#STALKER Overhaul Mod
1 messages · Page 6 of 1
There arent overarching systems I can use like saying "make sure 1 gun spawns somewhere"
Its also possible a gun did spawn and you didnt find it
Don't get me wrong, I'm not complaining. It's just humorous that my experience is like this.
my first run in village has like 10 armoured enemies with AKs and stuff, now it's all going smoothly, and my last run i got bodied by a harvester
lots of RNG involved, but the odds do go in your favour on the long run if you are at the right places
like only once i found the village REALLY stacked, all my other tides have been a lot more manageable so far
i love it doh, it feels more unpredictable, i would've never guessed to die 3 feet away from the start of the game with an AS VAL
you don't get this feeling from the base game cause you know what you'll find
My game has been a complete war zone so far. The vast majority of enemies I've fought have been soldiers, many of which have been armored.
Now that I have a drum mag devoted to AP, however, I feel power like never before.
Unless I get caught in the open or pincered, I'm usually able to come out with negligible losses.
That said, when they hit, even with armor, they hit hard.
Farewell feast? I am trying to do a few quests in the first area and the harvester was like "nah fuck you" 
I yet have to go into zarya with this mod
Question @molten pine , what do you think about how you tweaked the DVL? It seems kind of useless if you can get a scar, it only seems cheaper for the most part.
I may be missing something, like usual
I wanted to get it, but then i realized the scar was not crazy expensive (as it should be imo)
Integrated suppressor, probably quieter than the scar even with the suppressor, better velocity, cheaper than the scar.
The velocity was around the same no?
Oh wait, yeah thats right
Scratch the velocity.
By the way, you can check all info in the spreadsheet.
It's pinned.
Yea i have, that is why i was wondering if i missed something
As it seems i usually do
Maybe upgrade costs for the scar, i did not look at that.
The dvl is 28500
The scar is 55000

It also doesnt need you to constantly repair the suppressor
Gotcha, was just double checking if there was more to it 
Loving the mod so far. Found a sawn off double barrel off a mimic in my first adventure. I did notice a new graphical bug lmao. It dropped the sawn off with ammo in it but it wasn’t visible & I could not take it out. It was fine once I fired the two “invisible” shots 🤘🏼
Hopefully that bug gets fixed.
I wonder if that's what happened to me. I've occasionally had boxes duplicate an extra round when transferring to another container.
it's a trap.. don't shoot it 
(what i mean by that is if you shoot it into the radius, about half the map comes to you)
idk if it's the same bug but i've got invisible mags on handguns a couple of times, quitting to the main menu and reloading fixed them
epic
Can you please increase audio tape spawn rate?
Why????
Because "Music Tape Replacement" mod. In "Scavenger Mod" I always had a couple of cassettes for especially tough fights.
Thank you
Oh boy, today is the day i try to get my stuff back from the harvester. Hope it will follow a nade 
Good luck- tell 'em i said hi
Either that, or i'll finally have a reason to use that drum mag.. lol
Just full auto him with 70ish bullets
It's probably too early to judge, but do you think the next update may force a restart?
is anyone willing to help me install the stalker mod?? im not the greatest at installing these mods and want to make sure im doing it correctly
also after installing will it restart my game from fresh or will i still be at the same place in my current story
I believe it is advised to do a fresh save, i swear @molten pine already answered this but i always forget the answer.
Same with installation instructions.
For arcade mode can I use an old rich boi save I have?
Yeah you could
But some of the durability values will be fucked
Youll have to manually adjust the difficulty in the settings
Ah true it’s ok tho, would be for lolz
Its not impossible to get an old save working
I wonder if i can dual wield PPSH with drum mags to magdump an harvester 
ty
But every item will likely be low durability when you load in and your difficulty on that save needs to be adjusted
Basically
The values on your save probably dont match the values ive set on my mod
So tweaking the custom difficulty will likely fix it
Awesome sounds ez enough
Just came back from the Radius (about my sixth / tenth time playing, first playthrough), quite happy with it! I was hunting for some artifacts at the beginning level (forgot the name-) and it was around 15:30pm when I went into the village for another mission. When I completed it all, I was like "Ah screw it, let's go to construction" as I had never been there.. Welp, I nearly got an heart attack as it turned night quickly, had to rush because the tide was incoming (I only had 5 hours left before the tide) butt after a few cigs and diapers, I managed to get back to Vanno..
got quite some loot, especially a ton of artifacts and two documents, and after selling it all made 7.5k! Also found an AKS-74U.. already had one unfortunately but oh well.
edit: it was also my first time in the darkness / night time..
crazy question but how did you screenshot? I can’t figure out how tf to do so on air link the usual input doesn’t work for me
i'm using virtual desktop! Never used air link before so I'm unsure :( Perhaps a quick google? I'll try and find you something hold up
hmmm i’ll have a look at that ty!
This may help?
in case you have a quest 2, @clever jackal!
oh it’s crazy, outside of airlink that works fine but using it, it doesn’t lol
i’ll have to try that virtual desktop
Alrighty! Disclaimer: It costs about 20 euro (not sure what currency you have), it's like air link but a different application
https://www.vrdesktop.net/ here's a link to their website
9 times out of 10 that i do something that i have not planned, i die in agony
hell i am lucky if i don't die by doing what i have planned
like the last time i played an harvester just decided to spawn at the first area
it was funny
in the first area?-
jesus I've only seen one in the village
i'd attempt to kill him, i just avoid messing with him because i'm on ironman, and because i do not know how to kill him reliably
compared to every other enemy in the game
i wonder if chucking nades would get him
if i ever play this again, i am not doing ironman anymore, so i can attempt fun stuff
doesn't he have a bubble thingy like an incapacitated fragment?
ahh okay
it could be a weakspot
yeah me neither only seen one and died by a slider right after (which he spawned)
if he has a weakspot, he'd be a lot more killable
consider that he has a 80% chance to give a regen artifact
which is 6k in this mod at normal settings
i want to go ham on him, what i lack is knowledge
such as, if he has armour
what if you kindly ask him to drop it?
maybe it's explained somewhere on the Fandom? not sure though
But I am quite certain it'd be his weakspot as it looks exactly like the other entities weakspots
it could be, given he was in 1.0
however, i am not sure if it was even intended to be killed back then
I'll maybe try and find / kill him tomorrow
consider that you need anything inbetween 8k and like 13k worth of damage JUST for him
- all the sliders
not counting weak points, if there are any.
I have used a quest 2 like 3 times. So forgive me if this is redundant.
In air link doesnt the quest act like a rift? You press the oculus button and the old fashioned dash comes up. If this is correct u should be able to go to the right of the dash to where the time is shown,( i think it also shows three dots) hover over it or press(im doing this from memory and its 12pm and im stoned soz) once u pressed or hover over it you get an extra panel showing controller battery percentage but it also has several buttons and one of them is the screenshot button. You click it and it gives u a 5 second countdown and takes a screenshot
Sorry if this didnt make sense im shpongled out my mind
Yeah re-reading it i see that aint exactly the best grammar, but it suffices hope this helped sorry if it didnt
ohhh ok I will def try this! Thanks!
That's so much- and yeah sliders are gonna be a pain
When I saw the harvester it spawned like 2-4 sliders and a few mimics
it was near construction too so there were already about 5 mimics wandering around
Good news is that no one seems to have armour
So you can likely get away with cheap ammo
Just remember that you won't be able to refill your mags
Or well, not easily
unfortunately for me, there were 2 armoured seekers, an armoured police mimic and an unknown armoured mimic (think it was a commando)
seekers are easy to take down though whether or not they're armoured, just a simple headshot
mimics are a little more tricky as they tend to seek for cover and such..
They also do more damage now and are technically a ranged enemy
Since they have lasers
swear to god sometimes they scare the living shit out of me, especially the snipers
just having a calm stroll through the radius and suddenly BANG
5274 MESSAGES WHAT THE HELL
@molten pine What's the HP of the harvester?
Pretty high
all information is on the spreadsheet
Did you consider making the silenced 9x39 rifles be balanced by their noise instead? Something like "louder than a silenced rifle, but less loud than an unsupressed rifle" @molten pine
It surprises me that i did not think about that
So somewhere around the range of 2
Honestly it would likely still be op at 2, so it may need tweaking. Just an idea.
