#╙🖇mods-making-discussion

1 messages · Page 154 of 1

undone lily
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to simulate that you play solitary or something

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porn mag could be 2 hours

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cards could be 3 hours

woven mountain
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Nevermind, I can't even tell what parts I should scavenge from YACS, Immersive Sleep, and the base game

undone lily
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That's why I told you to check that script above

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it has everything you need

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for the safe spot thing, well it's a bit more complicated, you can scrap some code from New Safe Zones

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But honestly, it will add more annoyance than anything

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if a man wants to wank in the wild and be caught in a psy storm with his whiner out, so be it

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In before "I lost an ironman save wanking in a spot I thought safe"

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can't wait for it

woven mountain
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Do you still need any of these done? I may be able to do them for you.

  • Increase AK12 monolith kit price
  • Make armor parts buyable for a high price at mechanics
  • Rebalance armor parts to craft ballistic plates:
  • Add powders as parts to powder cans
  • Make an explanation for the radiations leaking through the containers instead of the 7mS, 12mS and 23mS:
    • IAM stops alpha radiations
    • AAC stops alpha and beta radiations
    • AAM stops alpha, beta and gamma radiation.
      Add the type of radiation emitted by artefacts in their description (7mS = alpha, 12mS = alpha beta, 23mS = alpha, beta and gamma)
undone lily
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  • Make armor parts buyable for a high price at mechanics
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parts need to have random chances at mechanics

woven mountain
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Everything else is done?

undone lily
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no but I prefer to do it myself because of balance issues :p

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well the artefacts and containers you can do if you want ^^

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for armor parts at traders, look at Weapon Parts Overhaul

woven mountain
undone lily
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and add armor parts to the traders on top of guns parts

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most likely you simply need to edit part_prices.ltx

woven mountain
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Did you change your mind about this then?

Rebalance armor parts to craft ballistic plates:
Tier 1 - Only buyable at a "high price" from Lv1 Supply (most likely 7000 as a base price)
Tier 2 - PVC yellow (8) + CF green (8) + Poly (6) + Plate 1
Tier 3 - Light (8) + RCF (8) + B (4) + Plate 2
Tier 4 - Steel (8) + N49 (8) + N29 (8) + Plate 3

undone lily
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well you can do it, but I'll do it eventually. Editing the ltx is like a 1 min job, the issue is remaking the parts icons + using icons override

boreal dust
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That reminds me, how much in #📎to-do is outstanding and how much is done? Is there stuff from waaaaay back that hasnt been done, for example?

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Just curious what to poke around in, looking for ideas

woven mountain
undone lily
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Item description direclty

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The best of IAM or AAC and AAM would be to edit the script that writes their properties

undone lily
woven mountain
undone lily
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Ok 😄

woven mountain
# undone lily <:rads:953186729567871026>

Here are the lines I'm planning to add:

  • IAM: Due to its low quality, the IAM is only able to block beta particles. Formed by all artefacts, beta particles are able to damage skin in a similar way to a burn.
  • AAC: Compared to the IAM, the AAC is capable of filtering out gamma rays. Formed by most artefacts, gamma rays are able to penetrate skin and damage DNA and internal organs in high doses by breaking bonds between atoms.
  • AAM: Compared to the AAC, the AAM is capable of filtering out neutrons. Formed by only the most unstable artefacts, neutrons are able penetrate skin and damage DNA and internal organs in high doses by causing instability to a molecule's atomic nuclei, which may then in turn decay to cause further damage. If gamma rays are like a bomb going off, neutrons are like cluster bombs.
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Thoughts?

deft sable
woven mountain
deft sable
woven mountain
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  • AAM v2: Compared to the AAC, the AAM is capable of filtering out neutrons. Formed by only the most unstable artefacts, neutrons are able penetrate skin and damage DNA and internal organs in high doses by causing instability to a molecule's atomic nuclei, which may then in turn decay to cause further damage. Even if the neutron is 'safely' absorbed, this will lead to deuterium poisoning in high doses.

Better?

jovial plover
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Some editing on the second sentence for AAM: "Formed by only the most unstable artefacts, neutrons are able to penetrate skin and*,in high doses,* damage both DNA and internal organs by causing instability to a molecule's atomic nuclei, which may then in turn decay to cause further damage."

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As for the third sentence, I think using high doses twice is a bit repetitive, so maybe "Even if the neutron is 'safely' absorbed, prolonged exposure will lead to deuterium poisoning."

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Italics mine to emphasize the changes, not to actually include

woven mountain
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  • IAM: Due to its low quality, the IAM is only able to block beta particles. Formed by all artefacts, beta particles are able to damage skin in a similar way to a burn.
  • AAC v2: Compared to the IAM, the AAC is capable of filtering out gamma rays. Formed by most artefacts, gamma rays are able to penetrate skin, damage DNA, and in high doses, internal organs by breaking the bonds between atoms in a molecule.
  • AAM v3: Compared to the AAC, the AAM is capable of filtering out neutrons. Formed by only the most unstable artefacts, neutrons are able to penetrate skin and, in high doses, damage DNA and internal organs by causing instability to a molecule's atomic nuclei, which may then in turn decay to cause further damage. Even if the neutron is 'safely' absorbed, sufficient exposure will lead to deuterium poisoning.
jovial plover
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able to penetrate skin

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in AAM v3

woven mountain
jovial plover
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Looks good

woven mountain
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Grok is working on being able to turn powder can into powder for ammo. Thoughts on alternatively allowing it to be used to craft grenade launcher grenades/hand grenades? Also, thoughts on the IED that looks like an RPG-7 round being able to be converted to an actual RPG-7 round?

tidal elbow
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@undone lily read from here

undone lily
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Bullets Always give 1/1/1 (bullet/powder/case)

woven mountain
undone lily
woven mountain
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Most skewed is 1/2/2 (casing,powder, bullet)

undone lily
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Like you destroy .45 Hydrashock and get tons of powders ?

woven mountain
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You get 2 bullet per bullet yeah

undone lily
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But 1 powder no ?

tidal elbow
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2 bullet for 1 bullet sounds OP though

undone lily
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Hum. Well these bullets are hella expensive anyways

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And powder remains the bottleneck

knotty prawn
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You said it's fine a while ago, I had a whole elaborate discussion with Falco and Cat about it if I remember correctly kek2

undone lily
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Oh shit here we go again

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Time for achievements nerf

woven mountain
knotty prawn
woven mountain
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I believe the formula is 'parts = percent*max' with some randomness added. Do you know if it increases percent or max?

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Because increasing percent in game makes sense to me but increasing max would not

vague sphinx
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Even the GIF got nerfed x)

boreal dust
ruby jackal
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How would I go about changing a weapon sound? I love the SKS you can choose to start with but the sound is too quiet and thumpy with no pierce to it. I want to change it but I looked around in the sounds folder and came to the conclusion that the weapon most likely isn't even using the sound specified for it in its folder (gamedata/sounds/eft_wp/sks or gamedata/sounds/weapons/sks). Probably is using one of the AK sounds based on memory and a guess?

Anyway if someone could tell me how to point the weapon to a different sound I'd appreciate it.

woven mountain
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It might be the vanilla SKS sound?

ruby jackal
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No it's far more bass heavy

woven mountain
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"Grok's Better Sound for Anomaly 1.5.1"
"Enjoy a much deeper and better sound, with also, perhaps, a better spatialisation."

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Try replacing that file with something really different so you can tell if it worked

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Structure of .zip/.rar is gamedata/sounds/sks/sks_shoot.ogg

ruby jackal
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I will try that out and report back, thank you

woven mountain
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My bet is grok's code bass boosts all the in-game sounds

ruby jackal
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Figured it out. For some reason, it looks like the weapon is using the sounds from gamedata/sounds/weapons/_gunfire/stereo/sks

Specifically either close_1 or close_4

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Gonna try replacing those now

ruby jackal
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Yeah that worked. Replaced all sounds in that folder with copied versions of the eft sound and it feels way better to use now. For anyone else that wants to do this, the culprit mod is JSRS BWRR patch. That has the file directory you need to modify

More on topic though, I'd love to know what tool I'd use to actually change what sound file the weapon is pointed at

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The file path is specified in the model itself I'm assuming? So you'd change it via blender?

boreal dust
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Probably an xml or .ltx defining the sound.

ruby jackal
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I will look around, thanks. I come from Fallout modding where some sound file paths are specified in the .nif which is a model file

boreal dust
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if you send me the name of a sound file i can trace it back to where its defined

ruby jackal
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it would be close_1 in the filepath gamedata/sounds/weapons/_gunfire/stereo/sks

boreal dust
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This should narrow the scope of where to look

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all of these files contain that specific text

ruby jackal
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Awesome that will be a good starting point. Thank you kindly

boreal dust
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baring in mind that's just GAMMA, the base anomaly files may have others

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No worries man good luck

boreal dust
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Something im doing

undone lily
undone lily
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Ah no sorry I didn't understand correctly kekw @boreal dust

undone lily
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@woven mountain Do you think that you could add the type of radiations emitted by Artefacts in their description?
7ms - alpha
12ms - alpha gamma
21ms - alpha gamma and neutrons

The best would be to write something like (for all 21mS artefacts for instance)

Radioactive particles emitted:
- alpha
- gamma
- neutrons

All of this in yellow, or potentially using a color code (alpha in blue, gamma in green and neutrons in yellow)

woven mountain
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I'll check

undone lily
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You did for all artefacts already ? Didnt have time to check sorry

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I'll be able to mod only after Wednesday

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And since you were in a modding spree I wanted to make sure our visions concur lol

woven mountain
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This good?

