#╟⚒stalker2™-mods-making-discussion
1 messages · Page 16 of 1
interesting I’ll take a look
if its your mod, you broke the formatting as the message says, for example , dont use tabs inside the cfg files, use spaces instead
Destiny player spotted. Order to eliminate
^^^^
this was a pain in the ass when I was making a mod
I will probably test it out as well. Really good configs for a vanilla like experience
Dont want to go crazy atm lol
Finally got it!
Has anyone found the naming file yet? NPCNames.cfg doesn't seem to be in use and I want to add some real names. Everyone has goofy ass names like Vlad Broccoli or Max Jackpot 😂
it will probably be under a localization file
what is this?
Vladimir Witcher
I've seen so many Jackass and Oldspice.
inverted the texture on the knife as a test
ooooo, how did you do that? (you don't have to explain if its too long or time consuming)
There were indeed Witcher name in CoP but for polish localization.
or "Skif"
it's almost like they use pseudonyms so people don't come knocking on their door when they leave the zone or smth
Vault mod but you go into space-
if you'r talking about formatting issues the mod creator did it in the last line after 55 with two invisible spaces, I think he updated the mod by now, I personally just modified the config myself and didnt have any issues. That line isnt even changed from how it was originally
followed everything posted in addition to adding the folder in the "additional asset directories to cook"
nice!
I just asked claude to write me a bat file for repak and it worked, if you search this thread for "bat file for repak" it should show it.
it has been a process. ive been trying to get it to work since yesterday afternoon. I was about to give up lol. Last shot and it worked thankfully.
I think it makes no sense to waste time doing that manually when you can ask an AI to do it for you in 5 seconds
much less teaching or writing a guide on how to do it
I wouldn't mind if the pseudonyms didn't sound like twitter handles made by 10 year olds.
In this guide I`ll explain how to pack and unpack all .pak files of the mods.
Ready
I hate ai
Can that be considered a skill issue?
@honest glade would you be able to make it so radiant quest givers are able to give 3 quests with no breaks and also make the breaks only 1 day long

I think the skill issue is you needing an AI
but ymmv
Guys, I'm making early prototypes for UI/UX overhaul, because I don't like how UI looks. If you have ideas/suggestion/features you want to see in Stalker's UI, please share it under my reddit post about it. Thanks!
https://www.reddit.com/r/stalker/comments/1gyvmsi/looking_for_suggestions_for_a_uiux_overhaul_in/
dialogue like in old stalker with the huge metal ui on the right
with a log
If you can do it, recreate old Stalker UI or Anomaly/Gamma/EFP UIs
I'd consider it a skill issue if coding was otherwise part of my required skillset, which it is not. I'm running a strictly manual craftsmanship build.
I know how to use it.
I like old one and I was thinking about it. May be added if it's possible
z fighting all over the place in this area
Anyone figure out how to go about editing armor drop rate so that enemies always drop their armor?
So, if I pack a mod WITH compression, I can not edit it's .pak with Notepad++, but if I pack it WITHOUT compression, I can edit its .pak with Notepad++.
question: do we a have a mod that lock the inventory in place? (like after u restar or trade item) the inventory does a auto sort, wich is super annoying, while on nexues i could find a mod that does that, a kind soul could help? could a mod disalble sorting inventory?
Is it just me or is Skif like really short when talking to people?

Is there any downside to not compressing mod pak files?
no, some npc sink into the ground
That would make you seem taller, not shorter, unless you're suggesting the player is sinking
He def smol in some cinematic lol
Maybe the player sinks?
is there any upside to not do it?
No i think it's more that you have your camera coming out of your chest for gun alignment purposes
You can edit them directly
i guess i have the opposite then he does, becose i saw staleker sinck, for is -z for him could be +z LOL
And boom, it's just like gamma
Just tried, mod works fine, and now I can edit its values in the .pak file without unpacking it. may not work for everything, but it does not show gibberish, and the actual values as in a .cfg file.
That's not an answer to my question. By downsides I mean does it somehow impact performance or something.
If I'm gonna sacrifice 5 FPS because I didn't compress a mod, I'd rather jump through the hoops anyway
@wild ridge dm me
Unsure, only able to see the different .cfg files in the Notepad++ editor, and can edit the values in the .pak file.
i would say it won't impact your performance, but it will take up slightly more space
but that's uncharted territory for me, I don't think it would matter that much for the pak
Where can I find the SIDs for locations? or the coordinates?
yup, compressed file for me is 12kb, and uncompressed is 58kb.
I know the .pak uses 3 different .cfg files, and the Notepad++ editor shows the values of all 3 files in the uncompressed .pak
i heard there is a mod that adds loot to mutants, but cant seem to find the name of it :S
thank you 🙂
thanks all who helped me with my questions. learned the basics now and can merge mods myself when needed. already merged -stamina mods + jump/climb mods (and smth else forgot already), and weight mod of my own too. friends also using them works great. thanks again!
oh and my own "balance" mod that came out out of Groks one, we wanted few extra tweaks more.
anyone know what A life mod Klean tried?
is it me or there just so many mod that do the same or merge multiple tweak together i dont know what to use anymore
Ye I feel the same @mighty compass
holy shit, release a mod and you're flooded with 'can you do x but without y'
thats why I made my own so I know whats in there and coudl tweak numbers if we wanted to 😄
But that is modding for ya I guess untill we get something that works perfectly so no other mods or changes needed 😛
probably ItemGeneratorPrototypes.cfg can do what you want
Awesome thanks
If you want to automatically check .pak files for mod conflicts, aka mods editing the same files , look at this post : #1310014674267541545 message
anyone figured out how to increase render distance to prevent enemies popping in and out
Need this pinned somewhere
i will try to make a script that is able to auto diff merge .pak mods later or maybe tomorrow
hey did anyone find what the problem is? just got the same bs
this is what unreal engine says regarding compression, if that gives some kind of answer
wtf where were u when I needed u 😄
eating cake and drinking sparkling wine, sorry 😄
@merry mountain Can you pin that in that thread?
found one conflict good
no only a moderator can
anyone happen to find timer settings for barman quests?
ah
if something does not work as intended, please let me know
it does not work for mods that change textures atm, that come with .ucas / .utoc files
so far works, foudn conflicti n my weight mod and Jlonger day mod
I don't think anyone has touched the same texture files yet

if i can list the content of these files without installing a large software like unreal engine, using terminal commands(for example with a small software downloaded from github or whatever), i can add that too in the future
did anyone find the solution 4 this?
the only thing longer day mod did was this one line?
