰☢newbies-chat and develop schizophrenia. more immersion IMO
What does that do?
schizophrenia
replace the psy overlay texture with a screenshot of a newcomer asking how to install 
It’ll come from a dltx
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
im talking about Accurate Stats Extended UI rework.
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**.
Question: how do I add new scopes to 3DSS?
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.
Find existing scope with similar shape and size lenses
Copy those onto your new scope (reticle, 2 none.dds ones, and lens) position and scale them.
Shazam, new 3dss scope
does it work the same way with red dots/magnifiers/thermals?
Magnifyers are just a 3dss scope
Red dots are simpler. They just have a reticle and maybe some glass geometry
That's from the stacking of the "damage" value. This is how grok does it, and I guess the way I do it would do the same.
But that "damage" value is what we're using to calculate against the player damage and armor damage.
ballistic res will be part of the player_protection value, so if you have a negative value, 1 - 0.1 for example, now you have a 1.1 multipler for damage.
and thermals?
Image type 2 in 3dss settings for the config
thanks big g
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
You can always try https://www.moddb.com/mods/stalker-anomaly/addons/zhopa-alife-101-anomaly-153modded-exes
and #1481332358832455731 will make Stalker to move on the global map more
But otherwise, there is a high doubt any such mod exists
Anything in the works? I know this has been a concern for awhile. I'm sure it comes down to engine limitations
I, personally, don't familiar with anything else except those two.
Well, #1172337845025919006 also gives "purpose" to npcs and make them to move with some goal
I appreciate you responding either way, I was just thinking the other night when I was on the east side of truck cemetary that I never see Stalkers wander there. Same with some of the northern area there as well
I'll take a look, and see if maybe these might help alleviate that
Stalkers move between smarts (special points on the map) and east side just doesn't have many
I'm assuming that manually adding them is a massive pain?
Most likely, yeah. It may be even require modders to use level sources that are lost for Anomaly at all
You're a legend, thanks for taking the time to respond
yo there a mod that makes medkits do more healing?
Skills Expanded gives you a Medicine skill that scales up efficient healing
oh sick
among other neat skills
Why can we not delete the door in dead city lol
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'
Do you have universal animation fix
If not, go get it.
this?
It didn't help((
Still the same mistake
I would really appreciate it if you could help me.
I have a modded exe installed.
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
I put this mod at the top of the list, and I'm still getting the same crash(
the only mod that changes the HUD, which I also disabled
Honestly at this point you should consider not using the mod

there is a mod that properly deletes it
and mines there
Yeah the mod creator already messaged me with it

😳
The most interesting thing is that this mod actually works for some gamma users.
Emphasis on some
Quick question, is LUA used to make mods for Anomaly ?
Yes for the scripting part
Hey guys if i put aimpos=false into configs of a gun while i already have it ingame can it cause issues?
itll be fine
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
thx
Thanks, What are the other part ? and what do i need to learn if i wanna start making mods for anomaly (Other than LUA language)?
the engine part uses C++ if you ever want to edit it
You should also atleast know how to use Paint and have Windows Bandera or newer
oh hell no
No C++ HELL NOOOO
The core and most important skills for modding anomaly are not even knowing Lua in my opinion.
It's the ability to navigate the files and be able to find what you're looking for. That's such an essential soft skill.
Other one is to be able to ask questions that are easy/easier to answer. I mean to be able to express yourself in a conscise and coherent way.
What exactly? Inheritance is an OOP thing not a C++ specialty
Of course languages have their own kinks when it comes to inheritance
yeah OOP in general, like when I see inherited::(somefunction) I don’t generally know how to find it accurately
or what the hell the scope resolution operator means at all 

