#╙🖇mods-making-discussion
1 messages · Page 154 of 1
Nevermind, I can't even tell what parts I should scavenge from YACS, Immersive Sleep, and the base game
That's why I told you to check that script above

it has everything you need
for the safe spot thing, well it's a bit more complicated, you can scrap some code from New Safe Zones
But honestly, it will add more annoyance than anything
if a man wants to wank in the wild and be caught in a psy storm with his whiner out, so be it

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

can't wait for it
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)
- Make armor parts buyable for a high price at mechanics
parts need to have random chances at mechanics
Everything else is done?
no but I prefer to do it myself because of balance issues :p
well the artefacts and containers you can do if you want ^^
for armor parts at traders, look at Weapon Parts Overhaul
That's fair. Trying to do stuff to improve my modding skills and it's nice to help out
and add armor parts to the traders on top of guns parts
most likely you simply need to edit part_prices.ltx
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
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
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?
Just curious what to poke around in, looking for ideas
Do you want me to create a guide page in the PDA or edit the description of the items themselves?
Item description direclty
The best of IAM or AAC and AAM would be to edit the script that writes their properties
when something is done in #📎to-do I usually remove it
Found it.
Instead of Alpha, Beta, and Gamma. I'm thinking of doing Beta, Gamma, Neutron. To make it more realistic and, imo cooler, since alpha particles are really only dangerous if you eat the stuff that emits them
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.
Thoughts?
maybe "if gamma rays..." sentence a little off, but other than that all good 
Delete it entirely or rewrite it?
as for me - delete it, but maybe someone will rewrite it nicely
- 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?
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."
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."
Italics mine to emphasize the changes, not to actually include
- 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.
Got it
Looks good
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?
Looks good
@undone lily read from here
Bullets Always give 1/1/1 (bullet/powder/case)
Not true, done testing and verified it too

Most skewed is 1/2/2 (casing,powder, bullet)
Like you destroy .45 Hydrashock and get tons of powders ?
You get 2 bullet per bullet yeah
2 bullet for 1 bullet sounds OP though
Hum. Well these bullets are hella expensive anyways
And powder remains the bottleneck
Artificer Achievement still affects that, so that is unfortunately not true
You said it's fine a while ago, I had a whole elaborate discussion with Falco and Cat about it if I remember correctly 
Don't think artificier affects the max number of parts you can get
It does, trust me I have tested it
I believe the formula is 'parts = percent*max' with some randomness added. Do you know if it increases percent or max?
Because increasing percent in game makes sense to me but increasing max would not
Even the GIF got nerfed x)
Re #🖇old-mods-posting message (Darksleif's latest)
It adds the Keymap to the PDA Manual as a tab 
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.
No it's far more bass heavy
"Grok's Better Sound for Anomaly 1.5.1"
"Enjoy a much deeper and better sound, with also, perhaps, a better spatialisation."
Try replacing that file with something really different so you can tell if it worked
Structure of .zip/.rar is gamedata/sounds/sks/sks_shoot.ogg
I will try that out and report back, thank you
My bet is grok's code bass boosts all the in-game sounds
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
Gonna try replacing those now
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
The file path is specified in the model itself I'm assuming? So you'd change it via blender?
For sound? i dont think the weapon model would have sound file paths..?
Probably an xml or .ltx defining the sound.
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
if you send me the name of a sound file i can trace it back to where its defined
it would be close_1 in the filepath gamedata/sounds/weapons/_gunfire/stereo/sks
This should narrow the scope of where to look
all of these files contain that specific text
Awesome that will be a good starting point. Thank you kindly
baring in mind that's just GAMMA, the base anomaly files may have others
No worries man good luck
https://www.mythicsoft.com/agentransack/
(the app i used)
Something im doing
A key map for manual is overkill imo
Ltx files of guns reference JSRS sound profiles
Ah no sorry I didn't understand correctly
@boreal dust
@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)
Did I not do that?
I'll check
You did for all artefacts already ? Didnt have time to check sorry
I'll be able to mod only after Wednesday
And since you were in a modding spree I wanted to make sure our visions concur lol

This good?
Oh by the artefacts too I got it
But is this formatting okay for the containers?
@undone lily Could you confirm
- Whether the format for the artefact containers is good (Artefacts will look similar if this is good)
- Whether the labelling of bolts/carriers is good
- and whether you want me to do that for all parts even for ones that should self evident like barrels
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
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
For all parts yes please 😉 . They are sorted by color so this should be fine
hum actually bolt and careers could be of different colors maybe
(this I will manage with icons don't worry)
Also there is one bolt that is differently colored than all the other
prt_w_blt_15