RealToGameTimeCoef = 18
damn tought it owuld be much more 😄
do you know what might be causing conflicts on my mods? ledge grabbing isn't working for me
sprint cost
run the linked script
sprint mod
download the attached file, put it in the same folder, execute it and check the generated .txt file
#1310014674267541545 message
thank you all
did anyone find the solution 4 this?
when packing a mod
thank you for this!
this was the wrong unpacker
Working on trying to export some of the weapon models to figure out how to go about replacing them - but I've only been able to export these low LOD versions from the files thru FModel. Kinda stuck on this for now - hopefully I can find some solution to this tho.
one more question before Im out for today. Is it possible to adjsut the length of day/night, as far I see mods edit one line which makes both day and night longer, any way to make them different?>
do you have a link 4 right one?
what do you guys think, should i make a post in #1309526198833119303 for it?
for sure
its not a mod so im not sure, but whatever, grok can delete it if he thinks its the wrong place
nah, ask Grok to add it to mod-resources
Hello everyone, guys, where is the 2d PDA map, can someone tell me, thx ?
something nanite bullshit probably (pretty sure those are the ones you see if you turn nanite off in the engine.ini)
ok, i will try. i tried to extract with this, but some mods have errors and i downloaded another one.
extract?
extract a .zip file?
pak
That's my thinking as well after doing some research, but not sure how to go about "reactivating" it for extraction thru FModel - or maybe I just have to find some other method to extract them I guess.
i mean unpack
D:\Programs\unrealpak-main>.\UnrealPak.exe "D:\Programs\unrealpak-main\zzzz_CoreVariables__better_physics__SprintCost75__even_longer_days_4h.pak" -create=filelist.txt -compress
LogPaths:Warning: No paths for game localization data were specifed in the game configuration.
LogInit:Warning: No paths for engine localization data were specifed in the engine configuration.
LogPakFile:Display: Loading response file filelist.txt
LogPakFile:Display: Added 1 entries to add to pak file.
LogPakFile:Display: Collecting files to add to pak file...
LogPakFile:Display: Collected 1 files in 0.00s.
LogPakFile:Display: Added 1 files, 11326 bytes total, time 0.00s.
Press any key to continue . . .
is this ok?
maybe ask the guy who made the knife mod, not sure if he had to do something like that as he just did a retexture though
yes
thanks a lot, +rep
Flashlight Customizer
https://www.nexusmods.com/stalker2heartofchornobyl/mods/221
Night Vision Goggles Reshade
https://www.nexusmods.com/stalker2heartofchornobyl/mods/218
Just saw these two on Nexus mods, thought I'd share (in case it didn't happen already anyway)
big thanks to all you modders, making the launch of the game sooooo much more enjoyable
can't wait for actual nightvision to get added in, these buildings are pitch black
Playing with ALife Director https://www.youtube.com/watch?v=AhYW6rzt-og
Turning the zone into a literal battlefield 😂
Any pointers to adjust ambiant light in buildings during the day? It doesn't make sense for every tiny corner to be in pitch black darkness when there are windows all around
adding back the warfare gamemode before gsc lol
Max Alife MAXXED
just mod that spams billions of fighters
finally a flashlight mod
Yeah I'll publish that for the fun, it's complete mayhem
yesss gonna install it now
Yeah I'm looking into doing more than just texture replacement stuff - have a feeling the whole Nanite thing is going to make this much more complex than I initially thought
jsut to confirm if Im right, all those longer day mods, actually makes longer days or the way they do it also makes nights longer?
is this a same as ObjPrototypes.cfg ?
One minute in game can correspond to whatever value is set. And I don't know the length of the night in minutes but it would be like this
would turning up realtogametimecoef increase the length of days, or is it the other way around?
so by default its set to 24, so its 24/2 12 min day and 12 min nights? someone else mby knows?
If I have set 1 it's 1 minute in game corresponds to 1 irl minute
But still I don't know the night lenght. you can set the value for something like 60 and count the "minutes" in game pass and get to know what is the time of the night
oh nvm i think i have it figured out, 1 hour irl x realtogametimecoef = amount of in game hours per 1 hour irl
so itll be an inverse relationship
writing it down here just in case someone needs the info later down the road
but if so, that would mean increasing number would icnrease day length per 1 irl hour, but mods instead lowers it
the double day length mod changes it from 24 to 12, which means for every real life hour theres 12 in game hours
ooh ye ye right
which means it takes 2 hours to complete the 24 hr day night cycle instead of 1 like in base game
yeah so it does adjust them together, I wonder if someone will find a way to adjust them separately
wait what we have nvgs now?
probably due to it both modifying corevariables.cfg
so cursed.....what could fix this i wonder
yes, they dont work together, use this instead:
unrealunpak then merge the mod values
thank you
if the mod just changes the realtogametimecoef , everything will be equally longer, according to the values set in the cfg.
You can also change the length in ingame hours of the day / niight tho, or to be more speciifc , from which hours of the day to which hour is considered day, and what is considered night
lower repair cost mods most likely alters it as well
wait its possible? why then no one does that? I checked few mods all jsut edits realtogame time coef
so if you are running them you should check their pak files to see if they reference corevariables as well
would u know how to? I would appreciate any info about it
its in the same file
lines 918 - 921
CoreVariables.cfg
Hey guys, im not a modder but just like to make a suggestion for someone who is, perhaps a better flashlight mod? The one in base game has very limited range
there was a Nexusmods guide for how to mod stalker 2 in here but i cant find the nexuslink anymore
Damnit, I looked before I said that to make sure it wasnt made already, I missed it
somebody has it for me?
it literally just came out, not ur fault
Ty
no but see if this helps #╟⚒stalker2™-mods-making-discussion message
thanks alot. now we will be happy 😄
hey guys, this is an extremely rough first draft on how to create new items with UITextures https://docs.google.com/document/d/1ZxMLENRE265xOeVwDcjS9XEwmhRZKsPTtLiRWnf92Os/edit?usp=sharing
I know the formatting is awful, I do not know how to use Google Docs well enough 🫠 it's been too long
yes its that simple
god dude my fingers hurt from typing that shitty draft 💀
idk if someone answered you already but there are variables that control when a morning or night starts, so you can probably look at those to make days longer and nights shorter
Hey, I'm trying to retexture the backpack for Stalker 2 but it doesn't seem I can extract the texture file itself, any help around here?
also you may have found the fallback lod for nanite
it comes as .uasset, I extract raw data but no way to open it
save texture also doesn't work
dont think thats the texture, textures usually start with T_
That's the only location the backpack files is located at
yes its a material
the han folder is already something else entirely
pretty sure you have to extract textures, can't do mats to my knowledge with that function
im still searching for the stupid script that is setting the rain material i just cant find it ffs
That's sick
a bit scuffed in comparison to actual NVG's but cool nevertheless
@mild fable My Riemann still has 20 cap magazine. So it's not kriss vector class it must be something else
it'll also come as uasset
you just needed to read that uasset a bit 
this doesn't appear to me at all 😭
the words "a bit" are doing a lot of heavy lifting
oh frick
when you go there, since its a texture, just export texture
my bad, I'm new to all of this
(right click, save texture)
I'm only used to make mods for skyrim and source engine stuff lmao
its confusing to a lot of us, don't worry @prime saddle
based
i have to say, i hate the fact that they made it so a " better weapon" with the same caliber has more AP, makes no sense at all. can't wait for that to be modded XD
a better weapon should have less recoil, more range etc etc
I was making a fully voiced NPC follower, but then the VA randomly disappeared lmao
they just got hella busy with life so I was like its all good and just stopped
a 9x19 vektor mowing down enemies while a 445 round is doing nothing because ona starter weapon is bolloks
yeah so, how would I do that? I right click it, save texture, but it doesn't do nothing.
doesnt weapon rebalance fix that?
at the bottom of the window, does it say "failed"
when you do it
yep
or am i misinterpreting what the mod does
hmmm
the file is saved here
that's why
where do I get it?
