#╟⚒stalker2™-mods-making-discussion
1 messages · Page 26 of 1
Armor value yup. Even dogs have 1.0 armour I think.
Seems so! Also fuck them for using tabs here.
wouldnt this be the armor value, and strike being a multiplier or something
FP? Huh... Focus Points? lol. Jk.
F... What else can it stand for. I am not convinced it's the armour value atm
probably not considering everyone has 100 FP
It's probably stamina-related?
DMs for open funny
could be since mutants have action drains as well
Anything in config that points to loot respawns?
psudogiant only has strike protection
Probably inherits from template/defaults.
Inherits from MutantBase.cfg
are we sure mutants have armor?
i do recall ppl saying using ap brings their TTK down considerably but i dont see anything armor related
It's Protection/Strike that is their armour tier/level/multiplier
so putting 0.0 would effectively strip a psudo from its armor?
Most mods either reduce their HP or Strike Protection, or- both.
For some reason none of the mutants use 2.0
Yeah, if that's a valid value. But it's unknown exactly by how much the damage per bullet is reduced.
makes sense if you consider weapons having their own pen values like 1.0 - 5.0
Would like to test that, as one of the things I am doing for myself is rebalancing the damage/calibers/ammotypes etc. To make the game a bit more immersive for myself, and instead of making it easier- just brutal in a fair way.
worst case scenario 0.1
yooo same
using this as a base myself
https://www.nexusmods.com/stalker2heartofchornobyl/mods/426
https://www.nexusmods.com/stalker2heartofchornobyl/mods/379
Makes NPC's do as much damage as the player, in vanilla they do roughly 3 times less damage
There's a bunch of mods out there that do all that, so I recommend taking a look at them if you're not sure- just none that I fully want to use on their own 🙂
I am workin on a spreadsheet for myself, if you'd like to copy it and work with it, or collab or something at some point. Might be of help to you. https://docs.google.com/spreadsheets/d/1d4EiByG4LPFOFsgm0pecfYVAtZ4n3Mtsm1rNGYCIboI/edit?usp=sharing
realistically speaking, a psudogiant would have armor in the sense that it has so much layers of flesh that its effectively an carapace, makes sense ye?
this is a great resource thank you
Far from finished, but I don't have large amounts of time to this, and the time that I do use on these mods usually end up in finding out shit is hardcoded of things I want to do 🙂 Everything else is fine to mod, just takes time to find what you want.
hope the sdk drops soon
You and I both. I have a lot of changes I want to make without having to go too far into the file structure and code.
For one, I want respawning loot and more side quests to be given.
The way I am testing weapon damage on mutants for e.g
Is I set mutant base damage to 0.0, give them a predictable amount of health, and compare how many shots it takes to kill one after spawning one infront of me. For e.g - 100hp, and use a base damage weapon that does 25 -> should take 5 shots to kill with no armor calculation -> add in armour into the fact and it should increase how many bullets take to kill with a weapon that does roughly 1.0 armour pen. That roughly gives you an idea of how much armour means on non armour pen weapons. Balance around that- and then increase armour pen on AP ammo types, and you get something a bit more playable that still requires you to swap between ammo types for different reasons.
you mean those 'radiant' missions traders give?
Yeah, those.
I want to be able to do two or three a day. Refresh happens every 24 hours in game.
Also, make defense missions for every base, not just Zalissya.
Can use AI to make the radio announcements.
seems solid enough in theory
but a bit off topic, would setting it to 0 be the same as 0.0, have you tried it, does it break smtn?
I think what happens when you put something to have 0.0 strike protection, is I guess the weapon will do 100% more damage. Since there will be zero armour, but you're going to be penetrating it into negative values.
Not tried it, just using game design theory
maybe its 10% resistance/protection per value
All weapons have at least 1.0 armour pen, so it expects things to have at least that much.
so 2.5 would be 25% resist
probably not it because that would break the weapons values and its illogical
kinda crazy to think psudos have 4000hp and 40% resistance tho lol
I feel like they forgot an extra 0 on Gauss btw.
Cause a fully upgraded Saiga-12 does more damage/dps than a Gauss rifle
ive noticed that, saiga is strangely good against mutants in general
3.0 Armour pen base- is nuts
Considering you can combine it with AP ammo
is about drive its about power
how does ap ammo work?
does it just give you 1 flat level of pen or does it depend on the ammo itself
like 9mm giving only 0.5 more pen
It adds a multiplier to AP on the positive.
HP ammo reduces the AP by a bit, but increases base damage
FMJ has standard multipliers I think
So wait, what was the findings when using a 1.0 pen weapon on an enemy with 0 armor vs enemy with 1.0 armor?
Not tested it yet. 🙂
ah ok
I gave a logical way to test it if someone wants to test it
I am kinda busy with something else atm
Im hoping its not some bullshit "If weapon pen >= enemy armor, then deal full damage, if not, deal reduced damage"
DMs for open funny
Anomaly detector starts beeping
? What does that even mean.
Big fat list of most bot commands: https://pastebin.com/raw/b3uBWC8S
I like the old Misery descriptions of mutant pelts as being measured in layers of kevlar
If that's the case then it would be easy for them to get some pretty hilarious armor capability
I am just confused as to why there's only 1.0, 3.0 or 4.0 used for the Mutants, where's 2.0 gone?! And why is a Bloodsucker using 3.0 instead of 2.0 armour multi/layer/tier?
yeah it needs some balancing, thankfully its easy to tweak
i kept vanilla hp but lowered armor of bloodsuckers by just 1 and my saiga kills them in 3-4 shots
Yup, but fundementally the weapon caliber/progression is also unbalanced, which makes the problem worse than it should be.
yeah
I am fine with making it so that AK takes 15 shots (half a mag) roughly to kill a bloodsucker. I think that's fair, and then later on end-mid games weapons could maybe do it in 7-8 from AR and 3-4 from shottys/sniper rifles.
Not 3 mags though. That's bullet sponge territory. Personally I am going to make them deadlier, but squishier- but not to the point they're trivial to deal with. There needs to be a threat still for every mutant. 🙂
Hey guys, what tool do you use for unpacking the .pak files? i want to edit some mods, someone suggested "Unreal Pak decoder"?
@shrewd rampart bobr, i need your technical analysis
Mhm?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/299?tab=description
this mod of mine, read the description, specifically the warning
I've noticed you replaced one of the array elements with your AddSprintEffect, what was it?
ArmorConditionalEffect
Is there any valid reason as to why not create a new array element, instead of replacing it?
ArmorConditionalEffect checks to see if sprint is possible, then blocks it
so I replaced it with AddSprintEffect, just in case the armor didn't allow sprint innately
anyone found a way to rip out nanite meshes?
Do you know if it does more than just check for sprint? because it's named in a way that's reusable across many other functions.
Did you try putting the armor conditional effect "Last" in the array, and put your AddSprintEffect before it in the array?
i checked to make sure, i'll look again
I would like to see some kind of a Metro styled balance where it more "you or them".
Brutal Master Mode is what my cup of tea for game balance is for a world like this one.
Procrastinating on making it a bit.
