#╙🖇mods-making-discussion
1 messages · Page 151 of 1
you might wanna stop using ShowTargetBar if possible
there is no workaround, needs a new callback on engine level
ok seems like the best option, i had hopped that there was some way to avoid the crash but it is how it is, thanks for looking anyway.
Heya, I would like to pose a question. I have made a recoil mod, all is pretty much done, but I am having an issue with couple of weapons, namely wpn_vintorez_isg, wpn_vintorez_m1, wpn_vintorez_m2, wpn_ak105_swamp and wpn_ak105_shakal. None of those weapons seem to retain the recoil values and I have, at this point, ran out of ideas. Could I ask a kind stranger for help?
Hi, is there a (quick) way to know the name of the smart terrain I'm currently in ?
enable hud and map debug in F7
gamma is notorious for having a shit ton of dltx edits (read: the mod_system files) in sometimes seemingly random places with seemingly random names but most importantly with an absurd amount of z letters at the start of the name, and dltx is loaded alphabetically, it's gotten to a point that it's essentially mutually assured destruction
tl;dr add more z's to your mod_system, you're forced to fight fire with fire
Ahahaha, okay, thanks, I will try that.
dltx essentially doesn't exist under gamma because grok normalized criminally insane z stacking behavior
there's a file with 17 (seventeen) z's
I see it. I was looking trough the MO2s list. Crazy. But ah well, if that is what it takes.
nah, it's gonna be fine
doesn't windows use the squiggly for long names
i mean could that be of any concern
no idea
watch as all base gamma dltx files are switched to ~ stacks next update
will be using mod_system_~~~~~~~~_mahmod.ltx in no time
now I wanna test it
one sec
imagine naming dltx files using kaomoji
i just go back to the old ways over stealing the file and overwriting it 
that's the nuclear bomb option
and also why gamma defeats the entire purpose of dltx
Don't tempt me with a good time 😍
not sure how dltx sort names, but windows sorts symbols always before letters
so ~ prob won't work
dang
plan b
mod_system_Ω_mahmod.ltx
Yop, working as intended now, thank you very much. zzzzz added and ready to ship.
missed golden opportunity to use the gamma symbol
mod_system_mod_system_zzz
I had my own moment with that when mass renaming the files 🫠
Hello there. I'm decided to make small armor rebalance for myself, but still didn't find out, what line responsible for ballistic resistance.
I checked the Anomaly Modding Book, but hit_fraction_actor is responsible for BR class only, while fire_wound_protection and fire_wound_immunity do nothing to ballistic resistance. Can someone tell me, what parameter i should change to increase/decrease ballistic resistance?
I wonder if there's one day will be a huge cleanup for all that pile of shit...
We still have gigabytes of disabled and completely useless mods in directory. Like, what the hell? 😄
Is there a way to see which texture is being used in debug mode?
like aiming at it so it tells me the file name or smth
would help me track down an issue
check the bones koeff section
And how it works?
read the actor damage balancer, is uses the values for bip01_spine for the body's bullet resistance, and bip01_head for the head
@random fulcrum was there a reason he changed from something like this...
armor_protection = ini_sys:r_float_ex(outfit:section(), "hit_fraction_actor")
to this
armor_protection = math.ceil(c_outfit:GetBoneArmor( BoneID["bip01_spine"] )
I'm still using the prior for my damage overhaul, I wasn't sure the value add of the later and the prior worked fine?
GetBoneArmor seems to provide more accurate values due to using more parameters - https://github.com/themrdemonized/xray-monolith/blob/all-in-one-vs2022-wpo/src/xrGame/BoneProtections.cpp#L16
https://github.com/themrdemonized/xray-monolith/blob/all-in-one-vs2022-wpo/src/xrGame/BoneProtections.cpp#L40
why ask me
Hmm... okay, maybe when I'm less tired I'll have to figure out how the armor is applied to the bone. I still use the old hit_frac_actor, which made sense to me since it's just a value stored in the armor_br_rework ltx.
For armors I 0'd out the bullet resistance across the board, and now only apply BR Class from armor. So I still use the old armor_br_rework file.
Because of your response to Oranzada, I figured you might know 🤷♂️
hit fraction is used for br class
armor is applied to the bones in the bones koeff section
as, you know, the response you read that made you ask the same question
I was wondering the benefit of the later vs the prior, if it was more optimal for some reason. Either way I get it now, and I realize the actor and npc both get that value from the damages.ltx. I set all of them to 1 awhile ago so I forgot about it.
Anyone know which vanilla Anomaly file contains the companion wheel UI?
There's an issue with the newly patched tri state reloads that cause them to be interrupted when the companion wheel (or menu, in the case of Useful Idiots) is open.
I'd like to know what exactly it's doing when the menu is opened to find out why it's canceling the reload.
axr_companions.UIWheelCompanion
I'm pretty sure the bug happens with other ui elements too though
Good point, I didn't think to test that. So it's something about opening a UI window itself that causes it to interrupt the reload.
Currently, when disassembling a weapon, the durability of parts displayed as having much lower durability changes to 100% upon disassembly. Which script should I check?
@drifting moat , hope you dont mind the ping !
I had the time today to try out porting that ai_rpm thing and i think i got it somewhat working. At least when i compiled it and tested it didnt seem to have much issue. would still love if you could have a look! thanks so much: https://github.com/themrdemonized/xray-monolith/compare/all-in-one-vs2022-wpo...Verdatim25:xray-monolith:ver-test
Not at all. You and anybody else can ping or DM me about this stuff.
not entirely sure if there might be issues with for e.g. upgrades
Idk when I will be able to check it out because I am at the hospital. Wife was supposed to give birth yesterday and we're waiting for it 
oh sick! congratulations! 
We're just spawncamping atm, but soon 
🥳
lovely news 
There must be some file other that add something for those specific artefacts because a lot of artefact stats are not even listed in items_artefacts.ltx
I'm looking for it, but I still can't find it.
I modified a .dds file in Paint.net. What settings should I use when saving? They greatly affect the final file.
is there a mod / way to make a mod that uncaps or raises weapon fire rate when in semi auto? im so tired of artificial rpm caps
You can change the fire rate.
But NPCs will shoot it at the rate you set (this is why SVD is so low, for example)
do ai not have an rpm limit of their own?
nope
they can have their own cap if I end up figuring out if my changes are stable
#╙🖇mods-making-discussion message
tim making the game better one line at a time
this and a realistic fire rate rebalance would be fire
sounds like a lot of work 
honestly probably not much. theres only a few bad offenders
mainly the wood furniture SVD, most pistols and some shotguns
дарова
Hello again. I find out about bip01_spine values but now I need to understood which bip01_spine responses on seva suits, especially ACE suit, in damages.ltx .
If I recall right in the outfit balance ltx it points at which bones_koef to use
I didnt find that LTX file.
If I recall correctly
Mod_system_zzzzzzzzzz(idk how many)_outfit_balance
You mean damage_balancer.ltx?
Might be outfits
I override it but it’s something like that.
Driving otherwise I’d pull it up.
Weird. I just looked through whole MO2, but any sing of that file.
I know it’s there, it messed my mod up with the 9.5 update. It used to be zzz_armor_balance but then he changed it and added more z. I had to out z him 😅
Well, i still sitting on 0.9.4
Oh! Then it’s armor_balance
Or armor_protections
And now i got it! Thanks!
if you cahnged the bones make sure theres no animation file attached and make sure you set the bounding box
Hey, I just wanted to ask, is DLTX usable on scrips as well? I am trying to play with it, but I am not getting the desired result. In this case, to have the trading computer from mod 410 in script "bind_trading_computer.script" to be changed on line 6 from 150 to 800. Probably not, since it is in the name of DLTX, but still, wanted to ask.
For scripts check out monkey patching
Hey, thanks. I was just about to release a dirty version of it. I will give it a look 👍
So I rewrote the code, and had it spit out some log lines for me to use. When I zero the damage it gradually loses armor damage. Also, the elemental vs non-elemental flag doesn't work right, bullet damage triggers the elemental damage logic. Don't think it matters.
overall, the damage has to be coming from somewhere else...
There is damage with just the artifact, just the plate, and when both are equipped. It's notably worse when both are combined.
