#╙🖇mods-making-discussion
1 messages · Page 152 of 1
Player never uses message box in the PDA? Those messages are to keep you informed about what happens around you, what NPC's are doing, have done and their random thoughts.
didn't mean that, i wanted an specific npc to broadcast a message to the player
because i wanted to add threatening lines to bounty squads when they spawn
other than the bounty gossip that happens sometimes
O I see, does bounty squads spawning to hunt counts as task tho? If it is, you can probably use those scripts but dunno if it's working like that or not.
Any ideas how i can make the body health ui from white to a darker color?
photoshop or gimp the texture? What are you trying to make darker?
All good, managed to find the texture. The first time i edited it was being over-written and it wasnt having any effect so i thought it wasnt the texture 😵💫
Thanks man

Hmm any ideas for the psy bar? Seems to be separate...
gamma uses sidhud check that
how do you make items repairable
What kind of items are you talking about ?
Armors ?
Tools ?
@boreal dust
can we just assume some sort if IFF jamming and leave it in?
attachments
i know the engine treats them like artefacts
so i don't know if adding repair_type would work
Oh oh I were you get. You need to check how armors are repaired
Check what I did for the helmets
I have a question, I did found a mod for Call of Chernobyl, which replicate the CoP HUD, but how to make it work with Anomaly ? Well, GAMMA specifically
gamma uses body health system so in the end you need to know your limb health...
Well, it can be deactivated as I've read multiple times, so afterward, it's really just about making the other one work without crashing
didn't work
@opaque current just wanted to let you know that I really appreciate your mod (huge fan of the game) and that it works as well 
Thanks man ill check that out
Fixed mang
@boreal dust do the difficulty presets you posted on #🖇old-mods-posting work on invictus?
or maybe adding a new achievement? (?)
Hmm good question.. I'll have to look into that... I'd assume no, for the time being
Just added this, i'd assume this will work but will check with coding channel first..
Anyone know where i can edit the sleep and hunger icons? Thought it was ui_actor_hint_wnd.dds but apparently not
It's alternative icons addon in MO2

Grok - https://github.com/Grokitach/Stalker_GAMMA/commit/1c81995d3ce778fbe757344991e5fd014477bc13 - The invicible npc update, is that npc's logic you are editing/udpating? Do you understand much about how it works? Ive been messing with this shit for ages..(Trying to take logic from other smarts and create a new one to apply to a group at the CS tower outside CS Base to make them flee when there's an emission)
It's just a mere one line edit.
I don't know anything about NPCs logic sorry 😦
Otherwise I would make questlines and story driven stuff
Currently playing around with dynamic news script. Trying to improve the "I just saw X kill Y @ Z" by having it use a radius. Sick of getting "I SAW A MUTANT 10000 METRES AWAY BE KILLED BY A STALKER"... and the "I HEARD A RAT GET STABBED. YEAH IM IN CORDON AND THE STABBING WAS IN PRIPYAT." type shit. Not that it actually happens, but damn it may as well...
oh please do, dynamic news are kinda boring
and stalkers keep doxxing you when you stab a tushkano
is there a file I can edit to increase max zoom on the PDA?
I just noticed that when I shoot a sks, npcs thinks its a shotgun 
Reminds me of that one time I was in a lab, there's literally no other person in there, I stabbed a bloodsucker, and someone "heard melee", like wtf ? 
Which line of code displays the exact AP power in the tooltip of the round? Trying to copy that to another addon but I cannot find out how 
Being able to buy and sell armors and guns while keeping GAMMA economy: delete that single highlighted file:
https://www.moddb.com/mods/stalker-anomaly/addons/npc-stops-dropping-and-looting-v101 this mod, but with the death_manager.ltx merged with Gamma Economy's one
Exactly 
falco why you break the rules 
I messed up the channels 
I already asked Grok to make a distinction between the two so we can avoid it in the future
would be helpful to have a description or name change for both so its easier to know what they are for
i saw that 'gta wasted effect' addon on moddb. Now i want to make an addon that slow-mo's the actors death 
yeah that sound only make sense with the slowmo
could be so fun
Really easy to make
Yeah but for me it's like climbing Everest. i have no idea what im doing -_-'
As far as i got
Hmm, i dont even know how they work
That dictates when everything is fired
Or what they are
on actor before hit, on actor before death etc
Have anomaly unpacked, load up Visual Studio Code and add unpacked folder as a folder in VSC
Then search on_actor (or actor_on can't remember)
You'll find occurrence of callbacks for the actorn
You can open up add-ons scripts as well
Like damage balancer from gamma works on actor on before hit
I.e. before the actor is hit, do something
function on_game_start()
RegisterScriptCallback("actor_on_before_hit",actor_on_before_hit)
end
Alright ill give that a go. im guessing VSC is a way to visualise where and what the code is?
So before actor is hit it runs a function called actor_on_before_hit
Yes
function actor_on_before_hit(shit,bone_id)
do stuff
end
What you need is actor on before death
Actor on before death, you set a different time speed through console exec
Then another callback, actor on first update where you set the time speed to 1
It's like a 10 lines script 
All callbacks and a lot of functions are in _g.script file
And indeed you can launch functions from any script anytime as long as the function is global
say ui_utils.blabla()
You run function blabla from ui_utils.script
hmm ok, hey thanks for this i really appreciate it. I'll play around and see how i go.
@random fulcrum can I take the mutant sound thing from your script ?
I don't like the sounds playing actor position lol
If you know GitHub you can even make a PR 
i just linked the callback to the perk artis bone mapper script, because it was super in depth
but yeah go ahead
I want to add radio in merc base in Zaton. I want to modify radio extended addon. What do I need to open SPAWN file?
Anomaly Radio Extended - DesmanMetzger\gamedata\spawns
I tried notpad but it is not responding
SDK
I'm a bit confused
He meant that I should talk about it here ?
In that case, I'll move it
I have to delete it or there is a option for moving the post ?
Oh I wish there was something like that...
Copy paste it there and then delete it from here
This is why I asked Grok to make a distinction
Because it's confusing
All right, I didn't think it was a finished project. Therefore needed a discussion.
Well in that case I don't know the procedure 
You got a point there
Done
I definitely agree with this.
I'll ping him again about it
Yeah, I searched for it but was confused with seeing uploaded files on both channels
Maybe renaming to "mod-creation-talk" & "mod-creation-upload" or something ?
Yeah I've asked Grok about this because it's a little confusing
@tidal elbow I'll post the readme here just to check if it's okay as is it or need modification
Looks fine for me, everything is credited with authors names, mods names, link for the actual mods...
@undone lily since you're still here, give us your blessing 🙏
👍
@tidal elbow So, a Mega link on the mod only addons channel + readme below will do ?
Yes, that would be perfect
You can put some screenshot if you want
Below the mod link or inside the archive ?
I think putting them in #🖇old-mods-posting would be the best thing, because if it were me, I would like to actually see what it is before downloading, since we're talking about textures and stuff that change the whole scenery
So something like:
Mega link
Readme if you want (put it inside the pack as well)
Screenshots
So uploading the above screenshots would be enough of a showcase ?
Yes of course
Don't worry, it's my "job" 
https://www.moddb.com/mods/stalker-anomaly/addons/gta-v-wasted-sfx
In the meantime someone added the sound effect 
Anyone know where i can edit the colour of this?
And is there a way to outright disable it? It's never relevant..
its psy health 
I know
Yeah the psy bar for that is empty/blank
It's an addon called sidHUD, I think.
No, it isn't, we use GAMMA UI and a part small part of sidHud just for the Rad Bar
Ah, OK. I thought it was used for Psi instead.
@random fulcrum can you elaborate ?
it's called the blue bar
texture is defined in hint_wnd something dds file
What tex is that
ui_actor_hint_wnd.dds
ty
with the new anomalies its quite relevant sometimes...
Grok are the lines in death_generic.ltx, amount and condition?
Im trying to find where to edit the chance of certain items appearing as drops from dead npcs. Any idea where i can do that?
Sorry in advance for this incredibly uninformed question, but if I change a line in an .xml file, for example ah_dialogues, while the game is running, do I have to restart the game for the changes to take effect or is a simple save/load enough?
it's what's last pinned on #old-bugs, cell arti is no longer working
black angel also seems to be broken
the patch i made is just a gross hack
i called the perk artis actor_on_before_hit from the one in the actor damage balancer script
Thanks I'll check it out
i'd assume the issue is that the damage reduction script in adb has shit.power = 0
and that messes up perk artis math?
Most likely yes
Yes. IIRC, the game reads configs on launch. Unless you force it to reload them somehow.
With dialogues that are in a certain location file, you might just have to reload a location. But if it is a global dialogue file, then it's better to restart the game altogether.
Thank you
Anyone know how i might make stashes rarer in my game?
probably a quest thing, also sometimes you get stash locations from looting dead bodies
yeah i want to remove that
i am almost certain thats a vanilla feature along with the stash location quest rewards, so thats where you can start looking i think
not sure if stash overhaul affects stash location chances
Check grok stashes overhaul scripts
Set corpse chance to 0
tbh. I think in Gamma you should only be able to get Stashes by looking at the PDA of the Stalker you killed instead of whenever you loot someone
Well the issue is that the progression is heavily based on stashes
and I felt like tasks and PDAs might be too shallow to give you stashes and a smooth progression
I don't feel like there are too many stashes currently
After a week or two i have stashes coming out of my arse. Every map has atleast 5 white, there's about 7 or 8 green scattered around. Im starting to be like 
Stasshes give money, and loot, and money and loot make things go burr so i want to dial that back significantly. Im still too rich after basically modding my game into the ground via various means.
@undone lily If i wanted to change my game so corposes don't auto-give stashes how would i achieve this? I want PDA's to give them still though, if it's the one that should.
Didn't he just say?
That's to reduce the rate that give on corpse loot coord- wait, ok yes maybe setting to 0 will work. I just woek up....