Stilllll waiting on A-Life to be unfucked
Plenty of mods that make AI more fair nowadays.
im just waiting for a mod to let me remove the scope off the SVD ❤️
Its just a bandaid. Only online is buffed, but not fixed. Offline remains broken too, and cannot be used.
Can anyone send me the vanilla (unmodified) "PlayerWeaponSettingsPrototypes.cfg" and the armor equivalent? Please 🙏
@shrewd rampart
not sure if there is ads point for ironsight
let me quicktest it
❤️ bless you
I THINK they're vanilla, I hope I didn't modify my original exports.
Lemme check, thanks buddy! 
metro also had full 24h days so that would be a nice option
without fucking the timescale for everything else
@shrewd rampart seems like anyone can edit your google doc and ur missing sofmod in the unique list
Not unless you make a copy of it yourself and edit the file on your end. Unless there's a bug.
Sofmod?
the red dot ar416
nope:(
ye that
It inherits directly from GunM16_ST
So no need to duplicate it, because the stats are basically the same, just it comes with pre-installed upgrades. But the base values are the same.
i see, mb
np, thanks for checking
Anyone know how to restart the "Seek, and You Shall Find mission"
Damn i used XGP to play game at first,nut when i trun my savefile to steam ultimate version,the mission cant not show out
Is that a code can be used for it?
the ammo breakables can act as hockey pucks (run into them). ||ex||-Monolith base is perfect for it
when multiplayer comes out, I'd play lmao
methinks that a great mod to make when the modkit drops is one where you get inf stamina inside trade hubs, bit gamey tho
Are the white outlines around gunns in the darkness supposed to be there, or did I fuck something up in the engine.ini 🙂
Maybe sharpness
whats it at?
nanite edge-related settings, no?
what is that
the game was rigged from the start, its not ultra hardcore tacticool realism 
stalker 2 is just one big phat rpg, its over folks
no shot playing the guitar is considered a threat 
how bad is the tune
maybe it's so you can set it to 0
as dumb as it sounds, it makes sense to include with a radius or whatever it controls
anyone know what setting changes the npc walking speed?
sick thanks
wouldnt this control the speed of vaulting animations? or would it be just uphill movspeed
or maybe its just snapping the player from point a to point b regardless of how slow or quick the anims are
for the longer days mod are you supposed to install all of these or just 1?
oops sorry wrong chat 🥺
Is there a fix?
I think it’s dlss and framegen fkn it
Looking into atm.
Deleted Engine.ini for now.
My man!!!! God I wish I wasn't dumb ASF 😂
I can still see it, but- it's not as prominent.
It’s odd, mines like that first one and I have a default engine ini
I also changed my settings and recompiled shaders. So might have something to do with it
Possibly so, you have dlss or framegen on?
Using:
Texture: High
Hair: Medium
Object: Epic
Effects: Epic
Materials: High
Post Processing: Low-Epic -> Keep changing it.
AA: High
Motion Blur: 0% and Off
Depth of Field: Low
Light Shafts: Enabled
Sharpness: 20%-50%
Upscaling: DLSS
Upscaling Quality: DLAA or Quality
Ray Reconstruction: Enabled
FSR 3 Frame Gen: Enabled
Shading Quality: Medium
Global Illumination: High
Reflections: High
Shadow Quality: High
Clouds: Medium
Fog: Epic
Sky: High
Foliage: Medium
DrawDistance: Far
Just swapped to DLSS/d and RR -> Kinda tanks my performance compared to my previous setttings tbh. Not sure if worth
30 series or 40 series?
Hmm, possibly it’s lowering dlss to balanced or performance causes it
Ok, 30 series here.
Same
I didn't lose or gain any FPS toggling between RR 🙂 But these guns infront of me are probably tanking area FPS. But testing something else with them.
@teal wing what gpu do u use for nvidia
I consistently lose 20 ish fps
not just in crowded areas
Ok, time to slowly readd things back into the engine.ini and see what's causing that artifacting.
The extended mag for the Vector needs work.
putting in the work putting in the hours
I'll be making a ton of firearms changes when the tool releases.
Agreed
does anyone know the skeletal mesh for npcs?
Something of an idea.
When Anomaly 2
Mutants and stalkers create backpacks when they die in specific anomalies.
Would be cool
What if someone made a new context menu option to create a stash with an option that the player could stash items in?
Similar to Anomaly.
Basically using that same functionality from those backpacks but with the player creating them through their inventory.
This should be possible in theory.
I do believe we can add things to the context menus
@rare ruin member us talking about scopes and such? Got a different weapon now with higher zoom and it still works fine
I think what you experienced was simply the "after cutscene" scope bug
an RPG should delete anything imho. Its a freaking massive grenade
yep
i can only really accept a giant tanking one before going down to some primary fire, and even then if its a headshot i dont care how much layers of flesh it has it needs to be dead
was kinda hoping s2 would have that realistic grounded combat but its a bit fallout 4y
okay bet, may look into it then
an easy fix would probably be to make the warhead deal 10k dmg lol
would it be alright to remove the 'f' in this case?
xbone has 4 difficulties or something?
@shrewd rampart i am seeing reports that this may be intended behavior (all enemies almost always having exos)
In end-game perhaps, I thoguht this is happening in earlier game areas- you weren't specific 😄
Is there a way to speed up equip and unequip animations for weapons?
Very likely no, if it has an .f it means it's a float type in the blueprints/C++ struct which means it expects .double decimal number alongside an f afterwards. Test it, it could be that their compiler deals with it eitherway 🙂
I wonder how hard it would be to dsiable death animations and run just the ragdoll?
Cant wait for modders to bring back ragdoll after death instead of a goofy ahh bloodsucker
Both are such a eurojank thing but the ragdoll is way more funny
what does the "f" stand for in these variables anyways?
Float
meaning?
ok but whats the benefit of this?
It means that the parameter can take from 0 to 0.05 for example. Boolean would mean the parameter is either true or false (0 or 1)
Just math
Would anyone be kind enough to paste the contents of an unmodified EffectPrototypes.cfg
Needing it for reference
you have it yourself already
Pytagoras
I do?
yes what do you think were the game gets it
unpack pakchunk0-Windows.pak
oh thanks
my god you guys have no idea how good it feels to not have to kiss the texture of an item to get the melee to register
man this just rejuvenated my soul
200 units should be the sweet spot
feels even better to not have to take the knife out
very tacticool
Tried cutting bread with my buttstock, didn't work
you guys melee crates? I use buck shots 😎
skill issue tbh
i only shoot at crates when the damn melee wont register
its out of sheer rage
not anymore tho, its fixed now
one day a crate will contain a grenade and a pellet will hit it and you will regret everything
tbh that would be a great addition to fuck with players
Has anyone found a way to move weapon viewpoint without external tools
Maybe through the console
ye console should have smtn
i have over 150 RGD-5 Grenades in my stash. When ever i see a room full of crates i just toss one in and play loot vacuume.
is there a way to get out of the lesser zone early btw?
