#╟⚒stalker2™-mods-making-discussion
1 messages · Page 31 of 1
noob question here, i never created nor do i know how to make mods
but i do know how to create animations, was thinking of making my own weapon animations and some other interesting stuff, but is it even possible to replace and add new animations at this stage? or do we need the official modding tools update?
it was only when i was aiming down the holo scope though, didnt experience it in any other scope or anywhere else
seems weird it would only happen for one
Weird
also wasnt running framegen either
Is there a guide on editing/replacing sound files with new assets?
someone uploaded a mod with more attachments for M416 you could check what files it change if you want to make one
Im not really qualified to answer with animations and stuff, but i think it would be hard to do without a framework
at least idk how
any time i zoom. scope or no scope. even zooming without a weapon equipped causes this
do you use any of the optimizer mods? sounds like stutter
Look at this dude…
I didn’t find how to expand gui windows 🗿
I know only one author which edit sound atm https://next.nexusmods.com/profile/ClaytorYurnero?gameId=6944
yeah i was using the S2 optimizer. even with removing it, nothing has changed
:( has anyone tried adding models into stalker 2?
ok ty
How hard do you guys would it be to make the character perform this "inspect gun" animation outside of the Arena with button? Do we need mod tools for this?
This is Stalker 2 gameplay
This is the greatest attention to detail of All time
im wondering this too, i wanna make my own animations but no clue how to implement them in game
Yeah, loving it despite it being very broken, mostly thanks the mods being made, I would probably have set the game down until patches without them 😄
I assume this would be easier than importing your own animations since it already exists, but I'm not sure if it is scripted similar to cutscene animations or just exists as general
Im going hard on the mods while i wait for A-life. First time modding tho. Loved everything you did for SPT, I have great respect for you
no need for anything like my Anomaly jsrs port for stalker 2, the gun sounds are fantastic, I just want to add a bullet crack when bullets are flying by you instead of their quiet "wizz" sound effect
Which btw, here's whats cooking:
A bit of a sneak peak into the next version of the mod.
Featuring full Light Rainy and Thundery restoration, with proper transitions and skies.
Light Rain and Rainy Thunderstorms with smooth transitions is now working. Gtg to bed for now, but should release some kind of beta tomorrow for the new weather patterns
Storms look unnecessarily green, seeing it like this highlights it even more
yeah i need to work on them. Used the basis of CalmBeforeEmission and Stormy weather for the sky/weather data
I want to make it more blue-ish like normal rain weather
Any news on when A Life is coming?
Ill have to also make a guide on how i got DataAssets imported from JSON Fmodel dumps
If you achieve pls upload it as "less green storms" or something as standalone mod lol
Who knows 😦
Final weather wont have green tint, its ugly af
But i needed something to quickly get, for example, volumetric clouds, cloud speed, etc, that looked good so i just copied pasted values from the weathers already there
It is how it is the vanilla game, maybe some peeps like me would like vanilla weather effects with less green storms 
Yes vanilla weathers i wont touch till i get the new weathers up to standards
Go in the game now with console command and type XForceWeather 4 if you want to see how UGLY the Light Rainy weather looked
`
You can force weather via console, XForceWeather X .
(where X is class of weather)
Clearly = 0,
Cloudy = 1,
Fogy = 2,
Stormy = 3,
LightRainy = 4,
Rainy = 5,
Thundery = 6,
Emission = 7,
CalmBeforeEmission = 8,
`
- Release a mod where storms actually increase radiation
- ???
- Profit
(indeed let players get inside building to avoid radiation buildup, basically a toned down "emission"). Would be fun!
looks sick
I hope someone makes a sleeping bag mod so I dont have to lmao
I know right, i wanna spam it while walking around
This, or a "Sleep Anywhere", where you can sleep on any bed you find in zones (there's tons of them)
I hope someone makes mod out of it quickly ... (Any senior modder here plz 😔)
Final question b4 bed, has anyone here had experience with UE4SS?
loll yeah idk why its not in the game i mean look how nice the reloading animation is
LUA injection into UE5 games
I'm mostly waiting until mod tools / procedures mature until I look into what I want to make. I'm used to Bepinex where I can change literally anything in the source code so it feels bad to be so limited 😦
gotta find out where they keep the assets and after that it shouldnt be too hard
not the asset tho
Can't wait to get our hands on the scripting system
It's gonna get crazy
Is it the same kind of animation like drinking eating
Or is it classified as something different
whats the path for this?
\pakchunk0-Windows\Stalker2\Content\GameLite\GameData\QuestNodePrototypes\SQ20_C05.cfg
thanks
pakchunk20-windows.utoc Stalker2/Content/_STALKER2/Animations/Weapons/smg/aku/AnimSequences/fp/unique
maybe this is the asset? lol
:0 is there a mod that makes the missions less complicated and annoying?
and completely removes the stash missions.
They are really fucking awful
TBH there's obviously some bad parts of using UE5 for their Stalker 2. But on the other side, it's nice to have some proper/kinda stable engine too (I never encountered a crash during normal gameplay). You can feel the engine is stable too, when you change settings, etc... everything just refresh instantly
but it'd be better if they used the engine that it had before
everything looked smooth in that one
4249 matches for master rank...
the transitions were MWAH
wait a minute, you mean X-Ray?
bruh
I think?
too bad its 5.1
I don't know, I never modded X-Ray. But it was a crash fest AFAIR
but I know that the engine makes it easier for modding.
and you can do some crazy things with unreal engine 5
Yeah, thus the very early mods
so I guess the new engine decision isn't all too bad.
but I wish they could implement ENB
ENB fully remakes the graphics if anyone has played fallout 4 with ENB
or skyrim
any other games that support ENB
knows what i'm talking about
People need to let skyrim go
skyrim wasn't that bad
it just had to many clones
and it was made by Bethesda.
Bethesda sucks they should only stick to fallout.
so I can do more of this.
No I mean, it's been 13 years. Just let the poor man take his well-deserved retirement 😂
but anyway the reshades that people are doing for Stalker2 aren't bad, but they aren't good either
and the ones that make the game really dull don't even try
Stalker 2 is the first game where reshade seem futile. Game tonemap is lit, and vanilla actually look better than with reshade. They did an amazing job
(at least for me)
Its unreal engine 5 guys...its meant to be colorful
might be it, unfortunately its not that many guns that has an animation in arena? ive only found 3 so far
now imagine fallout in Unreal engine 5.
Crazy.
Imagine when hardware Ray Tracing update will be out
MMMM, chefs kiss literally
Bethesda and Ubisoft are cooked.
UE blueprint is fun
It's sad the most of assets cause crash such as mat, skeletal mesh etc
Doesnt have to be precise, anyone know what paks were affected by the patch? I went to take a back up of the originals and have discovered all my values were still overwritten by my mods lol
No it wasnt lol.
thats what you say but I don't need you messing my vibe up LEAVE
this is not a debate channel.
As soon as I saw Todd Howard in the credits I knew it would be painfully average
ok?