I mean, that's what I'm assuming it is - though I've had no luck looking through all the other weapon assets for the full versions, likely because of this whole Nanite thing.
dm @prime saddle
didn't check the mod, so no clue
how are you guys modding in general rn? UE5 or other tools?
u know where weather is being handeled. I saw in the First Cutszene of the game in the Destroyed building Snowfall and i want to change the rain to Snow
Question, how would I go about looking into modifying the stats of a specific weapon? For example, I really like the named weapon Shah's Mate, but even fully upgraded it's no where near as good as a Buket S-2, which is just silly imo.
shouldnt the ue version be 5.1
for cfg edits, you can use unrealpak to pak/unpak, textures you need UE
However everything i find related to weather doesnt bring me close to the rain particle
I noticed weapon classes attributes are overridden by default attachments attributes
yea, just a mistake from day 1
"cfg edits" being like, ammo damage or other values i assume?
Huh? Like extended magazine stuff?
for some things, others like flashlight stats are in blueprints, which we don't have access
so its a mix
So to edit ammo of the Kriss Vector, I had to edit the default mag instead of the default weapon archetype
for adding new items in, its all through config
Let me push a fix
is there gonna be an official devkit?
they plan to support modding, we dont have any info beyond that
ah gotcha
your guess is as good as mine
holy shit, is going to option weel and then c the only way to switch to underbarrel mounted thingy ? is there no button ?
thanks for the help 👍 wanna get the game soon and tinnker a bit
hey, how goes a life? anyone find anything cool about it besides the npc threaten stuff and the rank/rep systems?
is this considered cool to you? #1310037284954837063
oh I thought you said "life" not "a life"
still cool, just not alife related
I know people found something related to lairs, but that doesn't seem to be working?
Is there any way to modify the stats of a specific weapon, and not just an archetype or ammo type?
LMAOO i thought he was asking how life was too 
!noalife
lol
god save me to know where everything goes
Can you try this ?
A-Life feels pretty bad atm. The best stuff I've seen from NPCs in terms of encounters is baked in.
But it does look like it can be improved, just a matter of if modders get to it before the devs do
https://canary.discord.com/channels/912320241713958912/1310189778934829106 they're already workin on it 
This is exactly what I was asking about. The Shah's Mate stats suck. It's such a cool looking gun, but even basic Buket S-2's have better stats and performance.
Playerweaponsettingsprototypes you can mess with the guns overall stat per gun.
they hard disabled some shit that we cannot change
That's unfortunate
Ty, I'll look into this
How do I open the console ingame? It's activated through a mod
~?
Throwing this onto my own comment - but for anyone looking to extract the weapon models (which have Nanite on them), FModel has no way of extracting those (yet) sadly, afaik. Seems there's been some folks here asking in the FModel server. Hopefully a solution will be found (or official SDK /s)
Try ~
It worked perfectly
is there a mod that removes durability drain?
Yes, check nexus
I've seen tons on nexus
Doesn't do anything sadly 😦
But the mod works for sure, because the new/bigger flashlight works
(The mod says it auto enables the console to edit the flashlight etc)
Referring to:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/221?tab=docs
When I'll get tired of the poor gun balance I'll probably make a big overhaul myself lol
is there already a mod against the stupid head bobbing?
Yeah, I'm looking into changing a few myself. Got AES Dumpster, FModel, RePak and UnrealPak, so about to get to work, I guess. Just gotta get some sleep first.
oh cool someone messed with bps
Starting with Shah's Mate.
@high plaza
Yep! I was wondering what he meant with BPs, wasn't sure if he was referring to UE BPs - but I think so
The flashlight mod enables the console itself (according to the mod description):
"(mod enables console by default)"
Wondering if it's a different key for me because of my German keyboard lol
Haven't modded in UE in a long while, been messing with Cyberpunk too much. Glad to be back to STALKER.
Yeah tilde key works for me to open console
found the key, thanks guys ❤️
(/ on numpad lol)
Once you unpack it its straight forward enough. Also looks like base stats and damage are in that file @sand vault . What did ya want to make unique about it?
sorry stupid question how to open console in Razer Huntsman Mini hahaah
Wanted to give it stats more in line with the Buket S-2, with similar upgrade path
A fully upgraded S-2 is far, far better than the Shah's Mate. Maybe just change the ammo type to 9x18 would do it?
@pearl lichen Can you check your DM please
oh yeah its awesome
just wanted to let my dad know if there was anything else we dug up
hes excited for a life to get updated as well
anyone know where i can find dialogue files in fmodel?
Ok this is how far i got in terms of changing weather params. However i cant find the matching PostProcess anywhere..
I forgot to reply earlier, but there is a dynamic weather mod, you can look at what they did
Despite the problems, gotta say, I already love this game.
The potential is huge. Looking forward mostly to seeing what the modding community does over the next few years.
Hey Guys, has anyone found a mod or made a mod that limits the amount of food that you have to consume? I'm currently playing with 8h days so the amount of food consumption is kinda off atm.
It does get crazy. I see it pop up right after I eat sometimes.
Haven't seen a mod yet though
But I don't think it'd be difficult to mod
does this fix actual a life or just improves the random spawn system
the question really is what variables to change in what file
It just tweaks what's there. Most of A-Life actual potential is locked down by the devs right now
@rare ruin Do you recall how you fixed this error?
Has anyone figured out a way to make the flashlight not suck?
It does things like increase spawn radius, tweak spawn rate, etc.
There's a mod for it
Thank you!
MAN WTF
LOL
ITS A CONSOLE SETTING THIS ENTIRE TIME
you're fucking kiding me, really?
I could have done that when I fixed mouse acceleration 
Thought it was hard coded up until I saw that earlier
I don't think those are default commands
if anyone finds some cool presets for the flashlight lmk pls
is there any mod where u can use any optic on any gun
IVE BEEN USELESSLY FUCKING WITH UE5 AND ENCRYPTION ON ASSETS FOR NO REASON
I’m gonna lose it
I just hope they add NVG and binoculars eventually, after they get rid of, or fix this atrocious NPC spawn system. I want to see static enemies.
Well, enemies who stay around certain areas, and not just spawn in when you get close.
He's an experienced UE mod developer, I think he made the parameters of the flashlight to be modifiable in the console, not that he found those console commands. I think he's developing a S2 API SDK
cant wait for a mutant looting mod
Damn nice, must be using the flashlight for that
I'd much rather keep the game dark and have to use NVG
this lazy crab. just looked into it and the only thing they have done is remixed the weather chain abit and thats it
its not really new weather its more of a remix instead
They made certain transitions last longer
Stuff like that will come later with mod support
i guess i really have to wait for the SDK before my Snow dream can come true
defintly yours.
damn any suggestion?
You using reshade?
or any other kind of mod´
JESUS OF MODS
Well u have 3 ways to go with this. First move all mods and look if its fixed. after u can do the work and pick one by one until u find the Naughty Boy. Or u just nuke ur mods
longer days might be the issue
A-life tweaks? Interesting
y
could be. Maybe the game still thinks its nighttime and just the skybox is adjusted lol
Did anyone notice the minecraft villager pondering noise of NPCs in Bases?
Yeah, the longer days mod doesn't adjust everything having to do with day and night length. A lot of things in the game are dependant on the day night cycle, like NPC movements, movement speed, etc.
So they can only tweak how bright it is, which could affect certain visuals
If the person that made the flashlight mod is in here... biiiiig thanks man! Was the most awaited mod for me personally rn. Very good mod, works perfectly
Makes me wonder if it is possible to change the coordinates from where the flashlight originates?
