#โ๐mods-making-discussion
1 messages ยท Page 155 of 1
I've gotta figure out at-muzzle kinetic energy ranges for shotguns and gauss
and then I want to scale damage based around it - with the idea being kinetic energy at impact (provided no armor deflection occurs) would translate to hit_power
anyone have any suggestions around scaling it?
e.g. assuming I make 1.0 turn into the value necessary for exactly one dead fellow for a torso shot, what do you think the rest should be? should any ammo be 1.0 exactly?
imo 7.62x51 should be > 1.0 while 5.45 and 5.56 should be somewhere between .5 and 1, somewhere on the higher side
and .50 bmg should be explody giblets
Not entirely sure but you have to take into account the shape of the bullet too. For instance 5.45 x 39 is needle shaped and pens body armor much better than 5.56 x 45. If you want a scientific answer look up some books on 'terminal ballistics', the study of what happens when a bullet hits something.
If you read up my script, you would see that there's already this based on wm_size. Which is accurate in GBO since it uses the bullets diameter
What matters is how important the residual damages are if the bullet doesn't penetrate
The scaling is properly working, you can just increase that value so that residual damages are increased
What matters for residual kinetic energy is ammo speed and ammo size / weight. Usually the diameter is a good indicator of an ammo weight. You could add a multiplier to the ammo length also... Although I guess the changes will be very marginal anyway
Ammo speed is already taken into account in the damage and pen reduction depending on the distance and based on ammo air res
There's no need to reinvent the wheel imho
Check line 594 of grok_bo.script from GAMMA Close Quarter Combat addon
Simply change 45 by a bigger number so the residual damages have are increased
What you will anyways encounter while tweaking this is that at a certain point, you don't need any kind of AP ammo, and the system is all about high ROF of big bullets.
So that will result in 9mm SMGs >>>> everything
SMGs are easy to come by, have a rather low recoil, but are marginally useful at long ranges. But at mid range you will just melt anything including exos with 9mm FMJ.
Add a thristle artefact on top of that and it will become simply ridiculous
So you mean 1 7.62x51 fmj to the torso and anything is dead ?

I don't understand how that's an improvement compared to the existing system
Well, yes and no, 5.56 is usually shot at much higher speed than 5.45x39 (900m/s vs 750m/s). So 5.56 penetration is usually better than 5.45
@quiet charm can you make the ace armor texture power of 2 please ? Thanks ๐
And export it without mipmaps indeed
anything with no armor at ~200m - 400m
with light armor high damage and heavy bleed
it's for my experience; want something a bit more accurately scaled to the capabilities of real world (not necessarily 100% realistic either)
9x39 is OPAF in the current "balance"
IRL it's deadly for it's AP, but against an unarmored target not significantly more so than any other heavy subsonic
That's balanced by expensive ammo and low mags capacity + harder repair for the guns (since they use advanced kit)
The most op thing is 7.62x39 in the current gamma balance
Can you give it a double check on everything? I don't wanna bork anyone's icons 
so do you have any relevant feedback or is this the wrong place to ask?
I'm not weighing costs of ammo, I'm weighing effect on target
I'll just make up some stuff and see what fits
I gave you my feedback already. 
It's the right place to ask yes
Does someone know how to execute code, when you exit stalker anomaly? i found the "main_menu_on_quit" but I can't make it work
It won't call this event for me
Dumb idea or run with it?
the idea is good, but the stars look a little out of place
no other way to show their tiers ?
I thought of numbers but they looked dumb too. The tiers on the bottom left icon are nice but i wanted to differentiate the boxes somehow at a glance
i assume you also considered reusing this ?
I could, angle it and slap it on
it would definitely be nice to be able to tell what tier it is at a glance, the small icons are good but sometimes takes a second to figure out which because of how small they are
if that looks even worse the stars definitely arent that bad, just look weird i guess
maybe use horizontal stripes, in the middle of the chest where the stars at
is there any way to spawn a "static" NPC or monster, without them applying any AI and logic, and manually controlling their animation?
@quiet charm took the liberty to remake the armor icon from scratch
wow looks good. I don't like the stars though
controlling their animation ?
clean
@vague sphinx Very good job ! I need feedback and tests before adding to gamma officially ๐
But I guess any people on moddb would appreciate it ๐
Because it can potentially break progression depending on how the addon is made
But I guess, the only way to get a lot more feedback would be to ask people of the server possibly
Fair enough, thanks for considering it x)
Btw we are working on an armor convertion system with Darkasleif ๐
Talk to a trader from your faction, and trade an armor from one faction to the same kind of your faction
finally got into the mood of mapping all armors to specific ones for each faction

Yes yes
Do you still plan to include screens actually ? I'm not so sure you'd like all the new ones I uploaded specifically for Gamma though
Since you probably have your own vision on each map's atmosphere
yes yes yes ๐
this will go alongside 1.0 rlease
and new load order
I'm planning on releasing 1.0 next week
first only here, and on a later date on moddb
Yeah, I redid it because I wanted something with your graphics setting
I'm glad it will be used ๐
Yup, it was posted on #๐old-mods-posting not so long ago
I still need to update the number of screenshots

now im curious
Well, it's all about the last addon I posted an hour ago ๐
oh, an update for LTTZ to all factions?
the og was ok but i havent tried this one
I took a few extra steps on this one, all detailed in description ๐
@undone lily I'll just put it here so you know which one is the right one #๐old-mods-posting message
The reason I haven't posted the questlines addon on Moddb is because it's originally not mine, heavily modified or not, so I don't feel like I have the right to post it, I tried asking the author, but I've never gotten any reply
what about playing footstep sounds through a function like actor_on_footstep
to circumvent the hardcoded hearing distance
ask the original author ?
could work, look at the exo sound mod
that's a good idea
Yup, the OG addon was made by Lt.Kirilov, under the title "Lost to the Zone for Military (reworked)+ NPC Disguise addon" https://www.moddb.com/mods/stalker-anomaly/addons/lost-to-the-zone-for-military-reworked-npc-disguise, despite that, is was working with other factions as well. So after all the modifications, I tried asking if I could post my version and give proper credits where its due, never got a single reply
Just post it mate
and if the original author has issues with it, just remove it
acknowledge him
and him in credits
that's how it's done in this community
Yeah, I'll do that then
I'll post it today
(Why do I feel like I just got the "do it" situation from the Emperor x))
@undone lily I've been meaning to ask, what's the reason why we cannot disguise as UNISG member ?
Small number ultra organized faction
Ah, makes sense, I was searching for an explanation to write
could even have underskin microchip for identification
But how would you explain that there was spy in Operation Afterglow nonetheless ? If that was the case
Anomaly plot being Anomaly plot ?
I know I will have to answer these questions from curious people sooner or later
yup
Well, for convenience sake, I added that you would have to be infiltrated for a long time for the disguise to work, which is not the player's case
Sorry if I seem to spam ping, but should I fix Strelok's rank as well? He's been classified as an Expert all along
Yes, do it
I have a... fix, to do urgently, a mistake made by the OG's author

