I totally love this tutorial! It appears that it is possible to tweak any items in the game... I am so interested in modding the artefacts... ;-) Thanks for this!
i find and replaced "anomaly" in every sentence whilst playing somehow; im fairly new to anomaly in general, any clue how to unfuck it? or what i should avoid pressing?
Hey i know its been 2 years from this vid but why doesnt this work ingame with the debug mode, when i press apply nothing happens, just want to shortterm change weapons
Hi probably won't get answer here but worth a shot. So I'm trying to edit the magazine size of the ISG 9x39 from Boomsticks and Shaprsticks. I'm trying to get it to spawn in de-bug but it can't so I'm missing something. Do I take the scopes inside the wpn_vintorez_isg or just the first portion till the base hud? I made sure all the scopes inside the file are labeled with a _1 like I did for everything else because before hand it would just crash upon loading and the crash window mentioned the scopes being duplicates without unique identifiers. So now Anomaly loads now but my custom ISG 9x39 isn't appearing. Any help would be appreciated fellow Stalkers!
О, вот это то что я искал, хоть половины и не понял о чем речь, но по видосу видно, как и что сделать, чтоб поменять конфиг и чтоб он наконец заработал!
First off, thank you for this video...I only wanted to make one change to the Remington 870. Second, I actually used majority of your steps but keep the files separate and used Mod Manager 2. It correctly applied the new adjustments to the weapon as if it was just another addon. Note: I did not make another variant, I just changed the stats on the base weapon and added my custom mod where you put all other Mod Manager 2 mods [mods/new remington/gamedata/....]
The entire remington870 text controls the gun and sights. Copy the entire thing and rename the headings. Make sure you change parent selection to something unique. If you don't and leave it as remington870 it will be hidden in the debug.
Hi, thanks so much for the guide! Could you keep making videos like this? I would really like to make my own weapon based on Makarov, with a different model and a different file. All the best!
@@WaveysGamingAdventure hi wavey i just saw this video do you think you could show how to edit the starting guns for factions (the ones you see when making your character) i dont want to do anything crazy just give all factions the pump action shotgun as an option
I wonder how to make a new Generic Warfare Traders\Medics\Mechanics to the new bases when a faction captures them. Like Northen Agroprom that had loner trader and mechanic in Clear Sky.
Hi Wavey! Thanks very much for your STALKER Anomaly mod tutorial vids. Would you please help with adding a copy of a scope? Modified, of course. Work already done in both weapon and addon ltx's and txt xml, but inside inventory, although when spawned it shows up as a separate item, the scope blends into original version instead of keeping separate icon/item after detaching/unequipping it from the weapon. What gives? Thank you much for your kind and prompt response.
No problem! And for streaming, not exactly. I’ll typically stream if I’m not uploading later in the week (which I won’t be this week, hint hint) Tends to be either Thurs or Friday from like 3-9pm EST I typically make a community post a day in advanced
hmm, i must've did something wrong. my game doesnt start up at all. i had to replace gamedata with original for game to work again. will try again tomorrow and see how it goes.
I don't understand... I also followed your suit creation video and it works like a charm. Then I tried the rifles again. Created the same file structure, copied the relevant rifle file (w_m16.ltx). Edited it a bit, loaded the game and again, the item spawner does not list it as an option.
So, I am using the Boomsticks and Sharpsticks mod, and was trying to make a custom Steyr AUG A3 variant, but I did everything here, and I can't seem to locate it in the debug spawn files to be actually spawned. I placed the _1 neext to both the weapon, and the HUD, but I noticed this weapon has a lot of scope addons also done for it. Do I need to also _1 the scope addons? Or just the HUD? And any idea why i can't see the weapon in the item spawner?
I'm a little late to this, but I wanted to ask whether or not this works for Anomaly 1.5.2 as well 1.5.2 works as a patch to 1.5.1, so I assume it'd work just fine, but I'd like to ask ahead of time just in case
It'll have to be something with the file. Either a parameter is missing or incorrect, or maybe an asset isn't included when it should be. Check the crash logs, they're under "appdata/logs". That might give you a clue.
