#STALKER Overhaul Mod
1 messages · Page 8 of 1
while this is good information
i bought two boxes of slugs
i went through one and a half but i got the mission done
in the new patch thankfully the whole map doesn’t swarm me
if the game didn’t bless me with a pump shotgun i would’ve been screwed
by the way why do we have the stupid bead sight on the pump shotgun
is there a mod/reskin that gives it regular sights?
because thats a common sight for shotguns
don’t get me wrong i’m starting to get REALLY good with it
the IZH 81 has a bead sight
@hushed moss Should have made your patch an optionnal file in your main mod imo
(it's a pretty common practice)
I just mimicked the way skyrim modders usually do it ¯_(ツ)_/¯
The real way they do it (the proper modders) they include the patches in their main archive, and use the fomod installer to offer the option to install the patches, even to detect other mods needing patches etc.
In any case I feel it would be better if someone who wanted to use your mod had all the files in the same place.
Example from New Vegas Nexus :
It avoids cluttering the Nexus.
On that subject I wished the model/weapon replacement people would make a single mod page with all their models/sounds as sub-files rather than create a full mod for each weapon, but well, that ship has sailed.
Fair enough. At this stage I havent bothered learning how to put together fomod installers yet. Might be some i look into as i am planning on adding a lot of optional files to Stalker mod at some point now that ITR isnt getting updated anymore
The fomod stuff is "nice to have" but not necessary, but having mods files grouped in the same places seems like the best approach for the user experience.
Yeah I see the value.
This way I can mark your mod as compatible in mine, and just say "download the patch from optionnal files"
And this will set a good practice moving forward if such cases arise again
Yeah. Maybe ill mess around on the files page and see if i can organize it nicely. My concern is im gonna bloat the stalker for page
But it probably will come up again cause im thinking im gonna make a compatibility patch between Stalker and z_shop_disable.
You're fine for now. I'd recommend removing the old files from the dl section, but aside from that you got room for optionnal stuff
(they don't really get removed, they go in the archive section, but are hidden by default)
My file archive is messy af though lol. Ill remove the old files section if it gets too cluttered
nobody uses the archive tbh, if nexus allowed full removal I would.
i dont even know what fomod is
it's a small code package you add to your mod file that is read by Vortex (and some other mod managers) so you can have a menu when you enable the mod, allowing you to choose options etc, without messing with files yourself
It's not necessary for mods that have a single file.
But it's nice to have when you have mods that provide different presets, patches.
Thank you for the Mist patch, my friend.
Now if only the Winter mod would be updated. I feel they'd look great together.
hello
I'm new here
I specifically joined because I wanted to learn how to edit pre-existing mods, and this one precisely, but I see there's already a thread for the mod itself
and thus here I am
I'd like to make some tweaks to ammo pricing and loot tables, as well as removing the Monolith sounds for the mimic (they sound way scarier in vanilla, especially when doing a "only save at safehouses" self-imposed challenge), but I don't even know how to open a .pak file
any advice?
also, is it possible to make some of the infinite resources in ITR finite? Like consuming a bit of their durability everytime toilet paper, probes, flashlights etc. are used
I don't mean something extremely punishing, but I never liked how the moment you acquire one of them you're basically stocked for life
makes finding more completely pointless, not to mention buying them
other than that, I'm completely in love with this game, and your mod only makes it better
this sounds perfect!
You can extract stalkerOverhaul in FModel just like the base game
I've also only found guides to edit models and textures, and that's not what I was looking for
You’ll have to snoop around and try stuff. Not something i know anyones attempted before
Yeah my guide is newer so its not on the main post
I think a lot of masochistic survival players would like something like that. I know I'm not the only one lmao
No.
Not with the current tools.
The closest thing you can do is enable them to degrade over time which is sort of shitty because it happens regardless of the player's actions.
aw, yeah that wouldn't cut it
a shame though
can't wait to see what we'll be able to do once ITR2 gets released with full mod support
also I wanted to ask: is it normal I only take like 1-2 dots of health damage from mimic's bullets while wearing armor (no helmet)?
enemy damage is set to "increased" in the difficulty settings
and without armor, a fragment only took one hit to get me to critical health
is this all intended or am I missing something
I would raise the enemies' damage to "highly increased" but then this would mean I would be getting one-shotted in melee fights without armor, I think?
Depends on what youre being shot with. PM mimics take quite a few shots to kill you. SVD mimics will kill you in 2 shots on normal, and AKM mimics can kill you in 2 bursts usually. At least Thats my experience.
hmm, I'll make a video to confirm
unless I've being grazed or something that doesn't really add up for me
but I don't think being grazed by shots is an actual game mechanic
(or is it?)
It's not.
Flat damage wherever it hits you, minus the % protection of your armor (indicated on your watch)
You arent using any other mods are you?
ok I'm going to need a little more guidance here
I went through this and it was all pretty clear
however
this teaches how to make a mod from scratch starting from the base game's assets
but what if I just want to take your mod and delete/edit some of the files? I don't think I have to export every single file in the mod individually, do I?
so uh
I've tried selecting the folder from FModel and clicking "extract folder's packages" but I don't see the extracted content in the "output" folder, nor do I know if I'm even going in the right direction to do what I'm planning
any hints?
works
im using the two of them together right now
was working as of yesterday
Ive always extracted files individually. Its better to do it that way. Otherwise you have to sort through which ones you actually want later.
If youre looking at durability, everything you want is either gonna be in iteminfos, or the BP for that item
no I just want to remove the mimic sounds and edit some items' prices in the shop
so if I understood this right, I have to rebuild the whole mod by exporting each file individually again, EXCEPT the sounds I want to remove
there's no way to just remove them and edit the other files from the current pak
let's say, extract the whole mod in a folder, edit what I need, then repack the whole folder
The better approach would be to take the vanilla files and use them as a patch.
Honestly its something i was gonna do myself in the near future. Im just pretty busy lately
So you can get the vanilla files in FModel, pack those with no modification at all, and load it after stalker mod.
The specific files you care about for this are the ones in waveCue\VO\mimicVoiceEN
And the ones in waveCue\CTR\Shooter
And WaveCue\CTR\General
Maybe also maybe Mixer\mimic_Vox
I see
so that the vanilla files of my patch would overwrite the ones from the STALKER mod, which overwrites the vanilla files
lmao
Huh, I read comments saying that 2.6 had broken it.
might have somehow fixed itself?
not sure
alot talk about distance with the reduced fog mod and im using the increased fog mod so i wouldnt know about that
So you haven't noticed any obvious glitches or texture errors?
nope
anyone knows if the 'fog distance changer' mod is compatible with the stalker mod (or perhaps it's already included in the mod?)
talking about this one: https://www.nexusmods.com/intotheradiusvr/mods/11
It most likely is.
alrighty, thanks!
From the nexus page
Ah awesome! Thank you (:
you think the dvl needs any attention in the mod?
its a really cool gun
and its been a few patches since ive used it
but i swear there are mimics it wont one shot headshot with the increased health
well im okay with that for sliders
but it kinda stinks when i watch a regular mimic just dust it off
maybe im just neck shotting them though
The dvl in the base game has artifically a higher dmg due to it's tier and dmg.
Here, the logic is that most 7.62x51 guns deal similar dmg due to the calibur largely dictate dmg, not the gun.
A lot of bolt-actions suffer with change, but the dvl has a supp and rails already on it, and it does fire 7.62x51
Also headshots still do 4x the damage in this mod which should still allow you to one shot headshot anything but sliders at that calibrr
Hey Stuchoo, you’re looking at the loot right? If you’re making a weighted loot randomizer could you also pak it as a standalone?
Yeah ill consider it. Alternatively i can share some of my tools with you as thanks to chuckshart’s SDK ive been able to make some pretty powerful tools for modifying loot tables
Unfortunately the randomness has been really killing me and I haven’t been to get it under control like I did with weighedRandomEnemies
We always need more tools Stuch’
By tools i just mean excel workbooks lol. But theyve turned what wouldve taken multiple days into something that takes a few minutes
So stuff that’d be good for the mod guide site? If so I can wait to let you upload them directly to github in a couple weeks, I’m still well busy enough with my mods these weeks to look at excel spreadsheets
Yeah I’ll definitely have lots of stuff to add there. Eventually i have to update my existing mod guide aswell to have a “for dummies” guide on ITR modding using exclusively unrealEngine
But ive been putting it off as its gonna take a while to write up
Well worth it though. And you still have some time, I’m getting a couple more mods made before I host anything
But later today i could definitely send you over my stuff. I also have a sheet for mass iteminfos changes if thats something youd want
That one I do want now
Alright ill send you my stuff within the next few hours.
