#╙🖇mods-making-discussion
1 messages · Page 157 of 1
yeah if i start playing and see a model i think could be changed, instantly fire up blender
I think I can relate a little on that. When I'm playing a bethesda game I play for a little bit and then find something that could be modded and go on the nexus. I do this over and over and am never satisfied and never get to enjoy the game xD
Exactly what i was doing to Stalker as well
i'd suppose we'll get a lambo
@undone lily after asking around in the anomaly discord i finally gotten around the relative positioning thing
i made an edit to the grok_bo script with these changes
now the hitsparks on armored targets face the player instead of always facing north
oooh how does that work ?
I need this XD
local fxdir = shit.direction
fxdir.x = (fxdir.x * -1.0) + math.random(-0.009, 0.009)
fxdir.y = fxdir.y + math.random(-0.0045, 0.0045)
fxdir.z = (fxdir.z * -1.0) + math.random(-0.009, 0.009)
fx:set_direction(fxdir)
camdir = device().cam_pos:add(device().cam_dir:mul(dist))
pos.x = pos.x + (camdir.x * -0.0005)
pos.z = pos.z + (camdir.z * -0.0005)
fx:play_at_pos(pos)
the fxdir random thing is to make the angle have some variation to it
and the -0.0005 is arbitrary but works
can i get the funny orange color role now pretty please?
Indeed sorry ::

i've ascended
posted the thing in #🖇old-mods-posting, with the pba script from artifacts reinvention
so that it doesn't have my custom artis
Vehicle spawn works

Just killed some bandits kek
@random fulcrum are you sure it doesn't double count the PBA artefacts defense ?
Lucifer was already working fine
gets modder role removed
huh
black angel never worked for me until the patch
oh hell i'm stupid
it did work you're right
i just remembered that i made myself a custom pba script with sound cues on the black angel proc
For damages to the mutants, I think your patches are necesarry
and to the stalker
but for actor defense I'm not sure
since I'm applying the defenses to hit power
so PBA is triggered since it edits hit power normaly
also for mutants
I use shit.power as well
shit.power = shit.power / ( 1 + dist / 200 * ( air_res * 0.5 / ( 1 - air_res + 0.1 ))) * mutant_mult * ammo_mult * spec_monster_mult * bone_mult * cqc_mult * barrel_condition_corrected
this is because I didn't have proper bone mapping for mutants when coding that
now it's available but I didn't want to update since I would have to redo the whole balacing
so again, for mutants, PBA artefacts damages should be applied normally
no wonder i was killing muties too fast when testing
i should get the modder role removed 
no it's fine XD
It's a good thing I double check stuff haha
let's see how these new particles look like
Welcome to the big league
lol the gibs on headshot are way too much imo 
they're br00tal
Doing research on what's fun is good.
Just enjoy yourself 
Don't make me write an argumentative essay on why you having fun during the modding process is important
Oh yes I have fun that's true
But sometimes I would like to do something else but the duty is calling
still I'm very happy to mod 😄
@undone lily voilà l'archive, il faudra desactiver Roadside lens flare et G.A.M.M.A. weather pour éviter tout conflit https://mega.nz/file/67pjAI4L#Ro10YDLrh7sf2sdjdlkl_SjDo2OHhfvoUnRogRbLhCw
C'est gros
Il faudrait juste préciser de bien désactiver Roadside lens flare sinon ça crash direct
Ou alors le placer après je suppose
What's that, need some testing?
Oh, well, just to give some feedback
Not quite the same one
Somehow
xD
Just place it after G.A.M.M.A. weathers (preferably disabled to avoid any conflict)
I don't personally play with the Autumn retextures (I like it green), but I can give it a whirl anyways, since the readme says it works with anything
Also disble the Roadside Flare, right?
