#STALKER Overhaul Mod
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Whats the general process for setting up unreal engine to do this stuff?
Are there tutorials in modhelp?
yup there's one
I went through it and helped with some of the things. It's daunting but once it's done your life becomes significantly easier. Especially if you focus on anything but ItemInfos
Got it, thanks. When I get to it, I might @ you with some questions if I have any but I'll try to keep them to a minimum. I really appreciate all you've done to help (same with Extremerecker) and I know it isn't much but I'll be sure to thank you in the video I make once this mod is actually finished.
I am not one to let this much charity go unnoticed.
I’m planning (for more immersion) to dub and rewrite everything in the game in Russian. Is it a good idea?
@lean fulcrum If you're around and are aware, im having some issues following one of the tutorials.
It says "download these files, put these in your unreal folder
but my unreal project file doesnt look like this one
i have way less files in it
otherwise ill have to wait for saedriss in the morning
yeah im trying to follow this tutorial but I really dont know what im doing here
I dont have the compile button in Unreal Engine
my uproject doesnt have the same files
I think this tutorial should be a bit more specific, I feel like it skipped a LOT of steps
https://drive.google.com/drive/u/0/folders/1f92kdjS5Q7gxS9kyefpqThpn8d3oT6g_
https://docs.google.com/document/d/1XGTHXjW40pX9Rc0AG1wliARPGKNjCY5grWaGr_0NI2g/edit
Yeah ill just get some sleep and worry about making this work in the morning.
@fringe drum Sorry for the bother on this, answer at your leisure.
Okay I figured it out
I had to make a C++ Unreal Project
and I needed to also install visual studio
yes
The tutorial isnt very beginner friendly
Someone I know had a similar problem and could point me in the right direction
modding games without mod support isn't either. And it was made quickly by Kurorai.
Yeah I get you.
@fringe drum For importing the DT loot tables, what variable type do I set it to?
I've tried two or three and it seems to give me errors each time.
I get error messages like
Failed to parse the JSON data. Error: Comma token expected, but not found. Line: 69 Ch: 15
Okay I forgot to hit compile, now that I have done so, I have a lot more options but I still cant seem to locate the right one.
I may have found the problem
the DT_Loot_Buffer_DeadMan file has a formatting error
I followed the replacement technique in the guide but unfortunately one of the entries is named "NewRow"
not "NewRow_0" or "NewRow_1"
I noticed NewRow_6 is missing so I'll name it that
this fixed it
Also whenever youre around
I noticed some of the items are not present
such as Items.Melee.Knife_2 and _3
Yeah the deagle isnt here either
This list doesnt appear to have the newest items on it, im guessing its with the files I downloaded from https://drive.google.com/drive/u/0/folders/1f92kdjS5Q7gxS9kyefpqThpn8d3oT6g_
I suppose I could use asseteditor to put those in manually later, as the option doesnt appear to be in Unreal Editor
PRLootEntry
and you can use Fmodel to get the games tags
and replace the one you downloaded with it
Yeah this worked, it was just the formatting error
when it didnt work the first time, I assumed I somehow picked the wrong one
do I have to recompile for that?
and the last question for now, I suppose. In Fmodel, I wasnt able to extract the monster files to any other format other than .umap and .uexp
I copied the text directly and put it into a .txt file, but I dont think this is how im supposed to do it
new tags gotten, thank you
umap files are a part of a bigger "map" component, this is way beyond what we can recreate in UE4 without source code
how would I edit the monster spawns then?
I remember opening it up in uasset when I first started this mod but I cant seem to figure it out now
also the new item tables are going very well so far
super excited, i just hope it works when i get ingame
I'm not sure if you'd know this but lets say im making edits on the Dead Body loot table which has 3 points total
if I set an item to 4 points, would that just disable it?
Im planning on using mostly the same tables for all the areas but id rather not have a SCAR-H spawn in the very first area, even on a super rare chance lmao
so I could just make those small edits per each area file
With AssetEditor or UasseGUI
Interesting find in the tags but not in ItemInfos: theres now a Valuable.Item_6
I looked in ItemInfos but it doesnt exist there
I just open the .umap or .uexp?
yup can't work on them in UE4
@fringe drum I don't know/think this would apply to ITR, but I figured id mention it anyway just on the off-chance that this could solve problems for ITR modding:
I remember when I modded Dark Souls Remaster and one of the things you do is edit the .exe with a hex-editor and define it to not read the compressed packaged files, but instead to read a directory of raw files instead, such as textures and sounds and stuff. I bring this up because im curious if it'd be possible to define ITR to read .json files that are easier to work with and edit, instead of only reading .uassets and stuff.
This might be the wrong thing (as its been several years) but I believe this was it: https://www.nexusmods.com/darksouls/mods/1304
23 votes and 24 comments so far on Reddit
That seems very unlikely. Those don't use the same engine, so there is nothing indicating that it would work for ITR
I just happened to be looking in GameConfig.json and noticed "Loot Array" which defines loot points.
I ask about this because it says like, "Loot Buffer Stash Red" has 30 loot points and "Loot Buffer Stash Deadmans" has 30 loot points and so on. Are these values separate from the ones you told me?
Ammo : 4points
Equipement : 1 points
Food : 2 points
Furniture : 2 - 6 points
Body : 3 points
Red crate : 5 points
Silver Crate : 9 points
Valuables : 1 points
Yeah, it was just something I thought of mentioning, a spitball really.
Yes, loot arrays give global budgets for areas
In Pervomay, in total, 30 loot points worth of red crates will be generated each Tide, so 6 of them
Oh is that so?
Do you know how I can edit this file as well as uhh...
Playerconfig.json?
Being able to make the crates more rare would actually fit in with what I want to do.
I recall errors with that, let me check.
GameConfig fails one export
and uhh
PlayerConfig also fails one export but is a mess of raw, unusable data.
I wonder if GameConfig would save correctly
oh no, it wont
theyre both butchered haha
I'll ask you about using a hex-editor on these when I get to them
ill save them for last since theyre pretty inconsequential
other than changing the loot arrays, I was only going to change stuff like carryweight, water walking speed, stuff like that
@bitter dew Excuse me, I wanted to ask for help on something small.
