#╟⚒stalker2™-mods-making-discussion
1 messages · Page 33 of 1
Jeez, so a squad of 4 could potentially throw 4 grenades every 30 seconds?
100% change. 25(float) sec cooldown, 4.5f sec explode time
yeah that's why there's a mod to reduce throw chance
I saw those, wanted to try my own hand at tweaking the numbers to something that feels more immersive to me
The first less grenades mod actually broke grenade throwing, so I haven't seen them throw grenades in a few days
read somewhere it had to do with a .f being left out or something
maybe check this
TossLocationRadiusOffset = 150.f
would be a less precise throwing if you increase the number
or cooldown to 300sec or higher
oh wow, that'd be nice to change too, thanks
do they roll their chance to throw grenades at the start of the engagement, or after one cooldown has elapsed?
I don't know what's the measure of that line
know nothing about it
looks like it's measured in F's ||/jk||
AttackConditions : struct.begin
StartAttackMinDistance = 1500.f
StartAttackMaxDistance = 4000.f
StartAttackMaxAngle = 90.f
struct.end
feet? 
I was thinking of some other kinda F, as in how few F's they have to give about killing you on the first try
As you can see, there's an inverse relationship between number of F's and kill probability
so if you set the max attack distance to like 10000, then they'll be chucking nades for 1 kilometer?
100 meters are 0.1 kilometers tho
only if they notice you at 1km and dont get despawned it should be
and render and optimization issues blahblah
dang
is there any other factor that limits how far they can actually throw other than the distance at which they'll try?
maybe TimeToExplode = 4.5f?
does that start when they throw it or when it hits the ground
oh jeez
hello nooby here do i delete current addons before updating the game?
oh ok i just have the mutant mod, weight adjustment mod, and increased melee rage mod
thanks for your help
okay so its driving me nuts here. Where do you find the editable config files? Everyone just points me to mods. I want the game files please.
check the pinned post
A Vintar without a scope? Rail incoming
anyone have experience with creating a .ufont
I was able to change the games consol font, but i want to edit the in game font
its all .ufont and it seems nothing online will point me in the direction other than it has to do with unreal
Are you adding the rails as an upgrade to the weapon? or preinstalling the rail as part of the weapon prototypes etc?
What are those asterisks stand for?
upgrade like on Lavina
If you're getting those to work properly, I'll be interested. As there's a huge need to fix the experience of finding a weapon and an attachment just to be "well that ain't compatible" and be disappointed. 🙂
AGreed
Pre-installed, or buyable from a technician?
Im setting it up just like lavina. pre installed iron sights and you have to get a technician to install the rail.
have u tried with custom attachments?
shouldn’t you work out gun disassembly before making attachments for guns that don’t allow it game currently coz of issues it might cause idk
Have you tried to make scopes/rail attachments upgrade by any chance for stuff like weapons that don't by default have it?
i.e putting a red dot on a PM for e.g or skif's pistol or something along those lines?
idk if its possible rn
If I had the knowledge of using UE5 I would.
Same response to you @shrewd rampart
I can try and self teach but no promises
Cool, only reason I am asking this is cause I've had problems with getting TechnicianNPCs to actually do more custom shit, and I just wondered if you made a breakthrough by any chance on it. The upgrades list/ranks seem to be hardcoded from my experience of tinkering with it for like a full day.
For example, there are two grips in game. I find it odd the devs choose to use them as technician upgrades rather than purchasable attachments.
Lack of time for animating putting them on or off?
But yes on the under barrel grenade/shotgun launchers?
I’ll try do some magic happen
Because they are animated
Just gotta make em an attachment instead
@distant holly i was looking at a cfg in notepad++
look what @shrewd rampart saw, specifically around line 14327
14329 looks odd too. spaces and the tab are on the previous line
this is a fullscreen window too
Nah that's nothing, take a look at this shit. How the fuck do I identify those array items.
I think it's a set, and saying that the rifle has no attachment compatibilities
I have a feeling they just left in the templates.
But we will have perseverance!
i don't, I've been trying to find out where the NPCs are that use these dynamic generators for like 3 hours now
Is this not a template? For referencing when creating other elements.
i hadn't seen it till now on this file
Stalker2/Content/GameLite/GameData/ref/refs.cfg
I wrote a Python script to do automated patching of the weather configuration files (to adjust probabilities more quickly). Might be useful for someone if you want to tweak your weather, or need some kind of CFG parsing. Needs Python3. Run with -h to see the command syntax.
that just has a link to another thread
correct, and it has all the links to the tutorial on how to start modding 😉
okay I will have another try.
Oh okay. I understand now. Its a process, not sure if im ready for that rabbit hole.
Maybe it's automatic numbering? E.g. first occurrence of * = 1, 2nd occurrence of * = 2? Begs the question why they didn't use that more often, maybe indices are significant for some fields
it's definitely ordered vs unordered and positional ex: weight effect params is ordered because its scaling up. and only 4 elements. there's a lot of references with numbers that just wouldn't work otherwise
whats the best "alife mod"
Any way to revert carry weight? I used 9999 mod yesterday, and even when I remove the mod files the game still allows me 9999.
nevermind 🙂 found the answer in the mods post section on nexus. need to trigger UI weight recalculation by equiping a weight artifact or using hercules.
I'll only need one of these pak files to put into ~mod right?
Is this what the devs changed when they reduced repair costs?
