#╟⚒stalker2™-mods-making-discussion
1 messages · Page 12 of 1
I like how many mods have done the "Z" at the front of the name to get them to load last lol
It's like people at work making their shared folders have "!" before their name to get to the top of the list. Works until everyone does it
then there is the zzzzzz ones
Those guys just fell alseep at the computer
Steam: ...\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods
Gamepass: ...\S.T.A.L.K.E.R. 2 Heart of Chornobyl (Windows)\Content\Stalker2\Content\Paks\~mods
got the steam version, my path is like yours, but on gamepass its different
oh okay
just, why
are you guys using vortex or just manually installing mods?
¯_(ツ)_/¯
manually
I'm doing it manually
manually
using vortex does nothing for you anyway, as it cannot see modconflicts or solve them in any way
It's pretty easy, no overwriting so it's easy to take them back out
ive been doing manually, just thought id ask. Thanks!
should have made the bar higher res 
Question for you my fellow stalkers, is there a mod that reduce the crazy jitterness of lasers and holo sights when enabling frame gen? 
Frame gen doesn’t like fast, bright movement so likely not..
Tbh we should be asking can the game run well without frame gen lmao
@honest glade @worn temple having a blast with
Super A-Life Maybe and Axxii's Stealth
Does the super a-life work?
It's not, I don't see how people play on 80 fps in open world
its not perfect but
I've noticed there's no random bodies laying around from firefights when I'm away
does work make sure if you sue both you add a few more ZZZZ to the sealth one
Axxii’s stealth seemed jank when I used it yesterday. Sometimes I shot enemies without a suppressor and nobody noticed me inside closed doors. Or AI completely lost track of me after losing line of sight while in search mode despite me shooting at them
Im trying to keep my game as vanilla as possible on veteran just to finish the damn thing but honestly this one might make me crack so I can see what exactly I'm using
try the new update
I’ll give it a shot
holy shit. the good mods are already starting to show up 😄
Anyone managed to create custom loot tables? In ItemGeneratorPrototypes.cfg specifically
I already do 2 mods myself and install 12
I'm on 3 mods with around 10 installed 
still at garbage
Same
I haven't finished the tutorial yet
Everyone in here doing great work in order to keep the game alive, community happy and wanting to see the game thrive
22 mods..... i m asking for problems at this point
it's been really fun to figure out the inner workings of the game and the community has been very welcoming
I came from Arma modding, where you get used to so much bitching 
nice change of pace
I spent 10 hours in lesser lmao exploring every inch including going down to Cordon which has great loot and nostalgia
I'm at 20 now but 10 of those are the grok mutant HP mods so that's kinda cheating
my welcoming
I just wanna blast through at this point and do the exploring once modding and GSC fixes things. My advice after 25 hours is get more carry weight. Quest items become a joke to carry around and I have been encumbered for the last 10 hours or so.
IMO quest items should have been weightless
So I'm guessing all of @rain finch-sama's mods are plug and play right? Just got home and went straight to nexus nyehe
I kinda agree, but what I personally would prefer is let me put it in my magical stash box at least
I was just at 20KG of quest items
pretty much, its just downloading and extracting
Oo i only use the reduced ammo /grenades mod and been doing okay (lots of travel back and forth
thats insane lmao
I wonder if you can patch PDAs weight to 0 and all quest items inherit off of that
@honest glade any progress on mod compatibility?
Yeh, that's the problem the ammo and grenades won't be the issue later in the game.
then do the same for flash drives
There's way more than flash drives coming.
ight time to get em all bc I don't like spongy enemies xD
ok ty for not spoiling
trying super A life, what could go wrong
ごめんなさい ちさいです。
It's funny I promise
What on earth my load out itself is already 25kg is without ammo, with ammo it's 30
wat's small xD
Same, and that's with just the three guns (skif pistol plus two primaries)
Yeh, this is what I am saying. Get more carry weight as you will be hobbling around the baron zone before you know it.
my inventory atm omw down in gordon for the 1st time
The truly heavy quest items hit in Zaton through swamps btw.
jesus christ
20KG quest items is not something new, stupid sidorovich box quest in anomaly is like 10KG or something like that if I am not wrong
and I was feeling bad when I reached yellow inv
it crashed again
cant you get rid of the quest items?
Nope
by completing them
gotta seel the stuff and make money
Well there's your problem lol
I have some that I don't even know what they are for. Just off random bodies.
guns are the best way to make money in this game and it's so goofy
it's was the same with og stalker, just drop all those meds and food. there is so much you can put in your belly and veins 😄
Looking for ideas, what should mutants drop besides food and some meds stuff?
Nah suits are the best money makers, they'll go for 4 to 5k each
or more, if you use the trade bug
Trophy items for selling? Boar tusks, cat claws, dog tails etc
Maybe pseudogiant and chimeras can drop armor as in "pelts"
i know usualy i have 5 of each ... this has been a run from the Wild to Gordon so far
Carrying broken guns that sell for 200 is silly
furs
Can't add things to the game yet and those do not seem to be present. There are some yes but are quest items and modifying them doesn't seem possible as of now?
maybe testicles
Stalker difficulty mind you
a cool mod would be if guns echoed when you shoot them outside. if thats possible
mutant testicles, I have a recipe here at home
Rocky Zone Oysters?
Big calibers already do this
oh ok, cool
oh question before I bugger off, I have Grok's poltergeist and bloodsucker HP nerf. Do I need to delete that when getting the modular mutant health mod?
Yep
ye
Make sure there's only one mod per creature
boar testicles kebab, quite famous here
They are the same mod, different versions
Anyone else think it would be interesting to port the enemies from Metro Exodus? Its on UE as well, so can easily extract the assets, and when the editor tools come out can set them up.
