#╟⚒stalker2™-mods-making-discussion

1 messages · Page 32 of 1

void owl
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i got a mod warning.... well anyways, you can join the Unreal Engine Modding discord

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its where i found out how to do all this

torn pivot
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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.

compact furnace
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I thought the psy dogs are bad, the cats are 10 times worse wtf

barren timber
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unfortunately I haven't found a solution yet

keen nimbus
torn pivot
compact furnace
vital coyote
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flamethrower is needed

torn pivot
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oh those are psudodogs bro. the cat doesnt spawn clones.

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use grenades to find a blood splatter and nuke that target

compact furnace
keen nimbus
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Any way to disable need to hold button on Quickslot 2 and 4? I changed hold to tap in CustomizeControls.cfg but no joy.

compact furnace
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They even jumped at me when I climbed onto stuff

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and made cat noises

vital coyote
keen nimbus
vital coyote
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yeah thats how i play

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but its better but not good lol

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defalt controles are whack all together

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z and x or some shit to lean. tf

keen nimbus
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Yeah, they are after-thought from console port.

torn pivot
keen nimbus
torn pivot
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they prioritised the game for console release to be playable while pc gets shafted

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loveeeeeeeee it

vital coyote
clear mountain
vital coyote
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meanwhile fuck dead zones amr

open grove
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has anyone had success modifying NPCPrototypes.cfg? I cant get any changes to take effect

torn pivot
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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

vital coyote
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XD

torn pivot
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add 2 code blocks, setup parameters, done.

vital coyote
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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

torn pivot
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modders will save the day, fans always do and its annoying that devs sometimes rely on them to do just that, like bethesda.

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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.

compact furnace
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SDK will defo not come out before the official DLC hasnt released

vital coyote
torn pivot
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space marine 2 is the only other ue5 game i know i have, and it runs beautifully.

vital coyote
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ohh shit thats ue5?

torn pivot
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yeah. i think the devs prioritisation was on the console release being stable.

vital coyote
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i chugged a bit in spots but was smooth mostly

torn pivot
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which is fair cus i mean its easy to get it right on one set of hardware.

vital coyote
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but thats mostly my baby cpu and all the ai

torn pivot
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yeah the swarms are very heavy on the cpu

vital coyote
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that tech is so dope tho

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behind the swarms

torn pivot
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i wish more of the swarms were killable like with world war z.

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fire off acharged plasma shot and see no hit markers or dead nids feelsbadman

vital coyote
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i never played the coop or any thing hord mode on the road map seams like it could be hella fun

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ohh thats what i thought

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looks like it shares alot with ue tho

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fucking Wikipedia links to the movie instead of the engine

cold yacht
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Without these mods the game starts even with merging mods.

craggy heart
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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.

GitHub

A mod manager for Stalker 2 and other Unreal Engine games that use the .pak format - joe-p/unreal-pak-mod-manager

vital coyote
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yeah merging just keeps them from overwiting themselves wont crash but if one mod touches the same cfg the others changes wont be there

vital coyote
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thats the main reason i never added any other automerge tools

bright wasp
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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?

cold yacht
crystal ether
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nice

vital coyote
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not to hard

cold yacht
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Oh, does Mo2 work with stalker 2?

vital coyote
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link to the mo2 plugin is in there 🙂

cold yacht
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nice

vital coyote
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it wont detect conflicts and stuff like normal tho yet"

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ill add more to "how to set up mo2"

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but its simple if you put the plug in in the right place

cold yacht
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Well, I'm familiar with mo2.

vital coyote
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and more tools will be made so ill try to keep the site up to date

craggy heart
vital coyote
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will do i have to do some irl stuff first but i deff gunna try it

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when i update my guide thing it ill post it herehttps://discord.com/channels/912320241713958912/1312154196383895702

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its got pictures 😛 and videos soon'tm

slender coral
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Is there a UETools command to print the player's current cordinates ?

raw crest
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did you decrease radious of visible fog

static sonnet
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is it possible to make gun mods yet

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?

vital coyote
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not realy

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but looks like you can do alot with blueprints

bronze sparrow
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Does ammo have their own stats in a config file somewhere or is it built into the game?

scarlet cosmos
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Not sure why it would throw a git like error there tbh

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oh ok it does make a repo, make sense mmh

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Okay fixed by having a gitconfig file, kinda forgot to restore it since my nvme died this summer

vital coyote
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pretty sure you already got it all figured out tho lol

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but figured i would share

void owl
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Like using console commands?