Also, when you first load in until you take elemental damage your armor won't take damage.
hello guys, so I wanted to do something to the photo of a loved one item. I want to add some psi protection benefit to it. how to do it?
hey, what .dds format is optimal for anomaly ?
As far as I know bc3/dxt5 is good for pretty much anything.
You can also use bc7 if you don't care about dx9 support for a marginal increase in quality.
BC7
is there any doc i can read up on about making bhs skin?
Is there a mod or a setting that enables the passive healing in our hideouts like the campfires provide? I was just wondering if there was an invisible emissive or something to enable in the MCM settings to make this happen? Not sure if it's even possible.
since its Mod Making Discussion channel about Making mods
you can make one yourself its also not difficult either
Take 115- Campfire slowly regens life - arti in mo2 as a blueprint
its a pretty simple and short script
would have to make a new function for whatever object you want player to be around but otherwise its the same
Yeah, I wasn't really sure where to ask since no one has apparently inquired about it on this Discord before. I might take a look into messing with the STALKER scripting language. I haven't messed with it before. Thanks
How hard would it be to add my own radio station to the game so I can have my own music?
just use any 3rd party player, unless you really enjoy opening pda each level transition/game load and starting it again

I like the immersion of it lol
the orginal pda radio was designed to allow that. the intigration into anomaly somehow made it a bit harder.
take a look at this
https://www.moddb.com/mods/stalker-anomaly/addons/new-pda-radio-channel-balkan-fm-1105
the og mod has guide for extending the radio. something with it doesn't quite work with the version we have and i can't rember how or why. but it might be a useful referance when combined with that other mod. https://www.moddb.com/mods/call-of-chernobyl/addons/trx-zone-fm

How difficult would it be to port add-on maps from other stalker titles into anomaly?
Ezzzz
Nah for real?
ez if you already know this whole all.spawn/sdk/blender mess
I know blender but not so much the SDK stuff. Any documentation i can look into? 🙂
IDK if xcvb ever made a guide on how to intergrate extra levels. but you can always take apart thier mod
iirc he explained a lot of this to zorius and mfb in extra levels thread on anomaly dc
Hi, how's it going? I hope you're well. I have a question. I'm trying to add a couple more armor slots (they're a bit stingy with them) to the .ltx file... but for some reason, the game no longer recognizes them. Is there another step I need to take to get the modifications recognized?
hey, anyone know how to check if the player has their weapon stowed?
stowed as in lowered or as in nothing currently equipped on your hands
nothing currently equipped
wait no i misread, i've got a gun in inv slot but my gun's away. Like when you get uneasy faction members so you stow your gun to calm them.
lowered
lowered is game.actor_is_safemode()
thank you kindly
the other one is not db.actor:active_item()
lol best to have both, i made that very unclear. Thanks again
mixed them it's game.actor_weapon_lowered()
or you could call xr_conditions.actor_is_safemode(db.actor, nil)
rip me
99th percentile gamma performance
"Ezzzz" if u like torture like Blender and Stalker SDK, and please don't use ACDC for integrate new maps🙏
Anyone know what all files handle disguise system?
How is weapon drop rate managed?
Acdc?
yes perl scrip to compile/decompile all.spawn and other files like shaders.xr without need for sdk
GAMMA\mods\G.A.M.M.A. NPC Loadouts\gamedata\configs\items\settings\npc_loadouts is the main folder for GAMMA's loot tables. Individual mods will have their own folder with similar directory structure in the GAMMA\mods folder.
is there any option to blurr or make everything expect the scope imgage black? Just got a sniper and dont rly like seeing everything zoomed in not just the scope image
https://discord.com/channels/912320241713958912/1445642460779909211
This engine is (AFAIK) the only way to get PiP scopes at the moment, which sounds like what you're looking for.
disable 3dss, also this channel is for making mods
ahh sorry, thanks
..there's also the forbidden engine that we can't talk about
sorry for another question but i dont know where to ask elsewhere, does the latest gamma come with the latest modded exes?
gamma uses the latest ones
Sup fellas, #1 AN-94 Abakan simp here
It seems to me the version of the gun in base GAMMA leaves a little something to be desired, what with the lack of weapon inspect and ammo check anims and (I think) lower quality of the model overall
Was wondering whether someone had already put together a mod updating the gun to 2026 standards, a la Kmack's work
Tried searching through the discord here, but honestly this platform doesn't really lend itself well to indexing
i dont think so
Oh well
my grenade don't want launch
did you change animation
yes
check motion ref and motion marks
ok
Just throwing this into the ethos. Anomaly - Spotify integration
It's an idea guy, kill him
It's just out there... if anything, i'll do it myself 
Please make a mod that prevents people from exploiting companion quests and Fanatic and take them around the world to make the game easier. And please convince Grok to include it in the modpack.
Thank you
Well, I’ve successfully integrated Spotify Web API into MAC. Can control playback. 🫠
yeah, you can make Spotify pretty much in any game
i wonder why no one didnt do it yet for anomaly
Silly me, never even thought to check on ModDB. Guess I'll have to learn how to extract the model alone, sans all the stat changes contained in this mod
My guess is Lua won’t work well with the easiest method of running the website of Spotify. So instead you have to get a client ID and companion app in order for it to function correctly

It's already in gamma
Not impossible but it may be a lot for the end user to want to deal with 🙃
Hey I'm trying to make this roni kit use the glock 19 in gamma so it doesn't bloat the game with one more glock variant.
https://www.moddb.com/mods/stalker-anomaly/addons/pilliis-glock-18-and-roni-kit
Right now I was able to make the scope appear as an attachment however I can't attach the upgrade to the glock. Does any one have any idea how to do that?
here is the ltx I edit
can someone please tell me where to start learning how to make icons? id like to try to make 4k versions of the base gamba icons
there is the tool to edit the texture's config files
then you wanna use GIMP and export files in DDS format
and then u use that tool to edit the ltx
4k Icons 
I recommend looking at other people's work and see the structure
that's because roni section is named: wpn_glock_AUTO_roni_upkit
proof of concept

i'm not just an idea guy now 
spotify integration has been tried out a shit ton of times but you never ever read people commenting on why they quit
like why would you do it as in why not just alt tab and click once
Cause immersion, and having it integrated into the PDA could lead to fun systems.
thank u it worked
it still inherits stats from glock_auto idk what you plan to do with original glock_auto
remove it
which I did
now just touch some economy aspects and reposition of the lowered position
and I'll post it
tbh if you plan to do that wouldn't it be better so roni is extension for hornet?
hmmmmmm
I wanted to make a sense of progression like you start with something weak that turns into something relatively strong
fair
the hornet was my first option however it is already good
and the pistols are basically thrown out as soon as you get something remotely better
I wanted this to be an option similar to the Matilda in RE2
starts shit
ends good
hell nah
but unlike the matilda this is actually good
style comes first
I do agree
pistols be sexy
however they kinda go to the back when you get better 9mm guns
I want this gun to evolve a bit with your kit
it is the mod posting
Going to spend some time tinkering around with the disguise system to fix it for zombified. Currently removing a patch from an outfit a second time as a zombie permanently changes your faction to that of the equipped faction and will not produce a patch in inventory. You can get your faction to swap again but never back to zombified. I believe I have fixed the faction issue but the code for patches might need more work. 
Would it be easy to modify a weapon sound ? The MP-412 REX sounds like a wet plank falling flat on the ground when it shoots and it's begining to irritate me.
Thing is, I never modded Stalker before so... Yeah.
you just replace a file
Do I need special tools or is it as simple as replacing a .wav file in a folder ?
get savandt, audio files have to be mono ogg at 44100hz
savandt adds commentary to the file that the engine requires, such as max distance to be heard by you and max distance for the ai etc
when can we have integration to online brokers so we can place stock market orders ? 
guys some help? Im trying to export a pda .ogf and when i pull it out in-game it crashes with "couldn't create model" at the end of the line.
I tried it like this, and also with both options ticked off.
Even just moving a vertex on the stock gamma pda and exporting this way, it'll crash in-game when i pull it out .
Tag me/reply to me if you can!