Probably; they'll likely be superceded by modular mutant health if that is below them in the load order, but always good practice to keep the mod folder cleaned up
what did i just return to
free mod idea, since we can now change UI textures
so I delete the Blood and polt mod right?
welcome back 😄
where even would the xbox buttons be
what flickering?
that is left as an exercise to the reader
framegen is on
and i cant tell it flickering at all
I b et it depends on area and fps before framegen
can really notice it in zalissya
@pearl lichen i just finished my pecan spinwheel, I'm gonna go looking for it
Ye
Anyone figured out if its possible to make a mod that zooms out the PDA? I would like to hold it infront of my character and not taste it every time i want to check the map 🙂
Hmm. Carry weight mod didn't work. Tried taking myarmor off and on again too
now i feel bad 😦
That would be darn neat
@rain finch A wild Grok appears! Thanks for taking part in the disco on my mod page your thoughts are valued a lot more than mine there and I agree that balance as a whole is kind of shite
LoversLab Stalker 2 when
lmao
Never, you freak. I don't care how you feel about Fleshes
NOOO
STIO
I WANNA GET THAT IMAGE OUT OF MY HEAD
FUCK YOU
Snorks 
Loners really be out there like "but have you ever seen a Flesh from behind? they're kinda thicc tho"
I thought that was freedom filth
it's actually the Ward
if Arma 3 could get a "fun" mod, so can stalker
"fun based penetration"
oh speaking of penetration, can you shoot through walls in this game?
Apparently AI can shoot through metal sheets (like thin ones)
BUt not really concrete walls
Absolutely yes certain walls. I've been hit taking cover behind those warehouse doors
Ive seen them shoot through concrete walls but probably a bug
I've shot with shotgun through fences for instance
it got a what now
There's also the like metal grate windows on the factory type buildings that can be shot through
I don't fight that much, I also was got hit multiple times through solid wall I think
time for Barotrauma to get one
Speaking of fences, I was unable to shot a thing (dont remember what) through some fence that was laying horizontally, I was above, something was below and game didn't give a fuck about that
Speaking of penetration and balance though, man I hate that I work retail and Stalker came out on the holidays because balance may be shite but all the parameters to make it good are easily accessible
I just don't have time T.T
we have item spawn configs, armor, weapons, base entity stats all plain English visible
I'm honestly very pleased at the base we have to work off of
Is there a pile of stuff on the other side of that fence behind the patio roof?
Bloodsuckers got that grip doe...
we're going to need a stalker 2 stash channel lol
parkour
theres a truck close to the roof but cannot get up there
Oops wrong chat
jump on the fenxe then building then truck then building
Hi there! Do you think it will be possible to mod in-game UI in a future?
God, I hate PDA UI and hope to redraw it to be normal and useful
Absolutely
in the future, yeah
maybe
depends on the modding sdk theyre gonna give us
A 3D PDA like modded OG has is another matter but just redesigning the one we have shouldn't be too problematic
YES... i need that
I don't think they're going to give us much of an SDK at most it'll be some plugins for third party software they used and documentation
we already have everything we need to mod much of the game now
nah it's a UE5 game there's not much they need to give us
it's a publicly available free devkit
not really as alot of the assets are encrypted or made in a way that we cant replicate
ie. Data Tables
IMO, it will be like the squad SDK
what data tables are encrypted that we can't decrypt?
We might be cooking 
I have a bit of knowledge in Game UI/UX and experience with Unreal, but I've never worked on mods for Unreal before. I'm more of an artist rather than technical guy
exactly
squad sdk has the entire game.. right there with all its assets
...like, ALL of them..
right now you can edit textures
idk if anything more complex is possible
my penis has suddenly increased in size
HOLY FUCK!!!
this is awesome i hope you can bake that shit up!
Fleshlight?
flashlight
hes working on a mod that makes the flashlight ACTUALLY usable
Fleshlight made u increase ur penis in size
🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦 🔦
Uninstalling Xbox Game Pass version, installing Steam one. For future reference to others with the same problem, Xbox Game Pass is a Microsoft Store application that has very restrictive permissions, to such a level that would require kernel hacking in order to modify, unpack, and such.
Search terms for future reference: Access Denied, FileOpen failed
Just use the Steam version.
thats why I have S2 on gog
Xbox is the application, gamepass is a paid membership that grants access to games, stalker included
modding on stalker 2 IS possible, and easily so
ive had 0 issues with extracting, unpacking, etc
Yep, but I have problems with core UX of this UI.
Currently, PDA doesn't feels like an actual PDA, but typical AAA game menu
Will be writing ideas on how to improve it a lot
yeah just because you are not able to fix directory permissions lol
You just sure you just don't have ownership ? games downloaded from the xbox app are usually locked off due to permission and ownership
Don't jump to conclusions so easily:
Hopefully Grok will fix stalker 2 as hes started already 🙂
We need some sort of mod to fix quest bugs or more knowledge or user friendly on how to use the UE console ingame to fix/skip broken quests.
Feel free to fix it though, it's been reported as a limiting problem for modding in every major moddable game in Xbox Game Pass
is there any sort of category of mod that shouldn't be installed mid-save 
agreed, its just a regular menu with pretty pics to look at rn, not really immersive
Boot linux, copy files, boot windows again 
new mod ?? pog
I seriously considered moving to Linux out of principle 
Anyone know how i can skip a specific quest using the console commands?
Im trying to get through "In search of past glory" would be much appreciated.
Yeah, highly restricted, not even SYSTEM which has even more permissions than Administrator can access it, there is malware that can evade it though but it requires Kernel meddling. Do not fancy that one when I can just download the Steam version
Yep, I try to design proper UI and find UI programmer to implement it one day. Hope, I will be able to find one
Launching a missile to Microsoft headquarters rn
3DPda is gonna be a fun undertaking. Gonna need to build a blueprint object for it with view model anims and such and draw the UI onto it. Cause right now it looks like they just play an animation and then transition to a UI widget
Maybe this could help ? idk https://www.tenforums.com/tutorials/3841-add-take-ownership-context-menu-windows-10-a.html
wont allow on game pass games
look above lol
the game even seems to run fine on linux, has platinum status in protondb https://www.protondb.com/app/1643320
Aren't PDA textures from game reusable?
it's always been garbage, it's why i now get everything on steam if possible
Is this about installing mods on gamepass or something else?
ty for info but sadly the only current way to have full control on Xbox games (and microsoft store apps in general) is through Kernel driver execution... And that still requires a lot tinkering and evading Microsoft kernel filters... Or one could just use Steam... lol
Watcha guys trynna do?
So, you have ideas how to do this code wise?
Or just buy games on steam instead 
no, to make mods. you can download mods on Gamepass
Yeah I'm aware, just wanted clarification
That sucks, was planning on learning how to mod the game aswell
I reputation system eh.... Yet to really experience this.
Yeah same lmao, is there even any mention of stuff like this in the files?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/44
I've updated this to include carry weight tweaks with correct HUD and some stam tweaks.