@@WaveysGamingAdventure it says that it Can't find variable max_zoom_factor in [wpn_rg-69] altho that does not exist even in the original file of the rg6
I tried it first on the scar but it didn't work so I then did exactly what you did on the colt 1911 and still it didn't work, the new version of the gun that I just created never appeared in the game, is it because im using addons? such as boom sticks and sharp sticks?
Yeah the addons are conflicting in some way It’s possible to have both, that’s just mod de-conflicting. It’s effectively the same process I described, but you’d make the addition/changes to the files that come from Boomsticks, not the files from the unpacked folder Then you just install Boomsticks normally.
Hey, thank you for the video, I have a question, for some reason editing the default weapon ltx has no effect. I can edit and recreate weapons withing the gamedata folder but not with the unpacked ones. Any idea what the problem could be? Is there another folder or what do I have to do to make the reload the default weapon configs. Thanks in advance
So the gamedata folder inside Anomaly is what the game will use if there are files present. If you don’t move what you modify into the gamedata folder, then it won’t use it. If you don’t have the same file structure as the way it came when we unpacked the db files, the game won’t use it. That’s why when I do this stuff, I usually start with an empty gamedata folder, so I know what is and isn’t there. As for getting back to default configurations, well you can simply remove the offending files from the gamedata folder. That’ll make the game use the regular old files
Lol glad you enjoyed! As for a QnA, well I don't really get questions here so it'd just be me making stuff up. I do stream from time to time, and I will be this Friday around 3pm EST if you want to come by and chat
Hey there Wavey, I kinda need some help. Followed each and every step but the weapon itself doesn't appear in the debug menu. Can you help? Thanks in advance!
First thing, did you copy over the files you modified into the Anomaly gamedata folder? If yes, is the folder structure correct? The video should show it, something like “config/scripts/weapons”. The folder needs to be correct for anomaly to figure out what to do. Again, the video should have the right folder structure. From there, is the new entry in the modified file a unique entry? If it has the same ID as something else, it will overwrite the other object. It needs to be it’s own distinct object. After that, I couldn’t say what the problem is without looking at it myself. Hopefully I could help.
@@WaveysGamingAdventure Hey there Wavey, got some good news and bad news. Followed your exact instruction for the Colt, worked perfectly. The one I'm stuck on is editing the AK-103 and the M4, can you help me on that part or should I just fiddle round somemore? Best regards.
That isn't something you can do, as far as my knowledge. Food and Meds are consumables, so each use removes one from your inventory. A special tool would be required, but I don't know how to build that unfortunately
That will happen. You can check the crash logs under the appdata folder, to see what went wrong. Or just take those modified files back out, so you can get the game running again.
I used a remodel addon to change the Saiga 12S into the Saiga 12K, but the name hasn't changed. So instead of making a copy and _1 at the end, can I just edit the Saiga file directly? Is it safe?
Sure, you can edit both the weapon file and text file directly If you just want to change the name, you can edit the text file only. You just need the right weapon id.
i have a error, my weapon icon is invisible, and idk how to fix it xD, but everything else works perfectly :D Thank You For This Tutorial!, i always wanted to mod Stalker since i knew it back in 2014 :D
You have to equip it first, click the “i” key to bring up inventory. Double left mouse click on the gun to put it in your slot. then you can use keyboard keys 1 & 2 to bring the weapon up. From there, right mouse click to aim down sights, left mouse click to fire.
Hey Wavey! I play Stalker EFP (so I'm a glutton for punishment) and I'd like to create a mod that uses the same animation for putting on armor/helmet but have it trigger when moving a gun or item from your inventory to your body. Maybe have the helmet animation, because it's shorter, for pistols and the armor animation for rifles. Also, would it be possible to have these animations trigger when adding items to your F1-F4 slots and/or the artifact/armor plate slots? Is this possible, if so, could you provide some guidance? EFP Discord is not helpful, btw. Thanks in advance! Keep up the videos, broski!