Does the stalker mod still add a chance for enemies to drop guns? Or was that removed
no longer possible since ITR updated to version 2.6
does playing on nightmare mean more increased health enemies or am i just really unlucky?
Stalker Nightmare preset by default increases enemy health to the increased enemy health setting yes
is that why so many enemies brush it off?
well so many as in more than i would ever want to survive a headshot
i’ll have to progress further in this playthrough to have like any examples
i mean it heavily depends on the enemy, weapon, and ammo used
i was only complaining about the dvl with fmj
but legit like a 1/3rd the armored mimics i ran into would just eat headshots
you weren't headshotting them then. DVL should absolutely one shot everything but the slider and harvester with a headshot. On normal difficult itll one shot many enemies with a body shot
at least with FMJ
Yeah i guess i just suck
maybe you arent accounting for bullet drop? Its also possible theres some damage drop off over range but iirc thats not a thing in this game
actually if i remember i’ll go out later today and turn on tracers
but like even the mosin has the same issue and iirc it does more damage
again might just suck
always a possibility
i know for a fact the mosin will 1 shot headshot anything except the slider (which it will 2 shot headshot). I was messing with it in testing the other day
did you recently change the damage?
nope. I havent really touched game balance at all since I took over the mod.
I guess i keep rolling that 1% to not penetrate armor
what about slugs?
are they supposed to drop everything with a headshot or are they balanced?
everything damage and health wise is in the stalker spreadsheet
https://docs.google.com/spreadsheets/d/1feMdYvjWVPTD41sqWfN7P4iD60LM5RORJJRGIWpIITI/edit#gid=851481440
Weapon and Ammo Spreadsheet
STALKER Mod,By Ziggylata,Version 1.08,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...
okay i’m like 1000% sure this actually happened
i caught it twice more on camera but they were armored so i’m pretty sure it was me rolling that 1%
however unless another mimic just spawned behind this one
or i caught it’s neck
Watch Into the Radius Trimmed Clip 1 and millions of other Into the Radius videos on Medal, the largest Game Clip Platform.
i am just that unlucky somehow
i will put the big boy scope on a mosin tomorrow and see if it has the same “issue”
i thought i was going crazy for a second though can’t lie
that was on nightmare
and to add i don’t know if it changes it
that’s a dvl from the shop
i know there was something about special guns that would spawn in the radius and i have no clue if that’s still in the mod but
i’ve yet to grab a gun from the radius with a stat change
The special guns are scavenger mod not stalker?
You arent using scavenger and stalker are you?
it’s just stalker mod and texture overhauls
but i could’ve swarn atleast in the ziggys original mod there was something about that
but i know the mosin with fmj ammo will do the same thing
i haven’t used ap because i’m cheap and i only recently saw it actually does more damage
that probably prevents it
ok i guess i’m just crazy
but yeah i have experienced that at the worst times possible
Oh have you been using CHP ammo? That could do it. High health roll on enemy combined with 20% damage reduction from CHP ammo
no it’s fmj
same for the mosin
but 7.62 nato doesn’t have any higher damage option
now though i kinda wanna test a mosin with ap and see if i can still recreate it
and there are also a ton of phantoms that don’t die to body shots?
i don’t know if that’s intended but it is terrifying
I'm not sure if it's intended or not, but the sunflower seeds lined up in various parts of the map are unable to be eaten on my end.
Same, the sunflower seeds are inedible, including the ones in the store
How do I change how long the tide timer takes? 23 hours ain't cutting it rn
Increase Tide Interval in difficulty options I guess
Oh I'm a dumbass. For some reason I thought that wouldn't work because of the mod changing the time scaling
It will work but probably to a limited extent, since it applies a modifier on top of the base value (of 23h)
Nope stalker mod adjusts that setting. Iirc its 1 day, 2 days, 3 days
Suggestions on whether I should go with DVL or the tiger rifle? At security level 4 and have about 90k saved up (got lucky and found an aug early on)
Will the suppressor on the DVL keep everything on the map from immediately targeting me. Snipers are making my life hell in kohlkoz
Oh damn I forgot about that
Hello, i just downloaded the mod and i'm running into the same issue some people have reported on the nexus mod forums for this mod - basically i'm getting overwhelmed by enemies and i'm only on the second quest
do you guys know of any fix for this?
Lower the difficulty.
I havent been able to track down if this is an actual buy or something else yet because I cant replicate it. The onoy reason a give it any credit is because someone reported the same thing with weighedRandomEnemySpawns.
Are you running any other mods? If yes: which ones?
What enemy count difficulty setting are you running?
How exactly did you get overwhelmed? Were enemies coming at you from across the map? Or were enemies respawning super quickly?
Without details theres nothing i can do to help, especially when 90% of people have no issue.
If the problem is just that enemy spawns are too hard, Install WeighedRandomEnemySpawns for a more balanced experienced
Im genuinely considering just integrating weighedRandomEnemies and making the OG soawns a patch at this point
@hushed moss hi sorry i was off my PC - but i'm fairly new to the game so i can't tell "spawns" just yet but it's similiar to what that guy in nexus stated it was like 3-5 shooters 3 commandos as well with full auto i saw 4 armored 3 of the invisible people and 3 spiders and like maybe 4 normal mimics all at one time lol as i was hiding for my life
i also ran "Normal stalker" difficulty
no i am not running any mods
i was thinking of re-downloading the mod and maybe adding like a patch like the altyn helmet or the no noise mimic patch maybe that will idk fix it somehow
only reason i survived was i had to put the spawn to none ;_; cause there were too many for just a shotty and 6r pistol lol
at first i thought okay maybe its randomized and im super unlucky so i slept one day - went out same thing - slept again - went out same thing
so i tried to reinstall mod and added the patches too for helmet and mimic noise that did not work i went in and immediately like 3 minutes into the zone 2 mimic 4 spiders 2 shooters were straight on me
im going to try that weighed random enemy spawn you mentioned and see how it goes
It sounds like you’re just having a hard time with the harder enemy spawns. Yeah its really not recommended for beginners. Stalker overhaul is significantly harder than is reasonable for a new ITR player
It's also extremely difficult to track down, since RNG plays such a large role.
I had the opposite situation, where "Increased" really wasn't that bad whatsoever.
It also doesn't help that general experience and personal limits come into play as well. What one person may consider overwhelming, another may consider underwhelming.
what i mean by overwhelming is that i literally have no ammo for what the game spawns - and i installed that overhaul and "normal" is the same as in too much spawns but when i changed it to "increased" it was still "alot" but WAY less than normal
like increased i'm fighting 2 shooters while normal will spawn 4 shooters from my experience that is
i think the increased might be better compared to normal as i was able to survive and actually fight them but what i noticed in increase that i didnt notice in normal is that i'm hearing that lightning noise more that spawns enemy - like for example i was hanging out in this one spot looting and literally counted in that SAME room i was at 3 lightning sound in front of me and then 2 seekers and 1 police cop
idk maybe normal is bugged
i do wanna say that the difficulty settings are kinda like
miles away from each other
stalker nightmare is just an actual onslaught of enemies every time you venture out
stalker hard feels like the base game with random loot and enemy spawns
or stalker normal i forgot it’s name
but still
There is a mod called Warzone which changes the diff enemy count to be absurd
i do not ahve that mod only mod i have was stalker
I need.
overall I think the difficulty can be overcome, and its certainly a challenge, with the exception of mimic snipers. I can outgun and outplay normal mimics, but 9 times out of 10 ill die to a sniper from halfway across the map without ever seeing them. and i know the answer is to outsnipe them, which is totally doable once i know where they are, but that usually involves dying to them once first
Do you reload on death or do you continue?
If you reload, almost any challenge can be beaten with enough perseverance.
If not, stockpile every spare round and weapon you can find.
I do, but I like to try to minimize it to once or twice per trip into the radius. I just wish they had a small warning of some kind. Like a scope glint or maybe coded to always miss first shot
i only like saving before making big decisions
mainly figuring out which zone i want to enter first to start a mission
just incase i get absolutely dogged on or it’s more time consuming
though it depends on my gear too
if i have plenty of ammo i get away with more stupid things
like that one time i went to do the yellow film roll mission with only a makarov just to be met with 2 sliders
no shame in restarting
are there any planned updates to the mod besides bugfixes? or is the mod pretty much in its final form?
Is there a way that I could port the Scavenger Gravi artifact over to Stalker Overhaul?
Hi! I started playing this mod yesterday after finishing the vanilla game. Really like the mod so far but the 23h tide is a bit too often.
Found this on the nexus page
"Tide comes every 23 hours (by default) but time is slowed 2x slower than normal. (Thank you Saedriss)"
By default? So is there a way to change this?
Have you tried increasing the tide interval in the gameplay configuration to see it changes it?
