#STALKER Overhaul Mod
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The mod is basically done now. I have a few big bugs to fix but then its finished. Hoping to iron them out tomorrow night
Sweet
Alright @molten pine here the mod with everything updated.
There are a few minor bugs and some minor things I left out but all the gameplay minus enemy drops is updated.
Things I left out:
-Enemy drops. Couldn't get it working in a way that isn't broken.
-New Menus. Frankly just not something i'm interested in learning at the moment and not critical to the mod.
known Issues
-I did add the stalker name to difficulty presets; however, the way you had done it was not working so I made the changes in localization instead. The side effect of this is any place in the game that uses the word "normal" gets replaced with "stalker normal"
-There may be a bug with spawning. In my current test game, spawns have become far more challenging than they should be and I have a suspicion something is preventing fragments from spawning. It could just be bad luck though. more testing is needed at this point.
Anyone who wants to try the latest version/help test, here it is
I'll upload this and give you full credit
Do you know if Nexusmods allows me to add you as a mod editor or smth
im pretty sure thats a thing.
Steam workshop has stuff like that
I'll look in a moment
I'll just give you full access if so
Whats your exact nexusmods username?
Feel free to credit yourself however you feel appropriate when I do
Stuchoo
You should now have access
Do whatever your heart desires with this.
I appreciate you picking up the mantle, my streams are hitting averages of 200 so I really just dont have time to make this mod anymore.
yeah fair enough. tbh i just really wanted to play it lol
No really, I appreciate it dearly.
Have you uploaded the mod to the page, yet?
I kind of want you to so I can confirm that you have the ability to
no im still waiting for access
im not sure if its delayed or something
try now
nothing yet. heres a link to my profile incase your doing the wrong one
https://www.nexusmods.com/users/57257597
Yeah you definitely have access
hm
I'll upload what you have and let me know if you don't have access by later today
I've uploaded it.
okay yeah I just got access
If you request access to the spreadsheet (pinned message), I can give you access to that as well.
That'll let you edit that to your hearts content.
You're my hero, my friend. Thank you for carrying on Ziggy's fantastic mod. And thank you, Ziggy, for making this possible, in the first place. The game wouldn't be the same without your mod.
Also, for clarification, Stuchoo, what menus are currently broken?
Is a new game required for the update?
Ive never tested if a new game is required. At the very least, you need to wait a full tide for enemy spawns and loot changes to take effect. I would recommend starting a new game but if you dont let me know how it goes
And the menus are the vanilla menus now
Pardon my ignorance, but which menus are you referring to?
Iirc stalker mod had customized menus
I'm guilty of only ever having played using the mod, so that's why I was unsure. š
just did a bit of testing. enemy spawns are not bugged. I just had a few unlucky tides in a row in my test playthough. That being said, once i get the motivation I may make some improvements to enemy spawning (Prevent high level mimics from spawning right outside shortcuts and prevent melee enemies from spawning in sniper spots)
Thatās dope, was one of the things that bugged me (finding fragments in sniper towers)
like I said, I may do that later. Itd take a long time cause id have to figure out (by trial and error) which spawn is where
but it would be a massive improvement
Thanks for doing all that work, now I can probably chuck away my 2.5.1 installation š¤š¼
Well once the winter mod is finally fixed I guess lol
@hushed moss you did gods work around here
Amazing man, I think the community will really appreciate your efforts
Is the mod on nexus yet?
So, I've been playing on an existing save, and I haven't noticed anything blatantly wrong so far.
Although, I am having performance issues with ITR in general, that I can't seem to fix.
I exceed the recommended specifications, but it just does not run well for me. I haven't even turned on any upscaling either.
This mod doesn't impact performance at all.
Sorry for the confusion, I wasn't accusing the mod of doing so.
It's been an issue for me even before I tried the mod, for whatever reason.
Streamer killed a sniper & got an ASVAL š¤
Full condition too
I think the odds are too high, last time I watched someone play the mod every single mimic dropped a gun
Compared to the original after like 25 hours I had only seen 2 double barrels drop
Spotted a seeker spawned on top of the catwalk in kolkhoz trainyard (sniper/mimic) spawn point
Helix, right?
any item that spawns will be full condition, its just how the function works.
was this in stalker mod? there should be no enemy drops at all
we can't set a drop chance anymore. It doesnt work. Its either 100% of the time or 0% of the time. Hence why ive disabled it entirely in stalkerOverhaul
ahh this isn't really the chat for this
Sorry about that, this is the only place I really post here. I didn't mean to string along confusion.
Hey, have you tried removing the Settings.ini file? It improves performance a lot. In #itr_news this is elaborated upon
I tried it shortly after I posted here, and it did boost my performance somewhat. I still have a lot of instability, but it's better than it was.
what are your pc specs, VR headset, and what are your game settings
I'm using a 2080Ti and a I9-9900K, with a Valve Index. I have increased everything aside from render resolution and upscaling, which are too intensive to use.
It's primarily an issue when I move near buildings.
Start by lower some settings. Shadows especially. Im on a 4070 and i donāt run maxed shadows since the last update made them super expensive
Man this is a tough mod, I'm getting a bunch of armored enemies and AKS/MP5 Mimics in the first few missions.
is it meant to be that way?
Unfortunately, althiugh it is weighted, it is completely random what you encounter. So, you've just run into some bad luck.
Some runs, I'll barely face a challenge, and others an army.
I didn't encounter my first slider until I was almost twenty hours in.
@hushed moss
DMH10S has sent you a new personal conversation entitled "Strange Glitch on Stalker Mod 1.05".
DMH10S said:
I noticed a very strange glitch on Stalker 1.05 for ITR. The AK-74U specifically has been acting very weird. Every single time Ive found one, its not been fully functioning. I think the game is treating it as an item instead of a gun. The only thing that shows up is the name, description, and condition. No suppressor mounts, magazine compartments, etc. I cant even change the safety. I think the game is treating it as an item, like toilet paper or the toothbrush. Im not 100% sure though. I can send footage if you want a better description. Its a very minor issue, and its happened on every single AK-74U that Ive looted. Nothing else.
Weird. Pretty sure i had the attachments working in the last update. Ill look into it
AK74U was the gun I really struggled with the broken attachments on.
Hi, I have a question on this mod. Are enemy perceptions supposed to be significantly increased? I loaded a new save with this mod and it feels like I pull half the map every time I fire a gun.
I look a look between base game and the modfiles and for some enemy types I'm seeing different perception stats (ie, for NPC.Monster.Mimic.MP5 I see a SenseHearingRadiusRange of 8000 in the mod and 5000 in base game). The only bit of documentation I'm seeing in the mod description about it is from the v1.04 changelog with hearing ranges being halved and sight ranges being increased (along with a narrower fov), but I'm not seeing how this manifests in the mod because the values seem all wrong for that. Are these stat values intentional? Or have they just drifted from the base game when it updated to 2.6?
@hushed moss could be able to answer this for sure but, at least when I was making the mod, I had made perception changes for sure. They should be in a spreadsheet pinned in this thread.
I looked through the spreadsheet and I'm not seeing the differences listed. I see the changes in enemy perceptions implemented in the GameDifficulty settings, but the differences I'm seeing in stats are in the actual NPC data
I havenāt gotten around to looking through it, but iirc enemy hearing distance was increased in stalker mod.
It wouldnt be something I changed as i kept everything exactly the way it was in v2.6 minus a few minor things i couldnt get working
Overall this sounds incredible and wish you the best on it! It sounds like its going to be quite the undertaking.
I think it'd be a mod I'd grab once it's out.
The work is done. Latest v2.6 compatible version is here
https://www.nexusmods.com/intotheradiusvr/mods/136?tab=files
been a bit since I last checked up on this mod / ITR in general, have any of you succeeded in porting all the previous content from (correct me if I'm wrong) v2.5 to v2.6? :)
and a quick question, am I still able to use my v2.5 save file with STALKER Overhaul after updating it to v2.6, or do I need a complete new save because of the update to v2.6
Everything, aside from enemies dropping items, has been ported over. And I've been playing on my original 2.5 save file and haven't noticed any glaring issues so far.
ah nice! yeah, I remember that enemies dropping items wasn't able to be ported over, sad that it still isn't.