How did you replace the NPC sound file? I wanted to remove the distorted mimic lines.
oh lemme see if i can dig up my files
in good news:
after 11 hours, all of the loot tables are done and i can finally move past the 6 week roadblock
the mod should be done in a few days, probably
today was my day off so i wont have as much time for a while, but i can chip away at it
ok for my bonk death sound mod, this is the path for the sounds: \IntoTheRadius\Content\Sounds\WaveCue\CTR\General
@molten pine yea that path should have the things u want i think
if not, try one of the other folders in the CTR folder
ok now i go MIA again
Oh no no
believe it or not, I actually downloaded your mod and looked to see where the file is located
but I actually have no idea how to do anything with it
How do I replace the sound, for example?
How do I see what sound im replacing?
i guess youd extract the files with FModel and see what they are, then replace the one u want
hang on
I can see through some corrupted data that its an .ogg
but cant get anything beyond a .uasset or .json
It's not a big deal
This was just gonna be a little change to make it feel a little less silly
"Is max coming out to play????"
(x100)
@molten pine the files u download from nexus, idk how youd read those, but the files in the game can be read with UModel
u can extract the oggs with that
make sure to check "Sound" on the right on the first window
then navigate to the file and right click, export
oki, now i go MIA again for reals

Sounds like a GREAT idea, different verions with russian or english notes though would be good.
kk... One of players told me that he experienced fatal error whenever he tried to sell a flare to the shop.
Just wanted to say this is an exciting thread to keep an eye on! Godspeed, mod makers 
Like, without mods?

Should get a lot more work done later tonight, not too much to do. The only things I have to do are re-do everything I already did, and an optional change would be to mute the NPCs voicelines.
I remodified Korean patch and reuploaded. I think Dev did something related to shop uasset.
No.
Now it's almost done. Just waiting on a thing or two.
When its ready, ill probably stream my playtest of it.
No
No, it does the same stuff that that mod does, but like
obviously not the same
but the scav mod changes the loot tables to allow more items to spawn in the world
and this also does that, but with its own loot tables
Update for the day:
Everything is done except for:
-NPC spawns
-Removing NPC sounds (might not do this one)
I tested a bunch of stuff and found a few small errors that are now fixed
More problems might crawl up but as of right now, we are basically just about done. I've got a friend of mine helping try to improve the ability to edit .umap files, who's trying to figure out how the UAssetGUI program actually reads the files (im not smart enough to know what hes doing), but if that doesn't work, I'll spend the 11 or 12 hours doing it the hard way tomorrow.
The investigation did not go well so I will be doing the npc spawns manually for the next 12 hours.
I will get this mod done.
if you have a moment, could you give me a quick rundown on how the enemy spawning works, more specifically the fewer - normal - more setting works in enemy qantity
is it like three different sets of spawns or is it just cutting out specific spawns
I believe its just pulling more enemies out of the spawn node based on its setting
I just added in my own setting for my "nightmare" difficulty
By default, less is -1, normal is 0 (whatever they designed to spawn there) and more is +1
And I added in another that adds +3
huh
Theres a list of npcs at each spawn node
They all have weight values
So in the pass, you have a fragment spawn with 3 and a transparent fragment with 2
This would mean theres a slightly higher chance of a normal fragment spawning
My edits are going to add 3 of every npc to every node
That I can then control the weight of to keep it mostly area appropriate
The problem is that instead of say
2 enemies per node
Now theres 64
so each spawn node has different types of enemies, and the difficulty placer just increases the amount of those enemies
Yeah
And theoretically with the entire lineup of npcs to choose from
That would also increase the chances of stronger npcs spawning
By pure chance
Im also planning on adding back in the 1.0 Harvester npc with a low spawn chance
No idea how thatll work

what about the homunculi
Dont know it
its the enemies that the harvester spawns
I barely know how these npcs function
Then it wouldnt need to be added
The harvester would do it
alright
That said
we'll see
I should edit their health to make sure theyre appropriate
I made the harvester faster too
Regardless
Adding in 64 rows 20 to 40 times per map is gonna take me all day

@fringe drum Have you ever seen the location of the game difficulty descriptions, where it says "normal enemies" and stuff? I renamed the difficulties and rebalanced their modifiers in the preset, but the descriptions dont update. It's not a huge deal but it'd be a nice thing to change if I knew where it was. I did digging for it and never found it in any of the files I checked so I figure I'd ask. If you don't know, don't worry about it.
Probably handled on the blueprint side of things.
Probably, since I didn't see it anywhere. No big deal.
Incase anyone is curious
NPC ID's General Weight Per Area | (Buffer) (Castle) (Construct) (Factory) (Kolhoz)
NPC.Monster.Spider | 4 1 5 2 2
NPC.Monster.Mimic.PM | 4 1 2 2 1
NPC.Monster.Armored.Mimic.PM | 3 2 3 3 2
NPC.Monster.Fragment | 5 1 3 2 1
NPC.Monster.Armored.Fragment | 3 2 4 2 2
NPC.Monster.Fragment.transp | 3 2 5 2 2
NPC.Monster.Seeker | 4 1 5 2 2
NPC.Monster.Armored.Seeker | 2 3 4 2 2
NPC.Monster.Mimic.MP5 | 3 2 3 4 2
NPC.Monster.Armored.Mimic.MP5 | 2 4 3 4 4
NPC.Monster.Mimic.AKSu | 2 2 3 4 4
NPC.Monster.Armored.Mimic.AKSu | 1 4 3 4 4
NPC.Monster.Mimic.SawOff | 3 1 4 3 1
NPC.Monster.Armored.Mimic.SawOff | 2 4 4 4 4
NPC.Monster.Mimic.AKM | 2 3 3 4 5
NPC.Monster.Armored.Mimic.AKM | 1 4 2 4 4
NPC.Monster.Slider | 1 2 1.66 1 2.66
NPC.Monster.Mimic.SVD | 1 3 2 3 3
NPC.Monster.Armored.Mimic.SVD | 1 2 1 2 2
NPC.Monster.Mimic.Val | 1 4 1 3 3
NPC.Monster.Armored.Mimic.Val | 1 3 1 2 2
NPC.Monster.Harvester | 1 1 1.66 1 2
(Higher weight = higher chance of spawn)
Max number of monster spawned by the node
Ah
and then this number is then shifted by the difficulty
so normal is 0
and increased is 1
so that would make this spawn 4
okay I can leave that alone
IF, there are 4 monsters in the pool
there are currently 64 monsters in the pool
and there will be for every node
except for like
the ones with SVDs
im leaving this ones alone
those are probably the ones placed specifically at high areas
Yup, in towers or roofs
I advise you to test one of those before doing the others
I dont know how I would, to be quite honest
do you know a consistent node I could test?