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?
The vanilla empty LLMC doesnt actually indicate what it blocks like a vanilla full one does.
technically you are missing alpha particles 🤓 ☝️
Those are blocked by skin and don't pose a serious threat unless you swallow the damn thing
you dont store your artefacts in ur ass?
https://igigog.github.io/anomaly-modding-book/ Book of Guides for modding Stalker made by the glorious GhenTuong, will probably come in handy in this channel
@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?
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?
the clipping 
Just desaturate a little bit the first one + add scratches and dirtiness imo
The vanilla one clipped badly as well its just the model was so bad you didnt notice
Ill see what i can do tho thanks 
I would like to tweak the medkits, stimpacks, etc. a bit. Can't seem to find the .ltx file anywhere though, any tips?
Im not really sure but mods\G.A.M.M.A. Medications Balance\gamedata\configs\mod_system_drugs_balance_bhs_GAMMA.ltx edits some of the med item values so maybe look into that
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
Thank you for the tip!
Looks like all the values are hard coded inside G.A.M.M.A. Medications Balance\gamedata\scripts\zzz_player_injuries.script

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 ?
No no, you have a point. Sorry, the thought never crossed my mind.
@boreal dust I hate your time zone 
#🖇old-mods-posting message
Do I need to disable this one?
@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
what resolution should texture images be?
i find this guide useful for textures
Not related to anything but check this out. Pretty awesome. #463899353480691738 message xcvb fixed luminosity
no. DLTX over-writes specific values, so all my DLTX addons are made for GAMMA so that they can be used without needing to disable anything 
I need to finish this gun I was working on.
I have so many things going all at once 😦
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.
I just need to fix the animation
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...
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)
Looks good.
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.
It looks good, detailed and worn.
thats if they don’t. I don’t know what the bullets look like tbh.
Thank you. I kinda guessed the colour.
Are there any single bullets in game i can look at?
Hmm no, unless the casings end up on the ground? Or you can clip in the gun and check it.
Easiest would be to load the bullet in blender and attach the texture tho.

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.
you thinking more of a greenish tint like a classic 7.62x39?
Perhaps. I said 5.45x39 / x45 because those are the most common bullets to find in the zone, atleast I believe so.
it seems like mostly everyone uses AKs or M4s, so it'd make sense to use those the most. I'd think.

Looks good.
Grok should add the mod that makes the bullet smaller to actually fit the hand xD
i can change the size of the model
i didnt tell you this but the casing is for a .338 lapua so it might be a bit oversized 
im just afraid too small and you cant see the detail
Oh, is it a different model then the vanilla?
Yeah. What I would try is make the bullet just a tiny bit smaller, but move it up in the hand.
thx again, ill do that tommorow
Np. the top looks fine, but it clips the most at the bottom.
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.
good idea
Looking good
we'll never know unless i try

❗ 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. ❗
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
My man I asked you a question a bit above
Let me grab it
@woven mountain
Every time i suggest x y feature/function/change because of z for realism it gets hot in here
Good luck my friend
Ah okay I'll add description to what it does so we can delete old ones
Perfect 
Also because put like this you can't tell if they are the same mod or two different mods
Well you know, realism in a piece of land filled with artefacts, anomalies and a literal talking stone...
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
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
Thoughts on that?
seems backwards to me having to farm exos before getting the more common parts
It does but Kevlar is just better than steel for a plate
Agree with Momopate
It's already difficult to just find an exo sometime
Hell I almost don't even know what it looks like
I'd put exo parts at the end but this is just me
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
That's already more balanced
What problem is trying to be solved?
Grok wanted to work on ballistic plates and I'm brainstorming ideas
Have you got to the point in the game where you are using them?
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
I have, I don't tend to use artefacts too much since the process to getting a good one is so long
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)
Does that seem better?
@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 😛
Grenades the one you can throw?
Yeah
You already have the CockBallsTorture one, isn't that enough already? 

