#╙🖇mods-making-discussion

1 messages · Page 157 of 1

undone lily
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people: kekekek me: cry

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(well more like tired )

thin kelp
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yeah if i start playing and see a model i think could be changed, instantly fire up blender

wintry sluice
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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

calm pivot
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Exactly what i was doing to Stalker as well

wintry sluice
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It's a curse

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Damn OCD haha

undone lily
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working on vehicle spawns in Darkscape

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controller roadkills incoming

random fulcrum
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i'd suppose we'll get a lambo

twin turret
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only the finest automobiles

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like Ladas and Volvos

random fulcrum
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@undone lily after asking around in the anomaly discord i finally gotten around the relative positioning thing

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i made an edit to the grok_bo script with these changes

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now the hitsparks on armored targets face the player instead of always facing north

undone lily
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I need this XD

random fulcrum
# undone lily oooh how does that work ?
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)
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the fxdir random thing is to make the angle have some variation to it

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and the -0.0005 is arbitrary but works

undone lily
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🤝

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awesome thanks, will test it and push an update, that's huge

random fulcrum
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can i get the funny orange color role now pretty please?

undone lily
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Indeed sorry ::

twin turret
random fulcrum
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i've ascended

random fulcrum
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so that it doesn't have my custom artis

undone lily
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Vehicle spawn works

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Just killed some bandits kek

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@random fulcrum are you sure it doesn't double count the PBA artefacts defense ?

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Lucifer was already working fine

still meteor
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gets modder role removed

random fulcrum
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huh

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black angel never worked for me until the patch

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oh hell i'm stupid

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it did work you're right

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i just remembered that i made myself a custom pba script with sound cues on the black angel proc

undone lily
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For damages to the mutants, I think your patches are necesarry

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and to the stalker

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but for actor defense I'm not sure

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since I'm applying the defenses to hit power

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so PBA is triggered since it edits hit power normaly

random fulcrum
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yeah you're right

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removed the pba process from the damage balancer

undone lily
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also for mutants

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I use shit.power as well

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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

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this is because I didn't have proper bone mapping for mutants when coding that

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now it's available but I didn't want to update since I would have to redo the whole balacing

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so again, for mutants, PBA artefacts damages should be applied normally

random fulcrum
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no wonder i was killing muties too fast when testing

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i should get the modder role removed doublefacepalm

undone lily
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no it's fine XD

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It's a good thing I double check stuff haha

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let's see how these new particles look like

tidal elbow
undone lily
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lol the gibs on headshot are way too much imo wheeze

random fulcrum
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they're br00tal

woven mountain
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Doing research on what's fun is good. WokePepe Just enjoy yourself WokePepe

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Don't make me write an argumentative essay on why you having fun during the modding process is important

undone lily
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Oh yes I have fun that's true

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But sometimes I would like to do something else but the duty is calling

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still I'm very happy to mod 😄

vague sphinx
undone lily
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C'est gros

vague sphinx
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Yup

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Mais ça vaut le coup de tester quand même

vague sphinx
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Ou alors le placer après je suppose

shy torrent
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What's that, need some testing?

vague sphinx
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Oh, well, just to give some feedback

shy torrent
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I can give it a go, although I have no idea what it does kek2

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Oh, Autumn Season Weathers

vague sphinx
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Not quite the same one

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Somehow

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xD

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Just place it after G.A.M.M.A. weathers (preferably disabled to avoid any conflict)

shy torrent
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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

vague sphinx
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I tested it with vanilla as well

shy torrent
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Also disble the Roadside Flare, right?

vague sphinx
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Nah, actually i tested, it's fine, as long as the weathers is below/after in the load order it works

vague sphinx
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I recommend cranking up the brightness

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On Reshade, and a bit more gamma in the base settings

shy torrent
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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

vague sphinx
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Grass shadows was on in my screenshots yes

random fulcrum
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r2_sunshafts_min make the sun have a stronger glare when you look at it

vague sphinx
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As for the weathers themselves no idea, originally they come from Autumn Season Redux, I just tweaked them

shy torrent
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Top is GAMMA, bottom is Yours

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But yeah, the sun glare is very noticeable on yours

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If you look towards it

vague sphinx
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Well, I did use more brightness and gamma to counter balance it honestly

shy torrent
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Gotcha, so need to fiddle a bit with the settings

vague sphinx
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Just 1.3-1.4 gamma, and brightness with reshade P80

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(already in gamma and activated)

woven mountain
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@little hound @kind hull Should there be anything changed about cars? (e.g. momentum, tire slipperiness, turning radius, acceleration, deceleration, top speed)

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Realistically, it's not going to feel like Forza, but it should at least feel good

kind hull
random fulcrum
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can you somehow fix physics so that you don't literally bounce into a 180 when bumping into a corner?

