#╟⚒stalker2™-mods-making-discussion
1 messages · Page 32 of 1
id need a tutorial with specifics to setting it up for stalker as ive tried in the past with modding killin floor 2 and i gave up as it was so confusing getting things configured.
I thought the psy dogs are bad, the cats are 10 times worse wtf
unfortunately I haven't found a solution yet
Someone answered me with this mod: https://www.nexusmods.com/stalker2heartofchornobyl/mods/545
cats are tanks, you need expansive ammo for them
They just spawn clones so incredibly fast
flamethrower is needed
oh those are psudodogs bro. the cat doesnt spawn clones.
use grenades to find a blood splatter and nuke that target
I just had a pseudo cat spawning clones in this mission I was doing :x
Any way to disable need to hold button on Quickslot 2 and 4? I changed hold to tap in CustomizeControls.cfg but no joy.
TT-TT i havent found a mod that does that but i mis the f 1-4 so much
I got F2 and F4 to work for them, but game still requires that I hold them...grr.
yeah thats how i play
but its better but not good lol
defalt controles are whack all together
z and x or some shit to lean. tf
Yeah, they are after-thought from console port.
that shit is hardcoded, even when you change the control block to tap or press, it still requires it to be held.
Yep, it's what I have done, change the code blocks but no joy.
they prioritised the game for console release to be playable while pc gets shafted
loveeeeeeeee it


meanwhile fuck dead zones amr
has anyone had success modifying NPCPrototypes.cfg? I cant get any changes to take effect
someone found the dead zone installation package and linked it on the stalker 2 discord for the devs, its like a 3 minute tutorial lol
XD
add 2 code blocks, setup parameters, done.
lol one thing im excited about is the absolute love for stalker and its huge modding comunity "if listened to" is going to be like having a crowdsorced army of people working in unreal 5
modders will save the day, fans always do and its annoying that devs sometimes rely on them to do just that, like bethesda.
i hope they fix the performance and release the sdk in due time. as otherwise the game is dead to me personally. i cant stand the chugging.
SDK will defo not come out before the official DLC hasnt released
same, its pretty abismal on ue5 games. funny thing is tho games made in ue4 (made without all the algorithmic shit like nanite and luman) ported to 5 run just fine for me
space marine 2 is the only other ue5 game i know i have, and it runs beautifully.
ohh shit thats ue5?
yeah. i think the devs prioritisation was on the console release being stable.
i chugged a bit in spots but was smooth mostly
which is fair cus i mean its easy to get it right on one set of hardware.
but thats mostly my baby cpu and all the ai
yeah the swarms are very heavy on the cpu
i wish more of the swarms were killable like with world war z.
fire off acharged plasma shot and see no hit markers or dead nids feelsbadman
i never played the coop or any thing hord mode on the road map seams like it could be hella fun
ohh thats what i thought
looks like it shares alot with ue tho
fucking Wikipedia links to the movie instead of the engine
Without these mods the game starts even with merging mods.
Just released v0.1.0 of my mod manager on GitHub: https://github.com/joe-p/unreal-pak-mod-manager
I will release on NexusMods later this weekend. The README contains all you need to know, but to answer the first question you may have: Why use this tool?
The main benefit this tool has over other tools is that it resolves conflicts between mods on a per-value basis rather than regular (or manual) merge conflict resolution. This makes the merge process more robust and able to handle more complex changes. This also means that non-functional changes, such as changing comments or moving lines, will not affect the outcome of the merge. It also does not have any external dependencies since it is written in Rust and able to use the repak library directly.
A mod manager for Stalker 2 and other Unreal Engine games that use the .pak format - joe-p/unreal-pak-mod-manager
yeah merging just keeps them from overwiting themselves wont crash but if one mod touches the same cfg the others changes wont be there
hell yeah man ill give her a spin in a bit and add it to my guide
thats the main reason i never added any other automerge tools
Anyone know how world state is being handled (ie, what loot and enemy difficult is being spawned)? Is it based on MSQ progress, time in game, some or of other scoring system?
Well, unfortunately I couldn't figure out how to manually merge mods.
nice
not to hard
Oh, does Mo2 work with stalker 2?
link to the mo2 plugin is in there 🙂
nice
it wont detect conflicts and stuff like normal tho yet"
ill add more to "how to set up mo2"
but its simple if you put the plug in in the right place
Well, I'm familiar with mo2.
and more tools will be made so ill try to keep the site up to date
Nice! Let me know if you run into any issues. So far I've only tested on my own PC
will do i have to do some irl stuff first but i deff gunna try it
when i update my guide thing it ill post it herehttps://discord.com/channels/912320241713958912/1312154196383895702
its got pictures 😛 and videos soon'tm
Is there a UETools command to print the player's current cordinates ?
did you decrease radious of visible fog
Does ammo have their own stats in a config file somewhere or is it built into the game?
Sound awesome and much needed thanks.
Does seem to insta crash for me with Failed to commit untracked_files: Error { code: -3, klass: 7, message: "config value 'user.name' was not found" } rn even with a few paks
Not sure why it would throw a git like error there tbh
oh ok it does make a repo, make sense mmh
Okay fixed by having a gitconfig file, kinda forgot to restore it since my nvme died this summer
pretty sure you already got it all figured out tho lol
but figured i would share
Like using console commands?
yeah i was pretty sure there were comands for that already
but i havent messed with weather stuff
My mod doesnt use cmmands, it adds the weather into the game
i went and fixed the files, added transitions and added chances for them to naturally occur during the game
Yes it was a lot more effort than one might assume, but learned a lot for my next mods
hell yeah man, whats next on the docket
has anyone had issues with .uasset files not showing up in content browser in UE5?
First there is still one elsuive weather which is fogy, this one is just very broken and ugly. After that overhauling the base weathers, then adding a custome weather.
For my side mod there is my difficulty mod:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/51
I would like to see whatelse i can achieve for it
im pretty new to unreal engine so im not sure what im doing wrong
i was having an issue with that b4 when i was messing around with it and saved it for laiter but i think the texture streaming guide has how to set up your files
you cannot import most uassets since they are compiled and built, as far as i udnerstand
so its impossible to create scripts as of now?
nice ill deff give it a swing after my first playthrough shit is too easy but i wanna experiance the game b4 i fuck with stuff too much
not natively
what uasset are you hoping to import?
im lost then... ive been trying to create a script to trigger idle and weapon inspections
but i need to import the meshes to make a blueprint
weapon meshes
try this
i dont really know shit about animations or 3d modelling tho
looks interesting ill give it a try, thanks!
You have more patience than me man.
btw here is a vid, for those interested, of the new weather transitions in action
learning stuff for things like xray or creation never realy gave me any translatable skills (deff some tho)
Upgrade your Zone experience with this mod! Expect unpredictable weather, regional variations, and restored events like Light Rain and Thundery.
Weather Showcase: Clear skies transition to gathering clouds, light rain, heavy rain, a powerful thunderstorm, clearing skies, a sudden stormy squall, and finally a light rain.