Well that is straight from the game. As I was just reminded by a prompt. But I have not found a way to actually experience this.
does anybody know how i open the console (photomod installed) without a numpad ?
halo sanghelli
Yeah apart from this tutorial text i mean
somebody has to say it. We need dark, like real dark night. Right now i dont feel threatened at night on vet diff. Can this be changed in files or requires something advanced?
I think peoples main problem is that the flashlight is kinda garbo and game is already really dark at night
Gotta wait for those sdk
Hmmm, i was playing with gamma,brightness etc and nights are not dark at all
It's also that it seems like the moon is ALWAYS on during night and doesn't have any cycle
Yes
Ahhh, damn thanks 
so we never get truly dark nights
But I don’t think we can make new blueprints yet
yes but with a better flashlight
Need a mod that renames coupons to roubles
little harder when all the voiceovers call them coupons.
The textures aren’t the issue it’s the fact that the PDA is not an object that it exists in the world. It is essentially a menu like the settings menu is
Is their a way to look at the pak files to make sure mods are not altering the same settings?
Would prefer they be hryvnia with how the game is fully Ukrainian now
FModel
i get it, but even UI only would be good
we need new voiceovers anyway, ill go crazy if i hear another british speaking stalker
is something bad about there being a zone only currency? 😄
@frail plover Thank you
That what I understood, so only the body is to be constructed and then all heavy work around object stuff?
Native + subs seems the best way to play
yeah
We would have to make a whole new game object for the 3DPda, animations for the character hands using it, functionality to walk with it open, and render the UI textures to it
Ukrainian dub is just fine
Which is probably impossible with the tools we have now
Maybe current animations for PDA are reusable?
Just maybe
Pretty much. Would need to see how in-depth the SDK allows when it releases
It’s not about the animations themselves
there's a file to change some values on rep
We physically cannot create new stuff yet because we don’t have the SDK
I mean we don't even have a statistics tab or any rep information at all from the PDA so we got a long way to go lmao
Yeah. Hoping we can make new blueprints at the minimum cause if not we’re not going to be able to do much
Anything referencing the PDA and rep. That was quite integral to the user feedback of the older system.
I understand but if there is a file that correspond to how hands move while action is played (that is PDA opening) maybe it can be extracted and then somewhat adjusted for the object. It would be a lot less work then. But yeah no SDK is not helping rn
Hopefully, if @leaden dagger gets cooking working
Issues and memory allocation failures, which previously caused the game to exit unexpectedly, particularly around rendering, skeletal meshes, and quest-related cutscenes.
Main Quest Progression Fixes, including:
Several bugs blocking the main quest progression, NPCs getting stuck in objects, incorrect quest markers, and issues with quest cutscenes.
Revision of the main quests (like Visions of Truth or A Minor Incident) to ensure smooth transitions, avoiding rare cases of players not being able to proceed further.
Gameplay & Balance Adjustments, including:
Fixing the price of the weapons with upgrades installed compared to their value without attachments.
NPCs behavior, including the way they act when lacking a shelter during the Emissions.
Cutscenes & Visual Fixes, including:
Rarely missing facial animations, misplaced NPCs, and visual inconsistencies like detached heads and clothes clipping.
Quality and stability improvements of the visual effects.
Softlock Fixes, including:
Issue where players were unable to close the trade screen after putting ammo in a wrong slot while playing on a gamepad.
User Interface Improvements, including:
Quest notifications now showed correctly during dialogues.
Corrected texts and missing interaction prompts.
Noted to be addressed in future updates:
Analogue sticks dead zones bugfixes.
A-Life system bugfixes.```
GSC Announcement just now
LETSGO
is that a patch?
patch ?
Yes Heart of Chornobyl is getting a new patch during the week to come
not bad
oh, i thought now 
patching on a weekend, dedication
"What does a-life system bugfixes" mean though, hope they'll go in more detail
They're saying A-LIfe system bugfixes, seems it's been proven it's not even there though...?
oh, "a-life system bugfixes coming in future updates". so not next week
Nothing has been proven yet. We can’t see the source code for anything
Nobody can really say for sure without looking at a source code imo but i choose to trust the devs
some ppl tried to change values to increase the size around the player where stuff can spawn. didnt rly work so its deeply rooted in something else & not just a fix edit of values.
When they reworded the Ai for gameplay features, I wish they would just be honest and say its not implemented yet because its not ready, It's so weird playing a Stalker game with no PDA messages popping up and random gun fights in the distance, it's truly a lonely feeling game.
Oh got, had so many groups spawn almost right on top of me as I've been leaving a PoI it's hilarious. just expect fights after clearing an area now.
That being said there’s only a handful of files mentioning ALife in the dumps. But we can’t see any of the code actually in those files right now.
I bet @honest glade and @willow hornet will make A-life working faster
I've had random gunfights start up multiple times in Lesser zone.
new patch and no info mentioend about optimizations if im nto wrong xD
@atomic jacinth I've had groups spawn next to me and fight, but nothing I have stumbled on yet.
Have you played the original games? All three of them are like this. PDA messages are from Anomaly, and only Call of Pripyat really had decent A-Life. Shadow of Chernobyl is mostly scripted events.
since i left the lesser zone it seems to work better than before for sure. honestly im glad when its not working atm & i only run into scripted stuff.
You know, "modders will mod it out"
But would be cool to have that stuff in Stalker 2 eventually
ohh patch notes ahead of the patch
@frail plover I haven't played the orginals since they came out really, I play radiophobia 3 and anomaly recently, I thought I rembered their being PDA messages from the orignal games, but I guess I remembered wrong.
imo you cant implement the old system into an open world stalker 2. it will always be a radius around the player that spawns stuff. but we will see ...
The old system can be done in Unreal. A-Life on paper really isn’t that complex
The hardest part would be the nav mesh for the NPCs in such a large map
without tanking the framerate ? ok
Yeah it can be done
don't get your hopes up, we are limited
Indeed we are (limited)
Is their Ambient fire fighting in the background? Was that in the originals or modded in later?
plus im just changing a cfg file
When A-Life actors are offline/outside player radius nothing is being rendered for them, it’s just tracking their position and goals etc
pretty much yeah
I know, I am just impressed you guys did something
So performance impact would come down to how many A-Life entities there are in the world at a given time and it would be CPU based
i mean, the naming conventions for the cvars imply it is a whole different system (that is currently broken)
Like the game isnt simulating and keeping track of individual npcs. The new alife system appears to be a complex ai director that dynamically spawns npcs and then schedules their behaviour and cross-npc interactions. probably no offline simulation
in terms of performance i can only see them get the random dips iron out. i suspect it has something to do with npc's & maybe ai but i wont expect large boost in the future.