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
lauta you are a champ 
And every single fucking time i go to type your name i type it as 'laura' and have to correct it before sending.
Also blue is looking good as a color x)
yeah orange is gross xD
Green or pink like the nitro booster is so good looking x)
Then you have the Red of Death moderator
on mine they are more of a pink-maroon
Maid is Red though (or more of an orangey-red)
Oh by the way, I think I'm done with the new Gamma made screens
Stoopid Zaton gave me some troubles x)
Yeah, but it's a less agressive red
Not a color that screams I will murder everyone in the chat
Especially Falco with his full cap CHECK FAQ BEFORE ASKING
He's out for blood
Seems like a good time to post "Looting takes time" on addons suggestions behind his back 
Anybody know what mod adds the gun parts to mechanics?
Also mods are offline, time to riot
So I think I DLTX'd a file correctly. How do I check?
If the change you made effects the game?
Yes but how do I load the game with DLTX
You dont you just run the game after adding the mod to mo2 and activating it.
with all the gamma mods?
gamma already has DLTX built in, it picks up dltx mods
ah
if the output of powershell says config/system.ltx for example, your file goes in config/mod_system_yourmodsnamehere.ltx
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)
DLTX was a pain in the ass concept for me to get my head around at first...
@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
Man i really need to update these... so out of date.
@thick loom Hey do you still have the Nav's masks converted to gamma addon?
@undone lily I had some ideas for the ballistic plate rework you're planning on doing
What was that addon that let you see how much an armor gives at max repair status?
I miss that so fucking much.
You got rid of it?
no, its not in gamma anymore it seems
It is I literally just used it 5 seconds ago
What do you do to trigger it?
LCtrl
Yeah thats what was written in the keymap section. No worries!
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
specifically I want to rebalance some of the gun repair stuff and make some tweaks to the interface
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
Sorry the poor explanation. Tired. bed. maybe tomorrow can explain a bit more, unless someone beats me to it
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
You could try with lore/stories Does that appeal?
Thanks!
don't think there is a lot of info there
is a new guide people are making
its pretty barebones
https://discord.com/channels/456765861953536020/501410797092864020 Have a look into the Anomaly discord, they have a channel for guides, info and material on X-Ray modding
There is a lot more in there than in the Modding book
In terms of programs, check the pinned comments. Have you unpacked anomaly?
I can help if not
yes to both
thanks! I think I'll poke around a bit and figure it out
You said you wanted to change gun repair stuff? Take a look at Weapon parts overhaul.
Not sure about UI though
will do
Is this the original?
Top is vanilla
Thanks
Noooice
Looks really good dude.
Fits the hand well, and you can see lots of detail.
think i'm going to try and work on teh animation for gun now that I am inspired a bit.
Hey, anyone have some experience in changing the background ambient music? Trying to make my own music mod but have some problems with this.
Check how GAMMA Soundtrack addon is made
Alright, but you had to comment the ogg files somehow? Or just simply convert them to ogg with 44100 and that's all?
44100 is enough yes
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.
@undone lily I'm looking into how to fix the medkit icons for army and scientific being swapped. Would this work or help for future stuff?
https://www.moddb.com/mods/stalker-anomaly/addons/icon-override
@woven mountain How did you go with DLTXing? Figured it out?
I got it to work at least once
It's a start. 
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.
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.
try changing it into just required_tool = lighter_1
I suspect it's not set up for multiple tools
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
thank you for reacting o7
aye sure, glad to help. for modding there's also https://igigog.github.io/anomaly-modding-book/modding-tools/modding-tools.html as resource, but otherwise there isn't really much of a knowledge base
so helping others is the best way to transfer knowledge :x
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
I started out with small edits and scripts as well, but it kinda escalated 
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
So I can't help it but modding escalates the documentary way in that regard
which is fascinating on its own to be honest
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
yyea, cursing over xray unites everyone
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
yeah it's painful to set up but if it's set well it runs like amazing, is my general understanding of this engine
you could modify itms_manager.script to do it, but that might introduce conflicts so I wouldn't
I had another idea
I mean it runs pretty stable with new forks, such as OGSR, Monolith, and CoC engines
but the og XRay eeh
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
I've just send a suggestion to anomaly discord on changing the code to accept lists instead of strings
yep it seems like the function is just built on the idea of one item
maybe it'll be in 1.5.2
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
I mean miraculously it did work for the fire part, so that's nice)
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 ! 🙂
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 = .." ?
✍️
@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 ?
thanks, I'll try !
oups, my anomaly gamedata is empty tho... ? (there's no weapon file inside config folder..)
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
👍 this
This One is better imo
And if I keep the impacts of the former one with the black borders of the first picture ?
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
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
i just want tushkano kebabs to be actual kebabs
thanks for the help, it worked in game ! 😁
glorious congrats)
Adding those ones from (I guess) Tarkov wouldn't resemble what you're actually eating, I don't like it
My humble contribution: maybe a generic old looking one for the mutant meats, so, not rusty yellow, but also not pristine "greek sardines"
also this is true
sorry for the ping
I guess, but the meat stew kinda just looks like generic meat. I personally dont mind losing some immersion for better models and textures. I get your point though
I just think with less rust the old ones could do
wdym?
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
so your saying keep the old ones but change the can texture?
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
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
o7
I may be the only one, but the original mutant meats having random veggies and mushrooms was so off putting to me. replacing them all with the beef model would be better
i will try to have an option using the beef stew model
well, no matter what you do it'll be better than these
so I'll trust your intuition
Thank you @flint pine 
No worries
hopefully peeps can get some sort of idea now of what it does, haha
Containers aren't the issue imho
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.
?
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.
Why is the beef stew grey
thats the zone for you
there aint no premium meats around here
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
except for me
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