There is probably a way, but I wouldn’t be able to guide you Some folks have done interesting animations like a backpack animation for opening the inventory. Only issue is these addons often have lots of issues, so it’s not very easy
nice video anyway... modding in STALKER is good (obviously not perfect, but much better than others) a good system that fully supports modding should be: files for textures files for models and animations files for weapon specifications and other settings these files with the same initial name, all in a folder with this name put the folder in the appropriate weapons folder and the game automatically inserts NPCs, containers and merchants at startup in the spawn the settings file should contain the various statistics such as weight and damage, etc., and... the rarity of the weapon, so that the game automatically makes the weapon appear often or not, or if only drops, merchants, or stashes.... etc. all automatic, without merges/edits or anything else its absurd that in 2024 there isn't even a game (not even those of Bethesda, which claims to be a pro-modding brand) with this simple and functional system (also obvious)
See, Provak's mod has a lot of bitchin guns and upgrades; but installing it in it's entirety make's my game crash harder than someone's wine-drunk spouse. I'm hoping to just add the individual weapons from the pack I want to avoid such.
absolutely. If you wanted to use 7.62x51 for exemple, add: ammo_class = ammo_7.62x51_fmj, ammo_7.62x51_fmj_bad, ammo_7.62x51_fmj_verybad, ammo_7.62x51_ap, ammo_7.62x51_ap_bad, ammo_7.62x51_ap_verybad like he does in the "editing weapon file" part of the video. If you want the weapon to use another type of ammo, simple change all the "7.62x51" for the wanted type^^
youre incredible man, is impressive how you manage to explain everything in such a simple way!! Thank you!
I sure do try, thanks!
Thank you for this introduction to modding, this will be fun! For any newcomers I suggest also using Anomaly Mod organizer.
You never disappoint us Wavey, thanks a lot for the video!
You bet!
I totally love this tutorial! It appears that it is possible to tweak any items in the game... I am so interested in modding the artefacts... ;-)
Thanks for this!
Hmmm modding artefacts...
@@WaveysGamingAdventure I just did! 😄 It works like a charm! Even if I haven't figured out how to tweak the radiations resistance. So fun! 😉
Must needed video for a stalker fan! Thanks wavey
Love to hear it!
Wanted to say thanks again, definitely open a canned worms and used your guide again to make a Galil variant. Good Hunting Stalker!
i find and replaced "anomaly" in every sentence whilst playing somehow; im fairly new to anomaly in general, any clue how to unfuck it? or what i should avoid pressing?
Hey i know its been 2 years from this vid but why doesnt this work ingame with the debug mode, when i press apply nothing happens, just want to shortterm change weapons
Hi probably won't get answer here but worth a shot. So I'm trying to edit the magazine size of the ISG 9x39 from Boomsticks and Shaprsticks. I'm trying to get it to spawn in de-bug but it can't so I'm missing something.
Do I take the scopes inside the wpn_vintorez_isg or just the first portion till the base hud?
I made sure all the scopes inside the file are labeled with a _1 like I did for everything else because before hand it would just crash upon loading and the crash window mentioned the scopes being duplicates without unique identifiers.
So now Anomaly loads now but my custom ISG 9x39 isn't appearing.
Any help would be appreciated fellow Stalkers!
О, вот это то что я искал, хоть половины и не понял о чем речь, но по видосу видно, как и что сделать, чтоб поменять конфиг и чтоб он наконец заработал!
Рад помочь, мой друг.
First off, thank you for this video...I only wanted to make one change to the Remington 870. Second, I actually used majority of your steps but keep the files separate and used Mod Manager 2. It correctly applied the new adjustments to the weapon as if it was just another addon. Note: I did not make another variant, I just changed the stats on the base weapon and added my custom mod where you put all other Mod Manager 2 mods [mods/new remington/gamedata/....]
That'll do it!! Glad to help!
The entire remington870 text controls the gun and sights. Copy the entire thing and rename the headings. Make sure you change parent selection to something unique. If you don't and leave it as remington870 it will be hidden in the debug.
Hi, thanks so much for the guide! Could you keep making videos like this? I would really like to make my own weapon based on Makarov, with a different model and a different file. All the best!
Maybe, I haven't had much time to plan videos lately, so who knows.
@@WaveysGamingAdventure hi wavey i just saw this video do you think you could show how to edit the starting guns for factions (the ones you see when making your character) i dont want to do anything crazy just give all factions the pump action shotgun as an option
I wonder how to make a new Generic Warfare Traders\Medics\Mechanics to the new bases when a faction captures them. Like Northen Agroprom that had loner trader and mechanic in Clear Sky.