Nah, actually i tested, it's fine, as long as the weathers is below/after in the load order it works
I recommend cranking up the brightness
On Reshade, and a bit more gamma in the base settings
Did you enable some post-processing AO or grass shadow? I noticed shadows are more pronounced and the sun has a stronger glare when you look towards it
Grass shadows was on in my screenshots yes
r2_sunshafts_min make the sun have a stronger glare when you look at it
As for the weathers themselves no idea, originally they come from Autumn Season Redux, I just tweaked them
Top is GAMMA, bottom is Yours
But yeah, the sun glare is very noticeable on yours
If you look towards it
Well, I did use more brightness and gamma to counter balance it honestly
Gotcha, so need to fiddle a bit with the settings
Just 1.3-1.4 gamma, and brightness with reshade P80
(already in gamma and activated)
@little hound @kind hull Should there be anything changed about cars? (e.g. momentum, tire slipperiness, turning radius, acceleration, deceleration, top speed)
Realistically, it's not going to feel like Forza, but it should at least feel good
100% thing I'd love to have, being able to switch maps and quicksave inside of them,
I used them a lot in OGSE and I really enjoyed that,
about controls, I still have to test further more
can you somehow fix physics so that you don't literally bounce into a 180 when bumping into a corner?
or literally being suspended midair with zero gravity if you drive into a whirligig at full speed
Yeah give me a bit more time with it
For now they just feel kinda heavy
but these are shitbox commie cars so
Possibly, do you knew where the physics engine is coded? I don't have experience with physics changes made to engines but I have a solid background in physics (as I've said before)
I also think being able to avoid an emission in them should be considered
there's ph_car
If I use the "Reset to default settings" on the Reshade, it defaults to GAMMA's normal settings?
I mean honestly, I would like to make those changes but god am I terrified of what the car code looks like
in the scripts folder
It resets to the values that were already there when you launched the game
Oh bless, so I can try things without fear then, thanks
Yup 🙂
Hmmm like I said.. OGSE had cars, and they were nice to use,
they might have coded good QoL improvements,
not sure if you can reach OGSE/OGSR devs and ask about it and implement it here,
A thing they have 100% is being able to quicksave inside, and being able to drive between maps
However, if you quit the game with the new values, next time they will be the default
This just made me want to get even more into modding lol
I forgot how fucking stupid it was, in a good way
And... quite the hole to fall into and lose track of time
Ill have to get some reference from you guys on how to mess with
crafting recipies, Id love to get that coffee mod in production
at least as a first time thing for me, to try and mess around with it
You can try your luck with basically anyone except me, I'm just the screenshot/weather/dialogue guy xD
Yeah fair enough, still would love to work on dialogue with you
Just itching to get into things
coffee but it's a reskin of beard's tea
Haha, well, right now, fixing cars I suppose 
Yeah, the goal is a real coffee mod x)
coffee beans plus
made with experts?
water on a campfire
tier 3 coffee
Beans made of mutants 
That's a vanilla anomaly file WTF
i mean there's even a vehicles submenu in the spawner
in debug
they're just disabled
Also, logically shouldn't the vehicles spawn in truck cemetery because you know
cars
man driving around the truck cemetery would be impossible
Yeah
I love you moon but I'm still gonna walk and fast travel somehow xD
Cars are fun, but the map stays empty x)
Hey that's an experience to try, I'm not a good driver either xD
I play a lot of Rally sim games though
Then you're the most experienced one
there is any way you could implement swap maps with the cars?
maybe via m_data saving?
like, on level change
save state with the car
and on next load spawn the car next to the player
I mean, its possible, OGSE had that, and even quicksaving inside, they had a lot of QoL things to cars
maybe he could check ogse code
or ask devs
Is there a check if in car function?
Will make it what?
there isn't a function for checking if the actor is in a car
I suppose I could do if upon level change, car is near player, spawn car when changing level
Did you work with positions in your last mod?
Do you know how I would check if an object is within x units of player?
Assume that needs the id of the vehicle?
Might have to tweak it based on
like where you are transitioning too if thats possible
it seems to spawn directly in front of you horizontally
when you use debug at least
or, i mean
obj_pos = obj:position()
act_pos = db.actor:position()
dist = obj_pos:distance_to(act_pos)
Alright my idea.
1.) Before level change
2.) Get distance of nearest car
3.) If distance within requirements
4.) spawn car after level change
@random fulcrum You want co-authorship or credit in script file?
@little hound Are there any factors about the car that can degrade? (e.g. condition, fuel, tire wear, engine wear)
Like is it in the game, or would it be a thing like irl
Because Idk what the file looks like
Is it currently in the game?
Lemme check
If there are I need to make it so they persist after changing level because it's a whole new car
Alright lemme find the file
No you don't have to look through the file, I mean have you noticed anything in game?