Yeah I just looked through and concur, enemy perception, notably hearing range is moderatly increased (this would be the same as it was in 1.04). I might look into giving an option to reduce hearing range back to normal via difficulty settings in game. Only problem will be effectively communicating that in the menus
You're right that the NPC hearing radius changes are not documented in the spreadsheet. What is documented and is likely the reason firing one shot in pervomay brings every enemy on the map to you is that the loudness of some weapons is drastically increased
the mosin, for example, goes from 3.3 to 8
In the v1.04 patch notes, it sais "-All gun volumes adjusted, along with enemy perception changes. Enemies now see farther, but have a narrower FOV. Hearing radius is cut in half, but some guns are over twice as loud to compensate. Pistol calibers and silencers should be more effective for remaining relatively undetected."
this seems to not be the case, as unless ive misunderstood what hearing radius range means in the DTs, hearing radiuses were moderatly increased rather than decreased, making pistols attract enemies around 100% farther away and rifles attract enemies 200% farther away. (wheras it sounds like the intent was to make rifles unchanged and pistols 50% quieter)
also the FOV changes are just not there
not that it would make much difference given enemies check a full 360 degrees around them when they stop walking
based on stuff above, try setting enemy perception to minimum. Highly decreased should actually be pretty close to vanilla normal
even in terms of enemy visual range
If new options can be added, I think a setting being at "vanilla" would communicate that no problem
youd be surprised. Changing the names of presets was actually giving me a lot of trouble when updating.
finding a mosin in my first crate has already cost me 12k in ammo before sec level 2
that thing is like a fucking flare
i donāt know if this a thing for the stalker mod in general or for some reason just affects the hard settings
made a new save, did stalker hard
and if i change any thing in the difficulty settings it does not spawn enemies
like having tracer rounds for the player specifically was doing it every time i walked back into a zone or reloaded a save
weird. no idea what would cause that. Is stalker mod the only mod you're using?
If you set it to stalker nightmare it sets enemy count to none
Go check for yourself
See above and apologies for all the pings
I can take a look later. Iirc there should be a highly increased enemy spawn setting and that should be stalker nightmare.
Its possible the way i changed it doesnāt actually work anymore though. iTR modding can be very finicky
Honestly i appreciate whats been made already
I know it must be nightmareish to work on this mod without tools
sorry i lowkey forgot i said anything, the only other mods i have are equipment reskins and the stalker mimic voice lines
Try manually setting enemy count to increased. It might be caused by a bug with the highly increased setting.
Also stalker mimic voice lines is already part of stalker overhaul. No need for the standalone mod
The mod page states that if i use an old save file then all my guns will break. If i dont have any guns in said save file am i able to use the mod and continue from that save?
Is this mod on nexus up to date with the one in discord
Latest version is on nexus
is stalker hard that much worse than normal or am i just bad at the game š
I've heard it has quite a steep starting curve because the randomized enemy spawns, could've just gotten unlucky so far
i read a while back that you aren't able to add a suppressor to the mosin (as it'd be too overpowered), does this still apply with the v2.6 update?
Itās always taken a suppressor. You just have to upgrade it via the machine just like the pistols.
Oh, I thought Ziggy removed the option to add suppressors to a mosin as it would be too overpowered
thanks tho!
Oh my bad specifically for the mod Iām unsure. Iāve not used the mod since 2.6
Ah okay! Yeah, I meant for the mod (not vanilla) No worries.
yeah itās removed in the mod
and you canāt put a laser on the mosin either
in my current run the game has been hinting at me to use the m14
found a brand new one and collected like 4 mags
but i donāt know if the extra ammo and repairing mags is worth the firepower
theyāre both gonna tell the whole map where i am
yeah, thought so
that's unfortunate, but I guess it does add a bit more of a challenge when using the mosin (as it makes more noise / attracts more hostiles)
oh that's nice
i decided to start over, I had a few AKS-74U's and some other weapons
you can upgrade it to a 10 round internal mag atleast
yeah, that's nice
i am an avid 5.45 and 5.56 hater
7.62x39 fmj is my favorite mid game round
are they decent in the mod?
i'm probably going to keep it stock though (maybe upgrade it a tiny bit for more of a punch, if that's possible (never had it in the upgrade machine, a mosin)) as I like it that way
no clue, it's my second playthrough with this mod
I used to play it on 2.4/2.5 but haven't played for a few months, 2.6 came around the corner so I felt like playing again (I'm pretty new to stalker and ITR in general, I only have about 20ish hours of real playtime and 30hours in total)
no supressed mosin? D:
nooo
my first playthrough of the game ive been using this mod
its added so much tension, and each run is so different
one run, i entered in the first area, and all the enemies nearby were mimics, and I had a shootout that took 6 in game hours
used all my resources, but the gunfight drew pretty much all of the surrounding areas I was relatively safe to loot
yeah, it's really fun / an unique experience
i like it more than the base game to be honest, it's more challenging and generally fun as you get to scavenge for loot you want, instead having to purchase it in the shop
Its so much fun!
I did
Mosin is incredibly good gun but its lack of functionality leads to some scary scenarios due to the noise it makes.
Thus, no suppressor.
The mosin is much cheaper than the base game, I'm pretty sure.
Yeah, understandable. Imo, unsuppressed mosin looks (and feels) the best
I agree. If you want long range and noise-suppression, youll need to spend more money.
If you want long range and stopping power, but dont have 30,000 dollars, you can buy a mosin.
Easy way to deal with armored enemies since 7.62x54r, even the normal ammo, has good AP.
what is the Heavy Barrel option for the SKS
is it the same as base game, 30% recoil reduction?
quick question related to the day and night cycle of the radius, I was playing with the stalker mod (as usual) yesterday and noticed that time went by quite fast. It got dark very quickly, and while I don't mind it getting dark, it happened rather fast. I know that a day and night 'overhaul' mod exists, but is it compatible (or already present) with the STALKER Overhaul mod?
Well the stalker mod changes the cycle time iirc, so probably not
ah okay, thanks!
Not sure if i am right here - but i tried out the Stalker overhaul mod, but for whatever reason, after closing ITR, the Savedatas linked to this mod disappear
my vanilla save is unaffected
Any Idea how i can fix this? i played this mod for 5h in on Session because it really improves the game a lot
Stalker changes the tide interval. as far as I know it doesn't touch how long each day lasts (and I haven't seen anything to suggest that is possible to mod)
I've never encountered that issue so its likely related to your PC somehow. Not really anything I can do
Pretty sure the stalker mod makes the days 2 times longer, so it would only feel shorter if you have been playing with the mod that does 4x or 8x
yeah, I used to play with 8x on vanilla
iām pretty sure in ziggys video he mentioned it but i donāt know if that still works in the current version
To be honest iāve been lowkey struggling with missions that have me hop through multiple zones
especially if i have to travel to factory or kolkhoz
Both going in with the mosin and the vss iām still making it back to vanno at night
i donāt know if itās because i go out with 20-30kg of gear or if the 7 am reset doesnāt give you enough daylight
i'll give the time change mod a shot on sunday (away right now), see if the 4x or 8x is compatible/works with STALKER Overhaul
I'm not sure if I'm simply fabricating memories, but I swear time was slower in the previous build.
Again though, I genuinely can't be certain.
Maybe Ziggy changed it to 2x, but it still feels rather quickly (the time) imo
Its something i can look into
oh that'd be nice as well, keep me updated in case you looked into it :)
https://medal.tv/games/into-the-radius/clips/1kwqMZMh3tsUpg the wonders of this mod
Watch Into the Radius Trimmed Clip 1 and millions of other Into the Radius videos on Medal, the largest Game Clip Platform.
that spawn just ate 9x39 fmj and walked it off
i found the solution on reddit, this defo worked and fixed my problems:
This setting also was the reason why Nvidia failed to save all my Alt+F9/F10 recordings:
In case someone comes across this and it's not after an update:I had this same issue. In my case it was Windows needing the game to be granted access to my docs folder. I didn't notice the alert because I was in game when it first happened. Showed the saves in game, but the folder wasn't there when I looked after.