In pervomay the building in the center always has a single policeman on its roof
But simply putting the modified file in a pak, and seeing new enemies spawn in Pervomay, would be proof that it works
would that be "roadhouse"?
probably yes
I'll assume so
only one spawner on roadhouse has a pool of 1 mimic with a PM
so ill replace that with the harvester and see what happens
lmao
That would be something to test yes. and also test that increasing a node's pool doesn't corrupt the file in some way.
The fact that it saves properly is no guarantee that the game will treat it as valid. And you should confirm that before spending hours on it
I've so far only increased the node pool of kolhoz
I was starting from the bottom while my friend starts from the other direction
should I throw it in and make sure the game loads?
my fresh save wont have access to kolhoz
the game will load either way.
though I could load my old one and just run to kolhoz
how do you advise I do this, then?
What you should do is take this policeman node, in the roadhouse, and add another thing to it. and see if you can get it to spawn 2 creatures
Ah, I see
If it works, there is 95% chance that you can do it as much as you want with every other nodes
And if it doesn't, it sucks, but better figuring it out now rather than in two days after the 4 files have been edited
So I went to check the file in its .pak using fmodel because I like to be sure, since I had some issues packing the .pak's
are .umaps not able to be open if you don't have all the files available (in UAssetGUI)?
I can't open the .umap on its own of just the monster files
perhaps I need to pack them all together as well
yeah it saved correctly, it just cant be accessed on its own
if it doesnt work, ill pack up the entire map files together and then try again
you need both .umap and .uexp
yeah I know, thats what I meant
im having a loot-table related crash
I didnt even think to test but it crashes on going into the zone
it loaded the game and other areas fine but I never actually stepped foot into the zone to see its crashing
@fringe drum The monster spawner works, I managed to spawn 3 enemies on top including the harvester
now to diagnose the crash with loot tables
@lean fulcrum When you have the time, can you explain to me how the hell the harvester works?
I interacted with it but i frankly dont even understand what I was looking at
he also didnt damage me but he did poison me?
as if i touched the big wiggly vines that spawn in the swamp
Yea, I'm not even partially confident that the harvester would work. the idea is that its a giant floating mass that when it sees the player it supposed to spawn pistol wielding enemies called homunculi that shoot at you
i dont know if it can directly damage you or not
all i know is that its just really hard to kill
it was trying to navigate the roof mesh pretty goofily
I'll do some deeper investigation in the future to it, it was FUNCTIONAL
it was spawning things, I think
but right now, diagnosing this crash is the most important thing
yea it only ever spawned in the mid forests of the og map
right now other than rare chances
its going to be most-likely to spawn in the swamp and kolhoz
that's my plan
those areas seem a bit more appropriate
I left some items blank in the Dead Body loot table, with the idea that it wouldnt spawn anything
i have a feeling thats the source of my crash so im gonna go test that
I left in the loot tables EXCEPT for that one, so hopefully itll launch and be functional and stuff
unfortunately not
@lean fulcrum Im hoping you might have any ideas on this
every loot table I have crashes the game
i dont know anything about them
That's a real shame.
I was so prepared to launch the mod in a few days but this is a critical problem.
Oh wait
I may have found the issue
the crashing is fixed
The issue, for anyone in the future, was this
Following the Tutorial in #1021537057845301298, it says to name your Unreal Project "IntoTheRadiusMod"
This is a huge mistake.
When I export the .uasset of the loot tables as a .json file, this is how a default one looks:
{
"Type": "DataTable",
"Name": "DT_Loot_Buffer_StashGrey",
"Properties": {
"RowStruct": {
"ObjectName": "ScriptStruct PRLootEntryConfig",
"ObjectPath": "/Script/IntoTheRadius"
}
},```
This is how the ones I cooked looked:
{
"Type": "DataTable",
"Name": "DT_Loot_Buffer_StashGrey",
"Properties": {
"RowStruct": {
"ObjectName": "ScriptStruct PRLootEntryConfig",
"ObjectPath": "/Script/IntoTheRadiusMod"
}
},```
This causes the crash.
To fix it, I had to redo the entire process of creating a new unreal project, then re-importing it all, then recooking it all.
But at the very least, its fixed.
whats the opinion of this?
Update for the day:
The Pervomay Route (called Buffer in the files) has been fleshed out with all new NPC spawns, unfortunately it hasnt gone how we thought it would and more work needs to be done to test and diagnose why it's working how it is. I entered the Pervomay Route and immediately started getting shot at by the 200 NPCs that all walked out of the first building in a conga line.
This was not expected.
At the very least, the spawn system is working and hopefully after some tests and some inquiries to the developers, we will have an idea of how this works properly so it can PICK some NPCs from the list to spawn, rather than spawn literally all of them. It didn't appear to be consistent so I have some ideas of how this system functions.
Holy... 200...
Saedriss believes that the weight value of the npcs, which previously was thought to control the likelyhood of spawning (it still might) could be also controlling how many spawn with a variable.
Which means that it would spawn 1 to 5 of every enemy in the game.
We are approaching the potential finished state of the mod
Very exciting.
If anyone is available within the next 6 hours and wants to do a small playtest for me, just @ me about it.