Could make it a flashlight "attached" to the weapon, lol
whats ur preset?
sec
Weird, the audio just crashed in my game
Did any of you notice the build-in discord plugins in stalker? was looking in the different folders
Hmh, for some reason the command fl_state action print (or fl_state print) doesn't work
Yea, none of the actions with fl_state work for me (read: user error, i am too much of a smoothbrain, probably)
i just want the mod sdk.
#
RPC? thats standard
h o w
get rif of "0x" from the AES KEy
if anyone figures out drawing custum ui elements please dm me id love to work on a rudimentary pda npc chat system, focusing mostly on weather and such comments as a start till real A-life gets fixed
hopefully after the mod sdk is out and the pvp multiplayer mode gets added maybe hopefully we will get somthing akin to skyrim together like stalker together
if you somehow get this I will be forever in your debt
Yoooooooo that would be so cool
Wait the multiplayer mode is going to be pvp not like free roam pve?!
At this point devs should drop the modding tool first instead of any fix😂😂
I hope they realize what they have with Stalker and have Open World Servers for up to 64 Stalkers or something like that with Story Mode disabled
But thats a dream
yeah only pvp sadly, devs said some bs about how the zone is suppose to be a lonely place and will remain a solo experience but we all know people make friends and can roam in groups in the zone, i think they just dont want to put the time and effort into developing a coop mode

yessss please !
Gotta hope Ray of Hope drops at some point
Be cool if someone makes a Gas mask HUD mod kinda like Metro
from what i heard developing a multiplayer mod should be a lot easier on ue5 compared to most other engines so im hopeful we will get some kind of coop mod this time around
I get failed on fmodel with aes key? any idea
once pvp and the modding kit are out, people can look at how the pvp code works and try that for coop (ideally)
you need the AES key
The key?
Death Stranding has entered the chat
should be like this
where do I get ALife_Tweaks
I will pay for that mod 100% pleaseeee
Yeah its in there
Can we hope for something like seamless mod from elden ring or is that just a dream
I guess ER has coop so
https://www.nexusmods.com/stalker2heartofchornobyl/mods/210 anyone tried this?
show the error then
you set the game to UE5.1, right?
FIXED!!! THE MOD NAMED 'STK2 - SPF" BREAK TREES LIGHT IN DISTANCE
I haven't used that one, but I used "alife bandaid" which spawns out to 500 meters, and I can see mutants and stalkers from way far off. it's worth trying
its referencing UE4 functions there, so thats my guess
It promises a lot, I'm gonna give that a go
Now its working @pearl lichen cheers mate!
I find enclosed space perfectly dark but outdoors are kinda bright . Is there a way to reduce sky brightness during the night using reshade. I dont want to see during night outside of my flashlight. I am not scared atm but i want to be
i love troubleshooting
you could try lowering your gamma? and then maybe use the flashlight mod?
so you get better visibility and darker scenes
yes i played around, didnt get the "gamma result" 
dont you have like a million mods that conflict with eachother tho lmao?
I heard yall are making them mutant parts mod
https://discord.com/channels/912320241713958912/1310037284954837063 Indeed someone has
2 alife mods 2 radiation mods

trying this now lets see, curious to see what this one does
im trying to achieve this level of night light but i just cant https://x.com/i/status/1647770023094804480
klean is testing rn on stream
no just make sure the are not in conflict or just check load order
link?
Testing new ALife on stream
did you merge? you realize load order just prevents overrides, you have 2 seperate mods that operate the same parameters, no?
IT SEEMS TO WORK
lets goooo
What mod, the one in nexus?
just installed it as well
´super ready for actual stalker gameplay - the world is too dead atm
combo of a-life and the fixed spawns would be pretty amazing
Which one is he testing? A-Life Tweaks, right?
Roadside Panic
think its roadside panic alife mod
its doing something my performance is taking some good hits
I'm noticing a 7-10fps hit
The Roadside Picnic mod has an inbuilt longer day/night cycle
edit : it still spawns a bunch of random npc real close, 5 heavily geared guys spawned 10m infront of me
I'm already running the 4x longer days mod lol
yes, 4x
damn
The modder is also in the discord, he just joined and is currently in the alife tweaks thread, in case anyone wants to join the discussion:
reloading now, going to just walk towards slag heap and see if i notice differences
for the mods do I have to extract the .pak files into ~mods or can I just leave the files in the folder?
extract to mods
Seriously?! I was able to load all the archives at once all this time and not have problems switching between packs to organize textures/meshes/materials and scripts at the same time?!
probably STK2_SPF
oh, is roadside picnic the mod Connerria sent earlier? I see he is the author on nexus. I tried it earlier, this aint it
it should also work with folders
Yes!!!
it works with subfolders, i just tested it. So if you want to, just put your paks in subfolders to organize
Damn that is super useful to know
u are jesus
also how Do i know if the mods are working?
depending on what they change, you would see it ingame
for example different prices, you can sprint longer etc. depending on what mods you install
more subtle changes will be harder to spot
thank you sir
if someone changes stuff from enemy behavior for example , you would need to do some fights and then deciide if you think it made a difference
your explanations make sense on paper. but explain why AI despawns past 80m on both console and PC? why did they kerep it on PC if the game is not consolified?
Also, the new AI mod that aims to make the game mroe alive has MASSIVE performance impact, so where the fuck does this notion come from that a-life does not impact performance? the offline simulation part maybe, but thats just one aspect of it
the mod does not have offline alive, it increases spawns and distances, and makes them despawn at way higher distances, so you have way more npcs that need to be calculated
Could be a number of reasons why they despawns past 80 meters. It's not because you're not seeing them that their data stop existing. I could be culling skeletal meshes, but their capsules and entity keep on living past that distance. An entity doesn't need to have a physical and visual representation to exist as part of the system. You're simply thinking of the visuals
the mod author himself said that it's only perf hungry because their bruteforcing it to spawn a-life scenarios hundreds of meters away 
likely a fixed a-life will be much less intensive on CPU because of the offline-component
is there anyway to make the unique guns customizable? i havent seen anyone bring it up yet
Are achievements disabled with mods on?
ayy thats my mod 🙂
you can even give you all achievements 😄
Hi modders. I would like to ask you some stuff regarding STALKER 2
Haven't gotten to that point yet hahaha
Looking for the path for traders anyone know?
there is a file that has attachment information for the different guns, but i think someone said that only changes what the UI tells you that you can attach, but you actually cant
I would like to know in your exp messing with the game files, how much can you mod it? Like if you can mod new guns, with animations, and also quests.
Stalker2\Content\GameLite\GameData\TradePrototypes.cfg
Mostly just cfg files at current. Waiting on more tools from devs
I think for this we need sdk
Cheers
Shit. I doubt they would release the SDK of STALKER 2
At least until the next 5 years
adding new guns and animations either needs sdk or some kind of confirmation on what they use for modsupport so we can get the plugins running ourselfs
new textures are already possible
new quests not sure, there are different files regarding to quests, but i dont think we can make proper new ones using only that
Slightly similar question, what about modding normal guns? like the svd, I'd love to take the scope off and use iron sights with it
I think he will, but what he can do, I don't know.
when it comes out, we'll see
Can you mod A-life with the SDK?