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Oh by the artefacts too I got it

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But is this formatting okay for the containers?

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@undone lily Could you confirm

  1. Whether the format for the artefact containers is good (Artefacts will look similar if this is good)
  2. Whether the labelling of bolts/carriers is good
  3. and whether you want me to do that for all parts even for ones that should self evident like barrels
undone lily
# woven mountain This good?

For modules thats good, just keep in mind to add \n at the end of the "permissible radiation level"

Also, change permissible radiation level to

For LLMC and AAM

      %c[d_blue]   - beta particles\n
      %c[d_green]   - gamma rays\n
      %c[d_orange]   - neutrons\n

AAC

      %c[d_blue]   - beta particles\n
      %c[d_green]   - gamma rays\n

IAM

      %c[d_blue]   - beta particles\n
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and in artefacts description:
For 21mS ones:

      %c[d_blue]   - beta particles\n
      %c[d_green]   - gamma rays\n
      %c[d_orange]   - neutrons\n

For 12mS ones:

      %c[d_blue]   - beta particles\n
      %c[d_green]   - gamma rays\n

For 7mS ones:

      %c[d_blue]   - beta particles\n
undone lily
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hum actually bolt and careers could be of different colors maybe monkaHmm (this I will manage with icons don't worry)

woven mountain
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prt_w_blt_15

undone lily
tender marsh
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bump map not unwrapping onto model properly. the layout is identical to the texture map which works fine but the bump map is scuffed. Any thoughts?

woven mountain
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The vanilla empty LLMC doesnt actually indicate what it blocks like a vanilla full one does.

tender marsh
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technically you are missing alpha particles 🤓 ☝️

woven mountain
tender marsh
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you dont store your artefacts in ur ass?

woven mountain
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Nah thats where ammo goes

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@undone lily Anything else?

knotty prawn
tidal elbow
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@woven mountain maybe a stupid question, I'm using your mod and I noticed that you're posting the same one but with a different name
Since I'm already using an older version, I can just get the newer one and delete the old one, right?

tender marsh
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I'm trying to replace the empty casing and need help getting the right colour as the original one was way to saturated for stalker. Any ideas on colour grading?

undone lily
tender marsh
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The vanilla one clipped badly as well its just the model was so bad you didnt notice

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Ill see what i can do tho thanks okaycathappy

potent night
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I would like to tweak the medkits, stimpacks, etc. a bit. Can't seem to find the .ltx file anywhere though, any tips?

tender marsh
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im probably wrong but it doesnt look like the vanilla med values are edited in any mod (except adding the body health stuff) so you probs have to edit a file like that and add the items and values you want to edit

potent night
tender marsh
vague sphinx
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Does anyone know how I could put a specific loading screen for a location in map ? For exemple, make sure that, when fast traveling to the bandits HQ, the corresponding picture would appear ?

woven mountain
tidal elbow
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@woven mountain okay, so, I suppose we have in #🖇old-mods-posting the same mod but updated, right?
At this point the smart thing to do would be to delete the old ones (if they're not needed anymore) and just keep the new one, with a description, since you didn't put one

tender marsh
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what resolution should texture images be?

boreal dust
boreal dust
teal pier
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I need to finish this gun I was working on.

boreal dust
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I have so many things going all at once 😦

teal pier
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Haven’t played GAMMA since I started working on it, and all the last updates have had great shit that I wanna enjoy. But damnit I want a AK with a GL and a laser.

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I just need to fix the animation

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but i’ve been putting it off cause of other games. And my beginner level knowledge with animations. Ugh, just need to fix the 1 GL animation, do all the config and done...

tender marsh
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Remade the texture myself, want feedback. Going for a very worn look cause i think it fits the theme. (yes ik its clipping the vanilla one is just as bad)

teal pier
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Looks good.

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My only feed back would be, check out how an in-game bullet looks. Like 5.45x39 or x45, and perhaps make the Base colour similar, or worn. For immersion purpose.

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It looks good, detailed and worn.

teal pier
tender marsh
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Thank you. I kinda guessed the colour. lurking Are there any single bullets in game i can look at?

teal pier
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Hmm no, unless the casings end up on the ground? Or you can clip in the gun and check it.

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Easiest would be to load the bullet in blender and attach the texture tho.

tender marsh
teal pier
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the bullet won’t have a seperate model, atleast I don’t think. It will be apart of a gun model. So import a gun, and delete everything but the bullet.

tender marsh
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you thinking more of a greenish tint like a classic 7.62x39?

teal pier
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Perhaps. I said 5.45x39 / x45 because those are the most common bullets to find in the zone, atleast I believe so.

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it seems like mostly everyone uses AKs or M4s, so it'd make sense to use those the most. I'd think.

tender marsh
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theres 545

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maybe i just desaturate mine a bit it'll look better

teal pier
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Dang yeah, yours looks close.

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Its just bright

tender marsh
teal pier
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Looks good.

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Grok should add the mod that makes the bullet smaller to actually fit the hand xD

tender marsh
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i can change the size of the model

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i didnt tell you this but the casing is for a .338 lapua so it might be a bit oversized stalkerKork

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im just afraid too small and you cant see the detail

teal pier
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Oh, is it a different model then the vanilla?

tender marsh
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the old one is practically a cylinder

teal pier
tender marsh
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okaycathappy thx again, ill do that tommorow

teal pier
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Np. the top looks fine, but it clips the most at the bottom.

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If you compare to the Bolt, the bolt is hella small, and its not really by the the middle of the hand, so if you raise it up, you should see much of the detail and less clipping.

tender marsh
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good idea

tidal elbow
teal pier
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that's my thought process.
In practice it may look bad stalkerKork

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just have to try keksweat

tender marsh
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we'll never know unless i try

tender marsh
boreal dust
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❗ I am looking at updating ANUS soon with a bunch more names for each faction. If anyone has any suggestions for themes or any ideas or feedback im happy to explore it. ❗

woven mountain
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I want to work with grok to overhaul the ballistic plate system since in real life a steel plate that performs as well as a kevlar plate would be 6.56x heavier and 1.18x thicker

tidal elbow
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Let me grab it

boreal dust
woven mountain
tidal elbow
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Also because put like this you can't tell if they are the same mod or two different mods

tidal elbow
woven mountain
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What I'm thinking is Tier 1+2 would be steel since it's easy to get (just rip off a piece of a building), and Tier 3+4 would be kevlar

tidal elbow
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Okay so now we just have two distinguished mods, perfect

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I'll grab 'em both kekleo

woven mountain
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So maybe
tier 1 requires scrap metal
tier 2 a few exo parts +more scrap +tier 1
tier 3 tier 2 + lots of more common parts
tier 4 tier 3+ lots of a little more uncommon parts

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Thoughts on that?

random fulcrum
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seems backwards to me having to farm exos before getting the more common parts

woven mountain
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It does but Kevlar is just better than steel for a plate

tidal elbow
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It's already difficult to just find an exo sometime

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Hell I almost don't even know what it looks like

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I'd put exo parts at the end but this is just me

woven mountain
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How about this:
Steel is very cut resistant (good for mutants) and decently bulletproof but heavy
Kevlar is very bulletproof and light but weak to cutting (bad for mutants)

Steel would be more general purpose but heavier
Kevlar would be more specialized

tidal elbow
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That's already more balanced

boreal dust
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What problem is trying to be solved?