Oh, I didn't know that was an option to be honest. I will check that out!
didn't seem to work
You need to let a tide happen for it to change to your new setting

By how much has perception been reduced?
Mot really reduced. Pistols are quieter. Rifles are louder. Enemies see farther but in a smaller cone
Does that mean i still need increase fov mods for the snipers to not shoot me across the map? (On nightmare)
Also i like the pistol change, that'll help a lot
I dont remember if i changed that or not. I dont think i did (it would be in the patch notes somewhere if I did).
But yeah you probably do need fog distance changer to not get sniped across the map.
Sounds good, ty
I've never really run into an issue with snipers hitting me from excessive ranges, using the base set-up.
You won't normally, i play on nightmare
I have measured it before patch, their range was about 150% render distance
I've started 3 new games with the stalker mod + weighted random enemies, going up to completion of the 2nd mission, and I haven't found a single crate, aside from the starting crate at the start of pervomay. Does the mod decrease the spawn rate for crates that much? Or is weighted random enemies breaking it? Any help is appreciated
nope. as far as im aware its not even possible to mess with the spawn rates of crates
Silver crate spawns are super predictable too. on pervomay 3 spawn and there are only 4 possible locations so its pretty easy to confirm there
Do you have the Custom Weapons Mod and have you updated it to fix the Crate spawns and stashes?
I haven't encountered any issues with Stalker preventing crates from spawning. So, I'm assuming it's either extremely unfortunate luck or a mod combination conflict.
It was probably version 1 of my mod if they were using that.
Yeah the Stalker Mod itself shouldn’t conflict with crates and stashes
Only thing I heard that conflicts with crates and stashes was ^ that guy’s first released mod till they update it to fix the issue
I get this is the hardest preset (nightmare difficulty), but this is just ridiculous. It's only the second mission.
That’s what nightmare does it increases the enemy count to the highest possible and with stalker mod any enemy armored and non-armored enemies can appear
As well enemies health and damage they deal to you increase
thats kind of the problem, this is almost insurmountable unless you're a living aimbot or something
finally got my hands on a GSH and a long double barrel. beware mimics.
if you want to, just adjust the game settings in the menu you can edit the difficulty scale if you want less enemies, health and damage they deal
I can share tips if you want
It is beatable till at least the voice recorder, that's how far i got before i dropped it, but it was really painfull.
You do need to be able to hit targets with a PM at render distance + know the maps to even stand a chance however
you have to bring a shit ton of ammo and be prepared for a long gun fight
especially when you don’t have suppressed weapons
everything will come looking for you if you use a shotgun, so just bring enough ammo to shoot everything that moves twice, maybe even 3 times lol
pistols aren’t as bad anymore
but you have to constantly be on top of your mag refills and just everything
if you get caught with your pants down once it’s game
You are straight up not allowed to make louder noises than a pistol caliber unless you are in a good position
I don’t personally play the hardest difficulty. But there are people who find Stalker Nightmare difficulty to not be difficult enough.
Ive chosen no to make changes which significantly impact difficulty since taking over the mod. The biggest thing I’ve done that changes the difficulty is replace the starter PM with the old 9x18 revolver (which makes no difference difficulty wise because you start with enough money to buy a PM)
I’ve seriously considered changing out stalker enemy spawns with weighedRandomEnemySpawns which would significantly change the difficulty, but frankly given the complaints it would generate id rather just leave it. Anyone who takes a minute to read the FAQ on nexus can easily make that change for themselves anyway
wait the old revolver is still in the mod?
huh guess theres a mod that un-does that and has you start with a pm and 2 mags
and no i'm not saying which one i think it is as i'm playing with 48 mods (thats counting the stalker mod) and it'll take too long to figure out which one thats doing that
I never gotten the old revolver
So, the primary difference is that Weighted Random Enemy Spawns is much more linear?
Does the Stalker mod itself not have some form of enemy weighting? I assumed it wasn't completely random.
You can find snipers in Route as in vanilla you don’t
They’re both weighed. Stalker is just a lot more random. I personally play Stalker with weighedRandomEnemies
yeah running into armored mimics with only a sawed off shotgun isn’t exhilarating
Fuck their armor to hell with buckshot
Knives are also quite effective.
see that works when there isnt a sniper on my johnson just waiting to walk out
or the shotgun mimic decides to turn me into red paste
Use your armor as a shield
Aka Hold the armor in your hand, grab knife and rush them down with a charging Armor shield and knife
so where can I get the revolver? I didnt start with it and it isnt in the shop
You likely have a conflicting mod
Are you combining with other mods?
Is it because I set it to hard mode that it only gives you 12 hours instead of 23 or is it a glitch with this mod?
yeah theres a difficulty settings for tide interval.
Changing the tide interval in the difficulty settings seem to not work, I set it to decreased and it still only gives me 12 hours
Interval is the time for each tide. Decreasing the interval decreases the time for each tide. Increased interval means increased time between tides
I...completely spaced on that, wow, I actually had it backwards this whole time lol
I wonder if ITR2 will take any cues from the Stalker or Scavenger mods.
Imagine a new set of High difficulty standards above nightmare, being scav, stalker, warzone as omage to those mods
Sup guys, i was playing with stalker mod for couple days and all of a sudden the weight became while no matter how much i carry and stamina drain feels messed up. Tried reinstalling. Even when starting a new game the weight is allways white.
as far as I'm aware this is normal, since mine is white as well and nothing is messed up. You should check your (wrist) watch to see if you're carrying too much
Yeah the weight colour system is bugged in the current version of stalker.
Itll be fixed if i ever release another update but if i release an update as it stands itll break compatibility with chucks custom weapons
Chuck said he will be doing a third and final update for his mod after his next one in a few days or so, can you not work together and attempt to complete both updates so they work together. Sorry if this is nothing but air since I know very little about modding, I love both mods and cant wait to see what you all cook in itr2
what would you have to change?
I'd have to send you the latest stalker infos files because in my working version theyre in the mods\moddedInfos folder
Ah alright, sounds good
or the other way around. We'd need to have the same composite tables cause I've moved mine away from overwriting the native ones
I'm also not sure if composite datatables are merging when we package or merging at runtime
I think it is still the last one loaded
are you still doing the one loot data table shared across all the maps?
yeah I haven't moved the loot datatables. I was going to but that was aroudn when I got too busy to keep modding
Well let me give you the loot DTCs I have set and the game config that has them all set up
loot tables goes in content/Mods/LootTables
i think the loot tables should be fine to leave as is. Stalker is by its nature a overwrite of native loot tables same as scavenger
do you have people loading your mod after stalker? I had stalker set up to load as early as possible
Absolutley
and honestly if you did mod the original iteminfos and weapon infos etc it would not be more work for me
either way, I could just merge yours with mine and it would also be just as easy
yeah. the main reason I wanted to move them out is because it makes it pseudo compatible mods like scavenger, but tbh it may be a situation where its compatible in a way that will make people report more bugs
I think that will more than likely be the case
this stuff is brain numbing
the DT stuff
yeah more than anything I hope they give us a better way to mod DTs in ITR2 cause its a nightmare
Juggling 3 different versions of the DTs is not a lot of fun I will say that
I might even do a fourth for the wild stalker scav people
yeah this is really why I haven't updated stalker mod. I have an update 90% done but given the compatibility nightmare, and the fact that the mod is pretty stable in its current state, I kind of just don't want to touch it
not much. A ton of bug fixes thanks to having it ported to UE4 instead of doing everything in UAssetGUI. Light Combat vest, anomoly armour. Attempt at a loot table rework (although I couldnt get that to a place where i'm happy with it).
the new armour sounds cool, but tbh it made very little difference to gameplay when I tested with it. There's a reason the hazmat suit got scrapped from the game
Yea, and you know I remember it got rid of the bracelet too
I dont think I even noticed that lol.
There is probably a way to fix that though
probably, but ehh. there's not much reason to use it.
but anyway yeah. thats why I havent updated stalker mod and why I most likely wont update stalker mod.
Oh our mods would also have major gameConfig conflicts.
actually they probably do right now in the live versions lol
Damn I want only specific parts of this mod for the iron man playthrough
The extra shop stuff and shop overhaul, and no stalker music or voice lines mostly
Oh and the stamina
Is my assumption that subsonc ammo does not decrease shot loudness correct?
It does, but it is not shown here. Look into the file above this one, DT_AmmoInfos
what does no security levels mean on the main mod page when I still can't buy or do much before security level 2?
Probably means that either the mod was poorly installed, or you are using another mod that conflicts with it and overwrites the changes to the item data.
even when I have just stalker mod and nothing else theres always been sec levels
only really realized "hey waitaminute" when I was struggling with the weapon check to get sec 2 at boltek village when all I wanted was a headlamp
What does your /Pak/ folder content looks like ?