I'm telling you, we don't know what sdk will let us do
we know nothing about the sdk
But he clearly won't be a map editor like we were given in the original trilogy
we think they might use eiither SimpleUGC or mod.io Mod support
because some peoplpe found mod.io related images in the gamefiles
I was curious because I think the game has a lot of potential if it can be modded similar to the OG trilogy
It's gonna be great
hi guys is there someone who merged Roadside Panic + Mouse fix + Weight limit increase?
Devs said full overhauks will be possible with mod tools so I'm guessing they will be good
I haven't heard about a complete full overhauls, but they've obviously let it be known that sdk is coming, but when? idk
They said it not too long ago forgot where. Also said tools will be coming not too far from release.
Probably talked in ask gsc, but how soon? It could be a month or two
I think we will have unofficial modding tools before a proper SDK, I'm used to mod unreal engine games, I'm also an unreal engine dev myself and from my experience doing an SDK for UE5 is extremely complex ( because all the tools we have to create sdk's are outdated and only compatible with UE4 ).
I think except satisfactory I don't know any games with supported modding capabilities in UE5. this should change in the near future tho.
No this was an artice with devs. Yeah I figure by february
I'm already itching to dig into the game properly, not just the cfg files
Yeah I'm impressed so far with what we are getting with cfg tweaks.
Well, that's true
just added all these to my game. was tryna hold off but couldnt help myself lol wish me luck bois
Same build
Mods alrdy fixed the game
Yeah still had a group spawn right on top of me with the roadside mod
lol
who can make 150 max weight + stamina + repair cost 65%?
i want them to fix mission breaking bugs... leaving a mission at sultansk undone because every time i trigger it it gets autocompleted...
and salissya mission was also borked, had to console command the f out of it
this game is so obscenely untested
why don’t you?
I cant try make this ,and cant (
These files conflict so some will not work 🙂
btw, someone said that he is an expert of unreal... can we expect alife to be fixed ? or it's one of those things where because they switched to unreal the game is effed ? can we have enemies sawn hundreds of meters away ? coul we snipe them from super far away ? will that even be a possibility ?
I love popping in here once or twice a day and reading everything you guys are working on and figuring out keep it up!
A life 2.0 should not be thought of as being fixed to look like “a life” from the other games.This is a spawn director in a radius around the player inherently
where can i find that script which checks all mod files for conflicts?
what i'm asking is if this engine handles far ecents from the player or it becomes and impossible resource hogs making the game slow as f
because let's say the creation engine for bethesda is a mess and hs that issue for example
To fix A-life, they should develop it before, because from what I've seen from the in-games files and other mods, there is no A-life it's just a basic spawner with a min and max range, so can modder fix it ? yes, but they will have to develop it or wait for the official devs to do it.
Has anyone tried this? Seems like the best replacement for a-life for now
https://www.nexusmods.com/stalker2heartofchornobyl/mods/210 this is a prime example. They simply upped the current values of what the game has in its code, to make things spawn farther away. It's like changing 5000 to 20,000. That's all. Youll notice it says massive fps cost, so start enjoying 30 fps. Theres another version of the mod there thats the cpu scorcher version he calls it, which just ups the values higher in a farther radius around the player. That is A-Life 2.0 performance scaled up
I checked and unpacked the mod to read the values
ok see that's what i mean
So it is impossible yes.
guys little help needed, what file should I drop onto .bat for AES key to make it look for it?
there was no performance diff for me. R5 5600 + RX6800 + 32GB ram. so it either doesnt work for me or i dont know 😄
bruteforcing it to heaven by killing fps is not what i ment really
its the exact answer to your question
the answer is : this engine cannot handle far from player
its also running on an old version
unreal 5.1 . The current version of unreal is 5.5
sheesh, im guessing it will never be updated to that engine?
In order to actually have all those npcs around, they would need to use server meshing
hey all 🙂 is there a simple process for the cooking the .uassets in ue5?
getting a bit lost 😒
that would require no mans sky effort
simply
They could port the game to 5.5
Games do not support NPCs far away from the player
It would require there to be that offline/online code
well ... fuck then... that's why i fear everybody converting to unreal... oh boy cyberpunk 2 on unreal, RIP
"online" is the radius around the player, and "offline" doesnt exist
brutal generalization
thats easy tho, you just update their logic less often
has anyone considered making the fuze snap sound for when you throw an f1/rdg5 grenade? would love this
Yay, started progress on re-doing all my Call of Chernobyl mods in STALKER2.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/234
Great job on the documentation yall. Really nailed it.
i would like to see them update to unreal 5.5 which includes server meshing, and it could allow those npcs to reside on another thread, or something
fully semiautimatic LUL
but turning the npc logic up higher than like 75 meters around the player, is a massive performance drop. thats why unreal games dont do that. @royal heath none of them do.
dont worry all, i think i found it
old engine did it and was amazing.... soooo my point stands, rip all the games picking up unreal
the engine does support games like fortnite just fine, but notice there isnt a lot of npcs in a large scale br
it has nothing to do with UE 5.5, they can achieve a proper A-life in any version, it's just a question of optimize the shit out of their AI system, Unreal engine is a very capable engine, unfortunately devs are lazy theses days
i never said any of it had anything to do with unreal 5.5, and i never said it required any version to accomplish a-life. 👍
so i agree
Just because there's a newer version of unreal doesn't mean they should update, especially if they have their own in house tech developed specifically for the game.
But in the other hand UE 5.5 is way way more optimized than UE 5.1 based on the techs they are using so it could definitively help with perfs
They also stated they've heavily modified the engine for their use
It can probably be ported nonetheless
like I said, server meshing is a big breakthru tech… shouldn’t gloss over that…
updating a whole project from 5.1 to 5.5 is gonna take a looong time
For what purpose lmao, this is stalker not star citizen
Boys, anyone could help me a bit finalize my FModel setup? Coder myself but new to modding.
Partial offline AI per server
Imagine the possibilities hypothetically if it was integrated with an A Life system somehow
People assume it's as simple as pressing a few buttons. Even minor updates to large engines can break big projects for weeks
Indeed, that’s what 20 years of unreal has taught me for sure lol
You don't need server meshing for that, that would be hell of a lot of effort for something you can do locally with a smart implementation
It has nothing to do with the engine, it has simply to do with whether they implemented it or not
i mean, yes sure, but according to the guy above unreal does not handle well far away npc
sooo maybe it's that why they didn't have it on ?
so what? build your own system for offine simulation
they realized that everything was effed
it's a significantly different and far coarses system that can operate on more low-detail representations of the world
Unreal is an open source engine. Things don't have to work one way
they could build it in 2007, they can build it today, if they want to and put in the time and effort
isnt it closed source
this might be a dumb question but any ultimate edition players wanna let me download your save i lost mine
Source is available for anyone who wants it and you can make your own custom build of the engine (and everybody who seriously works with UE does, including GSC)
free to use does not open source make
"Unreal Engine includes full access to the complete C++ source code, so you can study, customize, extend, and debug the entire Unreal Engine."
Thats what i meant, its closed source but available for free
Back to the first message I initially sent. The system you are thinking of inherently does not exist in code
the spawn circle is what they put in game
My mistake, but it is possible to view the source for authorized accounts
Look any of you right now can go link your github account to your epic account and clone the unreal engine source and build it
And modify it however you want
and make pull requests to it if you fixed something
(if they get accepted... different question)
Exactly. Not pure open source, as it uses a different licence, but good as
did you manage to work this out?
ooh wait thats right! werent they 'made' open source when some hackers released their private builds?
Be warned, C++ can be a pain in the ass to code.