But it isnt
it's a very good gun irl for that reason as well
Oh, you want to keep it realistic
I see, nevermind
I'd assume just balancing the ammo costs in that case would be your goal?
I feel they should make up for the fact you do not need to repair a silencer
The weapon cost is the balancing factor, really.
The issue with technology advancement is sometimes things are both cheaper and better
9x39 is a very impressive caliber for delivering force, penetration and being subsonic.
There's really no way to sugar coat it.
I tried to balance out realism, cost and stats to a healthy degree. The only thing I might do is nerf 9x39's damage a bit whenever I update the mod.
I see, fair. I'll just avoid using it for the time being and sell it
I'll use the groza as a 9x39 caliber if anything
Unless i struggle when i go in zarya and stuff, we'll see
Considering my higher settings and lower reward, i would not be surprised if i need it to go around factory afterall.
One SCAR magazine is equal to 4200 damage IF 1. you hit every shot 2. you are running FMJ.
The harvester has 7500-12500 HP depending on where it has spawned, meaning you need at least 2 scar magazines to take it out, if not 3.
you're welcome.
8 FMJ PM bullets is 408 damage
not a lot
but, you do spawn with a total of 50 bullets, meaning you have a damage capacity of 2550
enough to kill 2 sliders with no extra ammunition to spare.
just use the PPSH lol
94 damage with +P multiplied by the 71 round capacity of a drum mag is 6674 damage
in one magazine
if you run FMJ it's 5325
The highest 1-shot damage weapon is the hunting shotgun with 250 damage per shot for buckshot
that's at least 30 rounds of buckshot to kill the harvester
For early game run with the SKS because 108 damage a shot x (30+1) in a mag is a lot of damage, 3348 to be exact.
I think the harvester has a weak spot in the center
I'll likely avoid it. On normal settings it is killable, but with reduced money + increased HP / spawn rates, you really have to mind whom you shoot
Maybe whenever i get a SCAR 
This is about 30% of the enemies i attract with a shotgun on these settings (+ increased perception)
I love it, it's fun
Like x2 that amount comes overtime from further away
Im glad
the harvester has 12500 HP at max difficulty making it take exactly 3 scar magazines to kill without one round to spare. (12500 / 4200 = 2.97)
It has 18.750 if you are really unlucky
The 12500 you saw is not the HP it has at max difficulty. He can spawn with a value of HP that starts from whatever the first number was to 12500, and then you multiply that by 50% for max HP difficulty
Yeah
Its variable
And also I believe he has a weak point
Ive heard the noise
Weak points do 3x or 4x the damage or something
so 4.5 magazines.
and if you hit weakpoint then it's like 1.5 magazines
worst case scenario you're gonna be dumping magazine after magazine into the thing if you have a PM
Taking that thing on with a PM would be hard as hell. You can't reload mid fight as much because of sliders.
There isn't much that is difficult about it, it's that, because of sliders, it's hard to run away from.
Sliders are buffed in this mod too i believe
Unless you can dodge sliders without running.. i think it is doable
Im glad the harvester is such a problem considering how rare it is
Theres a potential good reward for killing it too
Not that you should go after it with the killing purpose
He'd not be so annoying if the sliders didn't get buffed
But now sliders are tanky
Which is good
Also, he is fast
It definitelly makes me want to avoid him, even with the reward, so i think you did well
I'd likely kill him only with 9x39 or something like a scar
headshots melt sliders
and they dont move around very much so theyre pretty easy to headshot
2/3 shotgun shells point blank in the head
Shotguns are a bit unreliable for damage calculation
I wish I could change the way enemies hear sounds but thats beyond the scope of modding
I think itd be better if it was literally a radius
You fire and based on X volume, it attracts Y distance
Thatd be a lot healthier than what we have now
Though I suppose with long distances, it could be messy
Maybe you also calculate it around the shot location
Yup, it is wonky atm. I noticed that to attract enemies in factory, i had to fire exactly 3 times for the shotgun. Second and third did not work for some reason
Yeah its bizzare
I kind of wish Stalker could just be a vr game itself
It has great AI surprisingly
Its so bizzare how a game that garbage can have such amazing AI calculations, then also have the dumbest AI at the same time
Stalker AI is a literal spectrum from "the best ai ive seen in any fps game" to "this guy is lobotomized"
Also, i had this 1 guy whom simply did not want to move when i did more noise with a shotgun (i saw him behind a corner). I throw a granade to kill some enemies and THEN he moves
It's very weird what is going on. I was trying to get it, but i don't
I wonder if where they are looking affects their hearing actually..
As he had his back turned to me
That honestly sounds as a fairly good ai tbh, expecially for how old that game is
Maybe
Some of the best AI in a shooter, if not the best
Its so open ended
Youll usually have them behaving rather normal
But then one guy out of nowhere does this glowing brain genius shit
And it makes you sit back and go "wow, thats so good"
And thats on top of the a-life system
It runs all the ai systems across the entire gameworld for dynamic and unscripted events
Vladmir Goblinski at the top of the map has a delivery mission to the bottom of the map and Gabonkle Boshi wants you to kill him, not a story quest either, just dynamically calculated
On the way, Vladmir fights some bandits and gets killed by a mutant dog.
Garbonkle considers that a mission success, but before you collect payment, he is attacked by a mutant and gets friendly fired by another guy.
And this is so dynamic youd never get this to happen in another 1000 playthroughs.
Thats the a-life system
Stalker 2 will have it too
That sounds so fun. Thanks for the heads up
Except bandit AI in SoC like you said below
What would be funny if the AI gets better the further inward you go into the zone, plus the AI gets better or worse depending on their "rank" which already happens
Really? Their rank affects how smart they do stuff as well?
Hey, I have no modding experience. But i can learn. Now I would like to actually see something with the Altyn helmet.
Is it possible to either remove the glass, or the whole helmet from the Stalker overhaul mod ?
In Stalker, yes
I asked the guy who made the helmet if we could figure out how to do this but unfortunately he wasnt available to do so and im not in the habit of pestering him
Think of it like a risk reward
Thank you for responding, and even asking the guy it's nice :D Thank you for the mod too !
Not sure if this would work or not, but imo, it could probably be done by a function of shot location to enemy. Could be taxing, but I'm thinking it'd take a coord of the shot, then check that against the coord of any given enemy, and volume changes the distance of detection. Could even do a line between the two points for a occlusion check (walls, indoors) to reduce activation distance
From what i tested, it is not as simple as "if enemy hears noise, go there"
.
Oh wait. The 1.6 patchnotes adressed this
Just spitballing here, not sure how ITR does it
It probably wouldn't work with a "hear this, go here" system, you'd probably need to do a seperate "searching" AI for each enemy type that'd activate whenever it hears a shot/sound
What confuses me is why it seems the AI needs to hear a noise multiple times to be attracted to it
It really messed up with my tests
Could be an intentional "grace" the devs programmed in, to make the AIs a little less sensitive. Or, could have been a glitch patched in the latest beta, haven't played it yet but patchnotes say AI has been improved across the board
But hard agree about the Stalker AI, it's def one of the best, aside from the absolutely braindead companions lmao
Altho from what I understand, a lot of braindead companion issues comes from the companion AI just straight up crashing all the time
Yes! I am excited for new ITR ai.. alldoh it was pretty good to begin with
Hi there, awesome mod so much fun. But i would like to customise it a little for myself. I would like to change the armor value from 30 to 50, and to lock the weapons access until special mission is complete. Which files should i look for? I cant find these values to mod, thanks
Armor values are in iteminfos and locking weapon access would require changing every weapon's security level to be 1 through 5, which would also be in iteminfos.
In the beta I’ve noticed the shot gun mimics no longer shoot you from a mile away. They zig zag and rush you from pretty far away. Not sure if it’ll be adjusted but that’s an observation I’ve made so far in 2.6
Thanks for the reply. I checked DT_ItemInfos.uasset file and compared with original and nothing is different. The file extracted from the mod has the same params as the one from tha base pak. Any clues?