I made i improvised version, reflexes dont work properly]
Does anybody know if the lightbulbs are a texture or just a solid color? Trying to change how they look
anyone here know how to export this textures?
very much better
@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)
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...
rpm_empty_click does what it says my man
it's how fast you can dryfire
higher numbers means more click clicks
aaalright, thanks 👌
@tidal elbow You liked the disassembly preview fix right? What about a PDA entry that shows which ammos use which type of powder?
V4 is the best imho
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?
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
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
How familiar are you with DLTX?
Yes, I was thinking of buffs with penalties, first that comes to mind could be more energizing food but that makes you tired faster long term
So far it slid out of my modlist, so close to not at all
Like faster sprint but less stamina? Could be interesting
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
may I ask from what angle you asked this pls
I'm having trouble and looking for help
ah ok! well you caught me starting from 0 then 😅
But yeah I think it's a really interesting idea and most of the artefacts/consumables effects are pretty bland
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 😅
Modding philosophy excerpt #331: "Just because you can, doesn't mean you should."
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
Oh nah, it's not related to what you said at all. Just something that came to mind, unrelated.
mb
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."
Strongly disagree, I would just like slightly larger maps and a hint of vehicular combat
I don't think that's a "good idea", people already doesn't use the PDA for the map, let alone a PDA entry about ammo... 
I use the PDA for the map, I just wish it was better ^^
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.
tf
i do
(dont think im offended)
but why minimap 
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
Yay. More ideas to add bloat to the game.
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.
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
That is awfully correct and true and I am ashamed. Modding is too much power
How does this animation look to you guys? Okay?
(I mostly mean the part after the grenade goes in the launcher, and the hand grips the gun again)
Looks kind of off ngl
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.
exactly
looking good, i also noticed there is quite a bit of clipping between the hands and the grenade when taking it out
The rest of the animation is very smooth though
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.
and to work on this. I've been trying for the past 2 days and I just haven't been able to get anywhere. I feel like the animation is a little to long and is causing that problem, but I can't make it shorter.
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
Well, I can't make it any longer, or shorter because it needs to match the same amount as the weapon animation.
dw, i read what you said wrong
How's this?
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.
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.
oooooh, that part of the GL, I thought when the fingers were coming back from loading it.
are you pointing out the fingers clipping into the grip?
or the index finger clipping into the middle?
one of those is fixable 
This is what I'm talking about, the whole hand, I don't know, it looks a little bit off
I mean look the first animation
When you insert the grenade or whatever that is
Smooth, clean, 10/10
Then you have this 
It is as if it does not return to its original position
I'm confused what you mean, that is its original position.
its moving back into place on the gun
See this?
I thought the hand was supposed to go there
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
Use #🔨base-gamma-support please
EFP and GAMMA are literally two different beasts, it's impossible they work together
Yes
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 
Oh okay, now I get it
I'm just frankensteining stuff together until it works
nothing NEW yet. if I become more adept, i'd love to fix it.
Is there a library of functions and variables somewhere I can look at somewhere?
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
Scripts are written in LUA yes
Brilliant then I can do a deep dive
Fun fact: tons of games use LUA
I have noticed but some got their own weird ass scripts
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
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?)
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
Hey. The biggest issue is usually knowing which set of animation you want to use and how to rig those
Also, converting the normal maps to stalker format
I don't think there's an end to end tutorial anywhere
Editing guns for Anomaly Tools you’ll need: AXRToolset: https://github.com/revolucas/AXRToolset/archive/refs/heads/master.zip CoC SDK: Grab and install the CoP SDK: http://files.gsc-game.com/st/xray-cop-sdk-setup.exe Grab and install the 0.4 CoP SDK patch: https://drive.google.com/file/d/1ej...
gj eden
The handbook doesn't cover the conversion of normal maps yet
This explains it a bit
Thanks for your kind reply. I'm used to 3dsmax, maybe blender is better
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
Cus its a subsonic bullet, slow and heavy
Subsonic perhaps but even on worst day it has effective range of 140-150 meters with buckshot irl and that's on a low side for shotguns. Every other shotgun in this mod pack as I went through have ranges of 200-300
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
I find this useful
Hey @lilac compass
To answer your message again, #old-suggest message
I avoided the script/config part altogether basically
so it would work without the xml files? Then why does it have them?
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.
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?
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
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
did you check with savandt?
Maybe Grok will have some ideas about it
I would use savandt to look at the ogg comments of the vanilla file, and copy paste these settings over to your custom sound
you can get it here top of the page
http://www.metacognix.com/files/stlkrsoc/index.html
S.T.A.L.K.E.R. Mods at Metacognix
Yeah forgot about it. Will check later if it works, thank you
Yeah I know, but some ogg files does not need to be commented and some need
agreed, I also don't fully get it.
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
I definitely wouldn't replace ambients, maybe try to start from one of the existing radio&playlist mods?
like https://www.moddb.com/mods/stalker-anomaly/addons/pda-radio-extended for example
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 😂
the xml files in gameplay section for Ukranian voices mod only seem to change this particular line from what I can see:<snd_config>characters_voice\human_ukr\stalker_1</snd_config>
I always turn off the "game music" completely, I only want to hear music if npc's are chilling
having a look
Personal tase, for me ambients are 40% of Stalker atmosphere
I don't know if you mean the music or the ambients by now sorry ^^
if this is the only thing it changes, then it's not this causing a pb on the rank side
the original line is this:<snd_config>characters_voice\human\stalker_1</snd_config>
yes and it also means "audio backdrop" like birds and wind
depends what you specify
From the album Neizvestija - Majak
Buy album here: http://cryochamber.bandcamp.com/album/majak
This album from Swedish producer Daniel Wiklander will take you deep into the radioactive zones of Chelyabinsk.
The Chelyabinsk Oblast countryside at the foot of the Ural mountains is as pretty as pastoral landscapes go, the river Techa flows throug...
also if this is rly the only thing it changes, I would compare file structures and if identical you could back up the vanilla audio and replace it with the mod audio, avoiding script replacement
I'm going to have to redo the edits myself firs then I will check the ranks file with win merge
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 ^^
well you need to merge all the changes from every mod with the same xml file first though otherwise no changes will carry over if it works like other games Iv'e modified that is
correct in principle yea, it's just that I feel like we're not identifying the cause of the pb you're having correctly
This is why I will come back after I merge everything again
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?