Havent driven it long, I know there has to be some sort of like
Car health though
Because they are capable of exploding
@tidal elbow I posted a message in #🖇old-mods-posting that act as a readme since Grok posted it and I cannot edit that x)
Readme are okay don't worry

It's part of the mod posting
Don't worry, it's not your fault if Grok decided to post that thing instead of let you doing it

smh
Yeah, didn't get the time to say nooooooooo, muh descrwiption 😢
@random fulcrum Is there a list of all items in a level stored somewhere?
In your balls

Thanks, Falco 
it's a complement
Someone had to do it
In that case, thanks, Falco 
He's saying that because I made the same joke to him
I thought I was special Falco, how could you cheat on me like this?
Can't believe I didn't think of this. Code is stored in the balls
Well I redid most of my jsrs mod - completely re-done every single gunshot. almost every single gun has unique effects now (except about 3-4 which will be done soon) completely eliminated any clipping or distortion in the gunshots.
the downside is that a lot of guns sound quieter than before, but none of the guns sound grating against the ears
and when a lot of people are shooting, there will be less distortion and it sounds much better
I guess I'll call this version 5 even though 4.0 came out a few weeks ago, its a complete rework so it would be weird to call it 4.1
sounds pog
is the unique sound thing an actor change only or does it also affect npcs?
both
damn that's nice
there used to be only about 4 sets of pistol sound effects
now theres a unique one for every model
(except custom versions of guns)
and shotguns each have a new unique sound instead of there being only 2
I think I've noticed your work just 30 minutes ago, I've played a bit, it's much "better" now
I'll release this version soon with a lot of tweaks needing to be done. Since everything is redone I'll need to do a lot of gameplay testing and need feedback
just need to make sure everything works and there are no config errors
I would like to make one comment based on what you've said so far. Guns are loud, as in instant hearing loss loud irl
which is why currently the guns are as loud as I can possibly make them, but this leads to clipping and distortion
160 decibels
Alright, just making sure you are aware
trust me, I know. but they are as loud as I can make them without digital distortion
full-auto fire now sounds a lot better with no clipping
But guys, where is Kalancha's chair here ?
Should be near the top
200 dB
what we really need is to completely re-do the sound balancing on every sound in the game, there are a lot of sounds that are configured to be too loud so the gunshots sound quiet in comparison
The ultimate ear breaking sound
but thats a massive undertaking
I was previously trying to brute force it by maxing out the DB level of the gunshots, but it just leads to too much distortion
Surely that can't be harder than making a sound for every gun in the game
but there are a ton of mods that add sound files that aren't going to be configured in the same way, I would need to do the same for those
in x-ray every sound's config is tied to the actual sound file, so I have to manually edit each one with SAVandT which is hell
if SAVandt had an update that let me do bulk config on entire folders, it would be a godsend, I've tried to find alternative ways but I didn't make much progress
Isnt there a room somewhere in the world where
the background noise registers in negative dbs?
like -9
I tried to see what it was doing to the comments and metadata but I couldn't actually see anything in the text, and trying to copy meta data between files with other programs didn't transfer the x-ray sound config
You can hear stuff like your blood moving around in your body, and your organs and such
That's a thing yeah.
Apparently the longest someone has ever been able to stay in there was like
40 mins
I also got a bunch of sets of gunshots that aren't currently used that I'll set up for anyone adding new guns can use
would there be any way to make bleeding tick faster?
Please no
Do you know the keyboard commands on SAVandT with copy paste apply ?
Actor.ltx ?
Grok quick suggestion: Make the skorpion and kiparis one handed since they are glorified machine pistols with folding stocks. They are also lighter than the Dhampyr.
Please yes, it was implemented in OGSE i want it here 😈
That would be the only way I'd enable the fast travel limits again
There are one handed pistol options that are automaticn
But they have very very high recoil
Or they are rare
On a more serious note Grok, transitioning in a car to another level locks the player in the ground
Well don't do it

It's a modded game after all
And cars are limited to Darkscape
People will try once and then understand they shouldn't do it
That's fair but it does fuck the autosave so invictus players will scream
I'll try to fix
Yo! Is there a way to set keybinds to open specific PDA tabs right away?