Just noticed that the LTTZ questlines are available to every faction when you can ask Voronin or Sakharov about Strelok. So far, I wasn't able to succesfully tweak this
Good thing I was convinced to post on ModDb, so I can fix the remaining stuff, I'll erase my post on #๐old-mods-posting afterward
"When You Code It" moment:
The addon of my dreams would be a bounty hunting overhaul.
It always bothers me how we get a quest to kill a stalker, we don't get a picture, we don't get their faction, we don't even get their name.
Instead, like magic, a GPS tracking starts telling you precisely, real time updating, the position of the target.
When you kill the target it immediately updates the quest, as if there was some sort of vital tracker on them.
Then you return to the quest-giver and by telepathy or some sort of omniscience he is sure that you finished the job despite you not having any proof of it.
This addon would bring some simple but detailed description of your target, most importantly their faction, so you can reject contracts of targets that belong to factions you don't want to piss off.
You would have a picture and the whereabouts of the target. Some information could come in to, like if they have a squad or are alone.
For reasons of gameplay maybe the gps tracking could stay, but not real time updating, only updating from time to time. Maybe making so you had to use the RF receiver to find them.
Once dead the target you would need to get some sort of proof or trophy, this could change from trader to trader but could also be a single thing. A head, Dogtag, patch or a picture.
Maybe the possibility of receiving contract orders by PDA, remotely.
Hi ppl!
Question: if I create an alternate dds skin for a weapon with a different name in which file do I specify such change so that the new dds skin loads instead of the default one?
(I did create a new separate weapon with a different name for that skin).
Use OGF Tool.exe and change the texture path of the gun OGF
@quiet charm could the yellow be more yellow and less green on the tier 1 boxes ?
Thanks much!
Armor trading system code works, Darkasleif is implementing the dialogs for all traders ๐
Got the choice to trade different armor categories (light, med, scientific, skat, exolight, exo, nosorog) > trades an armor of one kind to a good armor of your faction of the same kind for a price. Armor given to you will have the same condition as the armor you loose
This won't get you an hybrid or an ACE Suit or a Hero of Freedom one, but you'll get ok armors with good artefacts slots from your faction
How's this?
I can add more saturation to the orange too, not sure if it'd look too cartoony
did you change the orange ?
Nope, left it the same
I'd check those in game, they might look super bright
if you're cool with it, they work for me
Oh BTW @undone lily , did you see my message about looking into the ammo weight? I got two questions for you:
- Can you modify multiple items in one DLTX file or do you need a separate one for each item?
- Should I err on the side of too heavy or too light?
Yes you can modify multiple section in one DLTX file ๐
![section1]
ammo_weight = 0.2
![section2]
ammo_weight = 0.1
I think ammo could be a bit lighter
@undone lily Do you mind if I use EFT ammo weights? They sound reasonable.
?
For the ammo weight overhaul
I don't know if this has ever been posted here before but they were talking about it on another forum I read and thought someone here might find it useful.
This chart breaks down how many shells equal a pound for each caliber.
Interesting tidbits: AK-47 ammo weighs about 1 pound for every 27...
but otherwise yes, Tarkov should be a good source
remember the weight is for the ammo pack
Right
Hmmm.. those are weights for the 'shells'.. what about the weight including the bullets?
(Deleted my faction questlines addon from #๐old-mods-posting The fixed and enhanced version is currently awaiting authorisation on Moddb)
@undone lily The Fort-12 sights have not been aligned correctly when aiming down the sights and since I've seen more than a couple of reports about it in #old-bugs I went ahead and fixed the hud positioning myself. I just used demonized's hud editor mod to export the new values into the cache_dbg I posted and I've also included a patched w_fort.ltx that I modified from the pretty pistols pack.

@pearl sparrow So extracting the files is the first thing you need to do.
Jup, got it
Learning how to use blender from scratch will be the worst part, but I'll manage
@undone lily I will never say thank you enough... seriously... I'm trying my best to make that compatible with EFP but I have so many issues to fix with that modpack, crashes are quite common it seems, I miss Gamma, so much more stable
The only edge I could find that it has over Gamma is the textures "cleanliness"
Other than that, once I'm done with compatibility, I'm not returning there ever again
I have achieved compatibility though, somehow
@undone lily What happened with the trader performance removal? Was it messing other stuff up? 
Mags
i only play with mags and honestly i prefered the trader performance over more mags. they're easy enough to find and it feels good finding a 60 rounder instead of just being able to buy it
Ok. I'll make an optional addon called "Buyable Mags"
Until you find a really cool and rare weapon that nobody else has, and now you have this really cool weapon but no mags for it, so you can't use it. 
This is also true
you should be able to make them 3 metal scrap for pistol mags 4 metal scrap for smg mags and 5 metal scrap for everything else
That wouldn't be too hard to do. Just have to figure out where it would go to not clutter the ammo list
Mag crafting will never happen, just forget about it 
Feel free to map every single mag for every weapon. Also, I am pretty sure someone on the anomaly discord tried it and gave up in the middle of it
Oh nah I wouldn't do it for every weapon. Only the rare ones
I don't get why some weapons need rare mags
All 5.56 rifle should be able to use the same 5.56 mags
It's more that the weapon is rare, so the mags for it are as well 
It's not realistic at all ....
Also.... Found a rare gun > only way is buying the mags
In many cases, sure
Just make the good makes rare
But make all guns of the same caliber use the same mags
Most of the time you get 2 mags or so on the body as loot, but sometimes not..
Hmmm, dont know about that. Maybe weapons from the same family? Like AK, M16, etc
bro i legit couldent get any ppsh mags one time i killed like 4 different bandits that had a ppsh but not a single mag not even in the gun
I actually changed the AUG A3s to use nato mags instead of the standard Aug mags since it seems they have retooled mag wells
Otherwise it is too dumbed down it feels like
I don't understand this concept guys @maiden dune @simple scaffold . Why can't all 5.56 guns use the same mags, and only provide like 4 different mags: 20 rounds, 30 rounds, 45 rounds and 60 rounds, and make high capacity ones rare ?
I think they went for some realism with the mags system
in most cases weapons themselves are designed around magazines, e.g. with handguns
You can also set the mag that drops for certain guns, so the rarity of the gun determines the rarity of the mags
For handguns I totally agree
But for rifles ? 
generally I used what's there irl and also inference based on in game models to decide
it's not completely like this, the 7.62x51 rifle magazines in particular are extremely streamlined
If it's 5.56 it's mostly all STANAG design so fits in all NATO orientated guns init? Except AK 5.56 mags
Ok ok
because technically every 7.62x51 rifle has a unique magazine
there are subtle differences here and there
biggest one really is G36 mags
to a lesser extent aug magazines, but they could in theory be interchangeable
I guess 9x39 is rather streamlined as well ?
aug magazines look like the polymer stuff so I made them separate
9x39 sort of, there's only 3 types
Hum ok so it's mostly to fit the models
Install adapter through gun modding ingame maybe, it should fit STANAG mags then.
I would have gone with something much more simple and less fitting to the game models I guess 
for 5.56 it's really only AUG, STANAG and G36 as the primary categories
What the hell Grok
It really isnt but whatever...
the variance was acceptable given the varieties of AUG and G36
Well I wouldn't mind having a stanag mag in a G36

Just like I don't mind vodka to craft meds

lol ghetto analgesic
Vodka cure rads, it can cure anything
Thanks ๐
Sure, that would work I guess?
The main reason for playing with mags is limiting yourself ammo wise in a combat, so you can do with the mags whatever really 
And I always picture our gopnik character going like Boris humming while pouring some vodka + few meds, crunch them together, heat that a bit and here we go new meds
Russian Technology
you can make an argument for AUG but inevitably someone will point out the difference in model and say that's not a NATO mag
I compensated for it (and those mags not having extended variants) by making them load faster
React to me comment please
add adapters ingame maybe?
Yes well, to me gameplay > nitpicking immersion things. But I get that's an interesting challenge and a way to add few balancing tweaks along the line 
it's not that big of a deal gameplay wise is it
you should be swimming in mags after one or two squads
specific mags are the issue i think, hard to find and even buy
anyone who sells the weapon should sell mags for it
Stanag mags and AK mags you can get 10 of them within 2 hours, that is not the issue
What about ordering exotic mags through Nimble or something?
This is the reason I have trader overhaul enabled. Traders sell more weapons -> have more mags
if it were up to me I'd buff AUGs to be best in slot, given that you can't mount attachments or optics
would also justify the individual mags
it does get annoying but for small caliber it's a decent concession for immersion
full size is where it gets truly annoying
more weapons
Nononono, I still play gamma, it was just for the sake of argument
No weapons or armor at traders for me haha
the SR25 and SCAR have completely different mags, same with G3 and FAL and M14, even though they're all 20rnd
it should yes, it's 7.62x51
Well I guess in gamma finding SR25 mags is a pain