Just check the parent class and CTRL+F for the name.
Or move cursor to method and press ALT+J (this will take you to the "parent" method)
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?
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 -> "::"
}
thanks for the explanation 
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 
C++ is not an easy language. Plus it's kinda messy too. Not the pretties either
Time and consistency will bridge the gap don't worry
thank you for the insight 
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.
ill definitely look into examples then
thank you so much
Sure thing. Good luck!
sight.., I give up. There are just so many things to tweak that are all over the place. Is there a way how to completely disable/turn off outfit damage from all sources/modifiers/effects?
For AMD cards you need to roll your drivers forward like so: https://www.youtube.com/watch?v=JHpopHmHuYg
idk if there is a way from an MCM setting... but you could just do this. Basically 0s out the damage that is subtracted from the condition. Armor shouldn't lose durability anymore. Unless there is something outside the grok_actor_damage script that calculates armor damage.
If I wantred to increase the belt slots of an outfit, how would I go about doing that?
find the ltx config per armor, increase that value.
Could you walk me through how to find this, please?
in MO2 search for a file called gamma_armor_protections
it'll start with mod_system_zzzzzz or something similar. Should have all the armors in that.
I edited the value, but it didn't seem to work.
In-game still has 1+1 more for upgrade
I think it doesn't work for already existing ones
Try spawning a new one from debug
You saved the file and restarted the game, right?
Yes
Next thing I would check if the section is DLTX-ed by another file
How would I do that xdd
nevermind
I got it to work
I had to edit another armor ltx x
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
balls
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
Wide bottom
connected by a shaft, no less 
How to change speicfic armor hands model? like the heavy armor hands to Kmack hand rework
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 ?
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)
That means wrong export settings in blender
Does world models have to have omf now?
They should never have an associate omf
solved
Can someone help me add scopes to MAS for my guns? Evidently I am retarded and Cannot figure it out
Sure I can help a bit maybe, where are you rn?
so basically, I did the whole: line up the lenses in blender, scale accordingly , and all the rest. I got my gun wired up for MAS, and in game my lens just looks like a black void
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?
Did you assign a texture to it? You have to assign a texture to the lens part
holy, theres a mod similar to this but man this is insane, definitely will outclass that mod
a drone system is gonna be insane, I don't think anything close to this has been done before, unless i am mistakened
wonder if it's possible to make it use hud models and equip in grenade slot.
I think i might be able to make animations for mines
Not a good idea to make it a grenade. It will require a lot of changes in the engine. Might screw up grenade.
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.
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
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?
Holy Minecraft
I unintentionally made the best epilepsy trigger (it does that several times a second)
too much gamma radiation :
animation slot. 14 i think. is for use by temporary hud items for animations.
Good to know that but I think FDDA and backpack animation use that slot. They can easily jeopardize my mod.
just a quick question, anyone have a mod that makes the 40-round M4A1 Protector Mag into a 30-round one?
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
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?
Already changed it in mods/GAMMA NPC LOADOUTS, don't know if that'll be enough
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
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
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
Go ahead and create a post in #1035807043933720576
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 😄
you are not supposed to drop them
its not a bug
^^^ description says game crashes if you drop em
yo I want to change it so lucifer artifact doesnt degrade at all how do I go about doing it
perk_based_artefacts.script
},
condition = 1,
degradation_rate = 0.0000043, --25% per day is 0.0000029
get_degradation_rate = function(self)
return self.degradation_rate * time_factor
end,```
this i think, not 100% sure
ty ty
nah the line isnt in the script
nvm found it lmao
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).
it works btw do you know where the code is for the stats of lucifer I hate repairing it but the sheer stats it gives is way too strong I want to nerf it by like 75% overall
stats for it are kind of scattered all around the script
But its this script 100%
i wouldn't recommend you doing that, too much effort for little gain
bruuuuh Ima leave it as is then
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
its cuz of their physics
im never reworking lucifer even if i wanted to 
😭
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
adding tedium to counterbalance overpowered feature where have i heard that before
cough cough ||mags|| cough
Im all in about making gamma hard but honestly this is not the way 😭
i like the concept of Lucifer its really fucking cool though
on god too bad its so fucking tedious
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
403- New Tasks - iTheon exists as a blueprint on how to do it
I do have a vision where you have to go all the way to the generators to talk to a ghost npc but that would take way too much effort 😭
can anyone smarter than me tell which of these models is associated with the 'sentinel of freedom" suit
struggling here
go to https://stalker-gamma-db.com/db/gamma-0.9.5
Outfits -> type in search sentinel of freedom -> open it
svoboda_heavy_outfit_2
gamma database makes it pretty trivial to find an internal name
My problem is i already knew it was called svoboda_heavy_outfit_2 from dev mode, but that file name doesn't exist here
is there not config file that lists what meshes to use for each suit?
its one of those pretty sure
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
visual = anomaly_weapons\hands\wpn_hand_freedom_guardian```
try that one
interesting, i figured that one would go to the "guardian of freedom" but ill try it
where did u find this btw?
23- THAP Rework - IENCE\gamedata\configs\creatures\actor_hud_hand_animations.ltx
thanks ill peep that file
a big file remapping all the suits hands not easy to read so, no guaranteed i guessed right
Sorry for a late reply. Thank you it seems to be working BUT there are indeed some hidden modifiers. If you have artefact which lowers ballistics protection and you add a ballistic plate aswell, It will start to damage outfit again.
In file (mod_system_grok_plates_rework) plates do not seems to change fire_wound_immunity.
omg that one is it thank you, interesting name when there is a totally different suit named guardian of freedom
would have legit been the last one i tried 
same
thats why i looked in the file
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 !
Hmm... So I do need to fix it in SDK somehow?
Hmm…
If you use any ballistic plate, and a negative BR artifact? But just a negative BR artifact is okay? And just the plate is okay?
Plates don’t normally increase ballistic res, just br class
make their damage resistances higher
xray doesn't have traditional health values, everything uses a 0..1 float scale for their health and damage is modified through resistances
outfit with either the artifact or the plate is fine, but as soon as both are equipped, the outfit takes damage again.
Also, I haven't found anywhere where the BR class for those plates etc. are set.
hell yea
Thanks for the info !
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?
wonder if someone knows, is it possible to make 2 things -
- make mask overlay be "under" pda? as it covers corners of it some times text, time not visible too ect
- make pda not get water drops from rain? as using T does not clear it
- 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 - you'll need to tweak pda shader i think
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
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)
omg life saver will test right away
yw
i tryed downloading files for gamma rc7 and its not dowloading
not here
is this a known issue right now
!topic
@shut knot
Stalker mods and add-ons creation.
This channel is not for STALKER 2 modding discussions, for that go to #╟⚒stalker2™-mods-making-discussion
this is about mods,
not help
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.
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.
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.
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 😅
"Point of Impact"?
What does that even mean?
where the bullet hits vs where you aim.
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).
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.
Most of the time laser isn't supposed to be dead accurate. 
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.
3db 
oh for fucks sake
kek
thank gamma 
hell no
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.
then it's all just going off from the muzzle bone
its on by default 
Do we not like 3d ballisitics? 🤔
Then..another question raises.
does blender give out any errors?
It's 50/50.
Good and bad.
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. 
I might have to pull my mod out of gamma and test this, or even test it in my mod and see if it's repeatable. I find it weird they'd have this stacking effect...
Also the BR class addition comes from the grok_actor_damage script itself, it's kept in a table and used as an adder.
No, it just spits out all the sub component ogfs into individual files.
oh.