Featuring Incomplete we...
i mean there deff are changes ive made. but most of em were addressed in the patch
wich is exciting
Give it a go. My mod is definetly not as tuned as other difficulty mods, but tbh i like mine (obviously biased) much more for hardcore combat
yeah thats my biggest thing, alot of people have gone in and overcorected things or fiddled with stuff without much testing "or playing" for example the game becomes a cake walk if you interact with the upgrade system and use artifacts but people day one toned down difficulty
I installed patch 1.0.1 and started the game. everything was fine I ran around a bit and decided to add mods. I saved the windows folder in localdata (made a backup of it). added Optimized Tweaks S.2 - Reduced Stutter Mouse Fix Improved Performance Lower Latency, ShowItemsValuesAll,4 hours - 2x longer day-47-v0-1-17,Framerate FPS Fix Ultimate Engine.ini (FIX THE SLIDESHOW). went into the game and there is such a whiteness around (I am on skadovska) but if you leave skadovska everything is better becomes but a little lighted all around. deleted the mods from the folder and changed the windows folder from my backup but it did not bring everything back in terms of graphics and now I do not know what to do. help please
but most deff actualy sounds up my ally
are you using UE5.5?
well for one some of those will conflict with any engine tweeks. the engine optimisation stuff dose the same thing as fucking with your engine.ini and alot of them have disclamers not to use with other engine tweeks
Ive installed the plugin but it says JsonAsAsset isnt compatible with 5.5 even though it says so on github?
UE5_1
i know for a fact you cant use 2 of them
go back to releases and downoad the older version
alright
delete engine.ini file if you have one
should be one of two versions down, itll say for which UE5 it works for
see if that works
tip you can have multipal if you plan on messing with multipal game files for porting
and you can save on space
if
you dont plan on porting stalker to ios lol
and android ect
yee havent gotten to the part of making ue5 shit but i sure as hell know how to install the bish 
still have to continue with dem tutorials
Unreal Engine 5 tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 5. Specifically we will focus on Unreal's new features: nanite and lumen. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, p...
i watched this one a few days ago when i started
its pretty cool
nice! ill check it out. i found one series that seamed cheesy but helpfull hold up
also 5 hours long 
haven't finished it tho
well thats fine lots of info lmao. but why ive been doing it in small stents
This is the MOST COMPLETE Unreal Engine 5 Tutorial for Beginners. In 20 episodes, we will teach you all the basics including Modelling, Lighting, Animation, Materials, Textures, Cameras, Render Setting and etc.
Unreal Engine 5 is a Free and powerful 3D software known for its cutting-edge real time and photorealistic graphics. People just lik...
yeah ive tried a few tuts that were quite overwhelming
this was the playlist i was watching
Yes that helped thanks. so what caused this problem? combining Framerate FPS Fix Ultimate Engine.ini (FIX THE SLIDESHOW) and Optimized Tweaks S.2 - Reduced Stutter Mouse Fix Improved Performance Lower Latency?
youtubers doing gods work teaching 100 $ masterclasses for free
ive learned photoshop, primier, clipstudio paint, soney vegas, and so much more for free.
menwhile the government is still hunting my ass down for the money i owe them for not wanting to learn english 5 instead of ps on my "graphic arts collage corse"
lerned more on youtube then a year in college
imo add the stuff you like and works for you to your ini yourself
Question from a noob who just want's to adjust some values in a pak file of a mod. I guess editing the parameter I'm interested in and just saving the file doesn't reallly work right?
As I failed to run the game after saving my changes
yeah like 70% of my skills are from yt lol
you have to repak it
why the fuck are my mutants tinted?
is this a common issue or a mod issue?
use this
yeah good guide, would be cool to have it pinned for future purposes
do not use unrealpak it does not keep folder structure of mods
i have not had any issues
you just have to know what you are doing
if you use the provided bat files to unpack a mod that is a single config file, it just unpacks that one file without any folders it was supposed to be in
i have herd some people having issues with file structure with cirtian tools
i just use fmodel to figure out the file structure its not that bad
i think the issue they have is you can set it up right but it dosnt pack the same
Hey everyone!
For those who have the "cached pak" issue, where the game seems to load old pak from memory, even if the pak has been deleted or settings in it have changed. It seems like a rare issue, but it just happened to me.
I managed to fix the issue by packing my mods using "uncompressed" method. In fact, the UnrealPak "pack" method has a -compress option which is mostely used by most modders. When removing that option, and packing the mod uncompressed, the "cached pak" issue is gone.
we are talking about a guy who knows nothing about coding or fmodel or file structures, to you its not a big deal, to these people its another 30 minutes spent here getting snarky replies from gatkeepers who get upset about you using chatGPT to write code
bro chill
tbf this chat is super nice and suportve, i stuck away from the gamma discord for a while because of cancer when doing anomaly stuff
im so tilted, my mousewheel is broken, and we have now achieved the stage where it scrolls completly without input and the new one should have arrived days ago
are you using logitech?
you cant do anything if stuff keeps scrolling all over the fucking place 😄
sadly, yes
your first mistake was not having a spare g305 at the ready
i had the same issue
all you can do is go to g hub and deactive the middle mouse
its so annoying
Most people here are very supportive, yes, but there's still the odd particulate every once in a while who thinks you don't deserve to ask questions about how to work on your own mod configs.
this is my 3rd g pro wireless that failed (superlight this time) and instead of bying the superlight 2 i went back to zowie now, maybe it will work a bit longer
I've just been using g305 again and again
lol i just got the superlight 2 a couple weeks ago its pretty good
first light mouse ive ever used aswell im never going back now
I bought some AAA rechargables with the smallest capacity and smallest weight
yeah same
i have an adapter from AA to AAA in my mouse at work to get it a bit lighter xD
Ah whoops glad you got it working! I forgot to update the signature in one place. Next release all the commits will from from Strelok so if you don't have a git config it won't complain
ohh yeah i had one cunt here tell me im a fake modder because i had the audacity to say "modding the engine.ini"
i doubt "The Zone" is a valid email address 😛
glad i stuck it out tho was gunna write out the server again seams to be the hub for s2 modding rn
editing a text file is considering modding now? 😛 /s
I have a high tech adapter solution called "a ball of tinfoil"
am i modifying that text file
😛
see the /s i sneakily added. i know its modding. changing parameters :d
some people are just idiots man. ignore them.
Flashlight customizer mod
lol im not reddit enugh thats the not the first time that /s got me xD
fleshlight customiser mod? yes pls
Check the mod page comments. Some settings do that
the one that makes me add shadows to the flashlight? Is this a shader problem that a restart might fix or do i have to dump the mod?
Check the mod page comments
guess its time for me to run shaders on EPIC

goodbye my sweet FPS
what is fps? do they hurt you?
i run my games with that turned all the way down
life is to fast
@vital coyote you dont know how i can change the ctrl+numpad 6 hotkey of UE4SS by any chance?
i have no keypad 😦
Man. For a second I thought the game started to load loose files.
no but i think there is another way
No such luck unfortunately
let me look that up for now ill dm ya my usmap
i want to remove the shitty 50 screenshot binds from uetools. i change the ini but it doesnt change ingame lmao
where can i find unreal engine script modding tutorial for this game
didnt find anything in the settings.ini that comes with it on first glance
your totaly right some pple have 60% and i should put in a way to do it without
if there is
the day we load loose files is gonna become a national stalker holiday
use symbol keys on the keyboard, as those are unused.