I already said multiple times that I'm not gonna push specific modifications for mags but it looks like I will still have to
Cope
I literally looked up each gun/magazine in catalogs to determine which guns could use the same magazines stock. That was the original design concept: match real life.
Then Arti consolidated some of them out of pity.
Go complain to HK and the other manufacturers they made this mess not me
If you want to be a pansy with fantasy world guns that just take genetic "magazines" might I suggest reducing down to a genetic "bullet" at the same time. Makes everything much simpler
is there any guide to start modding anomaly? maybe something simple like adding a craft recipe to begin with?
I can help you out with my moderate knowledge
Reverse engineering others work is how most of the people here learned their stuff afaik
that's what I've been trying but for example I don't have a single clue on the item id names
What are you trying to do?
wanted to start out with something simple like a recipe for crafting field cutlery for gamma
In the tools folder run the unpacker bat. It will give you the game files
Every item is there
does it extract it to gamedata? or just a sepparate folder I can work with so it doesn't mess my install
Extracts to the tools folder. Won't touch your game
fantastic, and one last thing
well nvm, mabe I'll ask when i get there
just would like to make anything i do DLTX
to not have to worry about compats
Hold off on saying one last thing
I gotchu
DLTX only reduced, does not elimate, comparability issues, and only with LTX files. XML and script files have no such utility
The DLTX moddb page has the DLTX guide.
I would get everything working without DLTX first then make changes
To use it
Just ping me if when you have questions
I see I see
will do, thanks for the help
Mags redux has 0 file conflicts (now) and doesn't need DLTX. Our patches are simply adding more magazines for things that add more guns
so I should begin by copying the caraft.ltx that is on top (artifact reinvention) and work from there, right
Sure
well that was stupidly easy
you saw absolutely nothing 
I was mainly referring to traders inventory but ok. Never said you and Arti did a bad work or something, I don't get your rant here (sorry if this wasn't a rant, but I perceive your message like so) and random criticism to some of my work
. Also 2 - 3 kinds of ammo per caliber isn't that much.
Having mags exclusive to certain guns is indeed realistic, but from the gameplay it can have issues especially for rare guns in an economy where you can't buy guns. I'll just add all NATO and WP guns to traders inventory, it should fix the issue.
Yes! YES! That is literally THE fix! 
Another easy fix, not using mags x)
but my ghemplay vision ruined!!!!1
@undone lily Could you tell me what issues you had with LTTZ Director's cut ? I would like to try and give a shot at making it functionnal
People say that it fucks up playthroughs...but never happened to me
I was having crashes a long time ago
Was meant to be more young in cheek than rant. Text sucks. Magazines suck from a gameplay perspective which is why so many games ignore them
The second deus ex game only had one ammo, nanotech magic morphing ammo. Pistol shot used one. Rocket licker took 8. This is a bit extreme takes a lot of the fun out of resources management.
Magazines suck tho, no fun at all
indeed shooting people is probably not fun, not that I would know
Btw about the issue of finding too much ammo with magsredux
Can't you just reduce the ammo drop probability so that most of the time when you loot npcs mags are empty?
this has already been added iirc
There is a crash caused after the OA questline, which is caused by an NPC being spawned in Army Warehouses. There is a fix for it in the comments of the addon and besides that, I didn't have any other issues in 2 playthroughs with it
๐ฟ
Indeed
Mags redux has many settings
it should be trivial to massage some values to get the experience you want
mags are autogenerated based on weapons, which are assumed to be in stock
I'll look into it
Okay thank you, I'll see what I can do with that
Yep exactly. What I was using is presets so guns are in stock, but not sold. I will adjust the guns available in the traders inventory so the mags available are better spread between WP and NATO factions
me neither, i have been playing with it ever since it got dltxified and been having zero issues
you'll have to wire up custom trader autoinject
Good old DLTX is enough
Or simply trader presets
@fair canopy Kar98k doesn't use mags though
the modded version does
huh well nvm then
ah yes discovering how to tweak simple ltx files and then falling further into the blackhole that is modding.

oh god im getting vietnam flashbacks of fallout nv
"ill just download a couple of mods to spice up my experience"
several hours later
"ok i have 389 mods this should suffice for now"
and then 'for now' ends up being like 15 minutes and you're back on nexus for the rest of the night downloading 100 more
@regal bolt my dream... come true... you're the chaddest of all Chad
https://www.moddb.com/mods/stalker-anomaly/addons/hunter-survival-crafting
After downloading the 100 at once your game crashes with uncompatibility and you spend 2 days trying to figure out which mod is causing it
and then after not finding it you decide to give up and uninstall everything in a fit of rage
@woven mountain I may have a QoL for you
Now they are two thanks to @steel shuttle


- This is an example of course, but seeing what toolkit (basic/advanced/expert) you need to use would be great
This is a Renegade SEVA suit, I know I need a medium repair kit, but what about the toolkit?
It could be right next to the medium kit, in the "compatible workshop kit" zone
Your wish is my command
Then the second QoL
This is a good one
Be able to remove patches from armor in the enemies inventory and not only in our own
Because right now it's:
Open enemy inventory
Take armor
Close inventory
Open your inventory
Take patch out
Toss armor (or keep it)
Close inventory
OH GOD THIS
It would ruin immersion BUT I DON'T CARE

field stripping from the corpse would be great
The patch one is immersive/realistic too, because the armor is literally on the enemy
Hey that's true
No one can complain then
I normally just don't bother with field stripping
Disassemble: yes
Field strip: no?
That's stupid
I field strip a lot because I care for my Multitool health
you could argue that disassembling is more of a crude, brute force approach
cannot be bothered... just buy sharpening stones
and field stripping needs more precision, so that's why it needs to happen in your backpack
i don't know, i want to be able to field strip without risking being too overloaded
That's why I talked about immersion
But again
As prion said
You can already disassemble inside enemies inventory

immersion can go so far before becoming tedium
it's true
gameplay > muh immersion
We have an agreement then ๐ค
@woven mountain maybe it's obvious but I'm adding it just to be sure
This was an example for armors, guns have the same "problem"
Problem is it's coded in to show the repair kit
You're talking nonsense to me, I just need to know if it's possible or not 
It's definitely possible but most likely not for me
I knew it was something for Grok...
What about the other thing?
what about making a dummy toolkit just to show the icon
i just keep whiffing on responses what the fuck
then again, that would imply having to add the dummy toolkit to everything
Possible for Grok again, but this time it may be possible for me to do it. Gonna have to ask for help though.
Either
a.) A command that says not to look in corpses for object exists
b.) The command already does not look there
Code:
function menu_patch(obj) -- display option for tear patch
local p = obj:parent()
if not (p and p:id() == AC_ID) then return end
local section = obj:section()
local comm = ini_sys:r_string_ex(section,"community")
if comm and (comm ~= "") and possible_factions[comm] then
local id = obj:id()
local obj_patch = get_patch(comm)
-- if patch is torn from this outfit, and there's an available patch in inventory
local state = se_load_var(id, obj:name(), "unpatched")
if state and obj_patch then
local str = game.translate_string("st_item_attach_patch")
local str_patch = ui_item.get_sec_name(get_patch(comm,true))
return strformat(str, str_patch)
-- if patch is not torn from this outfit
elseif (state == nil) then
local str = game.translate_string("st_item_tear_patch")
local str_patch = ui_item.get_sec_name(get_patch(comm,true))
return strformat(str, str_patch)
end
end
return
end
I FORGOT 5 COMMAS 
Btw repair kit in items details would be gorgeous
He already said it's something you need to do

ah ok
@undone lily
Basically here
I'm sure he can help you
But it's stuff beyond his skills (probably)
Should be easy using this as a basis
@woven mountain I'm working for you here my man
Yeah, sorry no can do. 
@boreal dust you know you're the man but that thing you just did is the devil