Wakes up
HMM HOW CAN I FUCK UP MY GAME TODAY?
I was super confused cause you even reacted to his message and then you asked the same thing again
Well, I'll try here then, just wanted to know what you guys think of this HUD, I mixed the EFP one & the original BHS one, then altered colors in a "radioactive" theme (I tried to take inspiration from GAMMA's green lightning theme), I'm looking for ways to improve it, hence the need for thoughts 🤔
@vague sphinx I played with the HUD for body health myself to make a 'DarkMode' version in #🖇old-mods-posting , just by editing textures though, not any coding etc.. I like the look of that what you have made. The only thing that i think is a concern when playing in that area is that making sure the ability to discern the info (ie, what health is left or what health is missing) isnt difficult to determine. I love that colour scheme. "Gamma-esque" kind of.. Real nice job there. TBH, i reckon i'd use it when/if you publish it.
The more i look at it the more i want it 
Some possible way to improve, is try to create a drop-shadow on some of the icons and bars, slightly, and somehow make the border/edges of the bars and icons pop-out a little more so they dont blend into the background of what ever environment youre in. Just my 2 cents tho. Pretty cool either way
Haha to be fair, you are the one that inspired me to do so, with your "DarkMode" & questions related to it, so I probably couldn't have done it without taking exemple from you. At first, I tried to reduce the saturation to improve readability and not too distracting (although I think it's quite distractive xD), same for the icons, I saw you did recolor them so I wanted to do the same to stay in the theme, I'd be happy to publish it here, as well as improving it. I'm mostly uncertain about icons here, as you said, it could be hard to get info from them. Now I'm gonna read your last sentence a hundred times to make sure I understand 
Thank you for the feedback, I'll make sure to publish it either way
I'm not sure if I know how to do that, but again, will learn with trial and error
What, publish your mod here?
Go in #🖇old-mods-posting, put the zip, add a description, hit "send"
Yup, still remember that no problem 
Just getting some feedback here before that
To improve it
Well it's nice, the colour scheme recall GAMMA in every way and I agree with Grulag, you need to "making sure the ability to discern the info (ie, what health is left or what health is missing) isnt difficult to determine"
I would work mainly on that because, yes, the "eye candy" is important, but knowing if I need to heal myself or if everything is okay is more important
I'm glad it does give the GAMMA vibe, that was precisely what I was going for but I wasn't sure about the vibrance & overall tones of the colours. Now, I'll be working and improving readability, Grulag gave me an advice for that, I'll try to do so
Do you use Photoshop @vague sphinx ?
@boreal dust Oh no, I only use Paint.net (DDS) or Photofiltre (PNG, JPG etc)
I figured out how to do the shadow, the only thing that remain is finding the right color
Either some kind of brown, or goldish like the HP bar for limb when you need post heal
Any guesses where i'd find the dialogue setting that sets the amount you can buy stashes from traders for?
nvm found it
Going to make a tweak to remove the option to buy stashes >_>
Or maybe i should make them more expensive instead.. idk..
or impose a limit on them? per day or something ?
That idea is so good it should be in base GAMMA
i think its only not in because casual players or people who are new will find getting stashes especially with bad RNG very annoying, it already is to people who dont know where to look for toolkits to progress
making the game even harder might be fun for some people but others wont always agree, maybe adding a new difficulty to gamma but the current difficulties shouldnt be changed too drastically
I think all the difficulties need a lift upwards. the 'hard' to medium, medium to easy and hard adjusted. And the current easy nuked. Its actually surprising how little difference there is between them when you look into what gets changed.
spread out difficulties in 5 presets
I had an idea for difficulties to be redefined. I thought about it and thought the way i play isnt a difficulty, its a playstyle and others have different playstyles. So i think i will make the easiest 'Casual' The medium 'Progressive' and the hard 'challenging' That makes more sense, considering what they all do
and then another one harder, not sure what it would be called, but the only thing i can relate it to with my playstyle is.. maybe like... unnecessary brutality? or like.. Meticulous/Tedious
sounds like the pack a certain modder is creating 
i would like to take a look into making new difficulty presets but i don't even know where to start
ill upload mine later if you like.. to #🖇old-mods-posting
Good to pick apart to see how it works
Pretty easy to chabnge stuff
I do have achievements in my list of things i want to make or check out. My 'ideas' list... DLTX im not sure, it might use scripts for achievements so i couldnt say. i know how to make new difficulties give invictus though
AAA : "are you challenging me" 
My current ideas pool for addons. Well the stash one was technically okay_cat's 
the statistics one seems kind of unnecessary, at least from the example
you eat and drink so much but does knowing how many times do anything ?
The same could be said about the statistics you can already see
I guess it sort of paints a picture of the journey thus far. Some people like that? idk
Maybe not times eaten, its more just an example.
i guess
I really fucking miss npc's being unknown until i talk to them...
busy hands do be messing with everything
Why was this changed

The addon was apparently causing 'busy hands' bug. I never had this issue but apparently some were..
How do i put this back on, because i never got Busy hands either
If anyone has the addon before it got updated id be interested in getting it off them
its in the mcm 
@regal bolt
Ye Ye
What do you mean @brave prism ? Theres no option to unknown
wait
Yeah, you can disable names and leave Faction Patch
still, Would be nice if an optional Patch was added to get the Unknown part back
Yeah cause i want it to show the ones i do know, too.
i cant find the option anymore 
it was an option in mcm but either removed by grok or the mod author ? i am not sure
oh so he did make a patch, i was looking for it in the mod list
good guy grok. always doing things the right way
!!!
Feels good man
Less is more
Less is also less. But that less, is more Next up: Good is bad.
it's ok, we found a way
to b r e a k your game
I obviously won't report a bug on a build that has Fixes disabled