they are in the zone but they aren't usable for lore reasons I think the reason was they kept getting destroyed by anomalies
Sounds like you should give it a go!
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?
🤔
BTRs do exist in the gamefiles I believe
yes they absolutely do, drivevable BTR's can be spawned as is from the debug console
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 ^^
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
what about "veh_btr_script_u_01", that starts with [disabled] in gamedata\configs\models\vehicles
not sure, that might be for driving them?
you can find the AI scripts for the heli in gamedata\scripts\ but nothing similar for BTRs
I'm wondering what it would take to make these 'alive' by cloning parts of another AI
maybe you can adapt them from another mod
yes looks like it.. that [disabled] got me wondering hehe
plus if we reuse the helo's we could have BTR's with rockets
@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.
Holy shit this is a great idea
@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
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
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...
Yes you can
Anyone know how to export bark textures?
Are you trying to replace the bark in-game or take the texture in-game for something else?
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.
You still looking for that script?
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.
Well it was night so I went to bed, I still do, I'd honestly love some help 
I found three files that talk about the change faction missions
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
dialogs.script
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
One thing to keep in mind is the timer from Prof. Sakharov's helmet. If the player is monolith, they wont have that
Don't Monolith start with Psy-helmet because of Groks northern areas with psy-field?
Yup, maybe putting the timer back because "you have x amount of time to disable it before you fall to the psy field again"
Monolith & Sin are starting immune yes, I found that in a file
The starting faction one
You can go to the North without having the Psi helmet, you just can't cross the Radar or Yantar
You can cross red forest
Red Forest is blocked off by the psy-field tho
i'm confused now
but I understand Eden.
Is it? Don't remember. You might be right
When you start as Monolith, you're not touched by the Psy field
I know Red Forest is cuz it was the first area I tried walking into after the update came out.
I tried and was able to wander
Ah interesting
Proof is, you get the Duga Free achievement right off the bat
Oh
so there not immune, its just brainscorcher n stuff are turned off when you start as mono
It's actually not but you start immune to it I think
but Duga Free means scorcher is deactivated no?
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
You'd need to revert whatever Grok did
And the immunity is probably tied to the Duga Free which is as if you disabled the two
because when he first implemented the Psy-fields in northern areas
I remember Monolith, Sin, ISG were fucked lol
I would love any help really 💙
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.
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 ?
Ideally, basing it off the main quest would work best
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)?
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
Just had an idea, Strider could be part of the questline, him being reformed monolith and all
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
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
Do you want to create a thread for this so we dont fill the channel up with this?
Monolith Brain Scorcher Quest
Yup, I can see it
BC3a and kaiser?
What do you mean?
format, and type filter?
format as in .dds
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.
?
Not yet
btw darksleif since youre here, i havent even tested your work but i already love it just by looking at it
Which one?
all of em
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?
iirc you can resurrect the npc with console or f7 debug 🤔
Hmm, so is there no script to date that hm.. spawns someone from your faction as soon as the base is taken?
tbh the best fix is prevention (so yes it'd be better to make the immune or super tanky or something)
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
What do you mean when you say informs
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..
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..
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
Not sure if you have, but you’d definitely get more of a response if you ask in the Anomaly discord.
@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....
@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.
I will to do this:
- I'll try and replace all the sections that look like they manage a human mesh
- replace them with the sections from veh_btr
Small one: does npc_n_update belong in the same .ltx?
Thank you for your reaction and advice!
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
nno I mean npc_on_update as in the script event, like in a script you do RegisterScriptCallback("npc_on_update",my_npc_on_update_func)
There fucked up because there two different animation sets. And that isn’t a bad idea to make it a kit, I suppose.
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)
Hmm i think i found how to add new dynamic/world-item spawn locations 
Hm, would ya'll know why when I take off a scope, its giving me the wrong scope back?
Yes you just need to get new coordinates and add to a file I already edited in GAMMA dynamic loot balance
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
Reworked swamps(WIp)
@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
Anyone know how can I get amount of specific item (e.g. flask) currently in player inventory within script?
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?
I mean, possibly work something out from how Ammo Check implements it.
https://www.moddb.com/mods/stalker-anomaly/addons/ammocheck-rc18
It's already the case no ?
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
@wicked bear Unpacking the Anomaly files and searching through the sound files might be of use
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?
Er, well you would 'replace' them by putting them in a new empty folder that fits the structure of an addon and add it to MO2 and load it last. As far as i can tell that will 'override' them and then use the new ones
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
oh, I see
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?
What do you mean? What were the steps? I liked navs but just ditched it now as it keeps messing with the UI and is a bit big...
Theres a addon on GAMMA list (i dont remember wich one, but i will try to find it) that when you reinstall, it opens some additional options for the installation, in there you choose to install new mask overlay. After that i went into GAMMA mod directory, and replaced the HUDs there to the ones i wanted from Navs
is there a fast way to get a list of weapons that can mount the leupold / rmr kit
would anyone be able to point me in the right direction towards fixing this mod? https://www.moddb.com/mods/stalker-anomaly/addons/cr3piss-kac-pdw from testing it out in game it seems to crash when i equip it so I'm guessing theres an issue with the animations. i tried transplanting the m4 animations to the gun but it still crashes
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?
Swamps WIP, any ideas?
Probably not a problem with the animations. Did you load it last?
yeah
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'.
Hold on, I was working on something. Give me a minute to reorganize stuff lol
Just tossing out ideas
It overwrites the ammo files by introducing a new ammo type. I was planning to rip that out of the mod
Yeah Grok isn't a fan of guns that use a special ammo. Only one example I can think of.
Yeah putting it right after BnS gives a crash for missing ammo
Let me change that real quick
Would recommend changing it to 5.56
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
Weird. This is the only mod that crashes. I've been fine with everything else
Also, Discord isn't showing the crash part
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?
I was reading the comments, seems it crashes for a lot of people after the latest bns patch
Then I would recommend comparing the two versions using notepad++ or winmerge
Personally I use winmerge
Hmm I'll give that a try and see what I can find
Anyone know how to use gunslinger bolt animation in anomaly
@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 
Ah I'll do it today don't worry XD