My computer is beefy enough, I have a 3070 after all and that 750m is literally too much to handle
Believe me
CS base now?
Another game
Literally
I prefer less shit + performance than more shit - performance
A middle ground would be perfect, of course
That 750m is overkill
You still did a good thing
It's always good to keep "backups"
I mean seriously I have a 3070, I should be able to crush the game in half
Instead I cry when I step in CS base
Or Army Warehouse
Or Red Forest
Fair enough. Its a great change im sure, like if in one single thing the performance of most people can be drastically improved, then it's a win in any case - Just for me personally i didnt really have any performance issues, and like stuff happening further away. The zone felt dead after the 250m, like i was the centre of the universe and unless i was around nothing happened.. Like nothing. I just didnt like it ๐ฆ The game literally became 2/3 less active instantly. I like chaos, random, surprise, 'alive worlds' kind of stuff. Just for me it didnt sit right it killed my alive world ๐ข
That's 250. So still pretty good.
I think there might be cases with high power snipers that go beyond 250 though
This is just an SKS
Anyway i deleted it now.
@vestal quiver Mostly done
function on_game_start()
RegisterScriptCallback("on_key_press", onKeyPress)
RegisterScriptCallback("on_key_hold", onKeyHold)
end
local NVG = false
local PDA = false
function onKeyHold(dik)
if dik == DIK_keys.DIK_N then
NVG = true
end
end
function onKeypress(dik)
if dik == DIK_keys.DIK_TAB then
if NVG == true then
if PDA == false then
PDA = true
-- Emulate Turning off NVG
-- Emulate Turning on PDA
end
else
PDA = false
-- Emulate Turning off PDA
-- Emulate Turning on NVG
end
else
if PDA == false then
PDA = true
-- Emulate Turning on PDA
end
else
PDA = false
-- Emulate Turning off PDA
end
end
end
end
Nice
Honestly, at 250m the AI isn't able to act properly anyways and it just calls for easy kills. 200m is more than enough for most maps I think, and you can still snipe people but they will be able to react normally usually
was playing around with this
it's my own edit of the thing, i didn't like the random explosion chance at all
and good ol' ultra-violence reminded me of doom
so that's why the 1d3 damage, like classic doom's damage formula
also added a small sound cue for whenever the black angel blocks a bullet
Way too strong imo
Random explosion means you can't use it in every situation
And it's random
So it's not OP
shotguns were broken with it
bet
@misty mauve we're wondering how you manage to make that HUD so clean
do you mean the hud texture itself?
I've already been asked a similar question, but to be honest, I didn't understand anything

It would be great if someone could find the time to change the UI so the bars for sleep thrist UI are bigger using this mod as a base:
https://www.moddb.com/mods/stalker-anomaly/addons/patch-hunger-thirst-sleepiness-bars
adapting the XML files (can be time consuming) and the UI isn't that simple to change because of how the gamma UI texture is
I'll take a crack at it
I mean this
It's crystal clear, I don't understand how you manage to do it
The "normal" NVG is more like this, a little "blurry"
Out of the box
yes but, you need to add the gamma UI stuff
rank / faction, texture etc
that's what takes time

I see
it will be difficult for me to explain it in English, but I will try. I didn't change the effect itself in any way, I just changed the hud textures and removed the "dirt" of vanilla textures there because they were too dark
this looks especially clear on models 2 and 3
In general, I wanted to make all the effects green, but I couldn't figure it out.
Where are the moderators?
What
and why are they replicating themselves
Anyone know what this ripple effect from crouching is? Want to remove it since a.) why the fuck is there an effect to crouching b.) it worsens performance notably if you spam crouch
it's from body awareness, your legs pop in and out of existance with that effect
is that a texture? if yes thats steep parallax which you can tweak in console with r2_parallax_h 0.02 <--- tweak number to your liking
Is this supposed to replace beefs nvg or to be used in combination with it?
oh no now they're casting a spell
Yesnโt
The Monolith is here
spam crouch performance drop is due to better stats bar
if you want to have fun, open a trader inventory then quit it and spam crouch
I pushed a fix to remove all hidden items from traders inventory for that reason
that's because it triggers the "compare stats" function on the previously opened inventory
@steady apex it could be something that can be improved for Better Stats Bars, if no GUI is active, don't run the full stats function. It became especially visible since I bound the full stats display to ctrl instead of alt (alt was causing other issues, like disassembling some items while holding Alt made you enable to loot dead bodies until a save / reload)
I currently can't work on it, you can try to add this chunk of code into key handlers ```-- Return if GUI is on
if not _G.KEYS_UNLOCK then
printf("GUI is on")
return false
end
-- Return if inventory is on
if _GUIs.UIInventory then
printf("inventory UI is on")
return false
end
Alter to your likings
Zaebis'?
We really need to remove/replace the RPG-7, VOG-25 and M203 repeat recipes and get the BaS VOG-30 recipe into crafting.
@undone lily About LTTZ DC, I did find this in DLTX Minimod Repository: LTTZ DC_DLTX - Based on mod by SarisKhan (Moddb.com), enhances Anomaly storyline with additional quests and changed existing ones. Added patch for STORYLINES for LTTZ DC compatibility. Includes European UNISG Names_DLTX in it and UNISG Hollow Boundaries Fix by QBall.
The order of loading LTTZ and Storylines are:
Storylines_DLTX
LTTZ DC_DLTX
Storylines_DLTX_Patch_LTTZ_DC
Other LTTZ DC patches if you have conflicting mods (ie. DICK, there is a patch included in it)
So I suppose it's already fully compatible
But I'll take a look into it and playtest the thing to death beforehand
It does include the fixes from GAMMA as well
Also, good luck with 1.0 preparations 
it works fine
at least for me
needs some slight tweaking tho
hip gives a nomad and a hunting kit
but aside from that it works just fine
Yeah, I will make sure to do so ๐
Thanks for the heads up, I'll playtest it as well, and see what I can do
This one looks a lot better imo
Is there a possibility to have this version instead of the Moddb all green version ?
Papku anim delete
@undone lily I know you are working on your to do list right now so sorry to bother you, but can I ask you to delay adding my screens to the client ? I'll be back on my computer tomorrow and a new version of the overlay should be ready during the day, as soon as it's done, I'll show you, and if it's good, I'll slap it on my screens then upload it and give you the new link
I'd like to improve clarity as I feel like the blackness around the picture is taking too much of the details away, should be easy to fix
No worries, 1.0 got delayed a bit anyways