Spent quite a while trying to find where sets the value for this line.. (cost for a stash from npc's) Anyone got any insight here? Usually i can find it after a few attempts and narrow it down but this one has me stumped...
Well that was unexpected... Just tested this and it appears to be this line.
Uhm i am trying to make a mod that adds the mg338 with no prior knowledge and i have no clue what i am doing 💀
Then you're on the right track
@quasi heath Yeah i was thinking about making the cost for decrypting PDA's a bit more. 500 seems so low compared to what you can potentially get out of them.
I think it's bugged also, because i decrypted 17 for 500, i thought they were supposed to be 500 each...
Hello everyone, new to to this discord and fresh to Anomaly, love it and use several of Grok's mods. Thank you for those, I'm having alot of fun 🙂
I'm thinking of getting into modding Anomaly and I was wondering what tools do Anomaly modders use? I'm particularly interested in making missions/tasks and animation.
Is that possible to do at all? Thanks again.
I need genuine help regarding animating a gun i want to add in the game
Because i have absolutely no knowledge on how to add/make a proper animation for the model i already have 
Both of you would definitely have better luck asking in the STALKER Anomaly discord in their modding section.
@deft drift
@_/-|YourCoolestFriend|-_#4151

this persons name can’t get pinged. Genius lol
sorry I can’t mention you lol so i’ll just reply.
tried and i still have no luck
Perhaps you asked at the wrong time.
When it comes to asking for help in modding, its all about the right person seeing your message at the right time.
I think I managed to make it readable enough, but I'm posting screenshots here to make sure, it's hard to be objective when you're seeing the same colors all day long 
@boreal dust Is this what you were thinking of ?
If this is enough, I'll post it on #🖇old-mods-posting right after
It looks good.
Yeah looks good to me too
I would definitely have to use it to give more useful feedback but I think the main hp figure should probably be a bit darker for the empty areas. The mix of neon/dark green on top of a medium green isn't the most readable
I would try having the darkest green be the "empty" and then a mix of neon/mid tones for the full
Hmm, I'm going to try and see how it goes
It's quite hard to find the right balance between "nuclear" contrast and readability 
Yea I'm jus throwing my 2cents in lmao good luck finding the sweet spot!
Haha throwing 2 cents is the best way for me to improve it before posting 
I think I did it
That looks a lot clearer for sure 
I fixed some icons as well that were too dark or hard to read, I can say now that it's done (at least v1 if things have to be improved later on) 
amazing work @vague sphinx 🤩
Thank you Grulag 
Haha can be hard to read I agree, but in game it looks somewhat clearer
Honestly the two screenshots above were from v1.0, and not even completed, I reworked the icons a bit to make it more readable and fix the missing one, these last screenshots here were awful xD
Managed to add new magazines for Desert Eagle, but theres is no option for retooling original magzines to these ones (they only can be spawned in spawner for now). Any ideas ?
You're no retard, in fact, it's people like you that help improving stuff, I wear glasses and am nearsighted, so any point like this is helpful
@tidal elbow gomenasaii can you somehow move the start of the convo here?
That's already huge xD
better than nothing
i just break shit and sometimes tell ppl what i did
ThirdCain:
this looks awesome, but i already know that i will have a problem to actually guess how much of what is left for a while
CS Eden:
What do you mean by what is left ? Maybe I can do something
ThirdCain:
how full the bars are, just a minor thing because my eyes play tricks on me for a bit, if i have to deal with bars with advanced textures used in them - which technically makes me a good candidate for testing how good the visibility of them is
CS Eden:
Ah, that's a good point, I don't have issues with seeing it, but in that case, maybe an alternate version that use the default psy bar type of blocs instead of a full gauge could do the trick, this way you'd see blocs disappear, giving you a way to know for sure
ThirdCain:
i will test it out tomorrow and give you feed back how it feels for retards like my self
also i know my weakness in eyesight and stuff and thought i might mention it, since it actually looks really awesome
I'll make a third version, it costs me nothing really 
But I thank you nonetheless ^^
np
@vague sphinx the thing is that you can tell when you're full HP because the bar it's full
But can you tell when you're not?
I can usually see the bars when not full as well, but I get the point, need more luminosity there probably
The system also have the "you're temporary healed" thing
Yup, the yellow bars are working as well
like i said i will test it tomorrow and give feed back on how it feels
Thank you for that, in the meantime, I'll make the alternate version
@teal pier By black box you mean the empty body color ?
Nah, like the big black box that the health system is inside of.
should have an outline of the body
I think that's doable, but honestly, it's not really bothering in game, I'll still see what I can do
The only thing I'm concerned about are the "yellow bars"
But you already told me that they're okay
Yup, in game they look visible enough for me
It's really because screenshots are not that accurate of what you can see in gameplay
Looks real good, and i'm not saying i could do it better but i think a more lighter version with more Transparacy and a little bit more clearer Healthbars it would be 🤌
"You have escaped a fate worse than death" 
Are there any mods that add extended mag upgrades to guns?
Mags Redux but it also adds mags