vital coyote
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yeah i was pretty sure there were comands for that already

void owl
vital coyote
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but i havent messed with weather stuff

void owl
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My mod doesnt use cmmands, it adds the weather into the game

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i went and fixed the files, added transitions and added chances for them to naturally occur during the game

vital coyote
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ahh thought you were changing how the current weather looked

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thats dope

void owl
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Yes it was a lot more effort than one might assume, but learned a lot for my next mods

vital coyote
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hell yeah man, whats next on the docket

sage trail
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has anyone had issues with .uasset files not showing up in content browser in UE5?

void owl
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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

Nexus Mods :: S.T.A.L.K.E.R. 2: Heart of Chornobyl

This mod should make enemies and yourself much easier to kill. Additionally, it balances out some grindy elements of Veteran Difficulty.

sage trail
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im pretty new to unreal engine so im not sure what im doing wrong

vital coyote
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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

void owl
sage trail
vital coyote
void owl
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what uasset are you hoping to import?

sage trail
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im lost then... ive been trying to create a script to trigger idle and weapon inspections

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but i need to import the meshes to make a blueprint

sage trail
void owl
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try this

sage trail
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i dont really know shit about animations or 3d modelling tho

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looks interesting ill give it a try, thanks!

vital coyote
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you can make full on movies in unreal

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im exited to learn all this shit

void owl
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btw here is a vid, for those interested, of the new weather transitions in action

vital coyote
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learning stuff for things like xray or creation never realy gave me any translatable skills (deff some tho)

void owl
vital coyote
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wich is exciting

void owl
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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

vital coyote
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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

barren timber
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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

vital coyote
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but most deff actualy sounds up my ally

sage trail
vital coyote
sage trail
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Ive installed the plugin but it says JsonAsAsset isnt compatible with 5.5 even though it says so on github?

void owl
vital coyote
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i know for a fact you cant use 2 of them

void owl
sage trail
mystic igloo
void owl
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should be one of two versions down, itll say for which UE5 it works for

mystic igloo
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see if that works

vital coyote
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and you can save on space

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if

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you dont plan on porting stalker to ios lol

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and android ect

sage trail
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thanks

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might as well just delete 5.5 then

vital coyote
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yee havent gotten to the part of making ue5 shit but i sure as hell know how to install the bish KEK

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still have to continue with dem tutorials

sage trail
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i watched this one a few days ago when i started

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its pretty cool

vital coyote
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nice! ill check it out. i found one series that seamed cheesy but helpfull hold up

sage trail
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also 5 hours long pepestare

vital coyote
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haven't finished it tho

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well thats fine lots of info lmao. but why ive been doing it in small stents

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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...

▶ Play video
sage trail
vital coyote
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this was the playlist i was watching

barren timber
sage trail
vital coyote
vital coyote
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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"

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lerned more on youtube then a year in college

vital coyote
autumn birch
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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

sage trail
buoyant blaze
buoyant blaze
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why the fuck are my mutants tinted?

autumn birch
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thx

buoyant blaze
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is this a common issue or a mod issue?

sage trail
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use this

vital coyote
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oop wrong link im still editing it

sage trail
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yeah good guide, would be cool to have it pinned for future purposes

buoyant blaze
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do not use unrealpak it does not keep folder structure of mods

vital coyote
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this tool is goated

buoyant blaze
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yes, repak is better

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unrealpak is not correct

sage trail
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you just have to know what you are doing

buoyant blaze
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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

vital coyote
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i have herd some people having issues with file structure with cirtian tools

sage trail
vital coyote
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i think the issue they have is you can set it up right but it dosnt pack the same

spring coral
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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.

buoyant blaze
vital coyote
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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

desert valve
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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

desert valve
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you cant do anything if stuff keeps scrolling all over the fucking place 😄

desert valve
buoyant blaze
sage trail
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i had the same issue

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all you can do is go to g hub and deactive the middle mouse

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its so annoying

buoyant blaze
desert valve
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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

buoyant blaze
sage trail
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first light mouse ive ever used aswell im never going back now

buoyant blaze
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I bought some AAA rechargables with the smallest capacity and smallest weight

desert valve
craggy heart
vital coyote
desert valve
vital coyote
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glad i stuck it out tho was gunna write out the server again seams to be the hub for s2 modding rn

torn pivot
buoyant blaze
vital coyote
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😛

torn pivot
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see the /s i sneakily added. i know its modding. changing parameters :d

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some people are just idiots man. ignore them.

exotic lagoon
vital coyote
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lol im not reddit enugh thats the not the first time that /s got me xD

torn pivot
exotic lagoon
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Check the mod page comments. Some settings do that

buoyant blaze
exotic lagoon
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Check the mod page comments

buoyant blaze
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goodbye my sweet FPS

vital coyote
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what is fps? do they hurt you?