Hi Wavey! Thanks very much for your STALKER Anomaly mod tutorial vids.
Would you please help with adding a copy of a scope? Modified, of course.
Work already done in both weapon and addon ltx's and txt xml, but inside inventory, although when spawned it shows up as a separate item, the scope blends into original version instead of keeping separate icon/item after detaching/unequipping it from the weapon. What gives?
Thank you much for your kind and prompt response.
Thanks you for this information, I will use it to the best of my knowledge!
Hi, when I enter the text folder and then there is nothing in eg, the EN
G folder is empty, how can I get its content?
Any idea how to make custom ammo? Id like to make a new 7.62 round but the game doesn't seem to recognize it when i edit the files
just what i needed, thanks man! also, do you have a set stream schedule of some sorts? :)
No problem!
And for streaming, not exactly. I’ll typically stream if I’m not uploading later in the week (which I won’t be this week, hint hint)
Tends to be either Thurs or Friday from like 3-9pm EST
I typically make a community post a day in advanced
tried to enable suppressor on pmm but it doesn't show the supressor model in game, unlike degtyarev pm i also tested on
thank you, fellow Stalker.
hmm, i must've did something wrong. my game doesnt start up at all. i had to replace gamedata with original for game to work again. will try again tomorrow and see how it goes.
which is the line that control the recoil ? trying to make a pistol without recoil...
what about outfits? i can't modify them
Подскажи пожалуйста, увидел в одном видосе, как обрез перезаряжается моментально, в каком конфиге править?
Great tutorial!!
Any idea how to create rifles? I tried the same process as in your video, but somehow the game does not recognise it...
Hmm it should bascially be the same process, just with different files
I don't understand...
I also followed your suit creation video and it works like a charm.
Then I tried the rifles again. Created the same file structure, copied the relevant rifle file (w_m16.ltx). Edited it a bit, loaded the game and again, the item spawner does not list it as an option.
hey man thanks a lot for this vid. im almost done just wanted to ask which format should i save the files right before game testing?
thanks again.
So, I am using the Boomsticks and Sharpsticks mod, and was trying to make a custom Steyr AUG A3 variant, but I did everything here, and I can't seem to locate it in the debug spawn files to be actually spawned. I placed the _1 neext to both the weapon, and the HUD, but I noticed this weapon has a lot of scope addons also done for it. Do I need to also _1 the scope addons? Or just the HUD? And any idea why i can't see the weapon in the item spawner?
Cant seem to find pkm zulus
Is there a way to make only the created weapon have infinite ammo?
Interesting.. can i repeat the process on GAMMA?
Strange. It doesn't work for me. The game doesn't launch. I tried to make a Vz61 with .45 ACP.
Can the weapon animation be replaced using this method?
Hey man, do you know how can i change weapon models with weapon replacers?? i want to use the M16A2 one but i dont know how
Hmmm unfortunately I do not know how to deal with the models themselves
where do i download that unpacker ?? any links ?
Hi, just wondering if you've delved into the dialogue side of things. I was hoping to add some rumors to the pool that stalkers can respond with.
Unfortunately I have not. We do touch on the text pages in these videos, but to do that sort of stuff would require some scripting
I'm a little late to this, but I wanted to ask whether or not this works for Anomaly 1.5.2 as well
1.5.2 works as a patch to 1.5.1, so I assume it'd work just fine, but I'd like to ask ahead of time just in case
Dude! Thank You so much!!!
No problemo
Man, hell yes, thank you!
No problemo
Hey Wavey! I did the same thing as the tutorial but for my ASH-12 but it did not pop up in the debug menu, got any ideas why?
If it didn't show up, something would not be correct in the file where you define the new weapon.
Check the unique ID you need to give the weapon
Hey man, do you know if the order of the weapon stats is strict or can you put any stat anywhere within the guns definition?
Generally I don’t think ordering matter
im trying to modify the rg6 but i keep crashing when trying to get the gun from the debug menu. u got any clues as to why that happens ?
It'll have to be something with the file. Either a parameter is missing or incorrect, or maybe an asset isn't included when it should be.