Yeah I know that one, more meant like the mechanic upgrades type thing
Try looking for it on Moddb
I saw one that does it, but its so out of date
hmm, if it's RC3 Anomaly compatible you should give it a try
anything below then yeah, it won't work
It wasnt compatible with the other versions of gamma anomaly
Is it possible to make some mods for GAMMA or make little changes in mods\modpack and post results somewhere? I would like to share fixed version of DLTX All upgrades and EOTS-62 detector mod
#🖇old-mods-posting you can post them here
Grok where can i edit how much ammo parts (powder, liquid, shells etc) that spawn on bodies?
death_manager.script
@thorny frigate trying to use the EOTS-62 detector mod, but keep running into this crash when attaching the scope to a weapon. Am I missing a dependency or something?
Thanks! I found powder, bullet and casing. Where's propellant? 🤔
@vague sphinx just a heads up, something came up, i will not be able to do any testing today hope others will provide you with feedback
No problem, nothing urgent at all, take your time x)
powder is propellant
ok i check it.
Can you try to load it after full upgrade DLTX addon? Looks like it will work only together
Please write me about results, i did not wknow about dependency and i will write about it in description if this is a reason
yeah loading after full upgrades completely fixed the problem 
ok good to known that👍
took a shot at the barrel condition issue, made it easier on the player for mantaining the thing at over 60%
but not going to extreme lengths to punish the player for not cleaning it
Am trying to add a "new" gun to Anomaly
jeez this config stuff is pretty confusing.
@thorny frigate sry for the ping, but am wondering about your mod(s), specifically about the Dynamic Zoom, does this apply to the dual scopes? CQSS + RMR?
What do you want to do ?
If the gun is rigged for animations and in ogf format it's just a matter of ltx file config
yep, i'm figuring that all out rn
If you don't need help, I can guide you
Usually it's as simple as taking another gun file, replace [wpn_name] [wpn_name_hud] replace the model pointed in the HUD part
And replace the HUD section name in [wpn_name]
Also need to change the anims
I have one important question
When I make a mod, and add it to the modlist, is it okay if I let it depend on a another mod for some files? I want to get the necessary stuff done first, before I have to just give stuff custom names.
It's fine. It becomes an issue when releasing it separately on moddb for instance indeed
Not sure about BaS dual scopes, in weapon configs usually there is an option for each scope to disable \ enable dynamic zoom. Need to see config section about Dual Scopes. I think anyway game will apply dynamic zoom even for under - barrel grenade launcher if weapon have scope with that feature
Is there any give away for when a weapon crashes when you spawn it into your hands? It shows up in debug, tho the text is broken.
Yeah, they are buggy like that lol.
There is a problem in you config file for that weapon or it's lacking some dependancies
Oof, then this will be hard, cause I have no idea what is needed in the LTX for it to work.
If you trying to make a new weapon it should be easier to just copy the existing config for another weapon and change it a little
and renamw it of course
Yep, I am doing that 
I would assume that if the game crashes when I try to hold it, that it would be related to something like animations?
Or is stalker just crazy.
Yes, you need animation, you need the model for gun, it's icon in inventary too
I think you can try to create a "new" weapon with the same animation \ model lke the old one just to test it
Hmm, it should be using the animations from boomsticks. Its using the icon for it.
and model should be present.
Its as OGF with custom name.
Also you can try download some mods with new weapons and check how they are made.
But better to download only one weapon for simplicity
Yeah, I guess it would make sense its something to do with config then
my folders match up to the one I was comparing to.
also if you create a custom variant of some weapon, you can check how in BaS there are the same guns with different names and camo \ textures
try to compare it's config files
Good idea, I'm going to guess its not possible to add both scopes and lasers as separate attachments right?
I haven't seen a gun with a laser that you can put on, as well as a scope.
you can use like notepad ++ with plugin to compare files and find the difference
Either they have both, or a laser.
laser is hardly attached and scripted i think
Yeah.
Cause the weapon I did find that has an attachable laser, it has a tactical kit for a scope, but that's an entire new weapon.
yes kits in fact just convert one weapon to another
with different models stats and config files
bad ogf file export
you need to manually make the model
like export ogf as obj, load in blender using pavel blend, assemble scopes on the gun and assign texture, export as obj, convert obj to ogf using the CoC SDK
I missed a line in the config, for where it was searching for the weapon.
Gun loads, with no textures lol, and it crashes when I drop it :X
I was able to export as Ogf with pavel blend, I could not get the SDK to work at all.
How do I assign the gun textures, through blender?
because you didn't define the ogf path for non hud
hum this will not work properly I think
It's very annoying, you need to setup pavel blend textures path, make sure your textures are there and then click on the bone / gun part vertices group and assign texture path in the material properties
I'm not a blender expert, so you will have better luck asking for help in the anomaly discord in the modding art channel
Well, that is very different then anything i'm used to lol.
That's alright tho, the model I have is just for testing. Once I get the config and all rest of the folders practically done, then fixing the mesh shouldn't be to difficult.
I don't know how the hell I can get the SDK to work though.
Can't find this path, I am comparing to other weapon files, and mine look the same or similar.
Don't know where it is.
[wpn_m4_ru556]
hud = wpn_m4_ru556_hud
visual = dynamics\weapons\wpn_ru556\wpn_ru556_world.ogf
[wpn_m4_ru556_hud]
item_visual = dynamics\weapons\wpn_ru556\wpn_ru556_hud.ogf
that's how you define the weapon model
yup
.obj or .object?
okay, not sure what the difference is between HUD and World so
the only thing I noticed when comparing, is that World does not have the laser dot.
object is bugged, can't export
it loads fine but the model must be dirty
convert ogf to obj using AXRToolSet then load that in Blender using pavel blend and export as .object
you are adding another gun laser right ?
be sure that the laser vertices are part of the gun body bone
be sure to remove all the donor guns bones and vertices
and be sure to load as SoC and export as CoP
I changed plans. I moved the laser on the ak12 monolith to the side, and removed the permanant scope.
my plan is to get the regular gun setup, and then attach all the scopes it takes to it.
I'm just moving whats already on the gun, so I shouldn't have to take these precautions.
In the SDK? I will have to figure that out when I get that then, cause it doesn't wanna work lol.
no in pavel blend
let me make a quick tutorial
I will be going to bed though for now. I have the config done I just need to fix the GL aim, then once I do scopes, I will have to do all that config BS again... Hopefully attaching the scopes to the gun is smooth sailing and not so difficult.
If I could have someone adding lasers to all guns we could make a LAM addon 
That'll help a lot x_x the pavelblend stuff is kind of confusing.
The fortunate part, is that once I get past this beginning, I will have a lot of vigor for doing some mods.
The curse is doing the reposition of all guns though
Would be nice on some of the guns that don't get an upgrade package
Yeah, it was ridiculous for the AK i'm trying to do, I don't know why but it was so fucked up at first.
Now it looks pretty OK. Depends what other people think, I am not a gun nut, I know nothing 
Very bare bones guide, basically points out the main steps
Thanks, i'll take a look in the morning for me.
Do you have a download for the CoC SDK? or will it be the first thing I google?
Yes I added everything
let me update it
thanks 
I added a drive link
is there any way to make dynamic music play an specific track and not a random one?
kinda like, having a normal track for ambient but a combat version of it
Am I dumb or is the link above it the exact same?