He just needs to retire
Dude take this somewhere else, are u presenting a mod?, are u making mods for stalker 2 or are you here to make an opinion
☝️🤓 Does anyone have a dodgy at best answer to my question? (All good if nah)
No, its gonna take a while for someone to see what affected the paks if anything did
For pretty much all of the current types of mods we have now (excluding Mutant Loot which has now been fixed), pak mods will not cause issues with official patches other than balancing tweaks and such. Example, Modular Hard Mode was never broken with the patch, but the new values from the patch made stuff too expensive, so it needed to be updated to fix the balance, but the game was perfectly playable in that state. Any config file mods will NOT brick saves.
The mods themselves are literally "patches" to existing files. That's why you'll see them all end in _P. The _P stands for "patch"
Anything that just edits textures is fine unless GSC changes the names of the textures which is unlikely, but even then, the existing mod files would just be overwriting nothing, so nothing bad would happen
problems start to arise when you use auto mergers for non-updated mods
so keep that in mind
Cheers, I know most of that. Just trying to see what really changed but my mod changes are still present within most of the cfg's in gamedata
working it out, all good fellas
Has anyone been able to replace models in stalker 2?
Not yet i think
Can I get the UID of a specific door somehow?
can someone with the steam version do a test for me?
type XShowStatProgres 1, take some damage, eat a sausage and tell me how much health it restored
XSpawnItemNearPlayerBySID Sausage if you are in need of sausages
steam 1.0.1?
yes
How would one go about increasing the game's Master volume over the current 100%?
Somehow I feel like it isn't as loud as I'd like it to be. As if the 100% in Stalker 2 felt like what 70% would be in other games.
Don't know if that sounds too weird.
no problem with sound for my part lol
whats the best A-life mods so far?
well, shit, downloaded a cfg dump from someone who said it was from 1.0.1 but this value is different somehow, maybe mine's from 1.0?
Quick question, Simple Mod merger used to unpack pakchunk0, im assuming that because of the patch it’s no longer recognizing the file. Is there any other way of currently accessing the config files without extracting everything through FModel?
Maybe some of this info from the Ready or Not modding guide might be applicable? https://unofficial-modding-guide.com/
I know it's also used for Payday 3 model swaps
Maybe:(
Replacing models, anims would be possible when this project is finished but it's still wip
https://github.com/narknon/Stalker2UProj
I mean isn't it just ripping the mesh, importing it into blender and lining it up with your new mesh, joining your new mesh to your old mesh and transferring weights/vertex groups accordingly, then deleting the old mesh and packing it back up?
Stalker 2's UE is heavily edited, so such as skeletal mesh component and static mesh component, so many other assets are not compatible with vanilla UE5 assets. Then it's resulted in crashing sadly
Oh I see, dang
have any of you wieners seen anything like this yet?
I removed the economy mod but its still affecting sell prices?
just got home from work and seeing everyone talkin about how mutant loot has problems with localization for those items.... looks like my game dont gaf
lol
i fixed the bug by....
what does this mean ?
Did anyone here combine the mutant loot mod and grok hp balance mod by any chance? I would love to have both but I'm to stupid to edit pak files lmao
Is there a built in command to exit a locked weather state? The opposite of XForceWeather. Or maybe is one of the supported values for that command the one that clears the override?
For STALKER 2 - Does anyone have the Global.ucas file from Stalker2\Content\Paks\global.ucas ? It's a 2 Mb file that has to do with modding.
I corrupted my file trying to make a mod.
Preferably the Pre-Patch version, since I got a physical copy of it and don't have a launcher to verify the integrity of the files
Is there any command to add in engine to make plants and trees ahave same fps as game ? also is there any way to increase resolution texture quality etc of anomalies ? for example the distortion spheres look like they are 250x250 if u look at through them, and they clearly also are at 24-30fps max....
what were you even trying to do with that file?
FModel can do some fucky things if people aren't careful. ex: it will occasionally dump the modified files from the mods directory even if you had opened the base game pak for export. the only clean way to export the files is to make absolute sure you have no extra paks installed and then do the dumps.
To see if it wouldn't cause crashes with the new patch, since .ucas files are actual modding files that add items and features to the game, not just just parameters in a .ini file for "Engine Optimizations".
Plus I mostly modded with X-Ray 1.6, not Unreal 5 - so I made an oopsie.
fair enough, unfortunately i dont have a pre-patch file sorry:(
Thanks! But couldn't find Hamster on the list oh well
I see. Would you be kind enough to DM me the current patched version then? I have my doubts, but as I'm still learning Unreal Modding, it might still match the checksum MD5 needed to launch the game.
It's in this file path here: Stalker2\Content\Paks\global.ucas
ik but im not on pc rn so you will have to wait a few hours unfortunately
but there would surely be someone else who has this file
after installing UE4SS and enabling developer mode I noticed the game does a ton of phone-home stuff. anyone know how to turn that stuff off? wasn't seeing it get turned off even when using some of the ini tweaks.
Ah thanks anyways
So yeah, if someone is willing to DM me a 2 Mb file from Stalker2\Content\Paks called global.ucas (Preferably if you didn't patch your game yet, but either version is fine), I'd highly appreciate it.
I corrupted that specific file, which is integral to the game
I'll dm you
So no, you can’t just do that because the way games work with models are they detect the model match it with the proper mesh/skeletal etc and if you mess with that and do it wrong, it could fuck up your game heavily
Resulting in models being invisible and literally just not appearing
Which if your doing a veteran run, LIKE ME, could fuck you over
sent, let me know if you have any issues. I backed up the pak folder before 1.01 update on xbox game pass
:0 REALLY
:O idk how to mess with stuff like that so if anyone wants the M1911 I keep posting
lemme know
did this update break groks mods?
No the patch should not affect mods this has been said a lot of times
The patch was more for gameplay fixes
Anyone here done some testing with this mod?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/446?tab=files
Im looking at this page's comments and I can't help but think this is too good to be true? Im seeing rarely any issues people are reporting. And the few I have seen the author is talking about fixing it or how he's trying to fix it.
Curious to try it out after getting back from work
This is really the only thing sticking out to me imo.
It's just really back and forth.
can you skip the intros or make them skippable with console variables?
should I take out groks rebalnaced mod after the update?
asking again since i dont really know what to do anymore. whenever i zoom in with any scope and even without a weapon, the game stutters pretty badly while the scope in animation is playing. this wasnt an issue a few days ago and it just started happening today. might be a bit hard to see in the video but it should be noticeable enough. ive tried multiple ini files and nothing seems to work. i did a clean reinstall last night if thats anything to go by. does anybody know why this is happening and how i could fix it?
damn nexus is struggling again
i do. tried removing them and still the same result
was this before or after the update?
this started happening after the update today
I tested everything the update told they fixed and its still bugged, so the patch just added in more stutter
Hhahah have you used the "performance" mod
which one? theres like 10. ive been using https://www.nexusmods.com/stalker2heartofchornobyl/mods/7 but stopped earlier today
is nexus opening to you?
it is for me
damn
it is for me too yeah
not that I can see
anything yet?
not really
I have definitely seen dumb passive AI with the stealth mod but don't know how update has changed it
same shit. nothing has worked
hmm okay load in an old save
man fuck this bullshit
it worked when i loaded an older save
thanks you brother lmao
0 stutters whenever i scope in now
HAHAH welcome to the club. That shit happend to me!
for future reference that usually "fixes" most bugs I came across. Ur just gonna have to live with the consequences.
yeah thats totally fine. the save i used was from only a few hours ago so not much progress was lost
i would rather it be that and no fixes period
life with anomalies. Now kill some bitches in the zone for us.