THERE ARE KEYBOARD SHORTCUTS? I thought I tried everything
also heres the newest ltx that you can use for the gamma weapon pack
new version is mostly ready, it needs a lot more testing but I didn't find any missing sounds or anything
so I'll put it out for public use
in the game settings > controls there should be a keybind for each tab of the pda
Is this Gamma specific? I only have PDA, Maps and Tasks Info
no, its in vanilla as far as i know
🤔 I mean there is a separate 'Map' key but that's all afaik
welp pda.script here I come
oh
sorry i remember seeing map and task info and automatically assumed there was a bind for each other tab
just checked
the map one feels like the most important since you need to check it a lot, while the others arent checked as often
Most definitely agree. I am investigating around what can be done with CRCR to add to singleplayer as of now, which explains that ^^
(dream = to synchronize a note between game worlds that can only be edited when accessed)
While it is a pretty useless mess right now, I believe CRCR could be used to add to everyone's single player game if the features are well thought out
Example: Find the three notes first and win 100K. These would play as investigations and could be written (and curated maybe?) in rp-in-game-chat
(this is just an idea here, basically designing "Tarkov with no griefing")
then again apparently the CRCR discord has a nsfw channel so yea that's that..
Another idea that could be amazing with CRCR, granted we would want the new game pda granularity = As long as you have no pda, you can only send and receive to CRCR by finding and writing notes or by accessing an in-game radio. Only when you have a pda can you actually read CRCR chat. The current CRCR build already disables the functionality when underground or when an emission happens.
I'll insist on - I don't mean mp or co-op, I mean added value for singleplayer experience.
Yes. Alt+C to copy, Alt+P to paste and Alt+A to apply, arrows to move up and down between files
Noo 
I wanted to drive all through the zone
okie dokie, jsrs 5.0 is uploaded (awaiting authorization on moddb) Its a new listing because of such big changes and its still somewhat WIP.
Drive: https://drive.google.com/file/d/1flBEC2C7bT4JZm_dTH4amcL2kodxZijX/view?usp=sharing
Moddb: https://www.moddb.com/mods/stalker-anomaly/addons/jsrs-sound-mod-50-preview-for-152#downloadsform
changelog:
``5.0 7/20/2022
Completely re-made the addon!
Further improved optimization by reducing the amount of unneccesary sound effects being played
Added optional Ultra Performance mode for low-end PCs (Part 4) Install ontop of the rest of the mod to enable. It overwrites the files in the sound_layers folder. It removes the variations that most sounds use so that the amount of sounds being played at once is drasticly reduced.
ALL guns (with the exception of about 3-4 that need to be done later) have unique sounds. That includes shotguns, pistols, and smgs which were previously lacking variety.
Redone ALL gunshot sounds to remove clipping and distortion resorting from that.
-The good: Full auto fire, especially with lots of stalkers shooting, will sound much better. Gunfire will be less grating to listen to because of the clipping.
-The "bad": Since all the sound files are no longer maxed out to make them as loud as possible: guns will sound somewhat quieter in general compared to before.
-What needs to happen to really "fix" the somewhat quiet sounds is a complete rebalance of all sound files in the game, to make everything else as quiet as they should be so that the guns can be the loudest thing in the game in comparison.
-Because I completely redid everything, there will likely be a lot of stuff to tweak in the next versions. If something sounds a bit weak or off, I probably already know about it.
-Suppressed sounds are still shared between guns of the same calibers, but that's the way its done in the Original JSRS mod for ARMA that all the sounds are from.
Known Issues:
Ace-21 sounds missing
Suppressed shotguns are still needing fixing
UMP sounds a bit weak
Some of the sniper rifles sound a bit too quiet
AK74 and AKS74u are using the same sound because of an issue I need to fix
Thermite Grenades aren't using the right sound set
lots of little stuff that will be adjusted with time
Walther, SKS, ASH12 sounds are not unique.
Lots of un-used sound files from previous versions are mixed in that need to be removed
FOR MODDERS:
I redid a lot of file structure for the sounds for easier editing in SAVandT, less folders in general in _gunfire
I edited the weapon_sounds.ltx quite a bit since I had to assign new sounds to all the guns. So any patch that edits that will need to be updated.
If you want to add new sounds to the game with this running. I included "wpn_extra_snds" that you can use to config new lines without editing anything in the base mod.