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or literally being suspended midair with zero gravity if you drive into a whirligig at full speed

little hound
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Yeah give me a bit more time with it

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For now they just feel kinda heavy

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but these are shitbox commie cars so

woven mountain
little hound
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I also think being able to avoid an emission in them should be considered

shy torrent
woven mountain
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I mean honestly, I would like to make those changes but god am I terrified of what the car code looks like

random fulcrum
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in the scripts folder

little hound
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Yeah I assume the

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Jank coding for this is insane

vague sphinx
shy torrent
vague sphinx
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Yup 🙂

kind hull
vague sphinx
little hound
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This just made me want to get even more into modding lol

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I forgot how fucking stupid it was, in a good way

vague sphinx
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And... quite the hole to fall into and lose track of time

little hound
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Ill have to get some reference from you guys on how to mess with

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crafting recipies, Id love to get that coffee mod in production

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at least as a first time thing for me, to try and mess around with it

vague sphinx
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You can try your luck with basically anyone except me, I'm just the screenshot/weather/dialogue guy xD

little hound
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Yeah fair enough, still would love to work on dialogue with you

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Just itching to get into things

random fulcrum
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coffee but it's a reskin of beard's tea

vague sphinx
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Haha, well, right now, fixing cars I suppose kek2

little hound
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Nah I was gonna make it a functional recipe

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like a cooking one

vague sphinx
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Yeah, the goal is a real coffee mod x)

little hound
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coffee beans plus

random fulcrum
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made with experts?

little hound
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water on a campfire

random fulcrum
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tier 3 coffee

little hound
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optionally cook it with vodka

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drink to die instantly

vague sphinx
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Beans made of mutants GrokChadGAMMA

woven mountain
little hound
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yeah it was cut content

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p sure

random fulcrum
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i mean there's even a vehicles submenu in the spawner

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in debug

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they're just disabled

woven mountain
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Also, logically shouldn't the vehicles spawn in truck cemetery because you know

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cars

random fulcrum
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man driving around the truck cemetery would be impossible

little hound
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Yeah

vague sphinx
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I love you moon but I'm still gonna walk and fast travel somehow xD

little hound
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Yeah thats fair

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I wouldnt trust being in the same car with me either

vague sphinx
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Cars are fun, but the map stays empty x)

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Hey that's an experience to try, I'm not a good driver either xD

little hound
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I play a lot of Rally sim games though

vague sphinx
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Then you're the most experienced one

kind hull
random fulcrum
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maybe via m_data saving?

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like, on level change

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save state with the car

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and on next load spawn the car next to the player

kind hull
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maybe he could check ogse code

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or ask devs

woven mountain
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Is there a check if in car function?

little hound
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I could take a peek at it sometime

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try and mess with it

little hound
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nothing will make driving with a keyboard and mouse

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totally amazing though

woven mountain
random fulcrum
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there isn't a function for checking if the actor is in a car

little hound
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Like very like

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Responsive, to drive

random fulcrum
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best bet is to make a actor_on_update() thing

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to check if the car is there

woven mountain
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I suppose I could do if upon level change, car is near player, spawn car when changing level

woven mountain
random fulcrum
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yeah kinda?

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i made some stuff regarding camera directions

woven mountain
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Do you know how I would check if an object is within x units of player?

random fulcrum
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to reposition particles in between the victim and the actor

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distance_to

woven mountain
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Assume that needs the id of the vehicle?

random fulcrum
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maybe

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you could do obj.pos:distance_to(db.actor.pos)

little hound
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Might have to tweak it based on

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like where you are transitioning too if thats possible

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it seems to spawn directly in front of you horizontally

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when you use debug at least

random fulcrum
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or, i mean

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obj_pos = obj:position()
act_pos = db.actor:position()
dist = obj_pos:distance_to(act_pos)
woven mountain
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Alright my idea.
1.) Before level change
2.) Get distance of nearest car
3.) If distance within requirements
4.) spawn car after level change

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@random fulcrum You want co-authorship or credit in script file?