Imagine this: You are walking from the Farm to the Military Checkpoint when you hear the faint tune of "Black Hole Sun". You follow the sound and find a dead stalker who couldn't hear mutants sneaking up on him because he was using spotify on his PDA...
Just taking a shot here, if anyone knows the answer to this:
In the game, the description of the Field Repair Kit says that it can repair armor parts as long as they are not below 50%, but I am looking at the st_heavy_sewing_thread (in items_repair.ltx) and it says repair_min_condition = 0.10 does that mean that it can actually repair stuff above 10%? or is that the minimum condition the kit needs to be in?
Does anyone know how this works? How can I adjust what thresholds the kit will repair at?
Ok, the minimum condition it will repair is indeed 50%, and does not appear to be stored in the ltx file. Anyone know where it comes from?
AH HA! G.A.M.M.A. Armors repair like WPO under G.A.M.M.A. Economy and Craft is over-writing it! Now my world makes sense again.
Also: Now I know how to overwrite just a part of an LTX in a later LTX, so that is good.
!dx
@umbral wraith
If you want to play with DX8 or DX9, follow this guide: #╭📖faq message
@hard bronze fun fact: there is no collision set for any storage container in the Hideout stuff. I think it was done to reduce ID usage because "ghost containers" would require one additional ID per furniture item.
i just discovered it while wearing SEVA suit hehe
fyi what you want to do is read the dltx guide to make sure you got the basics down https://github.com/veerserif/gamma-dashboard/blob/main/dltx_guide.md
@fair inlet Привит! 
Опять делема с пистолетами, не помнишь в каком из конфигов/скриптов затрагиваются анимации доставания пистолетов? Помню была такая же делема с другими пистолетами, но их пофиксили в 0.9.3-0.9.4 когда эти анимации добавили
fluid_aim.script
можно манкипатчить fluid_aim_delay_switch_weapon_func
а вообще я хз че этот скрипт делает, можно удалить
Да я ебу зачем он там
Просто по приколу делает мозг с доставанием
Ток мне надо понять как манкипатч сделать, потому что ни разу не делал 
Is there a way to change a sights reticle in the game files?
find the corresponding texture via ogf editor or just by name, then change it to whatever you want
Can I find them by name just using file explorer or do I need ogf editor?
ogf editor recommended
Got it, thanks!
ты мне
хочешь сказать
ЧТО КАЖДЫЙ ИЗ НИХ
КРОМЕ ПИСТОЛЕТА
ЗАКОММЕНЧЕНЫ
нахуя
https://medal.tv/games/stalker-anomaly/clips/mKqTBkQz36tBvYrFF?invite=cr-MSxBOXcsNTIwNDgzOTQ3 dupe artifacts
9 Views - Watch S.T.A.L.K.E.R. Anomaly Trimmed Clip 1 by bloodstrikeadminisrude and millions of other S.T.A.L.K.E.R. Anomaly videos on Medal. #stalkeranomaly
#1092834455300866068 кинь туды
He mogy Hety prav
сам закину
Well, I’ve finished up the Spotify mod. Uses Spotify and last fm to allow you to search for music, play music (play/pause, next, previous, and volume controls) and create radio stations. Also works with fatal error power system to stop music when either the power goes off on the device or breaks.
Only problem is, unless you have Spotify premium and don’t mind generating your own api keys from both websites. It’s not really all that plug and play.
That is super helpful! I never knew what DLTX meant before!
Thank you!
can someone help me with this?
i have a question about the muzzle velocity of guns. i know the weapon_ammo.ltx has modifiers that increase or decrease the bullets actual velocity, but is that thing actually ripping at that seemingly insane speed or is a meter in this game actually smaller?
If you replace the file it replaced that reticle for every gun that uses it.
If you want to change it for 1 gun then use ogf editor.
anyone know where the CAR-15 blood diamond reticle texture is located?
or any of the reticles to be honest
hiya~ does anyone know how I could edit the disassembly item yield for the powder can? i'd like to another item to it's disassemble
what
surely bro didn't make k_bullet_speed a value like 1200
No no I know it’s a modifier for the w_xxx.ltx muzzle velocity. I’m just trying to make bullets not so hit-scan at range
then just lower the speeds
the game has short to medium sightlines only
people overestimate the shit out of distances in anomaly
Is there a guide for making a weapon compatible with the magnifier switch mod?
Just look at how other guns have it setup in 3dssg
I saw there is a on model and an off model. Wasn't sure if I had to update a script table or something to include added weapons. I'll pull one of them existing models apart I guess.
Just add the on off sections
Not the place to ask, please ask in one of these.
https://discord.com/channels/912320241713958912/922555488665743391
https://discord.com/channels/912320241713958912/928715640968212582
If you're running any mods, please ask in the mod one and include what mods. There are a few that can conflict.
next dumb question, I want to add a vertical grip and think another animation will fit. Is there anything on the model I have to change, or can I just change the animation in the ltx? Or does it need to be updated in the ogf itself? I've never messed with animations ever.
You need to completely change the armature of the gun and most likely the names of all the moving parts of the mesh
editing the grok_BO values and cant seem to find the difficulty multipliers? anyone know what the variable name is for them? saw some users say theyre near the top but i dont see them
anyone know how to edit weapon sounds?
what specifically ?
you'd need to find the audio files in the mod data and replace them with your versions i'd think
not sure where the vanilla anomaly weapon sounds are
was this in grok_BO or in the actor balance script?
grok_bo
What would be the best way to go about making a simple mod or macro or... autohotkey script to let me use alt for both canted sight when ADS and crouch when not? Not sure where to find documentation on how people code keybinding for Anomaly.
Hey, I am trying to recreate the No good deed goes Punished mod with a monkey script. I have the lines of the script that need changing and it works perfectly if I were to replace the file (xr_effects.script). But I am having tough time for the monkey script to work.
I went through the Anomaly Modding Book, but with no luck. I also tried reverse engineering from another monkey script, but no luck. So I am turning to you after exhausting all my options. If any of you could spare a bit of time for someone just getting into coding, I would be glad.
I think if you look for beef's NVG you can find keybind scripting. For what you want you just need to check if the player is ADS-ing when pressing alt. The thing I don't remember is how to call the bound functions of keys.
Wasn't there a mod that move's similar items from inventory to stash vice versa?
I used it before on 0.9.3 and I forgot the name of it.
as serious said you could probably make do with the on_before_key_press callback and then use level.press_action()
bingo
i.e. check if the key is alt / or whatever keybind you want bound in key_bindings via dik_to_bind
I'm fiddling and slowly working it out I think. Last time I messed with Lua was like a decade ago when I made a tiny addon for WoW. Will do ty 
definitely start with looking at how others do it 🫡 like with beefs
Progress! It is intercepting my key press and activating the alt aim bind. I have just failed to have it also block the crouch function when aiming.
IIRC you have to bind the crouch to a "random" button and in the intercept if the player is not ADS-ing just "press" the crouch button via code.
Ooou thats smart
RavenAscendant has a list somewhere of all the available keys (there's a lot more than what's on your keyboard)
Okay I think I have it. Ish. I tried binding my virtual F17 in user.ltx but it just dropped it.
Just about two hours to google and pester here to write three paragraphs that don't give my game a heart attack, but it is done. I now have my extremely niche behavior I like in Stalker 2. Thanks pals!
Now to learn blender and try and customize an abandoned gun mod to use 3D scopes.
it may not be place to ask, but are there any good addons that add more regular quests?
I think "WTF - Weird Task Framework" has extra tasks and no this isn't the right place to ask.
Is there any way to register positions from the crosshair?
Kinda like "Actor Position Registerer"
download that script and replace db.actor:position() with level.get_target_pos()
Thank you!
Is there a way to spawn items to my inventory with console commands? That way I could create a text file and use cfg_load to spawn them all quicker than clicking in the menus.
make a script and run via run_script
what version of blender are people using for animations and such?
hi guys, where and how can I edit the loc files? I found some faulty dialogue that I wanna see if I can fix
gamedata\configs\text\
where is the gamedata folder?
the one in Anomaly is nearly empty and Gamma doesn't have one
no
Are here devs of xray monolith?