There are also a bunch of sounds in the EXTRA folder in sounds/weapons/_gunfire that are good sounds that are currently not configed that you can use if you want to assign unique sounds for any guns you add.``
to use with gamma right now, load jsrs 5.0 at the end, overwriting all, and then load this after that. Should work
@undone lily 5.0 is uploaded, its mostly functional but its on a new moddb listing and it has some known issues I need to fix later. Up to you if you want to add it to the pack right now or wait until i fix the known issues. ace-21 missing sounds are just because I named them wrong in the weapon_ltx pretty sure but I'm tired right now
ah, missing ace-21 sound is just an issue with the vanilla version, gamma patch version is fine. just a typo
For the sound volumes, couldn't you play gunfire sounds at 2 volume ?
they already are, but I had them amplified with audacity before
but it introduced clipping
Aaah ok
Well I'm wondering if it's possible to engine edit this to allow higher gun sound volumes
shouldnt have been done but I thought it was necessary before to get the guns to be beefy enough
the guns are plenty loud but don't shake your soul anymore
and some sounds don't sound like nails on chalkboard when firing full auto anymore
which is nice
@undone lily I'm probably being overly critical of it, its in a pretty good shape right now for GAMMA use, but needs small tweaks.
Ump is definitely sounding a bit weak for some reason
jesus fucking christ how did I not know about this, it could saved so much time...so many mouse clicks
y isn't it ctrl c and v like I tried ;-;
also @undone lily I'm getting some missing sound effect errors when running gamma, saying that they can't find the location of the old sound effects before I changed a bunch of the file structure in 5.0. Its not an issue with my mod, I couldn't find what was causing it anywhere in there, so something else is trying to pull old sound effects. I'll include any old sounds that I see are being pulled in the log with the patch that I'll reupload in a sec
Ok. I will wait a few days and then add JSRS 5.0 to gamma
We all know first releases of addons have issues 
I'm already wet for the different sounds for all guns though, this is crazy
can't wait to hear the MP7 or the P90
Do you have specific sounds in mind ?
Most likely that's some DLTX stuff
everything ive found i put in here
probably more but just need to play and test and then look at logs
also changed a bit of the sounds so it reflects the layout of the new configs
and fixed problems
@vague sphinx Do you plan on making any more loading screenshot replacements? I've been using the 2 you made and would like to request another one with the same seasonal theme with more broad-based shots. Your computer is strong so your view is far and contains lots of details.
What do you mean by broad-based ?
wider shots. Not too close to things. Showing more and/or a downward angle to showcase more of the map.
The issue there is the engine unfortunately
Ah, some maps are just not letting you go back to far?
More broad shots are revealing of the glaring issues with corners
Oh ok. Got it.
Have you tried seeing what happens on moutains far away when turning your camera ?
Yeah, that horrible shadow
Yup, the main issue is this thing
ALright. Thanks for the response.
As much as I love stalker, it sucks when you're looking too far away
So... sorry about that
Even if it was not the case, I'm still working on another addon so I can't make loading screens at the moment (or even updating the autumn one with the recent overlay), and it will probably be this way for a while
Looking forward to the next one.
Current goal : using canted sights don't restrict the NVGs size
Already made some good progress
was thinking about a wacky concept
what about adding support for npcs wearing artis
via grok_bo
uploaded 5.0a, adjusted a bunch of stuff
https://drive.google.com/drive/folders/1IXLmGjOx6tirjy-nut__kTnGEXwiXlwC?usp=sharing
``5.0a
-ump has more beef
-adjusted suppressed sounds
-adjust shotgun sounds
-snipers are a bit louder
-tweaked distant sound falloff distances``
taking a look at the particles.xr thing opened a whole new world of ideas for the game
drip
does 1.5.2 make it possible to fix the issue with canted sights + dynamic zoom scopes?
I would rather prefer monsters with particles and special effects holding artefacts
Electro snorks, gravity resistant pseudogiants
And a rework of pelts quality and fusion a bit like artefacts with a tanner kit
That's what I have in mind for a large mutant overhaul
holy shit imagine an electro snork
thing superleaps leaving a trail of lightning behind
Basically, electric, toxic, fire, gravity, psy emitting mutants
Ah yes, the snorks were not already a nightmare xD
Spawning the corresponding artefacts

Attaching particles to ennemies is easy
it's already fixed with the new 1.5.2 exes in gamma
it's fixed already
and I fixed the NVG issue with canted sight today
to do portraits in blender I need axr and xray toolkits right?
i want to make a couple renders for the user portraits
I updated today the Autumn Loading Screens with the same most recent overlay used with G.A.M.M.A. Loading Screens
https://mega.nz/file/u6I1hDzT#Vph5VWfrup5O0_-nnXUYpBzUVOjwWM0vdS2kkEuDBjk
you will also need photoshop or gimp to edit/create a .dds texture file for the portraits
if you want to do portraits you wont need to use the SDK
thank you Dux!!!