I ask because my homebrew edit already had this set to 0.7 and I'd LMAO if the devs just happened changed the base game to the same number I felt was balanced
also what does "bStartWithMenu" do
The devs didn't touch any base modifiers/multipliers globally, and if they did only just a notch or two in either direction.
They went over each item and adjusted things manually per item, for e.g for artifacts too.
Oh, that's weird, What's that number supposed to be then? Maybe I'm mistaken
which file is this, and I can check real quick
CoreVariables.cfg
I tried to unpack the game's base files after the 1.0.2 update and that's what I found
I guess they did for this one, but they've also changed other stuff item by item so 🤷♂️
Yep, np
what this error means ?
this file should be inside Config folder right bit confused as that folder was marked with a gear not folder icon
dont worry about what symbols things have.
oh so its config folder okay
Yes, it should be in the config folder.
the symbol just means there is a cfg file or something else like a ini in that directory, which changes the iconography.
apparently console mod was disabling cache compilation too want to do it once
still cant get console to open for some reason 😦
UETools is a bit scuffed, try reinstalling it.
you have to edit your engine.ini with the keybind command chunk that is on the mod description page
otherwise you have no console keybind
I dont have engine.ini indescriptiopn it said game.ini ir whatever it was and it was working only stopped after patches
Wait a minute... 
so I need to remove it from game.ini and copy to newly created engine.ini now?
By default tilde should be the console key...
yeah but it doesnt work and mod says to add this text to a .ini file
Fair, if it doens't it doesn't... Add it 🙂
now I got mentioned it needs to be engine.ini instead of game.ini as it was pre-patch
I was lucky enough to where it worked without it
anyone using UETools and could advice for sure where do I put it ?
Anyone figure out how exactly the mission availability timer works?
is there maybe a mod that shows enemy health bars and factions, like in the old games?
follow the description of the mod dude its really simple, you're making shit way too complicated by being unable to read simple instructions
Having an issue where fmodel wont let me view a certain file type. all others seem to be working.
new to this and hoping someone might have an idea of where to start
I did, it was working perfectly fine and stopped after patches.
it says game.ini not engine.ini
its probably a debug feature or for spectating characters during debugging, or is future content ie multiplayer deathmatch spectating.
Yeah, I was thinking the later, but 3rdp would be cool
i have a question, is this line really needed? Im trying to use ZenTools but to be honest i have no clue on how to use it. Im trying to copy what manel graca did up there just incase since current attempts were fails
getting this error
if experienced modder informs you of something to do, id just do it and not question it when you are inexperienced in the matter and are having issues. try it and find out, what harm can it do?
? was that question directed at me
i have done those steps too just in case it was not clear
https://www.nexusmods.com/stalker2heartofchornobyl/mods/27?tab=description anyone got this working without a bunch of ghosting??
game used to crash on prev version now theres just so much ghosting
Any known mods that cause CTD when entering poppy field?
Does it matter what order the lines are in engine.ini
like, can I just put r.oneframeframethreadlag=0 anywhere
Its font, you can’t preview them in fmodel, if you want use/install font in your system, export .ufont abs rename it to .ttf
Has anybody tried alternating bolt colours like gold, clean, brass and rusty ect ?
Ok, spent a few hours updating this sheet again.
If anyone is working on weapon mods/values etc feel free to check out:
https://docs.google.com/spreadsheets/d/1d4EiByG4LPFOFsgm0pecfYVAtZ4n3Mtsm1rNGYCIboI/edit?usp=sharing
It also includes comparison sheets of: (and I plan to add more... at some point)
- Vanilla vs Realistic Weapons Mod
- Vanilla vs Balance of Chornobyl (Unreleased)
- Vanilla vs Maklane's Better Weapons
Is vortex capable of merging mods yet, does it do so automatically?
Someone did this with the UDP, they allow you to take the site off the EAGLEEYE and put it on normal UDP, if you look up the m416 extended mod, he's started doing that.
Also he made a mod that makes the sharpshooter m416 an ar10
Damn, there are so many mods for weapons now, I just want one that makes them relatively realistic without completely ruining the vanilla game's balance
I see where you're coming from.
Like in what way? I'm currently setting up my own game file changes based on all the stuff I've downloaded.
I am making these comparisons and sheets to make my own conclusion on exactly that.
It'll make the game challenging, but make guns feel like they do dmg.
Basically if the guns worked realistically then the AK would smoke like 90% of the dudes in the early area in a few shots
I'd prefer to still need to hit them like 5 times in the chest to kill them
you have to remember it's 5.45 not 7.62
That's how my game runs now!
I know, but they also aren't wearing plates
What about headshots?
I think headshots should be a kill except for helmets vs pistols
maybe the really late game stuff can tank some headshots
Mhm, interesting.
If you want, I can help you set that up soonish*
The mods I've installed, and are planning on using to work my own game files It should make the game as you want.
It kinda works like that in the vanilla game, AP rounds were useful in clearing out that warehouse in Garbage
which of the popular mods came the closest, do you think?
Tbh, when I was clearing the military base and the other base after that area/zone.
I was getting tired of them surviving from clean headshots.
So I've used a few, but on top of that I was editing their files myself.