oh that's fine found a link
Is there any log file the gives info when the game crashes?
in Anomaly/appdata yes
@undone lily The tutorial was immensely helpful, thanks. I was able to get the textures to work on the gun, however the game still crashes when I drop the gun into the world, I'm not sure what i've done wrong here.
The laser isn't green, but I am pretty sure I can fix that, then have to do some more config stuff.
and before I forget, do I need to setup the Bump maps and stuff in the material nodes in blender? or will the game do that by itself?
I noticed when looking at the guns previous nodes, it only had the BaseColor textures applied, with no bump maps or anything.
Anyone know where i can change the chance that ammo is in a body on an npc's death? Want to test tweaks for less ammo by reducing the chance, and also the amount of ammo that is on corpse.
gamma economy > death_manager.script > lines 559, 580 and 604
The game gets them by itself
texture.dds
texture_bump.dds
Yea, that's nice. Would you happen to know why the green dot is now... white?
I assigned it the correct texture in blender.
Hmm, can someone help me understand why HUDs are different across animations?
?
I try and mix and match some AK12 animations, with something like blindside
and the viewmodel is fine on the AK12 but when it plays a blindside animation, the weapon gets real high and close, the camera starts clipping with it.
I wanted to copy the view position of the AK12 2012, but because the gun was using blindside animations, the view position did not translate correctly.
I would like to try to add some new routers to vanilla guides - I need to only edit their ltx files or i also need to create new scripts (for new places i think i will need to create new scripts) ?
both yes
@tender marsh I was talking about the MP7 and P90 positions with the detector in hand XD
i mean the normal mp7 position was scuffed anyway
First attempt at rerigging the AK-12 Monolith (custom) to use Blindside AKM animations.
Its not bad, but I need to fix the rigging for the reload specifically, that is the main eye-sore.
And hm, I need some input from some knowledgeable people on guns, since I know virtually nothing. How could I give this gun a usable iron-sight?
I can easily move the LAM, but I am afraid of it looking bad with animations, like lots of clipping. So before I tackle that option, I'd love to know if anybody knows anything about guns, so that I could give it a feasible iron-sight.
@hardy jackal
in this case, if you can somehow manage to attach a siderail from another gun's mesh to this one and align the LAM to that, it might do good, but im not sure if ak12's have the real estate for a side rail tho
@teal pier
Thanks, I think with these animations, the barrel should be long enough to fit the LAM near the end of the barrel.
Also have an important question, is the only way I can affect my guns model for animations, (making hands fit the magazine better on reload) by scaling or moving the mesh itself around and not the rig / bones? Every-time I move the bones in pose mode, they get reset by the animation. Apologies for the bother.
Yeah I think so, but there are two ways to do it,
1 (easy method but can look weird often): scaling the mesh to fit the animations:
You can do so by entering edit mode, select the vertices of the mag, then scale it, (scaling it in pose mode wont work. this is because xray doesnt store scale information in the animations, only position and rotation)
2 (harder method but looks much better): editting the animations by applying the Copy Transforms modifier to weapon's body bone (parent bone aka the highest level in heirarchy)** in pose mode** to make it copy the lead_gun bone in hand's armature (thats what determine's the weapon's position and rotation and the weapon's main bone's loc/rot are stored in the lead_gun bone) and then editting the hand animation in pose mode and exporting them via the export skl button in the dopesheet
have a look at this blend file for reference, this is what i did to tweak blakgrowl's aek mod in gamma
Perfect write-up, that info about pose mode has just saved lots of wasted time. #1 definitely sounds like the lazy method i'm used to in diff games lol.
#2 is a good idea, though I will need lots of practice i'm sure. Thank you for the specifics.
yeah the second method will take a lot of effort, but the result is more satisfying 
You volunteering to be the animations guy for Grok, Artic?
Lots of guns that need missing animations added
no
Most of the guns are okay
and in future it will be better because of other weapon packs.
What I want to do is add some gun combos that are very rare already, or don't exist.
what about full reload ?
It should look ok, i'll show again once I fix the grip on the barrel a bit
its to clippy for me
the sounds are all off
How do those look?
the main issue is that the magazine clips inside of the thingy by the trigger a bit, but I don't think I can really fix it, not without touching the animation.
Oof, that barrel grip looks much better.
Wait isn't the recharge handle lagging ?
in akm the handle moves further back I think
here you can see that the end moves too much to the back
recharge handle is the number1 issue of animation re rig
It does this in the AKM one too
but its closer to the hand
so its much less noticeable
Yeah, XD literally, the AKM one is lower and just a bit closer to the hand, so its not very noticeable.
I don't know if I can fix that without editing the animation. I can move the handle itself, but then it won't look right on the gun.
it depends how many people will get upset over the gun not being accurate, 1:1
Im not complaining if it means we get another gun with a lam
btw the lam laser can be turned on ?
It can, surprisingly.
it works with bone names
so that's good
you rig akm anims for the grenade launcher or ?
It works, except the grenade for some reason is invisible lol.
I haven't looked yet, but i'm guessing its because it has the wrong vertex group name.
it looks weird still 😦
I know why. Its because on the AKM you aren't supposed to see that part of the animation.
Its cause my HUD position is a bit further out then the AKM
Which in-fact, is something i'm struggling to do a good job of.
I can't give it a good looking HUD viewmodel, without making the barrel look like its touching the damn ground.
Going to head to bed for now, learned quite a lot today thanks to both, Grok and FIREBREATH.
Hopefully tomorrow, going to try and learn how to put the scopes on the gun and make them work / look good. As well as giving the gun a good looking view-model.
@boreal dust is there something I could help you with for the addon ? Like crash testing or something ? EDIT : I have tried on my own to remove HD Models dependency, and after some testing, it seems like I did it the right way, every map is working just fine, and I was able to start the storyline as UNISG, Military & Monolith through Sakarok so far
Adding GAMMA manual within the PDA, please somebody 
Currently redoing the entire npcs loadouts is sucking up all my time
Is it possible to add the new tab inside guide, or I should just try to add the articles into features for ex?
Into features yes. No need for another tab :D
Ok, could you take a look? I don't understand what I'm doing now
Ok then, sry to be dumb 
Currently looking into Gamma manual in the PDA.
Early, but something.
For the text you can make any XML file btw 
(adding strings to a new XML file avoids conflicts with other add-ons)
Cheers. yes i learned that on my endeavours with the ANUS addon
very useful