It's not the original, that's the file. .uassets and .uexp's are opened together.
Ok, check this. This is the info file from the mod pak. It has the PlayerLevelRequired thing, but in the game the entire stock is unlocked
Maybe another file does the trick
?
Don't use Fmodel for that
Its loading the original version of the file and not the edited version because theyre both likely in the same directory
You are right, now i see the modded file info
Thanks
Good news
I wonder what else they changed
From videos, i've noticed that mimics seem to try and care for their life more (such as dodging, and looking for cover) as well
When the new update drops
Im gonna have a hell of a time getting it all updated
😵💫
It might be a while
Do you think we'll be able to continue our current saves?
You need to redoit all over again? 
Probably most of it.
Man, that's a pain
Pain
ITR is unfortunately unplayable without the mod now
I completely agree. This really makes the game for me.
I have an old version of the game saved
So hopefully
I should be able to compare the old version of the game to the new version
And if god permits
Ill see which files need to be redone
Because im gonna have to literally redo most of the work
@molten pine ik this is kinda a long shot but can you point me in the direction of making weapons and attachments spawn able in other areas?
Oh yeah sure. You'd just have to extract the loot tables into the .json text format, then set up unreal editor 4.27 with the project name IntoTheRadius, follow the instructions in the pinned mod thread as it has all the tools you need as well as instructions. Once 4.27 is set up (you'll have to do some extra work yourself due to the ITR unreal editor project files being outdated), you'll have to convert the json file to be formatted properly (also in the guides) so it can be imported into the editor without issue... Then you just have to set it up to package the files properly once youre done making the changes you want, then you package those .uasset files back into a .pak and your changes should be all set.
Simple, really.

ah i think i found the right loot files?
Yeah
which one is the first map you spawn at?
Buffer is Pervomay Pass
ah
thank youuuu
Stalker works fine in the beta. I have been running it no problem
No perceivable problems*
Actually dare I say
The mod will run fine
Its the game itself underneath that might have issues
Any beta changes are being overwritten by my mod if they share the same file and thus, you may not be feeling or seeing them all.
Extract the vanilla ones you are worried about and send them to me in DMs. Ill extract them from the vanilla beta, convert them all to json, and stick them in winmerge
see exactly what the differences are
Any differences so far?
I’ve taken a stroll through all of the maps on 2.6 beta both with and without the mod. The new changes seem to still be working quite fine in addition to the randomness of their spawn locations. All seems to be playing nice so far for me 🤘🏼
btw if your mod truly causes more enemies to aggro from other mimics shooting then I can also confirm that works perfectly in the beta 
yeah
for example a recruit from the military would be dumb as fuck but an officer would know what he's doing and play tactically
Would you guys recommend doing a stalker mod play though on the beta or go back to the older version?
It seems to be working well on my end but I’m not sure about the inner workings of the mod.
ok thanks
@distant arrow @opaque ingot okay so let me try to explain the issue
The mod itself should work fine 99% of the time on the beta or new version
The issues come in when they say, add a new item
That item list gets overwritten by my item list and thus, the new item doesnt work
This will apply to any file updated in the beta
That my mod has already overwritten
So the mod will see next to no changes, but the new version will fuck up a bit
when you say fuck up a bit, you mean their new A.I? or actual loot items?
I don't know.
So I'll be clear once again
any file updated in the beta
will be using the old version of that file, which was then edited by me
So, just for an example: The item list is going to be using the old version of the game, with my edits
as opposed to the new version with my edits
so if they added in a new item, it would not appear
This goes across any file they have updated that my mod edits
ok I understand, I'll keep playing without the mod to make sure I see all the new stuff. TY
Yup thanks. I understand now.
Have you noticed that a guy on youtube made a playtrought of your mod on nightmare? @molten pine
Not sure if you cared, but yea. I am amazed someone can proceed so smoothly in that mess.
Well, just 3 episodes sadly. But still
Question, what does "weapon shot damage" change? Damage from mimics? And does it stack with enemy damage?
Npcs dont have weapon shot damage
Oh, well that helps
I am trying your mod on nightmare now
Aaand i am dying a lot, as you can guess
Do you know if subsonic ammo still reduces noise made in your mod?
Probably
I didnt see a value to change in any of the files I edited
So its likely unchanged
sweet, i'll go take a look at the normal chart to see if it has any value change there
so far, i've managed to get the film on your mod with nightmare difficulty.
not sure how far i'll be able to go before i just get overwhelmed 
also, is your mod outdated? I happened to find aregen artifact (and another one) in a weapon crate in factory for some reason
Are you playing the beta?
Then its not outdated.
Ah, guess that's in the loot table then
holy crap i just managed to clear the first area with nightmare settings and got myself a g18c, the only part not clear is trainyard (no way i'm going in there)
i'm so not ready for village
that was about 300 9x18 fmj rounds
Well, i got village done too. I learnt that, if you intend to lure enemies away:
- pull their agro with your gun first, shoot at least 2 bullets or they won't agro
- make sure no one sees you, and chuck a granade away from your location. They'll be attracted to it
- do not make any loud noise afterwards, unless you want the entire map to come after you
I cleared village that way, and then ran with 2 knifes for the random enemies that stood behind
Mostly seekers, spawns and phantoms. The mimics fell for it (there wete like 20 just chilling in a place)
God this will be impossible once 2.6 comes around and enemies follow you in buildings 
...unless you get good enough to knife seekers, spawns and fragments quickly
Btw @molten pine is there anywhere you know where we can find a rod?
I think its a low chance everywhere. No telling when the next update is but I am sure I could increase the chance of it slightly.
i see, np. There are a few set locations apparently, so it should not be an issue
just cleared parvomary on nightmare for the second time and got a SKS with a PU scope, this is looking good
i've never been so excited to find a "low tier" gun
i just wish we knew by how much subsonic ammo reduces noise, but apparently no one knows that
Nobody knows.
Guessed as much. From an educated guess, it seems to be about half. I can shoot my SKS and i lure about as many enemies as i would with my FMJ gsh-18
I did not notice any crazy difference if i use subsonic on the GSH-18. I believe this is because the value on these is low to begin with.
i officially declare getting past village goddamn difficult
i've been trying, even with an SKS and PU scope now, but man you can't find a way in to go and get the tape. I will probably just run with stims after i clear village
When Nightmare difficulty is a nightmare
i'll get it at some point 
parvomary is a lot more doable because you can sit at the 1st little bunker thing and shoot everyone at max range
i just need to figure out how to enter village safely tbh. I think i may have a good chance by going on the outskirt of construction site
but yea, i got some plans
does the Fog Distance Changer mod work with stalker ?
It should????
Don't quote me on that.
Normal
but you can also play on Reduced
they're both intended
Nightmare is a hellscape of torture and destruction
Normal is HARD.
Reduced is still kind of hard, but much easier.
ok thanks for answering. It is so cool to be able to talk to the person who made the mod. And before i set off any tips ??
Try not to die
There a sniper sometimes in the woods to the right of pervomay entrance lol
Expect the worse. I once had the harvester spawning really close to the entrance of pervomary, yesterday i had a swat mimic there.
And even sliders, alldoh these are less of an issue.
Because using silencers is expensive, consider that lower calibers are quieter, and subsonic ammo helps even further if you need it for higher calibers
So many interesting scenarios
though, I saw a really good review of my mod on the nexus comments.
The issue with my mod is that it exposes a lot of vanilla game problems that you wouldn't notice
like how a lot of cover is either too big or too small, world collision is really bad, AI doing things they shouldn't
it's like I pushed the game to it's limit and it can't really keep up
Yea the cover issue is what is keeping me stuck in village at the moment
As i am still trying to figure out how to go about it
The AI being funny is fairly known, you even have times they go trought walls or shoot you trought one
Hell even see you trought one at times.
Rub your gun against the cover
See where it collides
Oh that's what you mean
Yea the cover in this game is very unintuitive. I'll tell you one you'd never guess. The ropes of the shortcut from village
Almost the entire bottom part is cover
From where the rope is
I died that way once 
Besides rubbing the gun, you can also use a laser to go against it
Yeah.