No problem stalker
Hmm I noticed it too with a stealth mod
has anyone tried the a-life mod and if so is it good?
how's the frames?
which version if u don't mind me asking
Doubt that A-Life mod is doing anything other mods arent doing already, theres only so much you can achieve by changing config files, no?
maybe they added a line like "ALifeIsOnNowTrustMeBro true"
A-Life is fully coded in game but just has shit defaults
So mods can actually fix it
Dont think we have enough access to the games code to do much about it yet
There will be better solutions and tools in a few weeks/months
we need the sdk. custom tooling is a nightmare using 3 different apps and methods to unpack and repack things which are not cfg files.
Any mod for lowered weapons like in gamma yet ?
nah thats not what i mean
he means low ready
what you don't like your character shadow looking like you're always holding someone up?
yeah I just always found it annoying in fps's that the gun is always pointed especially when you see everyone else with low ready
especially with survival games
i love that gamma has that mod its something so small but adds alot for me
it will def come with time no doubt
The character already holds the gun like that
Which is infuriating when you have a laser sight because the sight is not aligned with where bullets actually go and you can't aim from the hip because Skip is a dumbass aiming at the ground in combat
what are vanilla values for ObjEffectMaxParamsPrototypes?
Anyone here using STALKER2TWEAKS? The option that allows to change the viewpoint fov is bugged for me, basically the weapon keeps resetting back to default pov and the one that I set in the .ini. It does it randomly too, anyone knows what could be the problem
Or maybe the mod itself is bugged.
This is the mod Im talking about. Other options like skipping shader wamrup and dev console work, but the viewpoint fov option is bugged. Just a heads up
It bugs rarely, and when it does all you need to do is open and close inventory and its fixed
It doesnt bug rarely for me, more like every few minutes it just resets my fov when Im running. Gonna skip this option until its fixed or changed
I play on fov 100 btw but that shouldn’t make a difference
anyone figured out how to import materials from stalker 2 yet? i tried a plugin called JsonAsAsset alongside jsons exported by fmodel to no avail
i think its probably because it needs a lot more info than fmodel, asking for guid of AES keys and archive keys as well
I wouldn't say alife is fully coded in the game but I would say AI director + faction lair system is implemented but buggy, doesn't seem like there is any system for persistence of randomly generated NPCs once you leave the "online" part of the director.
Any modifications are just messing with the online AI director stuff and attempting to ignore the buggy faction lair system.
Stalker2 aes key:
0x33A604DF49A07FFD4A4C919962161F5C35A134D37EFA98DB37A34F6450D7D386
sartek, what is your opinion on mutant combat?
I mean it's not asking for that, I figured that part out
There's also archive keys
And GUID for Aes keys
No idea what those are
Cant help you with that, no idea myself
The dogs feel pretty good. Bloodsucker ai is pretty junk. flesh and boars are average. I think the mutant ai should be more aggressive and not try to take cover if it can't path to you.
Like have it flee and run or have it hide. But as soon as you get off an object it runs at you is a bit meh feeling.
Controllers are more or less the same as in previous games
Agree it gives me fallout 4 vibe with its brain dead deathclaws
Half of the mutants can leap there is no reason they shouldn't be able to leap up a car to get you.
Is there a mod that shows the exact characteristics of artifacts, what and how much they add? In the game this information is given very vaguely and not exactly. For example: I have the artifact ''lyre'', it gives a small blood flow and a small additional weight (weight gives 2 kg additionally), and such is the artifact ''heart of stone'' which gives a small additional weight of 3 kg ( https://ibb.co/bPxvcPB and https://ibb.co/PtXHw6t). Thus, a small additional characteristic in the description of the artifact gives a different amount of increase in the characteristic, which is very confusing.
There is good example of ai in games, The feeling of being chased by the night time volatiles in dying light one was pretty cool, all the parkour and verticality certainly helped. even the regular zombies if you got on a car would try climb it to get to you.
imagine something like this with bloodsuckers chasing you
This is dying light gameplay
This is very creepy and scary than Dying light 2...
Thats how bloodsuckers felt in og games
I remember in one of the games there is like a metal barge boat things and there is a swamp right outside and I had a bloodsucker there and It was terrifying haha
I think snorks are fun to fight against
Bloodsuckers get old quickly tbh they should spawn less of them
Yeah exactly. and the stupid death screen really makes them even more overused
I installed that mod and it made the game feel a lot better
If they played a deathscreen based on what killed you that would be cool.
I haven't seen one yet haha just a corpse.
Bring back the ragdoll. It was always humbling to see stalkers go about their day after dealing with u or seeing dogs eat your corpse
This bloodsucker death screen is goofy af
That would be cool.
If you die that death screen does feel a whole lot more fitting.
Looks good
Ive seen another one with a stalker’s grave instead
Gives me fallout 1 vibes
Yeah I saw that one trying to find this one.
“Not even scavengers are interested in your irradiated corpse” moment
Scenery of the game at random would be cool to show off locations, or maybe ones based on the zone you die in. Deathscreen of what killed you could be cool too so you get a close up look at the mutant or bandit or faction. other option would be the 3d death where you see stalkers loot your corpse or mutants eat you.
If its places of interest from the zone your in then it might lead you checking it out cause it looks cool.
yo how hard is it to replace that death pic
i wanna replace is with low tier god lol
T_Screen_Back.uasset in Content\GameLite\FPS_Game\UIRemaster\UITextures\DeathScreen , I think you have to bake the file as its got a .pak .utoc and .ucas
More examples of what I think is good game design and cool ai
Dying Light Gameplay Walkthrough With All Part & Ending of Top Most Anticipated, Upcoming Games In 4K, 60fps & Full Game Gameplay Walkthrough of First Person / Third Person Games On PS5, Xbox Series X & PC.
Running at night against Volatiles is actually a very scary thing to do in Dying Light
Dying Light a4 c
Imagine if we could get a uv flashlight or something that made bloodsuckers more visible or glow. or if we shot them blood covered some of them so they weren't completely invisible.