@undone lily Do you think PDA manual should be in a certain order chronologically, assuming the order it's in in #│📚manual or did you want certain things before others?
alphabetically is fgood 🙂
Maybe it should be following a certain order ? Like from basic to most advanced stuff or something
Giving the images a fade-in/out border was so much more difficult than i thought lmao
Gotta work out why the text isn't aligning very well... 🤔 edit: ah. figured it out..
Quick question : I'm almost done with fixing the Lost to The Zone addon, should I keep the changes made from stalkers to trader & ecologists ? These were made to avoid problems but technically any disguise should do ? EDIT : Nah, nevermind, it's probably best to keep it as it is, right now, I can play the Lost to the Zone questline with Military, UNISG, Monolith, Sin, Renegade & Bandits
Why not both?
tbh i was going to make it with the changes. As true to the original as possible, but thats just how i do things
iirc there was a reason they were there. Not having them will lead to.... ....issues
Yeah, it's possible to do this, I'm simply thinking of removing the extra starting locations and possibility to disguise as SIN, UNISG & Monolith
I prefer to keep these changes as well, because it would be largely untested otherwise and potential issues
I guess as long as it's known what's not being carried across or missing then i think that might help those that want to re-add or mod it
Yup, I'm currently writing the readme
Just thinking of something
Should I keep the renegade disguise ?
I mean, for the other three I understand, but Renegade should be an option
Not sure sorry never played the mod and idk how it works
I was refering to the original GAMMA, since I don't think you can disguise as any of these four factions at all
Would need a confirmation on that though
Okay, tested quickly, you can disguise as a Renegade
And for the other three, it would simply need to change three lines from false to true, so I'm not gonna add it as optional either, many changes were made to the disguise script anyway
Here's the potential readme, can anyone check if it's good enough or if I'm missing something ?
Nitpicking here but it triggers me to read stuff like SIN, UNISG or Monolith to then read (duty) and (ecologist) instead of (Duty) and (Ecologist)
"even if u" -> "even if you
Ah, the copy pasted parts were not written by me that's why xD
I don't use "u" either x)
That would trigger me as well honestly
Let me correct that quickly
"Enemies", I don't get that capital E
Honestly I don't get why he put this here either
Here I'll make direct corrections:
"The addon has issues with Warfare Overhaul addon**,** the file for disguising other NPCs hampers with some of the aspects of Warfare Overhaul addon dialogues."
"If you have that addon**,** I suggest you to not copy the contents in the "script" folder. Though the option for "Disguising NPC" will still show up, it will have no effect but you will get the rest of the addon."
"Aside from this, I personally expect this addon to work with others**,** if said addons do not have anything to do with changing important people's community or some kind of new custom storyline."
"It works but I have not tested it till the end of Operation Afterglow. As of UNISG, I have not tested it much, it should work.
If you get a crashing saying "no expression" or some files missing**,** it means that there is still some "HD Models" dependency**.**
(should not be the case, I traveled to all maps without any crash related to it)
If there are any problems**,** do comment and I will try to patch it."
I don't know what that "important people's community" could be though
English is not even my primary language yet it hurts my eyes sometimes x)
Mine either 
Oh, it's basically their affiliation x)
French ?
I'm gonna rewrite it a bit honestly
Nope, italian, Grok is french, hence the #🇫🇷-general-fr
Yeah, I knew for him but honestly, people are so fluent sometimes you wouldn't tell without hearing them
I'll post the next readme after I'm done rewriting some parts
Here's my corrected version
swear to god i better get the modders role after this. 
Nah legit though, i am just happy to be helping. Also sharpens up my skills and i learn some cool shit.
Even some image editing along the way 
Grulag's Plan
A literal mastapeece
I really like those images, it's all your doing? Like "hand made"?
Thanks. yeah i'm taking them all in-game, some are ones ive had in previous playthroughs but some i take specific. I see the manual entry and think "What is something that i can get an image of in-game for this" and if i dont have anything i make one via screenshot
Here's one real-time 
Not bad at all
#🖇old-mods-posting message @vague sphinx is this compatible with lttz dc?
I don't have a clue, the addon wasn't made by me originally, and the author didn't say anything about it on his page unfortunately. I would tell you that it's worth trying but I wouldn't bet on it honestly
yeah i'll try since the latest dltx minimod repo has lttz dc with compat patches for gamma storylines
Well, if it ever works, please notify me, I'll update the readme with what's necessary to make it work
@undone lily #📎to-do message I may have a fix for base pops performance..
I made this, setting most bases 'allowed squads' to half their normal, or at the least, 1 less. So they should just go somewhere else.
As far as i can tell, or that i understand it, it just means less squads idle in the spots that that population factor is set.. I am not 100% on it, so it might need some digging but it seems to work and makes the bases a little less denser.
But if you're crazy like me then your game probably has squads varying between 3 to 20 soooooo. 
That's freaking cool xD
For the Armors and then the Guns parts in the Manual, as they are both spreadsheets and i dont think can be incorporated to the PDA, do you think it might be worth putting some new summarised version of "here's what you should go for for Light" "medium" "Heavy" as far as the best, and then something similar for weapons tiers or caliber?
The only thing I can think of would be to have each armour/guns with values a separate line in the PDA
Never said it was practical lmao
The spreadsheet info probably doesn't need to be in game tbh
I like the idea of letting players know what is among the best for the category.
That way you atleast know what you CAN fo for. But I wouldn’t pick a clear best.
I would pick the best in category. I.e best BR res and Ballistic res armor, and then the best armor that has the most artifact slots, etc.
Perhaps suggestions about what makes certain armors good, and focusing on those qualities?
yeah
i think the player should not be told that a suit or a gun is better than the others, they should test and decide themselves
but explaining the meaning of stats on them could help
I think something that is important, is armor categories.
Alright cool. So yeah rather than breaking down all them, maybe just makeing it an educational "This is what each thing is" etc.
Yeah, explaining stats and how they influence damage is probably more helpful as players then learn for themselves what best suits their style
It can be easy to fool a new player into thinking that Heavy armor, and exoskeleton kits, are the best armor kits.
fooling them into thinking the best armor for everything is exo / heavy. When Anomalous is best as SSP armor
or that mediums get the most artifact customization I think.
atleast I feel that way with how the progression is out-lined.
I would definitely make notes on BR. Its a pretty unique part of the damage system. Maybe make a medical tab too to explain the various healing items if there isnt a tab already
i think it would be funny to see a "scam" version of this guide that grulag is making basically it would make it so you can sometimes find stalkers that can put info on your pda (for a cost of course) that would be this gamma guide but completly wrong E.G JHP is best ammo against exosuit enemies cloth mask is the best defense against radiation no matter what if you see a anomaly walk toward it and you will get a free AK ETC ETC)
Totally unrelated to the PDA. Something I think would be cool (and that I have absolutely no idea on how to do) would be to add experimental items created from the knowledge from artefacts and mutants. Like you get quests from Sakharov to find x artefact or x mutant and bring them the relevant item back and after some time you get access to some belt slot item that imbues or mimics the defensive properties.
I mean, thats the whole point of the ecologists being out there after all
No no it's not necessary 🙂
The idea is to have the main points of the manual, i.e. repairing guns and armors etc
I fixed some weathers being too dark with Autumn Season Redux, anyone interested with the fixed zip file standalone ?
If anyone would like to write these sections up, (just in notepad or something and i can convert it) im happy to put it in. I think im just like.. a bit unsure where to start and cant think rn. Lemmekno
Everything else is in
the basics would be matching the discussion up there ^ trying to explain armor and guns to someone to give a decent, basic insight to what they are about and what sort of characteristics there are and such
Yeah i hit enter before i meant to, butterfingers.
Okay now I see it 
I think Grok might want to put that in GAMMA but im not sure. tbh its a big QOL but he might think its not needed.
That's some good shit right there
I'll use it, I don't care what Grok thinks about it 
Downloaded as well for good measure
Did you post everything on here as well?
I'd like some of those mods
nah only some of those
Have joined. username Grulagz
Will be uploading all my shit to shithub soon.
https://github.com/Grulagz/Grulags-GAMMA-Addons

the rebranding has begun
Most of my stuff is on there now.

Ping me when the PDA thing is uploaded. I'll modify it for sure, some text in the manual need some edits anyways

@undone lily Do you want it now? I haven't touched the Armor or Guns parts, but everything else is completed edit:
All yours 
Noice ! Armors and guns section will be removed anyways;)
Cool idea for a difficulty mod or setting.: 'Journal's give you a 'Savegame' that you can use the item to save. Away from a campfire
like saviour schnapps from kingdom come: deliverance
yessir
I want that Zone list on save load
slow mo deat
Thats awesome. Yeah Lauta i'll take that too if it's being passed around? ❤️
No evidence. Never happened 👌
I feel like I need to publish the new gamma menu already 
Well, either that or we use Lauta's
Jkjk
Holding off for 1.0 ?
@stoic zephyr decided to rework it from the ground up but he's really busy so I'm not sure it will end
. Tell me brother
Well, in the meantime, I'm going to love the other one if it's shared 
Yeah Lauta. Simply share. ... or we kill you. 
Mine mine mine mine MINE !
Not finding a HUD position I like for this gun, anyone want to pitch some ideas or thoughts?
I think its the LAM that makes the viewmodel not work, so imma move it
Use the word "rework" again and the menu will be exclusive for EFP