1 thing i love about your mod and high settings is that i am being forced to master guns that i never even used in the first place. I had to become really good at landing shots with both PM and GSH18 to clear out the entire parvomary (it took about 300 rounds), and now i am in a similiar learning process for the SKS and PU scope
It feels great when you get really good at a gun, and you make even "low tier" guns perform extremely well
In the base game, i always have a gun that outperforms my needs cause of stashes, and P+ being really strong.
And because the enemies scale up, compared to me dealing with swat mimics with a pm in pervomary
It's such a different feel to the game, and it brings up problems i have to solve that i never had in the base game.
STALKER is largely the same
Sometimes all you get is the makarov and Toz-34 (double barrel)
sometimes all you get is some dinky piece of shit
but STALKER almost entirely follows the logic of "guns are a bullet shooter"
a gun firing one caliber is going to mostly do the same damage as another gun in the same caliber
because that's how guns work
ITR is very strange in its damage model (vanilla)
Upgraded guns just "shoot harder"?????
About that, can you advise me which stalker i should play if i want to try it out?
I saw like 3 different ones
So
STALKER Shadow of Chernobyl is the oldest
Clear Skies is (dont play that one)
and Call of Pripyat is the most put together game out of them all but doesn't have as much content
it does have the best mod though, being Gunslinger, which has a lot of love and quality put into it while preserving the original feel
aside from those 3 games
there is also STALKER Anomaly
Anomaly is what I could call a "stand alone free stalker game"
but instead of having a story and narrative, it's mostly a sandbox that you then put mods ontop of
STALKER Anomaly has a modpack for it called GAMMA that's very well put together all things considered.
So:
-Shadow of Chernobyl
-Clear Skies (dont)
-Call of Pripyat
-- COP: Gunslinger
-Anomaly
-- Anomaly: GAMMA
If you want to get an authentic view of the game, I would recommend playing SoC or CoP with Gunslinger installed.
If you want to play it for free and have a good time
I recommend getting Anomaly and installing GAMMA
Anomaly feels a bit empty by itself
but I have to warn you, GAMMA kind of expects you to know whats going on
so you'll really have to like
hunker down and be patient and expect failure
I see, thank you for the descriptions 
Also i must know something for your mod
Did you buff the BTR?
I buffed the damage yes
and probably the sight/hearing
other than that, not much TO buff
Oh boy, i'm already finding mostly armoured gunners in factory as it is 
That'll be fun to figure out, if i get there
The BTR is mostly the same
You really shouldn't notice much of a difference from vanilla if you treated it how I did
on my vanilla playthrough, I was kind of underwhelmed with the BTR
I played it safe and stayed hidden and it never even saw me or shot at me a single time
ever
Same here, it barely noticed me too
in my STALKER playthrough, I played it a bit riskier than I did on vanilla
and I got shot probably 3 or 4 times separately
never died though
so just pretend its really scary and youll be fine
Sounds good. Do you know what's the higest tier of guns i can find in parvomary? I'm trying to figure out a plan for that voice recorder 
And village as well would interest me, if you know at the top of your head.
I already know factory cause you said it a while ago
The M4A1 is probably the rarest gun in Pervomay
but you can find all of the high tier pistols including the deagle.
You can also find the AKs.
But not the AK74M
Oh that's really good info
I assume village is like sec3 and 4 guns in that case
And factory from sec3 to sec5
Makes sense, thanks
Yeah, it's totally viable to farm out Pervomay if you're struggling
not that Pervomay is easy
but it's certainly
easier
I'd call it "doable". Village doesn't even feel doable, for now
In parvomary, you can sit on top of the bunker
And blast everyone by luring them
As they can't hit you that well
Clearing the strugglers still needs some planning however
Village needs some creativity. The last time, i lured everyone in a hole with a combo of shotgun + 1 nade, and then bombarded them
That was to get the documents..
But that's good info, now i know that i can farm pervomary a tad for better gear first.
For clarity
My method for doing the Village is generally to run into the garage of the one house and hide behind the car
and blast every single thing alive until they stop walking towards me
I spent about 150 buckshot there once
i have like 8 hours on this single save and i've still not managed to get any double barrel somehow. Time to scale things up and learn how to clear factory or village with these settings.. and an sks
i'll actually try your method for village if i can't find anything else, i'm hesitant only because it won't work anymore when 2.6 drops
Technically speaking
it probably will
it'll just have problems
i'd assume that you'd get overrun on nightmare
given that they can run in now
maybe if you have a saiga i guess, so reloading does not hold you back
just finished my first time trying it
at first i was like this seems normal maybe a few more spawns then normal
then i found a db shotgun inside the first brown crate
then when i was doing the first mison that's not the tutorial i had to fight thu like 7 Fragment 3 of them where armored
then when i finally got to the place after dyeing twice i found not one but 2 armored seekers
maybe dident help that im playing on ironman mode
that and i found out the scar is 55k
hey im debating trying this mod, though im fairly new to itr in general, should i wait to try this mod out?
have you beaten the base game?
no
you should do that first
ot makes the game much harder
guess i'll just get the scavenger mod and call it a day
it also changes the playstyle a ton
i see
again i would recommend modless
ok
Yeah my mod is very difficult
i also advise moddless first
neither scavenger or stalker
if for some reason you really want to use one, i do not advise stalker at all as it randomizes things and gets rid of the "safe progression" the base game has.
both scavenger and stalker are nice once you feel bored of the base game and want to mix things up, but the base game is designed just fine
2.6 is out and updating this mod will be done, but it will likely take some time as this is far from my first priority.
I appreciate people who like and play my mod, but I am rather busy so I apologize for the delay that will likely occur.
Any clue on what to do with saves we have from the previous version? I was thonking of leaving them there till you update the mod, but i am not sure if that'd work
I thought Stalker was breaking the game by causing a crash but it seems it’s the Holo Edit (turns holo sights green) despite it being a very simple change. The mod does currently work with 2.6 from what i played earlier. Is it suggested to disable until it’s updated or should it work OK?
Amored slider when?
It's actually doable.
Copy the Slider entry in the enemy DT, set "isarmored" to "True" and give it a new gameplayTag to add it to spawn lists.
buuuut. It would look like a normal Slider (armored variants use a dedicated skeletal mesh with the armor added)
I had the mod installed on 2.6, and not a single mimic spawned, even after I uninstalled it, I would stay away from it, for now.
armored spawn when
Chuck mentioned it was not compatible with the beta so until it gets updated it will cause a crash.
Yeah I hadn’t seen any mimics but I thought it was just luck in Pobeda. I’m trying to decide if cheesing it so I can make it through this damn Ironman run is worth it, or if I just uninstall for now. (Doing Ironman on a stalker run was a wild choice on my part).
Again I had no crashes but haven’t seen a mimic since the update. All other enemies seem to be fine (haven’t seen the harvester since my first run so that could be screwed to though).
Stalker won’t cause crash I was talking about the holo edit
Hello, quick update.
Yes I will be updating the mod to the new ITR version, no it will not be a very quick process. On top of not having time for it, its very time consuming to begin with and a lot of the work I spent days or weeks on will need to be redone from scratch, depending on what files were updated.
It will be updated and thank you for caring. DM me for any questions.
Yippie future update
Love you ziggy 

Really sad news
It looks like in order to update this mod, I would have to redo just about everything.
Here's the official update to this.
I used WinMerge to inspect and compare the files to eachother from Build 2.5.1 to Build 2.6 and it appears that I would have to redo nearly all of the work that was done before, the things that I spent upwards of 40 hours working on, of plugging in numbers and going through every value. Everything is written down on the spreadsheet, sure, but it's all time that I really can't commit to doing.
If anyone is interested in taking over or anything, please let me know, but I just can't sit here like that again, I simply do not have the time.
We need mod tools.
That said, I won't leave outright.
I will very shortly be providing doccuments outlining the file differences between 2.5.1 and 2.6 as well as all the files in my mod that would need updating.
The following file archive is the collection of differences between 2.5.1 and 2.6 organized into an HTML format using WinMerge.
WARNING: The 7zip archive is 162 megabytes but when extracted will be larger than 2GB.