Maybe paint grenades for the grenade launchers or paint sprayers haha
It's a tough choice.
playing with my own diff mod, its actually great, it clicks, cant wait to wrap it up soon
1:1 dmg with npcs, medkit usage skyrockets
is it? i think volatiles win
If only they didnt remove their 20 meter jump straight at you
aaaay i found the new suppressor
I do think volatiles win ahha
better movement, yeah there a sponge but you are actively meant to run from them early game later on you get stuff like uv flashlights which make them jump back due to uv light damaging the virus.
where is it brother, I already got all the stashes and dont know where it is
do you really want to know?
yeah maybe its there after all
Give him a hint/riddle
walk the steps of the past
i thought i was tripping when i saw it just now, cause i know that wasnt there and id know considering i started over 10 new games testing my mod out
also 9 shots to kill a flesh with a pm, very nice very good
well, headshots
Oh your doing it wrong, your meant to shoot them in the pig in there little piggy tail its there weakspot.
They squeal when you do it.
back not pig lol
dumbass pig
Yum the smell of bacon.
hi, I run conflict script and got this Conflicting File: Stalker2/Config/UserEngine.ini
In Mods: No_Shader_Warmup_p.pak, pakchunk10000(UETools)-Windows_p.pak
but both console and no cache loading working, so I wonder if I need to do anything
im getting a black screen ingame when I fresh installed, no mods. I can see rain on my screen, ai can inventory an such and move but can't see
woops mods folder was still there. No ill try
Do we have an access to VFX?
Patch 1.0.2 is out
Really?
Yep check official stalker discord
Oh fuck...
Its smaller but should fix some softlocks people been experiencing
I hope it won't break mods ONCE AGAIN
Nah it shouldn’t
Oh blyat... is there localization changes?
It mostly fixes quests
Oh. Good sign
Back to back patches, good work devs
I'm not against patches, hehe, but I hope they would provide some tools for modders to mitigate the aftershock it also brings. Like, mods breaking, saves breaking, localization fucks up... And patching localization is so ass!
GSC
Mods that change .ini files wont break your game
Yes, but having just .ini mods is not enough 😄
nice so i have to wait an erxtra 5hrs or whatever for patch to be released on game pass
nice
Common xbox L
i'm considering just buyign the game on steam aswell tbh
feel like pc game pass is being lazy as fuck
hi. can someone using Maklane's Better Zone - Overhaul tell, how many buckshots boars or snorks can handle in your case, please? Im just not sure if the mod is working correctly for me
@trail coyote after update, I used a SPAS-12 and killing a boar / snorks seems to take 2 bullets
my SPAS12 is a unique item tho and have a high fire rate, probably lower damage from the base version ?
I play in Veteran and here are my mods FYI :
hello, does someone know if there are plann for sleeping bag mods ?
thanks, Im defenetely have some troubles... which is strange, because slow healing is working.
With all the updates and mods including other mods it's kind of hard to track
Difficulty seems okay with my modlist, it's kinda hard I have to take cover a lot , but it seems like A life extended is kinda broken
I think i'll finish the game, then shelf it (POE 2 coming soon anyway) waiting for updates to be done and a big modpack to come out
The later part of the game are broken AF tbh, it's not very enjoyable
I think it's planned, but need to wait for SDK. Unless there's meshes for sleeping bag in the game
It's gonna be weird to sleep on sausage
you will sleep where ever you want, and of course sleeping outside would be a bad idea, but you can find a place where to sleep in a safe zone
well that could be great to imagine that we can be waked up by noises around us etc.....figuring that mutant are coming, or humans bandits, or storm alert (even if you are in a safe zone) could imagine some event that could wake you up :!
Would be nice to have that
More unique situations in game, more immersion
need help. I removed that warmup mod that disable cache preload. but it wont preload anymore, did they fix it and removed that?
anyone know how to extract a single cfg from fmodel?
trying to get corevariables from pakchunk0 but cant find a way to extract it
dude there is something hardcoded about the drunkness points
Any idea why I can't unpak utoc file with fmodel? Wanna research what files mod edit and it's red 😦
wrong tool for the job lol
try zentools
Got it, will try
you right click export raw asset. now its exported into the fmodel exports folder.
you should be selecting the LOAD ALL option so fmodel loads every pak
got it, thanks boss
that mod came out before the patch, the mod is most likely broken as a result.
now i can finally get time of day working again on my own 
1.0.2 probably doesnt break anything
right. can be can be
how about cache preloading does it work for u guys? I removed warmup mod but it wont preload anymore
or did they remove it
I dont have it even
Only mutant loot
just need to be updated
Reboot pc
how so
On previous it was the same thing with version 1.0 After update to 1.0.1. its fine. But there is a ne patch in steam 1.0.2)) I have black screen with mutant loot
weird
i dont use that specific mod but i have two of the optimisation mods that make shader cacheing take like 1 minute as opposed to the original 5 minutes
Has anyone figured out which .cfg's got changed in the last update?
The have spoilers
Sorry if it's already common knowledge, was just wondering if there was maybe a database or post somewhere
And fixed some errors
this mod corrupted my 50 hours save files
empty slots and crash, when items put in ghost slots
So are these updates breaking mods? Or for the most part are we ok, because a lot of mods right now are just config changes?
cfg mods are fine
its more complicated mods that might break
anything that isnt a config edit will have the chance to be broken, depending on what was changed by the devs.
anything like loot, damage, health, items that already exist, rewards, difficulty, these things are fine right now.
Yea makes sense
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 crashing on launch, no reshade, no mods.
do you have any mods before patch?
Just read description next time
Seems like 1.0.2 patch is not letting me load mods, i cant event extract the AES key anymore
Yeah, mods were runnig fine after. Last night just started messing up
@wet bison
fresh installed, tried new game too.
was agetting black screen but could getinto inventory and see it
now just wont launch period.
doesn't work for me. i have empty slots anyway
Oh ok
try to load old save
putting -dx12 in my launch options has it starting now
was still getting black screen on fresh game
and older saves
Mutant loot mod in your ~mods folder?
@hallow sand verify game files, some of the supported nvidia/intel/amd dlls might be scuffed
delete cache shaders?
Verified and updated gpu drivers last night
where can I find that?
we had 1.01 yesterday and 1.02 came out today
in your AppData folder
@hallow sand try deleting paks/content folder and verify files since steam doesnt always delete mods when its reinstall the game
1.02 allready drop on steam ver.
Roger. Will try.
open a windows explorer folder and type in the url bar %appdata% hit enter to go there, go back/up a directory and go into appdata/local/stalker 2
Okay deleted those 2
Lol this mod encrypted with different AES key or smth xD
AES that I have for stalker2 not working
i dont know if you can unpack cooked ucas/etc files, only pak files can be looked into.
I had the same issue, you have to generate a new .usmap file
ive not used zentools but i know of its uses.
its the same AES key as last time
%localappdata% is your friend
Any instruction how? I'm only downloaded some from google
oh legend, i didnt know that shortcut hah. ty
Okay so I got a new game started, but STILL black screen but can see inventory.
doing this now
if all else fails, have you tried rebooting your system?
Yup, did it last night, today etc.
But if all else fails ill do that again
are you using a ini file in your appdata folder which disables shader warmup?
you need to download latest release here: https://github.com/UE4SS-RE/RE-UE4SS
put it in S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Binaries\Win64
go ingame press ctrl + numpad 6 and it should generate usmap file
Is any one is actually able to load mods? None of my mods are loading whatsoever....