If the mod works properly all item are buyable at sec level 0
currently, a lot but I had this problem again with nothing
can try a clean uninstall and see as I got about 20 hours deep and realized something isn't right as I've always had gripes with security levels
Mmmh, for the 1911 mod you got the "model only" version ?
Okay, then there is no obvious conflict, but to make sure, and make things easier on the mod creator if indeed there is an issue to track down, testing with a clean install and only STALKER mod would help
notably chucks items seems to remove the cake from food but that's all i've seen from it
working on that now, I've done so before but can at least do screenshots here for clarity
(clean install, meaning no mods, no need to reinstall the game)
another note, this is the vortex content staging folder, however basically everything is enabled anyways so its easier to show "heres everything"
hah, I'd rather have seen the actual folder, because sometimes old mod files can linger there
I did notice that but after I disabled everything, nothing was there
I realized that after I did the screenshot yeah
Aight, it's just because, and not saying this is your case, I've had many people swear up and down they had "no other mod enabled" when reporting issue, only to find out they had manually installed one a year ago and forgot about it 
That is exactly why I went to check, and mention it
COOL as I finish downloading the mod, might be a bit
Hey, thanks for responding. What exactly should i be looking at?
I THOUGHT there was a loudness modifier in there
but I might misremember, it's been a while.
Maybe it's a flat reduction for all subsonic ammo, handled elsewhere in the code. Being at work I cannot look into the files myself right now
(but they do reduce the loudness of guns, no doubt about it)
Oh ok 🙂 Can you tell approximately how much the shot loudness is reduced by using subsonic ammo?
is it different for every weapon or the same percentage value?
No idea
There is another file about ammo. DA_Ammo something. Maybe it's in there
I recall it containing shared properties between multiple ammo types
Ill just look around all the files and see if i can find something i can recognice 😄
It should be in the folder before the one containing the DT_XXXXInfos (ITR/Configurations/ or something)
we're so back, redoing the download now as that was some voodoo stuff
huh
gives me that anyways with actually zero mods so hm hol up
oh cool!
yeah those are important
Am I looking somewhere wrong? Weapon values seems to be default, not stalker mod ones.
cool so doing the fresh uninstall reinstall of all the paks, seems to make the security level-less thing work... including the 1% headlamp costing 25k...
is there a safe work around for that bug yet?
along side the can't eat sunflower seeds
and soda is free?
found it
https://www.nexusmods.com/intotheradiusvr/mods/235
assuming since it changes some stats it undoes the whole security level thing
but turning this one in particular off fixes the economy n all
seeds and soda are still problematic
but hey actually starting the game with the old revovler (something I didn't know existed) is a good sign
chucks custom items seems to undo specifically starting with revolver and some prices?? oh well
No, FModel does overwriting backward for some reason, so it'll always show default data, even in mod paks.
If you are intent on using it to read modded data, temporarily change the extension of the default game paks so it can't read them (ex : XXXXX.pakb), and do not forget to change it back when done.
Turns out I wasn't using the Stalker DA_Gameconfig this whole time. I guess I should have probably known with the lack of the custom loading messages.
Oh yes it worked ❤️
But chucks mod in FModel for some reason was allways displayed correctly ¯_(ツ)_/¯
Fmodel is strange, the only way to guarantee you are gonna see the mod pak files assets is to remove all the other paks from the pak folder
It's good to find this out later than never 😄
Actually essentially what saedriss said does the same thing, it may just be quicker to copy paste them outside the game directory and stick in the ones you want to see
also it will get pakfiles from outside the pak folder too, anything under the game directory
yeah, that why I opted for messing up the extension so it doesn't recognize them, easier than moving files around
Depends on how many pak files you have in there!
another "I wouldn't have known otherwise" is the loading tips as yeah I didn't know those existed
add the Glock stash back pls
what is the stash? I've seen some coments about a gun sorting system of such but I haven't seen anything like that yet
thats a change that i doubt will be undone as it removes some of the randomness of the mod
even though i would like all of the stashes to be left unchanged from the base game its up to @hushed moss to make those said changes
fair enough
Ill think about making some new optional patches for stalker this weekend.
hmm?
oh
adjusting the headlamp to not cost both of my kidneys would be a dream
agreed
that is one change that never made sense to me as seeing the dark doesn't really help with fighting entities that much
yeah it just makes exploring indoors an extra hassle
i can just put a light in my pocket and solve the issue
love having to deal with the quad nob side pocket of flash lights, instead of just one click on my head
yeah but you can like
i’m not gonna lie when i use a shotgun or anything loud
i put two lamps on my chest, atleast one flashlight in my pocket, and the headlamp on at all times
they’re already gonna hear me coming might as well see me
and indoors i see EVERYTHING
oh yeah I do something like that, just not having the headlamp because it's stupid expensive and breaks instantly is just not fun for the flat screen viewing experience
360 degrees of pouch flashlights is the meta
so I found 4 sawn off actual double barrels in pervomay, the loading tips do not lie, you can get extremely unlucky or rather weirdly lucky
felt it'd be a shame to experience these odds, to throw such away, it's a rogue save (meaning it's all lost and wont mater) so figured I'd capture the funny moment in history
was planning on going live soonish but wanted to make sure mods were working (silencers were alerting the whole map, fixed now)
is surplus/CHP ammo ever worth firing? Finally got a mosin and I've got tons of boxes full of CHP, I go into a test run just to see if it'd be worth and with the heavily increased health on nightmare it seems like I need more than 5 shots just for an un armored police mimic
the damage difference on the chart seems not too far off but in play it feels like a fraction of what it could be if I used fmj
unrelated to such, how does difficulty scale? as alt save with maxed out everything with security level 5 is absolutely getting way more sniper and akm mimics (and loot to match), vs a struggling security level 2 needing to mag dump sub sonic double armored seekers
Yeah don’t use CHP with the fact that it’s a hollow point it has barely any form of armor penetration and also just sucks for damage
more so wishing that big box ammo mod worked so I could just stack the CHP easily to sell it on a rainy day at that rate
it just seems like it just doesn't do damage with these numbers
Is there any reason to do security level +1 missions?
other than to progress the story I guess but isn't the whole point of the overhaul to remove the need for those levels and just go?
Yeah the security level is meaningless with stalker mod
Huge money boost for weapons or ammo, especially if you have chucks new weapons
nightmare mode makes mission money very sad
stalker: the loot is entirely randomized and you could get lucky!
the loot: basically every time
also stalkers: what's a headlamp?
the thing that priced at 25k that's always unable to be bought
as i need to use said money to either fix my armor or for cheap ass ammo that barely can kill entities
Blinks in 400 vanilla price
yeah atleast its not 55k like the scar
honestly I'd love a patch mod or something for that as chat can't even see what I can't see
the difference is you can find a scar
true
In my opinion, its really not worth it, but thats why I made the cost often so cheap.
It is nice to have more rounds to shoot and with careful target selection, you can often get away with it.
RNG moment
I remember when I first tested the first build of this mod, I found three AKMs in a row and thought it was broken and the loot tables were not working.
It turns out it was just wacky RNG.
It really is just a matter of dumb luck, to the point of holding nothing back.
Its like that old thing where a coin flip is 50/50, yet if you flip a coin 100 times, you will likely not get 50 heads and 50 tails
Sometimes youre gonna get 80 heads and 20 tails despite a 50/50
i took a crack at reworking the loot. did a bunch of math to support what the odds should be. Went into pervomay and first thing I found was a SCAR. Needless to say I decided to leave it how it is
sometimes random is less fun. Its really hard to strike the balance
I can agree
I just thought it'd be more spontaneous to make it more random than less random, especially with how rigid the game usually is.
It probably was a bit overdone, but I still think it was worth it.
Plus, with how the guns are balanced, it's less problematic to have it like this.
Although a SCAR is an amazing find, it is just another 7.62x51 rifle
and any other 7.62x51 rifle does the same job
you feel me?
Balancing off of caliber tends to be like that.
SCAR might be the nicest one, but it's still a rifle.
Saiga and double barrel do the same job.
no I think you got I right. I wanted to go in and make it slightly more likely to get the high quality weapons, but yeah It was honestly the slight change was too much. And it makes finding other NATO weapons feel more rewarding when its so rare. Also it gives the store a purpose

Honestly, you've set the bar for how I'd like to see the gameplay loop going forward for the sequel.