Check the crash logs, they're under "appdata/logs". That might give you a clue.
@@WaveysGamingAdventure it says that it Can't find variable max_zoom_factor in [wpn_rg-69] altho that does not exist even in the original file of the rg6
I tried it first on the scar but it didn't work so I then did exactly what you did on the colt 1911 and still it didn't work, the new version of the gun that I just created never appeared in the game, is it because im using addons? such as boom sticks and sharp sticks?
Yeah the addons are conflicting in some way
It’s possible to have both, that’s just mod de-conflicting.
It’s effectively the same process I described, but you’d make the addition/changes to the files that come from Boomsticks, not the files from the unpacked folder
Then you just install Boomsticks normally.
@@WaveysGamingAdventure wait I just moved it to the JSGME Mods folder and it worked some how!
@@negansaviors4419 lol good enough!
Hey, thank you for the video, I have a question, for some reason editing the default weapon ltx has no effect. I can edit and recreate weapons withing the gamedata folder but not with the unpacked ones. Any idea what the problem could be? Is there another folder or what do I have to do to make the reload the default weapon configs.
Thanks in advance
So the gamedata folder inside Anomaly is what the game will use if there are files present.
If you don’t move what you modify into the gamedata folder, then it won’t use it.
If you don’t have the same file structure as the way it came when we unpacked the db files, the game won’t use it.
That’s why when I do this stuff, I usually start with an empty gamedata folder, so I know what is and isn’t there.
As for getting back to default configurations, well you can simply remove the offending files from the gamedata folder.
That’ll make the game use the regular old files
@@WaveysGamingAdventure Thank you very much, this was my exact problem and this fixed it! Awesome :)
hey wavey even though i don't understand coding i mean i got an F in at school still watched the video your voice is very relaxing. can you do a qna
Lol glad you enjoyed!
As for a QnA, well I don't really get questions here so it'd just be me making stuff up. I do stream from time to time, and I will be this Friday around 3pm EST if you want to come by and chat
Hey there Wavey, I kinda need some help. Followed each and every step but the weapon itself doesn't appear in the debug menu. Can you help? Thanks in advance!
First thing, did you copy over the files you modified into the Anomaly gamedata folder?
If yes, is the folder structure correct?
The video should show it, something like “config/scripts/weapons”. The folder needs to be correct for anomaly to figure out what to do. Again, the video should have the right folder structure.
From there, is the new entry in the modified file a unique entry?
If it has the same ID as something else, it will overwrite the other object. It needs to be it’s own distinct object.
After that, I couldn’t say what the problem is without looking at it myself. Hopefully I could help.
@@WaveysGamingAdventure Hey there Wavey, got some good news and bad news. Followed your exact instruction for the Colt, worked perfectly. The one I'm stuck on is editing the AK-103 and the M4, can you help me on that part or should I just fiddle round somemore?
Best regards.
@@cycmaa hmmm sorry buddy, i haven’t touched those files myself, so I can’t say
@@WaveysGamingAdventure Ahh no problem mate, cheers and have a good day!
I wonder if it would let me create MG with buckshot
Oh there’s probably a way
Hey man, can make a tutorial for creating/editing npc's?
My game can't launch now 😥
How to edit item for unlimited use like food and meds?
That isn't something you can do, as far as my knowledge. Food and Meds are consumables, so each use removes one from your inventory. A special tool would be required, but I don't know how to build that unfortunately
My game keeps crashing once I import it and run my game.
Something went wrong, it happens. You'll need to look at the crash logs in the appdata/logs folder to see what file the issue came from.
I followed this tutorial to edit one of the 1911's and broke the game. It refused to open :(
That will happen. You can check the crash logs under the appdata folder, to see what went wrong.
Or just take those modified files back out, so you can get the game running again.
Very nice and practical tutorial!
Can you make a tutorial about creating custom ammo/caliber types as well including adding them to loadouts of npc's?
Mmmm probably not. I haven’t done that myself, so I would need to learn how
@@WaveysGamingAdventure No problem , I pretty much figured most of that by myself already - only thing left are loadouts and DLTX format :D
@@blackdead7595 good looks!