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i run my games with that turned all the way down

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life is to fast

desert valve
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@vital coyote you dont know how i can change the ctrl+numpad 6 hotkey of UE4SS by any chance?

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i have no keypad 😦

summer silo
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Man. For a second I thought the game started to load loose files.

vital coyote
summer silo
vital coyote
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let me look that up for now ill dm ya my usmap

torn pivot
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i want to remove the shitty 50 screenshot binds from uetools. i change the ini but it doesnt change ingame lmao

crystal ether
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where can i find unreal engine script modding tutorial for this game

desert valve
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didnt find anything in the settings.ini that comes with it on first glance

vital coyote
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if there is

buoyant blaze
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the day we load loose files is gonna become a national stalker holiday

torn pivot
craggy heart
autumn birch
vital coyote
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hell yeah poggies

desert valve
gusty olive
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didnt grok make a mod that rebalances medkits or am I crazy

vital coyote
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i think so, you mean like minimizing loot drop chance?

gusty olive
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likle a balance mod

vital coyote
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ohh yeah i rember seeing a slower healing mod

sage trail
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not grok

torn pivot
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im making a hardcore difficulty mod as the games too easy now. too many meds on corpses and food that heals you? blyat!

vital coyote
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^

sage trail
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i have like 100 medkits in my stash lol

vital coyote
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cant walk anywhere without tripping over peperoni. game is a sausage fest

vital coyote
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its in that mods folder

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also seams to be the only place ive actualy found documentation on the keybinds to do things

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only reason i knew ctrl kp6 was the key was someone on here

desert valve
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there are a hell of a lot of input actions that dont do anything o.O

loud mica
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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.

vital coyote
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have been able to hack into other games to for future ports

open grove
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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?

vital coyote
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same method ue4s and aes dumper

open grove
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I tried launching the game from steam and verifying game files, issue persists

torn pivot
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thats strange tho

open grove
vital coyote
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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

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have anything in there?

desert valve
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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 sadge

vital coyote
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binoculars funpolice

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they are there

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think i saw a mini map too

desert valve
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PDA bestiary and statistics page

vital coyote
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^^^^^

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yeah saw that

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i fucking love reading lore stuff

open grove
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Faction Identification . . .

vital coyote
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is that in the game files?

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thats always been a mod in anomaly

torn pivot
open grove
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I found a bunch of references in files for it today. though it could be for other uses

vital coyote
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ahhhh would make playing without a dam crosshair doable

torn pivot
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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.

open grove
# torn pivot what did your mod change?

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

open grove
torn pivot
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your problem is weird

vital coyote
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verry

open grove
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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!

vital coyote
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well

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what you can do is find out what pakcunk you changed stuff for was in, move it out of the game folder then verify

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not sure if that will work but worth a try

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would deff be faster then downloading it all over again

torn pivot
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just delete the pakchunk and verify and redl the 9gb or however big it is.

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sounds like you definately edited and managed to save edits to the pakchunk somehow

open grove
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I am an overachiever 😄

vital coyote
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heheh

open grove
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I will give that a try

glacial nimbus
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Who's gonna be the Legend that mods in cigarettes, i need a smoke after i pound some vodka lol

vital coyote
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^

desert valve
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fmodel can not show me actual decompiled c code though, right?

scarlet cosmos
thin marsh
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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 ?

sage trail
vital coyote
graceful tangle
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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?

thin marsh
sage trail
vital coyote
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its not that hard rn if you wanna start

sage trail
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they still havent fixed the game yet its in no place to get mod support in the months to come at least

vital coyote
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i was under the impression they were releasing them day one, was big sad

torn pivot
#

loooool nah trave

sage trail
thin marsh
vital coyote
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haha yeah

torn pivot
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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

thin marsh
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another game that will be fixed by modders lmao

vital coyote
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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

vital coyote
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this one seams the most promising

sage trail
desert valve
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why the fuck is headbob not in CameraShakePrototypes.cfg reee

vital coyote
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havent tested much but no cpu hit

thin marsh
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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

vital coyote
thin marsh
desert valve
thin marsh
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got kind of tired of NPC spawning in my back IN A DEAD END TUNNEL

vital coyote
broken wren
digital gulch
sage trail
vital coyote
sage trail
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maybe a very barebone beta at most

vital coyote
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i dont even care but ik alot of pple do and wanted it as a project lol

desert valve
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i cant stand it 😄

vital coyote
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yeah ik alot of pple do