This.... for a post apocolyptic experience, grenades seem to be high in supply lol
i was beelining for cordon but crashed, if that helps
i was beelining to sofmod but drowned in 2cm of shallow water and stopped by a 30m tall gate
such is life in the zone
will say, i made the sprint speed lower but the stamina consumption a bit less and it feels great and weighty
you can go east through the checkpoint then cut to wildisland and north from there or you can go west into burned forrest. north checkpoint is locked off
what's the cfg?
for the sprint?
ya
got it, cheers
its under movementparams
oh hey, that has the vaulting parameters too
650 sprint feels great
Im an absolute modding noob but i wanted to give the ammo box a retexture to remove the big ammo icon on the boxes, any idea why i cant see the ammo icon in the 3D viewer?
low crouch where GSC???
ye i saw that too
its either a cut prone position mechanic or its like a forced something
maybe exo idk
Crouch +walk
hm.
They probably just use lowcrouch name for it and likely cut it to not work like OG lowcrouch
MI_int_decals_01 lower left corner maybe?
turn this from 0.1 to 2.0 and its doom eternal
i wanna be able to jump from lesser zone straight to CNPP. MAKE IT SO!
i just killed a flesh in 5 ak shots lol
but to be fair i do have a weapon rebalance and 1.5 dmg in and out soooo
probably hit the head too
ive made the mistake of balancing mutants around 1.0 dealt and taken damage with their healthpools
hmm seems to only show the decals like the wood chip, dirt, etc like i said pretty new to the whole thing
hm dunno then maybe its stored in a different texture
i got fmodel working
(i have no clue what to do next)
@pure tendon while you're at it would you mind making a version of the ammo crate that is a bit less neon green and a little closer to IRL crates with a darker green tone?
yea absolutely, the color also sticked out to me
am i right in assuming that if i want to edit something i should make a UE5 project, create the folders to that file and then create the file and when im done pak the project?
ive never made a mod for a UE5 gmae
is there like a CFG that handles the prices of everything or are prices for individual items handled in individual files?
in leaked build it's work as in original, also look at this beauty
can someone help me? I drunk with professor special vodka and drunk effect dont go away. Can i off this ?
have you tried turning it off and on again?
what is low crouch blyat
If this is for me, i wanna know how turn off effects in stalker 2
I cant seem to install UE 5.1, only UE 5.1.1. Where would I find 5.1? Wow, what a convoluted way to get 5.1. Idk why Epic doesn't just make every version available to download through the EGL
just trying to make a death screen replacer
modder pls update to 5.5 /s
Any idea what could be causing this (see puddle artifacting), modifying engine.ini and messing around with reflections/lumen etc.
And while I can get them to look awesome when at a distance/at an angle. As soon as I get close, shit becomes a blob or a noisy reflection instead. Whether I use Engine.ini or not, this still happens, the only difference is it's more noticable with higher quality reflections in the first place.
I was shocked too how difficult to downgrade UE 😄
That's because the high quality reflection is actually a screenspace reflection.
The low quality ones are from Lumen and they are quite low resolution and quality.
Pushing them higher would shred your performance
Do you know if there's a way to change the distance at which they happen?
For a more/less noticable blending between the two?
It's less about the distance and more that screenspace means once the object leaves your FOV it gets replaced
High quality cause it sees the pole
Low quality because its no longer in your fov
Right... Makes sense. Sighs
Screen Space Shaders has a similar thing in Anomaly, except there it looks better because reflections just fade when the object that is reflected is not in view
Honestly I'd wish for a way to toggle Lumen reflections off
I can get it to fade too, but the fading is too aggressive/becomes a reflection with zero charm to it.
I kinda just did I think?
Let me see
r.Lumen.Reflections.Allow=0
Yep, you're right on that one
Not exactly pretty though, and it introduces jitteriness when the player is moving. That might have to do with the temporal stuff tho, or maybe upscaling methods.
is there a way to disable this dogshit eye adaptation bullshit
i cant see shit inside buildings
There is a way

If you disable it entirely, it'll be like a nuke just went off outside...
I am trying to reduce it (and clamp it)
Try this and see if it's worse or better:
;; Eye Adaptation and Global Exposure Settings
;; [Uses some outdated older UE version CVARs that might no lonnger work in UE5.1+]
r.DefaultFeature.AutoExposure=1 ;Ensures auto-exposure (eye adaptation) is enabled.
r.EyeAdaptationQuality=2 ;Enables high-quality eye adaptation (use 1 for medium quality).
r.AutoExposure.Method=0 ;Uses histogram-based auto-exposure (best for dynamic scenes). 1 = Basic.
r.AutoExposure.SpeedUp=3.0 ;Adjusts the speed of brightening when entering dark areas.
r.AutoExposure.SpeedDown=2.5 ;Adjusts the speed of darkening when entering bright areas.
r.AutoExposure.MinBrightness=0.8 ;Prevents exposure from going too dark.
r.AutoExposure.MaxBrightness=1.2 ;Prevents exposure from going too bright.
r.AutoExposure.Bias=0.0 ;Adjusts the overall brightness; positive values make scenes brighter, negatives darker.
r.EyeAdaptation.LuminanceMin=0.8 ;Defines the lowest luminance auto-exposure will adapt to.
r.EyeAdaptation.LuminanceMax=1.2 ;Defines the highest luminance auto-exposure will adapt to.
r.Color.Mid=0.85 ;Sets the midtones to be more darker <=1 or brighter >=1+ (use subtly)
Ultimately the problem is most interiors have a post process volume that completely makes this pointless, since the one placed in the world has set a higher priority than the global one.
Also I don't remember EyeAdaptation or AutoExposure being this much of a pain in older versions of UE... ffs
i fail to understand why devs these days are so hellbent on shoving every post process in the users face and thinking it wont be ugly, distracting or somethin inbetween without giving us an option to disable all that shit
like are you trying to fucking blind me?
Technically going from Post Processing High to Low -> SHOULD be doing what you just described, however it's forced on a different layer completely.
it has the same energy as going into ads and the entire screen becoming blurry because of fucking depth of field
like my own eyes already do that u dont need to shove that
Whats wrong with auto exposure it works like intended
If devs would listen to yall the game would look like tarkov
No thanks
Tad bit too bright upon walking outside
It's also too slow at adjusting from lighter room to a darker room and vice versa. Sometimes even causing ghosting artifacts.
if devs disable a disliked visual effect the game will become tarkov
thats it everybody, he won
There are some artifacts but for me auto exposure works fine, I do have an HDR monitor tho
Well I don't, perhaps it does work better on HDR maybe all the devs have HDR and didn't test it on different panels 🙂
Lmao, why compare that knock off to this?