The following archive is the unpacked version of my mod. All changes are viewable on the spreadsheet available here. https://docs.google.com/spreadsheets/d/1feMdYvjWVPTD41sqWfN7P4iD60LM5RORJJRGIWpIITI
Weapon and Ammo Spreadsheet
STALKER Mod,By Ziggylata,Version 1.04,Price,Price
Guns,Caliber,Ammo Type,Small Box,Large Box,Damage,Damage Modifier,Armor Penetration,Non-Armor Penetration,Bounce-Max,Velocity Multiplier,Velocity of Bullet,All Possible Upgrades,Included:
AKM,7.62x39,Subsonic,$250,$1,6...
From my brief investigation, it looks like even some of the art assets like the helmet have different model paths now, so an incredible amount of things would need to be updated, I think, but I'm frankly overwhelmed just looking at it.
I may return to this when mod tools are added, but I just can't handle this workload on top of everything else I am doing.
Mmh.. if someone randomizes the enemies, we can add scavenger for a similiar experience
So we leave out guns balancing and randomizing all the loot again
That was the longest and most difficult part.
how many hours do you recon that'd take?
It took me 3 or 4 days, with help, working anywhere between 10 and 16 hours.
Per day.
oh no, i'm talking just the enemy randomizing
at least, i hope you missunderstood
cause if you didn't, that's scary stuff
And I am saying that.
You need to understand.
Each enemy spawn point has 1 to 3 enemies on it.
I manually added like 28 to each one, theres 20 to 40 nodes, depending on the map.
So thats 28 x 5 x 20/40 (give or take)
and then
you have to manually type in each enemy that spawns there onto each one.
So when I tested the mod on B1 was it just an old tide that made me believe it was all working? 👀
No.
If you install the mod, it will definitely function, it's not like the game won't work at all
but it likely won't work as intended, it will have side effects on both the mod side and the game side.
Thank you for all your hard work on the previous version, Ziggy. It was an awesome experience (and still is!)
Nobody blames you for not wanting to do it all again from scratch just because we don't have modding tools ❤️
Absolute legend.
Wow, i see.
Still appreciate that you did it for 2.5.1 as it was fun to play
Hell i may find a way to revert to 2.5.1 sometime just to replay it
Thank you.
so im trying to look through this but can't read the .umap files. what program do i need to read them?
i just figured out i can open them in asset editor
Any chance you can write up a quick guide on changing the enemy spawns? Either that or join a call so i can ask you a shit ton of questions? The existing guides only really cover visual changes
You're gonna want to open the monster files in the zone level folders. Im on my phone but I believe its...
Itr/config/levels/zone/<area>/
From there, there are monster spawn nodes and you'll have to manually add in entries into that and then fill in every entry.
Ive manager to get to looking at the monster files in assetEditot, but i cant figure out how add additional monsters to each node
I also have no idea how you figured out which node is where
If you need an example, I recommend downloading the stalker mod itself and extracting it.
The files are unpacked so you can see what I did.
And yeah, we dont know which node is where.
I believe I did this as efficently as I could and it still took me 3 or 4 days with an assistant.
Is assetEditor the only way to view and modify the .umap files?
I think thats what I've already done. I have your file on the left and the file from 2.6 on the right. I can't just add another row though so im struggling to understand how you actually add new monsters to the spawner
Is it not possible to edit it in a similar form to the way its shown in Fmodel?
No
You're using the wrong program I thinlk
youre supposed to use uassetgui
Is it possible to revert to the previous update, to continue playing with your mod? The new 2.6 additions are nice, but your mod is what has truly made the game for me.
i switched to uassetgui but i still have the same problem in that I can look at stuff but have no idea how to actually add things
nevermind. i think i figured it out
wow. so i can barely even copy and paste from your previous work. It actually has to be done from scratch
yes
wow. i understand why you'd choose not to go through that.
a second time*
whats the serial offset here? I notice its N/A in new entries I add but all of your entries have a number
ahh. youre right. filled in the second i saved
are there any specific spawners you know just for testing purposes?
also does the harvester work as is or did you have to make changes to it?
Roadhouse on buffer
is that building in the center of the map with the two floors and roof
alright. and are the monsterSpawners the only thing you had to change in the monsters .umap files?
It also looks like you made changes to an "alternativeMonstersMax" property here and there. what does this do?
If you don't have this on, it will spawn all of them
at once
so the number is the max number that will spawn at once?
so even having added "alternativeMonstersMax" and setting it to 1 or 2 on everything, I'm having enemies spawn like crazy
oddly enough, its spawning far more than just one of every type
You've created a warzone.
Ohhh
Okay so for this problem, this was something specific.
A few of the spawns on buffer don't work properly.
It also depends on your difficulty setting.
If you go onto "easy" for example and you have alternate monsters set to 1, easy would subtract the monster count by 1, setting it to 0.
For other spawns, this works fine.
For some of the spawns in Buffer, it will spawn every enemy on the spawn point.
It might be a good idea to identify which ones cause this and remove the enemies from it entirely if you're worried about it. I should also be clear that I never checked every spawn in the game for this, I just never saw it be a problem outside of Buffer.
I'd go here with god mode on with 2 big ppsh with dram mags and dual wield them
If there even is a mod for god mode
Interesting. I guess this is probably what led you to overhauling difficulty?
I think the first thing ill try is setting the alternate monsters above 1 everywhere. Itll make quite abit more enemy dense but it seems like the easiest fix
I think the harder option is the correct one here.
You probably want to identify which spawns are the problem
And treat those ones specifically rather than blanket increase the population by 1
Thats a lot of enemies you add
You go from basically 20 per map to 40 per map
Fair enough. You sure it waent just every spawn that had only 1 monster? When i walked through it was alot of places
And is the difficultly overhaul how you fixed it? Because all ive done is copy your spawn tables
What difficulty are you playing on
For population
I tested on easy preset
Try out different difficulties and youll see it
yeah i just did a quick test and you were right.
but the question still stands: you didnt account for these weird spawns on reduced in your original spawn tables, so how did you deal with it?
ahh i was right. you did just fix the problem by removing the decreased enemy count setting
im around two thirds of the way through pervomay now. I'm hoping I can finish pervomay by the end of this weekend. If anyone here wants to help I'm happy to show you the workflow. It's not difficult at all if youre just replicating ziggy's work. just super repetitive.
Exactly.
In my case, I didn't have all that time to work on it so I had to kind of "mash" making this mod, which is why I did all of it in like 3 days and even paid someone to help me.
Im trying to set up a macro to do it faster.
pervomay is done. if i can't get the macro set up the rest will take significantly longer because I do have a full time job and a life lol
Exactly
My macro is working. I can possibly finish all of the today now lol
Oh sick
if youre curious, im using mini-mouse-macro to automate all the clicks and running it at 40X speed. So now its around a minute per node instead of like 5-10 minutes per node
it only really works because im assuming you made every node the same
Bolotoki is done!
factory done
jesus christ
kolkoz done
Annnnnd Castle is done.
@molten pine here's the updated source files for v2.6. I've also included the reduced enemy count difficultly change but havent touched any other difficultly changes. The rest of the stuff in the mod seems like it would be significantly harder for me to follow your steps so hopefully having this done makes updating the rest of it less overwhelming.
If anyone want's to play with randomized enemies, here is the .pak file. This should be compatible with scavenger mod so you can combine the two for a similar experience to stalker overhaul. Just be aware I havent tested this much so there could be bugs
Yoo this is crazy. Thank you a lot @hushed moss @molten pine
did you keep it as ziggly did it?
yeah i just copied the exact values.
ziggy did all the hard work when they created it. I've just made macros that let me make mass changes in 1 hour instead of in 10 hours. I can't fathom how ziggy did all that work manually before
I've always been amazed by mod comunities. At times, you get a single guy making hours upon hours of content. In other games too,
look at rimworld and minecraft for instance
it's also why i am quite excited that we'll get mod tools at some point
imagine how crazy this will get once we can add our own enemies and weapons
I just did
I sat at my PC for 12 to 16 hours for 3 days straight and just did it
I'll see about updating the rest of it if I find the time. Thanks for doing this at least.
This doesn't mess with difficulty settings, right?