I just really appreciate the fact that I could find a SVD or m14 with dumb luck, and turn around to immediately go buy the bullets. Making the newly found gun not entirely useless until the time I could have bought it normally
that was always the thing I hated about base ITR, Found an AK mildly early? Cool desk decor for a while
at least on the nightmare setting I found that it's just a noise maker and sometimes a deathwish to go in with CHP, no mater how spare the bullets have been
tho with how brutal the other maps can be, this kinda leaves me with just gamba on pervomay until I find something really funny to attempt to push on
Oh yeah
I didnt design the mod with nightmare in mind
Normal is plenty difficult
I included Nightmare as a formality, really
yeah... about 30 hours deep I can really feel that
never tried it on normal tho lmao
I designed the difficulty so "normal" was as difficult as STALKER Anomaly on it's Hard settings.
Which is, imo, the normal experience for STALKER Anomaly as most poeple recommend going on Hard.
So really, playing on Nightmare is a bit of a higher bump.
Also, ITR has the downside of having its loudness work really weirdly
its kind of impossible to get it to work like STALKER
Though, I suppose it's not too dissimilar
If you go up to a STALKER base of any faction and start shooting
its gonna play out about the same as it does in the mod
it's just a problem when you're out exploring, really
you'll essentially pull the entire map
yeah that's been a reoccurring problem, I've tried decreasing perception as it sucks shooting once unsuppressed and the entire map is after you
even with suppressors you can just get unlucky and whole map has hivemind from armored as vals apparently
it certainly is STALKER in vr, the experience
curse of the random
there are god runs eventually...
just don't stop the gamba
Wabbit season has a similar problem cause all the hunter mimics use a pact tactics style thing to alert other hunters of your location and it can daisy chain the entire map including rift spawns sometimes
Hopefully the modding tools of ITR2 will be powerful enough to facilitate even total conversions, if we so desired.
Bro I dont even know how to mod unreal
I raw dogged it by asking questions and brute forcing it
It was at a time when my internet wasnt able to stream on (as I stream for a living) so I used the two to three week break to make the mod
Where id sit there for 12 to 16 hours a day
odd question that's been orbiting my head about stalkers
is whats pushing you to explore?
as in what's stopping you from just running pervomay indefinitely
as in, the loot is random so finding gunboxes is finding gunboxes is finding gunboxes... no mater where they are
so why push to a money pit of a bullet dump area with some chests, when you can go else where with less danger and just as many chests
Is it possible to make the enemy spawns n such of the STALKER Overhaul Mod less frequent / less damage? - I have already set all in game settings to minimum, but was wondering if I can put the settings even lower with editing files or something like that.
context: I'm looking for more a chill, yet still dangerous, type of gameplay as I rarely play ITR (or any games) anymore and am not in the mood to get killed 24/7 while trying to chill / 'peacefully' loot in the world of ITR. - though I do still want some enemies to fight/shit my pants of cause they scary
edit: please ping me if yk how to
tbh idk how much easier you can make the game without turning invisible, I'd say try using weighed random enemies as the variety will still shit your pants but with your minimum difficulty settings they'll still fall over.
Also stalker 1.07 is notably a bit easier so I've heard, latest version pumped up the numbers a bit
I used to play on normal, but rn I only play ITR to chill in some apocalyptic world - hence why I want it so easy lmao
thanks for the reply tho, will try that
wanting to play stalker and chilling are oxymorons but I wish you luck
tbh maybe scavenger will work too - i really enjoy stalker cause of the looting 'mechanic' it adds to the game - ik that scavenger has that as well but not a fan of the custom 'upgraded weapon' variants
scavenger does not do random loot, it's very very linear, forcing the player to go to higher difficulty areas for higher tier loot
ah damn, didn't know that, never played with that mod (only mod I've played with since I started playing ITR is stalker)
where stalker kinda puts a difficulty lower and upper clamp on all maps
scav is more "what if vanilla, but you found cool stuff too that was thematic for your area?"
stalker is, x3 so quirky and random and you could find a scar on your way to a watch tehee~
and also get absolutely bent and never find a real gun for 10 tides
the odds are so far and wide that anything can happen
yup, that's what I love about stalker
generally less loot than scav normal, but the loot pool is like 5x wider
why while playing on nightmare difficulty settings I've been considering throwing scav on for the sake of economy as nightmare is just not fun to watch for content
yeah that's understandable, never tried nightmare but heard stories
thanks for the info, hopefully weighed random enemies will make a difference - otherwise rip
from what I've heard it's pretty much a wider difficulty range, normal is vanilla, hard is actually worse than stalkers nightmare, and easy is 



i'll probably use normal then, it'll probably be like easy cause I have only played vanilla once - all my saves are with the stalker mod / normal difficulty lol
if pavlov VR is done downloading 60GB (of updates i suppose, idk what it's downloading) and nexus finally begins working again, I'll actually be able to try..
edit; it worked flawlessly, more chill now, thanks zodaxa
question no one asked I'm sure, why you move so fast in stalkers? it's always so jaring when I disable it for testing to just be so slow
The raw difficulty numbers didn’t really change. What changed was you start with a worse gun and mimic footsteps were changed so you dont hear them all the way across the map
Just confirming, is the Nexus page for the mod in parity with the latest version?
yes?
1.08 is the latest version
it's been a while since it was uploaded but yes that's the latest from stalkers
Gotcha, I saw the YouTube video with the pinned comment saying that development was shifted to someone else and to check here.
I saw the chat where the new devs have access to the nexus page, so I just wanted to confirm. Thank you!!
oh yeah the video is old, but correct yeah
stuchoo manages it now
not much else has changed other than improvements since the video
Awesome, mod looks really fun, and I'm looking forward to trying it out.
It looks like this mod and Convrgence will scratch that stalker in vr itch
What are the broad stroke improvements?
uhhhhh since the video, "new" old revolver replacing the starter pistol. Volume adjustments across the board to the point where I get jumpscared without stalkers. Some weight updates as some things weren't right, latest version of the mod is meant for the latest version of the game
anything else I can't think of other than general performance
but indeed brace yourself as you'll no longer be playing a game with loose suggestions of stalker, you'll be playing I'd argue the best representation of what stalker in vr could be
and careful tuning the difficulties... idk what makes "increased" so much more than it does normally but they go wacky
so the nightmare difficulty is my peak, it fucking sucks (and I'm loving it)
my only gripe is there's literally not enough economy to keep up but hey it wasn't exactly balanced for this as I'm learning
you'll still have a grand time on normal+ or so
Yeah i really didn’t change much outside some sound stuff.
Mostly just rebuilt the mod as needed when an update was pushed that required it.
Only major outstanding bug is some players report the rifts being bugged and spawning too many enemies. Only affects some players though.
Oh that and the headlamp is bugged so it damaged when you buy it. It still works fine though
honestly playing more with the rifts I got used to it, added to the difficulty tweak randomly being applied
design question, why player move so fast?
Its the way ziggy had it. Not something i ever felt the need to change.
I do like it, just has always made me wonder, some design things are just "oh that's stalker... but why?"
like the fkn headlamp, why is it 25k$$$
or the machetee having actually infinite durability
it's nice to naked run back (ironman) at mach speeds to get back into the game, also makes your 100kg heavy loot hauls feel that much more heavy when you're a snail, 2x so from the shear difference in speed
I want to try stalker but man after the videos I seen idk if I want to experience that pain. 25k is WILD lmao and just to see 10 feet in front of you
I love the looting system tho, the idea of using what you get with more gunfights is definitely amazing imo
originally the headlamp was removed completely. I added it back for a super high price. Balance wise I agree with the way ziggy had it. The headlamp gives you too much for too little cost and takes away from the "roughing it" feel of the game. Not to mention it barely alerts enemies whilst providing as much light as the handheld which gives you away across the map.
if people want the headlamp so bad for less cost they can just cheat it in ¯_ (ツ)_/¯
but the weapon mounted flashlights provide much more range than the headlamp for way less and seeing in itr doesn't really mean much when you get a slider thats next to unkillable
or a hoard of entities that is chasing you that could kill you right on the spot if you stopped
and noise is a bigger concern than the light being seen by entities at times
honestly I agree that the Slider has too much health, but I don't make those types of balances changes anymore cause alot of people like the extreme difficulty.
and the point is the headlamp is too much blatantly better than everything else. Once you have a headlamp, theres no reason to use any other source of light. Which is okay for an endgame item. thats why its priced as an endgame item
the black grass is another reason for more light sources as that is pretty much a death sentence in the mod
while not trying to lose sight of the entities that are near by
I personally take a pocket lamp and a handheld. never had issues. If youre juggling grass and enemies chasing you then youve put yourself in a bad situation. Patience saves explorer lives
and your kind of proving my point. headlamp letting you almost completely ignore grass is a good reason to limit its availability. not make it more accessible
not really
im trying to prove other wise but its not really working
and i stopped using the headlamp to deal with black grass long ago
either way I don't really plan on updating Stalker anymore unless something breaks it or I'm somehow able to figure out why a small number of users get bugged rifts
for some users rifts will just keep spawning enemies endlessly. No idea what causes it. I can't replicate it. THe only reason i know its tied to rifts is cause someone here on the discord actually answered when I asked for more details. Most people (especially on nexus) just complain that the mod sucks and its broken then dont answer when I ask for more details
WeighedRandomEnemies has the same issue for affected users.
huh some people thought that was a feature
guess that they were wrong
and yeah people tend to do that for some dang reason
the mod does make the rift respawn interval small (as low as 30 seconds in castle). But for some people it ends up much lower and spawns new enemies rather than only respawning dead ones
at least thats what it sounds like is happening. I cant confirm because ive never been able to replicate it myself
tbh it probably won't unless someone with the bug fixes it themselves. The only thing I can even think of trying is rebuilding the entire enemy spawn file from scratch which is hours of work I dont want to do unless I know itll make a difference
makes sense
why waste time on something to try and fix it if you have no idea it'll fix said problem or not
6 months ago I would've just done it. Nowadays im pretty busy though
It's also possible people don't understand the way the rift works and jump to wrong conclusions.