woven mountain
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Grok wanted to work on ballistic plates and I'm brainstorming ideas

boreal dust
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Have you got to the point in the game where you are using them?

woven mountain
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If we wanted to get really spicy we could add chainmail which is lighter than steel and just as tough to cut but weak to bullets

woven mountain
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Crafting:
Steel tier 1: Scrap metal
Steel tier 2: Tier 1 + more scrap metal + 1 or 2 exo parts (only a few high rarity components)
Kevlar Tier 1: 5 components like kevlar (a bit of medium rarity components) + 10 cloth (a lot of common rarity components)
Kevlar Tier 2: Tier 1 + 1 or 2 exo parts (only a few high rarity components)

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Does that seem better?

boreal dust
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@undone lily Are grenades removed from all drops? i keep seeing one in loot and it vanishes, and theyre not monolith. What's doing that? I'd rather make them rarer in corpse_loot in my game than have them outright removed 😛

tidal elbow
boreal dust
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Yeah

tidal elbow
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I don't know where but I keep finding them

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They're more rare, that's for sure

still meteor
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where is my .ltx editor role

tidal elbow
still meteor
boreal dust
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What is the modder role anyway? Is it anyone that edits an .ltx or is it people known in the anomaly modding community? i dont know which/what/or - i dont really care tho. Its good to have so many good contributors here, regardless of any role

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lauta you are a champ verynice

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And every single fucking time i go to type your name i type it as 'laura' and have to correct it before sending.

vague sphinx
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Also blue is looking good as a color x)

boreal dust
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yeah orange is gross xD

vague sphinx
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Green or pink like the nitro booster is so good looking x)

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Then you have the Red of Death moderator

boreal dust
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on mine they are more of a pink-maroon

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Maid is Red though (or more of an orangey-red)

vague sphinx
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Oh by the way, I think I'm done with the new Gamma made screens

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Stoopid Zaton gave me some troubles x)

vague sphinx
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Not a color that screams I will murder everyone in the chat

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Especially Falco with his full cap CHECK FAQ BEFORE ASKING keksweat He's out for blood

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Seems like a good time to post "Looting takes time" on addons suggestions behind his back artefactpepe

woven mountain
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Anybody know what mod adds the gun parts to mechanics?

woven mountain
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Also mods are offline, time to riot

woven mountain
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So I think I DLTX'd a file correctly. How do I check?

boreal dust
woven mountain
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Yes but how do I load the game with DLTX

boreal dust
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You dont you just run the game after adding the mod to mo2 and activating it.

woven mountain
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with all the gamma mods?

boreal dust
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gamma already has DLTX built in, it picks up dltx mods

woven mountain
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ah

boreal dust
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if the output of powershell says config/system.ltx for example, your file goes in config/mod_system_yourmodsnamehere.ltx

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but if it says something that is further down in directories, it needs to be named the same name as the original, but with mod_ at the start so mod_originalfilename_yourmodsname.ltx (and placed in that directory where the original comes from)

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DLTX was a pain in the ass concept for me to get my head around at first...

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@woven mountain i recommend checking my addons ive made to see how i DLTX them, it might give some more insight how they work. Theyre not always the same as far as the name and directory and structure but it might give you some rough ideas of the boundaries it works within

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Man i really need to update these... so out of date.

boreal dust
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@thick loom Hey do you still have the Nav's masks converted to gamma addon?

woven mountain
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@undone lily I had some ideas for the ballistic plate rework you're planning on doing

boreal dust
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What was that addon that let you see how much an armor gives at max repair status?

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I miss that so fucking much.

woven mountain
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You got rid of it?

boreal dust
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no, its not in gamma anymore it seems

woven mountain
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It is I literally just used it 5 seconds ago

boreal dust
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What do you do to trigger it?

woven mountain
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LCtrl

boreal dust
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aAaaahh it used to be Lalt i think

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thanks man

woven mountain
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Yeah thats what was written in the keymap section. No worries!

stone ingot
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Are there any guides anywhere on how X-Ray works? I want to get into making a few mods for GAMMA but unsure where to start

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specifically I want to rebalance some of the gun repair stuff and make some tweaks to the interface

boreal dust
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most of it is config files. just changing variables in .ltx files opened with a text editor. Extract the base game files in anomaly and check what .ltx's do

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Sorry the poor explanation. Tired. bed. maybe tomorrow can explain a bit more, unless someone beats me to it

stone ingot
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No big deal, I was just wondering if there was already some kind of resource. If there isn't I'm fine just exploring on my own

woven mountain
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You could try with lore/stories Does that appeal?

stone ingot
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Thanks!

still meteor
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don't think there is a lot of info there

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is a new guide people are making

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its pretty barebones

knotty prawn
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There is a lot more in there than in the Modding book

woven mountain
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I can help if not

stone ingot
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thanks! I think I'll poke around a bit and figure it out

woven mountain
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Not sure about UI though

stone ingot
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will do

tender marsh
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thoughts?

tidal elbow
tender marsh
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Top is vanilla

tidal elbow
tender marsh
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ThanksPepeHappy

undone lily
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Noooice

teal pier
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Fits the hand well, and you can see lots of detail.

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think i'm going to try and work on teh animation for gun now that I am inspired a bit.

obsidian sand
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Hey, anyone have some experience in changing the background ambient music? Trying to make my own music mod but have some problems with this.

teal pier
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not impressed keksweat

undone lily
obsidian sand
undone lily
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44100 is enough yes

obsidian sand
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Thanks, will look into gamma soundtrack. I replaced the audio in different ambient music mod with no music at all in game as a result.

woven mountain
boreal dust
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@woven mountain How did you go with DLTXing? Figured it out?

woven mountain
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I got it to work at least once

boreal dust
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It's a start. verynice

tender marsh
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Would it be possible to make an addon which sorts the tasks into categories, e.g. Kill Target, Gather Parts. I feel like it would then be alot easier to keep track of tasks, especially ones which dont have a specific location.

static sundial
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you'd need to mess with the PDA UI, then I think it's possible

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but not sure

grim forge
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Hello all,
I hope my question finds you well,
I'm trying to do a simple thing = mod a working lighter into the game.
I have the object showing and working alright. I managed adding the lighters (you know the fluo plastic ones) to the objects able to light a campfire, although I couldn't make the sound depend on the tool used.
But my question here is about 'required tools' to use a consumable, in our case cigars and the like.
in the items_drinks.ltx, these consumables have the following line:
"required_tool = box_matches"
I tried adding ", lighter_1, etc" but to no avail, and to top it off it also unables matches 😂

Long story short, does someone know how to add items to the list of items one can use in the 'required tools' line.
Ty.

static sundial
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try changing it into just required_tool = lighter_1

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I suspect it's not set up for multiple tools

grim forge
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that's the feeling I'm getting as well > made me think maybe there was a trick with duplicates or a way to reference a group of items, or something

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thank you for reacting o7

static sundial
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so helping others is the best way to transfer knowledge :x

grim forge
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Sweet, will make sure to look this up.
I'm modding this game on and off since CoC, small things, but hm, it does actually add up. And it's a blast haha

static sundial
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I started out with small edits and scripts as well, but it kinda escalated seff

grim forge
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Right now, adding lighters and "more stuff on that side" is the relaxed side of the relatively serious side, given the game is about war ongoing now

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So I can't help it but modding escalates the documentary way in that regard

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which is fascinating on its own to be honest

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like, I don't even need to touch on whatever would be called political and so on

#

just, the way we can now interact and inform our own media with modding is amazing

static sundial
#

yyea, cursing over xray unites everyone

grim forge
#

what the fluff is this engine

#

like for real what's the deal lmao

static sundial
#

I'm glad Monolith engine exists, but damn, XRay is still absolutely bonkers sometimes

#

mapping is so painful for example

#

yea, this looks like it doesn't parse the string for require_tool as a list

grim forge
#

yeah it's painful to set up but if it's set well it runs like amazing, is my general understanding of this engine

static sundial
#

you could modify itms_manager.script to do it, but that might introduce conflicts so I wouldn't

grim forge
#

I had another idea

static sundial
#

I mean it runs pretty stable with new forks, such as OGSR, Monolith, and CoC engines

#

but the og XRay eeh

grim forge
#

but it's a bit of a dead end: there's a script that allows to create recipes, and even inventory hover ones, where you just put an item onto another

problem = I think this consumes both items, which would not be the idea, I set the lighters up at 25 uses for instance

#

I need to ref that maybe someone here made this script just a sec

#

Tronex

#

Is the author

static sundial
#

I've just send a suggestion to anomaly discord on changing the code to accept lists instead of strings

grim forge
static sundial
#

maybe it'll be in 1.5.2

grim forge
#

Wow👍

#

Very nice, thank you for passing the idea on 🙏

static sundial
#

no problem, i hope they accept it

#

in the meantime I don't think there's a good way to do your idea tho sadly

grim forge
#

I mean miraculously it did work for the fire part, so that's nice)

merry ginkgo
#

Hi, I'd like to tweak some guns fire rate for my personal use (or others ?), especially some pistols which fire too slow to my taste... is it possible ? If so, how could it be done ? thank you ! 🙂

grim forge
#

I recommend upgrading an OT-33 in-game first

#

It will do exactly what you want to achieve, and it's a beauty

#

but then, this is where you may want to look:
gamedata\configs\items\weapons
and then maybe the lines that say.. "rpm = .." ?

vague sphinx
#

@undone lily Do you think the impact should be darker like vanilla or actually revealing like a broken glass ?