Siri play flight - broke boi
i miss the hover faction thing wtf is even the point in the crosshair
@shrewd rampart you were correct, putting 0.0 for strike protection strips them of all armor
so its essentially 10% damage reduction per 1.0
How do you know it's 10%?
i stripped the blind dogs of all armor and they go down in 1 hit from 5.45 to the body, granted i also have a mod making every weapon lethal
i put it at 5.0 and shot them with regular ammo and it took more hits
yooo are there LUT's in this game or is resahde the only option?
i dont know for sure but its consistent enough to the point where its a flat % in dmg reduc
Thank god
Not yet that I’m aware of
https://www.nexusmods.com/stalker2heartofchornobyl/mods/379 i based my own aio on this
probably 2 to 3 hits if you strip them of armor and use this mod
but yeah its fucking great
Ima need that
use this too lol https://www.nexusmods.com/stalker2heartofchornobyl/mods/426
same author, makes the weapons by player and npcs be 1:1 in dmg and pen
I thought about using it
i tried playing at 1.5 damage dealt and taken, lol not happening at the start of the game, so im keeping it at an even 1
bullets hurt, actual prep needed
Possibly will download it once more free play mods are added
not gonna touch enemy damage values until AI is at least servicable
got lasered in the back of my head one time too often
thats fair, but there is one that removes their aimbot
doesn't help much if 4 bandits spawn right behind me and unload their shotguns :D
Does it usually take more than 10 min to package a mod in UE5 for something like a single texture swap?
there are mods to prevent that too
Isn’t there a mod that removes spawning from behind?
we LOVE mods
I need that one, can’t find it
be honest, am i the only one hating on the firestream anomaly being too wide
yea, i'm giving it a few days until the most egregious stuff is ironed out and the official patch is there, i'm crashing too much at the moment to properly enjoy the game
you cant get past it without taking damage or am i just bad
the problem isnt auto exposure is the dogshit bloom
Fire hurts even from a distance
It be hot
nope i'm with u
maklane better shootouts I think it is called
Ppreciate you
yeah heat is one thing but its not lava
and the hitbox just doesnt respect the visuals
i promise you, you cant go inbetween 2 firestreams
Haven’t came across a lava one yet
the one that spews shit is lava, but im just saying its not lava
my point is the firestream cooks you from too great a distance when you shouldnt even be able to trigger it
https://www.nexusmods.com/stalker2heartofchornobyl/mods/321 im not the only one it seems
probably gonna merge it ngl
i wonder how the patch will interact with existing mods
Anyone know if theres a mod for lowered weapons like in gamma
it's prolly gonna be fine, we're just fiddling around with values anyway
game lacks proper lowered anims so probably not
ive realised if you go up against a wall the weapon gets pointed downwards as if its lowerd maybe someone can do something with that
I'd assume that stuff that must changes configs and stuff will not break most likely
only some weapons have it 'lowered' lowered
but if you point at an npc the game wont let you shoot, theres an unique anim
Click a button and a floating invisible wall spawns in front of your gun
yeah exactly something like that would be nice
Surely people already turned off bloom or tried to, if that's the case?
because having the gun pointed all the time is immersion breaking sometimes
holstering it is nice tho
your shadow:
yeah true
PC overheated and crashed while adjusting lumen/reflection/lighting shit... F. ☠️
3rd person stalker when
3rd person option would be so fire
eventually
there more anim for third person then i thought for the shadow if you look at something like cyberpunk its complety broken
i'm gonna give skif's pistol weight 
funny how its 0.0 but has a 30% less weight upgrade module
So the weight modifications I've merged into the roadside picnic mod doesn't seem to be working, it was prior when I was using the Alife Extended merges, conflict finder doesn't find any conflicts either
I can cope with all the bugs but the head bob is making me throw up
what does amount of Zs mean, load order?
It’s how sleepy the mod is
Style is right
It’s probably load order or something
Ignore other answers
I thought i found the reason why some of the mods are not working 😔
Remove Z, maybe they are sleeping
Wake them up
you guys are the worst
any way to remove the timer between generated missions? I want grind that shiet
Wish you could accept missions from pda
rare item indeed
there are generated missions
and they are timed
Run here, shoot them, find this
you all any idea why sprint cost 75 is not working, i feel like only bloodsucker mod works out of all
some of your mods might contain the same cfg file that has been edited. you would need to merge those to get them working or find out what mods supersedes which and then decide what mod you can live without.
yeah ik, the barman tells me to come back in a couple days. Just let me take another right away 😭
I'm trying to do it too xD Can't find decals
Probably overwritten by stamina 4th
Gotta check the config files
i dont think that works too, 3-4 knife hits and im out of stamina
One or the other
Are grok's mods compatible with each ohter
Was there a patch? I suddenly had to accept term and conditions again, dafuq.
u modified lumen, epic is coming for you stalker
I got an idea for rebalancing the medkits: what if the yellow one gave you something like "health regen" for 60 seconds, maybe 200 HP max?
hp is capped at 100, so youd have that as like a pre med option?
So basically, instead of getting health immediately, or even within a short-medium delay, you'd have a longer lasting regenerative effect of gaining 200 health over 60 seconds, helping to offset chip damage from anomalies
kinda like it
Yes
i dont bother using any of the other medkits so id love to see something more than just oh u get healed more cause its yellow
yesss loll
it was so silly how they worked in SoC, they were just the best ones in the game
tbh standard medkits can go down to like 30% of max hp, yellow 50 and blue 80 and start giving them some variance
but having a fundamental difference in how it works would set it apart, as well as having an emphasis on radiation treatment rather than bleeding. all of those changes make sense given the kit's original purpose
I was thinking of making the blue ones work really quick, but with the least HP restored
thanks for reminding me soldiercfm, gonna remove healing from bandages realq
and the red ones can be the middle-lane option with medium restore in a medium delay
I saw someone already made a mod to rebalance consumables and was inspired to do some tinkering myself, so I'll test it out and see if it feels right
ye ik the one u mean
i do wonder if removing healing from bandages removes the ui tooltip as well
i highly doubt it
that premedding medkit would be great in pripyat tho
could always just make them heal like 5 HP or something
so that they still technically "heal"
but not to any significant degree
0.00001
lolll
sooner or later someones gonna make a resource on which game settings can be tweaked and work in an existing save and which ones require a new save
Is that Deabom moe pfp?
quest items require a new save afaik, but only if you remove their quest status, i dont know about quest item weight
yeah, T-34
and to start, you can modify player and npc base damage and it will work just fine, went from 1.5 to 1.0
Nice
Heh, part of my career requirements to learn more about it. But I am not sure doing it through Stalker is a good idea so far. Going back to default settings, is actually better than changing it in engine.ini, or I am doing way too much there without knowing the default values they're using. = )
Time to apply to work as dev in Epic to fix Lumen and then leave
"why do you want this job"
"to fix your shitty lighting tech"
It's more about defaults, and how other devs use them, and lack of good documentation for UE in-general.
Also damn, Stalker 2 saves cache way way way too many things. Like lighting stuff (why?) for e.g had to leave the area and come back just to get the lighting inside to update to new settings then resave again, change settings, and do that again- sighs
you start a new game and thats 32mb of save data
its insane
also id just like to say that i really appreciate stalker 2s prologue being super short and not annoying
what is this
I had trouble with modding it at first cause of all the cache issues.
Even made a google doc and research about it, luckily managed to resolve it temporarily but I see cache issues everywhere in this game.
makes starting new saves super easy and fast
Discover the vast Chornobyl Exclusion Zone full of dangerous enemies, deadly anomalies and powerful artifacts. Unveil your own epic story as you make your way to the Heart of Chornobyl. Make your choices wisely, as they will determine your fate in the end.
S.T.A.L.K.E.R. 2: Heart of Chornobyl Steam charts, data, update history.
ooh interesting
also alife 2.0 is living up to its name and the game runs on 144fps on epic
finally, stalker NFTs
I dont think day time should affect length of weather? Can someone confirm for me if it really does?