I have no idea about that, it has been source-available for a good while
Making games in any engine without having the source code is seriously perilous for anything serious enough
anyone know how to confirm there mods are working?
does my mods folder need to have the "~" in its name like ~mods
Yes
ahh i see wehre i went wrong, okay thank you!
do you guys know the folder path for ArtifactPrototypes.cfg ?
Stalker2/Content/GameLite/GameData/ItemPrototypes/ArtifactPrototypes.cfg
AK-74, green parts to black would be great
You can search all in FModel as well, but it's in that directory
if i do some retextures for things. would somone turn it to pak and upload it for me? as i shrimply cbf installing UE5 editor 🤣
you gotta share the pain to share the gain brother
Has anyone done performance testing on the longer day mods? Curious if the extended time means less shadow and shader work given it should be occuring less/slower/smoother (?)
dammnnnn 😭
Anyone had issues with packaging ue5 project? It keeps packing up to 120megs, even tho I only replaced 4mb texture
you need to make sure your content goes into a different chunk, and make sure it is actually packed (so maybe add it to the list of "always cook these folders" in project settings or whatever)
i suppose your right. but im trying to extract the models to texture. and im struggling.
there will also be a pak with id 0 that will be ~100mb that is just bullshit shaders it spent ages compiling that you don't need
the stuff you actually care about, if you set it up correctly, will be in a separate pak file
The game engine INI makes the game look so bad for an extra 5 fps
Is there any in-depth tutorial to create mods for the game ?
Since we have UETools, is there a way to move in ghost mode with fast speed?
and where do i pick to cook only chosen pak? it keeps cooking pakchunk0, even tho i assigned a different number everwhere.
does pakchunk0 even have your stuff in it if you look at it in FModel? I am going to assume no and it's just not cooking your stuff at all because it is not actually used in any game level
that's why you need to force it by putting it as an "always cook" directory in the project settings
or there is some other checkbox to cook everything in the content folder always, allegedly
which mod should i be using now guy kinda loss with all the one coming out
where i can get locazilation file?
Can we have a hud mod that is compatible with SolidShadow's Compass Removal but also removes the life and stamina bar, but the hunger/thirst/sleep icons still appear?
Anyone know if we can use CustomizeControls.cfg (or other custom structs) to call a function in the game code? I want to update my mod to hide/show the compass/HUD to not have to use UE4SS scripting because UE4SS really likes to make this game crash all the time and I'm OVER IT lol
I know what functions to call, just not sure of another way outside of UE4SS to call code in the game yet. CustomizeControls.cfg looks like it is for the UE5 input system so I don't even know if I can just outright call a function from it.
i did :D
nice work! i'm still stuck at the .uassets not showing up 😦
If I cant unpack a certain pak ,does that mean that the author has protected it?
holy shit people dont read
im still getting comments on what something does despite giving a very detailed explanation lol
depends on what you're trying to import
im getting lost at the zentools part i think, i gotta do a step between exporting from Fmodel and trying to open in ue5
pretty damn confusing 😄
you can dm if you need, but what is the zentools part you're stuck on?
can someone make a mod allowing holding breath with any scope or ironsights
zzzzzzz78 A-life Tweaks link?
@shadow hollow nexus
You basically pack everything, but make sure you have the option of Cook Everything in your project settings
anyone know how to get the AES Key?
Via google
there are a bunch of links, but i dont know which one does work
I can't find it
Github,reddit,google there's some help for info on what that means
Out of curiosity. Why do some files need to be cooked, while others do not?
ill try again
nexusmods has a cfg guide that explains how to get it
i'd appreciate if someone send me the link to a working aes key extrator, tho
Its in said guide
Some of these mods, will they stop the random stuttering during gameplay?
the process of finding one will make you stronger, much like the struggle against the dangers of the zone
Just wanted to come in and thank all of you people who are putting in the work to improve the game. No matter how small the mods, we all know that the modding community is one of the biggest reasons why this series is still being played and talked about and I, as someone without the proper knowledge on how to mod at all, am just thankful people like you exist. That's all. Wishing you a wonderful day.
is there any place to post mod suggestions? 👀
I typed in Stalker 2 aes key. Then I right clicked new tab on the first 10 links and read.
As Khan once said, you reap what you sow.
I'm not going to engage in politics. Not here for that.
Is Roadside Panic worth it guys?
unrealpak: https://github.com/btwOreO/unrealpak/archive/refs/heads/main.zip
Is this trustable?
repak is better
It actually keeps the structure
Just downloaded FModel. Do I need more than that? Like Repak?
unrealpak gives you files but without a structure.
Also repak can be used to unpack game files with aes key
FModel is good to see what you are unpacking tho, lol
So both Fmodel and Repak aren't needed, only one? But both is nice?
Both nice
Repak is good if you just need to merge mods.
Doesn't need an aes for that
With both I can just download mods and play, once I've followed through the tutorial of modding?
Wanted to pop in and thank everyone who puts in the work cuz if half of the mods here didn't exist I would've refunded already, cheers boys 🙏
what's the best way to load in new mods? I don't want to start a fresh game straight from the beginning every time...
just install them and play?
i somehow cant get the no weigh for consumable to work anymore i just cant move now
mods didn't seem to be taking effect on an existing save?
almost all mods work fine on existing save, maybe you just didn't install it properly
There are cases of precached values not updating when installing new mods
hmm alright, would this also include overhaul mods ? Also, how to refresh the cache?
Maybe some of your mods are overwriting each other too? Whatever mod is LAST in your folder will be used for mods that change the same files
Hi, this doc is a simple research/notes/extra details on my issue with Stalker 2 mods not working on the Steam version of the game on the release patch.(Ultimate Edition). I have not been able to find a solution, but I did find a workaround that kindaaaa works for me (not ideally though as it in...
Can someone knowledgeable about mods in S2 explain to me where they're at right now?
Like what kind of mods can we expect right now, just after release?
What's possible, what's not?
What do we need mod tools from the devs for, etc.?
Thanks
Potentially dumb question, do I need to remove the pak files from their respective folders into the ~mods folder, or can I leave them sorted?
ie:
Stalker\ ~mods\folder\zzz
Or
Stalker\ ~mods\zzz
could this be present on the deluxe version as well? I couldn't notice Optimized tweaks doing anything and couldn't tell if i just didn't notice or what
anyone had this issue with texture modding? 2D sprites work fine, but 3D textures get totally black. What are the .png attributes you should use?
If the original texture's .uasset has "VTData" in it (I think that was what it was called) then it is using virtual texturing, you need to enable virtual texturing in your UE project and convert the texture to a virtual texture
(we need a pin for this info...)
@polar perch What is the fix for step 14 specifically when after the package project is completed the UCAS UTOC and PAK files are too large and their associated pakchunk numbers are 0 instead of the pakchunk number that was was assigned inside of UE5.1. this is my second day of modding anything.
just had the same problem, just add your files to "Additional Asset Directories to Cook" in project settings
The uasset I extract with ZenTools no longer have texture info, I assume this isn't supposed to happen?
Happens regardless of version
(this happens because the assets you made are not referenced in any level so Unreal does not think it needs to be cooked by default)
Just enable this in the futur
Very basic mods that edit numbers in files and texture/model changes or creating new textures and models to use in the game are possible.
Some basic interaction mods that use existing game logic and code (for example someone is working on a mutant loot mod in here https://discord.com/channels/912320241713958912/1310037284954837063) are possible too.