#

Or is the former overlay better for you ?

merry ginkgo
merry ginkgo
random fulcrum
#

go to tools

#

in the base anomaly folder

#

and then run the unpacker thingie

#

there should be two

#

one extracts literally everything from the game

#

and the other one extracts only text files

#

after you do that you can go into the newly created gamedata folder inside the tools folder

#

and look around in there

grim forge
#

👍 this

undone lily
vague sphinx
#

If not, I'll just slap the former overlay and that will be it x)

#

I mean, the borders are basically the same though, just a bit cleaner

tender marsh
#

I need opinions, I'm looking to replace the models/textures of the mutant food from FDDA. I chose the small beef stew as it closely resembles the vanilla meals. But the old vanilla ones had some texture variation. So should I use the beef stew (2nd from left) for all of them or mix up with the ones available (see pic). If mixture which ones do you like?

#

old ones for reference

random fulcrum
#

i just want tushkano kebabs to be actual kebabs

merry ginkgo
grim forge
#

glorious congrats)

tidal elbow
grim forge
#

My humble contribution: maybe a generic old looking one for the mutant meats, so, not rusty yellow, but also not pristine "greek sardines"

grim forge
#

sorry for the ping

tender marsh
grim forge
#

I just think with less rust the old ones could do

tender marsh
#

wdym?

grim forge
#

like, brown is too much, like in the old ones,
but metallic would make sense, they would be old but cleaned and re-used, so metallic

tender marsh
#

so your saying keep the old ones but change the can texture?

grim forge
#

in principle yeah I'd imagine mutant meat kitchens to re-use cans after thorough cleaning but not to the point of being brown (like come on it's the zone but they still have internet lol) so they'd all look grey cleanish

#

emphasis on -ish

#

that or we need a tetanus mod

tender marsh
#

i think i may do the best of both worlds, ill make optional packs for a retextured can vanilla model, one with all beef stew, and one mixed

#

thanks o_Nyx and Falco for the opinion

grim forge
#

o7

quiet charm
tender marsh
quiet charm
tender marsh
#

thats the beef stew model

tidal elbow
#

Thank you @flint pine pepeOK

flint pine
#

No worries pepeOK hopefully peeps can get some sort of idea now of what it does, haha

undone lily
teal pier
#

I think the problem to me, is that its an ugly 2D image.

#

adding some actual meshes inside of the can, even ontop of the 2D image would make it look better.

#

Slowly making some good progress.

teal pier
#

Like that but more and bigger.

#

Beef chunks, but bigger, they look almost flat yknow?

#

the 2D is still the main focus when you look at that.

woven mountain
tender marsh
tender marsh
teal pier
#

that looks good

tidal elbow
#

Much much better

tender marsh
#

the only think is i dont really have an idea for the other meals

#

im still using premade assets so my choice is pretty limited and im not the best at modelling

teal pier
#

stumped.

#

This doesn't show up in the animation, idk why its misplaced in-game.

vague sphinx
#

Honestly, I wouldn't eat that grey beef x)

#

These bullets impacts on loading screens are driving me crazy... it's been two stupid days that I've been on it and I can't make it convincing at all

thick loom
woven mountain
#

Does anybody know if the lightbulbs are a texture or just a solid color? Trying to change how they look

analog elbow
#

anyone here know how to export this textures?

analog elbow
vague sphinx
#

@undone lily I have to make a choice before the release of the loading screens with the actual GAMMA settings, which one would be better ? (Anyone can actually answer this as well of course x))

V1 : No Overlay (Edges can be a bit brutal during loading, which is the why of the borders)
V2 : Borders Only Overlay
V3 : Old Overlay (the first I've made)
V4 : Cracks Remade Overlay (more precise)
V5 : Full Cracks Overlay (the closest I tried to be to Vanilla, although, not really satisfaying in my eyes)

merry ginkgo
#

Hi, I'm making some adjustments to weapons fire rate, it works, but in the config file, there's 2 values, and one is " rpm_empty_click ": what does it do, does it affect the actual final fire rate ? thanks ! 🙂
So far I've modified the line "rpm" and seems to work, but to be sure...

random fulcrum
#

rpm_empty_click does what it says my man

#

it's how fast you can dryfire

#

higher numbers means more click clicks

merry ginkgo
woven mountain
#

@tidal elbow You liked the disassembly preview fix right? What about a PDA entry that shows which ammos use which type of powder?

grim forge
#

Hey all,
Idea: artefact containers can be used to stash foods, drinks or smokes: they stay good for longer but also acquire some trace qualities of the last stored artefact in that container
Thoughts?

woven mountain
#

You would need to introduce food decay as well as that system. What type of qualities were you thinking?

#

Simple increase in radiation would render smokes and vodka pointless

#

Maybe instead of a negative thing, combining the two could have a positive impact. Partial effect from an artefact but radiation

grim forge
#

Basically I personally almost never use any artifact, and stick to lighter armors anyways, so from there I suppose I just thought of a way to still make it useable I guess

#

So, it's not really thought through, what I'm saying here, but in general it's kind of nice to ask if the idea already exists / has already been tried and so on

woven mountain
#

How familiar are you with DLTX?

grim forge
grim forge
woven mountain
grim forge
#

I just thought of calories right now, like, it makes the foods bulkier but also heavier (you know, magical artefact toxins ^^)

#

kind of like processed foods, high energy and high overall metabolic cost

#

but just babbling, I mean yeah micro-buffs to speed would be nice too

grim forge
woven mountain
grim forge
#

ah ok! well you caught me starting from 0 then 😅

woven mountain
#

But yeah I think it's a really interesting idea and most of the artefacts/consumables effects are pretty bland

grim forge
#

in my experience it kind of feels like a huge cheat or smth..
In general, I think that your character should have musch longer-term things happening with 'what artefacts do', as opposed to "when I put it on my skin I get very strong"

#

So my general thought was, "ok so there's the beginning of the gear to manipulate them, and now what"

  • maybe more gear to manipulate it as to make their handling require more care than it does now
  • artefacts have long-term effects on your character, handling artefacts should be like a heavy decision
  • maybe different new ways to use them, like, re-using their trace effects onto other items, maybe for some recharge batteries, or what not 😅
boreal dust
#

Modding philosophy excerpt #331: "Just because you can, doesn't mean you should."

grim forge
#

If that's line 331, then maybe there are 300 other lines telling me how to before I even consider 'should'

#

also side-note = tarkovsky was all dreamy, artefacts are fitting there

but STALKER the game is grim, hyperviolent and rough.
Consequently the right shortcut to all this is to turn all artefacts into rare high-effect warzone consumables of the kind that tend to be super expensive

boreal dust
#

Oh nah, it's not related to what you said at all. Just something that came to mind, unrelated.

grim forge
#

mb

boreal dust
#

Modding philosophy excerpt #108: "Most modders will possess two of the three fundamental qualities at any one given time. Ideas. Skill. Time. Those who have ideas and skill, may lack the time. Those with skill, and time, may lack the ideas. Those with time and ideas may lack the skill. Those who possess all three either don't mod anymore or are distant fables, sung about on quiet, cold nights around a camp fire."

#

Modding philosophy excerpt #202: "Give a man a mod, he will play the game. Teach the man to mod, he will turn the game it into an Anime-Hentai fantasy dystopia hellscape within a week."

grim forge
#

Strongly disagree, I would just like slightly larger maps and a hint of vehicular combat

tidal elbow
grim forge
#

I use the PDA for the map, I just wish it was better ^^

boreal dust
#

I have a script that can delete specified items that are in the map. Aside from the Jerrycans at Farm in Cordon that are just free loot, can anyone think of anything else that comes to mind that it could come in handy for deleting? (In terms of loot that is always present that is basically 'free' in certain maps). Those jerrycans always pissed me off.

small lynx
#

i do

#

(dont think im offended)

#

but why minimap abyss

grim forge
#

has anything better than vanilla wobble been achieved with regards to vehicles?