There's a particular bug I need investigating, I may have fixed it and it may have been related to the Harvester cut NPC, which I have since re-disabled, but it should be mostly okay I believe.
damn I wish I could but I gotta go to bed, hey if you still need someone in like roughly 7 ~ 10 hours, I'll be free
oops
I mean 5 ~ 7 XD
@molten pine Aight nevermind...I think I can, if things change I will say so but I can do a playtest for you :^
?

I was replying to what you said
and also what I said a little bit before what I posted but yes
okay you know what...words are hard
DM'ed it to you.
welp that was fun...went in for 2 seconds on the lowest preset stalker difficulty...saw a group of enemies spawn and think for a moment, oh that's nice...next thing I know I'm running at a smooth loving 2 frames a second as I desperately try getting away from a slider while on the lowest graphical settings
XD it's cool but I would love to experience it without crashing, enemies spawned non-stop
I'm either guessing that's a bug, intentional, or intentional in the aspect that I'm playing on so low a difficulty it's to mock me
That sounds like a bug to me
Was this on the lowest difficulty?
yep
And you said there were just a ton of enemies?
Right as soon as you entered the area?
nah, it slowly within about 20 seconds became a mass of at least 50 enemies and my cpu probably felt like it was getting punched in the gut
yep, lemme get back on
Let me know if it happens again
and if it doesnt
start a NEW game on Easy again
and see if it happens again
this is really important to diagnose
got it, I'll try different save slots as well since I sometimes get weird occurrences in them
yep
its still funny though, however, what specifically different should i be looking out for?
another thing, if you die then press exit, all the enemies despawn and then more begin to spawn, just thought that was interesting
?
Can you be more specific?
Also, is it happening on Normal?
Or is it only Easy?
only easy
Okay then its a bug that I think I can diagnose and fix
Basically, to "tldr" it.
Easy reduces the enemy spawns by 1.
This is a modifier of -1, where as normal is a modifier of 0.
I believe what's happening is when you subtract 1 from a spawn node that has its spawn set to 1, it freaks out.
And instead of spawning nothing, spawns everything.
This normally wouldnt be an issue for the game, but instead of having 1 enemy to pick from like the default game
now theres about 400 enemies for it to pick from.
and it thinks it needs them all XD
I will solve this by removing the feature entirely.
I'll just make it so the "reduced" enemy spawns feature doesnt actually do anything
:)
damn...
so I'm guessing the mod add/changes the spawn location for enemies and items
It does a lot
Rebalances the economy, changes weapons, their damage, upgrades, adds in new upgrades, changes all the loot, changes all the npc spawns, changes their ai a bit...
It's taken me weeks to do.
ahh, well anything you can do is better than what I can do XD
I wanna try the modding but I haven't really gotten the courage to tackle it since I don't know crap about it
I didn't really look at anything except Pervomay Route, you said that was really all you changed so I never really looked at anything else
just making sure, if I play on custom difficulty with custom settings will this effect the mod in a bad way or will it work as though im playing on nightmare difficulty just harder?
just wondering if it makes a difference
a few other things I've found...apparently..of which I have no checked on other difficulties yet, if you go to custom difficulty, set the difficulty to nightmare STALKER, then make everything to as hard as it can be, with tracer for both enemy and you, you have full access to the shop level 1 - 5 from the very beginning
and not like this would effect much...but the mod has somewhat good compatibility with SCAVENGER, the only downside is that SCAVENGER overwrites the upgrades or the upgrades you put for it can't be shown on the screen...basically the upgrades you put aren't there when SCAVENGER mod is activated...unfortunately I have not checked normal loot spawns which I will have to do next
I saw SCAVENGER as a quick and easy way to fix that shop problem
A few things
1: This mod is not compatible with scavenger at all
2: All the store items are unlocked on purpose
3: the custom difficulty options work and are functional for every setting, I made sure to do that
that said
every custom option is tweaked
"reduced perception" for example is different here than vanilla
but thank you for playtesting
Update:
After 16 long hours of work today, the mod is done. Entering the playtesting phase.
I'll be streaming the mod tomorrow on my twitch, I'll post a link here when I actually go live.
After a playthrough and some verification that it's actually functional, as well as recording and editing a video, the mod will release.

aighty then, I think I'll play ITR all day then XD see if I can find any bugs or glitches
I finally finished my Into the Radius STALKER Mod (Playtesting)
https://www.twitch.tv/ziggylata
Oh, finailllly.
The test went very well
the mod is likely close to releasing, ill do some difficulty fine-tuning
First update is finished
TO DO LIST: 12/22/22
-Equalize NPC health a little bit (done)
-Lower shotgun population in swamp (done)
-Buff shotgun npc damage (done)
-Raise ALL gun durability by 50 (done)
-Slightly increase SKS cost, slightly increase AKM cost (done)
-Lower the population of armored enemies in Route (done)
-Decrease protection of Altyn by about 5%, decrease weight by about .6 kg (done)
-Increase Normal reward money to 2 (easy 3) (hard 1.25) (done)
will go live shortly with test 2
the current version of the mod might be the final unless I think something else needs tweaking
i do not know where i am, i cannot see anything, but i know that i must kill (STALKER Mod Playtesting)
https://www.twitch.tv/ziggylata
i do not know where i am, i cannot see anything, but i know that i must kill (STALKER Mod Playtesting)
It's going great, the game feels good right now, chaotic as well
Normal can be very hard, I can't imagine playing on hard mode.
The current tide-timer is set to 23 hours exactly, which gradually changes the time of day the tide happens
and it has really good effects on gameplay and there was a great moment where i was fighting inside of the construction sight, mustve been 10 dudes, a slider was harassing me, so many enemies, im almost out of ammo and healing items and then all of a sudden
BEEP BEEP BEEP BEEP
and the pucker factor of the moment is so great
That's the people's life in the zone. Great.
Interesting find: the damage scale is actually 0 to 180
I suspect this is because the dvl in vanilla does 180 and its the highest
Yup.
Can I ask you your opinion?
I think I need to make a few small tweaks to balance so id like your thoughts
Enemy health has a range of 50, so the mimic policeman can be anywhere between 150 and 200, just as an example (this isnt exact im not at my pc, I have it written down) with some of the higher tier enemies being about 180 to 230, that kind of thing.