anyway idk
not about being busy
but about feeling like doing other stuff rn
...but it will be available at some point
it's like the best animated menu ever made in stalker history and yes i'm an humble person
Might as well release outside of GAMMA
Respectfully, i'll believe it when i see it 
@undone lily I need you for a second in #🔨base-gamma-support
There's a sneak Peak in #📢announcements
@vague sphinx Yeah probably man. I like stripping back my game to feel a burn.
Currently the less corpse loot im running is a real interesting experience.
How about you edit starting loadout to start almost empty ?
Its incredible how much difference it makes, in addition with less PDA's i'm finding PDA's are so valuable.
I did think about it, but i think its a bit much. There are other ways to induce challenge that seem more meaningful
Oh, I already tried that, starting with a knife only, relying on someone's kill to get some loot x)
Trying to be careful to not sacrifice variety for the sake of difficulty
Honestly if the system for selling PDAs, and the money changed depending on the info was on the PDA, worked. It'd be neat as heck.
I think it does?
I don't think so.
Speaking of addon, I contacted the guy on moddb to post the version of questlines for all factions, so it can be seen by more people
I've sold PDAs to traders and they give me like 5k and mention "routes for so-so location" even tho it had nothing on it.
Came accross a reddit post when people were sad about not being able to with their faction x)
Ahh i see
If it did, traders wouldn't pay you jackshit for ISG pdas since they contain nothing 
Honestly though, something I would like to see, is the need for Anomaly maps tbh.
I also noticed, i mean i could be wrong here, but i think once you unlock a PDA it still sells for just as much, when i dont think it should because it's like double-dipping
True, yeah, again I think thats related to what I said, about that system not working.
After 1 day gametime i have found 3 PDA.s 2 common and 1 rare and all 3 have had no stashes in them, so im still at 0 stashes 
Which is good, because its a test run really.
don't get coords from bodies?
right, u said that before.
to simulate a "Oh a note on their body" or "A journal" or "x on a map on a paper" sort of thing
Honestly I'd love to try a full Invictus gameplay Military with all three questlines, and Artefact Hunter/Monolith Retribution completed
yeah, I think it should be like a 50/50, obviously not exactly a 50/50 tho
cause that's just dumb OP
but it'd be nice, if like, you get stash coords off a body and if they had a PDA, there would be no stash.
while you get no coords off a body, but there PDA has a stash.
1 in 100 for bodies stashes ? I feel like it's more often somehow
No no, like to simulate some Stalkers not trusting their stash location on a PDA
so they have a note
while some would put it on a PDA, and not have a note at all.
Basically, If there stash is written on PDA, 0% chance to get a Stash Coordinate from checking there body.
vice versa.
Errh, yeah.. Not sure i completely follow but i think i sort of get it.. Reducing the double-dipping, like 2 for 1?
i think this should work
it's the faction selection background from efp, and the buttons are from crispybuttons
pretty much.
Why would it make sense to find both a note on there body, and a stash location on there PDA? what's the point of a note?
Just a quick thing to note, the background for the faction selection is still vanilla on your side ?
In all honesty, (STRONG OPINION) i dont think there should be PDA coords from corpses at all.. Even 1% feels dirty, it doesn't happen often, but it's like, when you look at how many stashes you end up with, its a bit of a joke. Having too much of something reduces the value of it.
What about few stashes but GOOD loot? I don't know about that either, it would ruin the progression thing
Hence the A LOT stashes but POOR loot
but then whats the point of PDA right lol.
I think its more of an issue when you fight massive squads, like Monolith, or clearing Merc / Freedom base
You easily get your map full of stashes.
Depends what is defined as 'good'.. When you play like me, anything is good. Somethign. Anything. Because things are just not abundant. Never been happier to find a single bandage, let alone if i get a modekit or sewing thread. JACKPOT
no, it's the same as the main menu, if it appears vanila for you is probably the mm _ main _ !6 being bad configured, try to compare the one from GAMMA and the one that i shared and only keep the lines that make the pictures appear
try to use 'WinMerge'
It's fine, I know how to make it properly no worries 🙂
Man, can anyone tell me why going to the Debug map sends me to the Great Swamps randomly?
Sometimes I can fuck around for 10-20 minutes, just now I was there for not even a minute, then it teleported me.
What i found with GAMMA, and why i do what i do, is that there was this.. I guess, over-abundance of just eveerything and while it's nice, i feel like that creates a bit of dissonance from anything having much meaning. Money everywhere? You just buy your way out of issues. Buy your progression. Buy everything to craft. But when you dont have money, and stuff isn't as massively available it creates value in the things you find and you find different ways to do things. I remember when i started making loot more rarer and rewards and stuff rare. For the first time ever i found myself going up to random stalkers, seeing what they sold, and it just makes you try different things. Like i would just be buying health repair/healing from vendors. But now i have to craft stuff, or it feels more fun to do that, atleast. (I Jacked up healing costs) Less PDA's means they actually MATTER when i find them and arent just an instant sell-off-to-trader but i actually open them, try to look for stashes, because i dont get stashes from bodies and cant just ass-buy them from traders now. Less stashes means when i do find them, its like a primary objective because i dont have a million at my disposal. That 1 stash could be something small, but that something small can have a big impact on progression because its a hell of a lot more than what i have
Admittedly i play it way differently, maybe, than a lot of others. I just wanted to play with a challenge that helped create logetivity and a greater sense of progression. Maybe i see things different, but its a lot more satisfying getting to milestones because of how challenging it is.
I honestly find that, while I like the Hobo phase the most, there isn't really anyway to perfect it.
If I make it to slow, I lose the drive to actually finish the game, if I make it to fast, then I have no drive to finish the game because I won't get anything I need.
"You just buy your way out of issues. Buy your progression. Buy everything to craft. But when you dont have money, and stuff isn't as massively available it creates value in the things you find and you find different ways to do things" NFT seller/Gacha game be like :
Its such a fine balance of making it enjoyable, and not a slog to play through. I think the way you play would make hobo phase very fun and different every-time, but I would lose interest in the end-game fast.
cause the real fun would have been scrounging, body to stash, etc.
I kept looking at my stash going "How much of this am i actually using, what is its value and why do i even store it if it serves no purpose"..
I like GAMMA and the way it handles the progression with Tool-kits. It drives the point that there is lots to do, and you can't just get it by playing for 12h in Cordon, doing easy quests.
What i never understood is people that would play on 'hard' difficulty, and be able to speedrun and get basically end-game geared in a matter of hours. Sure, there's a smaller % of those that can, or even want to, but is that 'as hard' as 'hard' gets? Why not just play easy? That to me would be easy. If that's 'hard' then what the hell would 'easy' be 
I honestly can't see difficulty like that in STALKER, to me, difficulty is the combat lol.
The progression stuff, is different per person, and I don't really think people should use presets, and instead customize it to there liking.
What i try to do is drive a downwards arrow through what difficulty is. It is more of a playstyle. Everyone plays differently, but i think theres a real opportunity to make the difficulties more suited to playstyles. I didn't find a playstyle i liked in gamma. So i made one.
My ultimate progression preset : debug mode
I always edit it to the way I want, and even change it as I play.
Theres a level transition
In the corner
Avoid it
White corner
Another time x)
didn't finish it actually
cause was at Limansk and was like "yeah whatever, I know the ending from here"
It was getting boring lol
Well, try Dooty ?
never
Renegade ?
that isn't just Loner, cause that isn't really a faction to me IMO.
#╓☢stalker-chat if you're not talking about mods 
Oh jeez. It finally happened... narcissist confirmed... 
im about to
or not
cause game crashed

@undone lily Do you know where the timer or math exists for the sound that loops when you are injured? The problem i am trying to solve is that when at around half HP your character makes this pain sound or a sighing sound, i think its a pool of pain sounds.. Anyway i want to make the sound occur less regularly, and at a lower rate of HP. Do you know how this might be achieved? I was guessing zzz_player_injuries but cannot see what controls that..
Need some thoughts on this. See, the charge handle? Does it bug you?
would you even notice, if it wasn't pointed out?
Does anyone have a current GAMMA build's default axr_options.ltx ?
I don't have it but are you looking for a specific section ?
I'm no expert but it looks fine to me
Maybe the hand is a bit too fast on the last move but maybe I'm just slow x)
well issue A) the charge handle is to far up on the gun, so its behind the hand, and you can see it. B) the charge handle extends past where its supposed to stop
of course the animation isn't going to be 1:1 with the gun, but if it to obvious and an eye-sore, then I might re-rig to a different animation set.
tactical backpack animation
Isn't that from EFP? Pretty cool.
wow it's super sped up
@undone lily Just realised i missed an image for Armor repairs. If you have an image you want me to make into a replacement one you can send me and i can make it using the photoshop base i have, otherwise if you want you can just maybe use this one.
Good luck getting expert toolkit
You just like Misery. I don't
There's a transition point in a corner
Just use trader Destockifier
i do 
When you know what you are doing and know the systems, you inevitably dominate the game
Agdd voice actor
Looks fine to me 🙂
What I'm wondering @boreal dust is how would you play ironman with your progression system ? And how do you play hard / survivalist if you take one battle and don't have anything to heal up and everything cost an arm, you can soft lock you which is kind of weird.
I don't want GAMMA to be misery pain simulator. I want it to be fair and progressive, ie what every stalker mod out there failed because "It needs to be hard core", and you are going the same route somehow.
The pack can be customized and that's the beauty of it. Now I won't throw off the whole balance, which I think is good currently. Like after each raid I make some money and I'm able to improve my character and that's the point of GAMMA.
Now what's planned is to reduce slightly the chance to get parts from guns and reduce the good guns spawning, as well as improving the ammo type npc use. And I will also drastically reduce the amount of attachments you find on NPCs guns.
This will make the game substantially more progressive, because currently I don't like the fact that you can get an AK74 beard or SKS tactical with a 80% barrel in the first hours so easily, or rush Limansk and make 40k RU in the first hour out of guns attachments. I will also slightly reduce mutants part selling price.
These little changes should add that little tension the economy needs to be well balanced
Yeah ironman just wouldnt be viable with the way i would make it. And yep true, it could happen like that if one was unlucky enough.
And yes fair enough, and hopefully it's not misunderstanding my tirade about difficulty as me having a go or taking digs at you or gamma, sorry if it might come across like that. I just see things a certain way and tried to explain it how best i could and we were talking about it and i was trying to explain why i did what i did and the stuff im putting together.
I think you are doing a great job. Tbh i didnt think you'd read all my trash so am a bit surprised but thanks for explaining either way. And yes that sounds good about your changes
I think im just way more extreme when it comes to games maybe.
i have full faith in your ability to balance it how you want. This is your modpack afterall, i dont mean to come across as saying it's not good or that its bad in some ways, so again sorry if thats how it seemed.
No worries