Interesting. I haven’t looked at the cvars yet
I remember that in GAMMA, warframe mode for example there were instances of offline simulated fights between squads
Posting this here as a disclaimer from Toggle UI/Compass Mod that uses UE4SS
try this mod see if it changes anything
https://www.nexusmods.com/stalker2heartofchornobyl/mods/62
UE4SS can cause crashes.
there is a online/ofline component from what i have seen /heard
im pretty sure the offline component doesnt work at all
@honest glade got a mod suggestion, reducing aimpunch from getting shot
50% less should be ok
its way better than not having it . that one + your stealth one made my last 4 hrs of gameplay very mutch enjoyalble
For reference UE4SS conflicted with Real Weapon Names and Readable Ammo.
Real Weapon Names crashed when I approached Zalissya
Readable Ammo crashed on startup
It also crashed with Shader Cache skip for me
some ppl say it works some don't, so im still thinking that some squads are kinda fucked and other npc squads are not, which means pretty situational
it actually looks like a very complex and interesting system under the hood. a lot of variables and intended interactions under the hood i think? but it all broken.
It doesn't, the zone is literally empty, no one at POI, no one at firecamps, except for pre determined locations and or scripted events, it's literally empty
Yeah, i'm waiting for the Alife fix to come in before I dive deeper into it. Some stuff might even require SDK
not sure where to find it, but imma take a look, imma just take a quick rest
obviously it isnt literallly alife in the sense of the old stalker system but clearly there is supposed to be a complex ai director working in the game.
is this file original or modified?
Which UE version is Stalker2?
5.1 I think
Thank you
how hard is it for a game to transition from 5.1 to 5.5
in the editor its just one thing. but it can break shit
should be the original ALifePopulationManagerFactionPrototypes.cfg
I sneaked into the sphere through main gate at nighttime, there was a lookout on the tower, without your mod I would be getting shot right away for sure
So I think it does work
atm i like it that way 
unreal 5.5 is so new too
better than spawning stuff 10m in your face
not sure if they would update it that quickly
nah, they should fix the game & when its in a good state they can think to try upgrading it.
This just made huge groups of NPCs spawn around me cosntantly and fought each other. was really weird and game breaking, I could just look all the corpses after.
Their stealth mod defo works, maybe a bit too well at time since i can sneak up infront of someone during the daylight, Super A life on the other hand tho 
Cyborgmatt gave an update on the stalker discord
5.5 is suppose to help lighting performance right(Lumen)?
lots of performance stuff
but alife is next week
or maybe the patch he mentioned is next week
I maybe need to tweak it a bit
A life is soon, not next week
oh ok
it has MegaLights
then the performance hotfix is next week
Soon how, any timeline on this stuff?
Yeah great mod otherwise though, makes stealth a very viable option as opposed to vanilla
Ah right, mega lights. Seems like a nice addition.
nope
Though as a dev I shouldn't be asking that myself lol
there is nothing regarding performance. just crash fixes
it is
Figured as much
really good
megalights basically means you can add light sources without worrying about resources
5.5 has a ton of great improvements, sadly Stalker2 is on 5.1
i doubt they would upgrade anytime soon
Lumen is what is in now. 5.5 is mega lights
imma kms if they dont fix a life before christmas. they are gonna fuck off for a few weeks
yep, and Nanite skeletal meshes, I use UE5 professionally, daily.
damn this sounds amazing, dont get me hyped up it about it nothing coming anytime soon 
Im accepting a small donation of one goth mommy if someone wants to help me!! 
5.5 is the great optimization patch
Looks like GSC has a LOT on their plates.
not really accurate, Megalights uses lumen.
Priority must be a nightmare for GSC right now... lol
is ukranian christmas the same as the russian one ? so in january ?
?
The current game version doesn’t have mega lights. 5.5 adds the additional feature mega lights shown in all the demos that is their new tech?
5.1 doesn’t have mega lights
Megalights is just a new light emitter. it still requires lumen.
We in the eastern bloc don't celebrate xmas as much, though I'm from Lithuania
I didn’t say it didn’t ?
New years is the big one
its also in experimental stage.
what?
megalights, its an experimental plugin in 5.5
its a light emitter, like point, rect, or spot. it still uses lumen
MegaLights just pretty much removes the restriction of Lumen source lights in a scene, so you can pretty much have nearly infinite light sources without fucking performance too much
if im not wrong
Anyone have an idea of why random guns are spawning in my inventory? is it a bug with a mod or the game in general?
close, but as with nanite, "unlimited" is not really unlimited.
it happened to me once
its a vanilla anomaly (bug)
gotcha thanks
never said unlimited
if your pc can handle it
nearly infinite, unlimited whatever.
I dont have many vids captured but I have loads of stuff ive tinkered with in UE5 outside of normal work hours. this is some weapon and physics interactions I did last year.
Nanite has a lot of issues if not used properly and it also performs way worse compared to traditional LOD techniques if not used as intended
and inventory work.
yeah you dont want overlaping geo, and you want manifold objects.
No. Mega light enables shadows on most spotlights/point lights via shader accumulation. It doesn't do much for Lumen
any mods that change the ammo graphics in the bottom right?
its hard to tell which type is selected
one just came out about 30 minutes ago on nexus.
can u link it pls
I mean I can go there and get it for yout he same as you can...
pretty lazy..
the nexus site confuses me
😐
i searched for stalker 2 and it didnt find it
Thisi s all you need, sorted by release date
https://www.nexusmods.com/stalker2heartofchornobyl/mods/
117 mods already 
Some are pretty low effort, and a few reshade trash.
Wonder if someone will add companions, additional dialogue options, mutant parts, and 3rd person camera
gonna need a mod manager at this rate
Would a mod where we can customise the audio of headshots be possible? I'd love to try using the rising storm 2 headshot sound.
imagine if modder dev outpace gsc dev 
Can we add new items to the game righr now without overwriting a vanilla cfg?
No right?
Vortex works great.
True, and config changes, still, it's active it's what matters to me
For real stalker 2 is great but the missing features really make me love the heck out of gamma even more
so whats the difference between the top performance mods, do they do the same thing or are they different?