Too many things to do, I don't want to rush, especially since there's no point with the new Tarkov wipe
Yeah, rushing always makes thing worse somehow x) A wipe though ?
delayed to holiday 2023
@woven mountain I'm pinging you because you probably know this stuff (the thing is extended to everyone, of course)
I simply want to change two dialogue lines for Hip, now it's like this:
- Ask her some stuff
- [Dialogue line to her inventory]
I would like to do the opposite if possible:
- [Dialogue line to her inventory]
- Ask her some stuff
I think it's stupid the way it is now, "standard" companions have less options, yes, but the first one is that [dialogue line to inventory], why Hip is different? It drives me crazy 
I'll take a look
Hips her own weird little subclass of companion. Like wasnโt she made specifically for anomaly?
opachki?
is there a way of making specific item disassembly not affected by recycler achievement?
curious but why do want to do so?
ahh
Yup
I know the achievement will not work on gun disassembly
Or does it? I always wondered why some guns give 0 scrap, some 1, some 2?
pistol, small rifle, rifle?
You need to change scripts
@undone lily
Here is the three options I have:
01: The actual overlay that is on Mega
02: The overlay with more clarity I tried to do
03: The same as 02 but with no cracks
Which one is better in your opinion ? I also still have the no overlay ones as well
crackless 
2nd is the best imho
I'm on mobile. Can someone send this me this message link ?
Oops, thanks Apollo x)
lmao, i'm pretty sure you copy message links on mobile tho
3 looks best imo
i prefer too
crackless is like a virgin boy, we should be used with crack 
03
either 01 or 03, I personally like the way before so 01
It's all in #๐ขannouncements to make a difference
ok
I'll add a link to the chosen version on top of the 01 already there anyway
there are so many people voted 02
I don't get it
02 lighten the border so the cracks are pointless because it's no more visible
I agree, I would have gone for 03 personnaly
I think it's the way you describe it makes people wanna vote "02: The overlay with more clarity..."
yes I downloaded all of them and compare them in PS
I find the cracks pointless at this stage to be fair
PS ? Oh, so you will see some details that are not so good I think x)
I'm trying to fix 02 a bit
I feel like the cracks give that OG stalker vibe idk
True, but it's a pain to edit x)
Fair fair
I would have loved having a template overlay like Vanilla Anomaly
I think you could opt out the old cracks and put new one's on
so that you could edit that in PS with the pictures
I mean there's a tons of "cracks" in those resource website
Or maybe even try like a dirty glass overlay on it but it has to be done right or else it would be tacky
For the cracks just get stock images with a transparent (or worst case scenario white) background and mess with the overlay filters
One will eventually work
Regardless, a big fan of number 2
so what's the task, I mean, I could offer some help
I will pm you
02
03
@undone lily We've been working (With Hannibal's Photoshop skills and some tweaking on my part) on this overlay, what do you think of it ? I'm pretty satisfied with it honestly but its up to the people I suppose x)
First 3 photos are amazing!
3 looks nice but is a little too clean 2 fits perfectly with the original look of anomaly
I would recommend something that reflects what gamma rays/radiation would look like if it affected the image/environment.
Gamma-ray bursts are the most luminous explosions in the cosmos. Astronomers think most occur when the core of a massive star runs out of nuclear fuel, collapses under its own weight, and forms a black hole. The black hole then drives jets of particles that drill all the way through the collapsing star at nearly the speed of light. Artist's ren...
A team of scientists at North Carolina State University has developed a technique that could allow bricks and other common building materials to act as "cameras" that can reveal the location and distribution of radioactive materials that were once in their vicinity. Using optically stimulatedโฆ
"On Christmas Day, 1972, the BBC aired a ghost story called The Stone Tape, which postulated that ghosts were the result of the stones in a room acting as a recording medium of past events โ a stone tape, as it were. It was regarded as not only one of the best horror stories produced for television, but also popularized the hypothesis in paranormal circles known as residual hauntings or the Stone Tape theory."
.. not a bad concept to apply! Makes you wonder..
Make it unique!
Yup it's good
01
I think the 3 options thing in #๐ขannouncements is not holding anymore if you link this message though. Since basically the 3 pictures here are given by the same overlay
The concept is definitely interesting but here's a few things I could say:
- Everything is screaming GAMMA already everywhere else so doing that would be over the top
- The concept I went for while making these screens was "something you can actually see in your game" while still retaining high resolution and scenery whenever I could do so
- Give each map a certain "vibe" with screens, putting GAMMA rays would defeat this purpose I think
- I don't know how to do that anyway, let alone on 180 pictures
I actually meant to add such effects โ subtle or not โ say, to the metal wall where the window is, or some kind of additional glow or reflection on the dirty/scratched glass.. or some ghastly shadows or metallic reflections (of mutants/ghosts/ball lightning) that are barely visible but foreshadowing, etc. Nothing that would need to be added to the game itself, which is perfectly fine, in my opinion.
.. something like what gamma radiation would burn (wash, maybe?) into/onto the materials.
With regards to the work you show here already, I wonder if the cleaner look goes with or against the expected story.. should the ambiance get more modern/cleaner or, on the contrary, become darker, dirtier, more decrepit?
I personally like the cleaner, sharper look though.. so 3 does it for me.
Ha! I just thought of maybe have the actual window glass be blown out (by none other than a BLOWOUT!) and only small jagged remains of shattered glass should be around the inside border of the frame. Looks a whole lot scarier! .. and painful.. er!
Well, all I can tell you for now is that it will probably stay that way, and people seem to be largely rooting for option 2. As for adding details to the picture to reflect a mood or atmosphere, or anything, in fact, the cleaner/dirtier looks were only the result of my attemps at mimicking vanilla Anomaly's overlay
It's all good, CS! Just food for future thought.
Thank you for the insights ๐
@tidal elbow So I'm going to make Nimble tell you to fuck off if you don't have everything you need. How do you think I should do that?
a.) A generic message ("Fuck you! Do you think I can just materialize the final product? Come back when you have everything I need")
b.) A descriptive message ("Fuck you! Do you think I can just materialize the parts of the gun? Come back when you have enough money")
c.) a but in a 'news' dialog that appears in the bottom left
d.) b but in a 'news' dialog that appears in the bottom left
B is more descriptive because it implies you to have "parts" and "money", I'd go with this
B is better indeed
It's also the most work 

Should you say ""the gun's parts" instead though ?
He feels quite patient after saying fuck you honestly
I'll do b, was just wondering if the extra effort would add anything
Only you can know that, depends on what is your purpose of changing the dialogue
you sold the glass effect really well
Maybe a bit toned down would be better
makes sense for the glass overlay to be darker with the holes themselves lighter