Lol fortunately git doesn't complain about it
Thx for the tip, really intuitive guide and I succeeded in my task
hell yeah 
yep, very helpful 🙂
didnt grok make a mod that rebalances medkits or am I crazy
i think so, you mean like minimizing loot drop chance?
no i mean make it so medkits dont insta fullheal
likle a balance mod
ohh yeah i rember seeing a slower healing mod
not grok
im making a hardcore difficulty mod as the games too easy now. too many meds on corpses and food that heals you? blyat!
^
i have like 100 medkits in my stash lol
cant walk anywhere without tripping over peperoni. game is a sausage fest
found it!!!
its in that mods folder
also seams to be the only place ive actualy found documentation on the keybinds to do things
only reason i knew ctrl kp6 was the key was someone on here
there are a hell of a lot of input actions that dont do anything o.O
Has anyone messed around with UpgradePrototypes.cfg?
I'm attempting to allow the Cuirass exo to be upgrade with sprint. Doesn't look like I can add another upgrade to the tree, but I'm trying to add another effect to one of the upgrades. As of now I'm not able to get it to show up in-game.
I can send before and after snippets of the section of the .cfg I'm trying to edit if anyone thinks they may be able to help and wants to take a peek at what I've done.
yeah ik this is a powerfull tool but dont know much about it yet
have been able to hack into other games to for future ports
Im getting this error for a few files after removing the mod I have been working on and I cant figure out how to fix it? I am installing/uninstalling using nexus and I reinstall the mod, even with this file no longer inlcuded, the issue goes away. Any idea why it wont uninstall clean?
same method ue4s and aes dumper
I tried launching the game from steam and verifying game files, issue persists
broken formatting probably means structs. are missing maybe due to the latest patch.
thats strange tho
its only an issue after removing my mod. works fine with the mod installed
if you use something like the consol mod or the flashligt mod they ignore the mods folder and you can see their files in the pak folder
have anything in there?
the deeper i dig into the game files the sadder i get, there is so much shit in here they obviously wanted to have in the game but ran out of time 
PDA bestiary and statistics page
Faction Identification . . .
what did your mod change?
I found a bunch of references in files for it today. though it could be for other uses
ahhhh would make playing without a dam crosshair doable
i think they used previous titles gamedata layout as a template to work from as we have nvgs, a life, and many others features which were in the orig trilogy which are not present.
I am trying to mess with the upgrade system for weapons. I was trying to add new upgrades but the NPCPrototypes wont respect new entries in the upgrades lists. Admittedly I did start trying all sorts of stuff to see what would work but nothing did, and now I cant seem to uninstall my changes fully
its really strange because at this point NPCPrototypes.cfg is not in my mod anymore, but I get this error after I uninstall it. No error with it installed
it sounds like you edited the main core file as without mod files present there are no changes.
your problem is weird
verry
I figured verifying game files and running from steam would have reset anything I changed that I shouldnt have, but alas. Im gonna just run the mod and play for a bit. I couldn't add new upgrades but I was able to totally rebalance the existing ones for my own aims, I'll take it!
well
what you can do is find out what pakcunk you changed stuff for was in, move it out of the game folder then verify
not sure if that will work but worth a try
would deff be faster then downloading it all over again
just delete the pakchunk and verify and redl the 9gb or however big it is.
sounds like you definately edited and managed to save edits to the pakchunk somehow
I am an overachiever 😄
heheh
I will give that a try
Who's gonna be the Legend that mods in cigarettes, i need a smoke after i pound some vodka lol
^
fmodel can not show me actual decompiled c code though, right?
Haha it's okay, it was already pretty funny how I had just started looking into if there was a way to diff/merge mods to check for conflicts and you had released just that an hour before
Hello, sorry to bother ya'all, but do we have info about how modding will go ? i heard that the proper tools from GSC will be available for modders at some point soon, will those allow more freedom such as adding new weapons, armors, and actual mods or will we have to just do with PAK files to adjust things for the most part ?
i doubt what you heard is true but yes an SDK would be a complete gamechanger
yeah, we can change most variables and stuff change textures ect with what we have now. using eu5 blueprints has some cool implications and a few have managed to add items to the game. mod tools will be a game changer but i feel no mater what learning the ue5 stuff will be necessary
Has someone found a way to edit XYZ positioning for weapons in hands as it is in classic trilogy? Or is it backed in anim files somewhere?
animations.
i'm still stuck at the part where GSC told us on their official discord that more information about official mod support would come out soon, if they make it an official thing there will be some sort of tools made available and a will on their part to make it somewhat "accessible"... or so i hope
i doubt they will release it this early but i would be happy to be proved wrong:P
its not that hard rn if you wanna start
they still havent fixed the game yet its in no place to get mod support in the months to come at least
i was under the impression they were releasing them day one, was big sad
loooool nah trave
then they didnt need to fix A Life prob lol
would be nice... but yeh with all the current mess to fix they got a ton of work to do
haha yeah
they said they supporting modding but the sdk is pretty much their hand off version to us, the game needs to be in a better state before they feel comfortable giving us the keys to the mansion
another game that will be fixed by modders lmao
tbf i dosnt need to be as extream for me to be happy, i just want to see things in my immediate aria for now
yeh...
this one seams the most promising
ive heard 50/50 about this one
why the fuck is headbob not in CameraShakePrototypes.cfg 
havent tested much but no cpu hit
i did a full run of the game and ended it, i am waiting for mods to turn my game into a gamma like experience before i go back in the zone, my first run was a main quest focused one, next one will be a blood and sweat run where i really go and explore everything and all
dude i looked for that for a while
i'll check it out !
any findings?
got kind of tired of NPC spawning in my back IN A DEAD END TUNNEL
there are a few diff versions out they are working hard on it check https://discord.com/channels/912320241713958912/1311758650733236335
god bless, red color at 1 am anoying
i dont think it will ever reach the state gamma is in before modding tools are released
no gave up but even asked gpt for help, none of the consol comands work nothing
maybe a very barebone beta at most
i dont even care but ik alot of pple do and wanted it as a project lol
i cant stand it 😄
huh? red color
yeah ik alot of pple do
i like it in games but ive heard some even get motion sick
yeh, that's why i am now waiting for modding tools... the game honestly is great but i don't want to explore it all just yet with it in this current state
i think its worth tbh ist fucked but im having a blast
was in the same boat "wait for it to be done" but i kept playing
i had a blast aswell, knowing there are several endings to get aswell makes me want ot get them all but i'd rather wait to have a proper survival experience
im just waiting for an official A life fix before continuing
hey everyone. I wanted to get into modding stalker 2 to add a Road to Vostok type of gameplay loop into the game, but I have never modded before. I was wondering if anything could point me in the right direction to start learning. I would be much appreciated 🙏 I have UE5.1.1 installed, so I am going to go from here.