Damn, I wish there was a mod that adds + one cell for an artifact, that is, you take an artifact in your left hand and shoot with a pistol or UZI in your right + it will illuminate the area
with this treasure i summon, BULBA!
Ball
ballin
I already have 2 of these in my underwear So there is no point in this
my thought is anomaly 'grenades' charge the artifact and have it detonate into its anomaly type :p
Anyone with ultimate edition wanna drop some saves
I don’t know if it’s linked, but I played in rain forever
might be weather transitions
I think my mod might be bugging at some point, I've had multiple reports of weather's lasting way too long
Latest change I made should further prevent weather's sticking , specifically Rain weather
if I were to program the game it would absolutely be linked, weather is events based on game time
game time would be 1 IRL minute = 10 minutes originally and I make it 1 IRL minute is 5 that would make the delta for weather events progress at 50% speed, so you would have to change the duration for weather events be half that to compensate.
But I'm still not sure of it's maybe a bug with extremely long lasting day. I play with day length doubled (12h per IRL hour) and I haven't had these issues of extremely long weather's
The in game weather timers are definitely using its own tick time, as far as I know the vanilla weathers lasted from 5 to 12 minutes and it's config values reflected this, not ticking off in game time
I am playing without any time adjusters for day cycle, but I still have cases where weather can stick around for a looong time, and others it passes by incredibly fast, then again sometimes I open the PDA then close it immediate and the game went from daylight to late evening in one instant. 😉
Are you using my mod? My mod pretty much just messes with weather chances and bigger ranges between mix max depending on regions and so, the changes are not super dramatic
Most of the nicecities of the mod are the expanded transitions between weather
no, as I mentioned, I do not use mod that adjust times, but generally I would say there are 'issues' with the weather event system and how day cycle progresses
not sure how much it helps, but you can have rainy to rainy, clear to clear, cloudy to cloudy weathers
the only exception is emissions i believe, cant have them back to back
Yes most weather can repeat twice
might be favoring one due to rng or it could be bugged in your save
got to love those PRNG seed numbers 😄
Emissions are weird, you're guaranteed to have them within 18 weather events of each other. Each time it doesn't get picked it has an increase time to happen until it is forced. But even on vanilla I only saw like 1 emission
fellas, is the mark 1 emr the M14?
have you progressed the story?
Anyways, if you using my mod, please provide feedback🐱. I unfortunately am only one full time salary man and get like 2 hours max a day to play the game 🙂
Yes. I'm already getting through garbage, cordon, wild island. Doing side quests and stuff
Since my mod I've seen 2-3 more emissions
Nah.
STALKER 2 UE5.1 is heavily modified and it'll be a miracle to update to 5.5 at all.
Besides, I think I know why they didn't bother
it was a joke, but why
also i think this is skifs pistol
UE5 tools became increasingly unstable
unstable how
can anyone confirm this pls?
5.3, 5.4 and 5.5 crash constantly and have ludicrously worse performance than previous versions
On forums people straight up go back to UE4 for game making 
interesting, I've had alot of emissions on my first playthrough, funny thing I found regarding first zone is that you can explore the whole zone an not have an anomaly event, and you can go to the poppy field and pick up the item and the sleep anomaly won't activate ;p
days gone runs well sooooo
Like yeah, updating to 5.5 could be beneficial for us as the end users.
It's hard to know what bugs are the mods and what is the game
But imagine the dev side, having to deal with constant crashes and performance issues when developing 
my first playthrough was without mods
Not to mention making the changes done to 5.1 carry over to 5.5 withouth breaking the entire project
I'm waiting for AI patches before I go vanilla again
It's why I'm trying not to rush the story
please tell me how the Chance line works? The higher the value, the higher the chance of spawning?
using bread as an example
ItemPrototypeSID = Bread
Chance = 0.3
MinCount = 1
MaxCount = 1
just gonna do a second playthrough when A-Life is fixed/added
that would make the most sense, 30% chance is quite high, which is why you find so much bread
7578 fully upgraded
ty
93 % dura
Did someone actually manage to make Skif's pistol sellable? 
Also I'd like to ask if anyone here is using my Veteran to Master Difficulty Rebalance. I know there's a lot of difficulty mods out, but I'd also like to get some feedback on that
I have a question : who are these Corpus NPCs?
Can't find info about this faction
Or who that is
I'll eventually place the mod on the #1035807043933720576 forums, once I'm at my home PC
some people dropped it through a bug
no clue
I tried, just comes back to the same problem. Interiors have Post Process Volumes that override anything we try to do. Works nicely for outside, does not work for the transitions for interiors to exterior though. That'll still happen.
does anyone know where to edit weapon mod costs? it's not with the rest of them in DifficultyPrototypes.cfg
kek
mod? Upgrades? UpgradePrototypes.cfg ?
yeah, like scopes and mags
AttachPrototypes and UpgradePrototypes
thanks
You can remove its Quest Item status, but it requires a New Game
Pretty sure you can disable the quest flag on it, that then allows you to sell/drop it
Ah, same train of thought in the same second as Nyamses 🙂
I wouldn't do that anyway.
yep
Skif will just pull it out of his ass during cutscenes anyway 
That pistol is forever in our inventories
they couldve at least added the silencer for cutscenes if you have it
No wonder they made it so good compared to everything else
would u mind to share it to me? thanks^^
hi, any mod out / or the knowledge on how to edit / extract / read the ingame #Tips, shown during booting time? i like to read them all, but they vanish a way too fast for me 😉 thanks^^ p.s. or just tell me, which .pak file i have to extract...
Hi!
Is there an argument i can add to a shortcut to launch without shader compile?
Says no access
To the shortcut? No. To the Engine.ini file? Yes, although it's not "compiling" per se, just "warming up"/pre-loading the shaders for better performance, I assume.
Has anyone found out what controls the auto sort feature, the reloading system and the auto leaning mechanics?
Check the various Engine.ini tweak mods around and Ctrl+F for warmup, you should find the line
I see
r.PSOWarmup.WarmupMaterials=1
r.PSOWarmup.WarmupMaterials=1
right?
Correct, change that to 0 and it should skip the initial compile
Thank you!
If any of you modding legends can find the ammo decal on those damn green ammo boxes youll be hailed as a king
Same place the medic box decal is in🤡 So sorry, wish I could help you haha, I hate how they look as well
wait this went over my head, is ther actually a spot for these decals 
i will find this god dammit
can someone make weapon degradation depend more on how rapid the shooting is and not just a fixed value
That would require a script, similar to how Grok did with GBOOBS
what's the current system? Degrades per shot?
Per shot AND environmental damage as well
doesn't that automatically degrade Full auto guns quicker
like stepping in anomalies
true I guess
Full auto guns don't benefit from having lower damage than the Makarov, however 
we got a calibre mod for that
To be fair, full auto weapons are made to be able to deal with being fired full auto
Love the videos where they fire the gun untill it breaks.
?
hm i saw that but didnt seem to see the ammo icon
right, it's just an icon, not actual text
is it true that changing that true to false will brick the save
or is it? i actually can't remember what the boxes look like
oh wait, that's for the
thingy
small ammo boxes, not the crates
No, it's a private theme that I only I include in my lists. Unfortunately I don't have plans for making it public.
now i'm double confused, this is the small ammo boxes. what the heck is that file up there
so where are stalker 2 textures /j
looks like a texture atlas
oh the one the person had
looks like calibers?
a decal maybe?
it's referenced for the green ammo crate thing, but i've never seen any with one of these on it
maybe its the decal on it? or somethign cut?