Virus & Threat Protection -> Protection History -> allow on relevant event.
this mod does an awesome job training me to hit the deck
the btr has shot at me so far away i couldnāt see its light
unironically i wish it was a bit louder
just for the added panic
Yeah when I played vanilla, I literally never had an issue with the BTR
so I made sure to make it scary this time and I feel like I did a good job, but I still never died to it myself. Definitely got hit and it definitely scared me.
Does itās accuracy have anything to do with difficulty?
It has sniped me quite a few times running through the woods near the greenhouse building
Might just be a skill issue
absolutely nailed the scare factor, when tide resets on hard settings it feels like my first time into the zone
especially before i get good loot
love the adrenaline of hoping buckshot puts in work on the armored enemies
600$ for like 100 shots sign me up
I don't think I touched it's accuracy actually
I only ever got hit with one round at a time in the three times it shot me
every other shot it fired missed me
I love the visual of shooting and having sparks fly off of enemies to the absurd degree
buckshot is also better at longer ranges, as I'm sure you've discovered
for the price and itās common drop in the radius
Buckshot is amazing, but it's not without drawbacks, including volume and lack of convenience.
Sometimes the armored enemy just won't die.
Other rounds have that security.
the pump shotgun only having 5 rounds is definitely uh
itās gotten me killed
I try to be good about reloading it after shots
but with the buckshot gamble
and every enemy hearing it
oh my god getting swarmed is panicking
I honestly donāt know if i prefer the mosin or the pump for early to mid game
i feel like the mosin is louder but i donāt have to worry about ranged enemies
They both suffer from "loud"
i think like
literally everything in bolotky heard me from the village
with the mosin that is
I'm not sure if this is kept upto date
but
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...
this was upto date when I was working on the mod
because I made it
and every change I made was doccumented in here
but I no longer update the mod, so if anything was changed, it may not be doccumented
Stuchoo should have access to edit this spreadsheet, but I don't know if they're particularly interested in doing so or if they were just willing to keep it up to date for the sake of it.
Which I do really appreciate that they've done so.
I don't have the time to upkeep this mod, so the fact they were willing to do so is a huge lift off my shoulders.
i donāt know if this is still the case
but i wouldnāt be surprised because every time i use the mosin i kill the entire map
Oh yeah, there was some confusion with that
because the hearing system got changed
yeah I have no idea anymore lmao
š„“
and the enemies have damn good vision now
SMGs tend to not be worth it but, the idea that you can use them well enough in one-hand and they're so much more portable make them so much better in my mod.
Just incase you weren't aware, you can put the SMGs in your backpack instead of on the holsters.
They also have decent handling when one-handed
except the AKS74u
i am an avid 5.56 and 5.45 hater thatās okay
They're also much lighter too
Watch Into the Radius Trimmed Clip 3 and millions of other Into the Radius videos on Medal, the largest Game Clip Platform.
this was from today
val mimic got eyes
I really love what my mod does
I think it almost captures what STALKER is about in VR, though I do think if I could go back
I would further try and change the sight/hearing system to be more accurate to those games
rather than have it turn into a big dogpile in one spot on the map
itās kind of op but like
i can see them
they should be able to see me
not that far
I think the biggest issue with the mod is actually not the mod's fault
but i like that they arenāt dumb anymore
The mod pushes ITR to it's limit, imo, of how tactical the game can be, right?
But the problem is, when you do that, it starts to reveal holes in other places
like bad geometry that has invisible parts or parts that can be shot through
notable on some trees and rocks
not being able to use my mag pouch laying down
It makes me really excited for full mod support
other than the jank the game always has
it makes it feel fresh
i have like
let me@check the hours
230 hours
I don't know if mod support will fully fix it, but hopefully it'll open the door for more possibilities.
Itās really impressive what the overhaul does without it
Yeah it took me 6+ months, I think. I had help of course.
I tried to do a lot more but ran into too many hangups.
One of my favorite changes is the one to flares, actually.
I like that flares actually work and create a huge, well lit battle-zone.
Like, you're stumbling in the dark trying to be sneaky, you get shot at, you gotta deal with it
shoot a flare into the air and now it's visible
took a lot of trial and error
utility is super underrated
I always keep 2 flares and smokes
i wish we had actual night vision of some sort too
I'd decribe the night eye artifact as actual night vision
flares are really fun but the night eye would be 10x more useful if it could be a toggle
oh yeah I agree
iāve done nasty things with a pistol and a night eye but
Another reason that SMGs are sick.
actually being able to hunt at night would be 10/10
im@gonna kit out a kedr and try that actually
Kedr is the best SMG to one-hand
just checked
No silencer though
anyway, have yourself a goodnight
I'm glad you appreciate the mod I put so much work into, even though I no longer work on it
All I did was make the experience I wanted
It's not perfect but

The PP-91-01-B variant of the Kedr uses an integrated silencer, but it's not included in the game. You could probably model swap and replace the sounds to the Kedr B suppressed shots though. Maybe I'll look into that if people are interested.
I sure as hell ain't doin it. Respectfully. š
Yeah I mean model swaps are almost entirely arbitrary to build with the mod tools on the way. That's why I cut my mods I was working on.
I donāt think I have access (at least not last i checked. Any changes Iāve made have been very minor and are either bug fixed or planned changes you had that I implemented)
Iirc vision hasent changed. Its only the hearing which effectively got quadrupled
DM me your gmail and I will provide access if you feel the need to change something.
mustāve been with the ai change
that or itās just bad luck
you donāt know how much 9x18 subsonic iāve found
was not a problem early game
Ate through mags thoughā¦
is their velocity changed in mod or is it that bad vanilla too?
I dont think I changed it
thats some wild luck
not same time i should say
the pervomay train station spawns them a ton
well i mean itās random but
thatās where i get most of my random ammo from
Maybe I'm just dumb but Ziggy how on earth did you initially navigate these .dat files and figure out what is what?
yeah i cant even modify these without the game crashing on startup. No idea how you were able to do this
i think Ziggy used some black magic..
hex edit?
I mean i can edit the plain english stuff, the problem is the game doesnāt accept it.
One message removed from a suspended account.
quick question, has there been any important change to this mod compared to how it was at 2.6 release?
i've seen a guy made a yt video 1 month ago, and the hard preset actually looked playable
idk what to say as the hard preset is broken for some reason
at least on my end it is
as when i set it to hard it sets the enimies not to spawn for some reason
oh, that's odd
yeah
have you started a new game?
no fixed it through the difficulty settings
but its set that way by default so it would not matter if i did start a new save
and i had been going along for two tides thinking that it was the optional file i forgot to remove
usually mods like new saves, that's mainly why i asked. But that's not what i meant
what i meant is, when ziggy made the mod, the hardest difficulty was nightmare
unless you abused bugs and some luck, it was not as playable by default. I was only able to get to the cassette mission before calling it a day
(yea, that was its purpose. To not be as playable)
i get that, but i what was bringing is that hard preset is actuality broken
im gonna see if i can get a screenshot of the issue reaql quick
heres the screenshot
btw i reinstalled the mod just before taking the screenshot
oh, that's just cause enemy count is set to none
but its the hard preset though
not custom
to bring enemies into the mix it would have to be a custom preset
i also just tried to start a new save to see if anything was different but its the same here
Yeah im aware of this bug. Its fixed on my end. Just move enemy spawns from hard to normal and it should work
Enemy spawns should be highly increased for hard, but i made a typo and so it defaults to none.
The problem with StalkerMod and old saves has to do with weapon durability. As far as i know, the only problem is it breaks all your weapons if loaded on an old non-stalker save.