What's the opposite to configs? Profigs! Damn they're tasty!
Is this how people create the mods on ModDB?
You make it look easy.
And I'm already subscribed, so PLEASE don't steal money from the Wal-Mart cashier.
Lololol
Yup that’s pretty much how it’s done. This was of course kinda basic, but nonetheless
I used a remodel addon to change the Saiga 12S into the Saiga 12K, but the name hasn't changed. So instead of making a copy and _1 at the end, can I just edit the Saiga file directly? Is it safe?
config/text/st_items_weapons
search for the Saiga 12S, rename it, done
Sure, you can edit both the weapon file and text file directly
If you just want to change the name, you can edit the text file only. You just need the right weapon id.
@@WaveysGamingAdventure saw the entries, much easier than I thought it would be. Nice video like always 👍🏻
great video, but how do you add a new weapon icon without using the allready existing icons ??, could you do i video this question, if you have time.
New icons? Oof that’s not something I know how to do unfortunately
its ok i goggled it and found out how to do it.
if you want to know how goggle stalker weapon editing and should find a website to find how to add the icon.
i have a error, my weapon icon is invisible, and idk how to fix it xD, but everything else works perfectly :D
Thank You For This Tutorial!, i always wanted to mod Stalker since i knew it back in 2014 :D
How to shoot guns in stalker anomaly, i'm new and i don't know how (it sounds like i'mman idiot but it's true pls help)
You have to equip it first, click the “i” key to bring up inventory. Double left mouse click on the gun to put it in your slot.
then you can use keyboard keys 1 & 2 to bring the weapon up.
From there, right mouse click to aim down sights, left mouse click to fire.
@@WaveysGamingAdventure yessss, ty man!
Hey Wavey! I play Stalker EFP (so I'm a glutton for punishment) and I'd like to create a mod that uses the same animation for putting on armor/helmet but have it trigger when moving a gun or item from your inventory to your body. Maybe have the helmet animation, because it's shorter, for pistols and the armor animation for rifles. Also, would it be possible to have these animations trigger when adding items to your F1-F4 slots and/or the artifact/armor plate slots? Is this possible, if so, could you provide some guidance? EFP Discord is not helpful, btw. Thanks in advance! Keep up the videos, broski!
There is probably a way, but I wouldn’t be able to guide you
Some folks have done interesting animations like a backpack animation for opening the inventory. Only issue is these addons often have lots of issues, so it’s not very easy
@@WaveysGamingAdventure Cool, thanks for the reply! Keep up the videos, you've got a great narrator voice. ;)
nice video anyway...
modding in STALKER is good (obviously not perfect, but much better than others)
a good system that fully supports modding should be:
files for textures
files for models and animations
files for weapon specifications and other settings
these files with the same initial name, all in a folder with this name
put the folder in the appropriate weapons folder and the game automatically inserts NPCs, containers and merchants at startup in the spawn
the settings file should contain the various statistics such as weight and damage, etc., and... the rarity of the weapon, so that the game automatically makes the weapon appear often or not, or if only drops, merchants, or stashes.... etc.
all automatic, without merges/edits or anything else
its absurd that in 2024 there isn't even a game (not even those of Bethesda, which claims to be a pro-modding brand) with this simple and functional system (also obvious)
I beg you to make more tutorials..
Nice...
норм
See, Provak's mod has a lot of bitchin guns and upgrades; but installing it in it's entirety make's my game crash harder than someone's wine-drunk spouse. I'm hoping to just add the individual weapons from the pack I want to avoid such.
😂👎🏻
did you have any luck so far mate? i had same idea as you in terms of using his version of the karabiner 98 kurz and bringing it into efp 3.0
1.5.1.2??? New update
is there a way to change weapons ammo?
absolutely. If you wanted to use 7.62x51 for exemple, add:
ammo_class = ammo_7.62x51_fmj, ammo_7.62x51_fmj_bad, ammo_7.62x51_fmj_verybad, ammo_7.62x51_ap, ammo_7.62x51_ap_bad, ammo_7.62x51_ap_verybad
like he does in the "editing weapon file" part of the video.
If you want the weapon to use another type of ammo, simple change all the "7.62x51" for the wanted type^^