Above one is probably just for generic boxes with them slapped on? Like as clutter not something you can break. I dont remember seeing any of them tho
Might be cut as well true
I think you want this 🙂
wow, look at me paying attention, cheers
holy shit that might be it
I'm already try to build pak with changed decals to transparent
absolutely king man
Its soo long
well done
pakchunk-39.utoc -> Stalker2/Content/_Stalker_2/props/general/gas/Textures/T_int_decals_01_D
wonder why they did it that way instead of just the icon on the lid within the texture
how the heck did you find that even
I posted this yesterday, but didn't follow the rules so I deleted it lol. I'll post again this evening (EU time )
Packages->Search "metalcrate" ->SM_gen_loot_metalcrate_dm.uasset -> ObjectPath click and it show what file used by ObjectPath
I wanted make blue metalcrates like OG from SOC without decals
Im just looked around clicking on any purple ObjectPath links to find texture with _D ending
And it was successful
57 mins for building pak wtf ue5
yea here i am looking and searching for "ammo" no wonder i cant find anything
How do you instruct S2 to load the mod paks?
Here we go!!
~mods/ folder auto loads it
Thank you 😊
@pure tendon look at screenshots, it works. 57 mins of packing one texture xD
Awesome mod btw. Is it going on Nexus?
les goo
lools a little cartoonish for some reasone. But i kinda like the idea
why so long to pack?
Yeah, but if someone could make this metal crates not only spawn meds - it would be awesome
Like OG soc crates, it might be random stuff as ammo, antirads, meds other stuff
For immersive I think it would be great, cause big green sign is too casual as for me, so who wants can install that decal remover mod 🙂
nice
its awesome! Now we need a yellow paint removal mod
the shadows make it look cel shaded
stalkerlands 2
Dunno why but screens look like some telltale game
Is that not already in game options? 🤔
there's some wooden planks that are still yellow
Ahh gotcha
Does setting doesn't allow to remove it?
the big stash bag has been modded already
I turn off and I haven't yellow paint
dunno xD
wait, there is an option for that?!
Ah, I remember, yeah, that wood planks that can be broken
ye, those
yea, works for ladders at least
Anybody else run into a constant radiation bug? And no, I don't have any artifacts on me
Would it be possible to reupload somewhere? The pinned link expired
. Thanks a lot!
I think I might have to adjust some CFGs just to get rid of that radiation
is passive radiation loss a stat anywhere I can change?
never, but just in case, did you try going into a radiation area then getting back out to see if it resets anything
usually bugs like that are fixed this way
objprototypes.cfg, line 622
thanks Ill try both
you are a bro, that did fix it
nope nvm its back again
back to CFG I go

out of curiosity, how much is a single weak radiation artefact reducing in cfg value?
I think this happened when i installed a artifact rebalancing mod but I havent noticed it for multiple hours because I always had them running
https://www.nexusmods.com/stalker2heartofchornobyl/mods/443
Dunno why so long, will try to find out how to reduce that time. Its Blank project, there's no need to build it 1 hour...
first time packing takes a long time the 2nd takes like 1 min
Whoah, so second time it will take less time, I hope 😄
What will happend if two texture mods has same chunk id?
no idea, try it out
the game will divide by 0 and you will create a black hole
^
Is there any good guides on modifying uasset files? I swear I'm on the verge of fixing the removed weather events from the game to look good enough to re enable then, but I haven't figured out how to cook uasset Files and repack them
Does it teleport user to the future where stalker 2 is not bugged and completed as well?
I would even give anyone my modded files for them to try cooking them for me
no but it will spaghettify you
you wont be able to change that with uasset files rn
How so? Im seriously curious about it
You all is there a way to download .obj files of objects in the game
What's the difference between cooking a texture file and a DataAsset file
uasset is just an unreal asset which, u do not ahve access to unless it's images
Yo, I can't wait for anomaly 2.0, where I can have open world AND join THE FUCKING FACTIONSSSSS
or meshes
I mean I have already unpacked the uasset and dumped it into clear text
Just need to recompile it somehow
But yeah i understand if it's not possible
from my understanding, not possible rn, that uasset is likely a blueprint
and you dont have the raw blueprint file
uasset is just a way for ue to read the blueprint
and other assets
Hmmm okay interesting
but you can probably manipulate the weather on the .pak files
If I'd show you the files I'm talking about, would you be able to figure out if it's really a blueprint? From reading it, I understand it's a DataAsset file from UE, which then references various other files, such like the CloudData, Light Curve, Effects etc.
What about models
you can try
Like there is one truck i would like to use for another game as a mod, i would need .obj model
Already did, I'm the author of the (very simple) Dynamic Weather
u can download em
I want to reenable the Light Rain and Thundery weather, and all they are missing are cloud and lighting. I found the files for the working weather's in the uasset and managed to dump and read their characteristics, and just slightly altered them and added their IDs for Light Rainy and Thundery. Now I just need to figure out if it would actually work
They are not encrypted or anything? Neat
I honestly would not do that.
whys that? but bringing assets from other game u honestly would do that?
Other modders ripped me apart for suggesting something like that while ago, so i understand not everyone agrees on this. But i personally don't see anything wrong as long as it is not for commercial use
i guess anyone here who would like to take a glance at these files and let me know if its possible to cook them back into uassets, please go ahead :p
they are probably the same modders that rip stuff from tarkov and other games
what is it with these people asking for mods that disable anomalies and/or Mutants in Stalker. Like why are you even playing this game in the first place? Go play Stardew Valley or something uuuugh.
for real 😈
Most stalker mods use guns or animations from other games as far as i can see
i will use placeholder from other games until i make my own that feels original to the game
wow what a leap in logic put in place there.
leap?
I wish i could as well, but making a big ass truck with complex suspensions etc takes so much time with little to none prior experience 😭
i mean if youre doing a driving mod, then taking it from this game wont be ur best option, probably
Not to mention all paid software for creating textures and stuff
I say I would not personally copy/rip assets to use as a mod in another game, you then make the presumption that I think it is okay to rip other games assets to put into Stalker2.
whatever floats your boat, i accept it
but without ripping assets from a game instead of probably taking 1 month would take 6 months
there are plenty of creative commons assets, animations and guns
plenty is a plenty stretch
Most quality models are paid
Unless you rip them too with easy extensions, which actually feels wrong instead of taking them from another game
I am just stating my opinion, it is fine to have difference of opinion, but yiun decided that because i said I would not do so, somehow that meant it was okay the other way around, which I did not state.
am certainly against stealing assets from people that are selling them, but from existent games, ion mind as long as it's a placeholder or you can't or don't have funds/time to do it
am sorry
For me is interesting, what does we need to do in your opinion? Buy it to use non commercial? Or be kind person who always do law-correct things with game assets? Just asking, no argue 🙂
I didn't say what you can't and cannot do :/ this started with me saying my opinion on it. 🙂
As I remember since 2007 when stalker modding was born, no one cares about all this things. Or maybe I not know too deep about that stuff
theres some people that do personal work and they give u the model if u ask kindly, but as i said, some (very few), you still have to work and do animations and other stuff
Understood
hi, anyone have any idea why bushed and tree's have a gray discoloration to them, but as soon as i get near they turn normal ?