That being said its not something ive tested extensively
Oh yeah i used to have that
Check if itās actually set to hard
i enabled tracer bullets for a tide
when it reset nothing would spawn
and i couldnāt change the difficulty preset off ācustomā
every time i would save it and exit
id come back and it was changed
actually had to delete the save
wasnāt far thankfully
i set it to the hard preset and nothing spawned in for 2 tides before i found out my settings where messed up
and while that was happening i thought it was a mod conflict of some kind not the dang settings
i lucked out by looking at the settings when i did as i would have not found what was going on
though the settings dont reset for me though
the last setting reads "unkown"
i assume that's higly increased (and may be the reason for the "hard preset" bug)
Im aware of the issue and have it fixed on my end. Ie it will be fixed in the next update.
also for curiosity, do you happen to know by how much subsonic rounds reduce noise?
I don't actually know... I don't think stalker mod changes it in any way. At least its not in any of the files i just skimmed through looking
any idea on when the next update will come out?
assuming I dont decide to add any more new features: soon.
Hm?
Which files are these?
Should've @ me for this
No hex editor
Oop, just realized I lost all my backups for my mod
rip
I actually just figured it out an hour ago or so. It was in the struct type overrides similar to playerconfig
F. The 1.04 build is still in this chat though and I have a copy of the 1.04 build
Yeah I know, just had a bunch of backups and stored info
Had to reset my harddrive forgot to grab it
š©
What?
Is there a way to somehow revert rift spawn rate back to 180 seconds? I love tacticoolness and slow advancement through enemy base, but 30 sec respawn makes me run like a madman.
while i can't answer that, i can tell you that knowing rift spawns + how to approach each point of interest helps a lot
and ye, sadly you can't take it slowly. I had to find different ways to enter each Point of interest for this reason to rush it
At this point I suppose I need to overwrite this mod with another one
found "MonsterSpawnGenerator" and "CooldownSeconds": 180.0", seems like right stuff
Yeah. You would have to overwrite the enemy spawn files.
have you considered lowering the snipers range? They can hit you out of render distance with max settings
like in the first map, i was at the first anomaly field (the one on the hill), and a sniper was able to shoot at me from the top of the police station
Ok, seem like I've got what I wanted. Rift cooldown 180s + no Altyn (dark glass and blocking view of my pouch and mags - completely atrocious).
Ill take a look
sounds good. For now i've installed the fog mod so i can see them
i'd need 200% increase to actually see them, but 150 is enough. The default is painfull when they are in a good spot however
Yeah I play with fog mod. I think at 150. But i also play on normal perception.
This is with the highly increased enemy sense I assume?
Yes
And only sniper have this "issue".
Everyone else kind of spots you at max render distance, which is fine
That's because the view range difficulty is a flat multiplier to all enemies' perception.
So unless you make it so snipers can spot you as far as any other mimic with normal difficulty (which doesn't make much sense), it is unavoidable.
True, but there's a lot of room to work with. I think you'd need about 200% fog mod to actually see them
Even if they shot you at say.. from 100 to 150% distance it'd be fine, i still like the idea. It becomes quite an issue if they manage to see you from 200% however, as getting to them safely is.. interesting
using the fog mod makes it playable on my end, but i still think it may be important to point out
Sure.
But once again, to fix an issue that only crops up in the highest difficulty, you would have to nerf them significantly in the "normal" difficulty, which should take priority in terms of balance.
"Normal" enemy perception (vanilla x1.5) :
AKM Mimic : 120m view range
Sniper Mimic : 150m view range
"Highly Increased" enemy perception (vanilla x2.5) :
AKM Mimic : 200m
Sniper Mimic : 250m
Fog becomes fully opaque around 180m iirc.
So the only sensible solution would be to lower the multiplier to x2, instead of 2.5.
But it would nerf every other enemies in "nightmare" mode.
Or to lower the base perception of the sniper mimics, which would nerf them in lower difficulty presets.
There are no good clean solutions.
I was gonna fix it by reducing the highly increased sight multiplier.
Right now normal is 1.5, hard is 1.75 and highly increased is 2.5. Im just gonna move it down to 2.0 for highly increased.
Not a great solution, but but like you said its probably the best way to do it. Id rather nightmare be slightly easier than have sniper mimics have the same visibility as soldier mimics
Makes sense
if i remember correctly, enemies have about 30.000 sight range in this mod, and snipers have 60.000
that's what i was referring to
oh wait, that's firearm range
not sure if it's the same thing
Those numbers might be angles. The sight distances are along the lines of 8000 and 10000 iirc.
Genuinely not a clue what units they use for it because its clearly not meters.
Yea my bad, i tought that was sight range
But from experience, it feels like almost double still, so it may be an easier way to balance it
Not sure doh, as i am not sure what their modded value is.
I've stated them above.
I assume you're sure that they have not been changed in the mod @fringe drum ?
I'm using the mod's data.
Th mod doesn't change the individual enemy view range, and rather applied broad modifiers to all through its custom difficulties (hence why "normal" is vanilla x1.5)
The weapon range are the distance at which the enemy engages you once you have been spotted, but not the spotting range
But I do not know if the view range stills caps it.
Ex :
An enemy with 150m view range and 300m weapon range.
You get within the view range, so it spots you, then you go back 100m, so out of view range but within weapon range.
Can he shoot you ? Unsure.
It's hard thing to A-B test*
Saedriss is using the correct values. Mans knows the game data much better than me even if Im the one currently up-keeping this mod
Makese sense
And about this, i do not think the gun range gets affected. I've had shotgun mimics look at me from fairly close by without shooting at max settings
And yea, i get it in that case. I likely did not experience this issue with AKM mimics cause they get closer to you i'd imagine
and at the end of the day, I generally play on the easier side of stalker mod. You have no idea how tempted ive been to nerf the Slider because i personally think its stupid that it will always survive at least 6 headshots from the highest damage weapon in the game.
but i understand that some people enjoy that level of difficulty
anyway new update is out. The enemy count issue should finally be fixed for you, and you shouldnt get sniped from beyond the fog anymore
wait the sniper thing was a bug not a cool feature??
kinda sad tbh
Ugh this is why i avoid making balance changes. Im hoping once we get mod tools i can make all these balance tweaks more customizable. Enemy sense especially.
also will updating the mod break old stalker mod saves or will i have to restart?
read that the 'rate of time passing' from v1.04 was re-implemented. how fast does time pass now?
5 minutes per in game hour
hello, ive been playing Ziggylata's stalker mod for into the radius but i want to replace the Altyn helmet with one with better visibility however any mod i try e.g. A Better Helmet (https://www.nexusmods.com/intotheradiusvr/mods/121) has no effect both installing manually and through vortex, its loading after the stalker mod if i understand the load order right but no effect.
do i need to start a new playthrough for the replacement to happen? or does it not work if i have the Altyn in my backpack or wearing it?
any help would be greatly appreciated
have you tried this with the latest update to stalker mod? It will probably work with the latest version.
heya all, new to trying to mod ITR but i mod most things so i find it odd that this doesnt seem to be working
it says on the page that reskins and things should work, i have the foldable weapons in backpack mod but it specifically says it should work with stalker on its page, yet only the reskins are having any affect in game. Cannot put folded objects into the pack, and none of the stalker stuff is in; i can load my old save with zero issues when page says it should break, difficulties arent renamed, nothings different. I've tried adding 'pakchunk' and a number to the start of each as the backpack mod said to do, so i assume load order in ITR is based on alphabetical, but that had no effect
i feel i have to be missing something obvious but after the last hour of fiddling im a bit stumped
unless theres anything here that should be an issue, but i've tried removing most of them and nothings changed
ive tried it manual and with vortex as well
the only noticable difference
is that trying to open the 7.62x51 menu of the shop crashes the game.
update: After a reinstall, the mod is working, but any weapon reskins do make the shop crash now despite seeming to be up to date. Odd, but ill take it!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018 if anyone recognizes this error, its what displays anytime i get the shop crash. As far as i know this kind of error is usually a ram issue which seems out of place, if its a conflict with stalker... ah well, fuck em.
that said, i had no reskins for anything using 7.62x51 but that shop module does still crash the game.
One message removed from a suspended account.