Just need the icon replacing thing now 
Did you still need this?
I did it already 🙂
AFAIK, if it crashes when you spawn it into inventory, its missing an animation to play.
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.
yeah i couldnt figure out why. it says it requires BnS and GBOOBS to work
i tried swapping anims with some from BnS but that didnt work either
You can't. Hands rigs aren't the same between anomaly and gunslinger
hello
and animation?
i love gunslinger bolt animation
oh, and can be something similar but with the same rigs?
You need to re rig everything to gunslinger system
are you like gunslinger animation bolt?
So no, you can't
ok
I don't give a damn to be honest

yeah, im done with swamos, now to garbage
swamps*
there are 3 SS on different maps, what do you think?
Very nice grass
Looking good 
Looks good. I prefer gardener of the zone because I prefer a more dead looking zone that's all 
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
do you like it?
Yes
i can pass you for test if you want.
i need some person who can give me recommendations , are still WIP
Got the Nimble trade working
@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
just imagine having to deal with the flood of poltergeists
i mean as long as there is no objects nearby you should be fine
or hell if you walk crouch they cant see you
The anomalies part is easy. The night is kinda hard coded I think.
Well you can change weathers actually
I've come across some that are not spawning poltergeists though, is it chance based ?
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
@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
There are new portraits incoming for all NPCs
That's good news 
btw you are right, I need to make this Sin defense boost
Defense boost ?
Make them stronger
Because of their nature ?
That's a good concept