@fringe drum do you think this may have problems with your mod?
In theory, it shouldn't considering they affect 2 different things
It won't. My mod doesn't affect enemies in any way.
I player it with scav yesterday and had no issues. The only difficulty setting I changed was removing the reduced enemy count setting because that causes major issues with spawning.
As far as i can tell scav doesnt touch difficultly settings
I may take a look at loot changes at some point too but ill let you know if i decide to do it cause id rather not duplicate work
what i meant is, Ziggy changed the settings compared to the base game in his mod
So like, higly increased was like 1.5x instead of the normal x2 in the base game (i may be getting the numbers wrong doh) for damage and hp
i was wondering if you changed these as well to adjust the difficulty basically
Oh nvm i think you replied to that already and i missunderstood
Yeah no i didnt add any if those (although those changes wouldnt take long to make). All i did was replace decreased enemy count with increased enemy count to prevent a bug
@molten pine is it okay with you if i upload the randomized enemy spawns as a standalone mod on nexus?
Yeah absolutely.
alright just uploaded it. 
haven't played ITR for a few months, has there been any new updates / content added to this mod?
it got fucked by 2.6
stuchoo remade the enemy randomizer however
so that got updated to 2.6, everything else didn't
you can add scavenger mod for a similiar experience
the difficulty did not get changed either (which i prefer)
i also quite like how scavenger's loot pool was done, it feels right
oh okay, will this mod (stalker overhaul) be updated later down the line for 2.6?
edit: if not, i'll just be playing on previous updates as the stalker overhaul mod made the game 10 times better imo lol
oh and also, is everything else bugged too or was it just the spawns? (little bit of a confusion)
i strongly advise to try 2.6, as it makes the game much more fun thanks to the new AI
also, the game overall looks nicer
it wasn't Ziggy who updated it
.
yeah i saw a little preview a few weeks ago, will give it a try on a new save probably
it's quite different for enemies AI
the fact they go inside buildings is scary now. They try to flank you, to play together, they use cover more, they go at their optimal shooting ranges, hold angles..
overall just smarter
scav mod can be used to randomize loot (it's very well done, i'm playing with it right now)
awh man, god damn
that's really upsetting
it's a bit less generous compared to what ziggly did
as ziggly's mod was meant to be played with random enemies, scavenger is with normal enemies
yeah I remember the scav mod, was choosing between playing with that or Stalker overhaul (eventually chose for stalker as it seemed cooler towards my gameplay focus)
but it's still playable, you can add in the random enemies stuchoo updated for a similiar vibe
is that mod compatible with scav?
yup
awesome
just be mindfull stuchoo only updated the numbers, so there may be bugs and all that
not much playtesting
ah that's fine
be mindfull 2.6 is much harder AI wise too
when you set your difficulty
i played on nightmare for stalker, on scavenger, i am not going past increased IN the normal game
mine is either normal or low, I don't remember (but that was when playing with stalker overhaul)
it's my first save soo.. still pretty new
though I have about.. 40 hours of playtime? not sure haven't played ITR in a few months (my gunstock broke, don't like playing fps games or gun games in general without it)
yeah i remember you telling me that quite some time ago lol
respect for that since when I was playing on normal / increased I died 20 times when doing the first mission (though it was my first playthrough at that time so)
Ive been playing through and haven’t encountered any major bugs yet. The only minor issue ive found so far is that in pervomay you can get melee enemies in the tower and top of roadhouse spots
I might have time to fix that today after work.
My biggest concern is that technically the harvester can spawn now but i have no idea what ziggy did to the harvester and whether it actually works as is. Its something i may also try to test today
@pulsar forge I may update it in the future but I am not given the luxury of time.
I made it spawn sliders and gave it more health. All of my changes were made with eachother in mind.
that's okay! do it whenever you feel like it, no rush
Gun damage went up so enemy health also went up, for example.
Every change I ever made in the mod is doccumented.
i can just convert back to the previous update anyway, if I were to dislike not playing with it (a lot would probably be different since my first playthrough was with stalker overhaul, too used to all the content that the mod provides)
I made explicit care to make sure everything was all documented in clear organized fashion.
Both for reproducing the mod and for people to see.
The only issue is I didn't expect literally everything to break.
Literally everything
yeah that's highly understandable
i've never really modded any game before, but I could give it a shot sometime (if you were to be unable to update the mod for like, a year or more)
I would wait for mod tools tbh
Pushing for those instead would be better than taking the plunge.
Using a mod sdk would also be more educational for you to also learn how unreal engine works
is it comfirmed that mod tools are coming in future updates?
oh, best to wait for that then
cause like, what if the next update where to break everything again
I may take a crack at loot tables or damage tables this weekend cause ill probably have the time. I doubt ill do it if i cant find a way to macro it though
good luck with it!
would removing security levels from shop be something that would require a lot of work, even if standalone?
Can't recall what files you'd have to edit but I'm guessing it would be as simple as changing required security level for each item to 0
you could probably just open up Saedriss's z_shop_disable_mod from Scavenger Mod and Copy what was done there except set security level to 0 instead of 6
Yeah I really can't see it being too complicated, maybe just a bit time consuming if it is a case of changing it for each item in the shop
thats what macros/autoclickers are for
I feel a big chunk of programming is trying to automate as much of it as you can 
Yeah. Im think about making a guide on how to use macros to improve the modding workflow but it seems kinda obvious so idk if its worth the time to make it
I'd probably make use of it since I'm too lazy to set up such a thing myself while being stubborn enough to just power through it manually 
Just been looking through this thread at updates and wanted to hit a couple of notes. First @molten pine thank you for all the work you did to make the original mod, it was clearly a passion project that many of us absolutely appreciated in bringing a very satisfying (while albeit terrifying by design) experience. I 100% understand not wanting to do it all again but very much love that rather than burning it all down you opened it up for others to continue.
Yeah. I'm not boasting when I say this but explaining, I am currently the largest Chivalry 2 content creator and on top of making youtube videos and streaming 5 days a week or more, I simply don't have reasonable time to dedicate to doing this all again. This was a passion project but I appreciate everyone who liked the mod. Im glad I documented everything and released everything how I did. Maybe when mod tools come back.
I also want to say a deep thank you to @hushed moss for looking into working on this. It’s deeply appreciated that you would take up any part of the project let alone find a way to get so much done on the key component that most of us enjoyed so much. Regardless of if you work on any more than this I and many others are forever grateful.
I still may update the whole mod slowly over time. But itll be over a very long time. There are just so many different systems in the mod to update and im very new to ITR modding
If you updated it section by section it would fill the needs of those who liked it but found pieces of it to relentless.
The problem is many pieces are made to fit together. For example, the heath , damage and shop changes for the most part wont work as individual pieces
They need to be implemented together to make any sense
I understand. And it’s not boating to explain that you truly busted ass manually creating your mod with the the only compensation being a job well done (which it very much was) and the possible donations via nexus.
No worries. The biggest piece for me personally is the spawn randomizer so the fact that you did that at all is huge.
may be out of our capabilities still(but perhaps soon it wont) but you could get chatgpt to find the likely areas that the mod used in the old version and find the likely equivelent in the updated directories and then get it to convert it, leaving u just to clean it up a lil and tweak
although i forsee the character limit getting in the way actually
If we could make changes in written code form this would be worlds easier.
@molten pine for the mod, i noticed that there are replacements for Sounds/WaveCue/CTR/Shooter/WhereAreYou/, did you make them silent? because i dont think i changed those with my mod
I did not
alright i guess i did that then
Also
i was thinkin of helping the other guys update the mod for 2.6, so i guess i gotta update my mod first, if there are any changes to voicelines
you guys who are updating the mod, you guys are insane
honestly
thank you
To be straight forward, im having some medical and mental issues currently. Like I said before, I'm also the biggest chivalry 2 content creator right now and a 5 month long awaited update is coming out on monday. My days off are monday and tuesday, so I also get to skip my days off because I need to be pumping out videos and streaming all day on top of it.
I've been stressed trying to think about how to even find the time to update this, so you guys doing so is taking a load off my shoulders.