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i like it in games but ive heard some even get motion sick

thin marsh
vital coyote
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i think its worth tbh ist fucked but im having a blast

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was in the same boat "wait for it to be done" but i kept playing

thin marsh
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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

sage trail
tawny spade
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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.

desert valve
thin marsh
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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

sage trail
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trave has a good guide

tawny spade
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alright. thank you

tawny spade
vital coyote
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nw im still learning too but im putting my notes up for everyone 🙂 if you have any sugestions lmk

rare ruin
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so

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does anyone have the SIDs for NPCs?

vital coyote
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there is a list up somewhere

rare ruin
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only lists i find are items, weapons, armors, artifacts, etc.

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but no npc

vital coyote
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hmm

sage trail
vital coyote
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i wonder if ue5 has a dumpclasses cmd like doom

hallow sand
vital coyote
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can try this

thin marsh
# vital coyote i wander mostly

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 !"...

hallow sand
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If they're refered by their names, i sent you it @rare ruin otherwise lemme look a lil more

rare ruin
sage trail
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@rare ruin

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i think this is it

rare ruin
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oop i linked to it as well lmao,

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downloading

sage trail
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lol

vital coyote
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one of the only mods ive added myself

vital coyote
sage trail
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yeah bloodsucker was insane prepatch lmao idk how that went through playtesting

vital coyote
thin marsh
#

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

bitter sluice
#

can someone whos explored the entire map post a picture of their map?

vital coyote
#

think they toned down the weights.

thin marsh
vital coyote
#

nahh but there is a mod for that, i personaly dont mind managing weight

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pick what you bring

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i jusy dont hold onto 500 sausages

hallow sand
vital coyote
#

i make sure i have 5 meals cause they are everywhere and 20 of each med

vital coyote
torn pivot
#

OMFG BOYS, the latest STK2 SPF has fixed the performance in built up areas! MODDERS FTW. ILL ZUK HIS D.

hallow sand
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downloading it now.

thin marsh
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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

torn pivot
thin marsh
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i know it shouldn't be compared to GAMMA but yeh, i would have like a more GAMMA like experience honestly

vital coyote
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there are so many lol

thin marsh
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i Hope

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I Wish

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I Pray

rare ruin
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for all of them

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maybe i'm using the wrong command

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idk

sage trail
#

what command are you using

rare ruin
#

i'm using "XTeleportNPCToPlayer 'x'"

#

where 'x' is the SID

#

i need to spawn NPCs in to test a mod

sage trail
#

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

rare ruin
#

@shrewd rampart can spawn bloodsuckers

vital coyote
#

here is what the robot says

sage trail
rare ruin
#

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 😅

sage trail
#

lol

rare ruin
#

i assumed it was that command, as its the one that makes sense

vital coyote
sage trail
#
Nexus Mods :: S.T.A.L.K.E.R. 2: Heart of Chornobyl

The definitive solution for low performance and stuttering, featuring enhanced upscaling, improved audio, lower latency and bug fixes for the vanilla experience—all while maintaining visual quality

#

im not sure either

vital coyote
#

nice, yeah there a bunch i tried looking up what has been updated recently but 7 of em had lmao

sage trail
#

ive personally just been using the top 1 on nexus lol seems to do the job fine

vital coyote
#

i just use my amalgamation of stuff in my own ini

#

works good but im down to try new stuf f

rare ruin
#

so

#

the command works

#

i just spawned a bloodsucker in

sage trail
#

definitely gonna try hte SPF if it does wonders

vital coyote
sage trail
rare ruin
#

XTeleportNPCToPlayer NPCSID

vital coyote
#

yoink, ty ty

sage trail
rare ruin
#

THATS WHAT IT IS

sage trail
#

he said he got this to work

merry mountain
#

XSpawnObjBySID PrototypeSID Rank bDestroyOnOffline Px Py Pz Pitch Yaw Roll

#

only the first 3 paramters are requiered

rare ruin
#

vi vi vi that is annoying, thank you both

#

are

#

are bandits just innately friendly or something

sage trail
#

but then again maybe it has something to do with the rep system im not sure

desert valve
#

bober kurwa!

spring coral
#

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 ^

fierce junco
#

I'll pass the message in our chat

ashen wadi
#

Guys which mods for a life are working?