So you won't be able to get the same until im done
I've been using WeaponesRebalance, but tweaked to remove the added durability, then setting my player damage to like 50% to reproduce vanilla-ish balancing
Yeah so I downlaoded a mod that makes PEN do extra dmg
to mutants
to help with the tankiness.
basically I don't want a Kiparis that blows everything else out of the water at that point in the game
But then I was annoyed because Humans took more too, so what I did was changed mutant HP up A LOT
I think Kiparis using the cheaper 9x18 round makes it appealing regardless
And it made the game feel more natural, ak's took like 10 rounds to down a mutant
(but that's because I wanted it)
I feel like it should be the opposite though, pen against humans and raw damage against mutants
I feel that like, fleshies for example, could take a lot of dmg cause the'yre just big flesh things
No no, fully agree here.
I could imagine a few exceptions, like Chimera or something with tough hide
But with the mutant default sponginess the pen helped
that's why I had the pen mod
it was one of the first things available to help the sponginess.
are there any options that make pen do less damage overall but mitigate more armor?
Oh yes, there are mods that do that.
That's why I changed the values of the health.
It kept it balanced
Sounds like a headache trying to figure all of that out
but then the mod I had downloaded overwrote the pen change really, and made it do more dmg to armor
less to hp
and the expansive ammo did more dmg the less armor
I'm learning. but what I did was unpacked the entire packchunk folder on accident
So now what I'm planning to do with this fresh install
is take ALL the mods I'm using now
Unpack them, take their files and combine them manually with my game files
repak all that into am od
and AMYBE upload it as my first every mod thing
If I can do it all right, this might be exactly waht you want soldier.
I'm kinda trying to do that but while keeping them individually packed based on their purpose
be sure to credit the original authors 😉
1000000%
I mean, if starting from scratch, it shouldn't be necessary, no?
I ahve all their mods saved in my profile on nexus
No I'm using their mods as basically blueprints
so I still wanna credit them
oh I see
im taking their ideas, and what they did, but changing all the values to WHAT I WANT for my agme
Even if you're using their mod as inspiration/references- it should still be common courtesy to give them a heads up with a credit here and there.
so I'm using their work, juust putting my name on it
with different values
so crediting is a must in my eyes
fair enough
IDK if I'd ever upload anything, feeling an obligation to keep it updated would be kinda stressful
Yeah that's waht I'm gonna have problems with XD
I wouldn't know how to update it after an update lol
I've made and uploaded mods for games before, mainly NMS and DRG
NMS just got way out of hand and I'm terrified to even look at it again
DRG is fairly stable by comparison at least
Creating a master difficulty mod for myself, and have the exact same thought as you atm.
Not only is it for niche, but it's also going to be designed to my taste and my game design principles/values.
So it won't be for everyone.
I think it's nice to be able to do that
Bingo. but with soldier's comments here... It mactually makes me feel like people might want this
Go for it.
I think I am experiencing a schizo event how do I fix this. I had to restart my game because it was doing a bloodsucker scream on repeat
Yeah, I mean, basically flattening the artificial hierarchy they used when designing the weapon stats, putting more emphasis on ammo type and shot placement, but still being arcadey enough to not 2-shot a guy in the chest who's wearing only kevlar
I think having enemies survive headshots when wearing protection can be reasonable if using bad ammo or low powered weapons
and then making mutants require lots of raw damage to kill, incentivising keeping some of the cheaper "ball" ammunition on you for things that would be a waste of AP
ball or HP or some such
sounds kinda like what you were describing
When am I actually gonna finally work on this, who knows. 😈
Most of my time is mod supporting, analysing, chatting, or getting distracted and procrastinating 😮💨
I'm tired, but can't sleep for another 10 hours. Schedule reset.
I'm pumped for a master mode!
Haha... walks into an anomaly -> instantly dies.
Now the question is, should I force silent beeps, for the anomalies... 😈
I remember in Call of Pripyat, on master mode.
You couldn't just tank anomalies, you had to get the appropriate suit to be able to explore it.
I want to bring that feeling back too in this "difficulty" mod.
That means having a battle armour, and a exploration/chemical/suit and swapping between them depending on situation. :]
yeah that'd be sick
any mod that makes this game survival and lowers the amount of loot spawning around
yeah someone just did make that or was talking about that
less food/less meds
look at mods on nexus
sort by release date
@shrewd rampartman i am so disapointed by the survival elements on this game that its crazy
See @grave kite's Modular Hard Mode mod, for economy/loot etc. I am referencing/am inspired by their mod too for my changes in the future.
#1310297745679978496 message
@shrewd rampartgot that one installed, still finding like a bunch of meds and things around the world
i have hardcore economy on, everything from that mod, even groks less consumables etc and it still gives so much shit that i will probably play anomaly gamma
there you go
In that case you gotta wait for @rare ruin to figure out loot generators and make a scarcer and more varied loot pool 😉
new game required tho
@hallow sand fk it il start new game tbh
I'll have to check this out later in more detail.
@hallow sandthis is not just a pak file mod, how to install this sir?
Oh wtf, you're right... he uploaded the source configs... o.O Instead of the .pak
how do i make that work?
You can package it yourself using UnrealPak as described in #╟⚒stalker2™-mod-resources
Or you can give me a few sec.
Nvm Epox got you
i already did ffor him 😄
you guys are fucking great
I think it's too big to send on disc, lemme get your email?
wait nvm
its not hold on
What does the semicolon do in front of stuff?
Is there a way to adjust the Human Healthpoints (NPC only!).
The only solution I found until now affects both NPC and Player
Comments it out
there you go
Sent it, should work.
Looking at the folder structure - is there a chance this actually works? old stalker games had the same setup, where they had pakfiles but unpacked files in the gamedata folder would override them
I don't know how much people have experimented with this
thank you very much sir
np np 😄
That could be helpful if true.