I appreciate it immensely and I'm glad it was received well enough for you to even try and do it.
hope you get better soon man, in the meantime ill help out to get this update out
I'm getting better each day, just gotta keep working at it.
Get well soon man. It just goes to show what a crazy good thing you created
If you wanna help we should coordinate to avoid repeating work. Whay exact files would you be updating?
ill probably be working on weapons if nobody is already doing that, damage, pen, all that stuff
Okay i havent tiuched that yet. Should we make a spreadsheet or something tracking which files have been updated/are in progress?
I was initially thinking of tackling weapons and/or loot tables this weekend depending on how it goes. Im not home this weekend though so i can only pull what ive already exported
probably, other problem is when one file has a lot of changes from different sections, someones gotta merge them together which will take a while, like the weapons as their cost is set in iteminfos, along with the damage i believe
but im away for a bit so i can work in a few days
Yeah weapon damage and cost is in the same place. Ive already updated enemy health and drops
In general, im updating one file at a time and not worry what mechanic I’ve covered unlees im gonna release it as standalone
Weapon damages and other stats are set in WeaponInfos
But if i do have time to work on it today, ill try to put together a progress spreadsheet
I must be misremembering. It was probably just weapon cost, sell price and weapon health and damage wear per shot.
Name, weight, durability, description, price -> ItemInfos
Armor penetration -> AmmoInfos
Capacity, ammo used -> AmmoContainterInfos
Everything else (damage, velocity,etc) -> WeaponInfos
There was definitly something in therr
So you can have a weapon rebalance that is fairly standalone, and compatible with everything else.
The stalker weapon rebalance relies on the enemy health changes too
Enemies have like triple the thr health in ziggys mod
In that case label is as a "Combat Overhaul" rather than a weapon's one. And package both weapon and npc changes
@hushed moss did you buff enemy health with the enemy randomizer?
relating to this, what we might be able to do (unless overwrites screw this idea over), is make individual paks and include them in the stalker zip, so people can choose which part of the mod they want? may also lead to some confusion or other effects, but i feel like its better than making 20 different separate mods on nexus
No. Enemy health is in the same file as enemy drops.
In the enemy drops mod i released, i did not make the health changes but in my working stalkerOverhaul folder, i did make the enemy health changes
And i need to test but the recent update may have bugged the way we do enemy drops. I have to do some testing
It would improve readability, but it's up to the people making these to decide
You could even make a fancy fomod installer, with description of the options, etc
example
The only problem is that a lot of the features overlap so they wouldnt combine too well.
The shop and the enemy spawns are the only thing that really work as standalone mods. Alot of the rest would interfere with other parts from what ive seen so far
Those two could be modules then, maybe 2 variants of each relating to different difficulties. Anything else would be apart of the main module?
I wouldn't mind rebalancing the shop for a different kind of play style, basically in my mod I tweaked it so ammo and magazines are relatively affordable and everything else is heavily taxed or has incentive to discover in the zone (if paired with Scavenger)
All of you are legends for undertaking all of this, and I can't thank you enough for carrying on Ziggy's work.
@molten pine hey man would you be able to tell me what functions are used for allowing certain weapons to fit in the bag? you allowed some smgs to be fit in the backpack from your mod IIRC
It's in one of the BP files
like BP Holder or BP Backpack or something
Sorry I just streamed for 12 and a half hours I need to go to bed
BP_Holder_BackPack.uasset ?
Likely yes.
@twin verge did you upload the shop mod with the same values as the stalker mod
Oh no forgot
To do
Progress Tracker,1/50 completed
✓,Started By,File,Notes
ITR
ITR -> BPs -> Chars
BP_char_harvester
ITR -> BPs -> items
BP_Backpack_Simple
BP_Item_Injector_heal
BPA_FlareRocket
BP_Grenade_f1
BP_Grenade_rgd5
BP_knife
BP_knife2
BP_knife3
ITR -> BPs -> UI
WBP_blockdifficulyselection
ITR -> Co...
cool
Progress tracker spreadsheet
i started working on iteminfos, but ill need to know about the prices in the shop mod before i finish, so ill start work on weaponinfos
Sounds good. Ill get the levels loot things done next time i have time ti work on this
I really should take time to bugfix the enemy drops tho
we need to coordinate on what files we're editing, if we work on the same files its harder for everyone involved
Thats why i made the sheet to help. Thats what the “starter by” tab is for
btw all sound stuff should be fine, unless you saw somewhere it was changed
Those files were shipped with the 2.5 version of the mod so i assume something was changed
Its also not in Ziggy’s spreadsheet…
@molten pine did you make changes to mimic sounds? There are a bunch of files relating to that in your shipped mod
That was solbreaker actually
Nah I'm taking my own liberties rn but I might upload a """stalker themed""" module if you want. I just don't want to have to maintain a bunch of different versions. I did add ammo and artifact drops instead of artifact and weapon drops. I'm also adding storable weapons in the bag
if your willing, could you do the iteminfos dt? (with all of the changes, as in all the items in-game)
I'll try to get around to it. I started learning gun rigging last night so I could replace weapons models... But I might just wait for mod tools to do that now
If I edit the params for the stalker values expect it around 12 hours from now
I'll pack the uassets and upload them here so they can be put into a FOMOD
Items infos should be relatively quick if you set up an autoclicker/macro for it
dunno how to do that, i mostly meant 12 hours from now because that's when i'm usually working on mods (i'm NA)
I have a small section on it in this guide
Into the Radius Mod Creating for Dummies Contents Contents 0 Preamble 0 Introduction 0 Acknowledgments 0 Beginner’s Mod Making Guide 0 Example Mod Introduction 0 Required Software 0 Optional Software 0 Using FModel to Read and Export 0 Using UAssetGUI to Make Changes 0 Use UnRealPakGUI to create...
Its how i did enemy spawns in 5 hours instead of 5 days
i'll check it out
Id say it’s could hop on a call this afternoon and show you but im pretty busy this week and thus can’t cant commit to much modding wise at the moment
no worries. i don't have much time to actually work on the mods myself, i mostly do it when i can't sleep
Hello @hushed moss sorry if the ping is a bother, saw you taking over the Stalker mod to an extent with the random enemy and enemy drop mods. Any chance you can make a mod that allows us to store the medium guns in our bag? SMGs and Sawn off shotguns? That was such a great QoL for the Stalker mod and would be great addition to a Scavenger playthrough
I can look into it.
Thanks!
i've already added this function to my version of the mod, i can release a standalone version of it if you'd like
sorry to rephrase, i mean the shop terminal overhaul. but i can just upload the changes to a pak for you
Yeah if you could do jsut the backpack as a standalone that be great since terminal change may conflict with Scavenger
yeah... saedriss doesn't want me making it compatible with his custom weapon variants i guess
give me a bit and i'll upload it
Not sure, heard the custom guns and the shop just has a compatibility issue. Thanks I'll look forward to it!
https://www.nexusmods.com/intotheradiusvr/mods/168?tab=files You're going to test it for me I suppose, download the Primary Weapon Holder optional file and let me know if it works
would anyone know if the stalker overhaul adds an additional weapon holster to the backpack, or if another mod does?
Iirc stalker expanded the backpack area to include where the sleeping bag was at in 1.0 (under the backpack) but no new weapon holsters.
To my knowledge, there's no mod that adds additional holsters or anything similar
that's what i was referring to. i'm going to update my mod with the extra backpack area below, alongside the ability to store primary weapons in the bag.
Ok out atm will check when home. As for the bag thing I have another mod that expands bag area
No worries. I'm going to be updating this mod a lot today it seems.
If you're interested, i found what ziggy had in nexus
The backpack thing you were talking about @twin verge
I've already uploaded it
I'm going to upload a FOMOD with all the options for the game install but feel free to check out the optional files for my mod if you need it
@molten pine do you know what changes you made in L_Zone_buffer_Items (and same for other maps)?
looking through i havent noticed any obvious changes you made, but theres also like 1000 nodes so idk
durability set to 0 on guns and magazines
and grenades and such
alright thanks
also, it appears to me that 2.6 completely broke the functionality of setting a drop chance on enemy cores. Unless there is a piece somewhere I'm missing, the core either drops 100% of the time or never
the cores from fragments?