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@little hound Are there any factors about the car that can degrade? (e.g. condition, fuel, tire wear, engine wear)

little hound
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Like is it in the game, or would it be a thing like irl

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Because Idk what the file looks like

woven mountain
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Is it currently in the game?

little hound
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Lemme check

woven mountain
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If there are I need to make it so they persist after changing level because it's a whole new car

little hound
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Alright lemme find the file

woven mountain
little hound
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Havent driven it long, I know there has to be some sort of like

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Car health though

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Because they are capable of exploding

woven mountain
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Yikes

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Thats not good for coding

vague sphinx
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@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)

tidal elbow
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It's part of the mod posting

vague sphinx
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Yeah, but it was quite unconventional x)

tidal elbow
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Don't worry, it's not your fault if Grok decided to post that thing instead of let you doing it

little hound
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smh

vague sphinx
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kekw Yeah, didn't get the time to say nooooooooo, muh descrwiption 😢

woven mountain
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@random fulcrum Is there a list of all items in a level stored somewhere?

woven mountain
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Thanks, Falco cry

twin turret
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it's a complement

tidal elbow
woven mountain
tidal elbow
woven mountain
woven mountain
shadow glacier
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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.

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the downside is that a lot of guns sound quieter than before, but none of the guns sound grating against the ears

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and when a lot of people are shooting, there will be less distortion and it sounds much better

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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

random fulcrum
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sounds pog

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is the unique sound thing an actor change only or does it also affect npcs?

shadow glacier
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both

random fulcrum
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damn that's nice

shadow glacier
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there used to be only about 4 sets of pistol sound effects

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now theres a unique one for every model

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(except custom versions of guns)

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and shotguns each have a new unique sound instead of there being only 2

tidal elbow
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I think I've noticed your work just 30 minutes ago, I've played a bit, it's much "better" now

shadow glacier
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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

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just need to make sure everything works and there are no config errors

woven mountain
shadow glacier
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which is why currently the guns are as loud as I can possibly make them, but this leads to clipping and distortion

woven mountain
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160 decibels

woven mountain
shadow glacier
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trust me, I know. but they are as loud as I can make them without digital distortion

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full-auto fire now sounds a lot better with no clipping

vague sphinx
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Should be near the top

woven mountain
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200 dB

shadow glacier
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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

vague sphinx
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The ultimate ear breaking sound

shadow glacier
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but thats a massive undertaking

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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

woven mountain
shadow glacier
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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

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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

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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

little hound
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Isnt there a room somewhere in the world where

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the background noise registers in negative dbs?

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like -9

shadow glacier
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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

little hound
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You can hear stuff like your blood moving around in your body, and your organs and such

woven mountain
little hound
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Apparently the longest someone has ever been able to stay in there was like

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40 mins

shadow glacier
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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

random fulcrum
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when's the update coming out?

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already hyped

shadow glacier
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today or tomorrow

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depends how many major issues I find

random fulcrum
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would there be any way to make bleeding tick faster?

undone lily
undone lily
woven mountain
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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.

undone lily
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Automatic one handed 9x19

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I want pistols to be useful

kind hull
# undone lily Please no

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

woven mountain
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Or is that a removed gun

undone lily
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There are one handed pistol options that are automaticn

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But they have very very high recoil

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Or they are rare

woven mountain
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On a more serious note Grok, transitioning in a car to another level locks the player in the ground

undone lily
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Well don't do it

woven mountain
undone lily
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It's a modded game after all

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And cars are limited to Darkscape

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People will try once and then understand they shouldn't do it

woven mountain
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That's fair but it does fuck the autosave so invictus players will scream

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I'll try to fix

undone lily
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Taking a vehicle in Invictus is already a huge risk

grim forge
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Yo! Is there a way to set keybinds to open specific PDA tabs right away?

shadow glacier
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new version is mostly ready, it needs a lot more testing but I didn't find any missing sounds or anything

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so I'll put it out for public use

brave prism
grim forge
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Is this Gamma specific? I only have PDA, Maps and Tasks Info

brave prism
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no, its in vanilla as far as i know

grim forge
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🤔 I mean there is a separate 'Map' key but that's all afaik

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welp pda.script here I come

brave prism
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oh doublefacepalm sorry i remember seeing map and task info and automatically assumed there was a bind for each other tab

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just checked

grim forge
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np, wouldn't it be nice to have these?