I had that before but no longer. My shaders warmup at start of game
Even Fmod sees my file changes being replaced by vanilla
it seems like a problem with the latest patch, some people cant load in at all with no mods, some of us can load in with mods.
I can load in the mods, but seems like they have no effect
what mods are you using?
as mods overwrite core game files, so they should work unless your game has reset the custom loading parameter and your mods all exclude the _P suffix.
Yes i know, Im using my own mods
Veteran to Master Rebalance and Dynamic Weathers
When i export my mod paks, and i navigate to the cfg files, i see defaults values there
like even FModel considers that my paks have less prio? something isnt right
how are you bundling the pak, what is your method? have you got the internal folder hierarchy correct?
if the hierarchy is wrong, they wont do anything.
guys, can someone make a mod where a quest giver can give 3 quests before going on cooldown pls
These are the mods i made
my mod seems to work fine
i made a custom murderous anomalies mod for a chap named Ian after 1.0.2 dropped, tested it and it works fine. so not to point fingers but it seems like you're doing something wrong mate
yeah there;s something fishy
fmodel aes key and mapping correct and loaded?
not saying the patch is the issue, just asking for anyone with similar experiences
lemme see your mod
some thing some where is overwritting my mod variables with vanilla ones. 
This was happening to me before the update too. I think it was an error on when I was repacking/merging
do you have another mod that edits the same things?
as mods are loaded alphabetically.
Im only using my mods
what is a known variable in your mod that you changed compared to default? as im looking in your cfgs now but as im not editing these files i dont know if your values are vanilla or changed lol
is this intended?
yeah I see
but when i view my cfg values in my mods, from FMODEL by loading the /pak/ directory, i see the default values (left diff)
so something, somehow, even on Fmodel, is using the default (pakchunk0) values

Ace, in fmodel have you selected "load all" ?
load multiple
thats probably why then pal.
So THAT;S why my mods would default back?
from the first tutorial i read on how to use fmodel, it said load all.
you are not doing the one thing i am doing and my mods are fine
try it.
what was it?
Seems like it has something to do with one of my UE cooked assets
your difficulty mod doesnt include any
so you've verified the game and its replacing a corrupt or missing file?
i dont know if it is or it wasnt that but removing it fixed it.... strange.... this only replaces/mods utoc files way off the GameData folder
need to test but at least i can see my changes reflected
might have been my data asset? lets try
very interesting... seems like by forgetting to update my chunk label Data Asset this broke something when loading mods
I dont evne know wth that even means but ok, glad you sorted yourself out man.
its for cooking assets in Unreal Editor... i added and replaced one asset for another, but i guess i had to additionally, go to my Label DataAsset, open it, and save for it to apply the chuck ids again
okay its all working now, thanks yall
you're using unreal editor to edit paks instead of fmodel to export and notepad++ or similar program to edit cfgs and unrealpak to reassemble?
no im ussing unreal to edit uassets
oh right
Unreal Engine Objects, for the cfgs i just use visual studio code lol
my other mod, dynamic weather, im attempting to add new weather events into the game
well not new, but fix the missing weathers that were cut from the base game
Please, someone send me LocalizationDB.ubulk and LocalizationDB.uasset files
postpatch, ofc
not to toot my own horn, but i was one of the first people to actually make cfg mods for the game. Original author of the OG longer days... Not saying i know much of anything, just determined i guess
Man can someone make a VID mod
I keep staring at people not able to figure out what faction they are
sorry if i came out rude @torn pivot i know youre trying to help ❤️
no you didnt, its all good man.
something like the pathces that show up in gamma when you stare at someone for a few seconds
you are not the only one. many of us struggle as some wear the same tac gear or colours blend in and look the same. i keep killing the mercs protecting the scientists and have to reload as i go bac kto malachite and they all try murdering me lol
we need alternative skins for gear imho as the patches are too far away to tell in the heat of the moment, not having binos and a useful pda is painful.
I mena the ui element that pops up with the person's patch
IDK strictly if it comes from the gamma modpack, maybe its part of anomoly, or even just the original games
but when you stare at someone for a bit, their name and patch appears on screen
i was gonna say what ui element, you might be in the wrong section mate as this is talker 2 mod making discussion lol.
ooh my bad lol
Does anyone know where i can find weapon meshes in the files?
I have never figured out how to do the mesh deformation shown on this trailer
There were only 2 tutorials and some dev tutorial on ue5s website
Which none explained how to actually apply it to vehicle tires
Hi everyone !
Is there any Frenchy Baguette who could help me to understand something about modding
thanks
Have you guys figured out if it would be possible to manually perform the animation
okay attempting launch after uninstalling my content folder and steam verifying /downloading it again
I don't have plans on working on this, but I've noticed that only a few weapons have this animation
Probably just the ones which are using in the Arena
Damn, it loaded to the save, then crashed when it said "hit any button to start"
gonna make a new game on save 2, see if it corrupted my stuff
@hallow sand sorry if it was already asked, but did you clear your engine.ini file?
I did not actually.
Like made it empty and tried relaunching
I had troubles with mine, I erased everything and only left mouse acceleration settings there
will try that next here ty!
gl
Yeah as i guessed, pity. Even then adding those which have animation would be worth it
So i laso might have downlaoded a wrong config
or thing
it was setting my game to 1000 nit or something
or monitor
maybe
I'd love weapon inspection keybind
Here
Time to ask chatgpt how to mod it without any prior experience whatsoever 
saved/config/windows?
if so, i don't have an engine.ini, maybe putting one in there might help?
Appdata/local if I remember correctly
I believe so? Check also Game.ini
Can't go wrong there 
i shall try.
Could this have messed me up?
No idea man. For me it was these optimization values in my engine.ini
I don't have one atm, and deleted the game.ini
I mean you've helped me get back into the game at least from immediate craashes
Still balack screen :/
I can see the FIRST part of the game start where he opens the door an grabs the artifact from his basket
then blackscreen in truck
can see inv
esp menus
etc
Damn dude you've cooked your game , I'd reinstall
I already did taht :/
Like shit is mad cooked for some reason :/
Could MAYBE the new nvidia driver I installed be the reason?
You verified the files, but did you uninstall and reinstall?
Could also do a clean reinstall of driver's
Also how can one get the modder role in the discord? Or is that just reserved for GAMMA/Anomaly modders ?
@void owl do you perhaps know where i can find certain animation logic path for example, of reload animation, similar to this?
and i randomly just reload a save
and it's good
wtf lmao
but crashed on loading old save
so maybe borked save
well i loaded an older save and it's good.
I'm not entirely sure but I guess deleting the second pak folder helped
I'm looking through versions 1.0.0 and 1.0.2 of pakchunk0-Windows.pak using FModel.exe to see what exactly has changed between patches, but in all my searching I haven't encountered anything different between the paks despite having different time stamps and sizes. Am I doing something wrong?
seems like we will have mod browser in the menu itself huh
it will most likely be a way to cross mods to console
but a in game browser is really goood for everyone
should make em paid mods like Bethesda
but i do like the ingame mod browser
ugh it will use the fucking mod io
noooooo
i hate it so much, laggy piece of shit. I suffered enough with it in Snowrunner

Has nobody found where weapon meshes are?