Can you please make this banner to not be above all windows while game is loading, it's so irritating that I can't see some content on my screen while waiting for a game to be loaded
I mean the engine is open source, you can edit it and recompile 
yeah
honestly some kind of arg for no splash screen would be nice
Hello, I've been running into this issue a lot lately. It has already been reported to Gork by others, but he haven't fixed it yet. So is there a mod or console command to directly cancel the affected task?
this is a mod making chat? not a troubleshooting
Hey, is there a way to edit the transparency/alpha value of the psy bar, I edited the BHS texture and tried to go through the files in both Gamma minimalist hud and BHS files to see for psy bar but couldnt find one solved
do weapon animators not actually manipulate the fingers and arms in their animations but rather constraint them to the weapon and let the weapon animation move the arms?
for most animations i do constraint the hand controller to the weapon
but in some cases it might be good to do it the other way around
im just curious where the animations for the individual fingers comes from, when trying to play other creators reload hud_hand animations in blender usually doesnt result in anything
or the arms move barely
are you using the fk rig to load anims into?
the regular ik rigs (pavel, ichirow) doesn’t have the functionality set up by default
I was trying to use the firebreath1001 rig that in the anomaly modding guidebook i assume the "fk" rig you speak of is different?
yeah it’s different
you need to use the regular arm models in the game
to load into
i did try that
or make the functionality to load it into ik
then it should work…
-_-
idk what the fuck i was doin then cause yea your right it does work
cool i wanted to potentially add mag inspect animations to some weapons and i was having trouble understanding how it all gets put together eventually
in blender that is
for most anim sets it usually starts with the ik rig and they animate from scratch
uh what…?
disregard
the anm file is just the camera animation yes?
yes
if the name matches the hand anim name the engine will add that cam anim
im just having trouble finding the specific reload hud_hand file for a weapon can only find the hud_hand omf files for recoil or the anm files for it
depends on the gun
sometimes the name is obvious sometimes not so much
yea, i was tryna find if it would be in the ltx file but could only find the anm files that way :/ ill keep looking
Which gun? I happen to have a spreadsheet with that information for every gun in GAMMA.
the wpn_fal_sa58_osw
i think its using the hud_hand animations from another gun
like the ak_74 idk
Nope, that's one of the trick ones. It's in wpn_bas_hand_hud. BAS put all of their anims in one giant .omf. It's a pain to search through, but it's there.
For future reference, all hand .omfs for all guns in GAMMA will be in my mod (360 - GAMMA Reload Timing Fix).
Keep in mind also, for the OSW specifically, you're looking for sa_ins_BLANK_speed tagged reloads.
i did see that mod shoulda looked closer
id almost say pin that XD
ty again
No worries. I happen to be uniquely qualified to help in this one very specific area. Any other question about hands .omfs in particular or reload animations in specific, feel free to ask here or in my thread (https://discord.com/channels/912320241713958912/1165870164047319081)
I laid a decent amount of groundwork to ensure that I (And hopefully everyone else) never has to find those anims by hand every again.
Like what?
where you can merge multiple together does it run any different than if you just kept them seperate?
Nope. AFAIK, on game load, the engine loads up all .omf files and imports their anims, with DLTX rules meaning that for duplciately named anims, those that are loaded last overwrite the previously loaded ones.
You could merge all the anims into one giant .omf file, but it becomes a seriously headache to search through, not to mention even finding the file that has the anims you're looking for in the first place.
-_- i get how it can be useful to reduce clutter but having a bunch merged together in that BAS file seems a little ridiculous
Yeah, I really, really dislike that .omf file for that reason.
On the plus side, it's better than vanilla Anomaly.
At least with BAS, I knew that any BAS weapons was probably within that file unless it was being manually redirected. With vanilla anomaly weapons, there are like 12 different omfs, all with completely random names, most containing a wide assortment of random weapons.
was anomaly made by a team of people?
Yes
i guess thats what happens when you compile a bunch of mods XD
Hello everyone. I have a question: if a specific mod only works on Anomaly version 1.5.2, is there a way to make it work on version 1.5.3?
what mod it is
is it*
On textures https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-desert-retexture-not-lore-friendly
I want to do the same thing
viking896 wrote me instructions on how to do the same, but as I understand it, it is the sand mod that does not want to work for me because of the anomaly version
While he's AFK, I thought I'd ask you if you could help.
ig some textures are in.db looking at mod description
either use anomaly/tools unpacker to unpack it or disable all grass/trees/grounds,etc.. textures
If you're talking about additional texture mods, then they're all disabled, only your vegetation mod is enabled. However, even if you turn it off, the sand does not appear.
I'll try to unpack it now.
unpack everything from that mod.db and place at the end of modlist
Unpacked, installed, and eventually the trees are bare, which indicates that the mod is working. However, there was still no sand. The standard Anomaly earth texture.
sadly load order is:
game
db files/mods
unpacked mods
It can be seen that some mod makes a standard earth texture, but how is this possible if there are no conflicts, and the mod is at the end of the list?
uhhh maybe some mod changes paths in shaders.xr for terrain materials/shaders idk
Is there anything I can do about it?
afaik nothing changed between anomaly 1.5.3 and previous ones on texture paths n shit so if it’s some other mod that doing it
ig w8 for buddy that was originally supposed to help you install it
ok one more thing
with mo2 filetree search gamedata/levels/level/terrain and check if any mod doesn’t have some textures there
It looks like this mod, but it is disabled and disabled by default.
I added it myself once.
Is there any way at all to get spacebar to work as the autoloot key? Its driving me nuts how many disparate keybinds I have all over the keyboard for this game. I loot mutants with space, and have to pick something else for humans ;-;
Can't you re-bind it in MCM kebinds menu?
Space is one of the dead keys. I am assuming because its an engine level bind and it is killing autolooter's script on press?
I've just been reading through autolooter's files and I can't really figure out what kills it.
But I am assuming the top message is the most relevant to the issue. I just don't know much about what mods or code outside of the mod, how they work, and how they take priority
maybe set it in axr_options?
Ah okay I didn't remember this
I remember you could set a bind to LMB if you set it in axr_options but not when you try to set it in the MCM
Oh interesting I will check that out
oh wait or are you saying you can set it it just breaks?
Yeah space can be set, it just does nothing
So I've been assuming its blocked at another level but like, out of my depth
also serious are you free to check my changes? no worries if you can’t
#╙🖇mods-making-discussion message
oh right it might be blocked because you can’t jump when you loot
hi guys. i wonder if someone changed the main menu UI, is it possible to hot reload DDS and XML files while in game?
nvm not possible without engine change
I mean if the gui re inits itself whenever it’s opened then the xml file can be ‘hot reloaded’, but probably not for the main menu
yeah. ive started working on rewriting the loading screen logic in modded exes to support widescreens and thinking of adding a console cvar to recreate the dds. could probably do the same for xml for the main menu renderer
any idea why hot reload might not work? i attach alright, but once i make changes and press hot reload, the debugger status says that it doesn't detect any changes
Is the file part of the project? Maybe those files aren't considered part of the solution/project.
Wait are you talking about VS hot reload or the engine's?
The engine supports hot reload for scripts, XML.
Maybe because you attached to the process after launch instead of starting it in debug from the getgo causes issues?
Uhmm. Gimme a few more days. My daughter was brought home yesterday from the hospital, so I'm not really sitting at my PC except for work.
hmm, could be true. havent had the time debug the debugger hot reloading
but the github readme states i need to launch the game and then attach
VS hot reload can be a fucky thing anyways. Can just break for whatever reason when it wants to. I don't really confidently know what it supports or if what I said about attaching vs starting in debug is true.
I would ask an LLM and check the MS docs.
yeah, ty anyway. just thought maybe someone had that issue
ahh okay sorry to bother you 
this kinda seems worth pursuing 
This is the closest thing you get https://www.moddb.com/mods/stalker-anomaly/addons/omg-are-these-levitating-cars
haha i mean the loading screen is widescreen now
Oh, okay
it was hardcoded at 4:3 before so now its more cute
@tame steppe Good news. I checked your PR. Didn't see any smoothbrain code.