I could try that fast here
With my weight mod I just redid
Have you checked if NPC_HP in Difficulty Prototypes scales only NPCs instead of Mutants?
since we are talking about how hard the game is, is there anything that i can make my game even harder?
I am on it
@sinful cypresshell man, i want someone to make gamma for stalker 2, i will sub montly for it
If you guys need to know stuff, I unpacked the ENTIRE packchunk folder with all the shit you need to edit for mods.
On accident XDS
oh by the way, i might have asked this before but, is it possible for someone to make like campfire save mod? or wishgranter mod?
Campfire save would be easy I feel, couldn't you just edit the Autosave feature to autosave when you sit at a fire?
@hallow sandbut not bein able to save anywher else? Well i am not a moder so i dont have a idea 🙂
Not every campfire can be sat at tho
when editing the engine.ini, does it matter what order the lines are in as long as they're under the correct header?
I believe it doesn't matter.
@summer silobut what about the feature from gamma, you can save only near campfire or base
We'd need a way to detect campfires.
Save zones should be simple by detecting the feature that forces your weapon to holster when active. (though this would include moments before some cutscenes)
Can we get modding tools before we start making up crazy mods like that? 
oh wait, modding tool is not out yet?
didnt they said they gona launch the full mod support with a game luanch
I think you can only sit by campfires right? That should be a way to do it no?
not all of them tho
in gamma works like a raidus, you need to be like 3 m close to fire
Yeah but for the ones you CAN that would be a way to detect campfires.
so you'd make it so when you sit, it autosaves
oh yeah
but it wouldn't make it save for ALL campfires
i want limited saves, and limited lifes in this game 🙂
but taht's a super base one.
The issue with the sitting is that its not limited to campfires. Some spots have a sitting interact just for the view.
Oh that's right i forgot.
Let's wait for them to fix death counter first 
Wait, is that ubsted lmao?
It doesn't reset when you start a new game 
My first death after patch 1.0.1 was 26th
I didn't even realize taht LMAO
Is it possible to spawn companions/followers with console commands in Stalker 2?
So since Vortex does not merge mods or there is no integration to do it (I presume) everyone is installing and diagnosing crashes manually? Or are there some good tools to figure out which mods cause crashes?
There's a tool for detecting conflicts but you have to install mods manually to make it work (not via Vortex)
Not yet.
Yea, ok.
What are the Ward armors called in the cfgs?
In your Paks folder
oh duh
i deveoped it using vortex 😮 should work just fine
Can we somehow fix this atrocious SSR implementation with tweaking engini.ini file, why the hell it is so blocky
HUD ultrawide fix?
Anyone know how to put a site on AK's in stalker 2?
Or can you not put one on drowned?
could anyone tell me how to get my hands on the 1.0.1/1.0.2 difficulty prototypes cfg?
Here's one... "Varta"
BattleExoskeleton_Varta_Armor
Totally didn't have a hard time finding it...
Really annoying they use different names in code, compared to what they're actually called in-game.
Neato, was wondering what they were called, since made a mod to give armors more lead containers and slots, and the ward convey one was missing an upgrare
Jesus, some pigs just appeared out of nowhere behind me and scared the crap out of me
I guess the new changes were intended to put emphasis on the jumpscares
what mod are you guys using for longer days and better stamina?
Do someone knows what longer day mod works on 1.02? Even longer days mod seems not to work. Tried to use 4 hour cycle.
there is one but comes with other changes that i dont want
Did you merge it with possible conflicts?
Don't think so. Mod last update was on 22 november. Some other people have same issue with this mod. Have to find other one
apperantly none of this low loot mods work, i am in zallisya and i have like a bunch of drinks, meds, rads shit from just a couple of stashes
What other mods are you using?
They're tough to get to work. Did you start a new game too?
yes, new game too, and i have two of them installed
Are most of your drinks/meds/rads etc, from corpses you killed- or from stashes you loot- or from scripted events? Curious.
"two of them?"
most of them are from scripted stashes
yes i have the groks balance and less loot one
They're very likely to conflict, if they both modify lootpools.
i should delete the groks one since it doesnt require new start
Also, stashes use a different loot generation class, than corpses on the ground after you've killed them.
And I don't think many mods yet got those to work properly. But yeah, I recommend testing one loot mod at a time.
Not on pc right now but mutant health mod, optimized tweaks and alife extended vanilla version.
One of those is defo conflicting with longer days mod, use the mod merger tool
this are the mods i have
really, run the cfgmerger. look at your conflicts and either merge them yourself into an adaptive mod, or delete the conflicts after you make the merged mod pak.
@torn pivotif you were talking to me dude, thats like you talked to a toddler
hahaha
only what i know is puting them in mod directory 🙂
Can someone for the love of the Zone make Integral-A's extended mag take 40 rounds?
I love using it but a vector without extended mags feels really cut short
I see like 3-4 loot-modifying mods in there, I assume they all conflict with each other.
Or even a drum mag, but I assume that'll have to wait the modding tools
that was directed at you but please dont take it like that, that is out of context of what i have said. im just being instructive. its the simplest way to get rid of your issues.