desert valve
#

headbob has to be related to idlesway, i swear it is

spring coral
#

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)

ashen wadi
#

I cant decide since the last unnecesary uodate broke sll of them

spring coral
#

If you run in straight line from point A to B, without looking around, you'll encounter NO scenario

ashen wadi
#

Now the zone will feel even more empty

#

Yaaay

spring coral
#

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

half willow
#

anyone knows where the file containing weapon upgrade names and descriptions is located?

rare ruin
#

y'all i am losing my mind over here rn, the itemgenerator this bandit NPC points to is not even FOUND in ItemGeneratorPrototypes

rare ruin
desert valve
rare ruin
desert valve
#

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
...
rare ruin
#

literally why is this even in here

#

they already HAVE a generator elsewhere in ItemGeneratorPrototypes, I don't understand

finite bay
desert valve
rare ruin
#

from what I'm seeing they functionally do the same thing

#

but

spring coral
rare ruin
#

this one is likely for ALife, I guess? the "refreshtime =1d" tells me that

finite bay
spring coral
#

So going from side quest back to main hub to sell stuff = no scenario, because you just run back home

vital coyote
#

added the list of quest id's and npc id's to the guide

desert valve
#

i will let you know there is no sound for walking on PhysicalMaterialType = EPhysicalMaterialType::Bread

vital coyote
#

hahaha bread?

rare ruin
#

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

frozen skiff
vital coyote
#

hmmtakenote?

#

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

frozen skiff
desert valve
#

yeah, but in what way does the test build behave differently or what does it allow me to do? 🙂

frozen skiff
#

You can toggle debug spawner in it and console have prompt helper

#

But inventory is broken xd

vital coyote
#

ahh :/ thats just like the console mod but worse

desert valve
#

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

vital coyote
#

i have a feeling it may be just linked to your player animation like you can see your body your part of your body

frozen skiff
vital coyote
#

heheh yeah true

#

still wanted to pick your brain on it

desert valve
#

notepad will have trouble opening that dll though 😉

vital coyote
#

brother poped in droped a bat file and left xD

#

i needed answers

frozen anvil
#

Anyone see the UE4SS flashlight mod? How did the creator find the scene tree for the Spotlight?

vital coyote
#

ive used it but idk any info in the tree he took a picture of

frozen anvil
#

Where does BP_Stalker2Character_C come from?

#

Intensity was my addition lol

#

Works

desert valve
#

Stalker2/Content/GameLite/Blueprints/Characters/Player/BP_Stalker2Character.uasset

frozen anvil
#

Is that from scrolling through FModel?

desert valve
#

y

frozen anvil
#

Which pak is that, and how would he have found the ClientRestart hook?

#

Are people actually just treasure hunting through fmodel?

vital coyote
#

kinda

rare ruin
#

likely unpacked the entire game

vital coyote
#

was thinking of doing that but space

frozen anvil
#

Does unpacking the game just... open it in the editor as if you are a dev?

rare ruin
#

not to my knowledge, no

vital coyote
#

decompresses the game files like a big ass .zip

desert valve
#
{
    "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
      }
    }
vital coyote
#

but if you use fmodle you can just load it all and pick threw it

desert valve
#

currently doing that via shell in a big data dump

vital coyote
#

like file type?

vital coyote
#

only search i know is this

desert valve
frozen anvil
#

Which pak is that in?

vital coyote
vital coyote
desert valve
#

i dunno, have them all open in fmodel and i dont know how to see that

vital coyote
frozen anvil
#

didn't know u could load them all lol

desert valve
frozen skiff
vital coyote
desert valve
vital coyote
#

will deff use this how did you find it again?

#

can do that

frozen skiff
desert valve
# vital coyote

your not getting me, i think 😄 i want to be able to seach for SpotLightComponent and find BP_Stalker2Character.uasset

vital coyote
#

ohh like values inside of the file

desert valve
#

right now im doing that with ripgrep which is a bit of a pain

#

and i cant search in uasset files, my biggest issue

deft spear
#

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.

vital coyote
#

like this sorry im lost xD

desert valve
vital coyote
#

ohh ok ok yeah

#

that seams like a nogo here xD

unreal knot
#

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

vital coyote
unreal knot
#

I meant when repacking, not where to place them, sorry if I wasn't clear :p

atomic jacinth
desert valve
vital coyote
#

mods shouldnt be a thing so like if i wanted to change this file i would copy where it is

unreal knot
#

I see, well I'm just playing with .cfgs and blueprints for now so

last spire
#

such is life in the zone

vital coyote
#

i havent fucked with blueprints but for cfg's they will have the same file path in fmodle

last spire
#

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?