One message removed from a suspended account.
that was the attempt with vortex and it's symlinks - just to clarify for anyone that may read this in the future. the symlinks seem to work fine and everything works now, but i did manual install stalker and the backpack mod.
holy shit 6600 comments is crazy
A lot of that was development itself
Anyway hello everyone
I see that they are adding a revolver
and thus, I have awoken
Im out here wondering if the revolver might be more fun as a starter pistol is balanced correctly
While I expected the Nagant, I am not dissatisfied with the Rex.
A break action does seem to be the easiest to implement, on the technical side.
I think itd be more satisfying
Honestly, old guns are more involved for VR than slick modern ones.
Semi auto shotguns are so boring for example
Im in VR, I should have to PUMP.
I do have a soft spot for manually racking bolts. Physical actions are the bread and butter of VR satisfaction.
running around with the dvl-10 and an eotech is exhilarating
itās actually a really nice gun for indoors if you donāt miss your shot
Easier said than done for me.
i feel the eft eotech is helpful
i swear itās bigger than the ingame model
but tbh on hard mode iām not really enjoying it
that two headshot shit is not only depressing but like
when iām getting swarmed itās absolutely not fucking cool š
The rift in bolotky is spawning enemies at like 1 minute intervals. Is this intended?
yup
its mean to force you to approach rifts differently. No more sniping out all the enemies from complete safety. at some point you have to push in
i never realized that was the stalker mod
i thought i had just gotten worse at the game after taking such a long break
i definitely think revolvers make sense for earlygame guns. not sure of any reason i'd choose one over a semi in ITR. Should be cheap and super reliable. Granted, rex's arent cheap.
:c
id love to say that if it was produced it would be cheap but no itd probably still be a pretty expensive gun
id choose the rex over anything in itr simply because its the rex
it always looks very cartoony to me as far as guns go.
prototype moment
i mean
it should be a good early game gun cuz itās a pistol
but i feel like because it has to be individually loaded (probably, maybe we get a speed loader?) and the fact itās gonna be fucking loud
should mean it does more than enough damage to be end game worthy if youāre willing to make noise
fucking loud 
they will fear the sound
speedloader would make sense
load them up like mags
sidenote
but im annoyed no vr game has like a literal ankle holster. I understand most people dont have foot tracking so it can be finnicky (but i still keep a knife in my boot in B&S successfully)
imagine playing a more standard shooter, and if you run out of bullets, you got a little 5 shot .22 revolver in your boot with unlimited reloads. i think itd be neat, surprised nobodys tried it yet, but i guess there arent enough proper games yet.
ive never really been a fan of games making revolvers magically hit harder just because its a game though. feels very artificial. the only difference from a .357 or .44 out of a revolver compared to a deagle is the deagle is going to have about 2 more inches of barrel if both guns are the same size. I've always preferred they go the route of Firepower on a Budget, not the best option but a cheaper one to make up for slow reloads. If they introduce the Rex as basically a cheaper deagle alternative with a slower reload i'd be pretty happy - maybe throw in a significantly higher durability too.
yeah rex reliability should be good because muh revolver never jam!!
i wouldnt be surprised if it dealt less damage than the deagle
given how we dont really match caliber to stats
i mean
They dont tend to jam, lack of moving parts
That can sure as shit explode and take your fingers off though if the cylinder is misaligned
it was a joke
also cylinder misalignment wouldnt cause an explosion it just wouldnt fire because the firing pin wouldnt hit the primer
i've seen it happen, it absolutely can
its not common, its just a catastrophic malfunction with a wheelgun tends to be a lot more severe than with an automatic
if it had any kind of regularity i dont think anyone would have ever adopted them
granted, chain fires happened semi often with black powder, but thats not quite as bad as people expect
this is pretty much specifically why if you ever see someone fire an old revolver for the first time its with a string and from behind something
grandfather had an old ruger once upon a time. He was completely fine save for a cut but the gun was absolutely wrecked.
boneworks has one
its disabled by default since its only used in hoverjunkers
Reason most VR games don't is because its annoying to use since you don't normally have full control over your legs or don't have legs at all
to be fair the 9x18 in this game is already a scary caliber in +p
if my sacrifice is mag size, reload speed, and how loud itās gonna be?
itās okay if itās the highest damaging pistol
doesnāt have to be by much
but something to make it worth the drawbacks
or make it super cheap
up to them
id really like to have a pistol that could one shot sliders finally
not sure if the deagle does that but iām pretty sure it doesnāt
guys, somethings wrong with the wd40 in the store, I tried to buy some, and it broke the store. By that I mean when you add wd40 to the cart and press buy, no money is deducted, and you can't interact with any of the stuff you bought. The kiosk will still tell you to "take your items", even though you can't, which makes the store unusable (until you load a save, maybe, I haven't tried this)
ill take a look.
Is it safe to use the mod with the new update?
I've just updated it
can confirm the issue. ill get a fix out asap
ty
love the revolver change btw
thanks. I thought its a pretty fun change. Massive shoutout to Saedriss for explain the weapon variant making process to me
uploading the change to nexus now. here's the updated file though
started a new save, wd40 works fine, but the cleaning rod disappeared when I hit buy, and it still deducted $1,000. Saved and reloaded to confirm the issue, and it persisted, also, my revolver disappeared when I loaded the save
also, items are no longer deleted when at 0% durability, cause I saw that preplaced items and stashes are back.
they were just at 0% durability
is that a bad thing?
thats a weird one, I havent changed anything relating to that.
Yeah, the update broke it prolly
can you let me know if this fixes the cleaning rod issue? Im not at my headset to test rn.
Also, you werent using free shop cheat (or any other shop mod) were you?
no just the stalker mod and a couple others, I'll send a screenshot of my pak folder
its all at sec level 6 now
new game btw, not old save
whats in scavenger preset? it sounds like z_shop_disable is being loaded
ive definitly noticed weird stuff load order wise on my end as well
yeah shop disable is in my scav preset folder, I'll move the entire folder out of my paks folder and see if it works
Oh wait. Try renaming the file i sent so it ends with _P if you still have issues
moved the preset folder out and bought both a toothbrush and cleaning rod, it works
Great. Revolver should stop disappearing as well (mods which change the shop break the weapon variants).
revolver still disappears, not sure whats up with that
Thats very weird
pretty sure it only loads paks that are located in directories WITHIN the pak folder, right? So I don't think its the scav preset folder, I'll move it to its own entirely different folder just to be sure
yeah, confirmed the issue, its not the preset folder.
just confirmed, the revolver disappearing is happening on my end as well.
@fringe drum sorry to keep bugging you but maybe you've had this happen? My unique weapon variant disappears when loading a save.
The issue is : the new tag is not added to the game.
The tag files are not within /Content/ so UnrealPackGUI can't deal with it easily
i see. I wouldve thought the new variant would spawn in at all if the tag wasent there.
What Im seeing is the new variant is there initially. But then you save the game then load and it disappears
Yeah, because your files are technically valid, so it forces it at runtime. But my guess is that there is some sort of validation process when saving/loading
So if an item isn't in the tag files, it gets removed. It allows saves with outdated/removed item to be loaded I guess
i see. so how did you get it to accept your tag? i copied your file structure from z_shop_disable but presumably theres something else
or is it just trial and error
I don't use UnrealPakGUI
I use the unreal packing executable directly, using batch files.
To do that you'll need a batch file, and a text file.
The batch file must contain something like that :
"C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UnrealPak.exe" D:\SteamLibrary\steamapps\common\IntoTheRadius\IntoTheRadius\Content\Paks\z_shop_disable_mod_P.pak -create=C:\Users\nicol\Documents\UnrealProjects\ModStaging\to_pak_shop_disable.txt -patchpaddingalign=2048 -multiprocess
pause
So, executable for UnrealPak, then destination folder and filename of the final pak, and path to the txt
(its a single line)
you'll have to replace the paths with your own, obviously
And then you need a txt file, the one referenced after "create="
Within it you put the source file and their destination.