@shrewd rampartsome of them are from the same dude that dont have conflicts, only two seperate ones are groks and less loot
@torn pivoti am desperate for a mod that gona make this game hard for me...
cfgmerging is very easy and quick. you dont need to be a god like Grok to do this process man
i can do that if you want, i made a difficulty rebalance mod for myself, uploaded that to the nexus, and i made a more murderous version for a guy here yesterday named Ian.
im making my own hardcore difficulty mod, as the game is too generous with healing items.
@torn pivoti would definitly need help with this
pm me your requirements and i will sort you out. you can be my golden guinea pig and test it for me, and tell me adjustments you want.
by unpacking pakchunk0 located in Stalker2\Content\Paks
#╟⚒stalker2™-mods-making-discussion message
I just fought a pseudogiant and it was missing its textures. Solid pink. That was the first I've seen of a problem like that.
Let me try reloading without mods..
lol changing ammo is bugged, the round in the chamber also gets converted. in theory you could convert all your FMJ to AP, one round at a time 😄
Hello!
Which overhaul / modpack would you suggest for a veteran + minimal hud playthrough?
I tried Maklane's Better Zone, S.M.A.R.T.E.R. 2, Modular Hard Mode so far.
[Plus a bunch of a life, stealth, loot etc etc mods.]
Is there any mod which limits the compas to mark only corpses but don't mark quests, stashes etc?
Wish me luck... Just attempted to modify game files to allow a site on a gun it's not supposed to be on.
I don't know much or pretty much anything about UE5 engine -> is there any way to edit the intensity of directional lighting, it think the variables are called lux? or does this require configuring the engine and/or blueprint? sorry if im mixing vocabulary here
I'd like to be able to use the collimator on the Kriss Vector
i made a simple python query search if u want to search for an exact word in ur dumped cfgs, it will create a log file where ur python file is at
Well she's launching.
IT WORKED
Okay
SO
This might go beyond my scope of abilities but i'm gonna give her a shot...
I have to now get the meshes for aiming and having the site on
cause as of now, it attaches, but there's no actual site on the gun to use
just use ripgrep? probavly a million times faster 😄
Okay so I got the attachment working in the sense it will attach, and not crash your game.
But now I have to make the colam site show up for actual use
man, the amount of lose loot in game is just ...
i mean it went pretty darn fast for 100k cfg files
definitly gona install gamma
Oh yeah, it shows in the inventory, but not in game yet, huh..
Yup, but that was my first goal.
I'm using someones mod as a reference to waht they changed
Yeah
it's a lot of reading, and I'm VERY new to this lmao
That's how I got into modding
But so far it's going well lmao.
And scripting/coding
i dont think thats possible as of now unfortunately
Just looking at other people's work and figuring it out from there
Well someone got the colam for the eagle eye to show up and be used on the normal usp
so im prettty sure it's possible
While getting that collimator done, would you be able to discover how to do the same on As Lavina? It's a similar process with similar files right?
you could ask them where they found the meshes then i didnt think it was possible
Ive already found them too, well i mean i have mesh files, i dunno what ones they are yet.
I'm still going through all this shit haha
It's actually super easy, I will be able to probably do that if I can figure out the rest of this.
have you tried using them? ive been messing with meshes for a couple days now but i dont think its possible to do anything without a framework from devs
I first off wouldn't know a fucking thing about that lmao
i cant seem to import them to UE5 since we need the actual project
That would be great please let me know! I tried to fidn out how to do so via Rhino expanded mod but couldn't figure it out
second i dunno what meshes they are yet, I'm currently using this mod https://www.nexusmods.com/stalker2heartofchornobyl/mods/525?tab=files
as a reference sicne he was able to do it.
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/AK74/T_inv_w_ak74_scope.T_inv_w_ak74_scope'
Socket = X4ScopeSocket
Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/AKU/T_inv_w_aku_colimscope.T_inv_w_aku_colimscope'
ColimScopeSocket 155 9
Look up those for the gun you want it used on
socket/specific icon
that's the first bit, this is how you get it attached, but the showing up for usse is waht I'm working on figuring out now.
then you fill those into the socket for the gun
why do you need python for that 😅
findstr /S "Whatever" ./*
I see
I can detail it better after, so you can know how. it's really just changing a couple lines for the site you want
I just replaced the x4 site with the collam code
and then added the drowned as a 6th weapon
now I just have to change the code below, and I think it will show up in game
I think it's possible VIA this way Due to all youre doing is not actually editing the meshes, you're just adding from what's already there and putting another site on it
you are in for a nasty surprise my friend.
dont tell me that LMAO
thanks, but ( and i know this sounds bad ) could you give me a quick rundown how to use this? i really don't know what am i doing here, i just want to change some funny numbers to be more funny
we need the sdk or custom tooling, to say the least to get the models correct in the viewport.
this
Wouldn't that be more for if you're trying to CHANGE WHERE the site would go?
not just swapping one site for another in it's place
its not as easy as adding a uid to the weapons list for what it can and cant use
its not just that tho?
(I'm very new to coding an anything like this so please don't take this as me thinking i know more, i'm genuinely asking)
Yeah, that only handles what you can attach, but if I replaced the stuff for a x4 with the info from the collam
wouldn't taht fill it's place?
D301_ATTACHMENT_ARMOURY: my first mod idea on the 21st of november, to implement more items for every gun. i got attachments working as in they will go onto the item, but they dont display correctly and they are very buggy when handling the items with the techs.