I kinda feel like I have wasted so much time when in fact option 02 would have been enough. Time to go to bed, this is depressing x)
Toned down version. Well, considering how stubborn I am to make useless efforts, I guess the final result will be either that, or option 02 that people elected in #๐ขannouncements
In the end youre good either way- cause think about it; how many people are gonna go "You know, hmm that screenshot and edit on the loading screen, that just isn't my thing you know" Literally nobody, so just go with what you think is good and what you like. If Groks putting it in regardless it must be good enough already
Problem is, all I see is the glass breaks
Don't add any if it's easier for you
What's important are the level screenshots
Not the glass breaks
"For real? Do you think I can just materialize gun parts out of thin air? Come back when you've got enough money. Fuck off!"
So if I keep it like this, is it good or should I darken them a bit ?
@vague sphinx I like the contrast personally between the glass and screenshot, but maybe a tiny bit lighter. So in between the latest and the previous version basically for a fair compromise.
Sure thing, I'll test that. EDIT : After trying that, I can safely say it's better on the screens above
@shadow glacier the mod #๐old-mods-posting message
It's good
is there any way to modify trade prices on the fly via a script?
There a setting that affects interactions between base price and trade price
For a specific item ? In only one direction? No
Well yes but you need to edit existing scripts
It's not like an easy well integrated way let's say
In 1.5.1 you can do it easily via monkeypatching get_item_cost function in utils_item
Name your script something like a_<your_script_name>.script
Then body of the script would be something like that:
GetCost = utils_item.get_item_cost -- save the unmodified function
local items = {
-- [section of the item] = true,
["kolbasa"] = true,
["vodka"] = true
}
function utils_item.get_item_cost(obj, profile)
local cost = GetCost(obj, profile) -- get the original cost
if type(cost) ~= "number" then -- check if we're selling valid item (donating invalid item also calls this function and would return boolean)
return cost -- return unmodified cost
end
local sec = obj:section()
if not items[sec] then -- check if this is the item we want
return cost
end
if profile.mode == 1 then -- if player is trading, cut the cost in half, else increase the cost by x1000
cost = cost * 0.5
else
cost = cost * 1000
end
return cost -- return the modified cost
end
Everything else kinda depends on what you're trying to do
very based, will take a look later
Hey all, is someone acquainted with the BHS mod's quirks? I'm thinking of something that could be an 'immersive' improvement for it:
Instead of 6 bars around the global health dummy, only the dummy is visible but it has local damage instead of the global health stat. In the attached 'example' picture, right arm, left leg and head are wounded.
Wondering what you all think about the idea, too.
I mean Grok made it. Actually a really great idea. Let me know if you need help.
i like that idea
Only thing I might add is black lines so people know which bar belongs to which part
Something like this. Lines didn't come out well though
I agree, my first prototype separated each part by an extra pixel for this same clarity
o7 tyvm
The bars are somehow the only actual clue you get as to how damaged your limb is but also what recovery can be 'saved' with punctual treatment, so, it would definitely need a bit of visual tweaking to work as intended - a bit less clear at first sight, but readable.
There is a 'horz' stat in configs\ui\ui_body_health = since all the bars would become vertical, setting this variable to 0 does per my testing work to make them bottom to top bars. Since all the parts would be vertical that would be enough.
The problem so far essentially is that I have not found where the 6 bars are differentiated yet.
In the picture, the same dummy but in parts for healthy and damage respectively:
yo thats sick
Currently I'm doing b and it takes 530 lines of text to create the dialogs
i gotta start playing gamma again, too carried away with tarkov snd cyberpunk
@woven mountain any news on the idea btw?
Which one?
23x75 is essentially already elephant gun tier since I think Grok plans to add a slug version. Also, made a double barrel 23x75 you can get from Nimble
the local damage prototype makes me want a green variant for infections, heavy radiations, or a grey one for when that limb is actually a prosthesis ๐
'head infection'
this is fine
Thinking of tweaking the ltx files on the cooler attachment equips, as they stand now both the base and improved offer only a measly 1% increase in thermal protection. While indeed the issue can be resolved easily with artifacts, coolers can be obtained for a sort of early mid game way to buff it. Editing the values on the ltx file should be a cake walk right?
resistances are defined in a really weird 4-zero decimal scaling that's not easily converted to percentages
but it would be a matter of just picking random numbers untill you find the sweet spot
I am looking for the file (or files) where I can change the usage of certain items
If anyone can help me I'll send them $200 (
)
Like the use amount ?
Yes
Like for example
I don't have the item in front of me now
But imagine a medical thing
That VISUALLY
Is "two"
Ha yea
Falco i have the perfect thing for you
Lemme finish what Iโm doing and Iโll send it to ya
You can tweak the values further to your liking within the ltx files
Need to prepare my 200$
@neon kite this is a perfect example
4 fucking capsules, 3 uses 
Then you have things like this that can be "okay" because we are still talking about progression, balancing, weight, what you carry with you at all times, looting etc.
But the fact that the damn thing has three uses and you can clearly see that the whole package consists of four... is just criminal. 
Alright, now I just need to bug test the new Nimble version. It takes ~3000 lines to put it into the game.
just find the .ltx that contains the meds
and find the item id of that one and change max_uses = 3 to 4
Ratman found a solution, fixed everything
no he didnt ;p
the idea of UI parts is sick tho
@undone lily The packages are ready, I'm finally done, just need one last word on the final choice, I'll upload the chosen one
Option 01: Clean Overlay
Option 02: Dirty Overlay (noise added, more vanilla like possibly)
Clean ๐
That's awesome dude
I updated the same post you pointed out in #๐to-do and renamed it so you will find it easily, but just in case I'll put the link here as well https://mega.nz/file/PvIhwBQb#lYF8UkNddMvTuic768CuYIktCPPsRrKzsmCKhLkaJXg
I am still wondering how I can achieve this,
I can make the health bars vertical and likely re-place them,
but can't figure out yet where/if they are being differentiated (since my idea requires giving them different textures and specific locations in order to assemble the full UI dummy)
textures_descr\ui_hud
ui\ui_body_health
on the other hand, I just realized the paperdoll would look like this after a very bad fight:
maybe it would make sense for the limbs' health bar to be reversed - up to down, in order to obtain this:
How do people around here use this mod and display options?
Do you keep it on screen or did you use the "hide when healthy" option?
do you use an extra mod to display en enlarged view in inventory view?
more specifically about screen-space = what other things do you have displayed in this corner?
I'm kind of wondering how y'all see this)
Also, maybe I'm using something wrong, or am unaware of a mod that does, but is there currently a way for a wound to get infected and or something other than just bleeding where the limb is like, long-term doomed?
Because then we could display that in here too maybe๐ค
Oooh perfect :D
Where normal health bar will go btw ?
In gamma there's just the small UI that is displayed all the time
I think I'm close ๐ค
In my current idea, you can only check your global health state in your inventory

I'm trying to feed these into the different files (ui_hud, zzz_player_injuries, ui_body_health)
thoughts?
you keep the bars?
In principle they would become obsolete.
Again, work in progress very much open to discussion, here.
with this system you don't need the bars
but the issue is that you won't see your main health, which stays the most important imho
Exactly,
The idea is:
- less bloat
- more local damage info (superficial)
- to check main health you need a safe spot to check for overall state (deep wounds? lost a lot of blood? concussion is not a joke?)
Anyhow, I'm still crashing NavigatetoNode for now ^^
I mean in general the idea is that the local damage layer this mod adds (thanks for the redux btw!) is crucial and super nice.
For example, it could be used to display blood level (dayz does all this), of local infections/trauma.
The bars on the sides could be activated when you get a prosthesis or a cybernetic hand/arm (imaginary deus ex mod), or to display exoskeleton properties ๐
SHouldnt it be the other way around? To know if and how bad your limbs are hurt you would need to check for wounds etc, but to know how much blood you still have in your body is not really something you can check from the outside 
that's what I mean, it will be obvious your leg is broken, but not if you're about to die from that bad borscht you had yesterday))
I mean the way I see it,
the color scheme for the default screen would make it readable but not exhaustive (healthy (full), endangered (red), lost (gone))
and only with an open inventory would you know more: global health, blood level, broken bones, trauma?
so, the main screen would show local but not global, and the inventory screen would show global + details
TBH, seems to me like an overly complicated system to check your health.
with how often you get hurt and heal in stalker anomaly, it wouldnt make sense to cripple the player for hours/days/weeks like in some semi-realism games out there. the pace and the idea of the game has to be taken into consideration before you overhaul such a core mechanic that way
its simple/immersive enough currently, not saying you shouldnt make such a mod or that its bad but i wouldnt expect most of the player base to want to complicate the healing system that much for stalker
Well said, cat
Just to be clear here = I'm going right back to BHS redux as soon as I'll have failed a sufficient amount of times.
Like, I'm not hating on what we have here, at the contrary if anything.
y'all
We are not saying you shouldn't make the mod, on the contrary, we are just saying that most people would probably prefer the old system
However, if you want still make the mod, do it by all means!
Yeah that's fair and square, o7
I'm not going by that assumption, either.
to your point, the ideal is fully optional ^^
Noice, I think if you make that optional, a lot more people would like it. Me included 
I mean people make their game, especially with the modding and mod-users there are around here)
If another approach is obvious/better to you, I'm rather interested in what you mean than 'disagreeing', if you will 
omg it almost loaded me in, I'm just a few crashes away
I saw it move
I'm in and torso and head displayed/loaded in properly with both layers