Stalker2/Content/_Stalker_2/weapons/sniper_riffle/sr_svd/AnimMesh im not sure if it is weapon mesh or no
opens up this
i think all the meshes are seperated by moving parts
in which pakchunk?
i loaded all of them together so im not sure
yeah ik im trying to put them all together rn
yeah you can load all the pakchunks at once if you select all with shift click and load
ctrl shift f afterwards to search the whole game
i love how you got a random x on your post with no explanation, like are we wrong where should we look?
i know right

so once ive highlighted it all how do i open in 3d wiever? once i click it only opens one at a time
i tried making an attachments armoury mod to give more guns attachments that they can clearly take, the things attach but they arent in the right place and reticles dont work 😦 someone do the needful and fix this shit please lmao
even your mods if you have em installed
i hope u find what your looking for, i feel like the atachment system is hella restricted with optics in particualr
picatinny is picatinny let me slap the long range sight i can only put on my vector smg onto my m4 damit
if um using vortex do i still need to make a ~mods folder and change the directory for vortex?
i think vortex is not that necessary but its this
also there is a plugin for mo2 now
Install a portable instance of Mo2
Download that .py file and place it in \modorganizer2\plugins\basic_games\games
Vortex needs still a staging folder, yes
Does head and body have separate resistances/protection? Like you have armor+helmet vs armor that has built-in helmet?
Asking here since I figured modders already looked into it
it isnt so detailed as head armour offers "head protection", its just an armour stat, the all in one suits have the same stat, helmet and suits seperate have armour stat. you're just adding more armour to it and in comparison the all in one suits offer more armour in that regard.
So it's just simple system of helmet + armor = universal resistance?
yea
So does it mean our head is protected even if we wear no helmet..
you have less armour stat applied as no helmet, and the other resistances too. but yes essentially.
Thanks.
Any idea what the grey upgrade slots are for? https://i.imgur.com/8DnwDOL.jpeg
the grey slots are sockets not used by the devs for upgrades at current
lenses on helmets are greyed out and not white/selectable as the socket has not been populated with upgrades for us, but they have been populated with upgrades for AI NPCs
so is helmet + body armor more protective vs the all in ones? cuz if purely additive adding up all the bars would be way more protective with the helmet
Will gamepass stalker 2 have mod support
the all in one suits offer the most protection, no a combo wont beat them tier wise.
what he is saying is not true tho, according to the devs
you get shit helmet for +5 armour, chest chest rig for +10 armour. a same tier all in one suit offers you 15+ armour.
MOD FOLDER / stalker2/content/GameLite/GameData then sub folders?
I haven't found any non-enclosed armor that would be better than the fully enclosed sets.
this is offical GSC answer
hmm
im looking at the raw numbers in the cfg files
Will pc gamepass have mod support for stalker 2?
Cause if not I’ll probably get the game on steam and look to transfer my save
wrong place to ask that question
Oh where then?
idk, try somewhere gamepass related and not gamma related?
since gamma isnt on gamepass
it dose but its limited like you cant install the consol
yes it has mod support
but most mods work
Okay cool thanks guys
yeah
this channel is for stalker2 not gamma
Wdym by install the console?
or radiation
Unreal Engine Console to execute commands
i dont get their answer, it does not explain how armors using both slots work
can be kinda helpfull like for testing preformance fixes and some mods that use blueprints
I had no idea this was even in the game still, first found after 30 hours
thats true its not a very elaborate answer 😄
fun fact
you need classes my bro 😄
it added +14.5 weight in 1.0.0 despite it says +20
I forgot to hit enter, what they found is the fallback lod for nanite
say, if you completely disable nanite, that's the mesh that gets loaded
ahhh makes sense, was fucking with stuff in the consol and they game crashes right away when disabling nanite lol
has anyone found a value that lets you tweak the base idle stamina regen rate?
might have jsut found it actually
where is combatsynchronization.cfg stored
GameLite\GameData
in which pak, I can't seem to find it
i dunno, got my shit from here https://github.com/CnRJay/Stalker-2-Dump-Files
chatgpt pinky promised me if do these i can inspect the guns in the game
Which file contains info on artifacts' actual stats?
Did you find a solution perhaps?
This one is strange though because "weak" effects on artifacts are being displayed as +0.0 / -0.0
It might be 0.05 or something idk but that would be super underwhelming
I will test it in a min, by pairing weak radio protection and weak radio artifact
See if I get any radiation at all
This one had weight medium and radiation medium before I installed the mod
it will, its probably a rounding issue
Does radio protection cancel radio? I thought thats just the flat stat for environment radiation
the artifacts are in \GameLite\GameData\ItemPrototypes\ArtifactPrototypes.cfg and the matching effects in \GameLite\GameData\EffectPrototypes.cfg
Thanks DaPutzy, writing down the info for when I have time to get into modding tomorrow
can someone with the 1.0.2 steam version check if they have a new additional exe file in Win64
Stalker2/Binaries/Win64/Stalker2-Win64-Test.exe
and if so, please try starting the game with it
yea I can do that real quick
yeah, got it
not sure if they uploaded that by acccident
That's the error I get after few secs when I try to launch it.
same here
same, even with administrator previlege
ok thanks
that should be the test build
Someone on reddit name dropped this server in regards to a potential A-life fix, is that true?
I am 99% sure they uploaded it by accident
yeah and that probably should not have been delivered with the udpate 😅
Couldnt they have accidently uploaded an SDK 😦
there are mods that affect it, but they mostly make the spawn distances way larger and the render distance for npcs and the despawn distances etc
Does anyone know the history of the cfg file format? Is this the first time we've seen it? I'm running my mod manager against the entirety of pakchunk0 as a smoke test and it's shocking how many cfg files are seemingly malformed
thank
#1309526198833119303 many modders post their stuff here so...
its still not like the alife we know from the old games tho
it shouldn't be called as a-life fix
It does cancel each other out.
Yeah.
dude you where already told where it is
Stalker2\Content\GameLite\GameData\CombatSynchronization.cfg
click on GameData and then go to Packages tab
or just extract them all so its easier to work with them
btw if you guys regularly search in the dumps i recommend ripgrep
Guys, can someone share all the original config files along the path "Stalker 2 Heart of Chornobyl\Stalker2\Content\GameLite\GameData" after the new patch 1.02?
i think someone made a repository to dump all the things
no mods will work but they will ovewrite any changes gsc made
dependding
just localization is broken, not the entire mod
ah
if you dont remove the localization part the game will crash tho, yes
but there was a update for it so it might be fixed
No, I asked which .pak it was in, and received no response to that effect. I unpacked the whole thing outside of FModel and found it. Thanks.