most modding in any games are taken from other games, few are made purposefully for the game
Got it
it's likely a bug when changing lods, it either borks the RMA or the diffuse is gone
so anyway to fix this
no
i already uninstalled the game too
theres a way to fix, wait for sdk or wait for hotfixes if it bothers u so much
cuz it's kinda shitty. i've been trying to fix this for quite some time now.
mhmm
alright
Everyone of them or just few?
a lot
and report it to gsc
everytime i get near bushes or some trees (not all of em, but quite a few) they turn normal
Screenshot to see it would be nice
Looks like LOD stuff
it could also be your computer that doesnt load the lods fast enough
Could mods be released for Stalker 2 to change the game interface on a large scale in the next month? for example, in the previous parts of the series you could see pictures of deceased NPCs in their inventories where it was still clear what faction they belonged to and I would like to see something similar in Stalker 2 because it has a positive effect on immersion and creates the impression that the NPCs really live in the world games.
i also have that
that aint got nothing to do with game interface
We still haven't instruments for deep modding for now
Only textures, configs, models (?)
are you talking about faction patches tho, what pictures of deceased npcs
How to change Weapon Viewmodel FOV
Solution 1:
"Flawless Widescreen" software (search it on Google). It's legit, free and awesome.
Don't be fooled by the name, it doesn't require to have Ultrawide screen setup.
I use it since FarCry 3 to change viewmodel FOV for games which don't allow it.
Solution 2:
"STALKER2Tweak" (search it on Google). Similar solution but use ASI/dll file.
oh that at the top, maybe we can have that once sdk comes out, until then its unlikely
but someone working on making the npcs drop their faction patch
Does this work for non ultra wide users?
you guys are hopefully the ones to ask, but is it possible to make bloodsuckers spawn less and make room for boars to spawn instead? or is that buried deep in A-life files we have no access to yet?
Absolutely (I don't have ultrawide screen)
you want a boar to spawn underground?
no i want to see other mutants than bloodsuckers in general. ive seen 3 boars in 40 hours of play and 50 bloodsuckers
guess i should have worded it differently 😅
i havent seen many bloodsuckers myself
unless its dark outside or am in a cave
or lab
ive seen them everywhere
In Stalker2Tweak, do you know if setting the Viewmodel FOV closer to 0.10 or 2 makes it further away from the gun?
random villages i visit in packs of 2, 3 are spawned when you open a stash (that i found so far), overall a looot of bloodsuckers. The fear of them is kinda weak in this one simple because you encounter them constantly
the only problem i have with mutants specially bloodsuckers is they tank 10 shotgun shells to the face, i didnt add the mod cus i think it will conflict
I didn't use that solution, but it seems legit. It's on Github & nexusmods too
just encountered 3 around yaniv outside. and 2 around garbage. they are everywhere in my game, but ive got a couple of mods installed , one affecting alife spawn radius
just drop the armor of bloodsuckers from 3 down to 2 yourself. around 4 saiga shells kills one for me then
Yeah Im just wondering because in the Ini file it says that a number between 0.10 and 2 is possible for the FOV but it does not disclaim which one makes the FOV closer or further away
Try it, you'll get your answer
was just wondering if its possible to force the game to choose other mutants from the spawnpool or if i have to wait for the modding tools
or atleast diversify spawns somewhat
Does not seem to work at all for me, atleast the "skip splashscreen option" I set it to true but its still showing
Try flawless widescreen, it works for me
Aight
The higher the number, the further away the gun is
Doesn't seem to work for detectors
Wot
Can someone please make a mod which plays that woman voice everytime I start the game? 😀 just first 3 senteces
maybe try editing ALifeDirectorScenarioPrototypes.cfg
I dont think you can remove scripted spawns yet, like a bloodsucker spawning when you loot a specific stash
but you could try some things, like under "FallbackNPCTypes" you could remove the Bloodsucker entry. from the name it sounds like FallbackNPCTypes will spawn one of its types of monster after some requirements have not been met. removing Bloodsucker from that might work, even if a bit.
Also there seem to be events with "ScenarioWeight" variable assigned to them, you could lower the number there under bloodsuckers
this is just me going through the .cfg really quickly and giving ideas, idk if any of it will work
So no way to cook the files I provided before?? 😦
Im so sad, I just want nicer and additional weather in the game 😦
i wish there was something like super emission that lasted 3 times as long and spawned all kinds of mutants even near settlements rattling at the boarded up windows and doors leading to the safezones. all the while lights cutting in and out and massive lightningstorms creating horrific nightmare fuel in shadows.
i just want zalissya to not bug out and die
does anyone know what "Armor_Strike_Add" does in DifficultyPrototypes.cfg?
Either add more bullet resistance to amor or increase bullet penetration
Most probably the former
that was my assumption as well. I guess I set it to something stupid high and see if I notice a difference
yea not trying to change scripted spawns but after reading a bit it seems like connerria had the answers i was seeking. mutants are "zone" dependent. cranking up spawns spams bloodsuckers in LZ. poltergeists in zaton, so far and so fourth. ill just have to join his test team and see whats up 🙂
People, I want to install 10+ mods on stalker and start a new game, is it worth doing? After all, a new patch will be released very soon and it could theoretically break my game and mods?
rtx 3060 i5 13600k, got a decent ish pc. i would have understood it if i was on a non rtx card or the earlier rtx cards
highly doubt any mods will break
Why?
why should they
the game wont change in any meaningfull way
it will still be the same game
they wont change the entire filestructure or whatever
thats not feasible for a patch
Thank you
would this help
as you can see @raw crest all the grey/white decoloration on tree's/bushes
do you use an edited engine ini?
if so, thats the cause for 99.999% of issues like that
this is my problem. but stil yet to test and enigine.ini that i got have merged with what qmqz gave me
uesed it on vanilla engine too, and have this. but when i first started playing. nver had this issues
that's my problem
what do you mean, "used it on vanilla engine"
this is what i'm currently goign to test soon to see if it works
default S2 engine
i tested it on the vanilla engine of the game the defualt one, had same problems. and multiple other engines,tweaks etc. and i have mates that has the almost exact same hardware as me. and they don't have this problem, even a guy on discord here has a 3070 and he doesn't have these shitty LOD's. so either something is fucked somewhere or UE5 is ass or GSC isn't doing their job, no offence to them or the game but that's the conclusion i have
you mean you changed default engine iini and since then you have problems
thats why you should not touch stuff you dont understand
no, so on the default engine i have these problems too, with an edidted one aswell, but when i fisrt started playing. like easily the first 15-20hrs i had non of these problems
only started happening what like 2-3 days ago
by default there is no Engine ini in the Config\Windows dir
and yes, i already verifies/repaired game and re-installed with all default vanilla settings etc
there is for pc game pass
everytime you load the game as new, it creates one, well for me it does
Anyone knows a way to read coordinates for the teleport function of UETools?