@woven mountain Am I just dumb or your nimble trade addon is missing the lines from your armor exchange addon ? Maybe it's intended though
this has been updated extensively recently, so anybody looking for some pointers might want to check it out again
That's because it goes before the armor exchange in the load order
Oh, in that case all good. I had a question for you, how did you add dialogs without ending up with a "errDescr:Error reading end tag." fatal error crash at launch ?
ui_custom_msgs is being a pain
Pretty sure that means your xml isnt structured correctly
Yeah, I've been trying to add new lines within an existing dialogue
Thank you, I'll try it
Personally Iโd be super stoked to have your system as an option to try out
๐
I'd like to use it as well
The problem is the "overall health"
Looking inside the inventory is meh, imho
Aye thereโs def some things to tweak but the overall idea sounds intriguing
the current system already has 2 pages, one could be local and the other one global
Anyway, if anyone has tweaked BHS before I think I would have a few questions ๐
It working for you Eden?
Yeah, I was able to do it thanks to the validator thank you, it was a space that shouldn't have been here at the end of the whole thing x)
'Debugging' this thing is killing me lmao โ ๏ธ smooth brain alert
You and me both x)
If I didn't have a clear idea and if I hadn't seen parts working yet, I'd be dead and done
I think I'm currently doomed by not knowing the zzz_player_injuries script well
Nothing more frustrating than facing that one issue you just can't rack your brain about x)
sort of yea, we can always imagine things but that one's pretty sharp ^^
Also the bar is high as I really do like the BHS Redux by Grok lol, aiming for the same 'clean' feel
Well, I can't really help you, my last experience with BHS was to reskin it x)
And then there are ideas, like, why not make the info quality and options dependent on your pda model, and so on ^^
QOL is the bane of modders existence sometimes ๐
Basically, BHS uses one same texture for the 6 local damage bars, whereas this scheme aims to make it possible to display a paperdoll with local damage in place of the main one - with each horizontal bar being replaced by its part on the paperdoll itself
It's in the process of splitting these that I'm crashing my game today
yea lol from comfort to comfort through pain just to make comfort worth it again
.. what?
That a good summary x)
weird mystics we're on y'all))
YES ! My brain worked 
Hmmmmmkay so at least I'm back online and everything shows up on screen now, if a little all over the place - pfew
lol
PERFECT
This is falling a "part" ๐
!!
So, making the damage bars vertical is a provided variable in the original files,
What I did not figure out however, was how to invert them for the limbs, so limbs would be severed from their ends as opposed to at their junction points, visually on the UI.
I tried inverting the min and max values for them, so 0 would be 100 and vice-versa to no avail
(in configs\ui\ui_body_health)
That's still looking better nonetheless
What's progress stretch ?
confession: idk, I tried 0.66, 'vanilla' is 1
of course this is then just a placeholder texture, any skins would be cool once the basic thing works
True
ooh ah maybe๐ง
hhhm I could try a negative with min max too, maybe
brb
is there any way to make every bullet have a tracer?
no matter what i do i only get a tracer every 4 shots
just details at this point, that's not the main pb now
I really want to invert the display of limbs ^^
besides isn't this pretty much a smart watch at this point?
Yes it is 
Man I really wish I could help you but the only thing I'm sure of is my dialog skills 
Hopefully I can find the trick soon, unless it's script magic in which case.. I may have to google it.
It does work visually, as in, it looks like a bleeding/wounded limb right away
It's larger than it should be now and I've put aside BHS's background for a sec
I'm thinking this could be one of the two pages BHS browses when you push H.
Unless that's the key to toggle the wider interface?
i mean
bullets flying are sometimes seeable by default
well not the bullets themselves
but u know what i mean
yeah i know, i just wanted EVERY bullet to be seen
- Would it be cool if this was one of the two pages of the BHS widget (which is browsed by pressing H):
First page = BHS Redux by Grok
Second page = local damage paperdoll
Or alternatively, is this something we'd want on the 'bhs' interface in the inventory? (I don't use that part and am not familiar, but I mean the optional larger health panel) - Would the vanilla paperdoll size be good enough for readability? (it would be better in terms of staying in line with Grok's overhaul)
- How do I invert damage direction for limbs in order to get the following:
-
I personally quite like seeing only local damage on the go, but it would make much sense if any other idea was expressed = how would you like this tweaked?
-
I'm thinking of different ways the main health bar could intelligently be made to be a part of the local damage paperdoll. For now my first idea is a halo around the paperdoll indicating global health level vertically.

better ask in anomaly discord
can't
they took my speaking privileges until march 12
lol

send help
wacky wpn_addon_grenade_launcher fix
time to harass modders in anomaly discord
so now, all is fitting within vanilla bhs perimeter,
still need to fix it up a bunch.

is there a skin that like, everyone uses?
is one of the popular gamma skins prone to such a cut-up?
whatever one you're using is the default gamma bhs skin
not sure my pixel style stuff is everyone's vibe - I like the old school about it
with more vibrant colors set to taste you can get that neon 80's arcade feel going
Idea:
the main health bar is kept as a halo around the paperdoll:
looks a little too cluttered/confusing like that imo
I mean in theory you could have the halo change color with health state
also - color scheme
What about something like this?
RGB Value of bar = (255 - 2.55x%Health , 2.55x%Health, 0)
What about making the current red lines dark grey and tinting the white areas redder and redder the lower your health is

I feel like that sounds good on paper but would not work well when all your body parts are blacked out
To your point I thought about this but it raises a lot of extra questions problems:
A third layer underneath meaning limb dead (dark grey) or limb gone
but as we saw that brings us in steampunk deus ex territory very fast
in a less 'creative' way, it could mean a longer injury
and last but not least, the widget's background could also take care of 'what do you see when it's gone'
woaa going nuts lol, lost a ton of other ui tweaks, lost in the script with a smooth brain and I can't seem to get it
Did you manage to recover it ?
how can i force a spawned npc to use a certain weapon
now i can't make sound layers work, the close distance sound is heard without attenuation always
and yes i did configure the sounds through savandt
What I lost were other unrelated tweaks (companion hud, fire mode, psy health and health notifs lol)
hey by the way, is there a mod to manually set a waypoint on the map?
You meant this as a health-bar next to the paperdoll right?
Yeah
I'd like to fix the bhs parts I put aside in the process now,
the current goal is for the h key to browse between
- bhs off
- bhs vanilla
- local damage paperdoll
so I need to maje doubles of all the parts to re-place the bhs bars where they were ^^
I'm afraid understanding where to feed the color function is beyond me at this point,
In principle I'm still looking for the right way to add that stat (aesthetics vs practicality)
I had this, I like the basic idea but also agree with Apollo's remark - too crowded
and also too close to (or in the direction of) the typical gamey "super ergonomic and cool-looking" UI attempt
In that regard something more sober is an improvement
Personally I wouldn't mind keeping local and global on separate BHS screens (shortest way to make it optional basically),
Before trying this, I always stayed on bhs's main page - even for me, the current thing I'm making is more eye-candy at this point than a practical addition lol
yet in action it's satisfying - it's both arcadey and modern to directly see what part is red
question: Has anyone made these work in anomaly as of yet?
i haven't seen any mod that has those
but they shouldn't be hard to implement at all
I'm going crazy, bhs keeps on unexpectedly working weird (yes, my fault))
local damage, global health,
same struggle
I don't know if it's possible to map colors or alpha to HP
because you could make the UI becoming more and more transparent while loosing HP
like, you can't see shit? time to heal
or becoming darker and darker
or simply add a 3rd bar below the body UI
Body
life bar
rad bar
energy bar
I'm thinking smart watch rn ^^ health as a visible but dimmed color around the paper doll, as a means to achieve the same without knowing how to use more functions
true, considered it too,
my main gripe right now is that I move the original parts around to get the paperdoll in position, and can't get your redux's bars back to working order - trying to add and tweak what zzz_player_injuries sees as I originally did lines 1120 to 1147 - adding the original identical "bodypart" at the ends of these lines has me crashing my game so far,
but if I correctly understand what I did, this is where I differentiated the items.
because the simple dream right now is to make the original BHS Redux (thank you btw it rocks) up front, and the local damage accessible with H
and then cosmetics or inverting the limbs damage bars so they hurt from the ends
Like, I'm starting to think I need to duplicate the parts throughout the whole script ๐
when really I'm aware that's probably because I do not know the shortcuts.
also a detail but = no pda = no bhs widget?
otherwise you can use the "hack" I did for the rad bar
using SIDHUD
check GAMMA Minimalist HUD sidhud scripts
basically it's adding a new UI class
you might need to disable main health display from body health though
the thing is, I only gave zzz new targets (the differentiated bodyparts) - so, just in case I wasn't clear, I'm talking about the horizontal bodyparts bars from your redux - since I replaced them to 'build' the local damage doll, which are now out of order and I can't get my head around why and how to bring them back on as an integrated bhs tweak.
so I feel like there's a simple operation that would correctly resurrect them alongside my tweaks.
The parts are individually informed in ui_hud and in ui_body_health.
then again I may be wrong, please press [yes]
you can't because the limbs bars you used for the limbs are the actual bars
most likely I mean
yes, correct, I did,
I'm basically looking for a way to tell either zzz_player injuries or another file to send it's calculations to two textures at once,
and make that switchable by "if mode 1 then" afterwords, and press [h]
I've already tried two different ways of comma's and " "'s in order to add them somehow in the part in the last screen I posted)
wait a sec, doesn't the companion hud bind their health bar to a color? or maybe that's just defined in a color by health-fork kind of way, either way with the right colors this would be cool
Bhs hud is a mess and a two, am surprised you managed to do something with it
I'm going mad from the script but to be fair I'm even more surprised anything worked at all because I'm not familiar with this beyond some superficial modding
but then again I think bhs adds a meaningful layer and that UI does a lot to gaming experience)
Yeah am talking about the script
It does it in super hacky way via custom statics
Would be better to rewrite it as hud class
But that takes some scripting knowledge
Indeed, I can say that this would be a study project if I tried, not exactly ideal
Maybe at some point there would be better alternatives
What did you add btw
I'm gonna update Soundscape Overhaul and JSRS with some small changes/fixes that I've noticed, anyone got any suggestions or requests?
@undone lily Sorry for the ping mate, but just wanted to see if you have anything you would like to see changed in my addons before I do the next update soon
A few changes I want to do:
1. Find new distant cat sound fx that are less obvious 2. tweak sound distances so they make more sense to actual distances. (less super distant dog barks for dogs that are 200m away for ex.) 3. Make some guns louder in JSRS, more beefy shots on high caliber rifles
and I will see about modifying some gun sounds to add more variation between similar calibers for SMGs and Shotguns
unless someone has some assets I could use
ping me here if you have any suggestions. 
found something to fix, some sloppy models from the early mao days. heres a before and after
Oh thanks for pinging me. A good sounding JSRS "lite" version with much less layers could be really good. Also, I don't know if JSRS layers are applied to NPCs sounds, if yes, I think a version where NPCs shots are less detailed could be good for performances.
Footsteps could be reworked as well I think ? 
For sound assets, check out dark signal Modpack audio files, some are good
The sound effects that NPC's use are a different set all together, since the player sounds are in Stereo and the NPC's are Mono
so they can be easily simplified for performance
That's good and much needed I think
I noticed huge performance drop in big shootouts
Not sure it's entirely related to JSRS though
I've noticed that too, but I always thought it was just xray not being able to handle so many stalker models at once, or the bullet projectiles all being simulated
but I've never tested it conclusively
I think JSRS plays a role still
but I can still simplify with no loss of sound quality, currently its playing a bunch of different effects at once to avoid having to manually combine them in audacity for every single weapons, but I could probably find a way to automate it