I can't merge mods atm though, keep getting errors.
all the cfgs are in pakchunk0
Thank you
try manualy merging stuff, its not too hard
I've not been having tghe best luck doing either :/
i wrote a guide, got how i merge in there with pictures https://discord.com/channels/912320241713958912/1312154196383895702
Honestly the best way, and you can personalize everything in the process
yess ^^^
the auto merge thing just favors one mod above the other
these cfg's have tones of diffrent values in them no reason not to have changes from one but not the othere
well usually there are no conflicts between mods
so auto merging works just fine, in rare cases (e.g. deleted lines) it breaks though
i have 8 mods 3 of them use the same cfg
I was trying to update a grenade throw probability mod to the latest game version, and decided to change some of the numbers myself to be something less OP than vanilla but harder than the mod would have been
It's like cooking, so rewarding to get that flavor dialed in
yeah of course, but unlikely they touch the same lines in that file
yeah, and if they do, then you can decide which direction you wanna take things
It's inconvenient and takes effort but is worth it in the end methinks
i would use auto merging, check the html file it creates for you, if anything looks funky: merge by hand
it will also have a hard time if GSC changed the base files and the mods arent updated yet, but you will see that very easily in the report
notepad ++ got my back lol
:0 Guys I had an idea what if we just replace all the guns with their real counter parts but with full internals:3
I'm wokring on a tool that solves this problem: https://github.com/joe-p/unreal-pak-mod-manager. It has a CFG parser (and ini) so it does the merging on a per-value basis rather than merging the entire file
fuck yess!!!
The smoketest I ran against every single cfg in pakchunk0 just passed, so should have a release ready soon
whats the plan with all the broken configs? 😄
upload the new ones with the new values on update im assuming
Yeah will drop the link here on both nexus and GH once the release i tout
o7
Were their cfgs broken by the update or are you referring to the various cfgs that are potentially malformed?
2nd one
Man I can't find a mod pack I was using that someone made. The last verson I downloaded was ARS_modpack_1.8 but I can't find the original creator for the update
may have taken it down due to the update
there was something fishy with that, he didnt credit other peoples stuff or sth and it got removed
unless it was reuploaded, idk
ohh was that the one that just said i made the game better and had everyons mods in it lo
there was one alot of pple where pissed at
I don't remember. It did a lot of stuff I wanted though. I think the original poster had a wolf or something as his profile picture
For now I'm just assuming no one will actually make a mod with those files lol. These are the file that are seemingly malformed ( added the .bak_because_invalid so my tool didn't try to parse them)
./Stalker2/Content/GameLite/GameData/ArtifactPrototypes/QuestArtifactPrototypes.cfg.bak_because_invalid
./Stalker2/Content/GameLite/GameData/ItemGeneratorPrototypes/GDItemGeneratorPrototype/VortexDudeItemGenerator.cfg.bak_because_invalid
./Stalker2/Content/GameLite/GameData/Scripts/OnGameLaunch/OnGameLaunchScripts_E01_MQ01_NoIntro.cfg.bak_because_invalid
./Stalker2/Content/GameLite/GameData/Scripts/OnGameLaunch/OnGameLaunchScripts_E16_Bossfight_Scar.cfg.bak_because_invalid
./Stalker2/Content/GameLite/GameData/Scripts/OnGameLaunch/OnGameLaunchScripts_EQ152_Spark.cfg.bak_because_invalid
./Stalker2/Content/GameLite/GameData/Scripts/OnGameLaunch/OnGameLaunchScripts_EQ152_Ward.cfg.bak_because_invalid
./Stalker2/Content/GameLite/GameData/Scripts/OnGameLaunch/OnGameLaunchScripts_EQ154.cfg.bak_because_invalid
./Stalker2/Content/GameLite/GameData/Scripts/OnGameLaunch/OnGameLaunchScripts_EQ155.cfg.bak_because_invalid
It's also possible that they are techniaclly valid, but most of them are something along the lines of
[0] : struct.begin
SID = OnGameLaunchScripts_EQ155
ScriptsArray : struct.begin
[*] = XSetGlobalBool DBG_IsDebug 1
[*] = XStartQuestNodeBySID EQ155_P_Technical_DebugStart
struct.end
Where there is clearly a missing struct.end. Perhaps I should just parse that as "end of all structs" but idk
I’m curious the progress of you guys for adding weapons and animations to the game
it raised the carry weight, made it so you can sell broken stuff made the AI throw less gerandes
need tools but pple are doing cool stuf with blueprints rn so we have to see
lgtm 👍 , i would list them in the README somewhere so no one is suprised
There is literally nothing I could do to help so I am just watching you guys’s progress
dobt you can add in full animations, meshes and all that shiz in but the mutant loot has new items
learn like i am, one step at a time lol
these are all available individually
the only mod I need is a sleepingbag mod where I can sleep everywhere lol
nighttime sucks
trust me if you have a oled monitor fuck no
the only thing that will change my opinion about night time is nvgs
nothing else
You don’t want me learning to make mods, I’d only add dumb stuff
I’d try adding Zach Hazard to the game replacing the technician in Rostok
hehe my big project at the end of the tunnel is porting the nvg's from grayzone into stalker. already cracked into grayzone and have access to the files
hello! has anyone had luck adding additional gun upgrade slots? I got them showing up but havent been able to get the ~~trader ~~ tech to be able to sell them yet
https://youtu.be/RFrbv5dHoFo?si=NiElviR9hBPweV5z 9:42 in this video is what I want as a tech in this game
Mike and Zach meet Mike and Zach. And Mike. And Zach. No cloning involved!
Thumbnail courtesy of Tungsten Hale! - https://twitter.com/HaleTungsten
🤷 https://discord.gg/UerJmkd
🕊️ https://twitter.com/mikeburnfire
🧞 https://www.reddit.com/r/mikeburnfire/
🔥 https://www.patreon.com/mikeburnfire
Nonstop - Kevin MacLeod (incompetech.com)
Licensed u...
broo wee need the goofy as much as we need the cereal 
i did see someone else trying to mess with that here
ctrl f "upgrade" in here may help you find em
aight thanks
that would be the logical next step
also, if anyone is working on adding guns I wouldnt mind helping out. I want a sawed off pump in the game that I can equip to the sidearm slot. That would be sweeeeet
Am I missing something or are there no longer side quest chains in this game? I kinda thought I could help beard take back over the Skadorvsk but he only had one single quest etc. kinda sad
THere is a mod that allows you to equip a lot more guns as side arms including the boomstick
yeah I seen it. I made the boomstick specific one. I want to expand the shotguns with more sidearm options in a way that is reasonbly balanced
My idea is to add upgrade slots to make the boomstick a viable sidearm until midgame then add a sawed off pump for mid-late game
Is there any mods that gives values to armor/weapons ?
The figure it out bars are not my jam
This is not for armor and weapons
Thanks @desert valve , but yeah. I already got that one and it's good. But let me give you an example, how many jelly fishes is a bar of physical armor?