Hello everyone, I hope you're all doing well 😌🙏 I've a question for yous. Ok so weapon attachments have different .ogf and that is what is equiped when you put a scope on. So if you have a wpn_m4a1 and you put a scope on it in your inventory it becomes wpn_m4a1_acog model and is written like this in your players inventory table. However, certain attachments use "old" attachment system (idk i wasnt around for landmark changes like that) such as the PU scoped rifles, the galil scope, and ALL suppressors. These literally just "attach" to your gun model as-is and behave accordingly dated such as ADS with such scopes using the ironsights but showing a scope png now. My question is how do i write wpn_m4a1_acog WITH the underbarrel grenade launcher AND suppressor? Everything ive tried has failed but you can find Stalkers with this EXACT configuration ingame. How do i write that to add it to a loot-table?
Much love,
-Toni
Lol.....thanks grok 😂 but seriously, how would i do this thing with any of the old guns and systems?
Like the grenade launcher is like wpn_grenade_launcher_m203, i cant even begin to understand how you append that to the orignal name PLUS sil_nato
I have this suspicion that rather than spawn it all as one object, stalkers are coded to automatically place any compatible attachments spawned in their inventory to eligible weapons they own.
grenade launcher and suppressor are always on gun models
they are hidden by engine
until you attach it
Not sure how attachments and NPCs work though.
Thats nutty!!! Thats kind of an elegant solution tbh, ive never gotten any kind of glitch in my entire time that would have hinted thats whats happening 👍 there is probably something in the .ltx where you could put something like "wpn_sil_always = true" or some similar logic but that would make it visible for all models all the time and likely still not be active, just visible 🤔
Yeah i havent figured this one out
Well I asked a similar question, and Lucy told me that the silencer and grenade launcher stuff is handled by engine. So you won't find something like that in the .LTX
shouldn't. I'm not to knowledgable on this stuff yet, but that's what I understood.
Oh, so i couldnt take the vanilla sks, permanently reactivate the Pu scope, and make it a "scoped historic variant" through the ltx?
You can yeah.
I guess they kind of work like that though.
You would just take the OGF with the PU scope and rename it to the default one. Fix the aim HUD settings, and it'd work like that.
or make a seperate LTX if you want, and make it a custom gun, instead of replacing a pre-existing gun.
Wait so the PU scopes DO have a separate .ogf? I thought you originally meant was just one ogf with all attachments and the engine makes parts of it invisible until things are attached
Scopes do
Grenade Launcher and Suppressor do not.
Grenade and Suppressor are always on model, but are hidden by engine.
Scopes are entirely seperate models though.
basically a custom gun
Oh i understand. Ok do you happen to know why PU scopes behave so differently from say acog?
Wdym behave differently?
When you attach one, they just sorta....attach. Like they just pop into existence of you current model. And you dont "use" them; you aim with sights normally and a crosshair just...appears
Its pretty awkward tbh 😂
Like they pop into existence of you current model.
You mean your character doesn't do any animation to take the gun out?
Sometimes that happens
Not sure what you mean by the aiming though, need a screenshot. I think you are talking about the shaders though.
Im thinking pu scopes and galil scope behave like grenade launcher and silencers and are the only guns left that do it this way. They are pretty old guns and have weird stuff like that. If you notice, the pu scope for the svt looks very detailed but the rear of the gun were it attachs looks very low poly. This would make sense if you were never supposed to see the gun without that scope because its part of the ogf just hidden sometimes. No no not shaders,
No worries though, i was trying to make it so theres less setup when you first spawn in if you have all these attachments for your gun. It might be obnoxious to have to put them on at the start of game but.....idk this is more of an inconvenience to work around than just leave be. Ty for your help Artic 🙏😌
Hmm, Its possible since those guns don't have grenade laucnhers. But I don't know how modders could do that, if that stuff was handled in engine.
Basically you just write down few lines about grenade launcher compatibility and you need a set of animation that work with the GL and the GL should be part of the model in a specific material and vertex group and bones
It works just like old scopes yes
Just like what I did to the BAS SKS
Heh, funny how the Grenade Launcher shooting animation looks completely fine... Even though its using the gun shooting animation 
grenade launcher using gun recoil.... thats something you dont see everyday

my guy is just very strong
Its still a WIP. getting close to actually finished tho
just need to fix the GL animations (somehow). put the scopes on, then it should be good
i dont think the actual recoil is too noticeable, but maybe i just have not seen a normal GL fire in a while
and move the scope a bit cuz thumb is clipping it.
If you go immediately from one grenade launcher, to this. You will definitely notice.
but other than that, I think most people will probably forget.
If I figure out how to edit animations a little bit, I'll try and make the GL shoot have more recoil, but its definitely not a priority. i'm ok with just the regular shooting for now, till I am more experienced.
Does anyone know where I could find the original broken glass effect for loading screens ? I made an attempt but it's too visible for my taste, and with reduced opacity, half of it is not visible enough
This is my attempt but I'm not satisfied with it due to the lack of said effect
And here's the original
Mine is definitely lacking the vibe, also angle is not quite right either, but it's mostly the glass that bothers me
Second attempt
I can use the animations from the regular AK12, its just the viewmodel is not right. I don’t know how to fix, but i’m gonna take a look today.
It's fine honestly
I have tons of good pictures for that
I can give them to you next week
Well, you said you wanted the Gardener of the Zone and Autumn no leaves for 1.0 right ?
I wanted to see if I could help with loading screens
Yes most likely
Since the ones from Anomaly would not fit the actual setting anymore
Well, it would be a bit sad to have it like Autumn Season Redux, like putting a blank screen for every area because of that
Yup, but I guess they weren't really happy to remake everything x)
Hi everyone! Posted this in the #🔨base-gamma-support section but it seems that's wrong. Maybe it fits here better.
Does anyone here know which line/setting do I have to modify in order to align the wpn_ash12_sup green laser pointer with the crosshair? Just the green laser pointer, all the other sights are good. It's for the Ash12 (w_ash12.ltx). Thank you for any and all kind responses. Good day!
Screen captures for the issue I have. Thanks.
it's in the hud model settings
the hands_pos
and the aim one
the laser afaik is part of the model so to center it you'd have to move the whole gun
damn fixing these animations are actually a pain in the ass.
Dang it! Thanks, Momopate!
Grok in a nutshell



so it can be yeeted
if i see a busy hands crash report from someone who disabled that fix




and