One issue ive found is a bit circumstantial. 7.62x39 does 115/120 out of the AKM/SKS, so it twoshots often. The higher calibers do anywhere between 180/185 and shotguns do about 200.
I was using the FAL and found I had to two-tap often, where I also have to two-tap with the SKS.
Is this a problem or is this reasonable? I was thinking of buffing the higher calibers a bit further, but I could also knock back the SKS and AKM slightly.
I also think I should buff the shotguns a bit more. I think slugs are fine but buckshot might get a higher modifier as I was blasting seekers and stuff at close range and they werent dying as often as I would like.
Well the range you've chosen seem to lend themselves to that, most weapon killing everything in 2 body shot, and some killing 'low tier' in 1
Any advice?
The gunplay feels quite good with the low bullets per kill, especially since gun enemies can kill you quite fast without armor
It doesnt feel too easy or anything.
It really depends on what kind of experience you intend. Honestly.
If you want every weapon to feel like sidegrade to each other, and quick gunfights. That seems appropriate
It removes most, if not all, incentive to go for headshots
I certainly dont feel that actually
With unarmored enemies its not a huge deal but with armored enemies in particular they can be real bastards if you dont go for headshots unless youre carrying good ammo
But the good ammo is really pricey
By design
How much hp do armored variants have ?
Not much more than the normal but alot of non-ap calibers (except p+ and 357) have less than 60% penetration chance
Headshots don't increase penetration chance. So if you still kill them in two (penetrating) body shots at most, no point in going for the head
Not worth the trouble aiming for a smaller target when you can put two quick shot in the center mass
They often dont penetrate
I might go back and rebalance some of this stuff before I test again today
I need to think about it a bit
Checking on this to be sure, headshots do 4x the damage?
TO DO LIST 12/23/22
Plan out average damage per caliber:
| CURRENT VALUES | CURRENT HTK FOR 200HP |
9x18: | 57-63 (PM 43) | 4 shots
7.62x25-TT | 68-75 | 3 shots
9x19 | 62-73 (pp2k 78) | 3/4 shots
5.45 | 92-95 | 3 shots
5.56 | 94-98 | 3 shots
7.62x39 | 115-120 | 2 shots
9x39 | 140-145 | 2 shots
7.62x51-NATO | 180-182 | 2 shots
7.62x54R | 185 | 2 shots| NEW VALUES | NEW HTK FOR 200HP |9x18: | 57-63 (PM 43) | 4 shots
7.62x25-TT | 66-75 | 3 shots
9x19 | 62-73 (pp2k 78) | 3/4 shots
5.45 | 92-95 | 3 shots
5.56 | 94-98 | 3 shots
7.62x39 | 105-110 | 2 shots
9x39 | 150-155 | 2 shots
7.62x51-NATO | ~210 | 1 shots
7.62x54R | 220 | 1 shotsChanged cost of 7.62x39 and P+ ammo.
Changed damage of 7.62x39, 9x39, 7.62x51 and 54R and Deagle.
Bumped Buckshot damage.
Health Changes
Spawn:: 90/125 (90 to 120 at random) (from 30)
Mimic Policeman:: 150/190 (from 40)
Mimic Policeman Armored:: 155/195 (from 100)
Fragment:: 165/205 (from 45)
Armored Fragment:: 195/245 (from 200)
Phantom Fragment:: 100/160 (from 60)
Seeker:: 160/210 (from 90)
Armored Seeker:: 230/295 (from 160)
Mimic Commando MP5:: 150/195 (from 90)
Mimic Commando MP5 Armored:: 165/205 (from 135)
Mimic Commando AK74su:: 165/205 (from 120)
Mimic Commando AK74su Armored:: 167/207 (from 154)
Mimic Shotgun:: 155/195 (from 60)
Mimic Shotgun Armored:: 175/225 (from 75)
Mimic Gunner AKM:: 175/215 (from 160)
Mimic Gunner AKM Armored:: 195/235 (from 189)
Slider:: 250/750 (from 280)
= (this will have to be tested, id like for sliders to be more dangerous as theyre the most unique enemy)
Mimic SVD:: 155/205 (from 105)
Mimic SVD Armored:: 165/215 (from 105)
Mimic SWAT VAL:: 175/225 (from 200)
Mimic SWAT VAL Armored:: 185/235 (from 220)
Harvester:: 1000/2500 (from 2400)
For reference to the above
STALKER Mod Playtest 3 (probably the final version, probably)
https://www.twitch.tv/ziggylata
The mod is in a very good state, so I'm going to prepare for release.
It'll be several days but still

Is the harvester back in the game?!?!?!?!
Its a super rare spawn but yes
Ziggy, how exactly did you get the harvester back? was it still in the files?
yea it was, it seems it was just a matter of re adding it back to the spawn nodes
I thought it was bugged but its actually fine
it spawns either random NPCs or it spawns spiders
not sure
its a bit goofy though
Would someone pak some files for me? I don't wanna be annoying but it denies me permission somehow. If yes then check out my post
When im available if no one else does.
thank you
did he already do it?
no
zip the largest relevant folder and DM it to me
uploaded it to my post
Merry christmas everyone
Yea, he did
Havent seen it ingame yet
Well
I have when I was testing spawns but not since I started playtesting.
Oh and the BTR got buffed too
It now has a Dushka on it that will blast you with 7.62x54R and its a bit better at sensing you. This is because I had not been shot at by the BTR a single time in my vanilla playthrough.
(7.62x54R is a very large round that will hurt a lot if it shoots you.)
thanks for telling me that it hurts when you get shot
It twoshots you without armor
I'm saying it as a joke silly XD
I did a recording session for the release video
it's out there
its coming
first one ive seen ingame actually, naturally
like a fucking bigfoot sighting
Hmm. Looks different.
What looks different?
It doesn't look different in real, but it just feels like that. You know.. kk
No
Stalker Mod when
Very soon. Not much to do besides release video.
With the effort of a friend of mine and a good samaritan on Github, we can now easily edit two of the files that we previously couldnt.
Saedriss was the only one who edited those and they were extremely tedious and awful to do.
The fixes make it possible for me to do and way easier for them to do.