Yep, I want to change or add more portraits used automatically for certain outfits, like ACE or some of the berill faction variants which all use the sfera and military portrait, if possible
Broken Quest? #╓☢stalker-chat message
which ghillie visual is best? first one is the default one
first one somehow isnt using the right shader applied to it, weird
i like the 2nd one best, but I'm a sucker for these masks
I also will never use on in Gamma - its all dead and no foliage anyway 
mmm this is making me want to port a better mesh for the ghillie, sneaky wanted that too for their overhaul
yo dux is there any trenchcoat guy with an altyn?
second to last or the last one 🙏
Last one.
On a side note, does it actually have any benefits over a standard suit?
@undone lily Sorry for all the pings. I'm trying to adjust the recoil patterns in GBOOBs, is there an overall value I can adjust in the script to reduce/increase weapon spread and camera shake? Also the physical recoil (where you pull down on your mouse to compensate) is that also controlled here or is that in the weapon.ltx?
like a global value rather than having to change every weapon in the config file
the pulldown thing is in the weapon ltx
I'm going to reduce recoil for assault rifles. I feel its a little too much for my tastes. Shooting an m4 full auto is actually easier than you'd think for someone whos experienced as far as I know, and I'm making the AI way more accurate and dangerous at the same time to keep difficulty up
gotcha, pardon my ignorance on the subject, but is there a way to edit these values without including the entire ltx in a patch?
would be annoying to update between gamma updates
dltx
you just create mod_system_solarint_recoil.ltx
under gamedata/configs
and not in configs/weapons, mind this
ok sweet, so this is what dltx is all about, I haven't tried using it yet
and then in that file you just do i.e.
![wpn_ak]
which will replace the properties you specify only
dltx is super sweet
it's like the best thing ever for people with ocd towards compatibility issues
like myself
gents which files handle the armor trade system
Both are controlled by gun ltx and the enhanced recoil ltx
Change the s value of guns in enhanced ltx to change the recoil
It says the S value is 1-5, and a lot are already at 1. So thats the minimum? I assume changing the formula in the script local weapon_shake_factor = s / 4 * 0.1 + 1 would adjust recoil for all weapons at once?
for shaking at least
Yes it will
I'm not sure floats are working
It's worth a shot
If you want stronger recoil over the board the easiest is to duplicate the grok_bo_enhanced_recoil.script

It will apply the effect two times
Ok cool, I really like the recoil, feels very weighty, but the bullet spread when firing bursts or auto, eh not so much.
It works surprisingly well
Bullet spread depends on the gun ltx
And it's heavily gun specific
fire_disp in gun's ltx
but theres a spread that goes up and to the left when firing full auto on my m4 thats really strong, so I have to pull hard on the mouse to counter it that doesn't exist without gboobs
I want to reduce that by about ~50% or so
It's not S it's the other values
oh ok, sorry I think I was a bit unclear
Thanks for the help, I'll mess around with the values to get a feel for it
for anyone that might know, I've been trying to get stalkers to fire semi-auto at 100m+ instead of full auto bursts so I can increase their accuracy without making it insanely difficult, I tried editing these values [fire_queue_params] ; min < 15 < medium < 30 < max ; ef_weapon_type = 5 pstl_min_queue_size_far = 1 pstl_max_queue_size_far = 1 pstl_min_queue_interval_far = 800 pstl_max_queue_interval_far = 1200 in m_stalker.ltx but it doesn't seem like its doing anything. Anyone got any ideas?
theres a bunch there that i've been editing, not just those fyi
is it possible to make guns partially transparent when aiming down sights?, ie to simulate aiming with both eyes open.
wdym transparent
when you focus on what your aiming at, one eye sees the weapon while the other sees the target and your brain combines both images making the weapon seen semi transparent.
just brain things
this eye brain interaction is why there are so many different iron sights, some are better for one eye shooting while others make shooting with eyes both easier and some have a scope effect making then easier to use by some people, it could be balanced by making longer guns less transparent while shorter guns more transparent making handguns and shorter guns a little more useful up close.
i have an idea for a Black Market Guns mod that I think would fit with GAMMA's progression.