I plan to add this, with high repair cost when its damaged.
The right one is all you need, and its just an Engine.ini
thats what i have lol
Mod organiser 2 support possible?
No clue, I use Vortex.
OK, I'll have to look into it.
Is it supposed to have a bunch of paths listed at the top of the cfg? I only ask because the description on Nexus doesn't include them
Guys I'm not familiar with Stalker modding, is adding mods require new game or something?
no
No
Thank you
TARKOV RIP OFF!!
also why is that EOtech so fuzzy
i know eotechs have a little fuzz, but not THAT much
Motion blur was still on by default in the editor, it does weird things to emissive transparencies.
I dont have any recent vid from that project, its come a long ways since, but now that 5.5 is out, im probably going to make some major changes. and tarkov was not the first game to have a modular inventory 😛
a mod manager that auto merged configs and then turned them into paks to make compatibility more universal would be neat
i think its a mix of motionblur and TAA
hi cyborgmatt where do i know you from
shh im hiding
trying to find some images I took, but I have stuff tarkov doesnt. like modular chest rigs where you choose what kind if pouch goes where.
and?
thats how the games industry works.
no, not exactly
i love nexus, free premium for modders is nice
lmao, the similarities are insane
but im not criticizing, no need to get defensive
you can do whatever you want
wait, so I can upload a picture of my dong and have premium?
ye its nice
well first its placeholder. second that is how the industry works. teams emulate and reuse mechanics and styles all the time. I've been in the industry over ten years now.
if enough people upvote/endorse, and download, yeah!
The heck is that fro?!
if enough people download it, yes
got mine for Fallout 4 mods
no, the industry does not work by copying mechanics directly from another games!
they adapt them! change them for the better!
nice, time for my sosig mod
then you can also get points from endorsements and downloads (?), can exchange them for game keys or IRL money
yo axxi, does the a-life mod actually do something? the comments on nexus kinda dried up
I did some darktide modding in the past and got a few game keys off of that
@hushed spruce your splitting hairs, you have no clue what the mechancis are like based on the visuals of a temp UI.
i can tell you it does
having a nice time actualy with it
Pretty sure some guy made booko donation money from adding dong physics to Skyrim
schlongs of skyrim
I think if you get 30k total you get free lifetime premium.
I'm quite familiar with loverslab
damn, should have uploaded my engine.ini tweaks like everyone else
ayy time to make more mods

is it like that? i think mine is permanent
I bought lifetime years ago, was like $30
doesnt matter, because what will the player see other than a UI which looks exactly like another games?
could be on a higher tier
question does anyone here know how to prevent popins or reduce them?
I only buy nexus premium when I need to use jabberwock
ok bud, im done, come back when you have released a product to market.
nexus donation points pay for quite a couple of coffees btw
now i know its temp, but i really hope youre gonna adjust it to look less like tarkovs
Wish i could make mods, Gamepass and its restrictions 
(dont spam cfg mods for dp though thats corny)
glad you see youre ignoring feedback! you will do good in the game market as all the other people who dont give a shit to feedback!
funnily enough I got a free month on that same day
what does premium evne do
unlimited bandwith on nexus downloads
ah here you go
yep, thats it.
do you know if theres a way atm to add new items without having to overwrite an existing cfg?
Like a variant of a drink for example
im looking at how basegame dlc is structured for item variants, but theres no way the game loads a custom cfg right? prolly no conflict-free way to inject new items in?
I have so much I could add to Stalker2 once the tools are out, and providing I have time. multiple TB worth of stuff.
A working guns? Like normal mp5 mp7 maybe?
I wonder when SDK will get released 
idk what im going to do in stalker2 modding scene cus i cant model and i dont know shit about guns.
((probably fixing janky soups)) 
im gonna SO make a mod that overhauls all particle effects
I have assets for tons of weapons.
Stuff I either made, or paid for. hard to make everything myself as a solo indie dev.
also, fun times when UE Animations Blueprints break.
looks normal to me :D
This is what it eventually turned into. 8way movement blend.
Why? It has a lot of undesirable changes
like what?
Very impressive animation blending
and since its an ini you can change whatever you like about it.
Thanks, the weight painting on that model wasnt great, I HATE weight painting.
I know nothing about gamedev so I'm just appreciating what I see 😅
I just do easy c# business dev
ive used C# in the past. now its all C++ with UE5.
C++ is what they taught us in high school
i modded bethesda game which is like easy mode for modding as a non-programmer lol
dude
Still use it to upkeep old apps at our work
am i weird
am i weird for liking how muzzle devices change a muzzleflash
like DAMN
DYAMNN
C++ in UE isnt bad, you work almost entirely within their API and they have tons of macros, and wrappers to do things efficently,. like you dont need to worry much about reference or variable garbage collection, you just using the approtpriat wrapper. UFUNCTION() UPROPERTY() etc before any declaration.
Right so lubed up c++
I use EmberGen, then convert to UE Niagara.
FUCKING INSANE
oo can i
I've totally forgotten all about how pointers
I dont have anything on hand I can share right now.
Work
holy fuck
granted this is because the muzzledevice became loose and got "baffle" struck
Wow this game works as intended. I just picked up a wpn from journalist stash and randomly two Tavor guns (fora 221). Why game why
wait can we try to add cigarettes right now with the consumableprototypes.cfg 🤔
UE structs are pretty easy. this is from my current project.
WHAT IF theres an unused cigarette animation "PhysicsInteractionPrototypeSID" just lying around unused. Surely right 
LT, do you know why flashhiders have a flame thats further out of the muzzle? its really kinda confusing me but it looks so cool
this flame infront of the hider happens across most if not all flashhiders so its not this particular hider
im just confused as to why its so far disconnected
pretty sure its just pressure from the barrel pushing the heat outward, and when it exposes to o2 it ignites.
i thought so
its just so interesting
why do i have to have THIS type of autism
why not. car autism
what thats not the animation, thats the physics template i think
this HAS to be bafflestriking right
these flame patterns are so fucking cool
i wish stalker 2 had better looking gun effects 😭
I NEED THIS
pretty sure GSC is like 20 people, have to prioritize what to work on, and dev work can go on forever if its allowed to.