No, the viewport displays them wrong.
yeah the ingame iventory yeah? yeah it shows it like, off the gun.
idk am dumb but i ditched it already found a nice grep with GUI z.z
Are you straight up adding NEW things? Or just making existing ones all work?
if you copy the ak74m codeblock for the aks74u to put a pso-1 scope on the aks74u, the scope tube shows where the dustcover is. you cant just simply "move it" with a numerical edit in the cfg files. its a model/animation issue.
for w/e gun?
But what about putting a collam site on the drowned ak version
just adding the ability for a site to attach, would that not be possible the same way
please carry on trying, if you figure out some unique method i couldnt think of then please illuminate me, i will work with you to implement the attachment armoury and we can share credit and glory.
he did the UDP eagle eye collam to regular UDP?
Someone already did what I'm trying to do, just with eagleeye/UDP
I'm just trying to emulate them.
for other guns I want
what is an ar10?
ar15 is 5.56
ar10 is 308?
this one
he made the ar10 308
it's sexy as fuck ingame
he also expanded the rhino
to use attachments
so that's why I was saying I think it's already
being done
Not to be rude, but Epox if you're linking here- can you remove embeds- espescially if it's spammy-repeated links you've posted here before in a short time? 🙂
Sorry, I can do taht. I usually leave them on so people know it's the legit link.
There we go, is there a way I can default it to no embeds?
thanks Epox, I will take a butchers.
NP Please lemme know, or at least start with adding a collam to the drowned AK
HAHAHA that's what I'm doing currently, or trying XD
has anyone dumped all .cfg files from the newest patch?
Yeah, just a sec
No, but a better practice is to copy link to message you've already posted earlier here and post the link to the message, Discord natively supports making it nice and short. Easier on the eyes, easier to read, and not as obstructive.
Stalker2/Content/GameLite/GameData/ItemPrototypes & Stalker2/Content/GameLite/GameData/WeaponData
if i can see a golden solution that i can implement and fix my pso-1 issue, i will add every possible attachment to every possible weapon that isnt stupid. ie no pso-1 on hk416. your colim on drowned will be included.
all he did was change .cfg files there no .uassets in there
Yeah I'm editing all of thos already.
meaning he didnt mess with the meshes
That's config files from both 1.0 and 1.0.1 to compare
i would do a comparison, but its not working for me at all :X
Oh I thought "mesh" was the term for the site itself
that's why I said mesh
i think he just chose a gun that luckily fit the scope
but thats up to 1.0.1 t_t
Yeah that's all im trying to do too.
? It's the config files from both 1.0 and 1.0.1 (the patch)
use an RU colam on the drowned ak which won't allow it becaus you can't add a rail.
ah okay yeah thats just trial and error then
yes theres 1.0.2
Well I got the atttachment to allow, I just am working on getting it to show up on the gun.
Yeah, no idea then
yeah i found grepWin, works just like i wanted to 😏
Other than quest stuff, I didn't notice any real changes to other things?
i would love to hear you come up with a solution to that since its quite impossible to edit meshes and 3d models atm without sdk
Will do, thanks
There might be a position stored somewhere. That you could duplicate the struct for, and reference your weapon to use that position instead of the other one. Just an educated theory.
i want to change itemloot container all over the world so idk if anything they changed might have broken something belonging to that
I've not looked deep into it myself.
How is what im trying to do, different from the guy who put the eagleeye colam on the regular USP?
Tha'ts what I'm confused about.
am trying to make jackets lootable, first off
because the scope fit without needing to edit the meshes
PLEASE. I have looked at them so fucking much trying.
get that batteries and shit from jackets
Oh yeah, that shouldn't be too hard here either. it's going from an ak to an ak
What determines Load Order in Stalker 2? Is it just the naming scheme?
im trying to find out for a different reason but that sounds interesting
I'm basically gonna hope it looks okay.
Seems like 1.0.2 didn't change config files a whole lot. I'm gonna unpack them and check though.
i found a way to change the loot already, but i havent tried making new containers lootable completely
It mainly just fixed bugged missions
bet ty
got it working, python script took 2 minutes, ripgrep 985ms 😉
There is, in the attachment file I edited there's what I assume is a h/v number you add for placement.
MeshPrototypeSID = EN_X2Scope_1
there are mesh SID at least.
I dunno if that can help you find them or not
dang thats damn fast, i thought ripgrep was only for linux
im looking at the rhino expanded in fmodel and seems like theres an .uasset file in the pak so might be a good idea to message him... he somehow messed with meshes and made it work?
PM me for a reminder, and I can try looking into it later.
Can't be bothered right now and I could be talking out of my ass- kinda not slept for more than 24 hours, so going for a nap 👋
I hadn't dove into that file yet, I guess Ill download that one.
Ill toss them a DM too
will do haha, now get some sleep!
nah its multiplatform brother 
grepWin takes about 4 seconds but you gain a nice ui
please ping me if you get an answer since i would love to know how he made that work
yeah love double clicking that thing and opening it on vscode
Yeah will do! I'm currently dm'ing him now so I hope he gets back fast 😄
there is something similar for ripgrep, just not quite as nice: https://github.com/vivainio/RoughGrep
It seems the "scopemuzzle" sockets (essentially controls the camera position for the optic), are dependent on the actual attachment too. And the only optic socket the rhino has is for the X2 scope. And only optic I found to work right with the socket is the holographic. Trying to use the socket with the red dots basically results in a co-witness red dot. but the red dot is hidden behind the irons.