Does anyone know what it is and how to get there? This is under two of my mods.
anyone know how the pre order dlc is handled? is it on their own pakcunk's?
no its in the cfg files and their respective locations with the other items that arent dlc
the gun entries are on the weapons manifest list, one file to control them all so to speak.
so its already in the game lol? i started my save on one install and am continuing it on another install im not gunna like share it anywhere but i wanted to unlock it formyself

Guys should dynamite be in the game as well?
so we have more options of explosives
instead of the normal frag grenade.
to you happen to know where to find the ring, erm cfg lol
i know where some cfgs are, what are you after?
cus there are multiple to control multiple things
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020
0x00007ff628ad161b Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628ae75b1 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628acfb1a Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628ad3b96 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628d0cb18 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628d094cf Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628ad269d Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628ae5799 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff6289b8dca Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff6289aace2 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff626d5ab1e Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff626d5d583 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628c03e75 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628bfce53 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628c089b2 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628c01220 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628c46034 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628d68547 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ff628d65ce1 Stalker2-Win64-Shipping.exe!UnknownFunction []
0x00007ffa445c259d KERNEL32.DLL!UnknownFunction []
0x00007ffa45d2af38 ntdll.dll!UnknownFunction []
Crash in runnable thread Background Worker #7
Hi. After patch 1.0.2 the game started to give an error about an error in the configuration file. Pressing yes or no leads to a crash with such a log. Mods don't work anymore?
well the dlc one but i may have miss read it, thought you were talking about one that can turn it on
Stalker2\Content\GameLite\GameData holds the majority of the weapon data in itemprototypes and weapondata
i dont know if you can give yourself the dlc you dont own, the game checks it against your account with some kind of flag.
ive not tried to spawn their items, but ive tried to load a friends ultimate edition save and it blocked me from doing so with a message about the dlc difference.
kk yeah i have an install with it and one without it lol thought it may be easy to just moove the files over for just myself
why pirate two versions of the game? that just sounds...silly
you can load non dlc or dlc under your edition saves, but loading dlc saves on a non dlc, or under tiered dlc account wont work from just putting the save files in the folder and including the save controller.
yup yup
knew it was a posibility was just kinda hoping it just yoinked the items
tbh the tresure hunt thing is op "go here for the good shit"
i stoped doing those missions all together. all the stuff it gave me was far supierior to any of the things non ult gameplay gave me
they are easy access to some tiered loot which is nice. after thinking the integral (vector) was dlc only i got a bit sad as i like the vector, then i found one and realised how bad it is lmao
Guys, here is the error when starting the game after the patch.
do you have mods loaded
codeblocks.. like typescript requires little curly squiggly boys everywhere, stalker uses struct.begin and struct.end to finish code blocks. somewhere one or more are missing.
spicificly the mutant loot one ive heard you need to update
yes, there was no such thing in patch 1.0.1
no
but maybe it's because of the real names of the weapons, there's something about compatibility with mutant loot.
PM me if you are serious about it - could quickly give you suggestions on IRL content - explosives related
mods that dont touch the same files dont cause conflicts. you are using an outdated mod.
recent patch changed some things, one of your mods is affected and has been scuffed
install vortex to manage updates or go delete your mods that are more than just a simple cfg edit and redownload them if they have new updates on the nexus.
anything that adds new shit that is more complex than a texture change is probably what is broken
The error refers to a line in the config. Does that mean there is an error in it?
yes its missing a codeblock, struct.end.
it tells the game to end this line of code as it prepares to read another or to end the file.
have you tried launching with the mods turned off to tell if its a game problem or a mod problem yet -_-
you wont break anything just do it
if your realy worried dont load your save
Without mods the game of course launched. Then I will use the method of exclusion, what can I do.
anymod that changes damage, health, stamina, mutant, ai, npc, yourself or weapons is most likely a simple cfg mod, those are fine and wont brick a save if removed as they are just numbers being changed.
anything other than that is probably the cause, ie expanded inventory, mutant loot, and a dozen others that i dont know the names of
whats your list
+1
this is my old one for reliese i dont have any mods installed rn but send a screen like this
my immediate guess would be the "lcat" mod
yee was gunna say you got alot of coflicts lol
when i used the cfgmerger i instead deleted all the conflicting mods and made my own that married their features together.
4-5 mods combined via the program
deleted, no effect
some of these im unfamiler with would also update living zone or check their channel below uf there was
Just another little sneak peak into my Weather Overhaul. Here is the difference between the Thundry prerelease/Cut weather:
And the new restored Thundery Weather:
the mod just wont work
I like it!
yee very nice
its really hard to tell, even to old weather looks alright. But it had NO dynamic clouds and very poor fog/light difussion
New weather has clouds, proper lighting, proper colors etc etc
the current lighting situation ingame makes some weather just look dull
you're right, from Shay's Living Zone: quick update : the only working mod at the moment is : 1.01 standalone found under optional files! this one is compatible with 1.02 GSC update on nov 30.
this version also has NO other mods as it is a standalone! timescale 4x is still there. working on 1x. ty
Additionally here is the light rainy weather. This one is even harder to spot the improvements but believe me, they are huge
that one was super promising was testing a bit deff plan in installing it again myself
current raindrops are hard to see in low light with cloud cover, i cna hear the rain but cant really see splashes of droplets
standalone is de way for me game feels easy enugh and alot of the ai changes right now make them deff dumb and blind. like hellen keller of the zone
your mod makes them stand out as the yellow overhue appears to be gone
There was only one rainy weather event in game, which imo looks really good. But when i rlease 0.9 in a an hour or so, the game will now have 3 rainy weather events
After that I will have to fix the foggy weather
I want to make Clear weather, really clear like barely any clouds. Cloudy weather a lot less cloudy and then foggy would replace the cloudiest weather
i wonder if there is a way to change cfg values live in the game, would make thins super easy to test stuff
there has to be a ue tool for that
they have a tool for everything
There kind of is if you want to give it a shot
ohh the map dump tool?
yeah although i havent used it yet
youll have to figure it out, but it should allow for bigger better mods
Gotta go learn LUA
i did see someone talking about it having extra stuff
it can inject LUA code
Where does stalker 2 store the shader cache files
yeah ive been learning alot brain hurt, ue is complicated af, but there are some powerfull tools out there
app data i think
hold up
i spent like 8 hours this week already just trying to get my weather mod going
Know what the folder would be called?
not sure thats why im looking for it for ya
Which btw:
https://github.com/JsonAsAsset/JsonAsAsset
This UE plugin has been amazing
I was able to import the JSON dumps of uassets into Unreal Editor and go from there
yeah been going through everything step by step even have the ue editor and everything all running for stalker stuff
oooo
dont get your hopes up.... it only accepts certain kind of assets... i was lucky
%USERPROFILE%\AppData\LocalLow\NVIDIA\PerDriverVersion\DXCache
TY king
make sure you have the precompile on when you launch again if you turned it off
oh thanks I wouldve been staring at a blank screen or something
I might have to do what you're doing ace, i wonder if i can fix my attachment armoury mod using unreal instead of just barebacking the files with fmodel
go for it, check that repo and experiement. I really feel like there might be a breakthrough with this tool