yeah same for me, wanted to wait but kept playing "a little". have 80h now 😄
i went through my first full save till the end of the game but without spending much time doing any secondary quest and all, just fulfilled my urge for playing it
start by editing .pak files to understand the game code before messing with unreal is my suggestion
trave has a good guide
alright. thank you
i wander mostly
this looks promising. Thank you very much!
nw im still learning too but im putting my notes up for everyone 🙂 if you have any sugestions lmk
there is a list up somewhere
hmm
i feel like ive seen one in here
i wonder if ue5 has a dumpclasses cmd like doom
Oh I got you fam
can try this
honestly i didn't want to do too much, the game was extremely easy in my opinion even on max difficulty... the only mod i used to make it "easier" was GROK's mutant health balance, simply for the sake of not having bullet sponge enemies... when i put enough lead in a cat to litteraly remove every bits of it's organs but it still runs around... or throw 45, yes 45 grenades right under a pseudo giant to kill him... i'm all for difficulty but via balancing not just "MaKE enEMIes sUPer StrONg, GamE HaRD !"...
If they're refered by their names, i sent you it @rare ruin otherwise lemme look a lil more
i found this, i think this will have to do i think, if it has them all that is
lol
yeah fr game is uber easy, havent played much but patch seams to have negated the use for the mutant helth feels good so for
one of the only mods ive added myself
yoink
yeah bloodsucker was insane prepatch lmao idk how that went through playtesting
definitely...
ikr game jurnos played that
i still do have a big issue with weight tho, the weight of a few things are beyond ridiculous, reducing mission bound items makes sense from a gameplay perspective, a 12kg scanner is a pain and a very big limitation, but the ammo weight for example is exagerated
can someone whos explored the entire map post a picture of their map?
think they toned down the weights.
i don't think they changed ammo and consumables tho
nahh but there is a mod for that, i personaly dont mind managing weight
pick what you bring
i jusy dont hold onto 500 sausages
But they fit so nicely up my... Never mind.
i make sure i have 5 meals cause they are everywhere and 20 of each med
its got the bumps for pleasure
OMFG BOYS, the latest STK2 SPF has fixed the performance in built up areas! MODDERS FTW. ILL ZUK HIS D.
downloading it now.
STK2 SPF
?
i'm all for managing weight too but the ammo weight was just stupid, mostly for rifle rounds from what i saw, medkits are hella heavy too
mod for performance fix on nexus, im getting 110 fps in rostok now
i know it shouldn't be compared to GAMMA but yeh, i would have like a more GAMMA like experience honestly
there are so many lol
Soon.
Itll come.
"there is no NPC named 'x'"
for all of them
maybe i'm using the wrong command
idk
what command are you using
i'm using "XTeleportNPCToPlayer 'x'"
where 'x' is the SID
i need to spawn NPCs in to test a mod
last time i tried that command it didnt work for me although i was spawning mutants but there shouldnt be a different
might be a diff command but i gave up
@shrewd rampart can spawn bloodsuckers
here is what the robot says
did he use that command?
wasn't paying attention, I was nose deep into 24k lines of code that I had been troubleshooting for 6 hours with him to work on this mod 😅
lol
i assumed it was that command, as its the one that makes sense
which one TT-TT i wanna try
i think he means this one? https://www.nexusmods.com/stalker2heartofchornobyl/mods/9
im not sure either
nice, yeah there a bunch i tried looking up what has been updated recently but 7 of em had lmao
ive personally just been using the top 1 on nexus lol seems to do the job fine
i just use my amalgamation of stuff in my own ini
works good but im down to try new stuf f
definitely gonna try hte SPF if it does wonders
whats the comand
maybe the sids are wrong somehow ig
XTeleportNPCToPlayer NPCSID
yoink, ty ty
THATS WHAT IT IS
he said he got this to work
XSpawnObjBySID PrototypeSID Rank bDestroyOnOffline Px Py Pz Pitch Yaw Roll
only the first 3 paramters are requiered
vi vi vi that is annoying, thank you both
are
are bandits just innately friendly or something
i think they are most of the time
but then again maybe it has something to do with the rep system im not sure
bober kurwa!
Suggestion to admins: Split this channel into 2 channels:
- Modding Support (for questions about how to merge, edit files, essentially newcomers thing)
- Modding Research (for modders sharing ideas, findings, releases etc...)
This channel can get a bit messy some times with a lot of different topics of different kind mixed together. It's hard to filter the content.
@fierce junco @alpine orchid @vale kernel ^
I'll pass the message in our chat
Guys which mods for a life are working?
headbob has to be related to idlesway, i swear it is
Some news about ALife. A recent patch (either v1.0.1 or 1.0.2) enforced the spawn in the back. ALife Director can now only spawn scenarios outside the player view (aka behind)
I cant decide since the last unnecesary uodate broke sll of them
If you run in straight line from point A to B, without looking around, you'll encounter NO scenario
It looks like devs prefer the player getting constantly jumped on, rather than sometimes see spawn in front of you. All of this is because of the half-baked ALife Director
ALife isn't bugged, it isn't finished. Thus why the POI 5mn respawn timer is hardcoded for 98% of POIs. We will have to wait 6 months to have the real game
anyone knows where the file containing weapon upgrade names and descriptions is located?
y'all i am losing my mind over here rn, the itemgenerator this bandit NPC points to is not even FOUND in ItemGeneratorPrototypes
Stalker2/Content/GameLite/GameData/ItemGeneratorPrototypes/DynamicItemGenerator.cfg
are you telling me the 1300+ lines added and edited to ItemGeneratorPrototypes, creating whole new custom generators and all that is a waste because they have this section too
found this in there:
GeneralNPC_Bandit_CloseCombat_ItemGenerator : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
SID = GeneralNPC_Bandit_CloseCombat_ItemGenerator
RefreshTime = 1d
ItemGenerator : struct.begin
...
literally why is this even in here
they already HAVE a generator elsewhere in ItemGeneratorPrototypes, I don't understand
Really? I've had stuff spawn behind me twice so far in zaton.
Bandit groups of 3
maybe one generates their gear and the other one the loot?
I'm talking about ALife Director (random scenario spawner). Game also have manually placed NPCs, POIs spawns etc...
this one is likely for ALife, I guess? the "refreshtime =1d" tells me that
Middle of a field running away from the boat. On at the edge of swap in the field and the other in a field.
Saw the you have been spotted icon and turned around they were pulling guns off there backs.
I guess it could have been that also.
yeah looks like it
Thing is, you won't see them directly in front of you anymore (if you run in straight line). You might think it's in front of you during normal gameplay at occasion (as you might change direction, look around etc...). but technically, they now always spawn in the back
So going from side quest back to main hub to sell stuff = no scenario, because you just run back home
added the list of quest id's and npc id's to the guide
i will let you know there is no sound for walking on PhysicalMaterialType = EPhysicalMaterialType::Bread
hahaha bread?
highkey lost my mind 💀
okay so
@desert valve you know how you showed me the DynamicItemGenerator
I can't figure out where anything in the game is using the generators put in the normal ItemGeneratorPrototypes.cfg
even the one titled "TraderItemGenerator" seems to point to a TradeTest NPC that's not even in the game
:D
patched dll for debug build exe that GSC shipped with 1.0.2 update, have fun
what does stuff do?