#

I know most maps are too small and all, but a functional tank would be amazing

teal pier
#

changing the map and add vehicle is something that will probably not happen. Nobody really would want a vehicle in the zone unless it was well done.

#

and on xray engine. A good vehicle will never happen afaik.

still meteor
# teal pier and on xray engine. A good vehicle will never happen afaik.

Демонстрация физики в аддоне Definitive Car Pack для S.T.A.L.K.E.R. Lost Alpha DC. Аддон находится в разработке и недоступен для скачивания.
Группа Вконтакте: https://vk.com/stalker_cars

УАЗ Буханка, Козлик, ГАЗ-21 Волга: https://youtu.be/O8HM1IMs5Kg
Тестирование физики на полигоне: https://youtu.be/HYYtd8HHzOk

▶ Play video
little roost
teal pier
#

(I mostly mean the part after the grenade goes in the launcher, and the hand grips the gun again)

woven mountain
#

Looks kind of off ngl

teal pier
#

I know, its the part where the hand finishes loading the nade, and then goes back to grip the gun.

#

its like it just hangs out there for a moment before moving.

woven mountain
#

exactly

tender marsh
teal pier
#

bleghh I saw that

#

I don’t wanna touch the fingers but cry

tidal elbow
teal pier
#

Thanks. I'll try and fix the clipping with the finger there real quick, should be easy. and I'll try to fix the grenade clipping, though, I'm pretty sure that's apart of the original animation lol.

teal pier
tender marsh
#

maybe increase the time for the hand to return to the grip when fixing the animation or increase the time when the hand is offscreen "grabbing" at the start

teal pier
#

Well, I can't make it any longer, or shorter because it needs to match the same amount as the weapon animation.

tender marsh
#

dw, i read what you said wrong

teal pier
#

It still clips toward the end, but its already clipping in the grip so... lol

#

If it looks okay enough for gameplay then i'll leave it and finish up the gun. I'll definitely work on the animation after though and see if I can do better.

tender marsh
#

Main issues is this and like you said the fingers at the end. Maybe extend all the fingers at the end so they dont clip the grip.

teal pier
tidal elbow
#

A little better

teal pier
#

are you pointing out the fingers clipping into the grip?
or the index finger clipping into the middle?

#

one of those is fixable kekw

tidal elbow
#

I mean look the first animation

#

When you insert the grenade or whatever that is

#

Smooth, clean, 10/10

tidal elbow
#

It is as if it does not return to its original position

teal pier
#

I'm confused what you mean, that is its original position.

#

its moving back into place on the gun

tidal elbow
#

I thought the hand was supposed to go there

teal pier
#

heh

#

your right... it should lol

tidal elbow
#

That's what I meant, the hand feels as if it's "a little too far ahead" of where it should go

#

The animation is okay after all

teal pier
#

Yeah, that's on me, my bad

#

its not going there though, i'll show you why I did that

tidal elbow
#

Use #🔨base-gamma-support please

EFP and GAMMA are literally two different beasts, it's impossible they work together

teal pier
#

So see, this is the regular AK-12 Monolit that is in GAMMA / BaS

#

it has a foregrip. so in BaS, you can't attach a grenade launcher

#

so obviously it has no GL animations, so what I did is I used one of blindsides and was adjusting the end of the animation (after the nade is loaded) to grip the gun, instead of the GL.

#

and with this gun, I made the GL use all regular animations, except for the reload, thats an edited version of blindsides.

#

Essentially, I would have to make new animations for this gun from scratch, if I wanted it to grip the GL properly. For now, it looks close enough kekw

tidal elbow
#

Oh okay, now I get it

teal pier
#

I'm just frankensteining stuff together until it works

#

nothing NEW yet. if I become more adept, i'd love to fix it.

woven mountain
#

Is there a library of functions and variables somewhere I can look at somewhere?

little roost
#

Just asking you veteran stalker modders but do my eyes deceive me but are stalker configs written in Lua?

#

Because I used to write that beautiful language in my teens for operation flashpoint modding and missions

woven mountain
little roost
#

Brilliant then I can do a deep dive

woven mountain
little roost
#

Man, I will dive so deep in stalker configs now knowing for a fact it is all LUA will most likely edit some mods in the mod pack like the NVG colours and KS-23 range because why in god's green earth does it have a 50meter bullet deadzone

grim forge
#

Question: Has it ever been considered to dynamically spawn small convoys with vehicles?

#

Convoys with special loot that would add warfare functionality (maybe documents for weapons deliveries tying into the warfare power stat?)

bronze harness
#

Hi I am going to port this gun to Anomaly. This is a screenshot I ported to New Vegas. Are there any tutorials I can refer to? It's my first time stalker modding

undone lily
#

Also, converting the normal maps to stalker format

#

I don't think there's an end to end tutorial anywhere

undone lily
small lynx
#

gj eden

undone lily
#

The handbook doesn't cover the conversion of normal maps yet

#

This explains it a bit

bronze harness
#

Thanks for your kind reply. I'm used to 3dsmax, maybe blender is better

undone lily
#

Pavel blend works well

#

And now you don't need the SDK anymore

#

Although I like using the SDK to assign shaders to material etc

#

And it's easy to make world and HUD models with the HQ Geometry thing

#

The pain is mostly installing it

#

Porting a gun is easy, as I said the most annoying part is to assign vertices to bone groups so that animations work

woven mountain
little roost
#

So ks-23 having 50m is just silly

#

The slug specifications even say that designed to defeat engine blocks of cars up to 200 meters and the it goes to twilight zone after 50m

tender marsh
grim forge
#

Hey @lilac compass
To answer your message again, #old-suggest message
I avoided the script/config part altogether basically

lilac compass
grim forge
#

It has them probably because it re-references things according to the modders goals, I mean if your descr files have to be merged, knowing they tend to be compact files, you may be better off just replacing the sounds

#

that or thoroughly compare the descr xml's with yours to do a clean merge

#

but again, unless you know precisely what the original modder tried to do in details, that may hurt and take time

#

just my two cents again.

obsidian sand
#

Hey, what structure does have suppressor sounds? Wanted to make a replacement of sounds of the new SR-25 for myself because I don't like them. Replaced the standard sound ogg files and suppressor ones with these from SCAR. Unsuppressed sound is changed, sounds really cool but SD one is still the old one. It's something because of the sd sound layers files or something?

grim forge
#

likely the ref broke and it defaults back to vanilla

#

first guess

#

either you're not replacing the right sound,
either you're replacing the right sound but not ref right
either it's refd right but the ogg is invalid

obsidian sand
#

Changed the ogg file names to the orginal ones so ref should be good

#

And I'm guessing it takes the sound from somewhere else

grim forge
#

did you check with savandt?

obsidian sand
#

Maybe Grok will have some ideas about it

grim forge
#

I would use savandt to look at the ogg comments of the vanilla file, and copy paste these settings over to your custom sound

obsidian sand
#

Yeah forgot about it. Will check later if it works, thank you

grim forge
#

Ah cool you know 😉

#

maybe that was the pb

#

maybe

obsidian sand
#

Yeah I know, but some ogg files does not need to be commented and some need

grim forge
#

agreed, I also don't fully get it.

obsidian sand
#

Also tried to make my own music mod by replacing the ambients from Zoneaudio Soundtrack Overhaul but music is silent in game after this. Ref files are also good but in savandt i cannot comment my ogg files because it says that these are not from GSC :/

#

Maybe I should try to make it simmilar to te GAMMA soundtrack

grim forge
#

I definitely wouldn't replace ambients, maybe try to start from one of the existing radio&playlist mods?

obsidian sand
#

I listen to dark ambient in my free time and I have some favorite drones that I would like to put in game. I'm not interested in radio at all 😂

lilac compass
grim forge
obsidian sand
grim forge
#

I don't know if you mean the music or the ambients by now sorry ^^

obsidian sand
#

Dark Ambient is a genre of music

#

😄

grim forge
lilac compass
#

the original line is this:<snd_config>characters_voice\human\stalker_1</snd_config>

grim forge
#

depends what you specify

obsidian sand
grim forge
lilac compass
grim forge
#

again, I don't see how this can touch ranks if the only modified line is the one hereabove

#

but I'm obvioulsy missing smth ^^

lilac compass
grim forge
#

correct in principle yea, it's just that I feel like we're not identifying the cause of the pb you're having correctly

lilac compass
grim forge
#

You know what would be cool?