I always found this faction underrated
Are you doing something regarding their abilities at night according to the lore ?
In before "deplete armor first, finish with HP rounds"
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
as sin ?
that seems interesting
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
@quiet charm your icons mod are the cause for the crafting menu having only 4 columns instead of 5
resolution possibly ?
(or just a simple value i guess)
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
looking forward to it
I can already see the "why Sin won't die I'm using AP" questions
GrOk WtF, pLz NeRf SiN Gamma wOrSt MoDpAcK eVeR, I aLwAys HaTed It AnYwAy
AlSo wHy nOt bUyInG gUnS ?
That's the uncommon one
I feel like I'm seeing that a lot lately
The common one is "this dude is taking point blank shotgun in the face, why won't he die"
One answer for this issue : The Axe 
🤣 It's 100% just a dated script. I can push a fix
ap buckshot when
flechette when
Are there any resources for creating icons?
I'm working on adding a very light protection field particle of some sort
3d models of the game
grok grass
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
Is there a way to alter xml files without causing conflicts similar to LTX files with dltx?
You can make a new XML file with a name that will make it loaded AFTER the original XML file, and simply rewrite there what you need to change
example
Thank you kindly
Are you ok if I add your Meds icons in the Medication Rebalance ?
It's easier for me to keep track of modifications in a single addon that way
Yup, you can use anything I post here. I have no intention to upload anything to moddb

OH, double check power of 2 size... I keep forgetting to check those
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
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.
"to see the ammo parts you get if you dissamble ammo"
It's already in
I had the same idea
Right click on ammo > Details
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.
That is a good idea as well
I just thought of that because there are addons for cost, parts and other things but ammo is missing that information.
hovering ammo highlight the parts that will be generated
just keep some ammo parts in your inventory, they weight next to nothing anyways
@undone lily Is there any change with the new update for Sin player ?
No
Yeah I saw that mod and I thought it would show the parts in the tool tip, took some research to figure out it "just" highlights the ammo parts which this ammo uses.
It's honestly more than enough
Yeah it is, I am just nitpicking

i dont care desman, go hell with him
marsh WIP
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You don't know Pink Guy
Under which rock did you live mate
bro, chile
grande chile el mejor pais de chile
but pink guy is like one of the first things you come across on the internet
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