I could do the same for player effects while I'm at it
It was just something I never wanted to do because of how much time it would take to manually edit the thousands of files
Before delving into that, you can try playing vanilla anomaly, spawn a bunch of stalkers of various factions, save and check the frame rate, add JSRS in and check back the Framerate
I think for just the player, the performance hit isn't that big
But for stalkers, it's just XRay that has to manage many sound sources at once with only 1 CPU thread
I remember when I first released it, a couple people were reporting massive frame-drops all the time that I could never explain, I stopped getting those messages not long after so idk if it was JSRS or coincidence
and it was like, 2-3 people max lol
I'll ask around and see if anyone has experience with scripting audacity, because I want to make the base sound effects for most guns louder in general
and theres like...500 of those?
Ah I have command line tricks but not for managing sounds :(
oh quick question while you are here: does the addon that is currently disabled "Grulag's Halved Stalkers Population at Hubs" work at all? I'm getting like 10 fps at the bar sometimes in my save
SoX can be used for basic audio file manipulation
I disabled it more or less because of issues
Some AI schemes were broken so I removed it
You could try tweaking the values specially for Rostok as long as no AI break
Rostok is always challenging and badly optimized :(
With SoX you can easily combine many sounds into one
Automatically and in batch processes
@undone lily Do you know how I could add an "on complete" effect for a specific faction upon completing a quest ? For exemple, I want to make sure that only the Monolith player would lose goodwill towards their own faction upon deactivating the Scorcher or Miracle Machine. I know how to do it globally but every faction is affected
You need the "actor has info" kind of code corresponding to the quest you want and check the faction of the player and remove goodwill based on that. Use actor on update callback with a timer
Ah yes, I think I know that one, thanks, I'll take a look, I have found a way to merge every dialogues in the game for the other factions without the need of optionals, next update will be a huge improvement
You can with the dialogue system maybe otherwise but it's more tedious than a single script imo
Yeah, I have made progress for that as well, having "disguised dialogue" in a similar way Fallout does
any way to edit special characters' kits without having to replace the entire description xml?
like for example i want eidolon to always wield an m249 but i don't want the other guys edited
and mantain compatibility with future updates
Ah, I think there is a way
Give me a moment to check
Found it
I'll send a picture
@random fulcrum
I don't know for sure the code for m249 but it should be put here
yeah i thought about doing it like that
but i want to edit ONLY eidolon's kit, i.e. gamma updates and now every special monolith in prypiat now has nato guns
if i edit now, before the hypothetical update, then everyone would be using their old as vals and stuff except for eidolon
or am i just reading too much into it
This set is specifically for Eidolon, changing any Monolith loadout won't affect this one unless someone directly edits his weapon, which is unlikely
The monolith loadout is unlikely to change anytime soon either
Worst that will happen, you'd have to edit your line back onto an possibly updated character_desc_pripyat, which is really quick to do
I had an idea in mind of a hidden 'black market' sort of vendor that buys and sells guns/armours. They'd work similarly to the fence in EFT, random guns/armours/equipment for sale for an upcharged price but he will also buy anything for a lower than usual price. I don't know exactly where he'd be located (maybe he travels from a set rotation of locations) but it'd be neat to have an optional add-on that did this for those who wish to spice up the game just a little bit more (and for those who don't want to outright disable Gamma's economy changes). Come to think of it, maybe this isn't even possible, but if it is this would be dope imo.
Definitely doable
put it in CNPP or generators imo
Not good for business here x)
No sane guy would sell guns where there are only fanatics shooting you on sight
Could be in a place where people do not venture much because it's not a "logical path" but rather an "exploration path" leading to this merchant
in the sewers of the dead city
This is not too far from another idea:
What if all the empty buildings outside the most irradiated area's had a small chance of having inhabitants, here and there?
Not 12 people in one spot, but like, the ol' forester guy. So that here and there, there's a chance to 'find someone who just still lives there'
Basically, with "locals" having a chance to be in the buildings still standing, we could have a "network" or people who could give access to the black market's good stuff if your reputation with them is good
Or if they don't like you, be the worst enemies you could face (lots of traps) and snipers from high buildings
I've always been under the general impression that large parts of the urban maps have a lot of unused space that rn is outright empty (nice! 4th building with 0 loot! let's try another 12 store appartment building yeay!). This makes sense right next to chernobyl (but why not mutated inhabitants, zombies who drink tea)
If dosed well, adding rare inhabitants could make all these dead area's alive (more so than already knowing it's completely empty) without overcrowding them.
And a degree of randomness in where they spawn could add to the tension exploring these buildings currently has not.
Let alone making some of them crazy paranoid, who will attack any trespasser or spawn with 6 boobytraps in the building
Maybe in one of the houses in Limansk?
Yes, that would be a place,
basically everywhere where there are a bunch of appartments (I reckon that would be like, 5 locations total?)
So that encountering them is not obvious but remains a risk
I guess I could build a sort of beginning of this if I started from that "extra guides" mod, for example
Lore idea: good. Gameplay idea: terrible
I would rather like a "lottery patch" for WP factions
This would make sense gameplay wise and could fit the lore of one guy that wants to avenge his fallen loner comrades at the hands of mercenaries simply for money. Now he's wounded and can't fight anymore but would gladly give out what he found out during his expeditions in the depth of of the Zone for mercs patches.... And for Monolith, Sin, Bandits and Renegades patches while you are at it.
Just extract the animation fixes from this for the few AKs







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