We need mod tools from the devs to create new features and heavily modify core gameplay logic. A lot of the files we have access to now are letting us tweak things like damage and health and such but not something like adding entirely new weapons or overhauling the entire health system to be like GAMMA's for instance.
did the devs say when they will release the modding tools ?
Nice
With how the launch has been/them liking crunching like crazy to fix stuff 24/7 right now, it will probably be a while
Do you think it will have the same flexibility like the anomaly engine had ?
Depends on how much access they give us in the SDK
Unreal is just as customizable as any other engine, but if they don't give us limited access to code and such, we will have to work with whatever access we have
ill be honest, the game itself is good but has many flaws like every other stalker game
Thank you, that pretty much confirms what my impressions were so far.
I'm really looking forward to some good NVG and bino mods.
Also new weapons obviously.
Seems like that's all far away though at the moment.
The game is like the original games, which I as a GAMMA enjoyer, genuinely prefer to any of the Anomaly based mods I have played. The original games are simple, fun, and addicting to replay.
If I were to make a wild uneducated speculative guess I'd say bare minimum 6 months to a year before we get mod tools
But I'd love to be proven wrong
the game had a good launch, given the circumstances

no, we are getting them and i quate "VERY SOON" as some streamer asid
Well we don't know what they have going on there, or what level of readiness the sdk is at in general
Yeah, hence the "wild uneducated speculative guess"
I have no idea lol.
Really depends on how long it takes them to patch the game up where they feel it is in an acceptable state to focus on other things
There's no point in guessing, you either have to wait or ask about the sdk in more detail
I know they still want to do multiplayer (for some reason?) post launch, DLC, and mod tools
But anyway they said the sdk will be soon after release, and I don't think soon is 6 months
Your guess is as good as mine
Reporting good results on #1310377824007491584
Let's pray and ask and pray again that we get answers
?
how is it ? I saw people complaining in the posts
https://www.twitch.tv/klean is doing a playtest of the mod right now if you want to see, check for Flics updated version if you want to test it for yourself
can anyone make hold breath a universal thing for sights and scopes
it only works on sniper scopes
did someone make a mod so the ingame flashlight isn't so short range? I swear I saw it but im going crazy trying to find it
@leaden dagger @gentle night it worked, never been more exited to see the death screen.
There is one, but it resets on every reload
does anybody have the cop hud on hand? i just need a reference for a mod im making
What mod, plz ty soo tired of seeing the bludsugger
I’m just curious, how hard is it to mod this game compared to Clear Skies?
Oh mah gowd
Incredibly easy if you are comfortable with unreal, but not as rudimentary.
I cant just slap in a new .tga and be done
I wonder if by this time next year ya’ll will already have it as many systems and conversions as GAMMA
I have to do the specific magic steps to slap in a .tga in a format they like.
Figuring it out was a total nightmare, but my kudos to you @abstract kite. Well worth it m8, well worth it.
Does stalker 2 have good mod making potential?
if they release sdk yeah
Gah I give up. I've been poking around trying to find a way to stop mutants from hiding
i dont think anybody has messed trying to make actual new files and scripts so, not worth to do it rn either
some of the attachemnts should be more universal than they are
i hate that theres a single silencer for each class of weapons
and no mesh for different type of the same ammo
and no weapon inspection either L
im using the gabion veersion of the vss and i cant add any red dot or anything even though it has a rail
hopefully when the actual modding comes to happen we make an actual attachment system 😏
Has someone made a mod that made parkour/climbing/vaulting more inuitive and fun yet?
vaulting yes, but its still very crude since the modder didnt try changing the animation (i believe)
I did all this testing yesterday to figure out what "armordamage" is on weapons, because it only shows up for the players on shotgun ammo
I thought maybe it was some kind of armor-ignoring damage
and then I noticed all NPCs had it so I was like "oh yeah its gotta be chip damage to make sure you dont just totally mitigate damage"
Nope. It's literally "damage done to armor"
I can only assume it showing up on player weapons is a bug
or well not a bug but unintended typo
so npc weapons have an attribute that wears down player armor? 
Yeah its literally "baseDamage" = damage done to HP and "armordamage" = damage done to armor
I would have guessed that was part of the ammo, so different types of ammo did different amounts of damage to your armor
I tested by changing NPC Viper-5 damage to 1 and armordamage to 500 lmao
and then changed it so enemies min-burst was 30 so they just mag dumped constantly
sure enough, instantly broke my armor, but did nothing to my HP
sadly there's no parameter for "hitfactor" in this one it seems
instead there's just dispersion and then a min/max "ignoredispersion" value
That would make too much sense. For one I don't think NPCs even use different ammo types, and for another, I don't think NPCs even take armor damage from the bullets you shoot at them
that makes it so somewhere within a set range the enemy will ignore their weapons accuracy and hit you with a butthole seeking bullet
anyone know of any mods that adds more music to the ingame radios, or how i can add mroe songs myself?
I wish I could figure out how to remove mutants' hiding behavior
all this other interesting stuff has been easy to figure out but that one's a mystery
and it so meta goofy-ahh thing to do. I get that a bloodsucker or a snork would do this since they are a little bit more clever, but a dog that is BLIND somehow knows you're standing on a car it can't acces so it PERFECTLY breaks LoS? Naaaaah bro.
the funniest thing is that bloodsuckers do it the LEAST
because their circling behavior seems to take up so much time lol
and they don't seem to like interrupting the circling in order to go hide
I think they might be ignoring it because they are invisible so technically you cant see them
or well probably so the player can't abuse it by jumping on something to make the bloodsucker show itself
the first time dogs did this to me, my initial thought was like, "oh wow, that's cool" and then a few seconds later "Wait a minute... that doesn't make any sense"
yeah at first I liked it because its a smart idea to ruin the classic cheese strat
literlary uploaded this like an hour ago. supper jelly you got the inventory icon
and then I realized they always do it immediately and instantly every time
the funniest part is if there's some small cover you can jump over it and not even stand on it
and watch them stop running, turn to run away, stop again, and turn back and resume chasing
just hop back and forth over it and watch them constantly stop and spin over and over
I want a mod that removes the knock down animation from bloodsuckers and boars. They are super obnoxious and really immersion breaking, I find. I would much rather die to my own frantic panicked spinning than being locked out of any interaction for 3 seconds
just saw it, less than half an hour actually :v
i want a mod where the cheese slice animation is replaced with like..the metro exodus one.
makes no sence having a cheese slice and getting an enjector thats bigger than the slice
I have a question :P does anyone plan on adding more guns to Stalker2 :0
I feel like the current number of guns in Stalker 2 feels, out of place and not generic
Blindside when the mod tools come out pls.
oh? feels longer.
well hey! its still awesome that you did the icon. im super new to this so its more of a test mod
my one has all the nutritional values on the back lol.
yeah Im sure an armory mod will come around once the SDK is out. I need my 1911
SAME I NEED MY 1911 AS WELL
I mained that pistol while playing Anomaly and Gamma
and I need it back :(
i made a gif but i couldnt embed it 
as im super new to this all lol
Plus it'd be amazing to see more gun play in Stalker 2, and more dynamic fights instead of the enemy literally one shotting you
or laser beaming you lol
Hoping for a rather quick viewmodel adjustments, because it happens by itself sometimes when dialogues bug out.