unreal knot
#

Speaking of FModel, where's the Mapping file .usmap located at?

last spire
vital coyote
unreal knot
#

Sure that'd be great

vital coyote
desert valve
vital coyote
desert valve
vital coyote
vital coyote
desert valve
desert valve
#

where 😮

vital coyote
#

ohh wtf suposed to be here

#

must not have saved it -_- good call

#

but i figured it out

desert valve
#

export finished, i exported GameLite its about 800mb

vital coyote
#

ohhhh i thought you were doing the whole ass game

desert valve
#

well i wanted to start small-ish

vital coyote
#

might be one of those things you do b4 bed XD

desert valve
#

isnt most of the important stuff in there anyway?

vital coyote
#

looks like it

#

cfg wise

magic geyser
#

offline alife at work, dunno the logic behind it for now, but it basically switches factions (what to spawn) at each lair

desert valve
magic geyser
desert valve
#

i remember a config that needed to be changed in order to set the hotkey, is that true for this test build as well?

magic geyser
desert valve
#

/ is shift + 7 for me

last spire
#

the package quest in zaton is bugged now ffs

desert valve
#

its left of the right shift, not working for me though

last spire
torn pivot
# last spire the package quest in zaton is bugged now ffs

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.

last spire
torn pivot
#

enjoy the shit show people!

desert valve
shrewd rampart
#

Wait people got debug tool to work in-game? 😮

vital coyote
#

i havent fucked with it yet but seams powerfull

desert valve
#

id love to play with it but i cant open the damn console

summer silo
#

stalker2tweak lets you open the console

desert valve
#

installed UETools now...

vital coyote
#

to save on space uncheck all the ios android stuff

desert valve
#

oh hell ya you can do cool shit

vital coyote
#

will be like 40gigs or some shit

loud peak
#

Does anyone have a weapons spreadsheet for stalker 2?

#

I saw one in the first days but can't find any

vital coyote
#

think this has what you need

frozen skiff
#

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"

vital coyote
#

rezen?

frozen skiff
loud peak
frozen skiff
vital coyote
#

not sure what that tool is

#

but what i use is super simple

frozen skiff
vital coyote
#

ahhh yeah havent fucked with that yet

frozen skiff
frozen skiff
vital coyote
#

yeah havent messed with that yet my b

frozen skiff
#

without using full packchunk16 from 1.0.0

untold pilot
#

are there some mods known to cause crash when u get close to town?

vital coyote
#

we need a fucking 7z like program for this shit -_- why so fucking complicated

fallen umbra
#

I’m not sure how to merge these two conflicting mods. Can anyone help?
kekpat

desert valve
vital coyote
#

should be just one cfg you have to change for that

frozen skiff
vital coyote
fallen umbra
#

Ok i will try itpepew thanks!

desert valve
vital coyote
magic osprey
#

i'm guessing a mod for darker nights would be harder than just cfgs right? i see a lot of files for lighting curves

vital coyote
#

not sure if that worked xD

vital coyote
#

it says its a ucas file

frozen skiff
#

nothing is broken

desert valve
#

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

fallen umbra
vital coyote
#

🙂

frozen skiff
vital coyote
frozen skiff
#

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

frozen skiff
idle sun
vital coyote
#

i still have a full 1.0 install rn

#

if you need anything

frozen skiff
#

Alife tab in debug

#

there is no Alife

#

confirmed

desert valve
mint wraith
#

the alife tab is the friends we made along the way

desert valve
#

so no friens? 😦

vital coyote
half willow
#

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?
atomic jacinth
desert valve
#

so i does not manipilate the reference but creates a new one

shrewd rampart
half willow
loud peak
half willow
#

Cause theoretically what happens if you have two "objects" with the same names, ids etc. but different values, which one does it choose

desert valve
half willow
#

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

desert valve
#

d) it gets stuck in a loop (very unlikely)

half willow
#

I've tried it but idk if it's not working because I'm a retard or if it's option c)

magic osprey
desert valve
#

maybe try something that easier to validate first? :>

vital coyote
half willow
#

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)

shrewd rampart
#

Kinda going to be comparing different mods, and decide later what I want from the weapons on my own difficulty "mod/pack".

desert valve
vital coyote
#

word this is a good resorce to have mind if i link to the doc in my guid?

desert valve
#

*guide

vital coyote
#

e

shrewd rampart
shrewd rampart
vital coyote
#

hell yeah!

shrewd rampart
#

Work in progress docs/sheets all around

desert valve
#

the ammo?

rare ruin
#

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.