PLEASE
I REQUIRE THAT.
is there any easy way to merge multiple mods editing the same file in different ways or am I just gonna have to do this by hand
Easy? not really, have to extract the .pak, merge the .cfg files, then re-pak it.
it will be easier once the mod tools are released.
you can merge them?
@worn temple reporting my test results. Changed line 1680 and similar ones below for other structures in your alife detector scenario prototypes file to SpawnDistanceMax.
Spawns started to work. I know that other people reported that your preset worked without this change, but it seems to be a way to do things, cause in original files there's also SpawnDistanceMax.
No pressure anyways, just some info to help you
i know next to nothing about modding btw lol
If you go through each line and merge the diffrerences yeah. something liek notepad++ has a merge diff view to assist with it, but its not always accurate.
okay cool
Would anyone be able to make a mod or engine tweak of sort to increase the graphics quality? Game runs flawlessly
I wonder if GSC is using a modified/updated version of the UE4 UGC plugin, if so, its pretty damn powerful and will allow us to do loads of stuff. I think they might be considering how it loads .pak files. https://dev.epicgames.com/community/learning/livestreams/Ybx/adding-mod-support-with-the-simple-ugc-plugin-inside-unreal
the official UGC Plugin didnt get updated for UE5, but some people in the community were updating it, not sure how far they got.
In our project, we want to have the ability to download and import a .uasset at runtime. This requirement led me down several paths: Unreal’s own UGC plugin but community modified for Unreal 5. This seemed promising if a bit complicated, and the missing official support for UE 5 is a bit concerning. The patching/DLC route. This seems to be...
This is the UE5 community fork of the UGC plugin.
https://github.com/TheHellcat/UE5-SimpleUGC
If GSC is using that, it may allow us to start on things earlier.
How well does optimized tweaks s.2 work?
anyone recommend an optimizer mod? im using this one rn https://www.nexusmods.com/stalker2heartofchornobyl/mods/2 but im still getting stutters and huge frame drops
Hey guys, i tried this mod => https://www.nexusmods.com/stalker2heartofchornobyl/mods/47
With the x4 multiplier but it seems it doesn't make the day last longer :/ Did anyone use it and could confirme if it works please?
Does anyone think it would be possible to make a mod where you hold the PDA in your offhand (like detector)? i really would love to play without the compass, but having to open PDA every 2 seconds to find a stash im near is a nuisance
probably conflicting with another mod that edits CoreVariables.cfg
Meh...
it will be once we have the editor tools.
ahh right, i wasnt aware those were not available yet, cheers
Don't know which one it could be...
unfortunately not accurate at all... throwing a "they are the same file" type error when they actually cant be 😭 its prob cuz they dont change very much in the file to begin with idk
sprint cost.
Damn.. Well, going to remove it then
Use this, it has a merged version download. https://www.nexusmods.com/stalker2heartofchornobyl/mods/75
MergePhysicsDays4hspeeddialog90FOV
that Alife mod is still spawning huge groups of NPC fighting each other right behind me.
pls someone help the game is unplayable rn
turn your settings down, UE5 is a pretty demanding engine.
they are
and this is a channel for mod making, not really mod reccomendations.
its a discussion for mods on s2 you dont need to be a prick abt it
you can always test that mod to see if it helps you, or others. I found the one that tweaks stuff with Engine.ini to help smooth things out for people.
So i should remove sprint cost and better physic to make this one work, yes?
you coulda just said that thank you
I wasnt, and apparently you cant read.
stfu
yep
Aight, i'll test it out, thanks bud 🙂
its ok baby, dont be upset. the bad words cant hurt you.
anyoen know which pak has localization info?
none
Has anyone made a mod that increases jump height? Cant jump up things that are clearly intended to be jumped on
sprint jump.
Doesnt work
sorry, guess I havent had any issues with it.
idk, if you can't jump on it it probably wasn't intended to be jumped on
got an example?
oh yea i couldn't get that one either
Cant make the second jump
Just spam it, it's janky
no clue but you could look at the real weapon names mod
it's likely just gonna be 4 health packs and some bread so I wouldn't lose your mind over it
Its about the principle
Ther eis another way in
hahaha no i get it
Its MY bread
@rancid nova I think you can get over on the right. that is the way out, not in.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/110 This file is a localization change.
generally speaking I've found if I can't get at something despite trying for a minute, there's a different way you should be trying
Wtf youre right
why
the high vault that was added into gamma would be nifty in this gmae
that jump is way higher why can I do that one ;_;
There is already a clambering system in S2, I bet someone will modify it to allow for higher climbs once the tools are available. only thing we can tweak right now are cfg variables.
👍 thanks. it is ucas so it must be cooked?
most likely yes, everything going into and out of UE has to be packaged.
Only exception is raw asset export from the editor like FBX, or PNG.
of course developers can make tools to do different things, but thats custom work and most dont bother.
uh can i even make the game load a new item name string altogether
I haven't looked to much but I don't think so without using UE itself, which people already are using for other stuff so probably.
Not sure, thats interfacing with UMG, I doubt you will be able to add a item at all till the tools are out.
the localization is just a data layer that UMG reads from with reference to each actor. you cant create new actors from it.
checked it by hand and for some reason all my corevariable cfg file mods are identical??? makes no sense...
they're supposed to do different shit
Are you looking in FModel? I am just noticing the same thing but it is an issue with fmodel afaict
maybe with funny abuse of unused item strings it is possible. (terrible idea)
i was checking the extracted files in notepad++
it was a pain in the ass to do it in fmodel for me idk
Would modding in NVGs be possible with the current state of modding or is it a long shot 
FModel seems to always show me the original file
on the right is the .pak extracted with unrealpak
ah i see.... weird...
ill do that then
Is the proper way to update a mod to overwrite old file with new file or delete old and add the new one?
and see wahts up
even if htere are unused item strings in the localization file there is no way to create a new actor currently.
if the file names are the same overwrite should be fine.
I would love to know if other people can see modded files properly if they open the .pak in fmodel
it's a bit of a pain to not be able to inspect the files without manually extracting
do you have the AES key, and the usmap?
yes
shoudl be fine then.
there is no difference in that
but I dont mess with that stuff. I'll wait for the editor tools as thats where my experience is at.
How well does optimized tweaks s.2 work?
try it and find out.