I just have one question. I don't quite understand this change:
I mean I don't know what this flag is and where it's set -> CMD_START
is there an exosuit hd model mod since kvmh doesnt have one
Kvma does have exosuits in HD though
ah sorry that code is actually from a separate change relating to tri state reload weapons
Yeah, I know. Saw the commit message. I am still curious though.
turns out not putting that part there causes opening ui to interrupt the tri state reload weapons reload loop
for some reason…
How did you figure it out? Is that a flag that the tri state reload sets?
yeah it was part of the old code that I didn’t carry over because I didn’t understand what it was for
when I replaced the interrupting system with a flag system
oh wait actually I’m not sure what it does, it just has to be there
I attributed it to my lack of cpp knowledge
also thanks so much for reviewing it !! 
It checks if flags has the same bits flipped as CMD_START (only the flipped bits of flags matter. The ones that are zero can differ in CMD_START)
The & is a bitwise and operator.
When I have tine I'll se what that flag is exactly 
ahh I see
I remember that CMD_START expands to 0 << 1 or something along those lines but it’s been a while
how bad it is if i don't fill the ogg comments
does the console bloat affect the performance then?
That's a bit shift operation.
0 << 1
But that does nothing, just creates a byte of zeroes (or whatever sized integer it's assigned to)
thank you 
Update: I decided that, actually, after all this trouble making this lil mod, that I didn't really care for the alt bind after all, since it blocked crouching while scoped. Not entirely game breaking to just release ADS and crouch, but I decided spacebar would be a more comfortable bind. Thankfully, I already knew of a mod that let you rebind anything except modifiers (which is why I made the alt mod lol) so I turned it back on. Unfortunately, I noticed a significant delay when using it. So I decided I would make my own, since the alt mod had no lag or delay on activation. Well, turns out spacebar is a very protected class of keyboard citizen. But I fiddled for a while and got it to work anyway! Unfortunately, I was unable to apply what I learned to make a personal modification to the auto loot mod to let me use space there. Still out of my depth unfortunately. Win some, lose some. I'm happy with my progress all the same.
Major thanks to Serious and Verdatim for holding my nooby hand through all my questions. Thank you for coming to my personal blog. Goot bye.
good job
always happy to help people learn
Has been fun. Haven't really touched any kind of code since I was big into WoW a long time ago, and even then I only learned what I needed to to make a niche addon... hey, like this!
I have been lazy/hesitant on trying out modding a whole gun but I am watching videos and organizing folders now.
awesome 
was there a mod that spawns all the scopes a gun takes for repositions?
i swear there was something
made by The Guy™
i miss g_flat
hell yeah thanks
Ello beans ! could anyone tell me which bitrate anomaly sounds needs to be ? edit : done it 
trying to make a supressor sound but it plays no sound ingame.
Hey guys how I would go about removing crows from the game? Want a hard fix for that crow infestation bug
Anyone know if there's a way (hopefully a simple one) to alter a faction's loadouts dynamically in game?
I'd like to spice up some of the southern factions a bit, Bandits most notably. They get some fancy armor, but then you take down some dude in a stolen exo to find him with nothing fancier than a PP-19. It makes engaging them not worth the bother.
I'd like to give them AK-74Ns, AKUs, maybe some rare AKMSs and stuff like that, but I wouldn't want them to be overwhelming in the early game. So ideally, I'd want to switch them based on gameplay progression, and the easiest way to do that would seem to be altering it based on MM/BS completion.
After MM, all southern factions get a few new, more powerful, but still somewhat rare weapons. This ups the difficulty a bit, but it also incentivizes trying to rush MM early to get easier access to better gear.
After BS, those previously added weapons would get more common, and there'd be some rare D tiers sprinkled in for each faction, as makes sense (RPD for Bandits, D tier shotguns and .338 Federal rifles for Eco/Duty, ISG weapons for Mercs/CS, etc).
I would also look at altering the drop rates for toolkits as well. Advanced would be much more common after MM (And possibly less common before it), to again encourage players to try to take on MM as soon as they can instead of ignoring it until it's trivial.
There's a rank based loadout system, but from you description it's not as dynamic as you want it to be.
With that you can't configure for example rookie bandits to have A loadout table befor MM and B loadout table after it
With additional Lua scripting it's possible to achieve this for sure.
That's what I was largely afraid of, but might try anyways. It should add to the progression of the game quite a bit, IMO. Just depends on me forcing myself to learn scripting (finally).
simple? surprisingly yes, because the loadouts are handled script side in xrs_rnd_npc_loadout.script
though i dont exactly know how to see if the player has done the bs or mm
but probably not so hard to find
Easiest would be the main quest, but that assumes the player is doing the main quest (or is in a faction that can even do the main quest).
Has to be something though. Might get around to looking. I'm a terminal ideas guy, and I mean that as a negative.
maybeee has_alife_info("yan_labx16_switcher_primary_off") and
has_alife_info("bar_deactivate_radar_done") ?
thats just the requirements for duga free, if its good enough for the achievement maybe its good enough for our needs 
actually that probably is the best way i dont know why im doubting it
I think the same 2 flags are checked to disable the PSY fields north.
Sounds perfect then. Just need to find a way to swap the loadouts to an entirely different file, but that can be a tomorrow problem.
oh cool
that is very easy, the hard part is making the new loadouts
That is just grunt work, something I'm very familiar with. I can just clone the existing loadout .ltx as a template, tweak the chances, add some weapons. It's not like I'm reinventing the faction loadouts, just tweaking them. It's tedious, but very manageable.
If I'm reading this right, all I'd need to do it just add an if statement to this part, and have it load one of three .ltxs depending on which flags are ticked? I haven't coded in decades at this point (And that experience was a handful of classes at uni during a very ill concieved double major), so I'm probably missing something obvious.
Then there's the toolset chance in stashes, but that should be easy.
or just change the loadout string in create_item_on_npc and swap to another section
i wouldnt really recommend swapping files... its not too neccesary since we can DLTX the npc_loadouts.ltx
but i mean you can
its not a bad idea
From what I can understand, this script loads the file, scrapes it for all of the loadouts, then applies the weapons randomly from that list.
So I'd need to add the check at Gather loadouts, otherwise it'd just load all of them at once.
so you want to avoid loading the post MM and BS loadouts... but why?
Because it seems more complicated to script up three tables for the game to pull from than to just point it at three different files because I know almost nothing about coding.
I am probably missing something obvious.
the cool thing about coding (and other stuff) is that theres usually multiple right answers to a given question; this is what i would personally do, i.e. append MM or BS to the loadout and check if it exists, but maybe you could make something different and thats cool 
Hmm. I would have thought that I'd need the script to have specifically pulled that variable out to reference it, but it can just read the file on the fly? Handy.
All of this is well commented, so I'll have another look tomorrow.
the loadout (assuming it exists as a section in the ltx) will get loaded on init, this will just make the script swap to it if it exists
if you DLTX the npc_loadouts.ltx it will load up the sections you DLTX on init and can therefore be referenced in the “loadouts” table later
oh wait do you mean the ini:section_exist() thing? yeah you can do that whenever you want 
Yeah, I was getting caught up on that. I thought I'd have to add a new column to the table with that variable. But if the game can just look at the ini whenever, and know which line in the table each mark refers to, that's way easier.
what file do i edit to change font size for resistances/caps in my inventory?
where are the files of the gun UI inventory pictures located?
im trying to change the picture of one of the guns
How can I spawn specific static anomalies at specific positions on new game?
Check how DAO does it
My github has a mod "Regulated Dynamic Anomalies". I added a blacklist right to the code where DAO spawns the anomalies. Maybe you can find it easier there.
No, specific coordinates like X, Y, Z, LVID, GVID
They are spawned at specific coordinates though
What needs to be done to change the inventory right click menu text from "Detach scope" to "Remove accessories"?