Im gonna make the player faster and edit some of the weight curves, do a little bit here and there, make the video and its done and out.
Ill have to test the player speed increases as I dont want to do too much, but the goal is for the player to be faster when lighter (25kg and under) and start to really slow down above 50kg, but not to the point where getting from point A to point B is tedius.
I think the WALK speed will remain mostly consistent, while your SPRINT speed will feel the most detriment, that way you can still haul a lot of equipment.
The idea there is that bullets kill you really easily, so the player should be able to move faster to cover, while a heavier pack makes it difficult to do so.
all the way in the back, just left of the train cart
that weird black blob slightly off the ground, not the thing standing there, that's one of the humans or weird memory things, I don't exactly know the name for them
Soon
Actually, whatever. I'll release it now.
lol
It can be found, not purchased.
ohhh even better
Headlamp is very very good.
I agreed
So now you're forced to use gun-lights and flashlights
the chance for a headlamp gets higher the further in you get
Ho..
same with some of the other gear
You didn't change the description of diffeculies.
It wasn't anywhere I, or any of the modders, have seen.
Hm.. I did
Where?
Wait..
I need to find where...
IntoTheRadius\Content\ITR\BPs\UI\Blocks
WBP_Block_DifficultySelection
Thanks. I'll make a small update, but this is pretty low priority.
Yup
I didn't mess with BP's very much beyond what I had to, but I had gameplay in mind mostly.
I do, however, wish I knew how to make SMG's fit in the backpack.
I think I'd have to make it a secondary for it to go in the backpack.
ho... its gonna be heavy stuff
I don't know if it'd be that heavy.
Truth be told, I think theres some merit to just moving it from the primary folder to the secondary folder, but you'd have to change every ID to go with it.
So lets take the Kedr.
I could probably just move the Kedr weapon from the Primary folder into the Secondary folder and I bet it would work
but this would also change the ID, more than likely, to Item.Weapon.Secondary.Kedr
which means every other ID for the Kedr would also have to be changed
and thats if it even works to begin with, but I think it would
I checked some of the weapon files and they didnt have much definitions for "primary" or "secondary" in the files themselves.
Same with how NPCs are dictated.
All of the mimic NPCs are under a big umbrella. Monster.Mimic.PM is under the Monster.Mimic umbrella
same with the Monster.Mimic.AKM, ect
ID... Letters and numbers... That doesn't sound like fun. lol
P+ is a lot less good compared to the old P+
it only gives 25% more damage as opposed to 100% more damage
but it's still really good ammo
The decision to use Armor Piercing or P+ comes down to this:
AP ammo has 95%+ armor-piercing and only loses a maximum of 5% damage (which is almost never noticable)
P+ is more expensive, has about 75 to 80% armor piercing and gains 25% damage, while costing a bit more.
Regardless, they're both worth having on you all the time, no matter which one you pick.
Subsonic got nerfed but also got made a lot cheaper.
And Surplus ammo isnt very good, but it is also really cheap.
FMJ usually has decent AP, but nothing special.
anywhere from 40 to 70%, depending on the caliber (with higher calibers having inherently better penetration)
FMJ 7.62x54r is really good but FMJ 9x18 isn't that good.
But you also get what you pay for.
FMJ 7.62x54r costs about 4000 for a big box with 180 rounds in it and its gonna cost you less than 2000 for 250 9x18 FMJ.
I tried my best to balance it out pretty well.
A lot of testing and math and thought went into it, but I can always adjust stuff later.
Should I start a new play through or just download this and continue my current one
?
It does more damage and has worse AP, its also louder on average
And then low range
But its got higher range than it did before
Bro I’m scared or these prices
Omg
But I sold an artifact and saw that It gave me 3k so its fine lmao
45k for a scar Is still brutal lmao
But bro why did you remove the silencer from the mosin
Silencers should be allowed on all guns
Yes I will
Literally every gun in history can have a suppressor
Well atleast the guns in itr
- Suppressor would be smart to put on a sniper rifle cause it would give you more accuracy.
But it ain’t my mod so idk
Can’t see it
Clicked it
Can’t see it
All of the 9x19 pistols come with suppressor mounts, you dont have to upgrade then.
If you want a silenced sniper rifle, try the DVL

The scar is 45k because its probably the best gun in the game, debatably, maybe the svd but the scar is a lot more flexible.
but still I don't make sense removing it from the mosin lmao
and the heavy barrel mods are amazing
anything can be so incredibly accurate
It increases accuracy by like 3%
And also slightly reduces recoil
The mosin one of the best weapons in the mod
A suppressor isnt needed
Its one of the best just due to how effective, upgradable and affordable it is
The svd would be better for sure, but that costs a lot of money.
is the suppressed ammo available for the mosin?
Suppressed ammo?
That ammo doesnt even exist
I saw it in the games files but its not actually in the game.
You have CHP, FMJ and AP.
Further adding reason for why you should use the dvl instead
Hate on me but I like to play as a russian stalker and that's why I only use soviet weapons
so no dvl
for me
in my book, no suppressor = death
Thank extremerecker
thanks extremerecker
👍
I made the double barrel shotgun really special
And I havent seen one ingame yet
It has its own upgrade that increases accuracy by 23%
It also weighs 5kg, has the highest shotgun velocity and damage, not by much but you might notice how punchy it is.
I've never really mained a shotgun
as I said I have a policy when it comes to suppression
I buffed shotguns but theyre also louder than they were before
Non-shortended Shotguns do 195 to 200 damage. Theyre more accurate than before.
Slugs got a slight AP nerf (100% to 95%)
And buckshot got a damage modifier of 35% more damage
So buckshot out of a 195 damage shotgun should do about...
nice
263 damage if all pellets connect
But it also has weaker AP than it did before.
For contrast, the mosin does 220 and most of the 7.62 nato does 210.
yeah suck it nato
heavier means built stronger
But your .54R options are the mosin and svd
Where as .51 nato gets several options and some are more versatile
M14, FAL, DVL, Scar
Two fast rounds of .51 nato are gonna be better than one round of .54R
And two fast rounds isnt exactly an affordable luxury with the mosin.