We ourselves still are not fully clear on how the rift picks which enemy to respawn for example, is it the oldest kill ? or the most recent ? or one at random among all the eligible dead enemies ? etc
Does the timer starts as soon as the player "activates" it by getting in the Rift's range ? or as soon as the first enemy is killed ?
If an enemy has been re-spawned, and they are all alive, does the timer freeze until another dies, or does it keep going potentially respawning the next one instantly if it gets low enough before you kill it
You get the idea
ah ok
with the default timer of 180s, a lot of the above question don't matter much. There will be at most 2 respawns while you clear a POI
But with a 30s timer...
it could cause a bit more problems
Not problem necessarily, but edge case behavior that we simply never notice in Vanilla
yeah there is defenitly more to be understood. My understanding of vanilla behavior has been that it respawns a random enemy from the list of killed enemies in its vicinity. I dont know if theres a distance from player that it checks but if there is its far enough to not matter. It also normally stops respawning enemies once its revived all the nearby enemies based on my experience in stalker mod in kolhoz. if you try sniping out the train station, you can observe this behavior a bit more easily. With either stalker or weighedRandomEnemies
oh
It reminds me of the very persistent myth that electric anomalies have random range, because people don't realise they have a 2 second cooldown after activating.
(which the game doesn't properly advertise, to be fair. And it is the same with Rifts)
it doesn't help that sometimes two electric anomalies will spawn inside each other so you need 2 probes to deactivate it
electrics i hate for many reasons
and that adds another one
Indeed
The wildest myth is the supposed health regen of enemies I have NO IDEA where this came from, but people are quite fond of it
There is nothing supporting it
No reason for such a feature to exist
I could maybe see that coming from the rifts respawning enemies?
but also enemies have so little health in vanilla it would make no difference
even in stalker the only tanky enemies are the harvester and the slider
is there a way to replace anomalies with a different anomaly? or is that not possible in itr?
there is, you could edit the anomaly cluster files
but it would nuke a lot of compatibilities
oh
it's in a file that contains a LOT of other params
thats quite a problem
It's in one of the DataArray, along with the loot values for each map, things like the time scale, starting stuff, list of item in the shop...
iirc
Game was not made to be modded and it shows, but I don't blame them, was never in the original plans. And retroactively sorting this mess would be too much of an hassle for a dev company with deadlines and bills to pay.
yeah it would
ITR in general has HUGE mod compatibility issues. Another reason not to touch stalker mod anymore. Anything I do would break compatibility with chucks weapons and I dont want to put either of us through that
and be way easier to make a whole new game made for such stuff
hopefully itr 2 is much easier to mod than itr 1 is
seems to be the goal !
im very excited for ITR2. Even if I think the initial launch will probably be pretty rough
I hope every item has its stats, damage, weight, price, local to the blueprint itself.
I don't think it would be the most efficient way. Having everything in a data table is more desirable.
They only need to create a function you can hook your custom stuff to
if they do that we need the blueprints lol
so at launch it applies the changes following a load order
iirc a lot of game with mod support allow hooking stuff into datatables
ie.
Mod #1 modifies Items 45 and Item 56
Mod #2 adds 5 new items
etc
the main current issue is that the Datatable used by the game cannot be modified at runtime, solve that and we could do mod merges at launch
yup. let us merge datatables at runtime, and give us some parent blueprints and suddenly modding the game becomes way easier
The stuff I am having to do with the current system makes my head hurt
I wish a lot of these data tables were merged together. Weaponinfo in Iteminfo
I am torn on that, because it would add a lot of empty data for all non-weapon items
Its not so bad when you can edit them directly in the editor
the Composite data table for Iteminfos. for compatibility Ive gotta assign all these tables beforehand. If more than 10 people want to make these sdk mods, then Ill have to add more
But how do I handle the loot tables? Do I go and make 87x10 users x 3 mod versions = 2610 new tables and assign them all?
Can't be done dynamically I guess
That's where the proper mod support comes in. Startup BP looks for mod manifest with a list of files, and merges them properly (for example)
In order for it to be clean and people not stepping on eachothers toes, all this needs to be assigned prior and in a pak loaded prior to the other paks
then users would only pak their user number data tables
Yea I wish we had some external program to do this
i believe there is an unreal package specifically for doing this. Maybe the devs could just add it to ITR 2 and itll work. Thats a big maybe though. Nothing ever tends to be that simple
holy convo
yeah retro actively modding in mod compat support via chucks sdk thing is a massive under taking , still mad respect for going for it
one word... content. Looking back and editing vods into videos there's just so much unusable footage simply because it's pitch black in the majority of the viewing area
hell after over 70 hours I never had enough money at once to consider buying the headlamp just due to how expensive bullets are as most mid game skirmishes will come out at a net loss
I understand making it expensive because "it's kinda op for what it does" but half a scar??, at least that gun is lootable
this may also just be me with nightmare diff problems and money is a lot easier with intended diff but still
thus why a singular headlamp was my parting gift of the suffering that was the california gun compliance challange
plus with silencers just dismantling after 2 mags, and how loud they still are anyways, the entire map knows your location pretty much as soon as anything shoots, reguardless of lights
so the whole "they'll notice your headlight!", yeah they also notice you in the pitch dark with perfect aim so
or I'm just really unlucky so said some tip I suppose
I've done some more science on this and it's quite rare, the 30 second timer is broken basically when it happens
so yeah sniping from afar you can force the respawns to happen and if they do out of sync from the usuall spawn rate, that's an overlap
or if you see waayy more enemies (usually the radio in pervo is the good place to test) than there should be all clustered in one spot for your difficulty, overlapping spawn containers as rifts don't count for the norm
the double check is that once you finally (if you do cus jeez) break through and get to the rift it'll drop multiple, and/or there'll be one or more already on the ground
thats fair. but tbh if its for content you can just use free shop cheat to spawn yourself a headlamp as long as you do it at the start of your playthrough (doing so will destroy the durability of a ton of your stuff)
balance wise, I dont really touch the balance and nightmare difficulty was never the intended way to play long before I took over
I absolutely would have if I knew just how un obtainable it would have been so much sooner
The fact that its multiple rifts inside each other for the bug does make me wonder if its a vanilla bug thats made worse by the mod
with how much of a bullet sponge everything is, missing a bullet from your mag dump simply because you couldn't see well costs you all your profits
because i couldnt add an extra rift even if I wanted to
what exactly vanilla is bugging to do that would be absolutely beyond me tho
I do consider doing a "for fun" new run on norm lets say the "headlamp%" just to see "ok is it a fair price for the intended way?"
Real? I was reading this thinking a 5x rift mod might be fun. Or adding more into the maps
that would actually crash your game
sometimes the map is just laggy, why? 3x rift at bunkers (pervo), have fun with literally more sliders than you brought bullets for
I don't know how I would do it. as far as I know nobody has been able to add a "new" item to the map files. You can move them around, you can change items being refernced in the map files, but you cant actually change what the map file is referencing as far as I know. And it definitely crashed when I tried to add stuff to the map.
Its probably possible somehow, but it certainly wouldn't be easy
mfw you add a rift to the loot pool
so they can be in random locations wherever items can spawn
@frank junco you ever get that monster to spawn on an item box as loot? I remember you tried that

Damn I couldn't live witbout it, I hate the green one
Does the green light alert enemies more than the headlamp, or is it about the same?
I wish the light was white (but like a shittier version of the headlamp) as I'm legally blind and that green and red makes my life a living hell but I'm a fighter !