Stalker added a random chance of any enemy to drop artifacts iirc
yeah, i've incorporated that into my mod. but right now from what i've seen the mimics are the only one dropping items (ammo boxes) and it doesn't necessarily follow the same 0-100% integers
Also zefir, I only see your main file, looking at archive I see Ammo box 1.1a and Primary weapon 1.2a
Is the Primary weapon holder the new mod?
Also the ammo box/artifact mod, does it work with Scavenger? What about the new Standalone gun drop Stalker mod?
Backpack is the backpack extension function from STALKER mod
enemy drops scarce-standard are my revisions of the enemy drop mods from STALKER (removed weapons and replaced with ammo boxes, incompatible with the standalone stalker themed enemy drops)
all of it is compatible with SCAVENGER
my mods can be used alongside the scavenger addon as well, just make sure mine are loaded after
Ok so I either have to decide ammo and artifacts OR the gun drops, hmm thats a tough choice
yep. in my headcanon having a surplus of ammo seems more useful, but i enjoy having the option to set the difficulty to ones preference
Yeah, shall see what I feel, will download both and enable which I desire. Thanks!
Yup. Enjoy
Also Nexus made me scared, says I NEED the 2 shotgun mods, not optional as you stated XD
yeah just ignore the warning. i don't know how to change it
i forgot to give the shotgun version the _P extension anyways, oops
I just tested it. It seems minics drop 100% of the times
Non mimics seem to be dropping never
that is so weird. i have the options set to 0.1 for the mimics
can you try the scarce version for me?
Also I realized there MAY be a conflict with the weapon holster mod: Backpack Expansion mod. Shall see since your mod uses same "bedroll" spot that that mod uses, OR they both work and can use the spot for everything
my mod incorporates those changes into it
I only tested PM mimic and shotgun mimic dropping their weapons
But in each case the drop happened 100% of the time
i'll have to mess with the parameters tomorrow i guess.
I'm gonna test still because Bakcpack expansion also has the other side of the backpack able to hold items, opposite where the weapon holsters are
it should have that as well
Im not talking about your mod. Today i tested drops at lootpercent set to 50, 1, and 0.5. In each case the weapon dropped 100% of the timr
Ah. I see
But what about anything lower than 0.1?
I'm thinking that might just stop them from dropping entirely, but i haven't had time to launch the game and test
Ah I'm gonna hop in my modded ITR now and see, so will let you know if starting area mimics drop stuff, same with artifacts. Set on scarce for it
Artifacts ive had no artifacts drop on my end
Talking bout zefir mod
Yeah but were doing the same thing
the enemy drop mods use the same paramters just different IDs and drop chance
his has artifacts and weapons, mine has artifacts and ammo
I just did a very targeted test today because when i played with it last i noticed the drops were too high
yeah when i tried your version originally i was getting weapon drops from every mimic.
i had someone test my mod earlier and it seemed they were getting ammo boxes 75% of the time but it could have been 100% and the boxes just clipped into the mimic ragdolls, dunno.
Yeah hard to tell. I can try testing more but at this point i want to get more of the stalkerOverhaul stuff uodated
That's perfectly okay. I'll keep messing around with it, if we can't produce results then we can just revisit the module after we've covered other ground
honestly, even if it is 100%, we could just be trolls and make the mimics drop single rounds instead of the boxes, lol. would be a slight balance to it.
and while not optimal, maybe even the cameras that you can sell. at least in that case you could make a slight amount of money back from killing them.
i would even be willing to re-mesh the camera into something more adequate to be an enemy drop
Yeah. Mu thought train was similar. If the drops are 100% then it cant be very strong at which point its either needless clutter, or it can be used to troll
although this would be wildly unpopular i almost wish ITR had a physically-based backpack so you couldn't infinitely stack items inside each other.
So I just played some and, think my save file or game is bugged or something
I don't have the Stalker random enemies mod yet rank into 3 armored enemies and 2 smg wielder in first area shrug
but the 2 police and 1 shotgun I killed drop nothing so the Terminal mod def not 100%
what versions of my mod did you install?
just the STO_standard.pak and STO_Backpack.pak?
updates on enemy loot drops:
the % chance seems to barely function if at all, there's really no way to tell. some enemies will spawn the loot item 100% of the time, some 0% of the time, some randomly. there are also items that won't drop, i haven't been able to get 9x18mm boxes to drop from PM mimics once, but the shotgun and mp5s will both drop buckshot and 9x19 boxes respectively.
It was like this before 1.0 and it gets very annoying very fast.
I remember fondly
@molten pine any input on the enemy drops issues were having? Did it work for you with just the NPCInfos edits or was there another change you had to make?
also, what did you change in L_hub_gameplay?
😔 yeah my current fix i'm working on is making enemies drop weather monitors and sample containers and then changing the sell price of them in ItemInfos
if we cant fix it ill probably just cut it from stalker overhaul
not a bad idea
The levels folder is done. I skipped L_hub_gameplay for now because I dont know what was changed there
Got the levels folder finished today and also took a crack at the harvester. I havent tested either though. Sort of avoiding doing the loot changes at the moment cause I suspect theyre gonna be a pain
https://docs.google.com/spreadsheets/d/1vVUYgnVRZICJUK4mynHnpeTfktYiHs9iFilVUO41zEI/edit#gid=1386834576
To do
Progress Tracker,7/49 completed
✓,Started By,File,Notes
ITR
ITR -> BPs -> Chars
BP_char_harvester,Need to test.
ITR -> BPs -> items
BP_Backpack_Simple
BP_Item_Injector_heal
BPA_FlareRocket
BP_Grenade_f1
BP_Grenade_rgd5
BP_knife
BP_knife2
BP_knife3
ITR -> BPs -> UI
WBP_blockdifficulysele...
It just worked
I dont remember it ever working for me when I played your mod tbh
The drop chances were like 2-5 % so it would’ve been hard to notice.
Id go test in 2.5 but frankly its pretty inconsequential either way.
I think we just have to cut it from the 2.6 version
looking through it, I'm not sure the Loot folder DTs need to be updated
sorry to keep bothering you with questions but the harvester isnt spawning any enemies. Did you have to change anything to get the spawning component working?
@molten pine is it just me or is your amazing mod broken in 2.6?
It creates insane lag for me
You might wanna talk to the people in this thread instead of me
Alright sorry
my mod isnt updated for 2.6 and these nice gentleman are updating it in my absence
No it's alright
Which gentlemen?
They're just picking up where I left off
A bunch of them are contributing like @hushed moss and @dawn ingot
Your loot randomizer especially is really fun
No, by default the harvester should spawn Spawns.
Alright just give me a heads up or something when it’s working again
I need this mod in my life
we've already got a few modules that work, whether standalone or optional files in my Terminal Shop Overhaul. If you need randomized loot you can use the Scavenger mod
well shid. seems that may have also broken in 2.6 then. Ill have to do more testing. The native harvester definitly doesnt spawn spawns in 2.6 though
on the bright side though, I've made huge progress updating other sections today
Scavenger is not randomized tho, only a few guns can spawn in every area
better than vanilla though. Stalker Mod included a huge amount of features so updating it takes a long time
@dawn ingot did you end up finishing the configurations->infos files?
okay I got it working with spawns. The spawning just doesn't seem to work when I try to make it Sliders. I'm probably missing something somewhere but for now I just made it spawn a shit ton of spawns
thats the thing. Natively it will spawn spawns. When I try to change it nothing spawns
ah
Oh
You have to change it the index of the uasset
like, spawns should have a value in the BP file of like
-33 or some shit
go to the index and change all of the spawns to say
fragment_transp or whatever it is
theres more than just that one though
so youll have to go through and change all of them

Ahh thats why i had only changed one. Thanks
I got the harvester working spawning Sliders!
I’ve been away all weekend, hopefully can pump it out but I’ve got some tests in school so somebody someone else can feel free to finish it lmao
Yeah dont worry about. If you finished the two you marked off just send the to me if you dont mind. I can potentially finish updating this today as I got through a huge amount of this over the last two days
alright @dawn ingot every file is updated on my end except the two you said you did
Yeah I don’t have those completed, feel free to do them