?
im asuming you run the bat and it launches the game
i typically stick away from launching random discord executable files but im hella curios
Gsc shipped test build exe in last update, inside archive is patched dll that allows you to run it and shortcut bat file
yeah, but in what way does the test build behave differently or what does it allow me to do? 🙂
You can toggle debug spawner in it and console have prompt helper
But inventory is broken xd
ahh :/ thats just like the console mod but worse
interesting, i will have a look at it tomorrow morning!
i have searched for the damn headbob config for 2 hours, i am so tired 😄
came up empty btw.
neither sway nor shake nor sprint have let me anywhere
i have a feeling it may be just linked to your player animation like you can see your body your part of your body
You can always read them in notepad first xD
notepad will have trouble opening that dll though 😉
Anyone see the UE4SS flashlight mod? How did the creator find the scene tree for the Spotlight?
ive used it but idk any info in the tree he took a picture of
Where does BP_Stalker2Character_C come from?
Intensity was my addition lol
Works
Stalker2/Content/GameLite/Blueprints/Characters/Player/BP_Stalker2Character.uasset
Is that from scrolling through FModel?
y
Which pak is that, and how would he have found the ClientRestart hook?
Are people actually just treasure hunting through fmodel?
kinda
likely unpacked the entire game
was thinking of doing that but space
Does unpacking the game just... open it in the editor as if you are a dev?
not to my knowledge, no
decompresses the game files like a big ass .zip
{
"Type": "SpotLightComponent",
"Name": "SpotLight1_GEN_VARIABLE",
"Outer": "BP_Stalker2Character_C",
"Class": "UScriptClass'SpotLightComponent'",
"Properties": {
"OuterConeAngle": 80.0,
"bUseInverseSquaredFalloff": false,
"LightFalloffExponent": 6.0,
"InverseExposureBlend": 0.8,
"AttenuationRadius": 150.0,
"Temperature": 5200.0,
"bUseTemperature": true,
"ContactShadowLength": 0.04,
"Intensity": 2.5,
"LightColor": {
"B": 245,
"G": 255,
"R": 255,
"A": 255,
"Hex": "FFFFF5"
},
"CastShadows": false,
"IndirectLightingIntensity": 0.0,
"VolumetricScatteringIntensity": 0.0,
"RelativeLocation": {
"X": 0.0,
"Y": 0.0,
"Z": 15.0
},
"RelativeRotation": {
"Pitch": -45.0,
"Yaw": -0.0,
"Roll": 0.0
}
}
but if you use fmodle you can just load it all and pick threw it
do you know how you can search in files rather than names only?
currently doing that via shell in a big data dump
like file type?
Howd you find this?
only search i know is this
part of the BP_Stalker2Character.uasset
Which pak is that in?
XToggleDebugTool
you know you can load them all right
i dunno, have them all open in fmodel and i dont know how to see that
ohh shit nice
didn't know u could load them all lol
no like file content xD
the only problem.... inventory - CTD 
select everything "shift click" and load
yeah i have, but the search only searches in file names as far as i can tell
deff usefull when you need it to, but hella wierd inv is borked
will deff use this how did you find it again?
can do that
GSC shipped it with last update it only required dll patch to bypass dev admin permision check
your not getting me, i think 😄 i want to be able to seach for SpotLightComponent and find BP_Stalker2Character.uasset
ohh like values inside of the file
right now im doing that with ripgrep which is a bit of a pain
and i cant search in uasset files, my biggest issue
Is someone working on a mod to add the psychic storm sounds from Gamma and Anomaly? I found them much more oppressive in the older versions.
like this sorry im lost xD
across all files xD
Do I need to change all my mods paths' to:
\Stalker2\Content\Paks~mods
Instead of:
\Stalker2\Content\GameLite\GameData
Pardon me if this is a stupid question
no stupid questions only answers 🙂
I meant when repacking, not where to place them, sorry if I wasn't clear :p
not sure what you mean, are you talking about loose files? the second path is the directory structure inside of a mods pakfile.
that depends on each file
ohh your gunna want to make sure it matches in fmodle
mods shouldnt be a thing so like if i wanted to change this file i would copy where it is
I see, well I'm just playing with .cfgs and blueprints for now so
such is life in the zone
i havent fucked with blueprints but for cfg's they will have the same file path in fmodle
has anyone noticed that hitting your weapon against crates and breakables reduced its durability, but hitting literally anything else, walls, wood, beams, dead bodies doesnt do jack to it?
Speaking of FModel, where's the Mapping file .usmap located at?
maybe theres a way turn that on or its dura hit is set to 0.0 on a per weapon basis
you have to make it i have a guide if you like
Sure that'd be great
im always updating it so more is coming https://rentry.org/TravesS2moddingBible
apparently the way to go is to export everything to json an than search it via external tools
Based thanks <3
if you do that lmk how big it is
stil running xD
lmk if there is stuff i should add / change 🙂 https://discord.com/channels/912320241713958912/1312154196383895702
rip hd space xD
you still need to add how to change the hotkey for the non numblock crowd 😉
i did
😛
where 😮
ohh wtf suposed to be here
must not have saved it -_- good call
but i figured it out
export finished, i exported GameLite its about 800mb
ohhhh i thought you were doing the whole ass game
well i wanted to start small-ish
might be one of those things you do b4 bed XD
isnt most of the important stuff in there anyway?
offline alife at work, dunno the logic behind it for now, but it basically switches factions (what to spawn) at each lair
how do i open the debug shell again?
XToggleDebugTool
to enter that i have to open the debug shell first xD
i remember a config that needed to be changed in order to set the hotkey, is that true for this test build as well?
you mean the console, i suppose. press /, no need to edit anything
/ is shift + 7 for me
the package quest in zaton is bugged now ffs
its left of the right shift, not working for me though
dialogue wont prop up for completion, instead you ask him about the mission again and it softlocks
loads of quests are bugged. i just got to scar in malachites secret entrance and he's aggroed on me blapping me with his weak ass melee and gauss gun, i cant return fire as the game is protecting him with vanishing grenades and blocking me from shooting him. I cant be fucked doing another playthrough to experience the same game breaking bugs so i think imma call it and leave this for a few months.

enjoy the shit show people!
cant get it to open 😦
Wait people got debug tool to work in-game? 😮
id love to play with it but i cant open the damn console
stalker2tweak lets you open the console
installed UETools now...
to save on space uncheck all the ios android stuff
oh hell ya you can do cool shit
Does anyone have a weapons spreadsheet for stalker 2?
I saw one in the first days but can't find any
think this has what you need
can someone pls pack this uasset to pak utoc and ucas mod?
cuz I can't understand how to do it throught rezen, it just crashes with "oh... I can't find a file I had to make bro"
rezen?