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I mean it's a tiny detail yea

brave prism
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the map one feels like the most important since you need to check it a lot, while the others arent checked as often

grim forge
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Most definitely agree. I am investigating around what can be done with CRCR to add to singleplayer as of now, which explains that ^^

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(dream = to synchronize a note between game worlds that can only be edited when accessed)

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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

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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

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(this is just an idea here, basically designing "Tarkov with no griefing")

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then again apparently the CRCR discord has a nsfw channel so yea that's that..

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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.

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I'll insist on - I don't mean mp or co-op, I mean added value for singleplayer experience.

undone lily
kind hull
shadow glacier
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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

Mod DB

5.0 is a complete remake of the addon. No more clipping/distortion and unique sounds for every* gun. Need to do a lot of testing and tweaking, so consider this a preview version. This is under a new listing because some might prefer the old version because...

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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.``

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@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

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ah, missing ace-21 sound is just an issue with the vanilla version, gamma patch version is fine. just a typo

undone lily
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Ace21 isn't in gamma anyways

shadow glacier
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oh lmao

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I fixed it real quick before the moddb page goes live anyways

undone lily
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For the sound volumes, couldn't you play gunfire sounds at 2 volume ?

shadow glacier
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they already are, but I had them amplified with audacity before

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but it introduced clipping

undone lily
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Aaah ok

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Well I'm wondering if it's possible to engine edit this to allow higher gun sound volumes

shadow glacier
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shouldnt have been done but I thought it was necessary before to get the guns to be beefy enough

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the guns are plenty loud but don't shake your soul anymore

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and some sounds don't sound like nails on chalkboard when firing full auto anymore

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which is nice

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@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

shadow glacier
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y isn't it ctrl c and v like I tried ;-;

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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

undone lily
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We all know first releases of addons have issues wheeze

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I'm already wet for the different sounds for all guns though, this is crazy

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can't wait to hear the MP7 or the P90

undone lily
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Most likely that's some DLTX stuff

shadow glacier
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probably more but just need to play and test and then look at logs

undone lily
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These files can be the reason

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especially the first one @shadow glacier

shadow glacier
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yup that looks like it

undone lily
#

absolute legend

shadow glacier
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also changed a bit of the sounds so it reflects the layout of the new configs

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and fixed problems

weak hull
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@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.

vague sphinx
weak hull
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wider shots. Not too close to things. Showing more and/or a downward angle to showcase more of the map.

vague sphinx
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The issue there is the engine unfortunately

weak hull
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Ah, some maps are just not letting you go back to far?

vague sphinx
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More broad shots are revealing of the glaring issues with corners

weak hull
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Oh ok. Got it.

vague sphinx
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Have you tried seeing what happens on moutains far away when turning your camera ?

weak hull
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Yeah, that horrible shadow

vague sphinx
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Yup, the main issue is this thing

weak hull
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ALright. Thanks for the response.

vague sphinx
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As much as I love stalker, it sucks when you're looking too far away

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So... sorry about that

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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

weak hull
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Looking forward to the next one.

vague sphinx
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Thank you ^^

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I'll still try to update the Autumn one soon

undone lily
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Current goal : using canted sights don't restrict the NVGs size

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Already made some good progress

random fulcrum
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was thinking about a wacky concept

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what about adding support for npcs wearing artis

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via grok_bo

shadow glacier
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``5.0a

-ump has more beef
-adjusted suppressed sounds
-adjust shotgun sounds
-snipers are a bit louder
-tweaked distant sound falloff distances``

random fulcrum
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taking a look at the particles.xr thing opened a whole new world of ideas for the game

thin kelp
twin turret
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drip

stone ingot
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does 1.5.2 make it possible to fix the issue with canted sights + dynamic zoom scopes?

undone lily
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Electro snorks, gravity resistant pseudogiants

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And a rework of pelts quality and fusion a bit like artefacts with a tanner kit

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That's what I have in mind for a large mutant overhaul

random fulcrum
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holy shit imagine an electro snork

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thing superleaps leaving a trail of lightning behind

undone lily
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Basically, electric, toxic, fire, gravity, psy emitting mutants

vague sphinx
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Ah yes, the snorks were not already a nightmare xD

undone lily
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Spawning the corresponding artefacts

vague sphinx
undone lily
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Attaching particles to ennemies is easy

still meteor
undone lily
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and I fixed the NVG issue with canted sight today

fluid wharf
# thin kelp

to do portraits in blender I need axr and xray toolkits right?
i want to make a couple renders for the user portraits

vague sphinx
thin kelp
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if you want to do portraits you wont need to use the SDK

fluid wharf
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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

woven mountain
still meteor
thin kelp
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first one somehow isnt using the right shader applied to it, weird

unborn sorrel
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i like the 2nd one best, but I'm a sucker for these masks