I haven't looked at them in detail but some of those ini tweaks are so full of shit
you read through them and they just switch stuff for no reason or set stuff that obviously won't do anything at runtime
its just a dump of the whole engine.ini and they change stuff. some of its stock.
well the one I saw definitely wasn't based on DefaultEngine.ini at least
doing stuff like disabling r.Tonemapping.GrainQuanitization and you go "ok, why?" and the answer is because they read on PC Gaming Wiki that it disables film grain (it doesn't)
yeah that is silly.
question it disables achievements on steam version if i install mods?
doesnt disable achievements
The big thing is r.Streaming.PoolSize engine default is like 1 gig, and thats way too small, and I dont think GSC changed that to keep it working for consoles.
Actually I managed to reduce input lag with FSR FG, which makes a big improvement in my gameplay, if most is kinda BS, at least it’s disabling things that aren’t that useful and could impact performances (even just a bit)
Whats the lamest mod i can make that doesnt interfere with the same cfg everyone else is editing.
thats VRAM usage for streaming textures, at 1 gig its gonna run like shit.
Oh pay2win "premium edition" weapon progression tweak i guess
can someone make an inf carry weight mod until there are mods out that expand upon the stanima system
I dont think any of the preorder gear is op or antyhing, they are just different. so not really pay2win.. and its a single player game.
There already are on nexus
go looka t nexus mods, there is one. and stamina mods if you dont want to flat cheat.
Wait. Since you cant disable the premium items, maybe mod to delete journalist quest entirely?
Zero effort mod but i think some people might want it.
modded version disables achievements per their website
packing right now to test, @pearl lichen is a godsend
I've gotten multiple achievements in modded lmao
I was halfjoking but they fit really weird with the economy of the game since they give you a free flow of full condition quality gear, whereas otherwise you are scraping by on looted aks due to the high cost of repairs and low weapon durability
Same here
Yo modders, i'll give You a BJ if someone will bring the old inventory UI (like gamma)
is there any info present on stalker 2 multiplayer
I can only imagine how fucking awful that would be trying to make the inventory different like that
Ive found several full quality weapons and armor just at stash locations or form quests, so not really. the game is not very hardcore survival sadly.
at least as it stands right now
there used to be a carry weight mod that was on its own, seems it was made into ars, anyone have the original?
with the full editing tools it will be prettye asy.
with no official tools, everything is a pain
UMG is pretty easy to work with.
wow that actually worked... one problem is it wont extract reasonable degredation for some reason but everything else worked
thanks
Are they releasing official tools?
All Im asking for is the visuals not entirely gamma-like and i'd be good
TBD, but they did say they will, we just don't know when
like, the look of it in general?
yeah, it will most likely be Unreal Editor with a Stalker 2 plugin. similar to hwo Squad and MechWarrior 5 does it.
Ye for the most part. I don't necessary need the tabs, favs, options like gamma etc... just like a visuals of portet of a player, name, kredits, resistances etc... 😄
I miss the Stalker leader board, and communication feed.
Identification would be a goat 😂 always a Russian roulette when you encounter a squad 😂
lmao i'm sorry i'm laughing my ass off, i'm reading the files right, and i see something named Xleb
Not really, they wear different uniforms and have arm paches.
I literally cant tell who is a bandit or of what faction, its jsut copy paste of the same outfit / raincoat
Not all of em
if no arm patch its either a stalker or a bandit.
if its a bandit they were typical slav thug gear.
all that is, is bread, because xleb is bread in uhh... ukrainian? i know it is in Russian
Some wardens have no patch or are dressed like bandit with coats
I present you, T_xleb.png
Anomalous bread
hey guys question if yall have a second so I tried implementing a mod that unfucks the horrid repair prices from Groks rebalance pack does it require a new playthrough or what do I need to do to see the prices change the mods implemented followed the install path and all
Maybe skill issue from me, it is still possible 😂
dont know where else to plug this
who knows, could also be a bug I guess.
like should I wait a few days in game and it works or?
i may find what you're looking for but it may need to wait or someone else can pick it up, i'm still working on another mod rn
Don’t know, so now I kinda “cheat” by approaching slowly and waiting for that threat bar
I never modded on ue, but how bad do you think patching compatibility between mods would be.
Without like dltx or bethesda creation engine data strctures
thanks, that's now an emoji on my own discord
ah I have every UI element off except the health bar, and set the opacity to 30%.
Maybe load order?
lmao, you're welcome
im kinda just doing raw file
for simple pak mods with cfgs inside iits pretty easy to write something to merge stuff based on a modlist and loadorder and do diff merge
wont work, has to be a pak
Since I’m never sure who I encounter, I prefer keeping the threat bar
right there paks I manual downloaded and plugged them in their own folder
there is still a load order, its alphabeticall.
put .pak in ~mods folder, not into another folder inside that
Хлеб и Молоко
Bread and Milk
sub folders work, folder name determines load order alphabetically, thats how Vortex controls load order.
the foldername is also wrong
Grok literally tells you how to install mods
unfortunately not
I did exactly what he said just added another folder
worked for some
not for others it seems
that's odd
ill just pull em out
that's the path
right thats where they are
it also needs to be ~mods not Mods
just gotta yank em out the folders
yours is named mods, not ~mods
Need the tilde in the name of the folder
that's important
really fuckin weird
you guys arent listening, subfolders work fine, and their names determine load order alphabetically.
but hey ill do that
Has anyone made a mod to change or tone down the radiation effects on screen? its super anoying to see static
check out nexus there are mods there fo rit.
iirc there is one on nexus
???????? how does that work
ok cool, but mods that overwrite same files still invalidate each other
load order won't help with conflicts though, would it
maybe gonna make a script later to fix that
yeah duh, thats why i said load order is determined alphabetically.
im no pro with load order I use mod organizers that do that horse shit automatically lol
pretty sure the game checks recursively for files in the paks folder, people have a established convention though for ease of troubleshooting
does just putting .paks in the folder work too?
Anyone figure out a run + Reload mod yet? Been looking for it
ah, that makes sense
yeah that will work as well.
pretty sure that's not possible for right now
aww, alright
so how do you determine load order properly im new to just raw manual doing my load orders
Tried modifying only specific files on the mod file, doesn't work. Tried not directly naming the cfg files as the main cfg file, still doesn't work
it looks at it alphabetically
ooooh
Mod compatibility is gonna be the major issue as of now and Modpacks will be the norm
Fact that early running cancels reload has caused me immense brain damage
only because we don't have a tool that can actually help with that to my knowledge, its not just a simple cfg edit or anything, it's part of a lot of other stuff
Hi, if I wan't to make a mod changing various .cfg from the same folder, can I join them all in the same .pak? For example, the mutants values like HP
yes
"design decision" according to GSC
name of .pak, or its parent folder Alphabetically. Or just use Vortex and it has a load order tab.
even if they are not in the same folder @loud peak, it would work
is that fucking vortex
ok, so it's just the same process to repack 1 than 10 if they're in the same folder
ohhh okay, thanks
yes...
yea
does that work as of right now? I had no idea if it did or not
Can I fire away with a very minor and simple mod request for 2025? It is not possible yet, I guess, but you guys will understand...