Would it be possible to make it so the player can only "take control" of their faction in Warfare if they are a high rank? With the game how it is, you can just get free squads to follow you instead of having to get companions, it's too easy and I think it'd be better to rank up first. Are there any limitations in modding the game that would prevent this? I'm surprised there isn't a mod like this in existence.
probably change the text in an xml file
st_detach_scope in ui_st_inventory.xml
but if you want to change the behaviour of pressing the button go to ui_inventory.script
how to edit armor stats now?
try editing mod_system_zzzzzzzzzzzzzzzzzzzzzzzzz_gamma_outfits_balances.ltx in G.A.M.M.A. Outfits Balances
its probably DLTX-ing it
not sure though since i didnt look into whats inside either files
yep it work, thank you!
i have 1 more questions... so i have found the 1pelt restriction mod, is there anything similar but this time it let me to wear multiple kevlar..
don’t really know, maybe?
guess i gotta get the "rule breaker perk" which.. still i dont know what mod that came from ;-;
uwoooo alright thank you will check
Hey started getting into modding and want to patch a mod that adds new ammo types with crafting recipes and mag support.
For the former should be pretty simple modify ltx files if I'm sticking with the preexisting ammo components? For the latter not sure how I will approach it but IG I'd imagine I would start by analyzing the mag mod files?
Hi guys i want to modify the droprate of some weapon, can i safely edit the weapon_faction file or there is some other way?
edit the loadout files in G.A.M.M.A NPC Loadouts
that's 25 zs
It is possible to make it a mod to make it shareable ?
just patch dltx out of gamma's exes at this point
i mean, probably just need to send my friend the modified G.A.M.M.A NPC Loadouts folder i guess
question i already install kvma hd model and add the female model in the optional install when the female stalker is gonna respawn?
This isn't support or that mod's thread
Ah where is it?
@true maple
This one below is for modded gamma support
https://discord.com/channels/912320241713958912/928715640968212582
theres also a thread somewhere u can find by using the top right find section and typing KVMA and looking around.
Thank you
Not a problem
Curious if it's possible, is there any way to dltx only part of a config and overwrite other parts of the file to get rid of unwanted stats?
im fairly certain just placing a ! in front of a specific stat and leaving it blank is how to do so, but correct me if I'm wrong?
new to stalker modding
just trying to dip my toes for the time being
how do i see where the textures for the pda is saved and with what file name??
thanks
how do i make resistance/cap numbers smaller, changing font in ui_inventory_16.xml inside G.A.M.M.A. UI didnt change it
yeah that’s right
so i used chat gpts most advanced model to make a mod from scratch. The initial scope of the mod was probably far too great for ai. It attempted to make a mod that simulated hydrostatic shock, bleeding, arterial bleeding, organ damage. It failed initially but after feeding it information im quite impressed at what it can do. Ai might not be that bad.
yeah it's pretty cool that AI can do that,
but mostly it doesnt know anything about stalker modding, since it knows the code, but configs and etc are not known by it
Ai is a neat tool but its probably years away from what people expect it to be at.
im running the mod through other ai models to see if they detect faults. Codex is doing its thing now.
and yup codex is way way way better than chat gpt its actually impressive but takes forever
My advice is if you use LLM for modding:
- Give it as much info as you possibky can (long very detailed description of how/what you need done)
- Give it files that contain related code/API functions to what it tries to achieve.
- Make it develop in smaller chuncks, not huge features.
- Make sure it's aware of the current state of the mod it develops (give it the files it made so far)
Also if you're somewhat competent or have some knowledge about coding/modding stalker make sure you give it technical specifications too.
You could even look into how to make it write tests for features it codes (so future iterations won't break old features)
And use it responsibly. Whatever code it produces you're responsible for it. It's not "his" code it's yours.
would it be hard to make a mod that matches the reload animation to the ammo being reloaded ?
For example : shotguns always reload red ammo, usually buckshot, but loading in grey slugs will always results in red ammo being loaded. wouldn't it be cool to have a mod fixing that ?
Not easily.
Fun fact, that ammo you see being reloaded is always present as part of the hud model, it's just always out of sight until needed. It's baked in as part of the .ogf.
To do what you want, you'd need to add new cartridge models, create new animations for each reload using the correct models, and then somehow alter the engine scripts to update which reload it's using based on what ammo is being loaded.
Ohh, i see, yeah it's harder than expected
is there a guide somewhere on how I would change/edit the HUD position of a certain weapon to my liking and then create a mod with a dltx override? I've got position data figured out and have it saved to the cache_dbg.ltx, how do I go on from here?
nevermind, figured it out 
used this video for help, in case anyone wonders the same
https://www.youtube.com/watch?v=5Y3-zw818hI
Simple guide on how to use the new draggable hud editor with the hud offeset addon!
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
https://www.moddb.com/mods/stalker-anomaly/addons/hud-offsets-editor1
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/releases
Debug Spawn Attachments : https://drive.userconten...
Something to note is you will have to also redo the positions for any scopes the gun may have
yes, i've noticed that already 
Another reason why MAS is best
mas?
use base hud edits instead
that way you dont have to mess with scope positions
Can I post ideas for mods here with zero technical knowledge
Cause I got a goodie I think
base hud edit as in editing the hud for the base weapon, without attachments?
i did an edit for the mossberg because the cut off arm model moving into view, did it like this:
![wpn_mossberg590_rail_hud]
hands_position = -0.001219, 0.001278, -0.062278
hands_position_16x9 = -0.001219, 0.001278, -0.062278
that actually seems to fit all the attachments i tried so far just fine, meaning the crosshair/dot still sits on the debug crosshair that comes with the Hud Editor
there is a way to track the individual performance of mods on your game? like, if there is a script spiking and giving me bad frametime, can I track it somehow?
Anomaly Devtools on moddb
Is there any guide on how to add an attachment to any given weapon? Say i personally wanted to add a attachment from a pack to a gun in another pack
in this particular case i want to add a T1+magnifier combo from one of the KMACK mods to the ks-1 in RWAP
Thanks for watching!
Links for programs used:
Blender 3.6: https://www.blender.org/download/releases/3-6/
Pavel X-Ray Blender Plugin: https://github.com/PavelBlend/blender-xray
Notepad++: https://notepad-plus-plus.org/downloads/
Draggable HUD Edtior: https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
huge thanks, do i need to consider anything if the scope has two states, as in magnifier up or down or does the video also cover that?
nope. video was made before that existed
you need two meshes and a scope section for each state
i guess i'll understand what that means after the video
господа, требуется помощь по движку. после обновления студии начал выёбываться msbuild. нижние 6 ошибок починил, но вот как по шустрому починить оставшиеся казусы не получается, ибо что только не пробовал.
guys, i need some help with a engine. after an vs update i can't compile that shit. bottom 6 errors i already fixed, but how fix other errors quickly - i don't know. tried some things, but without a result (sry i cant translate that ass logs)
те лучше в дисе аномале или ихрау спросить канеша
движок же там кодят обычно
в айхрей не полезу. меня инстантно вбанят

у тебя msbuild версия какая
для проекта вроде нужен v143 а не 145
бля, ща гляну. я не помню че там у меня
типо при открытии предложило либо конвертировать под 145 либо качать 143
я код помню ранее под апдейты студии чинил, всё билдилось
не, на счёт этого не срало
я вот недавно клонил как раз и открыл в последнем VS, все с 1 раза сбилдилось вродь. а у тебя есть какие-то изменения в движке? мб просто лучше заново проект склонировать и открыть
ты же demonized modded exe юзаешь?