The idea is the ability to buy contraband guns is tied to building favor with factions
The amount of faction favor a player has will change the way faction traders sells contraband guns.
-
Without enough favor, traders will not sell contraband. At low favor, traders will sell 0 - 2 antiquated guns at mediocre condition for ~5x vanilla prices.
-
High levels of favor will mean traders sell 1 - 4 decent - great weapons at high condition for ~2-3x vanilla prices.
Black market vendors, like the flea market, may also occasionally sell 1 - 2 guns, but they would be low - ok quality guns in bad condition for high prices, meaning the guns would need to be repaired to be effective.
Players could buy these to change guns early to something that is still easy to repair
That happens to most 5.56 NATO weapons I tested. If you fire in full-auto or 3x bursts, some shots will go diagonally to the left. The same doesn't seem to apply to 5.45 WP weapons though, their recoil in full auto is much more manageable and upwards. Will you post your changes as an add-on later?
Sure, I didn't get much done yet though
Would anyone enjoy a "gear value" mod? I.E. bandits will be more aggressive towards you if you have shinier stuff versus a noob with a toz. Faction alignment could be respected but also those stalkers with lower ratings could be influenced to try to steal your stuff.
In regards to factions, you wouldn't get a penalty for shooting a friendly if they decide they like your gear
sounds like you could run a heavily edited trader_preset
you could even edit the one from gamma economy
and/or run trader destock alongside it
I find the concept interesting
this could be done by extending bounty squads functions
Ok, I'll work on a prototype.
Thank you, that could honestly add a bit more flavor and I'm always for it
Figure since the econ settings aren't the same for everyone, guns will be the base for the idea -
Just throwing a foundation out there but I'll start with a very basic system that takes each particular class of weapon and assigns it a " gear value" based on its class (5.45 being less valuable stock than say 7.62 stock, but if the 5.45 has both a silencer and scope its more than a stock 7.62 etc)
1= gun
2= Scope/silencer
3= Silencer and Scope (whatever other attachments like nade launcher).
Then, on top of the class value, attachment value, but also the upgrades you have on the weapon,
armor will also be given a certain value range depending on its class (light, medium, heavy). Similarly any upgrades to either guns/Armour will factor in as well.
Not only that, but getting into the deeper portion, the stalkers rank will also be taken into account. So, if a friendly stalker sees you and there is no one else around - will people really know if he shot you? In other words, the lower the stalkers reputation is, even if they're friendly, they may go rogue to get your shiny stuff.
In other words, a rookie with a toz and respirator won't garner that much attention, but a dude with a ln exosuit and laser sited, milspeced, cold as ice SVD will
you can get the item cost tho
there are methods for that
and methods to get economy settings too
Oh really?
This will be my second mod, so I'm very very very green
Shit, instead of assigning a value arbitrarily I could just use the combined value?much easier.
yeah
or even an average
so that if you for example get a rare gun and still are on the leather jacket you don't suddenly get targeted
this way you could also incentivise balancing your gear average values to avoid robbers
would there be any way to hack the pseudogiant's stomp
so that you can actually jump over it
by default jumping seems to not do anything against the stomp
unless the giant isn't aggro'd on you
There's no setting in the pseudogiant's file for that?
will check
it would also be fitting if bandits decide to attack if they see the victim(s) would be outnumbered, like a pack of hyena's.
lower ranked bandits would still attack easier targets though, since they don't have much experience
unless a higher ranked bandit leader would be among them, he would lead them towards a juicer target
@random fulcrum Sorry to bug ya, but I noticed your "Detailed weapon stats" mod and wondered if it would be possible to add a reliability rating as well? Assuming there's actually a notable difference between guns durability, that is. Would still be interesting to see how Reliability upgrades affect the overall value
there's another mod that does this where it shows shots to 0% - that seems like a good way to represent it
that surely would be possible
i didn't think about it while making the thing
i also didn't think about upgrades
so i don't think the numbers would scale when upgrading
but i haven't tested
please tell me if upgrades aren't showing up
If Grok doesn't add your mod I will riot
me:
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