desert valve
shrewd rampart
# desert valve ohh "AP Multi"? multi of what? 🙂

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?

last spire
#

does the game have regional pricing?

half willow
#

yes

last spire
#

cause shit is more expensive in zaton

#

first detector sold for 600, now 2000

half willow
#

oh

desert valve
#

i though you meant irl... lol

last spire
#

ingame yea

#

lol

half willow
#

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.

last spire
#

its all neutral

half willow
#

it might be

#

but the values that you dont see could be different

last spire
#

i went out of the lesser zone straight to the 2 ships near swamps

#

and i see base prices are higher

half willow
#

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)

last spire
#

also, exi, do you know where i can modify weird ball's effect

desert valve
#

not everything turns out the way its supposed to^^

rare ruin
last spire
#

hand it over

#

its weak, insufficient and frail

desert valve
#

😢

rare ruin
#

Check ArtifactPrototypes

last spire
#

i have, nothing stands out

rare ruin
#

Let me get back upstairs after i make these chicken sandwiches

last spire
#

i want to increase its damage mitigation as its useless with 1:1 weapon values

crimson laurel
winged hemlock
#

Hello, anyone did Bingo achievment on a new patch?

rare ruin
#

I saw in i think ConsumablePrototypes there was a "WeirdBall" effect, you could check WeaponPrototypes

PlayerWeaponAttributes

Etc.

last spire
#

good call

#

thanks

rare ruin
#

Np!

frozen skiff
vital coyote
#

you know slap a retro filter on and call it a day

desert valve
# last spire also, exi, do you know where i can modify weird ball's effect
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

rare ruin
frozen skiff
#

damn without Lumen and with good old coocked light I could get stable 90 fps in this game

#

without FG

last spire
crimson laurel
last spire
#

was surprising to learn its chemical tho

frozen skiff
vital coyote
#

yeah no lighting that isnt raytraced -_-

frozen skiff
#

it's fucin screen space software raytraced

vital coyote
#

fuck it amr its a next gen tital

#

/s

#

or whatever

frozen skiff
#

and that's why it looks like shit, produces weird light and have a shittone of ghosting

vital coyote
#

i hate it with a firy passion

bitter sluice
#

concrete bath anomaly outside playable area

frozen skiff
#

I have 4070... I wanna my belowed Nvidia RTX

#

not this lumen ue shit

vital coyote
#

its not even that good looking, not as good looking as smooth fps

crimson laurel
desert valve
frozen skiff
#

it will looks like static in SoC

half willow
#

wdym I love the lighting Kapp

last spire
#

cant see shit in pripyat

vital coyote
#

bro that shit is next gen right der mhm

frozen skiff
#

next genZ

vital coyote
#

totaly worth my pc shitting itself instead of doing normal lighting and having it as an option / addon

vital coyote
#

it puts hype words in our ign articals

half willow
#

hell yeah get me more of them rays chief

vital coyote
last spire
#

cant find this damn effect for the life of me

#

this artifact is 100% bait

crimson laurel
#

hardware raytraced would be even worse on lower end rtx cards

vital coyote
#

yeah was reading that

half willow
#

yeah but like just make it a toggle

crimson laurel
#

250gb game instead of 155gb

#

gimme pls

vital coyote
#

or just do normal lighting and toggle lumen like other games

last spire
#

shoutout to Vortex Dude

vital coyote
#

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

distant holly
#

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?

frozen skiff
#

and there is no fucking deformable stuff in game

shrewd rampart
vital coyote
#

wdym the whole game is deformed

distant holly
frozen skiff
#

that's why polycount x3 when lightning is turned on

distant holly
shrewd rampart
#

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. facePalm

#

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.

distant holly
shrewd rampart
rare ruin
#

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?

shrewd rampart
rare ruin
#

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

half willow
#

the files match 😃 👍

slate locust
#

Hey guys, how do you listen to. uasset audio files?

distant holly
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why do I need a 123 gb of free memory to apply a patch

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what is this shit

half willow
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payday 2 did the same thing

livid spire
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But payday 2 isnt the same game

half willow
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yeah but its a similar caliber of developers

livid spire
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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

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AND THIS IS A VERY BIG GAME

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STALKER 2 IF YOUR LISTENING, ILL BE AT YOUR DOORSTEP IN 4 MINUTES

rare ruin
livid spire
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WHY DID YOUR PATCH UNINSTALL MY GAME FROM MY XBOX.

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I GOTTA REINSTALL 150GB OF “GOOD HUNTING STALKER” ONLY TO FIND OUT YOU CORRUPTED MY SAVE

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..I WAS AT THE ENDING OF THE GAME.