у меня даже не аномали совместимый движок. просто спросил шарящих, мб они в целом в курсе чё каво с плюсами делать
но там по сути, а даже по факту отличия не такие гигантские. от части они совместимы по коду
ну слушай тут чисто от проекта зависит тогда
короче, тут конкретно видать что-то с либами поменялось, что раньше работало, теперь загибается в муках
движок ogsr-овский
разве что у LLMки спросить че каво на что похоже
он может поймет может реально в какой то конкретной либе дело
ладненько. спасибо. че нибудь буду пытаться делать
Do any of yall know which mod has the escort/guide quests? Can't find them in the same place as the bounties and what not. Trying to make a lil personal patch.
so i made some progress and got the game to run now but it doesn't allow me to attach even if it says compatible, the specter can be attached @fair canopy
now in the right channel lol
you have to add the sections to the gun ltx
if they arent named correctly then it wont attach
does this look right to you? this is all very new to me
this is written in the w_ks1_rwap.ltx file which i assume is the correct file
you have to set a non hud section as well
take a look at how other scopes have their scope sections written
you mean like this?
yes. thats your scope section
every new scope needs a scope section and a scope hud section
otherwise scopes wont work
im pretty sure its explained in juan's video isnt it?
not super well, difficult to figure out what you're doing wrong when you don't really understand what you're doing
i think i've added the sections now correctly but still cannot add the scope despite it saying it's compatible
did you check that youre adding the name correctly tot he section?
i believe so, the new scope ogf files are named wpn_ks1_rwap_t2_magd_hud and wpn_ks1_rwap_t2_magd_off_hud
your section name has to match whatever the name of the scope is
exactly
(wpn_name)_(scope_name)
then (wpn_name)_(scope_name)_hud
if its not going on then you may have mistyped something in the section names
alright thanks found a discrepency, the scope has the name aim_t2_magd while the sections doesn't have the aim prefix in them
so i guess rename the ogf files so they have aim in them and fix the discrepency in the scopes section?
maybe i don't know what constitutes as the scope name? kmack has a mod system ltx file for his scopes where there is only one T2+magnifier scope called aim_t2_magd, while in his PDX ltx he has both aim_t2_magd and aim_t2_magd_off.
_Off is a designation for any scope section with a magnifier thst is flipped down. It's needed if you want to be able to flip to the non magnified red dot
alright i remade the sections again let's hope this works

Awesome
Sooo.. I am going to try to update Military and Duty's last names pool from 244 to 1832. 😄 Bit much?
if you can do it i guess its fine? but is it intensive on anything? ram or disk space?
Probably not larger than a few kilobytes. Text is very cheap to add.
if its just text then i guess its not heavy on anything, just wondering if it required any sort of process to pick from them and the more of these names the worse it gets on the cpu?
but i am not going to stop you from literally improving an aspect of the game
even if its a bit heavy on old pcs, not that it is 
is what ever does use the database of names for the pool even able to read out that many names?
because 1832 seems oddly specific
we thank you for your sacrifice
Looks like it can. Getting names from as high as 1679. No performance change here
Cool, that's Military and Duty done.
If there's one thing i've become a master at during this whole process is bulk-editing text and text-editing wizardry in general. Regex, macros, list fuckery... the works. 
you say that but i've had MO2 crash when opening a few anomaly logs before...
can't handle the text file 
sooo now that this channel exists
is there a way to get the CURRENT handling of a weapon
i've tried a lot of methods but they always return the base handling
As long as they are good and apply to DICK models it's all good
DICK
✅ and ✅
Latest progress. Still stuck on Sin :/
sin are only a bunch of people and iirc unlike monolith they don't have an entire cult thing going on (in actual lore). Either nicknames or just real names would suit them i think
since they are kinda secretive, i think only nicknames would be better
Sin are mutated to some degree.
Some of the Sin members were part of early zone experiments.
I think in lore, some Sin members are bigger than normal humans and stronger.
@boreal dust in light of the message above what about (cult rank) (serial number)
being that they are experiments
and mutants
they are still sentient though
if you were a runaway experiment you wouldn't keep calling yourself Test Subject 37 or something
you'd either go by your pre-experiment name or just figure out a nickname
that's a good point
i was thinking giving them slavic folklore character names
but then i remembered a bunch of important npcs are called after slavic gods
that would kinda make sense since most of them have probably forgot their past
who
chernobog
their leader
and another one that i can't remember their name
but anyways what i'm trying to say is that names like that should be reserved for important characters and not just your average goon
Sin could real name + deities related callsigns or something xD
Or "Brother" something
Chernobog is like some slavic deity or something. In the game "Blood" as well as the main antagonist.
Hmm, I guess for now i might keep them as default first name, nickname as i guess they may not all remember their past or want to refer to it or whatever, plus it's what they currently are so no real surprises. Maybe down the track i can re-visit it more. Hey thanks for your feedback guys!
On the flipside, does anyone have any insight to how the ranks system/s work in anomaly? Im seeing all these arbitrary values in the character descriptions files, it's all different for all factions by the looks of it, which i can't get my head around..?
i'm curretly doing the Sin quests, and i can tell you that most of their names are Slavic, most of them just a single Name @boreal dust
Got any screenshots you may be able to show? Just to visualise what you might be seeing to help me.
Here is one
Hmmm interesting. Looks very cult-y
Dazhbog
https://en.wikipedia.org/wiki/Slavic_paganism#:~:text=Kievan Rus'%20official%20religion%20and%20popular%20cults,-A%20painting%20from&text=These%20deities%2C%20recorded%20in%20the,Podil%20of%20the%20capital%20itself.
Slavic paganism or Slavic religion is the religious beliefs, myths, and ritual practices of the Slavs before Christianisation, which occurred at various stages between the 8th and the 13th century. The South Slavs, who likely settled in the Balkan Peninsula during the 6th–7th centuries AD, bordering with the Byzantine Empire to the south, came u...
Here you go
1:1
Hmm maybe single-name slavic could be the way to go...
A good option, but the problem is the lack of variety. Running into the same few-named ones might be a bit of an issue..
Oh, so maybe slavic deity first name, like a cult rank, then a last name of some sort
Yeah
The pagan Slavs were polytheistic, which means that they worshipped many gods and goddesses. The gods of the Slavs are known primarily from a small number of chronicles and letopises, or not very accurate Christian sermons against paganism. Additional, more numerous sources in which Slavic theonyms are preserved include names, proper names, plac...
Maybe give the important characters a single name and the generic npc's a fn/ln
The last name could be a deity.
Generic Slavic names, then last name a Deity
There you go, told you it was all about deities

About 90% of the way completed. Only a few more merc names and some final formatting, also the monolith ranks, making some nice images etc and then i think its done.
https://www.youtube.com/watch?v=jVtJxLiZQHg
I once had a modpack under development (no longer exists) but i added some new stuff like coffee, oil (from Flesh fat, frying meat...) would this be a good adition to GAMMA? i could recreate those things specially for GAMMA
Hello everyone, i was wondering if any of you knew anyone or could point me in the direction of help making a mod? The anomaly discord has been set to read only but i always see the legendary Grok on moddb offering help to new modders so i figured i would ask here. I have an idea and after brewing on it for a bit ive decided to go through but after 2 days trying to implement it im missing something
what do you mean by 'read only'? there are 2 channel for modding in the anomaly discord
Omg im stupid 🤦🏻♀️ thank you
i just want to know how to get the current modded handling of a weapon
i want to make a mod that hijacks your sens like in older stalkers
where weapons with lower handling felt heavier to aim
I believe in older versions of anomaly weapons had different sensitivity, defined in their respective .ltx file. So this would require editing every weapon file 1 by 1.
If I correctly understood what you talk about you search for "control_inertion_factor" in those files
I believe it is the same for all weapons right now = 1.0f
sounds like a perfect job for DLTX
i've tried modifying that value and it doesn't make any change at all
that's why i thought of a script to hijack your sens

fucking x-ray
yeah, fucking x-ray indeed
It needs animations and stuff... That's why I didn't do it lol
ANUS is on moddb pending approval. 
I'm fucking exhausted.
good job 
It's amazing how far blender has come for rigging.
Thanks champ
I thought it was already compatible?
@boreal dust the hell man, we even have someone suggesting your mod in #old-suggest and you didn't make it compatible from the start? 
Look like it is fully compatible, just checked the files it overwrites. Apart from "character_desc_pripyat", I think there is that 1 line at the end that shouldn't be here
Don't really know the purpose of these lines so I'm just posting this here in case.
dialogs to trade stuff
Already should be, unless i missed anything 😮 - Is it that trader line above? If that's all then i can easily update that and it'll be fully compatible.. Must have missed that line.
what about giving more church related ranks to monolith goons
like bishop, archbishop, father
monolith ranks are based on their actual rank, there just happens to be aton of legend monoliths. The other names are pretty fitting
this could be good for sin maybe
its normal when the monolith occupy the most parts of the zone by default
i do wonder what goes behind giving ranks to npc's
is it random?
why can they not gain any exp?
they do gain exp
and why is 59k max
it's random on new game but then they rank up as the player does
Ranks determine the armor and weapons they have
I go on hunting parties to find the top ranks and pick them off >=)
hmo what about sin being [first name] of [slavic deity]
That's what i did
Oh, well not 'of'
is it possible to increase the xp cap for legends?