"C:\Users\nicol\Documents\UnrealProjects\IntoTheRadius\WindowsNoEditor\IntoTheRadius\Content\ITR\Configs\Infos_sec\" "../../../IntoTheRadius/Content/ITR/Configurations/Infos/"
The line for example, tels the game to take all the content within the first referenced folder, and put it inside the games Content/ITR/Configuration/Infos
so the text file needs to point to every folder with uassets (or related) in it?
"URL TO YOUR TAG FILE\YOUR TAG FILE" "../../../IntoTheRadius/Config/Tags/YOUR TAG FILE"
"URL TO YOUR CONTENT FOLDER" "../../../IntoTheRadius/Content/"
Those two lines should do the trick for you, as long as the Content folder is clean of garbage files
You can point to every file and their destination. But it's a waste of time
If you use a Content folder that matches the game's when you created your uasset etc, you can reference the entire folder
alright. So I just need a .txt file that points to my mods content folder and config folder.
Man how on earth did you figure this shit out lol
Read the Unreal Documentation, this is the actual way to pak stuff
UnrealPakGUI does that in the background
but it limit itselfs to files within Content
i mean I know theres built in packaging, but I wouldnt have thought to use a batch file to hijack it like that
anyway ill try this out and let you know how it goes. thanks for the help!
are .uexp files garbage files?
yeah it doesnt like something about my content folder. Sais theres a missing file
think i got it. was missing a backslash
yup its working now. Saedriss you are the fucking GOAT.
No. They go with .uassets
Not sure of the exact split, but basically uassets contains headers and uexp the actual values, or something like that. In any case you need both
when I read up on it the documentation made it sound like they only get created when you export
And I'm glad you managed it with the .bat file.
If you are consistent with your workflow it's superior to using UnrealPackGUI, you create a .bat for each of your mod, and you just have to double click them to properly package each mod
yeah its a nice system. only issue is you either need to modify the .txt file for different mods, copy it it over, or keep a version of the .bat for each mod
no idea if this is just a game issue or a stalker mod issue
but anytime i eat the big canned meat it disappears
open it up
stick knife in
and i get one piece before it evaporates
little cans work fine though, aswell as every other food
oh and you canāt load the revolver in the shooting range, again not sure if itās the mod or the game itself
ty zig
@opaque coyote 
Ok so I didn't see in the update catalog or in the hotfix this mentioned but, whenever you try to use the actual revolver you can't load bullets into it.
so its straight up non funtioning
the free one i got from the red crate in pervomay worked
@steel sail
Pog, a good "just in case"
i didnāt even remember to check that youāre right my bad
double checked it
that one is infact a "old" revolver
also a new bug to be reported
tried to buy pineapples from the shop
and it didnt actually give me them
as in when bought they just popped out of existance
oh nice
you can still eat them properly though if you find it
the only stable food is small meat cans and cake š
actually i didnāt try to buy one it might not even
Just keep on reporting them. Im hoping to have time to look into bugs tonight
Looking at the latest version you uploaded here :
There is no AmmoContainerInfos entry for the regular MP412
I figured the rex loading bug was something like that. Just have no idea how i managed to do that.
Thanks for looking into it for me though. One less to track down
cant replicate this on my and. its likely not related to Stalker Overhaul.
I did get this with canned beef though and found the issue
so in my source files I do have an entry for the regular MP412. Its identical to the old revolver one. Either its not packing right or im missign something important
does it have the same row name ?
It's a lot of trial and error, been there
I mistakenly thought identical names were fine because alot of the native ones have names that read as the same but are actually slightly different
yes, they are number, incremended or with a _X whend copied from another
the rowname doesn't matter at all, unless you give the same to two rows 
yup. makes sense. At least now I know.
But granted it's easier to figure out when actually working in unreal engine, from the outside it would be hard to guess
looking forward to mod tools for hopefully a dummy unreal project. even if its gonna mean rebuilding most the mod by hand
ideally well be able to add in our own data tables though for the game to reference though to avoid conflicts when we want to add new stuff
We will probably be able to do a merge on startup.
Basicall each mod will have its own version of each DT with only the relevant stuff, and on loading up the game, they get merged into the base one, one after the other depending on load order, and overwrite/add stuff as needed
This is how I would approach this, personnaly.
So if a mod adds 10 new weapons, they provide all DT with only those 10 entries, and they get appended to the base ones
that would make sense. and would allow mods like stalker which drastically changes most the stuff in iteminfos to stay compatible with most stuff
as long as two mods don't use the same item tags, no issues, and if two mods change the same thing, last loaded wins
So wait, what was the pricing difference between before and Hotfixes 2?
Nvm, found it
You're a hero, my friend.
Is ti just stalker?
Stuchoo, when you adjusted the harvesters respawn feature, did you quicken the respawn time for the rifts? I feel they respawn faster.
Also, the update page speaks of custom upgrades
I'm curious to what these upgrades are
They do. Its a part of enemy spawns. Specifically the monster spawn generators
Id have to dig through the files but i think its the extra chambered rounds and weight reduction upgrades.
Not entirely sure as its one of the many things i flew through when updating ziggyās work
Kek, good to know
Thanks for the feedback, imma check up on it since I got home
started an ironman run on stalker nightmare and itās making me suicidal
painfully reminded shotgun mimics fucking hurt
i blame the iron sights on the revolver and not my obvious lack of skill
yeah the old revolver kinda sucks to use ngl
It has 60 dmg base, plus chp rounds that make it deal less than the PM
but atleast it has you collecting .357 even if its chp or fmj
that could be used for the rex
My goal was to make it on par with the PM.
Its meant to be a shitty starter pistol
Even if its worse than the PM, i like to think its more fun as a starter weapon
The only saving grace for a start is that the PM pistol is cheap
yeah but you still get a free repairable one under the floor and another one from the supporter pack
and 2 pm mags under the floor as well
over by the metal shelfs where it normally was
Bruh. Guess i didnāt drop it low enough. Those are supposed to be under the map where you cant get them
i think itās kinda like
terrible for the increased enemies
i mean running and dropping a mag is magnitudes faster than trying to load shots back in
and then the revolver randomly closes on you
but to@be fair it is called nightmare for a reason
but it feels like more of a detriment than anything else
maybe if i get used to the iron sights it puts in serious work idk yet š¤·
Tbh I found those by accident
I wasn't looking for them
i mean theyre all basically free in the shop if you want to buy them. I
looking to release another hotfix soon. Anyone have any other bugs they've encounted in 1.07hotfix3? This is what I've got so far
-Fixed excessive weight on 5.45fmj box
-Fixed low durability on night eye artifact
-Fixed low durability on shard artifact
-Fixed low durability on steps artifact
-Fixed starter PM and PM mags being reachable though the floor in vanno
so it turns out flares break the shop when you buy them
meaning you can't interact with them after they are bought
and i had to load back a save just to fix it
so apparently you canāt use the big hunting shotgun
had yellow durability
took it out
took the shot and it disappeared
both are likely more zero durability issues. Ill look into it
yup found them in my files. Both will be fixed in hotfix4
so the ammo count upgrade for the izh-81 only gave 2 more shells instead of 4
is this a glitch or a feature of the mod?
I would say a bug but I dont know what I wouldve done to cause that. Its possible ziggy initially made it that way
Just uploaded another hotfix. Hopefully this is the last one for 1.07
Safe to update mid playthrough
Just uploaded 1.08! This version adds a ton of music from STALKER Shadow of Chernobyl, while also updating for version 2.7.2 of ITR. See changelog below
-Replaced music cassets with stalker campfire music
-Replaced main menu theme with menu theme from Stalker SOC
-Various game difficult bug fixes
-Fixed pecho plushies not appearing.
-Fixed explorer paintings not appearing.
-Various other worldspace fixes.
Hey I'm have trouble downloading the update I don't know if its a bug or not ?
yeah i messed up and somehow managed to upload the wrong files. Correct files will be up in a minute
thank you
https://www.twitch.tv/videos/1974895234 @hushed moss
he playin the mod
hes having a ROUGH time
bro I think you gotta buff the revolver
Yeah he was
How'd you separate "old revolver" from everything else
I don't think it was made very clear to him that it was different
he saw the MP412 in the store and said "this is a 10,000 dollar gun?!"
the one in the store should be a regular MP412.