Could you add an option to keep the voice lines for the mimics?
I'd like to replace them in a later update
Hmm alr
If you know how to extract and create
.pak files, all you have to do is delete the mimic files. Theres only two.
I can make a variant for you later, probably, but im a bit busy. It shouldnt be too hard.
If I had the option, id replace the voice lines with some STALKER npc lines
I just don't know how to do it very well.
Oh that'd be cool, but don't go out of your way to accommodate me
Sadly I don't, and wouldn't that fuck with the spawns?
No no
you'd extract my mod
then delete the mimic files in my mod
then package it back up
the only changes to the mimics in the files are that I removed the idle sounds
All of the mimics use a "general" file to allocate their sounds
Ooooh
Alright
Again, don't go out of your way to accommodate for me
Mod's epic enough by itself
The removal of npc sounds was a bandaid fix really
I personally find it annoying and immersion breaking
plus it makes it easier to know information which I feel isnt as good
if you hear a distorted child saying anything, you know that theres an npc with a gun
now you don't, you have to listen for footsteps
and very specific footsteps at that
yo my pouch and mag slots vanished
and my holster
restarted and they back
nope
i checked
alr
Cause it’s displayed from the monitor
Ur vr ingame look isn’t the look that you can see on the monitor
The monitor is way crispier and better detailed
It’s just due to the huge load that vr causes makes it graphically worse
(In the headset)
Just ran into the harvester and I’m suing for damages
You will hear from my lawyer about this
Tell me about your experience
I was fighting over in Bolotky
Right where you encountered it in your screenshots
I emptied the rest of my OC-33 into a slider
And then a black cloud came screaming around the train at fucking Mach 4
I emptied an entire mag into nowhere in particular
And then I got shot by 8 separate different mimics
I legitimately tried
It was faster than me
I tried man
I was poisoned
At one tick of health
Getting shot at from every side
I was about 10 meters away from the fog and then my gun clicked
did you find the harvester to be too fast, how heavy were you?
the harvester is currently extremely experimental
I think I was at around 30-40 kg
thats getting up there, but with how lethal the harvester is, it is admittedly pretty serious
I don’t know if it was a bug with my controllers but it seemed to outrun me easily
There’s the little red orb
No, it's not
I made it faster intentionally to see how it would function
its worth noting though
the original mechanics of the harvester do not function properly
I've killed both harvesters, myself
that I've encountered thus far
Once with a mosin and the other with a shotgun
I used buckshot
I just pointed it and sprayed until it gave up being alive
Yeah, with the random spawns coming out of the harvester I think it’s way too powerful for a newer player
It was basically camping an area that I needed for a quest
For now, you'll have to deal with it, but I will bump down the speed
I’ve played VR for a while and my aim is pretty damn good, and made even better with a vr stock and I couldn’t hit jack shit
I dont think you have to shoot the center ball of the harvester tbh
I certainly havent gone for it unless it was obvious
I definitely didnt aim for it when I blasted it with buckshot
infact
I didnt aim at all
I pointed my pipe at it and shot 12 buckshot in about 2 seconds
I COULD HAVE JUST EMPTIED A MAG INTO IT BUT I KEPT SHOOTING AT THE RED BALL
its probably a good idea to hit the red ball
but i dont think its required
it might be
who knows
not me
With a sniper at range maybe
But with the speed
Idk man
Maybe either keep the speed and reduce the spawns or vice versa
But hey, it’s your mod, I’m just using it
I’d watch if I wasn’t too busy playing myself
Next time I see the harvester I’ll aim for the top and see if I can do a speed check of sorts
I think next time you see it
you should shoot
and move away very fast
or move inside somewhere
Sage wisdom
I have bought a total of 1 gun my entire playthrough, which was the Kedr
ive found every other gun I have
I’m using a Mosin with shitty ammo, a hunting shotgun and a tricked out OC-33 with +p
I really need better Mosin ammo, the CHP stuff sucks
Eh it’s not great
its not supposed to be great
Especially with the amount of armored enemies
Yeah, it’s supposed to be cheap
And it’s great at being cheap
10/10 in that regard for sure
For pistol rounds maybe
I might increase the price of P+ and AP across the board
i do find the pistol caliber to be a bit cheap
im not doing it on your feedback alone
To put more of a gap in between FMJ and P+?
I found myself just buying expensive ammo without much second thought
AP and P+ are about on par with eachother
P+ being more universally useful
and AP being FMJ but with better AP
So there’s no damage reduction for AP?
Alr
you also gain slight velocity
which helps you keep damage over range
So good for snipin
Feedback is very useful, no need to apologize
Alr
This is a huge project and I cant know how its all working out
I’m also still scarred from your devil creation
I think the AKM NPCs are a bit too common early in the game
I like that they can be there
but there's just a bit much
so im planning on reducing them by a tad
How the spawn system is currently set up is uhh
basically itll try to spawn X amount of enemies, lets say 3
Oh no kidding
I put in every single NPC on every single spawn node with the number of them on that spawn node
Same with armored enemies especially in pervomay
So
every spawn node has a total of 450 to 460 enemies on it
and then
I use that to weight them around
so
Hmm alr
That makes sense
so the slider has a 1/450 chance to spawn
while a fragment has an 80/450 chance to spawn
ect
Is armor factored in that way too?