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🥺 do you know how many hours I put into that?

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HOW MANY SCREAMS AND HOW MANY FUCKS AND SHITS AND FUCK YOUS I PUT INTO THAT SINGLE GAMEPLAY.

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TO MANY FOR IT TO CORRUPT

distant holly
shrewd rampart
livid spire
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Not even 76 patches are this bad.

shrewd rampart
distant holly
distant holly
shrewd rampart
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If that doesn't break it but breaks it for us, then that's bizzarre.

shrewd rampart
distant holly
distant holly
rare ruin
shrewd rampart
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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).

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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

distant holly
rare ruin
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'x' is the name of the file ofc

distant holly
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does it works fine after formatting?

rare ruin
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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

shrewd rampart
rare ruin
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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.

shrewd rampart
# rare ruin clicking yes does nothing, you would have to go and find where there is supposed...

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.

spark plinth
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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.

atomic jacinth
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configs are 3 spaces per indent, that's why, not 4. not sure where you're seeing 16?

distant holly
spark plinth
shrewd rampart
atomic jacinth
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ahh fair, I've seen all the ones I've opened show up as 3.

shrewd rampart
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Before I was using notepad++ and it was inconsistent

lapis harness
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Hey guys, has anyone figured out if it's possible to move with XToggleFreeCamera or debug camera?

shrewd rampart
shrewd rampart
vital coyote
atomic jacinth
rare ruin
bronze sparrow
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Does ammo have their own stats in a config file somewhere or is it hardcoded into the game?

cyan basalt
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failing to import some assets to UE

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assuming they need to be cooked?

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just trying to export artifacts to .fbx

distant holly
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but when merger doing it it works fine

cyan basalt
shrewd rampart
distant holly
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So I wrote a serializer/deserializer for config files to fix it, still working on the merging part of two config objects.

vital coyote
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should make one that opens notepad++ compair lol

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when 2 cfgs are the same

shrewd rampart
distant holly
vital coyote
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still gotta give it a try im also hellbent on manual lol

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granted i keep my game pretty unmodded with only a handfull and only mess with mods temporarily to look at em

distant holly
rare ruin
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y'all

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i'm looking in DynamicItemGenerator

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I found the final boss

distant holly
rare ruin
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what the hell are these tabs here for

vital coyote
shrewd rampart
distant holly
shrewd rampart
shrewd rampart
vital coyote
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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 madge1

shrewd rampart
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If someone can figure out how to create an enum for ENPCType::AllTechnician instead of Technician then it could in theory work.

distant holly
shrewd rampart
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If you found a way to auto-fix formatting errors. It's time to use your tool too 😄

clear mountain
distant holly
wanton nova
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Curious quick question. Is it possible to replace audio given this is a UE5 game. Thanks!

vital coyote
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yes

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there are a few mods that do

shrewd rampart
wanton nova
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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

spark plinth
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Good news, I got it to work with the AR416

clear mountain
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good

vital coyote
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and would be dank that show was dope

wanton nova
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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

vital coyote
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ohh there are a few tools for that simplest one i found works like this

shrewd rampart
wanton nova
distant holly
vital coyote
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o7 hell yeah man

spark plinth
rare ruin
shrewd rampart
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So theres... tens of thousands of changes in that one .pak file.

distant holly
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you can download it and open in browser too see what my merged has done to it

spark plinth
torn haven
shrewd rampart
spark plinth
distant holly
vital coyote
clear mountain
torn haven
#

maybe someone can use the models from gammas guns and port them for unreal

rare ruin
distant holly
spark plinth
clear mountain
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[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

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you can change IconPos, wouldn't you

shrewd rampart
rare ruin
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😩

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i didn't even have that config in there damn, that's a great find @spark plinth great job!

spark plinth
clear mountain
rare ruin
clear mountain
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well all stuff regarding guns are there

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upgrades attachments maxammo

rare ruin
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there is also weapon prototypes tbf

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and in that cfg there's a bunch of attachments and what guns they fit

clear mountain
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ah yes, WeaponPrototype.cfg

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which references general setup

rare ruin
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wait no not that one

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man there's like

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5 different cfgs in here I tested

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just not that one

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it was AttachPrototype is what I was thinking of

clear mountain
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it just defines attachments iirc

spark plinth
rare ruin
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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

clear mountain
clear mountain
unreal glacier
#

Does every member of an enemy squad have a chance to throw a grenade, or is there some group diceroll that happens?