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I also will never use on in Gamma - its all dead and no foliage anyway kekw

thin kelp
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mmm this is making me want to port a better mesh for the ghillie, sneaky wanted that too for their overhaul

random fulcrum
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yo dux is there any trenchcoat guy with an altyn?

thin kelp
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uuuuh

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I dont think so? there could be?

twin turret
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second to last or the last one 🙏

rancid acorn
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Last one.
On a side note, does it actually have any benefits over a standard suit?

shadow glacier
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@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?

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like a global value rather than having to change every weapon in the config file

random fulcrum
shadow glacier
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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

shadow glacier
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would be annoying to update between gamma updates

random fulcrum
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dltx

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you just create mod_system_solarint_recoil.ltx

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under gamedata/configs

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and not in configs/weapons, mind this

shadow glacier
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ok sweet, so this is what dltx is all about, I haven't tried using it yet

random fulcrum
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and then in that file you just do i.e.
![wpn_ak]

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which will replace the properties you specify only

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dltx is super sweet

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it's like the best thing ever for people with ocd towards compatibility issues

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like myself

normal relic
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gents which files handle the armor trade system

undone lily
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Change the s value of guns in enhanced ltx to change the recoil

shadow glacier
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for shaking at least

undone lily
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Yes it will

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I'm not sure floats are working

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It's worth a shot

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If you want stronger recoil over the board the easiest is to duplicate the grok_bo_enhanced_recoil.script

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It will apply the effect two times

shadow glacier
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Ok cool, I really like the recoil, feels very weighty, but the bullet spread when firing bursts or auto, eh not so much.

undone lily
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It works surprisingly well

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Bullet spread depends on the gun ltx

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And it's heavily gun specific

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fire_disp in gun's ltx

shadow glacier
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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

undone lily
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Oh

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Yes it's the camera effect then

shadow glacier
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I want to reduce that by about ~50% or so

undone lily
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It's not S it's the other values

shadow glacier
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oh ok, sorry I think I was a bit unclear

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Thanks for the help, I'll mess around with the values to get a feel for it

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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?

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theres a bunch there that i've been editing, not just those fyi

oblique harbor
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is it possible to make guns partially transparent when aiming down sights?, ie to simulate aiming with both eyes open.

still meteor
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wdym transparent

oblique harbor
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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.

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just brain things

oblique harbor
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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.

remote pewter
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i have an idea for a Black Market Guns mod that I think would fit with GAMMA's progression.

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The idea is the ability to buy contraband guns is tied to building favor with factions

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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.

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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

shy torrent
shadow glacier
real meteor
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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

random fulcrum
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you could even edit the one from gamma economy

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and/or run trader destock alongside it

vague sphinx
random fulcrum
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this could be done by extending bounty squads functions

real meteor
vague sphinx
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Thank you, that could honestly add a bit more flavor and I'm always for it

real meteor
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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

random fulcrum
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you can get the item cost tho

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there are methods for that

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and methods to get economy settings too

real meteor
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Shit, instead of assigning a value arbitrarily I could just use the combined value?much easier.

random fulcrum
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yeah

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or even an average

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so that if you for example get a rare gun and still are on the leather jacket you don't suddenly get targeted

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this way you could also incentivise balancing your gear average values to avoid robbers

random fulcrum
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would there be any way to hack the pseudogiant's stomp

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so that you can actually jump over it

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by default jumping seems to not do anything against the stomp

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unless the giant isn't aggro'd on you

fair canopy
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There's no setting in the pseudogiant's file for that?

random fulcrum
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will check

edgy tendon
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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

shy torrent
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@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

maiden dune
random fulcrum
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i didn't think about it while making the thing

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i also didn't think about upgrades

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so i don't think the numbers would scale when upgrading

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but i haven't tested

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please tell me if upgrades aren't showing up

tidal elbow
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If Grok doesn't add your mod I will riot

random fulcrum
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ain't final yet, tomorrow i'll look deeper into how to get upgrades working with the stats

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as of now you only get base stats

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now i'm going to sleep

tidal elbow
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You're doing God's work