armored NPCs are actually their own NPC
in Vanilla, they actually do more damage and have more health in addition to the armor
a Police Mimic will do 12 damage and an Armored Police Mimic will do 15 damage
NPCs also have tons of little variation as well, that isnt used
they can have minimum/maximum damage and minimum/maximum health
so I utilized these unused mechanics
so in the case of the police mimic, the unarmoed does 12, the armored does 15
The issue I’ve found is that I went to try and get a quest when I only had the makarov and my bullets all bounced off a single armored guy
so i set the damage minimum to 12 and maximum to 15 for both
Like all of em
My first enemy was armored too
it was probably the 4th magazine that got him
you gotta just be persistent
Yeah, I immediately went “fuck that” and grabbed the Mosin
And then thought it was a good idea to get the cheap ammo with the least armor pen
Yeah, not much you can do for it though
So an easy fix would probably make it so that the starter areas have way less armored and gun-wielding enemies so you can build up to the other ones
it already does have less lmao
I know
But RNGesus has cursed thee
i even doubled up and decreased it twice over
so
in the pervomay pass specifically
I made it so all non-POI spawn nodes have basically no armored enemies
so like, the car depot, the trainstation, theyll have a few armored enemies in the spawn pool (already super small)
and the emptier areas have basically none
I think 5 out of the 6 pass enemies that I’ve fought when I directly entered the radius have been either armored, policemen, or assault rifles, or a mix
Including when I had the makarov
I think the game might just hate me tbh
The amount of times I have run into sliders in pervomay and bolotky too man
RNG giveth and taketh
And like half the bolotky enemies that I fought were armored
maybe tomorrow will be different
ive found 1 total slider in pervomay and ive spent a lot of time in there
ive found 2 sliders in bolotky as well
and i was there a lot
I literally had to go back through the path one time because my shitty ammo refused to pen the armor
And the 6 smug ass armored fragments had me backed into a corner
you know
Cause I dropped 3 frags onto one unarmored guy off a roof at point blank range and he walked away and proceeded to run my fade
I killed like 4 armored guys in the factory hallway with grenades just today
was pretty great
most useful grenades ive had so far
grenades are finnicky, even in vanilla
you know
the harvester is pretty interesting as an enemy
I know but I reloaded the save and did it like 3 seperate times
and i can control what NPC it spawns, how long they live, the cooldowns, ect
maybe
maybe I make the harvester slower (like really slow) have more health
and spawn sliders

Wait
the cooldown is currently 3 seconds, i could bump it up to like, 30 to 60 seconds
Could you make different kinds of harvesters
no
Jesus
No wonder I was getting swarmed
Wdym
the harvester can define what NPC, the lifespan of that NPC (they die automatically), the cooldown on spawning NPCs and the max NPCs that can be spawned
I was also using unsuppressed guns like a dumbass too so that probably wasn’t helpful either
Hmm
How’d you get that to work
So by default
Is it just left in the game files?
yeah
In vanilla?
What’s a homonculus
a 1.0 enemy that doesnt work
Then what was it spawning
this is why they spawned the Mimic Policeman
reasonably close to the homonculus NPCs it spawned in 1.0
What attacks did the homonculus have
gun
Alr
the homonculus also died every 15 seconds
so they spawn, live for 15 seconds, die
in the current stalker mod, they can live a minimum of 15, maximum of 120
That’s quite the variation
I want the harvester to be scary
but I dont think making them really fast is the way to do it
that said
im keeping their lethal touch
dont touch them
you can heal it to not die but I think its fatal without healing
I think making them slow and intimidating would be better
It’s not as scary as the insane speed but the speed also doesn’t really utilize the spawning as well
yeah
Or you could try spawns
Just a few more
spawns were actually the default in the current version of ITR
not intentionally
but because the code on the harvester was so old
it would default to the first enemy on the list
which was the spawns
Cause sliders can take multiple buckshot loads to kill
it doesnt work super great
We're gonna test it out and see how it goes, I think
I cant think of a scarier enemy than sliders
so how about a big walking jellyfish that also spwans sliders
it wont be shitting them out every 3 seconds
From personal experience using a hunting shotgun it took 2 loads or more center mass with buckshot to kill a slider so I think that sliders would be too powerful unless the spawn rate was greatly reduced
Maybe I just got really high health sliders
Who knows
Yeah no kidding
but ive actually not died to a slider yet, nor had too much problem with them
not because theyre too strong or too weak
ive just not gotten attacked in those "this is really bad" scenarios
buckshot really chews them up
I got killed once but that was pure “oh fuck I’m out of ammo”
yeah thats normal though
Yup
this has all been very interesting to hear about
Yeah, so either having a fast moving low health harvester that spits out spawns or a slow moving high health harvester that dispenses sliders would probably be the best ideas
TO DO LIST:
-Make expensive artifacts worth more (TO DO)
-Potentially add more loot variety to guns using config tags, example: (TO DO, MAYBE)
------------------------------------------------------------------------
"Rows": {
"NewRow_5": {
"ItemTag": {
"TagName": "Item.Weapon.Secondary.M9"
},
"LootPoints": 3,
"RandomizeDurability": true,
"RandomDurability": {
"Min": 60.0,
"Max": 100.0
},
"ChangeLootPointsFromDurability": false,
"RandomizeAmmo": false,
"RandomAmmo": {
"Min": 3,
"Max": 5
},
"AmmoType": {
"TagName": "None"
},
"ChangeLootPointsFromAmmo": false,
"ConfigTags": [
{
"TagName": "Item.Upgrade.Rail_S"
},
{
"TagName": "Item.Upgrade.PistolBarrel"
},
{
"TagName": "Item.Upgrade.ReliabilityUp_1"
},
{
"TagName": "Item.Upgrade.Switch6_PistolBaseSightOrPistolOptics_1"
}
]
-------------------------------------------------------------------------------
Ask Roboto about a script that will auto-name the rows of a CSV file, so I can copy-paste items at will without hassle.
Raise damage of AKM or lower damage of SKS to be closer together.
Balance the damage of the same caliber of weapons.
Fix groza in loot table.
Investigate upgrades in loot table.
Investigate voice lines for NPCs as replacement
Raise mimic PM damage slightly
Consider changing ammo costs to factor with how much has been looted
Lower armored enemy amount in swamp and pass
Lower AK amount in pass
Harvester too fast, slow it down, maybe even give it more health
(alternate: try the "slider spawning" harvester)
Boost walk speed of 50kg+ but nerf sprint speed of 50kg+
Alr sounds great
I’ll see if I can do some field testing with the harvester
And get back to you
But I gotta sleep so adios
by all means, you go right ahead
if possible as well
I might see about adding more armor types
let me write that down
I want to add a second helmet option but thats trickier
I can, however, make different types of vests
probably
maybe a light, stealthier vest and a heavier vest
got no idea lmao
Hey that’s why you’ve us