"showdebug" console command
but also fiddle there was a utube video/or reddit i think where a guy said there is major bugs/texture shit starting to happen in-game as soon as you get the mission where you have to go to clear-sky. and that is where i am in the game now...but dunno if that's at all true
so I have to be in a place to read the coordinates, cant find out coordinates of a place without being there first and noting them down?
if its a bug within the game, nothing you can do except waiting for patch
Ugh i think I'm blind because I just think they are affected by "far" filter
yeah idk bro.
those bushes are easily like 10-15m away though
could be that, haven't tried such a line yet
as to my knowledge
ye, the distant trees have the same problem as with the bushes, and not even the far distant trees, 15m trees away too
yes
So it started appearing after tweaking engine.ini?
i'm pretty sure i narrowed it down that it has to do something with either shadows/possibly lumen idk,LOD for sure, or fog
1
might be a dumb question but i wanna make some changes to a mod, how do i edit the pak file?
read the replied message 1
Check out mod making resources channel
so it's one of these issues or all 4, but don't think lumen can cause this
my theory
Maybe you should try clearing shader cache
Since it was happening on vanilla game as well
how the shit do you do that, my game compiles shaders on each launch
but this could work
Let me find the location of files
pc game pass version btw dec
It is folder somewhere you need to delete
ok i'll also look around
ooh, thought it stalker 2's personal shader cache
Intro;V(X=340931.38, Y=666722.19, Z=409.60);R(0)
Start_02;V(X=367538.00, Y=595014.00, Z=212.17);R(0)
OldBridge_Hut;V(X=362269.19, Y=589130.19, Z=750.27);R(0)
Zalissya;V(X=401922.22, Y=549398.50, Z=698.31);R(0)
SW_Church;V(X=761943.12, Y=712179.81, Z=2849.92);R(0)
SW_EastTower;V(X=743126.25, Y=764860.44, Z=1989.11);R(0)
SW_FishingFarm;V(X=767872.62, Y=732877.50, Z=1384.00);R(0)
SW_Pumping;V(X=743319.88, Y=736860.38, Z=1887.85);R(0)
SW_ClearSky;V(X=783729.06, Y=756685.00, Z=1621.93);R(0)
SW_BurntFarm;V(X=737051.75, Y=709953.06, Z=1781.97);R(0)
SW_NorthTower;V(X=761805.69, Y=726109.50, Z=1428.26);R(0)
ART_MUSEUM;V(X=1007865.62, Y=36386.11, Z=61790.83);R(Y=348.64)
Rostok;V(X=317827.750000,Y=415159.250000,Z=702.566772);R(0)
%USERPROFILE%\AppData\LocalLow\NVIDIA\PerDriverVersion\DXCache
Delete whatever is inside of this
Also if you mess with graphic and shader settings make sure to enable shader compile on start if you disabled that, or you will get all sorts of weird effects
810 items
it is enabled
this a problem Dec ?
82 files remaining
Mate, this works!
this for the interior lighting ?
Yes
and ?
are you not being flashbanged when entering a room/buildings anymore ?
or exiting them
Still a bit, but at least you can see in the interior on a sunny day
mhmm, maybe he improves it. but glad it works.
you said this could be affected by Far filter, what's the lines for this
guesing it's the fog lines ?
wanna test with that aswell too see if it fucks off
At first i didn't see black white bushes and i thought you mean normal trees at the background
no, the far trees and bushes also have this fucked white/grey decoloration
If Stalker is open close it and delete, if not just skip this one since this is not related to Stalker
alright, it's done
yooo, this guy just made the flashlight shadows mod https://www.youtube.com/watch?v=Ag4t12-ICiw
Video not edited cause I was too lazy
40 files left over from the 810 that was in there originally
Hello since day one I was angry cause this game didn't have flashlight shadows, so after surfing the web I came accross a guide: https://www.reddit.com/r/stalker/comments/1gz977j/already_working_flash
That's alot of shader cache
Wait its just a cvar? lmao
@rustic granite dont forget to do this
He didnt
no my shader compiler is on
Alr
for a second i thought this was CS because of the usp
wdym
anything else
https://www.nexusmods.com/stalker2heartofchornobyl/mods/221?tab=posts this mod does it already
ooh the distant fog lines, well the fog lines, you know wherei can get them or you have em nearby. wanna see if the fog could be causing issues too
Some people say the way shadows casted looks off, almost floating in the air but i cannot see it
they are 100% floating in the air
most noticable on roadsigns
you can see the float on this one, the Railing, it doesn't cast onto the background, it just sits there
I think it would be better if you get rid of modded engine.ini file first
better than nothing I guess
currently it's back to default
You mean you deleted file, because by default there isn't one
Just drag it and drop it to desktop
Is there a video of it
for me there is
i can make you a screenshot, i get the feeling it just crashes if i try to record
everytime you install the game there is one, or if you run the game it creates one
anyone think its possible to have an icon show up for friendly npc with reticles disabled? so like, if it would turn green, enable custom hud element icon
Are you sure? When i dropped engine.ini there wasn't one there after running it few times
or like have it enabled but transparent until green
pc game pass does it
for me at least
everytime i run the game after i close it there's an engine.ini
or when you install
deleted it at 18:51 and launched the game and exited it and it made a new one
it might be possible, i saw someone enabling id for npcs that shows on top of them as hud element here
I have a problem with the compatibility of a mod to reduce the cost of repairs (https://www.nexusmods.com/stalker2heartofchornobyl/mods/77?tab=files - Friendly Factions only 20% version) and a mod to change the speed of time (https://www.nexusmods.com/stalker2heartofchornobyl/mods/47?tab=files - x4 times version). can I fix this if I haven't encountered any modding?
alright, so did you compile shaders after deleting them yet
yup
The even longer days mod also does not work for me, also have 25% reduced repair cost, no idea how those two even clash
going to launch now and check @raw crest
The interesting thing is that if you download and install the regular version of the mod to reduce the cost of repairs instead of friendly factions, then everything works.
will ask my bro to laucn hthe game and just take pictures, not currently at my pc at this moment
thank you its working best now
thank god, all i have seen is people making the game easier 
ngl if you do the side stuff you kinda over level, im on hard and the game feels hella easy
@raw crest
It's less about damage done and more about Penetration/Armor values. They can 3-shot you if naked, but with a Phys Protection 2 suit, Penetration 1 guns barely do damage
SVD instead of Saiga D-12 Model Swap
https://www.youtube.com/watch?v=BkKLRAYcp8Q
ugh i have no idea anymore, i hope others here can help you
why?
poor svd
yeah im playing pretty much venella and aslong as you use the games systems there is no need to nerf everything imo
We can now use SVD with ironsight using slugs! 😂
besides mutants
not atm, later it will be possible probably
where are models are located?
yeah, it's all good, been through a lot of people tryna help me fix this issue but at this point i'm also just over it. i don't know anymore. i alone sat with engine.ini and uses so many variables trying to figure it out but no sucess. so if anyone else has an idea they can @ me, otherwise yeah will wait till gsc decides to help me 😄
shits just annoying
Yeah, you meet Strike Resist 2/3 mutants from the getgo, like Bloodsuckers. Your guns do shit damage
Why they gave mutants armor is beyond me
lod and nanite would be usualy suspects