Oh yeah that's why Hero made the guide on updating the muzzle bone I guess.
I usually just start with an empty file and import/export... I'll make a file I guess
oh boy.. 
question, what blender version are you using?
5.0.1
What should I use?
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 
OH
OH I SEE IT NOW
LMAO
yep
done
What I miss?
🤔
So only check it on the parent ogf?
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
load it via ogf editor first
if it wont load,
something broke
Okay, I'll try that with the next model now.
Do I need to select all the objects in a certain way?
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.
yes
Appreciate the help, now maybe I'll finish doing all the sights 😅 Maybe... I don't care about most.

@summer stream one more question for you, what differences do you recommend when exporting the hud/anomaly_weapons model vs the world/dynamic model?
world meshes = low poly
hud model = high poly, all of the bones that are used for animation
world model = low poly, only the required bones, magazine and wpn_body, since engine needs to process every bone in the model
i would love a 3dss in this gun
k
ot
@tacit fog here's a guide
https://www.youtube.com/watch?v=dOhIR-AhXp0&t=424s
Tutorial on adding the lens hider function to 3DSS scopes for STALKER. Lens hider is used in the GAMMA mod pack and can be left out for other 3DSS packs if they do not use lens hider functions.
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.
..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
Alright I'll dig one up from somewhere.
lol his voice so low i can't hear anything
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
@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
pretty sure world models only need wpn_body, magazin, and wpn_silencer. i think you can also do wpn_Scope
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...
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
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
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
But my immersion 🙁 lol
No you're absolutely right. That's way too much work. I may just go back to the base model and leave it.
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
So I was able to replicate your issue with the change you made, and it honestly makes no sense to me. With the *0 method we used earlier it should zero out any damage created. So I tried just commenting out the equation entirely and that set the damage to zero with a plate and a goldfish with -10% bullet res.
Like for the world model?
Yeah
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
Do any mods for Gamma or even Anomaly exist, that add a Military outpost somewhere in the North? for non-camo military playthroughs.
Anyone happens to know the LTX files that controls dead city tasks in base gamma
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.
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
afaik xcvb posted some snippets for destroying npcs/objects
on anomaly discord
- checks iirc
you can ping him tbf
No sorry, I have been mostly inactive of late, and do not know who is doing what, particularly with gamma
do you know russian?
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.
the problem i have is that the Experience Framework mod is Crashing because of the Phantom mod from 9.5 because the script tries to check if the Enemy is Alive but the object is destroyed and not dead so the script crashes, so i thought that if i added a if condition for destroyed i could avoid the script error