I dunno if yo uread it, but it seems he might not have had to edit the asset.
yeh not as nice, grepWin Wins 
you're right, im looking at the uasset file in IntelliJ and seems like he just edited a bunch of text, hold on i can compare it in N++ to see what he did
Unpacking the new pakchunk0
Last time I did this it corrupted the MBR on my drive, had to repair it. Thankfully didn't lose anything.

am scared now
Well, my system bluescreened wihle I was doing it because I was running something else while it was copying over.
If you're unpacking a big file like that, don't touch anything until it's done
Because the way Repak works, it can absolutely mess up your drive.
Anyone seen where to enable the Ultimate and Pre-order options in the game files? I pre-ordered the game, but did not get the Journalist mission.
Because all of the config files are there.
I think they can be enabled in DefaultGame.ini
I msgd you the updated 1.0.2 config files
With Vortex, you can set the loadorder as you want
interesting vid on ue and nanite stuff
In this video, we dive into how Unreal Engine 5's Nanite technology is dragging down your game's performance and debunk misleading claims made to convince you it’s superior to traditional rendering.
This is a crucial topic for both gamers and developers and we offer a unique insight that aims to change how you understand mesh rendering and pote...
seams like it could be a bit biased but some cool info in it
Yo is there a mod that changes the display of artifacts' stats in different way? Like not saying "weak/medium/strong" but like numbers and not "endurance" but like "stamina regen" or something like that?
That is interesting. I'm gonna give it a watch.
I was wondering if there was any way to remove radio songs, here is why : I have a friend who actually made it into the in game radio songs and i'd like to hear it in game and was wondering if i could edit the list to only have his song play on radios so i can hear it without spending 2 days in front of an in game radio?
yeah gives good examples and visuals on lod and how it all works
that would be super good to have
but nahh not yet
could replace all the songs with his lol
there is one with actual values but due to game mechanics, the values are rounded up so it may sometimes be a bit misleading tho it is better then "low" "medium" and such crappy
that's what i want to do essentially just for a few minutes lol
haha that is hella dope tho congrats on your friend 🙂 but tbh may be faster just to sit in front of the raido x)
i was already sitting in front lol just figured out it maybe there was a way xD
it's a shame we have PDA's but can't use them to listen to the radio
yeah miss how anomaly pda works
my nokia 3310 could do it... why not a PDA
wouldnt use it all the time for my "mursion" but if im doing crafting or inventory ect i like turning it on
It'll be possible to make custom radio stations and what not when we get SDK
plus the dj heavy zona mod was too good xD
And definitely be possible to link them to the PDA, add a tab to it
yeh or just sometimes while wandering here and there questing alone have some background music
yee
Well I mean I dont want like exact values like 2.4 or 6.8.. It could be Percentage or something... I mean there's gotta be something like that in the files right
especially when your returning to lower zones as a geard player not as scary and squishy
yeh there's that mod that will tell you values but like i said it might be a little off, for example it will round 0.15 or 0.14 to 0.20 but it is still better
yeh, when a couple seconds of inattention singing won't catch you a deadly bullet since you have full EXO lol
yeah for sure x)
imagine being a random stalker in the lesser zone, struggling to stay alive with his shitty pistol and you hear music blast from a far only to see a fully kitted out EXO wearing stalker jumping and dancing around while shitting on mutants with his gauss rifle while you can barely afford a can of food from Sido (he is a scammer anyway)

The RegionMusicPrototypes.cfg file probably handles that
Threat Interactive is so good, very good research. They're researching Stalker 2 performance atm and will release a video about it
MusicManagerPrototypes.cfg
Oh maybe not, seems like regional music, background music.
ooooo shit fr, deff dropping a sub then. hella curious they are verry detailed
Haven't seen anything about the radio in the cfg files yet
may i ask what tool you use to open and change around those files ?
Repak
you mean notepad++ or how to get into the game files
yeah their story is quite peculiar, they started as a game development company, came across the massive precarious performance state of the industry, transformed into a research group on detecting performance issues and how to solve them, specially in Unreal Engine. They take their time, but they drop bombs
There's repak
You'll need that to get the AES encryption key from the game executable
i have my key here https://rentry.org/TravesS2moddingBible
thanks !
Np
thats dope like game dev batman
got pictures and shit, still working on it tho lol
Oh, I watched his video about TAA before.
Dude is just an Anti-TAA clown who thinks that a sharp shimmery anti-aliasing is a good alternative to TAA, lol
broke this stuff down pretty good
Use Trave's how-to as well. It's way more in-depth. https://rentry.org/TravesS2moddingBible
the more i dive into ue stuff and get my hands on things and understand the games ive played on this engine the more i relize these tools one click tools do suck over making it by hand
Yeah it's not great
currently experimenting with grass textures, i'm under the assumption any texture related mod is packed in file .utoc & only needs a .pak file named the same thing so thats it loaded?
similar to how bethesda does the archives and the esp
Be nice to just have an AES plugin for something like 7zip to pack and unpack.
fr ^^^
i still havent gotten to learning how to handle the other filetypes besides pak, ie the ones with textures and stuff
i dont think u need to have the .pak file, sometimes it works without them
Guys, I installed the ue4ss to download a certain mod, now I removed it since it was unstable, but game crashes on startup. How do I remove it ENTIRELY?
can somebody disable lose loot for me pls 🙂
delete the dll
tf is lose loot
the loot that is on the shelves, ground, etc
the folder, and both of the unreal engine stalker 2 editor files?
whats the issue with that?