Once you find a flashlight it dosent matter that much
You spawn with one too
I panic and drop stuff a lot
Sometimes I think I put it back just to find out later I left my detector/mag somewhere on the ground. It hurts so much so I try to stare at the my chest from now on
I meant to ask: Did you ever trying using weighedRandomEnemySpawns to see if the issue with that mod as well? most people report it has the same problem but its worth asking
I may be working from home right now and may be looking through the files right now and may have found that theres a significantly easier way to make the changes. I could potentially have a test file for pervomay if you wanted to try it this weekend. but itd be based on weighedRandomEnemySpawns and not StalkerEnemySpawns cause the stalker files are in a bit of a rough state right now
I did play without stalkers, using weighedRandomEnemySpawns on some normal sad settings, with scav (that cali challenge) and I never encountered this for over 40 hours straight
I'd be down to try, my nightmare experience has made me... very familiar with pervomay
how long ago did you do that? Reports of this bug only started popping up sometime after the weapon skins DLC dropped i think
Either way I think I can pretty easily generate the test file for STalker spawns as well. I just finished the one for weighedRandomEnemies pervomay and it took me maybe 30 minutes.
I wish I knew this shit back when initially rebuilding the mod lol
pretty recent in comparison
thats super weird. No idea why you would have the bug for one but not the other
"Just stalker things" I've gotten used to lmao
they do the exact same thing but with different numbers
that's what I'd like to think but my experiences are always radically different
Welp if youre in the mood for testing you can let me know if this fixes the glitched rifts in Pervomay. If the bug was caused by hidden update, this will fix it.
just overwrite stalker with this
it's such a rare and inconsistent thing to test so it might be a bit before it's yay/nayed due to its nature
was thinking about kicken on itr for streams today so I'll throw this in and find out
thats fair. alright sounds good. i can slap together a quick patch for you if you want a cheaper headlamp for your stream quality if you want as well
of slight note is it might? be slightly more common with pumped enemy count difficulty? that's only a theory based on a hunch
more people than myself would love this, ive gotten to the point in the main save where I "mysteriously found" a headlamp from the void so I'm personally good
tho the main save is kind of at a soft lock with how bad nightmare eco is so hmm...
(this is a skill issue I'm aware)
can always just run pervo indefinitely with several boxes of subsonic~
disable stalker or have this at the end (both enabled?)
yeah if I'm cracking open the files, it might be another patch to add to the nexus page. I used to always use pervo to do eco runs when I ran native stalker. that was normal difficulty though. And even then I prefer playign with weighedRandomEnemies.
bothEnabled
for patch files I make you always use both. Makes it easier from my perspective
also if you really have to, there is a small cheat built into the mod that I use for testing. That said if youd rather not know thats fair
honestly I've been thinking about little tweaks and personal adjustments I'd do for stalker as yeah my forever save is soft locked but also there's just some things that could be a bit different (that may disagree with the vision), one being yeah bring headlamp down to like 10k as being half the price of a scar is wtf... the amount of viewers that tune in, see the mod, see that price, nope out
(this was how I "brought my headlamp from cali")
wait built into the mod? I didn't know stalker has it's own
kinda sick
I don't think I've ever tried stalkers + weighed as "it brings the difficulty down a bit"
I assume youre talking about free shop cheat, which yeah you can use. But no theres something else built into the mod that I use for testing.
yeah thats why I use Stalker + weighed. Stalker enemy spawns are more Ziggy's vision. True to stalker its very random and I personally find it frustrating encounting Sliders and "armoured Soldier mimics" in Pervomay.
WeighedRandomENemies is more my vision of trying to have progression thats only slightly more difficult than vanilla while making sure anything can technically be encountered anywhere.
honestly that sounds extremely backwards to my experience
I'd rather sliders than the entire map be double armored asval packs
as weighed just gives me more of everything but it's armored
stalkers just giving me the entire roster evenly
thats weird. weighed should have very little armoured enemies up until factory
unless you play on default normal, then the mod is actually disabled
literally nothing is not armored on your way to get the explorers watch in pervo (the first mission)
(again with slightly increased enemy diff)
other than like the ghost fragments and packs of pecho I guess
either you got super unlucky or something wasent working right. Or you were using the old 1.0 version
I'm always using the latest versons of all mods
this is all done in recent time
streamer luck do be a thing in both dirrections I suppose
only sucks twices as hard in stalkers as i* just can't afford AP rounds
so if something is armored, cry about it I guess
thus why I consider a few personal tweaks to loot but if I'm going to break open the pak to attempt that... scavengers is right there with it's linear progression and all
thats extra weird. were you using stalker and weighed? scav and weighed?
stalker stand alone always, seperately scav + weighed always
super weird. With weighed, even on increased enemy count, theres only a 50% chance of you encounting a single armoured soldier mimic in pervomay
man I'm bad at gambling
the most probable amount for armoured enemies is 1 armoured soldier and 2 armoured monsters in pervomay on increased enemy count
normal enemy count you should most often find no armoured enemies at all
sifting my footage for when I weighed + scav for proof clips and it was only the cali on normal which was kind of disappointing how "normal" it was
yeah that's the catch, pump the enemy diff, quirky armory stuff happens
thats how statistics work. The more enemies that spawn, the more likely it is you get a more difficult enemy, and the perceived difficulty is almost entirely determined by how many of the hardest enemies you find
feels personally like weighed has more freedom to just spawn very wacky stuff the more 'points' you give it in the diff
stalker does a similar but it just kinda spawns more of the same
there was going to be a slider there anyways, but now theres 17
yeah i forget if highly increased is 2 extra or 3 extra on weighedrandomEnemies (or if I even added a highly increased), but the odds would defenitly be percieved to skew more wildly on weighedRandomEnemies
but you can see how conservative the spawn weights are for weighedRandomEnemies vs Stalker
if it's a little more stealthy or toggle able then yeah actually so I wouldn't have a whole ahh dev menu to panic the questies with, alah this "quick and dirty" vid
https://cdn.discordapp.com/attachments/936568201154797588/1232407733911945226/2024-04-23_14-57-04.mp4?ex=662ca464&is=662b52e4&hm=52c4ae1c6a120dda5ac73199f531ee29011e048fe7fad72ca0e56875b1510ce7&
oh yeah, that explains why theres a much wider variety
I still don't know how a harvester functions
I don't think they do
have you not seen one? Its rare but you probably shouldve encountered one by now
I've seen a couple
they kinda just look at me
making the bonk sound if I shoot them (headshot mod sound replace)
wont die
or move
or anything
it's just there now
The harvester has a lot of health. It shoudl be spawning Sliders though
Ive seen it get stuck before, but its sounds like it might actually be bugged for you
if it's got as much health as a BTR then YEESH
no its actually killable. Other streamer used to hunt them down
the few times I've legitimately found one in the wild with proper spawn, no sliders were encountered on the whole map
but normally itll start coming towards you and applied bleed if it touches you
I've even touched it and it did nothing
like spawning the shades, whole lotta "weird, nothing tho"
I aint do'n noven
that's why one of my first questions here is wtf is that thing, is it a threat? answer is no
harmless actually
I don't even know how you'd hunt them other than like, endless pervo and tide over and over to keep pulling that rando gamba lever
well target of opportunity kind of thing. You spot one then make a plan to take one down. Because it spawning sliders normally makes it pretty dangerous
unless its bugged and doesnt work
truely have no idea what could be doing it, and doing test runs stripped of the rest of the mods would be kinda sad for a less than 1% spawn chance
I can send the pak folder if you dare XD
but the vast majority of it is cosmetic stuff so hm
and chucks I guess
honestly nothing shoudl really conflict with the harvester specifically unless maybe you have something else changing enemies in some way
absolutely nothing I can think of, try to stay true regarding actual gameplay changes
exactly what changed??
as I've done some pervo routes and holy crap are the spawns more plentiful than ever (overspawn is getting funny)
yeah more pervo runs on my usual save, either today is not my day and I'm getting turbo unlucky or something funky is happening
such a weird thing to test for
Thats extra weird. All i did was rebuild the enemy spawns file from scratch using the latest version.
So “what changed” was pretty much nothing.
Do you have any videos/vods where I can see the bug in action?