But yeah, when you start seeing 5 have the same last name you get the drift 😛
59K is pretty easy once you get to mid-late game
the "of" makes it feel even more religious
I agree...
80-90K would be appropiate
I have to figure out how this all works
For this reason exactly, i put my rep gain at 0.5
But ranks also affect NPCs
oh true
you didnt apply the halved xp gain script you were trying to test ?
Yeah I need to do that
Is there a in game slider ?
Can't remember
Yes
Ok
Progression iirc
Wait
difficulty.ltx then or axr_options.ltx
that would fuck the invictus runs
Why ?
unless it doesn't matter when it's changed in the file
but if you do it during progression it doesn't count
No no it doesn't matter
ohh so you intend to change it as base for the different difficulty levels
And honestly.... Who cares about that little icon. You did it, you did it, know what I mean ?
its pretty baller tbh

I've made my game so difficult that going back to vanilla Gamma configs honestly i'd probably find it easy and be able to invictus..
tried the presets from that mod that reworks the new game menu and it just feels unfun
What are your settings like?
but yeah invictus default gets easy once you understand the game
your worst enemy is yourself walking into an electra
I basically tweaked the hardest difficulty to min/max a lot of sliders out, in favor of being more difficult.. Mostly. But i also went and changed heaps of configs like drop rates for armors etc. Loot is so scarce it's a lot more valuable.
its not the difficulty, its just random things that can kill you
would be interesting if people shared their settings more often
Yeah, true true.. Probably have to be more lucky than good.
so just less of everything i see
Less is more friend
Scarcity creates value
and forces you to become creative with what you have
gotta love bolt action smgs early game
Having 100k+ after a few days gets old. That combined with traders being legal cheats, its just a bit shit. I use destockifier to reduce the stuff traders have so i cant just ass-buy my way out of problems.
even hardest difficulty or a custom one can be defeated by mere experience and knowledge, but not random headshots, a really silent chimera or a random electro/burner
I found myself actually haveing to use random stalkers to see what they sold
throwback to that svd pmc some stalker sold in max condition
Next on my hitlist is finding a way to make traders not have infinite money
Honestly I have like 7 days in the Zone currently and I find the progression really balanced. I only start making roubles to get a decent medical loadout. I never got more than 70k roubles and they quickly got invested
I think that I left too many unlooted stashes in Agroprom
I focused on clearing the last dawn quest like and probably shouldn't have lol
@undone lily any pointers where i might want to start looking?
I was always flat after most raids/engagements. Most of it is medical items, special ammo, upgrades, food/water etc.
the last dawn is fun but it can really distract you 
Honestly, does it really matters ?
Yeah, kinda. Im trying to balance my gamma experience lol
Can you really make tons of money from traders in GAMMA? 
Aaaalrighty i'll look for it anyway.
i mean it would be cool
but quite extra
maybe it would give random stalkers more of a use for trading
isnt it in each main trader's file?
use mo2 to find the last overwrite and then go from there
there's this in every trader config
<money min="1000000" max="1000000" infinitive="1"/>
that's from sidorovich's info
someone who took the 1 minute to find the file 
have already unpacked anomaly
because i want to do that sensibility handling thing
to no avail
but having the files helps
god damn it worked
does it restock with the inventory ?
lemme see
sold him a bunch of batteries, exited the menu
went back in and the money stays the same
refresh inventory or skip time should count as a restock i think
oh
thought fast travelling would do the trick
but with debug it doesn't time skip
What do you mean ?
i want to do that thing old stalker games did
when you aimed the sensibility adjusted to the weapon's handling
to make it feel clunkier or lighter
i.e. the svd was super heavy to aim
and your sensibility went down significantly when it was in your hands
Sensitivity, you mean?
heh
yeah
that
brainfarted, am sleepy
english ain't my first lang
also did a 24h time skip and his money didn't reset
but maybe it's because it's higher than the value i've set?
check how much time its supposed to take in the difficulty settings
It was enabled and got removed by Anomaly I think
When is your trader's restock setting set to? I think its usually 48h?
It's very annoying
If anything, I would tweak the time to ADS for all guns based on handling
has anyone ever looked at what handling actually does ?
Check guns upgrades ltx
It changes weapons stats
I think it changes ads time, but the difference is so little
oh thanks, i just didnt know where to find it
I think ads time should depends on overall gun weight
it doesn't reset
whew, thought i was really onto something here
maybe putting together a script that refreshes money?
i'd assume it would CHUG on frames
maybe run the script only on map change?
it will only run when it should restock, no?
so every 24/48/72 hours in game depending on difficulty
that wouldn't take into account custom difficulty settings
What ever the restock slider is set to. It can be anything between a really low value to a really high value, you can set it to just about anything.
that's the problem
i know the most basic of things when it comes to x-ray yet
i'm merely brainstorming
I think we all are
dont count me, i am just throwing stupid shit hoping something lands
would it be possible for carry weight to be affected when your character gets tired or hungry? I was thinking about that today and idk if that could be possible
i seen that being done in another stalker game i think, cant remember which one tho
yeah maybe, free zoom tweaks your settings on the fly
problem is, again, invictus amigos
find the script that does the inventory restock and use it as a base for the money restock one ?
skill system kind of does it already, but idk if it would be the same method of doing it ?
but i think it shouldnt be carry weight that changes, instead make it stamina recovery, i think A.S.S mod already does it with stamina ?
shit you're right, totally forgot about skills
carry weight shouldnt be a really volatile thing that goes up and down with each small change in your character's needs in my opinion
what did you think about the merc feedback on your latest mod btw? @boreal dust
A cool idea, i guess it's a preference thing.. Some will want it one way, others will want it another.. It will probably stay at current unless there's a handfull or more that cry out in unison about it being an issue or that they dont like it or prefer something else.
I am certain there are combinations that will far exceed the entertainment value of that one
muffled giggling through the radio
My ANUS is updated.
https://www.moddb.com/mods/stalker-anomaly/addons/anomalys-name-update-for-stalkers-anus
v4 - "Buckle up, ANUS lovers." - 28/4/22
- Fixed 'Randomize' Crashing the game occasionally. (usually after 2 or 3 times)
- Added and modified ui_mm_faction_select.script so that every 'randomize' option correctly selects the name pool for the relevant faction. (Yes it's compatible with GAMMA)
- pri_special_trader_mlr2 deleted from character_desc_pripyat.xml (This add-on is now 100% Gamma compatible, not 99.99%)
Just saw this in anomaly mod discord addons releases. Looking veerrryyyy interesting.
At least post the picture if you want to make us interested as well... 
I agree though, it looks interesting
Really cool concept
Isn't there a way to drastically increase the price of the weapons that some npc sell, so that when it happens you can not even afford them. I keep seeing more and more. Could had an AK for 20k on very early game, goes completely against the intented progression 
You shouldn't even see weapons for sale
He means from other Stalkers that picked up guns probably
if they do the gun goes 90+ condition and they sell it
I wish I didn't see them actually 
Want to play the way it is intented, crafting, repairing, scavenging, and at the same time the game is like "look these fancy affordable weapons, full condition
"
you using trader overhaul?
certainly not
"Want to play the way it is intented, crafting, repairing, scavenging"
i mean i've seen reports of weapons being sold
Not speaking about traders particularly (some will sell some weapons, but thats an issue already reported) but random npcs.
it's a rare bug it seems
ohhh
i get it now
haven't tried to trade with npcs since vanilla anomaly
and i usually play with a mod that lets you barter with them
You're right, for some reason I haven't seen the "some npc sell", sorry @glass umbra 
IIRC it's something that Grok knows already but it's always good to point it out
Thats why I got that idea. Prices makes no sens actually anyway, like some military can sell Lebedev for 50k and duty sells AK's for 20k more or less. Lets just give them insane prices if its not fixeable 
maybe bumping the base price into oblivion
I thought it was pretty rare too but in my current playthrough it seems very frequent unfortunately
I know that mod, I should merge it. Its for an older anomaly version :/
how do i send a message from an npc

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