#

To have army squads spawn with BTR's

#

For some reason I feel like these would be super cool on larger maps

#

Especially if they could be mobile, just imagine fighting 2 dogs and a bandit and a half

#

when all of a sudden

#

Now, are there people here who attempted to do this?

lilac compass
#

they are in the zone but they aren't usable for lore reasons I think the reason was they kept getting destroyed by anomalies

boreal dust
lilac compass
#

ok so 161- Improved player and NPCs ranks (longer for player, faster for companions) - mandothreesixtee changes 2 lines from what I can see in win merge:<rank>47450</rank> and hip's supplies wich added binos and an ak74u with ammo

#

the thing I don't understand though is the <rank> line is not modified in mods that use the same xml file and those mods are loaded after this shouldn't this mean the ranks are not being changed?

grim forge
grim forge
static sundial
grim forge
#

I'm not thinking of anything crazy complex, and I'm sure all the functions to do it exist though.
the main thing being, we need to find the sleeping AI BTR ^^

static sundial
#

I dont think that AI code exists

#

but not sure about it

grim forge
#

then we need to turn a boar into a BTR

#

it seems to me like the helicopter code could be a good starting point, since it seems to be the only AI powered vehicle in vanilla

#

I do know this engine is wobbly with vehicles, I'm definitely not thinking about complex stuff here, just being able to randomize their spawns on specific smart terrains would be great

#

since they're mobile turrets, they could definitely add some spice to some maps, imho
especially the large plains ones

grim forge
static sundial
#

you can find the AI scripts for the heli in gamedata\scripts\ but nothing similar for BTRs

grim forge
#

I'm wondering what it would take to make these 'alive' by cloning parts of another AI

static sundial
#

maybe you can adapt them from another mod

grim forge
static sundial
#

I guess because they're disabled like the other vehicles? :x

#

no idea

grim forge
#

plus if we reuse the helo's we could have BTR's with rockets

vague sphinx
#

@boreal dust Would you happen to know the script that applies when changing factions through dialogue ? I'm searching for a way to create a script based on this one to be applied when you turn off the brain scorcher as a Monolith, changing your faction to Loner after pulling the lever.

vague sphinx
#

@teal pier Now I wish I could execute it x) I want to do some Monolith redemption playthrough, when, after doing stuff for the Monolith Faction, you roleplay as the control somehow getting weaker as further South you venture, there, you start making some sense, memories are starting to come back, you remember your true name (can be roleplayed by actually changing it), and you finally decide to disable the brain scorcher as a way to end this madness, thus, becoming part of the Loner faction. Ideally, being able to do the questline, to take revenge on the Zone for doing this to you, how long has it been ? Days, weeks, months, years ? It took your life away, it's time to get it back once and for all, and you actually heard through Sidorovich that this Strelok guy is back into the Zone, surely he'll know what to do. You know what's next

#

You could even join Clear Sky to start the Last Dawn questline, that would be beautiful for an ex monolith. Or maybe you were one of the Clear Sky guy lost back in 2011 all along

#

Plenty of ideas, but it all starts with a script

#

It could all be tied together in one heck of a narrative

#

I'm asking Grulag but I should ask @undone lily as well, maybe he'll know

teal pier
#

dang this was useful. Though it was missing 1 important thing. How the heck do I make a keyframe change the rest of the keyframes keksweat For some reason I can move the position of the 1st keyframe and it applies to the rest of the frames. but on one animation it decides it will only work for that 1 keyframe, and then reverts on the rest...

analog elbow
#

Anyone know how to export bark textures?

woven mountain
analog elbow
#

replace bark in game

woven mountain
# analog elbow replace bark in game

You're gonna need to find the name of the bark you want to replace, find the texture you want to replace it with, name the new texture the same as the old one and convert the new texture to the same file format, then put it in a mod that's correctly structured.

woven mountain
teal pier
#

Hopefully this will help someone with fixing pre-existing hand animations. If you find yourself trying to adjust the position on animation for ALL the keyframes, and for some reason it keeps teleporting back to the original spot after each coming frame, try this for a fix.
Locate the bip01 bone (This is the parent of all the bones, so follow the R/L arm till you get to the parent bone).
In the Dope Sheet / Action Editor, Hit the arrow on the far left to open the X/Y/Z locations. Select ONLY the X/Y/Z locations and delete every keyframe except for the 1st frame.
From then on, the animation shouldn't be moving back into place and you can move it into the correct position on the 1st keyframe and it should apply to the rest of the animation.

vague sphinx
woven mountain
#

axr_task_manager.script
dialog_manager.script
dialogs.script

#

The change faction missions are referred to as cf_task

#

axr_task_manager.script

#

dialog_manager.script

vague sphinx
#

Basically, I have in mind to add an extra condition to the effect of disabling the brain scorcher, it is registered by the system somehow, so something like "when pulling the lever, if monolith, then change player faction to loner" kind of stuff, I also want to edit Sidorovich's dialog to reflect the change

woven mountain
teal pier
#

Don't Monolith start with Psy-helmet because of Groks northern areas with psy-field?

vague sphinx
#

Yup, maybe putting the timer back because "you have x amount of time to disable it before you fall to the psy field again"

vague sphinx
#

The starting faction one

woven mountain
#

You can cross red forest

teal pier
#

Red Forest is blocked off by the psy-field tho

#

i'm confused now

#

but I understand Eden.

woven mountain
vague sphinx
#

When you start as Monolith, you're not touched by the Psy field

teal pier
#

I know Red Forest is cuz it was the first area I tried walking into after the update came out.

vague sphinx
#

I tried and was able to wander

teal pier
#

Ah interesting

vague sphinx
#

Proof is, you get the Duga Free achievement right off the bat

teal pier
#

Oh

#

so there not immune, its just brainscorcher n stuff are turned off when you start as mono

vague sphinx
#

It's actually not but you start immune to it I think

teal pier
#

but Duga Free means scorcher is deactivated no?

woven mountain
#

The way I look at it, we (if you'll allow me to help) need to do 3 things

  • Incorporate the brain scorcher timer with monolith
  • Make the quest associated with the code above
  • Possibly create a quest giver or give it right off the bat
teal pier
vague sphinx
#

And the immunity is probably tied to the Duga Free which is as if you disabled the two

teal pier
#

because when he first implemented the Psy-fields in northern areas

#

I remember Monolith, Sin, ISG were fucked lol

vague sphinx
#

I would love any help really 💙

teal pier
#

cause Grok forgot about them. So he fixed that. You could ask him how you can reverse the change with the brain scorcher.

#

and just my 2c, but i've always thought an interesting way to shake-up STALKER gameplay, is to make Psy-helmet obtainable through other means. Like through faction leader + high goodwill or something.

vague sphinx
#

Actually I won't need to revert that change, there's no need to, you can pull the lever nonetheless, I just have to tie that action with the quest of pulling it maybe from the main story ?

vague sphinx
woven mountain
#

There's also the issue of the monolith spawning upon deactivation. Do we want the player to work to get the quest (like the goodwill idea, in which case they'll be prepared) or give it from the start (which may cause issues with difficulty)?

vague sphinx
#

I think it should activate a quest (optional one) after you did a few missions for the Monolith "questline"

#

Based on a choice like the Degtyarev - UNiSG one

#

The idea is to get the player to wander in the Zone, doing Monolith stuff, until you have "some senses back" roleplay wise, thus, starting the quest

woven mountain
#

Just had an idea, Strider could be part of the questline, him being reformed monolith and all

vague sphinx
#

It could, but that would make it a whole lot complicated x)

#

I'm no seeking to create a new questline, I'm far too inexperienced for that

woven mountain
#

My opinion on the mod is that we should aim for the moon that way if we cut things out that didnt work or that are too complicated, we still have a great mod

vague sphinx
#

That's true

#

There's the doctor x questline for monolith right ?

woven mountain
#

Do you want to create a thread for this so we dont fill the channel up with this?

vague sphinx
#

How do we do that ? xD

#

I'm on mobile so... xD

woven mountain
#

Monolith Brain Scorcher Quest

vague sphinx
#

Yup, I can see it

woven mountain
analog elbow
#

format, and type filter?

woven mountain
#

format as in .dds

grim forge
#

Hello!
Is there a mod that makes displayed minimap elements conditioned on the presence of specific items in your loadout?
So,

  • no clock without watch
  • no compass without analog compass
  • no enemy beep without.. pda 2.0?
  • etc.
    ?
woven mountain
#

Not yet

small lynx
#

btw darksleif since youre here, i havent even tested your work but i already love it just by looking at it

woven mountain
#

Which one?

small lynx
#

all of em

woven mountain
#

Well thank you

#

I tend to change the small things that bug me as they happen

grim forge
#

Question:
I fight tooth and nails to take a location over, and in the process that location's mechanic dies.