I just took another shot at replicating the bug and couldnt make it happen. I ran through 10 tides and nothing out of the ordinary
I streamed the whole experience lmao
I couldn't get through too many tides tho in real play but sometimes there were just more enemies than I'd ever be able to bring bullets for (an overspawn)
couldn't prove it happened but sure could sense it sometimes
make sure to skip around, think probably 5-6 hours of actual gameplay in the 9 hour vod
I got my ass beat
actually yeah first hour or so was finding out snb's mods were about to soft lock my ironman save XD
as yeah I tried to test this (with and without patch) with god and speed and full dev mode and still couldn't really tell as I wasn't really playing to know "wow this is too much for the regular"
only times I know for a fact "hey thjis one dropped 3 blue shards... that make sense" were done offline either pre main save or just in off camera runs
I mean, flicking through quickly, yeah there was fuckton of enemies but thats just stalker nightmare. it adds 3 additonal enemies at each node. Its not actually an overspawn.
but sometimes theres like 3x more than there should be even for nightmare
would have some runs where there was very minimal compared to the last
not saying there definately was an overlapping rift in the vod, I never got to prove it due to the shear amoutn
did consider just god running to see but continuity
I haven't played stalker nightmare at all myself, so I dont have a sense of how it should feel, but if you fire an AK on pervomay it will pull the whole map. even on stalker normal difficulty rifles tend to pull the whole map on pervo. Combine that with fuckton of enemies, it will feel somewhat varied.
idk though. Stalker Nightmare isnt really balanced outside of "let make these difficulty sliders insane for the masochists)
yeah i'm feeling that
feels so warm and cozy when viewers just say "no they don't"
"the stats literally say this"
"just don't get shot"
"simply stealth around"
welcome to stalkers nightmare...
everything is tuned against you
like I've had an easier time with weighed enemies on normal at the castle finishing the game, than I have had on tutorial lane
I briefly mention it sometimes mid vod where after one insane over spawn run there's like nothing back to back... they just take their time walking
subsonic is just CHP, suppressors are just cosmetic, you're not missing they just refuse to die
if you see them they're already aiming at you
I know "wah wah someone complains hardest diff is hard", but just trying to convey that yeah I know nightmare diff, I feel comfortable to say "that's a lot more than normal" when it is
either that or man I've been turbo lucky with low spawn rates for nearly 50 hours straight
(not likely)
also sliders taking 25 54r rounds to the chest is actually insane
25 rounds, im sorry but thats ridiculous
6 slugs was much to begin with in vanilla
but that
something is just wrong there
slugs do like half damage past point blank I swear
shotguns are just useless
when they can sponge like this
true
but i'd rather not face of against a slider that requires 25 shots from a tiger rifle to kill it
at that point almost anything is useless
btw the slugs count was at point blank range
to the chest
using a spas 12
Maybe just play the hard difficulty?
so was that tiger rifle in a test range
this is the hard difficulty :DDD
you said it was nightmare?
Can I ask, did you complete this difficultiy ? (Nightmare) Becuase I don't even know if thats possible lmao. If I find an AK off rip maybe
Okay so maybe an AK won't do shit for me XD
Who are you asking?
an entire drum mag from chucks can deal with almost 2 sliders
I'm still working on it...
it is the stream content whenever I'm on ITR
on paper its possible but some things have to change to make it realisticly done so
like the eco being reasonable and not banishing you to not afford sub sonic 9x18 (the cheapest worst bullets ever)
nightmare is stalkers hard mode, stalkers normal is still considerably hard but it's a lamb compared to the beast
in about 50 hours I've found a couple sks's and a singular AKM, giving me false hope thinking a bigger bullet would do something but nah, the KEDR is BEDR (the king eco/run back gun of ironman)
Just customize the difficulty in the settings, lower enemy health and drastically raise enemy and player weapon damage
TF you mean almost ??????
I just found a PP and OTZ Pistol, Perfect since I'm broke asf. You ain't lying, it's eco friendly for the environemt lmao
can probably deal with 1, but not 2
otz is a pocket kedr, otherwise known as the GOAT part 2, finding the mags and keeping them repaired is the challange but it frees your over shoulder for high caliber required, like the mentioned AKM
I loved the 18c but ammo ....
The 9x18 being so common made me worship the damn thing
exactly
I personally find sliders health frustrating, but some people enjoy the level if difficulty.
Also sliders have an absurd amount headshot multiplier. If you can hit their head you can take them down reasonably quickly
IF, you can headshot them then holy hell you deserve a quick kill and ammo saved, hitting a slider at all is the hard part
shadow bot react lmao
Maybe I've been lucky, but, at least on normal difficulty, I haven't experienced such dramatically tanky sliders.
I can usually take on out with a little under a pistol mag, when aiming for the head.
Us legally blind folk have to fight tooth and nail to kill them fuckers
you ever hit an enderman with an arrow? same thing honestly
yeah on normal sliders I'd say are a bit beefy but not unreasonable
What I usually do is let them get as close as possible, to make mag dumping a bit easier. 😅
yes then reloading with a slider on you tends to cost the whole mag lost in the chaos
because it's still not dead
Looking into coming to Stalker from Scavenger, what can a man expect on Reduced?
Loot is more random. Enemies are much more difficult. Stalker isnt really designed for a shopless game (although it is possible)
w i d e
the enemy types are a wider array, the loot varriation is a wider array, your straight up luck to get your teeth pushed or a casual stroll is wider
the upper and lower bounds for every variable is so much more open ended
the loot generally is still a lot less juiced across the board compared to scav on scarce... purely due to the lack of pre upgraded guns
and gun repair gear (you can find wd40, but you'll find 10 machetes' first)
question, why is 7.62x39 so much cheaper and more common to acquire than 556 and 545??
that caliber is better in pretty much every way other than recoil... is that the singular distinguishing thing?
Sure 556 is for the nato guns and they are across the board more expensive because... import I guess.
but 545 is still for the smaller ak's? which are rather cheep to make?
not complaining I'm just curious as to why the eco is skewed this way towards bigger calibers
762x39 had about 30 years of mass production ahead of 5.45
Weight and speed are also factors
5.45 guns are more accurate too, AKM is terrible on the accuracy
AKM is the worst of the AKs by far and the SKS is effectively a worse version of the AKM
another random stalker balancing thing, why doe the machete have a grizilion amount of durability? (damn near infinite?)
it's nice, specially given no set stash spawns for them anymore but yeesh
oh its much better with the mods that make the machete a ballistic shield that just eats bullets
that mod has saved me a few time to bs deaths in stalker mod
hey on the nightmare difficultly what’s the max health a spawn can have?
like do they for real just eat slugs for breakfast?
or is that a rare hit reg thing
i mean honestly it’s not that bad
i shot one 3 times with 7.62x39 ap today too
beefy boys
everything has like 5x health or something stupidly high
on nightmare it gets insane enough to where sliders need 35 mosin rounds to the chest to die (it's still like 5 or so to the head)
3 i think
it can vary wildly
idk ap 7.62x54 does more damage than fmj
i don’t think it’s enough to guarantee headshot kills though
with spawns I know it's about 2-6 pm mags with fmj
they were about the same? just with more armor pen
i think it’s like 5 more
like how the vss does ever so slightly more damage than the val
rarely anything dies to 1 shot headshots on nightmare
you got lucky if it did
anything** that materss
the mag not taking any damage is nice
but if i have to lug 3 rounds at enemies minimum
yeah suppressors on nightmare are just a money sink, so having integrated on the gun is cool I gues
yeah it’s the cheapest 7.62 gun to run
just have to clean barrel
but then you hit a headshot on a mimic and dude flinches it off
if you have/try chucks the r700 I think is half the price?
haven’t found it yet
you wont find it lmao
oh lol
the one in vanno 


huh
(you buy the thing)
stalkers loot pool is so ffing W I D E that finding the 1 chance of that mag is just... not
lmao I do love having like 5 different ak mags for the same gun
speaking of the akm pmag is sexy
yeah i like it a lot
it fits the guns aesthetic more
and i think they’re different durability?
i’d hope
honestly though at this point in the run
i’m trying to break through factory for that mission
and my two options for clearing out the enemies
seem to be setting up a shield on a corner and taking heads off for 15 minutes
or
charging with the shield
they're supposed to, I've been told by chuck that they have different numbers, but my experience has not shown such
currently running gsh18 with +p
I literally don't have enough bullets to do that usually on nightmare lmao
i think a better pistol and the shield is the move
i got lucky enough to find the nice pump@shotgun
the upgraded one?
the gsh18 really just is the pm with the stendo on stalker
i’ve been clearing out the first two areas for like 3 real life days to afford the loadout
and even then
shotguns are noise makers on nightmare, things just have too much health to mater
not worth the two silences i’m gonna run through
yeah i legit just click on every light i have in my pockets
fuck it let them all know
atleast i’ll see better lol
a reoccurring mantra... I'd rather a mosin
be careful what you wish for
the pocket shotty on the hip is a funny idea
before you use the mosin find the scope for it
they made it quieter
but last time i used it
everything heard me
i had fuckers from the construction building making their way up to me in bolotky
I've been on stalker nightmare grind for a while, it's fucked
the amount of enemies that can be there, silencers are a waste of time and money
i don’t know why i do it to myself
i beat it before they properly fixed the enemy count
VERY MILD EXCEPTION for the silencer overhaul mod I guess?? it kinda helps the durability part
with how many there’s crawling around
but it still doesn't change the loudness and how the whole map hears you reguardless