I was thinking more on a weapons stats spreadsheet, like dmg, accuracy and so on
yes, UnrealReZen
nah it's uasset it shuld be inside ucas
ahhh yeah havent fucked with that yet
yeah you used repak and it wouldn't work
oh, have you found the way to fix inventory crash?
yeah havent messed with that yet my b
are there some mods known to cause crash when u get close to town?
we need a fucking 7z like program for this shit -_- why so fucking complicated
I’m not sure how to merge these two conflicting mods. Can anyone help?

that shows the manual aproach lol
loading is also somewhat borked
should be just one cfg you have to change for that
wdym?
and only like 2 lines
Ok i will try it
thanks!
just try quickloading and you will see 😄
i'm guessing a mod for darker nights would be harder than just cfgs right? i see a lot of files for lighting curves
not sure if that worked xD
well... it loaded
nothing is broken

weird, does not work at all for me, game just hangs
and i can only teleport once, 2nd time it loads forever
but is fun playing around with stuff
headbob is definitely not an effect like camera shake
nah didn't worked (
haha kk word just got a spur of the moment "what if"
guess we need to restore full packchunk16 to get working inventory in debug mode (
hope the only change GSC made there is trade window fix
packchunk16 backup from 1.0.0 to fix inventory crash https://drive.google.com/file/d/1bhlaRqpicv6iQpU960hVpfsoSkiNcPYW/view
can someone tell me what this means im dumb
yeah saw that earlier 😄
the alife tab is the friends we made along the way
so no friens? 😦
nope just a bunch of drunk slavs that spawn behind you and steal all your diet sausage
I'm wondering if there is a way to edit the game .cfg files without completely replacing them (causing compatibiliy issues), so I started digging:
I saw the DLC files refering to ingame files this way:
{refurl=../../../GameData/ItemPrototypes/ArmorPrototypes.cfg; refkey=SEVA_Neutral_Armor}
From what I understand they are using the reference to the ArmorPrototypes.cfg file to create a new entry linking back to it.
Now I'm wondering if it can be used to replace a specific part of the file:
For example, If I wanted to add an additional effect to a gun upgrade, could I use something like:
EffectPrototypeSIDs : struct.begin
[0] = DurabilityPos20Effect
[1] = ChangeCaliber045Effect
[2] = ChangeAmmoTypesNo919Effect
[3] = ChangeAmmoTypes045Effect
struct.end
struct.end```
I've tried it myself but couldn't get it to work, maybe someone smarter than me can try?
probably need a working flashlight before messing with darkness in the game 😮
if i understand the refkey mechanic correctly its more of an "extends"
so i does not manipilate the reference but creates a new one
https://docs.google.com/spreadsheets/d/1d4EiByG4LPFOFsgm0pecfYVAtZ4n3Mtsm1rNGYCIboI/edit?usp=sharing
Working on a diff mod and a weapons mod, and most likely will merge in some of your changes to dispersion etc, credit will be given ofc.
Happy to share.
Yeah, that's what I'm trying to figure out
THANK YOU A LOT FOR THAT <3. check this if you can -> #1310783779337539605 message
Cause theoretically what happens if you have two "objects" with the same names, ids etc. but different values, which one does it choose
oh i see what you are trying to do
The way I see it:
a) the game fucking dies cause it sees 2 of the same things
b) it uses the last thing it sees
c) it uses the first thing it sees
d) it gets stuck in a loop (very unlikely)
I've tried it but idk if it's not working because I'm a retard or if it's option c)
flashlight customizer lets you add flashlight shadows and inrease the flashlight distance
maybe try something that easier to validate first? :>
oooo is this all base game stats?
I mean what I would love to validate is if the mod even fucking loads when I open the game, but it's not like it logs what is being loaded (i think)
In-theory most of the relevant ones. Not 100% accurate, but like 90% accuracy perhaps to what's in the game atm.
Kinda going to be comparing different mods, and decide later what I want from the weapons on my own difficulty "mod/pack".
am i blind or are penetration values missing atm? 🙂
word this is a good resorce to have mind if i link to the doc in my guid?
*guide
e
"AP" I started using abbreviations cause it started being too big of a doc.
Not at all, go ahead, I'll keep updating it probably.
hell yeah!
Work in progress docs/sheets all around
ohh "AP Multi"? multi of what? 🙂
the ammo?
i am going to get food in me, then suck it up, and re-make my entire mod again inside of the current existing DynamicItemGenerators.
maybe test with a couple changes first before doing the whole file again :X
whole thing all in one go
Base weapon multiplier for armour penetration, the ammo's are not yet in the spreadsheet, maybe I should make one too.
I kinda still want HP and AP ammo to be useful with the rebalance I am planning for myself.
Usually though from what I've last checked in the files- HP (Hollow Poinnt) increases base damage multiplier, while reducing armour pen multiplier.
Whilst AP (Armour penetration) increases penetration multiplier, and seems to keep base damage?
does the game have regional pricing?
yes
oh
i though you meant irl... 
hahah
yeah i also thought irl
then idk
but I think there is a hidden rep system
like when your traders are green etc
they should give better prices etc.
its all neutral
i went out of the lesser zone straight to the 2 ships near swamps
and i see base prices are higher
like for example 0 is neutral rep, and 1000 is friendly, so if you have like 600 it would still show as neutral, but prices can be different (just speculation btw i have no clue)
I haven't gotten up still
also, exi, do you know where i can modify weird ball's effect
yeah well, i wanted to go to bed like 2 hours ago... 😄
not everything turns out the way its supposed to^^
That is so damn real
in my pants
😢
Uhhhh let me think
Check ArtifactPrototypes
i have, nothing stands out
Let me get back upstairs after i make these chicken sandwiches
i want to increase its damage mitigation as its useless with 1:1 weapon values
damn it has the mod browser ui button but doesnt work
Hello, anyone did Bingo achievment on a new patch?
I saw in i think ConsumablePrototypes there was a "WeirdBall" effect, you could check WeaponPrototypes
PlayerWeaponAttributes
Etc.