What are currently our options to address the mechanic-less-ness of the base?

boreal dust
grim forge
#

Hmm, so is there no script to date that hm.. spawns someone from your faction as soon as the base is taken?

boreal dust
#

tbh the best fix is prevention (so yes it'd be better to make the immune or super tanky or something)

grim forge
#

then the surrender chance stat must be higher ^^

#

also no advance on an AI-BTR yet, I'm yet to grasp the way the game informs "creatures" properly

boreal dust
#

What do you mean when you say informs

grim forge
#

I mean that, the simple way is to simply create a living npc that is a BTR, as opposed to an NPC inside a BTR.
This would involve, or so I thought, adding the btr as a spawnable, ai-equipped 'creature'

#

and so far I don't understand the network of files that needs to exist for the game to execute that

#

there is a mod called guard spawner though, that I think could be used to generate traders and/or mechanics on taken bases 🧐 now if that could come with one or several shooting and patrolling BTR for the strong factions..

boreal dust
#

I wonder how helicopters work? That might be something that could give some context to your query.

#

ie; They are a seemingly patrolling NPC that is some sort of vehicle, albeit a flying one, it's not so far removed that it could be a different vehicle..

grim forge
#

yes, that's basically what I tried do yesterday, very blindly though, since they only share some stats. But I was gambling on 'altitude = 0' haha

teal pier
static sundial
#

@grim forge make a .ltx section for it, (I'd make it derive from stalker, because it's obv not a monster) then use callbacks to npc_on_update and on_enemy_eval and similar to customize behavior

#

you could maybe also derive from m_car or veh_btr, but these are drivable vehicles so idk....

teal pier
#

@undone lily sorry to bug, but would you know if I can add custom aim position and sounds for a gun IF it has a grenade launcher attached? I'm trying to fix this ADS position for the gun, and while I can center the iron sights, I can't get it centered with the crosshair. And the reload animations are completely different, so the sounds are completely off.

random fulcrum
#

maybe uhh

#

do something like bas does with the tactical kits?

teal pier
#

wdym?

#

aren't those just variants of the gun model?

#

the GL is apart of all models.

grim forge
#

Thank you for your reaction and advice!

undone lily
# teal pier <@145883656500543489> sorry to bug, but would you know if I can add custom aim p...

I don't think so. Grenade launchers are "always part of the gun". It's just shown or disabled by the engine and it thus doesn't use new sections where you could specify these parameters.

Make a tactical kit that is loaded as a scope and attach the grenade launcher there maybe ?

I don't understand why your animation and sounds are fucked up with the grenade launcher in the first place anyways

static sundial
teal pier
boreal dust
#

I always wondered why bandages seemed to be infinite, unaffected by loot chance values... Now i know..... Bandages have a chance to always drop on a corpse between 5 and 10 corpse loots no matter what. (base anomaly behavior)

boreal dust
#

Hmm i think i found how to add new dynamic/world-item spawn locations think

teal pier
#

Hm, would ya'll know why when I take off a scope, its giving me the wrong scope back?

undone lily
teal pier
#

Grok, thanks for telling me about the tactical kit idea. It's not exactly what I wanted, but its good enough until I do some more experimenting and learn more.

#

Need to add scopes to the model, and then the mod is doneish

analog elbow
#

Reworked swamps(WIp)

vague sphinx
#

@undone lily is there a way I can add a line to your psi fields in the north script to be able as a Monolith or Sin to walk at the radar or any psi danger area without the need of a psi helmet ? The goal would be to reactivate the Miracle Machine & Brain Scorcher for a Monolith playthrough, I know how to reactivate them, but I die within a second at the start if I don't put at least a bad psy helmet in the Monolith shared loadout

#

Figured out that, while my questlines addon works well for UNISG & Renegade (as far as testing goes, I'm trying to get more testing), for Monolith & Sin, it kind of defeat the purpose of it as the Miracle Machine & Brain Scorcher are disabled by default, thus skipping these two major tasks in Living Legend, I want to fix that basically

trail cloud
#

Anyone know how can I get amount of specific item (e.g. flask) currently in player inventory within script?

grim forge
#

That's a function that would do something close to what Ammo Check does, right?

#

Maybe

function checkAmmo()
local weapon = db.actor:item_in_slot(db.actor:active_slot())

in ammo_check.script can be reworked to item_drink?

vague sphinx
#

Well, according to the lines, it should, but when I reactivate the two machines, I died to psy danger as soon as the game starts

#

local function actor_on_first_update()
local lvl_name = level.name()
local faction = get_actor_true_community()
psy_damage = 0

if faction == "monolith" or faction == "army" or faction == "isg" or faction == "greh" or faction == "zombied" then
    psy_damage = 0
    return
#

Supposedly, these lines alone from grok_psy_fields_in_the_north.script should have worked, yet it does not

#

I then assumed that it was the reason why the scorcher & miracle machine needed to be disabled by default at the start of the playthrough with

local faction_psi_off = {
["monolith"] = true,
["greh"] = true,
["zombied"] = true,
}

from ui_mm_faction_select.script

boreal dust
#

@wicked bear Unpacking the Anomaly files and searching through the sound files might be of use

wicked bear
#

What program should I use to unpack those .db0 containers?

#

oh, nvm, I guess I can use that db_unpacker batch file

#

@boreal dust Just one more question: After I have replaced the files, do I have to repack it? If yes, how?

boreal dust
#

Sorry, when i mean replace, that's generally what i mean, by adding them to an MO2 addon with the identical structure/names as the original. As it over-rides. thus 'replacing' them

wicked bear
#

oh, I see

woven mountain
#
isSitting = false

function on_game_start()
    RegisterScriptCallback("on_key_press", onKeyPress)
end

function onKeyPress(dik)
    if dik == DIK_keys.DIK_Z then
        if isSitting == false then
            RunCoefficient = db.actor:get_actor_run_coef()
            SprintCoefficient = db.actor:get_actor_sprint_koef()
            RunBackCoefficient = db.actor:get_actor_runback_coef()
            CrouchCoefficient = db.actor:get_actor_crouch_coef()
            db.actor:set_actor_run_coef(0.01)
            db.actor:set_actor_sprint_koef(0.01)
            db.actor:set_actor_runback_coef(0.01)
            db.actor:set_actor_crouch_coef(0.35)
            level.press_action(bind_to_dik(key_bindings.kCROUCH)
            isSitting = true
        else
            db.actor:set_actor_run_coef(RunCoefficient)
            db.actor:set_actor_sprint_koef(SprintCoefficient)
            db.actor:set_actor_runback_coef(RunBackCoefficient)
            level.release_action(bind_to_dik(key_bindings.kCROUCH)
            db.actor:set_actor_crouch_coef(CrouchCoefficient)
            isSitting = false
        end
    end
end

Any idea why this doesn't work?

boreal dust
thick loom
stone ingot
#

is there a fast way to get a list of weapons that can mount the leupold / rmr kit

fair canopy
stone ingot
#

This should increase the zoom on the Leupold RMR kit to match the max zoom on the CQBSS scope, but it doesn't seem to work - any ideas?

analog elbow
#

Swamps WIP, any ideas?

woven mountain
fair canopy
#

yeah

woven mountain
#

Is it overwriting anything unusual?

#

Try putting it right after Boomsticks and sharpsticks

#

Was this the error?