Yeah I get what you mean
but he literally unloaded all 6 shots point blank and the guy didn't die lmao
and I don't think he realized it was even a different gun
ah yeah. theres still no way to change the look so i guess it could be confusing lol'
but either way, I did it by creating the new tag .ini file, creating the new tag for the item, then adding it to all the info using the regular version as a template.
Maybe a more specific description might help
Saedriss showed me how. I think it was in this chat if you wanna see how exactly
Nah that's okay, it's just cool that you did
Still, even something as blunt as (this is not the MP412)
yeah. Maybe something like "Looks similar to an MP412"
I recommend watching the vod to see what he thought. He seemed to enjoy it but he was having a ROUGH time.
I hope he comes back to it at some point.
the Stalker Enemy spawns make it really brutal
theres a reason I removed all the free PMs
I kinda wanted the player to start off effectively unarmed. I figured itd be fun to have the player start with a weapon bad enough it could make the PM feels like a possible improvement. You can still use the old revolver in pervomay but yeah itll be a stuggle
Pay for advantage for Stalker Mod via Support PM
I think that's a bit too much, from my perspective
the world and game is already suseptable to being really hard, I don't think there's much reason to keep kicking them while they're down
Quick post before driving. Ive encountered a couple issues that im curious if they are known bugs or an issue with my game.
Weight light on watch is always white, never changes when travelling light or heavy.
Loose sunflower seeds in the world cant be eaten for some reason. Have not tried ones in a bag yet.
I know about the colour thing. I havenāt been able to fix it though.
The sunflower seed one is weird tho
I did some thinking. If you want the Old Revolver to not feel like shit, damage should not be affected much, the bullets should be the factor. You should make the gun bad in other ways.
Making bullets suddenly worse is a bad way to handle it, imo.
its damage is middle of the pack for pistols. THe reason its so bad is cause revolvers are akward as hell to use
old revolver does 60 damage. the OC-33 does 57 dmg and the G17 does 62 dmg.
The Rex does 150 dmg and the Deagle does 195 dmg
That said iirc the rex does more damage than the deagle in vanilla cause i think the devs wanted the rex to be OP
Theres other issues though
6 shots of surplus ammo is all anyone is gonna have with the old revolver
And unlike a PM which can rapidly reload its shitty bullets, it's too weak
Okay so im assuming these values are in the mod
one thing I think you may have misunderstood when balancing weapons is that all the weapons do around the same damage
per caliber
It's an important balance metric because guns are more of the tools to shoot the bullets
The rex and deagle should be relatively on par with eachother for damage
and the old revolver should only be marginally worse
the issues with the revolver should be in ways of durability, accuracy, firerate, anything that isn't damage
when you nerf the damage, it makes the gun feel like fucking beans
at that point, you might as well just give them the PM
Just seems like a strange kick in the nuts to give you essentially an airsoft gun to start with
fair enough
If you update it, just @ me and I can try to let that guy know because it's really cruel.
The change was a bit crazy.
not sure id say its cruel. Its very easy to find a makarov to replace it with in the zone.
What I really dont want to do is make the Old Revolver better than Makarov. Its meant to be a starter weapon and the player is meant to replace it with a better weapon as soon as possible
to the point where I'm think about trying to make it chambered in 7.62x25 right now
I hope Ziggy helps get the mod back to where it was. It is indeed Ass at the moment with all the fiddling of the damage etc
I havent touched damage at all. The only place Ive touched damage is on the old revolver
I've been very careful not to play with the difficulty of the mod
THe old revolver is shit but so is the makarov. The goal was to give you a more interesting starter weapon, not a more effective one
Yeah looking back, the only "fiddling" with damage ive done is a very slight buff to 7.62x39 ammo and a very slight buff to slugs damage.
nothing has actually changed. The only things I've actually changed from when Ziggy managed the mod are sounds and mod compatibiliy
Gotcha, when you mention sounds are you referring to the enemy perception of sounds or the loudness of the guns?
neither. I havent touched either of those cause it would significantly change the difficulty.
I added proper attenuation to mimic footstep sounds (so you cant hear mimics from across the map anymore), Made similar changes to fragments and phantoms, and adding a ton of music from stalker SOC to the game
Iāll have to revisit the stalker save file!
Question about the mod currently
Do enemies still have their variable health? Are the health values still the same for enemies? Same spawns?
Oh and lastly, if you do decide to adjust values for damage, the important thing is that it's caliber wide for the most part.
The biggest damage differences are from sawn offs to full sizes and like, Makarov PM to Kedr.
yup health values and variable health have no changed from when you steped back from the mod.
Enemy spawns are still mostly the same. Only thing ive changed it preventing melee enemies spawn in sniper towers
Makarov P+ to Kedr P+ is 64 damage vs 75 damage.
That's good
Oh and one more question
the deagle does 195 damage per shot with FMJ
what does the Old Revolver and MP412 do?
Deagle is 195 damage. MP412 is 150 (might buff it), Old revolver is 60. Might change the calibre of the old revolver to justify it having lower damage
I just have to work out fixing this first
Making it 9x18, that'd justify the low damage.
Though I would make it like
the same damage as the PM
considering it has no magazine and is slow to reload.
see if those work
good news, he said he'd play it again
yippie
I recommend old revolver, if chambered in 9x18, be made to do 54 damage with FMJ (1.0)
this is a massive buff over the current revolver in both ammo and in damage
as currently you're likely using CHP which makes your damage be 45, with .357 rounds
which is pathetic
I recommend matching the MP412 to be the same damage as the deagle, or within like
5
give or take
Also, if you do change the revolver to properly use 9x18
I recommend changing the name of it to "Old 9x18 Revolver"
That way it's very clearly a different gun
@hushed moss
7.62x25 also works but it looks a bit silly
whichever caliber you pick, it just has to be in-line with the damage of that caliber
magazine options will always be better for the same damage model
the way I see it, the revolver is always going to be worse when it isnt doing significantly more damage
(definitely cool though)
yeah the reason i wanted to go 7.62x25 is cause the nagant revolver fires 7.62x28 which is close enough that i was just gonna use the name. Unfortunately i dont think I can fix the visual issue
Chippa Rhine can be chamered in 9mm so maybe ill use that
also i see your modifying the revolver above? would be cool to see it chambered in diff calibers

In stalker mod there are two seperate revolvers. The "Old Revolver" you start with that is dogshit. The MP412 Rex is much much better
hmm, it could be cause..
so, i still had 1.06 of the mod untill i updated it yesterday
cause im getting into itr again
i bought the revolver cause it was bugged and was 100 bucks in the 1.06 edition of stalker
when i upgraded ig it turned it into the old revolver?
idk, ill have to maybe buy a new one to test it
sowee!

regardless, still love the mod, a Subsonic silenced ak is the only thing keeping me alive in blotky
welp at least now I know. The worst is when someone complains about a bug i had no idea about
however you spell it
ye
huggies and i wish u coding luck
and no lua errors
i know nothing about coding
actually, i dont know why you were able to buy the Rex at all with v1.06. As far as I know the rex shouldnt have showed up at all. It turning into the Old Revolver concerns me though
v1.06 of the stalker mod is what i mean
i was however on the latest update of ITR
when i bought it it had a bugged description
yeah not surprised there were bugs. Im just surprised the revolver was there at all
idk, it shouldnt be much of a problem now since the mod and game is updated
guess i just gotta buy a new revolver
im still sad i cant fan it like a cowboy
no cowboy explorer

yeah. Let me know if you have any issues on the latest version. if there are bugs I wanna know
Did you try 9x18?
It's smaller
yeah gonna try it now
OH
i just remembered now
when i was playing with the stalker mod
the mosin for some reason had a 10k upgrade to add burst fire to it
i tested it in the firing range and it did nothing
i can grab a screenshot in a bit
burst fire mosin would go crazy tho

no need. I can see the bug in the files. Will be fixed next update
no idea how i managed to do that one. DT edits really put my brain into low power mode
maybe you could piggyback off that bug and make a mosin clip upgrade?