Np!
at least it has ultrapotato mode

you know slap a retro filter on and call it a day
AArtifactWeirdBall : struct.begin {refkey=TemplateArtifact}
SID = AArtifactWeirdBall
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Artifacts/Weird_Ball.Weird_Ball'
AnomalyElementType = EAnomalyElementType::Chemical
ArtifactType = EArtifactType::Chemical
ArchiartifactType = EArchiartifactType::Ball
Rarity = EArtifactRarity::Epic
MaxStackCount = 1
Weight = 0.3
Radius = 10
Cost = 12000.0
DetectorRequired = false
Strafe = false
DamageToStaminaCoefficient = 1.0
DamageToWeightCoefficient = 0.1
MinWeight = 0.5
MaxWeight = 5.0
WeightDecreaseDelay = 0.0
WeightDecreaseRate = 10.0
WeightDecreaseAmount = 0.1
Blueprint = Blueprint'/Game/GameLite/Blueprints/Artifact/ArchiAnomaly/BP_AArtifactBall.BP_AArtifactBall'
SoundStateTransitionOnHide = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Artifacts/SFX_Artifact_Idle_Stop.SFX_Artifact_Idle_Stop'
SoundStateTransitionOnShow = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Artifacts/SFX_Artifact_Idle_Play.SFX_Artifact_Idle_Play'
ArtifactTypeSwitch = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Artifacts/ArtifactType/ArtifactType-RingOmnipotence.ArtifactType-RingOmnipotence'
ViewOffset : struct.begin
X = 0.0
Y = 2.0
Z = 0.0
struct.end
struct.end
Stalker2/Content/GameLite/GameData/ItemPrototypes/ArtifactPrototypes.cfg it is
Matphong_0
damn without Lumen and with good old coocked light I could get stable 90 fps in this game
without FG

ye ik bout that, but nothing about strike prot or damage reduction
yeh i disabled lumen cus lumen fries my pc
was surprising to learn its chemical tho
we can disable it... but there is nothing instead in game (((
yeah no lighting that isnt raytraced -_-
it's not even hardware raytraced
it's fucin screen space software raytraced
and that's why it looks like shit, produces weird light and have a shittone of ghosting
i hate it with a firy passion
concrete bath anomaly outside playable area
its not even that good looking, not as good looking as smooth fps
you can disable it and still look good, but inside stuff oyu wont get the shadows and stuff, its as if you were outside
i c, not finding it either
I know, by disabling indirect light
it will looks like static in SoC
wdym I love the lighting 
cant see shit in pripyat
bro that shit is next gen right der mhm
totaly worth my pc shitting itself instead of doing normal lighting and having it as an option / addon
u dont get a choice
it puts hype words in our ign articals
hell yeah get me more of them rays chief
my brain aint big enough to recompile s2 in unreal engine lol
hardware raytraced would be even worse on lower end rtx cards
yeah was reading that
yeah but like just make it a toggle
or just do normal lighting and toggle lumen like other games
ever space 2 had it, when im streaming i turn it off for performance, when im not i turn it on for the 10% boost in prettiness
Does anyone know if adding ref code after the struct.begin or doing it below it has any differences in how they are treated? And does anyone even changes those?
wouldn't cuz right now lightning is broken, default software mode computs a shittone of stuff that game simply don't use, for example it calculates lightning for deformable map meshes
and there is no fucking deformable stuff in game

I only see the potential for formatting error.
wdym the whole game is deformed
Yeah well hopefully formatting doesn't actually do anything.
Because new merge tool will reformat whole configuration file when doing the merge.
As long as it's consistent to what the compiler is expecting when loading the game/checking if valid etc.
I've had cases where a single extra space broke a mod, and I've had cases where a compiler expected a single tab that I deleted after reformatting whole thing to spaces. Kinda been helping out people manually with formatting errors for a few days now, @rare ruin can attest to that I think. lol
If only... the cfgs would be consistently written. If only. 
At the very least, if it's not happy with structs, it'll tell you roughly the lines it's not happy with.
But with formatting errors, good luck- it just tells you there is one somewhere. 🙂
Need to test out @atomic jacinth's formatter to see if it breaks or fixes things.
I assumed formatting doesn't matter because of those inconsistencies
It's totally insane, but if you remove that "inconsistency" -> you get a formatting error because the game is packaged with the expectation that that inconsistency will be there when you load the game. It's insanity, I hope GSC reformats their whole GameData at some point to be 100% consistent to a format we can use.
do not remind me of 24k line cfg you and I had to sift through to look for the errors 💀
just for the final solution to be REWRITING my 900+ line additions by hand because the game was crying about it being pasted for whatever reason every now and then
oh yeah, struct 180 and 181 are fine pasted in, oh but this 182? what the hell is this?
Write 25-50 lines -> save and check it works -> repeat until you reach 900.
In the future don't just immediately go in for a few hours and change things without testing ;P
seeing "the files match" is literally insane btw
like how
see but the real question is where in the files do the NPCs that use the ItemGenerators I edited reside
because there is no way there is just one giant cfg of bloat
the files match 😃 👍
Hey guys, how do you listen to. uasset audio files?
updet 😃 👍
payday 2 did the same thing
But payday 2 isnt the same game
yeah but its a similar caliber of developers
Its an entirely different game, this is a very big problem you never need 125GB of free space for a patch, bigger games havent even done this before
AND THIS IS A VERY BIG GAME
STALKER 2 IF YOUR LISTENING, ILL BE AT YOUR DOORSTEP IN 4 MINUTES
"stoooooop fightinnnnnnggggggggg"
WHY DID YOUR PATCH UNINSTALL MY GAME FROM MY XBOX.
I GOTTA REINSTALL 150GB OF “GOOD HUNTING STALKER” ONLY TO FIND OUT YOU CORRUPTED MY SAVE
..I WAS AT THE ENDING OF THE GAME.
🥺 do you know how many hours I put into that?
HOW MANY SCREAMS AND HOW MANY FUCKS AND SHITS AND FUCK YOUS I PUT INTO THAT SINGLE GAMEPLAY.
TO MANY FOR IT TO CORRUPT
Do you remember the name of the configuration file that you tried to modify? I just tested it and my game didn't seem to care that new configuration file suddenly lost all indents.
Idk why, but I need 120gb, then another 120gb for it to "move files". So a total of 240 gb is needed. Cursed.
Not even 76 patches are this bad.
Add random spaces after some values, and before some structs, and try again?
probably because your download folder is on a different drive from where your game folder is or something
by spaces you mean new lines or just whitespaces?
trailing whitespaces
indent spaces
tab somewhere before a struct etc
If that doesn't break it but breaks it for us, then that's bizzarre.
@rare ruin do you remember which file had that random tab in the original file? think we found two or three, but I forgot the names.
Been a few days now since workin on that one.
i sent it someone, let me see
Send me the broken version if you can find it
UpgradePrototypes.cfg
Do you have the file itself by any chance?
the vanilla one right here
So in theory if you change all tabs to spaces in that one -> should be formatting error too? iirc I had other changes that modify the upgrades in mine.
Then I had to change just that one or two lines from spaces to a tab instead. (and then it worked).
Let me see if I can find it, that was before I was working in github so I probably don't have a backup of it
how do I check if file is broken? Will game not load or something?
it will say "You have broken formatting in 'x'. Format it?"
'x' is the name of the file ofc
does it works fine after formatting?
clicking yes does nothing, you would have to go and find where there is supposed to be a tab and re-add that for it to pass the check
#╟⚒stalker2™-mods-making-discussion message See this too
for example, if someone gets rid of that tab, and places spaces instead, which someone may do because its all spaces otherwise, they'd break formatting and pull their hair out until they find where they got rid of a, for whatever reason, needed tab.
If it does anything it's not saving it afaik because I've done a test where I had a formatting error on purpose, then I clicked format -> then I extracted the file from the game to see "the formatting process" and there was no visible changes from the extracted file vs the mod file I packed with. So... 🤷♂️ Means the next user that imports your mod/loads it will have the same error in theory.