#

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'ammo_20x70_buck'.

fair canopy
#

Hold on, I was working on something. Give me a minute to reorganize stuff lol

woven mountain
#

Just tossing out ideas

fair canopy
#

It overwrites the ammo files by introducing a new ammo type. I was planning to rip that out of the mod

woven mountain
#

Yeah Grok isn't a fan of guns that use a special ammo. Only one example I can think of.

fair canopy
#

Yeah putting it right after BnS gives a crash for missing ammo

#

Let me change that real quick

woven mountain
fair canopy
#

Yeah changed it to 5.56 and it gave a stack trace error

#

doesnt even let me put it in my inventory

#

other times when ive changed the anims to the m4 ones it lets me put it in the inventory, but then crashes when i try to take it out

woven mountain
#

You're missing a lot of files

#

I think

#

Try a complete installation of GAMMA

fair canopy
#

Weird. This is the only mod that crashes. I've been fine with everything else

woven mountain
#

Also, Discord isn't showing the crash part

fair canopy
#

That article is unfortunately way over my head

woven mountain
#

Yeah, It's not about the right thing either. It's about sing a stack trace to solve a problem. Where did you find your log?

fair canopy
#

Appdata/logs

#

In the base anomaly folder

woven mountain
#

Yep that's where the logs are

#

Try asking some of the alpha modders for help

fair canopy
#

I was reading the comments, seems it crashes for a lot of people after the latest bns patch

woven mountain
#

Then I would recommend comparing the two versions using notepad++ or winmerge

#

Personally I use winmerge

fair canopy
#

Hmm I'll give that a try and see what I can find

analog elbow
#

Anyone know how to use gunslinger bolt animation in anomaly

undone lily
#

@quiet charm would you be so kind to icon replace the armor parts crafting materials for ballistic plates ?

#

let me get you the "hammer and pincer" icon

#

@quiet charm ^ Here's the base template, what's need to be done is check which armor parts are used in crafting recipes and copy the hammer and pincer icon in their bottom right corner. Or the big brain move is to actually have all versions of each icons (one with pincer, and one without) and icon replace all icons to "no pincer" and only replace the armor parts icons involved in crafting to the "with pincer tooltip" type by off setting 5 x positions kek2

#

Ah I'll do it today don't worry XD

tidal elbow
undone lily
undone lily
#

@quiet charm thanks ! I integrated it ! Just made the texture power of 2 size

quiet charm
undone lily
#

I did it already 🙂

teal pier
#

i.e the draw, or moving anim.

#

Took a quick look and hmph, nothing seems wrong.

#

If I had to guess, its the script or the config. Most likely the config file.

#

but B&S may need an update maybe

#

I check comments and it seems to be a problem with B&S, and GBOOBS.

fair canopy
#

i tried swapping anims with some from BnS but that didnt work either

undone lily
analog elbow
#

and animation?

#

i love gunslinger bolt animation

undone lily
#

The hands rigs aren't the same

#

You can't fit gunslinger animations on Anomaly hands

analog elbow
#

oh, and can be something similar but with the same rigs?

undone lily
#

You need to re rig everything to gunslinger system

analog elbow
undone lily
#

So no, you can't

analog elbow
undone lily
analog elbow
#

xd

#

grok

#

are you see my new grass?

undone lily
#

Yes. Looks fine I guess

#

Much better than previous versions atleast

analog elbow
#

yeah, im done with swamos, now to garbage

#

swamps*

#

there are 3 SS on different maps, what do you think?

tidal elbow
#

Very nice grass

undone lily
#

Looking good pepeOK

analog elbow
undone lily
#

Looks good. I prefer gardener of the zone because I prefer a more dead looking zone that's all pepeOK

analog elbow
#

are very different grasses in really

#

this one is more colourful and have different forms, in some zones looks dead, also i will release this grass but more brown and dead

analog elbow
tidal elbow
analog elbow
#

i can pass you for test if you want.

#

i need some person who can give me recommendations , are still WIP

woven mountain
#

Got the Nimble trade working

vague sphinx
#

@undone lily I don't know if it should appear here, but I have a suggestion for these "events" you announced a while ago. Could there be one centered around having a lot of "darkness" anomalies from DAO all over the zone, making it difficult to navigate, then slap longer nights or something like this on top of it ? I kind of like the idea of navigating through the darkness with a flashlight, and this anomaly never fails to give me anxiety

#

Although, that would definitely be a pain to code, hence, just suggesting an idea

random fulcrum
#

just imagine having to deal with the flood of poltergeists

regal bolt
#

i mean as long as there is no objects nearby you should be fine

#

or hell if you walk crouch they cant see you

undone lily
vague sphinx
#

Making longer nights is just weathers ltx manipulation I think

#

Just like you said

#

That's the easier way to do it, but having darkness without poltergeists and nights would feel quite creepy, maybe foggy nights as well

vague sphinx
#

@undone lily Is it in project to do some Sin actor portraits ? Since it's mostly using Loner or bandits ones, Sin stalkers are supposed to be a bit mutant like when you look at their faces

undone lily
#

There are new portraits incoming for all NPCs

vague sphinx
#

That's good news artefactpepe

undone lily
#

btw you are right, I need to make this Sin defense boost

vague sphinx
#

Defense boost ?

undone lily
#

Make them stronger

vague sphinx
#

Because of their nature ?

undone lily
#

even though they have bandit stuff on them

#

yes

vague sphinx
#

That's a good concept

undone lily
vague sphinx
#

I always found this faction underrated

undone lily
#

HP ammo for Sin required soon

vague sphinx
#

Are you doing something regarding their abilities at night according to the lore ?

undone lily
#

In before "deplete armor first, finish with HP rounds"

vague sphinx
#

I don't know if something can be done for that realistically

#

I'm currently rewriting a bit of dialog for them

#

Well, more like, altering it to serve a purpose

#

I found out much to my surprise how easy it is to create that

brave prism
#

as sin ? kekwait that seems interesting

vague sphinx
#

Oh I was just testing something, I wanted to create a faction change from Monolith to Loner after disabling the Brain Scorcher

#

An optional

#

For my addon's big update tomorrow

undone lily
#

@quiet charm your icons mod are the cause for the crafting menu having only 4 columns instead of 5

brave prism
#

resolution possibly ?thonk(or just a simple value i guess)

undone lily
#

I think it could be that the script he uses is outdated perhaps

#

Will investigate tomorrow

#

I have 12 updates pending with major changes

#

Will push that tomorrow

#

ISG reducing ammo pen by 35%

#

Sin resisting 75% damage

#

Endgame is gonna be fun again

#

Sin might need to be killed efficiently by swapping AP and HP ammo

#

Destroy armor > ruin hp

brave prism
#

MonkaChrist looking forward to it

vague sphinx
#

Some people will definitely look at it as a sin made to the balance

tidal elbow
#

I can already see the "why Sin won't die I'm using AP" questions

vague sphinx
#

AlSo wHy nOt bUyInG gUnS ?

tidal elbow
vague sphinx
#

I feel like I'm seeing that a lot lately

tidal elbow
#

The common one is "this dude is taking point blank shotgun in the face, why won't he die"

vague sphinx
#

One answer for this issue : The Axe poggies

quiet charm
rich vault
#

ap buckshot when

small lynx
#

flechette when

fair canopy
#

Are there any resources for creating icons?

analog elbow
#

red forest grass

undone lily
undone lily
analog elbow
undone lily
#

looks like mashed pixels

#

too much diversity, and the grass is too tall

analog elbow
#

adjustable

#

marshes wip

glass umbra
#

I like that diversity but show us with reasonable settings because I believe yours are extreme for the grass to look like this. Keep it up

quiet charm
#

Is there a way to alter xml files without causing conflicts similar to LTX files with dltx?

undone lily
#

example

undone lily
#

It's easier for me to keep track of modifications in a single addon that way

quiet charm
undone lily
quiet charm
undone lily
#

1024*128

#

you got it correct 😉

#

I took the occasion to switch the AI2 and AI3 icons

#

A mistake I made on the original icons haha

native shoal
#

Does anyone have the skill and interest to make it possible to see the ammo parts you get if you dissamble ammo, like it shows the parts for outfits and guns in the tool tip? I have no idea about modding but it would be nice to see which parts you get before dissambling ammunition.

tidal elbow
#

I had the same idea

#

Right click on ammo > Details

native shoal
#

Mh okay, have to check that. Would be nice to see it quicker in the tool tip but checking it in the details is better than nothing.

native shoal
undone lily
#

just keep some ammo parts in your inventory, they weight next to nothing anyways

vague sphinx
#

@undone lily Is there any change with the new update for Sin player ?

undone lily
#

No

native shoal
undone lily
native shoal
undone lily
analog elbow
#

marsh WIP

analog elbow
analog elbow
#

anyways go to hell desman

random fulcrum
#

grande chile el mejor pais de chile

#

but pink guy is like one of the first things you come across on the internet

sullen stump
#

I'm making a personal mod based on grok's ballistics overhaul (GBOOBS) and I'm gonna override the hit_power based on weapon ammo; with all the other stuff like barrel parts, mods and conditions being taken into account