I would hope MO2 gets an update for it
yes ive been using for two days now.
does it let you pick which set you want from bundles?
interesting
looking nice
if the file is setup right yes.
for 2025? 
sub folders.
We have to be able to smoke cigarettes. Different brands. It is important. Thats it.
i heard someone was making whole new items, but I don't know what their progress is
if there are multiple paks int he same directory, it asks which you want to activate, or all of them automatically.
this is funnier than it should be
alright then i dont need to change my workflow
I'm half bread?
Хлеб и Молоко
I like vortex, its great to know when a mod is updated, and keeps all my mdos organized, MO2 was cool back in the day, but I like Vortex more.
i'm half baked
Hi everyone !
Someone know if there is a mod for the flickering ?
in dark space i get a lot of it
pretty annoying
Maybe the internet outrage gang will bully gsc into adding smokable cigarettes 🙏
You are probably complaining about Lumen, UE5's global illumination system
Which... yes
Also Nexus Collections are great. when things get more advanced they will be nice to share mod loadouts.
It would be great if that was fixed, but also... it's very non-trivial
yep probably
@bronze monolith I think it depends on hardware, I have a 3090 and have had zero lumen, lighting, or effects issues.
WAIT WE CANT SMOKE IN VANILLA?
hey if it works
Out of curiosity, did the devs say something about providing better mod support? Or is everything available for the modders now?
It really doesn't, I have a 3090, the issues are really obvious and in all UE5 games
It's a relatively simple feature anyways. Can reddit bully gsc into doing it please
nah skif HATES smoking 
its been mentioned, but post release we have no time line
very weird, I dont have the issue in any of them. if we have the same GPU it must not be that then id guess.
Here is an example of unstable lumen lighting
There is no light turning off and on here
It is just unstable lighting
yeah same for me, i've got a 4080 and alway got issues with UE5
It's possible to Port Drunk's miserabke Mask's mod overlay to the game somehow?
ah yeah, thats a geometry issue with the screenspace reflections.
Thanks, seems it will be a long wait until i play again.
Or like- add a mask animation
Well, there are issues with lumen's screenspace traces mismatching the worldspace ones but I don't think that's the issue here
but with that i get like little white point on the darker part of the screen
you could just use reshade and an overlay if you want the quick and dirty way
It is just shooting random rays all the time and sometimes they hit the light that's entering into the room from elsewhere and sometimes they don't
the same one that you get with radiation
Or Grok's mask mod
that a thing already?
no
yea well
Would be pretty cool to have it I mean, along with the Gask mask animations mod (it would be pretty easy to port to UE5?)
This is one of those issues
From the POV of Lumen, the door doesn't exist when it's not on screen
pretty minor to me I guess.
so there is light leaking around the edges
By the time I finish downloading the game a second or third patch will be on the way
Help me
just another weird thing in the zone, such is life
I am kind of hypersensitive to these kinds of graphics issues so I see them... a lot...
Lumen just has a lot of growing to do still. the giggest issue is that S2 is using UE 5.1 so none of the fixes are being used.
i'm just glad the game runs as well as it does for me, i've expected the worst after the nvidia slide was released
Anyone found a way to reduce HUD size?
Well, IMO it's going to take some pretty drastic reconsidering to make Lumen work properly
(for context, I am a professional graphics programmer working with UE5 so I have dissected this a lot)
@bronze monolith so can I ask you something?
It works pretty damn well since 5.4 and 5.5 improved it even more. Im a game deve as well, over 10 years. been in UE since 4.25
ask if you please
Help me reduce ui size brother
How hard/easy would be to port an overlay mod? (Drunk's or Grok's)
Well, all I can say is we're on 5.4 right now and none of our problems are fixed
that would be UMG canvas scaling, cant do it till tools are relased.
I hope it comes when they release the roadmap
well, it will never be perfect.
Do you have an example, I'm not sure what you mean
so for the repair costs change I imagine that shit isnt instant?
A Mask overlay mod, sorry for not specifying
thats just an image on the UI layer. which cant do yet as we need UMG access.
thnx brah this helped a lot
I understand, thanks for the clarification
So we need to wait for the developer kit/Mod tools
yep, anything but unpaking and modifying cfg files is out till we have tools.
you can modify textures*
yeah just trying to see if this shit goes into effect instantly with techs I cant tell some mods work funky
I guess, I bearly consider that a mod I suppose 😄
if changing a line in a config file is a mod, changing a texture is as well
@keen cloak there's a patch that will fix the Tech repair cost
kinda? one is purely visual, the other can change the way the game plays.
oh like official cause I have groks rebalance mod
it's still a mod(ification) 
I'd love a retexture for the ugly green ammo boxes
can you please provide the engine and graphics fixes you’ve found? I’d like to work around with them
just because it isn't complex, doesn't mean it isn't a mod
I didnt say otherwise.
Yes,already announced in steam and other socials from the official page
For stalker 2 you mean?
oh cool any eta when it goes live cause I can just keep artifact huntin
I don't have much to say about stalker 2
There's some cvar tweaking you can do that's useful
Just a second, will send you SS
But the "big issues" won't be fixed by doing that
thanks homie : D
firstly, help

ok i have the screenshot
Should have gotten it on EGS, I downloaded it at release at 150mbps 😄 and feel warm and toastythat GSC got 18% more of my money.
THANK FUCK
the max internet speed you can get in my country is 5mbp's because we use ASDL still and no copper fiber
damn, its out already?
Ouch, my condolances.
🇨🇺 
I feel you, I had ADSL myself for years
I see, that was cropped out of their post 
A-life seems weird, can work or cant not
What alife 
alife 2.0 enemies spawning behind you 

GCS has already acknowledged that A-life is broken right now.
what?
please god crank it down by like 60%