Hello there, trying to add all attachments to all weapons here. starting with the M860 I got it to use the RU Colli but it's not in the right sight picture.
configs are 3 spaces per indent, that's why, not 4. not sure where you're seeing 16?
I legit cannot tell if it's a screenshot from gamma or stalker 2 
stlaker 2, I know, we got GAMMA too updated with nex gen stuff.
Ignore that honestly, I am used to 4 spaces being the standard for anything related to C++ (UE Blueprint Structs are btw)
So when you code, it's tabs for indentation, 1 or 2 spaces or none at all to align depending on team environment.
But Stalker 2 cfgs are sometimes 3 spaces, sometimes 2 spaces, sometimes 4 spaces. Inconsistent between files.
ahh fair, I've seen all the ones I've opened show up as 3.
Fact, I've not seen it be any different ever since I swapped to VSCode and your CFG plugin.
Before I was using notepad++ and it was inconsistent
Hey guys, has anyone figured out if it's possible to move with XToggleFreeCamera or debug camera?
Check AIGlobals.cfg - For me it's 2 spaces
Also not sure how much of a difference it means, some cfgs are encoded for "UTF-8", while others for "UTF-8 with BOM"
i use the photomode mod for free cam its pretty nice
look it up online 🙂 there's a difference.
quite literally, what did you even do to get this work
Does ammo have their own stats in a config file somewhere or is it hardcoded into the game?
failing to import some assets to UE
assuming they need to be cooked?
just trying to export artifacts to .fbx
yeah it does that when I do it by hand
but when merger doing it it works fine
or rather - how DO i cook a ueasset? realistically just trying to extract artifacts to fbx or obj etc
I am still hellbent on doing the merges manually myself by hand.
But if I were to give in, which one(s) would you recommend?
I'm currently fixing my one https://discord.com/channels/912320241713958912/1310813942989459517
It works fine if there are no added/deleted lines in conflicted files, but if there are and another mod modifes values after those lines it fails to merge them properly.
So I wrote a serializer/deserializer for config files to fix it, still working on the merging part of two config objects.
Is this specifically for merging two mods together, or can this also be used to preview changes from what the mod does vs an original file of the game too?
With deserializer I now have a whole changes history, which mod changed what value in which struct
still gotta give it a try im also hellbent on manual lol
granted i keep my game pretty unmodded with only a handfull and only mess with mods temporarily to look at em
It meres only conflicted configuration files and creates a new mod with only those files, so that they will override those files from other mods. You can merge your mod with itseft by having two copies of it, and it will basically display you the changes between the original file and file from mod.
Still working on it, be careful when merging mods that change lot of lines
what the hell are these tabs here for
ahh thats neat i like that, can still do my thang excited to see how it goes
Think my NPCPrototypes changes around 5000 to 7000 lines. I'll hold off for a bit 😄
It was my attempt at making all upgrades buyable from any technician. Spoiler alert, it did not work. Assumption it's hardcoded.
can you send it to me? I want to test my merger on it
Sure, I'd wish I saved all the other versions of it.
Here's additional info on it.
Brb while I fetch the file
see im a dude who likes to make things purdy i fucks with textures and ui files and some 3d things, when im feeling spicy i attempt animation all this code is big brain sheet my smol brain cant mesh with 
Yeah, I've tested it
If someone can figure out how to create an enum for ENPCType::AllTechnician instead of Technician then it could in theory work.
I've reformatted corrupted file with merger and it fixed it 
If you found a way to auto-fix formatting errors. It's time to use your tool too 😄
Enums are defined in c++ script, so it is nigh impossible maybe?
Here's my serializer if you are interested in making a tool just for reformatting. It's in c#
Curious quick question. Is it possible to replace audio given this is a UE5 game. Thanks!
This is my last work in progress on the Technician/NPC stuff. I am currently 120gb patching the game, so... can't check how far I got with them last time, all I know is the loading screen is a lot longer with this many array entries. And I think I fixed most formatting errors so in theory it shouldn't even- crash? :).
Would you have any sort of write ups? I use to rip Dead By Daylight .Wem files back in the day so Im not too unfamiliar, but I have a great mod idea. I'd like to replace some of the ambiant music with the HBO Chernobyl OST. its too good to not do it hah. Thanks for your response
good
not sure what you mean by write ups but you can yoink files from the game with Fmodle
and would be dank that show was dope
Yeah Im familiar with Umodel and grabbing the AES keys, its a matter of repacking. I imagine repacker is all I would need. The next problem is finding the right .wem since they're numbered. I had a look already using fmodel
Bit too technical for me atm to be working on the tools/scripts for modding workflows 😛
I am trying to stay lightweight and just stick to .cfgs in my free time which will soon expire.
All the technical shit is reserved for paid work only 🙂
thanks Trave I appreciate the info.
Did you added 20k lines to NPCPrototypes or is it my merger not wokring?
o7 hell yeah man
Might've 👀
what the hell did you do to get this working I tried for so long in different ways
I also used regex expressions to delete upgrades/requirements etc.
So theres... tens of thousands of changes in that one .pak file.
you can download it and open in browser too see what my merged has done to it
It only looks weird here, but an acceptable sacrifice.
have u tried replacing models with more accurate ones and animations?
Awesome! I love the html preview
If I knew how to do that, I would.
provided to you by github copilot
there has been a tone of pple that have tried an you have suceeded, this is great work man o7
Did you change stuff inside WeaponGeneralSetupPrototypes.cfg?
maybe someone can use the models from gammas guns and port them for unreal
that is actually so crazy, I tried doing this through attachprototypes, upgradeprototypes, tried making it automatically equipped
my personal frontend developer 
I edited WeaponGeneralSetupPrototypes.cfg
[2] : struct.begin
AttachPrototypeSID = EN_GoloScope_1
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M16/T_inv_w_m16_en_goloscope_1.T_inv_w_m16_en_goloscope_1'
Socket = GoloScopeSocket
IconPosX = 155
IconPosY = 9
struct.end
you can change IconPos, wouldn't you
Started using ChatGPT recently the paid version, and it's pretty amazing when you know what to ask for.
Certainly helped me with automating a lot of these changes
😩
i didn't even have that config in there damn, that's a great find @spark plinth great job!
working on it
yeaa its in Stalker2/Content/GameLite/GameData/WeaponData/WeaponGeneralSetupPrototypes.cfg, I found it when I try to add new upgrades
i knew of it I just didn't think it would be there 💀
there is also weapon prototypes tbf
and in that cfg there's a bunch of attachments and what guns they fit
wait no not that one
man there's like
5 different cfgs in here I tested
just not that one
it was AttachPrototype is what I was thinking of
it just defines attachments iirc
I'm only missing moving it in the PDA image
it does, but it also defines what fits with the attachment, and if you add the gun to that list, it will add it to the description of the attachment where it tells you what it fits on

yeah, looks like it's just only for description
Does every member of an enemy squad have a chance to throw a grenade, or is there some group diceroll that happens?