I like that the pistol is a separate slot, and I wish gamma had that, since i never used handguns cause wasting them for a total gun slot was too costly. However the stalker 2 issue is that they forcefeed you skifs pistol down your throat cuase its a quest item, which is cringe. Its metro exodus level forcing the pneumatic guns to prevent restarted game journalist smoothbrains from getting soft locked due to no ammo. It doesnt help that you have like 4 choices for that slot anyway
someone made a mod to remove those kinda effects on those itmes
That part is easy at least
items*
But gamma allows pistols in both the vision and melee slot?
I would love to get rid of Skifs pistol entirely there's nothing that makes it different from other Makrovs I think thats the real guns name
oh... ahahaha
I guess I never tried
thats still not an advantage, the pistol is kinda, meh
It one shots to the head, is the cheapest ammo and is free to repair. It's the Oh fuck I have nothing anymore gun
if nobody does a rebalance that I'm pleased with and I end up making my own you better believe I'm going to make it so the PM can't hit the broadside of a barn at point blank range
its a guardrail, quite obviously, and I hate it for that.
Other than the repair cost being free, it's the same as any other pistol, heck it packs more of a punch than .45
Honestly, I hope for the sound to get remade to, when someone throws a grenade there's no echoe it just sounds like its every where
Grab the binaural audio or whatever it is, it's pretty sick
Alright
honestly I feel like when the mod tools and everything for Stalker 2 gets used more, modding will start going crazy like Fallout 4
Fallout 4 modding is disappointing next to Skyrim
is there any way to add my own music tracks in game?
its Bethesda's fault though. They made some annoying changes to CK
my first mod, it hasen't been uploaded yet. @viscid yacht
someone reliable hit me up with a proper way to insert a death screen png mod into the game and explain how to really upload it to nexus or smth. so i can upload a soyjak bloodsucker
I'll be happy once this game gets the gamma treatment. I've stopped looting stashes because they're just filled with beer, water, vodka and sausages. There's a lot of item bloat that is very meaningless. Really made me appreciate the gamma item economy. Everything you picked up was worth picking up, had a great purpose and you could make use of it.
OMFG SAUSAGES I HAVE NIGHTMARES, 50 SAUSAGES WEIGH LIKE 20.
Its more then a god damn gun.
feel like the economy is kinda fucked up in hoc, risking my life and equipment for an artifact taht sells for like 1 or 2 k is crazy
when it cost that much just to resupply n meds, ammo and repairs alone are 10s of thousands
The repair costs are insane and most of the time it's not worth risking anything. You might as well use skifs pistol just because of that. I had to mod that shit because I'm 20 hours into the game and cannot afford a single upgrade
I know this game is gonna get some pretty crazy mods in the future and it's gonna pick up from there:D
anywas, anyone know any radio mods or how i can personally change/ add song son the radios
stalker 2 anomaly will be crazy
nah Stalker 2 gamma, that's what I want
stalker 2 EFP
Anyway Imma rip the game models
have fun
I've already ripped the merc gear
dont give them the overwatch treatment
would it be possible to edit ragdolls parameters or add/import new death animations for regular stalkers from say zombie stalkers (cuz i noticed these ones have few different ones)
The death animations kinda need a redo in my opinion
Theoretically yes on the animations
they seem, blandish
Maybe on the edit the parameters but you could replace them with other animations in theory
it'd be annoying to have one animation for every death animation I remember someone doing a very realistic Ragdoll and death animation for Gmod
I loved that mod.
so normally
in games death animations play based on what part of body you shoot at
in this game however it seems like it's based from which side you're shooting
there's death animation for side shooting but it's rarely playing since.... well mostly youre facing eachother
but no anims for ex. leg shot, hand shot, head shot etc
and ragdolls themselves are stiff af
Is it possible to change the positions of the HUD
are they planning on releasing an sdk for it? do u know
they said they will have mod support
so, most likely yes
the game just came out tho
yeah i guess it's gonna be among first content drops after they patch the bugs and performance
and A-life
once A life is fixed thats most likely when modding will sky rocket
can't wait for a companions mod
For a love of god someone made a mods to disable auto reload
Man A-life A-life A-life A-life I just want the game to be better balanced
Skill issues
Bro the game is too easy
Yeah things kinda hurt but there's 50 medkits and 100 bandages in every asscrack and box
Just run past them
Have you checked Groks Economy & Difficulty?
I believe it made it easier
Yeah of course. I have my own difficulty rebalance, too. Those don't fix all the issues
It's a multi-system problem and there are little mods tackling aspects of it but we're only on day 4 post-launch
a good and proper deep rebalance isn't viable right now until we've had time to fully experience what scenarios the game has
Isn't the veteran difficult have less loot?
Yeah... the wooden box are full of loot 😆 🤣
I think made one that just disable it
How long realistically until we start seeing mods like in gamma where you can fix and repair your own weapons. Take out/replace individual pieces ext
Not very long, due to Stalker 2's engine (Unreal Engine 5) having no real limits, the mods might even take weapon modification to a whole other level
might even make it like Tarkov weapon modification style
That's awesome.... now for the question that I know may not be possible. How long until a Co op mod potentially
Going to love the game either way but co op would just be amazing as we all know
Never lmao never .
that's the only limit to the game .
you want Co-op.
No, you want Multiplayer PVE.
Yes.
I have friends, I want to walk around and teach them the stalker way
Not nessisarily be able to do quests together
Co op would need mission redesign no? Because the missions are meant for 1 player
^
but I'm pretty sure Stalker 2 mods are gonna take Stalker to another level
just wait a few.
most likely down the road
Has anyone experimented with reenabling PIP scopes?
But you don't think multi-player pve will happen? For example elden rings Co op mod that uses steam servers
Call of Pripyat has a co op mod that works
I'm even going as far as to say that Stalker 2 modding might take some fallout 4 modders
That's news to me for sure
Fallout 4 never even got workable Co op I believe
I thought so
I don't even want co op man just good a-life but that won't ever happen lmao
eh it might cuz they are working on it
you didn't hear?, they are working on a patch
thats coming out this week I believe
They are working on other issues not A-Life
you haven't read the update plans then
A life is part of the issues
I don't have much experience to say but I did spend alot of time in gamma. Right now loot feels ehhhhh. I miss going through all the guns looking for parts to eventually make 1 good gun piece by piece
🧢
Once that comes to Stalker 2, its gonna be a blast
if it ever comes
The patch this week will focus on bug fixing. A-life issue will be addressed in a future patch.
https://store.steampowered.com/news/app/1643320/view/4455843903878203415?l=english
Yeah I know that's what I said lol
Crazy how the game got a graphic downgrade
future patch could mean 1 week from now or 6 months from now we dont know
made the /~mods folder but mods dont work :p
Dk where to ask but is there a way to spawn in items like Hercules so I can activate weight mods. I don't want to start a new game for it to register the mod
from the looks of it they dont even gotta fix a-life they have to create it since its not even in the game
it is in the game, it's just not working lmao
have you looked through the files?
GSC themselves confirmed its in the game but its bugged
it works from time to time
of course they did... they also had a store page that said it would be there on launch
I have seen it in action, but it's rare
Take the "uuh Alife doesnt exist" to any other place than teh mods channel
and once its working it looks super janky
use any artifact that improves weight
Think I sold it alrdy lol
XSpawnItemNearPlayerBySID Hercules
Thanks