would be expensive as hell tho
@molten pine Not perfect but I think its acceptable
Very acceptable
I tried many custom upgrades
ones especially around firemodes do not work properly
everything from "not working entirely" to "missing sound effects"
augh
aight its working
now i just need to test what happens when you update and there are already .357 rounds loaded
nice the game doesnt care. the old rounds just disappear
I have a question for you
Did you find that some items seem to just refuse appear in the shop. I can not for the life of me get the spetnaz knife to appear in the shop
Also, if youre at all curious, I did a ton of analysis on enemy when working on weighedRandomEnemies v2.0. I was able to show mathmatically why Stalker Enemy spawns feel so brutal
https://docs.google.com/spreadsheets/d/1iASnxr97koeCgCMqHzaNEvjXh26cDRlVkudxebsvjAc/edit#gid=0
Pervomay
Native,Stalker v1.05 Spawn Weights,WeighedRandomEnemySpawns v2.0
Enemy,Total Spawn Weight*,Mean Spawn Weight,Mean Spawn Weight [%],Spawn Weight,Mean Spawn Chance,Probability of Encountering*,Probability of Encountering Two,Probability of Encountering One of Group,Spawn Weight,Mean Spawn...
Just pushed the update
Sorry, yeah its a bit tricky
I can try and direct you but I don't have the code anymore
Oh neat
I could try to help with this problem if needed.
Yeah im at work now but if you have any idea why, its an issue id love to solve.
Certain items ive successfully added (like cake) but others like the spetnaz knife dont work
Are you able to put the knife other places
Like in the starting bag
I guess the first thing would be to make sure the item is working in other aspects, then let me see it in the store (in the asset editor)
here's how I had tried to add it. Left is iteminfos. right is Gameconfig
Can I see another entry into the gameconfig?
Can I see the category in gameconfig that the machete is under, as well?
The "slide showcase"
heres cake with candle in the food category
and heres the showcase slides bit
One thing to try
try replacing the knife instead
if it doesn't work, then it likely won't
Also, I think there might be two machetes
make sure you're using the right one, if there is two
I don't remember. I'm just going off of memory
There was a lot of knives
ITR 1.0 really left behind a lot of extra stuff
The knives variation got added with 2.4.0, but saw no real use.
I think they toyed with the idea of adding cuttelry as valid items with the cake, but gave up
yeah looking for more machetes now. ill double check which one is in the bolotoki stash cause that one should be the right one
theres only one "machete" in iteminfos tho
GameplayTagList=(Tag="Item.Weapon.Melee.Knife",DevComment="Military knife")
GameplayTagList=(Tag="Item.Weapon.Melee.Knife_2",DevComment="")
GameplayTagList=(Tag="Item.Weapon.Melee.Knife_3",DevComment="")
GameplayTagList=(Tag="Item.Weapon.Melee.Machete",DevComment="")
Only 1 machete item.
its possible military knife is the right one
it's the basic knife
Thing is, you may conflict with the fact that the Machete already is in the shop. But only gets activated for Early Access players
oh thatd do it
theres a similar thing with the new camos
as far as I can tell, something changes in the BP for the camos when you download the DLC. I bet the same thing happens with the machete
That is very possible.
That being said if you are hellbent on offering the player a knife alternative, you could use the knife2 or knife3, change their model, fiddle with their hurtbox in their BP, and make your own
They both have their own BP, mesh & texture, so you can pretty much do whatever with them
This is how I made the shield back then
nah its just something I saw in the shop when updating Ziggy's original work, and the fact I couldnt get it working has annoyed me since
They may have updated how they handle "exclusive" stuff between then and now
Due to the supporter pack
mightve. I dont remember if it worked before I took over
I think I did that before
You have to edit the BP to change the damage, which is how I boosted all the melee damage
I'm assuming this was done by stuchoo too.
yeah the kitchen knife works like a normal knife exactly how you had it
i dont think i have it in the shop though
Hey there. I joined the discord hoping to find a solution to an issue I am having with the Stalker Mod? I am kind of stuck at the startup loading screen. any ideas?
Is stalker mod the only mod your using?
I have that, the pakchunk0-WindowsNoEditor.pak which I was told not to delete from the mod page on Nexus and the Winter Wasteland mod which according to the page should not cause any conflicts
To provide further information on this, I launch the game through Steam and use Oculus VR not Steam VR. It launches normally but will not go past the initial loading screen. Just tips for the game cycling through and nothing happening.
could be winter wasteland
Tried deleting that too. No luck š¦
thats the gun you start with
its just an mp412 rex with worse stats
and by the sounds of it takes 9x18
A gun that somehow manages to make even the Makarov seem like an improvement.
on paper its better than the makarov. its the akwardness of using a revolver that makes it feel worse
imo its still more fun as a starting weapon, even if players are gonna throw it away asap. and now that its 9x18 people can load P+ into it
i dont play stalker just because too many incompatabilities to worry about but based on stats i think id take the shitty rex over a makarov
stopping power>more boolets
Hello everyone, haven't touched ITR or stalker mod in likely over a year. Planning to hop back in, is there still a good Google drive sheet that helps lay out all the Weapon and balance changes?
yeah for stalker nightmare the revolver is kinda too underwhelming
if i wasnāt getting SWARMED it would be better
but i need magazines to keep up with the onslaught
also did you do something to 9x18 subsonic?
it feels way stronger than it should be
yes the ippo technique actually works
wtf is the ippo technique
I love Sliders in Stalker Mod. Yes they piss me off too and make me rage. No I won't change it š
Nope everything looks in order for 9x18 subsonic. Projectile speed halved, 30% penetration chance, 15% damage reduction. The way god intended.
Left to right tucking your arms in
having your playermodel off
your hitbox follows right under your head
going side to side really fast screws the mimic aim
i dont know if stalker added it or not but i saw the sliders WALKING sometimes
ive legitamately never seen them walk untill i started seeing them more in stalker
yeah it happens in vanilla. creepy af when they do i might add
With name changes and model swaps, would it technically be possible to add in a nagant revolver?
we cant to a model swap and keep the MP412 at the same time. Initially I was gonna make the old revolver a nagant revolver (and say it fires 7.62x25 even though iirc its 7.62x38 or smthn)
and it did this when I tried to make the MP412 use 7.62x25
It can happen sometimes even without the mod.
was probably just hitting more shots cuz iām used to it then
if only we had speedloaders
i agree
The revolver felt like it had something missing, then i was like "oh right, speedloaders"
That's a shame, I was hoping it could piggyback off of your work on the old revolver, since you have it as a separate entity.
Out of curiosity, what would it take to be able to add in new weapons?
Is it completely unavailable without official modding tools?
iirc yes
can only replace or do the "special" weapons that stalker has with the rex and scavenger has with the rare guns
Yeah we cant create blueprints, and dont know the necessary references to make a custom blueprint work. We could potentially cannibalize an existing unused BP but even then we wouldnāt know what to do with it without an insane amount of reverse engineering.
it took me 2 days to figure out to add custom weapons with sae and stu help, so it's not the worst thing in the world
is the latest stalker overhaul update supposed to have a "!" in front of it?
like the .pak
wait never mind that was a stupid question ignore that
Yeah it helps with mod compatibility
nightmare does not fail to live up to its name
the Izh shotgun paired with buckshot is not confidence inspiring to take on fixing a leak
i mean thereās just so many dudes
i canāt decide if i just buy slugs or hope the mosin distribution system does gods work for me
Fixing the leak is the more "oh shit this is a nightmare" when doing nightmare
even more so when you enter from the shortcut side and immediately met with 15 seeks and gunners
My advice is to do around 15 runs of Permonvy for some decent loot, and maybe stealth around the Factory for a couple of loot.
Nightmare demands someone to grill their steaks slow and steady, otherwises they set themselves on fire.