just dont pick it up
...I have none, I only had a folder
i have a feeling that if its just a normal png (like the cursor for example) it will work outright in just a .pak, but if its virtual textures, and you have to cook uncook whatever the freak in UE5, thats where the textures are packed into a .utoc, which i thing needs a corresponding .pak
its issue that i am in first hour of the game and i have enough loot to finish the main storry, and i like imersion
I downloaded the UE4SS thing from this https://discord.com/channels/912320241713958912/1312462191856713858
There was a folder called ue4ss
should be in where you installed it next to the exe
Games looked good before TAA, or at least was less shimmery, nowadays the effects they use are aliased as hell making use of any softening filter as AA necessary
Nope
needs to be in this for ufess to even work
no it wont work, utoc is a table of contents, ucas is content addressable store
weird, i replaced the hud/mouse cursor with a simple png, installed via .pak and it worked
I have no desire to argue now. You can just watch this video if you are interested in this question:
TAA - or Temporal Anti-Aliasing - has become the de facto standard form of anti-aliasing in video games today. It's a potent form of improving image quality and delivering effects similar to super-sampling while using a tiny fraction of your GPU's power. However, it's not without its issues and challenges and many users actively despise it. How ...
UE4SS for flaslight cast shadows thingie
It has an ue4ss folder + dwmapi.dll
I removed both of them now
sounds sketch and intrusive
The thing was crashing and shit, so I decided to remove it
for flashlight shadows use this
I watched this when it came out, using new games to discuss lack of TAA doesn't make much sense when said games are made with TAA in mind
I am playing on minimal settings anyways, so the flashlight shadows dont make a difference to me
Just wanted to test if it works
since gsc couldnt make it
dont need an unstable injected dll
needs the consol
but works good and can turn shadows on and off
and set things how you like em
here is my flashlight preset to get you started
but my shadows are off
just run the comand on the read me to turn it on then save it
will see further too
Modern games, modern renderer, modern solution 🤷♂️
Whats the solution for stupidly dark areas. Turn up the Gamma? 
Does AESDumpster work with the Gamepass version? It's not returning any keys for me, just sat after printing the path
games like gohst recon breakpoint did a massive open world without fucking your pc
You need Aes key?
Yeah
ps you can just drag and drop the exe onto aes dumper
Yeah that's what I'm doing, but it just sits at this screen:
but if you need a key i have one in my guid
just go to the aes section
may not be there forever for legal reasons but its there now
Cheers!
o7 good cracking stalker
https://www.nexusmods.com/stalker2heartofchornobyl/mods/219?tab=files
This mod has the key in files
Grab it before it gets deleted
hi gents, apologies. anyone have an idea what variable could cause this. or is this normal ?
anyone tried fast travel mod ?
someone is working on one
I wish someone could work on gun inspection animation as well 😔
pretty geunus to, spawning an invisible guide
think i saw someone trying to do that too
but dont think they were getting it
Nevermind no idea what that is
like the one that make syou look at you rknife
etc
when you dont move for a minute
you know when you are standing doing nothing and you charictor starts fiddling arround
my keybored is all fucked and my dyslexia is a 1000 rn i look like an idot in chat

I looked at how for example reload animation is being performed, there are keybinds and what it does in input section and in gun animations there are multiple animations for specific guns, but couldn't find what decides which animation to play
is this to do with lumen by any chance ?
anyone got the new fast travel mod working?
Black border instead of sea? Looks like SSR not working properly
yes it's black
Does anyone know the variable to increase deadbodies showing up on the compass?
mhmm, SSR you say, i'll have a look if anything related to that is in my engine.ini
It is Screen Space Reflections, to me it looks like there are faults in implementation of it
just responded to you earlier
so normal or what
yee but not yet
Depending on what you mean by normal, devs need to fix it
check your dm quickly Dec, i don't see anything related to SSR
what do u mean working on one, it is on nexusmod already
ohh shit its out 😮
Is there some mod causing crash when you open backpack?
yes but it doesnt work xD
did all as per instruction and nothing happens in game, thats why I asked about it
ill have to look nice
Yea it works.
Press z
nothing happens, neither for me neither for my friends
Click on a marker on the map then press z or create a marker and then press z.
I am presuming that you followed the instructions.
ohh shit
To be clear, you should be dragging the stalker exe onto the AES exe. Like, directly onto the filename of the AES exe in the folder.
foudn the problem
i woud fiddle with it but dont feel like messing with uefss stuff
is anyone making the skill mod we had in gamma?
also what kind of scopes goes on the AS Val with the rail? holo doesnt
@rain finch speaking of the granade mod fix, you mention NPC ranks, but where are these ranks? is it a mod?
do we have mod that unlocks deluxe/ultimate edition loots
It's not a mod, you get what I mean
if we do i would love to play my og save again 
🤔
can we use vortex to install these mods or no?
i still have the 1.0 installs with all dlc if you need files
im kicking myself everyday for not spending extra 7$ and get ultimate edition instead of standard, it was way cheaper back then sigh

It's just NPCs
NPCs have ranks
always have been something in stalker
But we have no way to see it right?
no
but it seems that the grenade mod makes npcs not use grenade at all
so your game had dlcs, but now it doesnt? what about vice versa
I don't have time to play stalker 2 or even gamma
is there a way to individually customize the viewmodel FoV on weapons?
Was it anomaly or gamma that we can see their names faction and rank by looking at them?
needless to say I can't test shit right now
vice versa works if you get the dlc afer
I hope they dont become greedy when they release upgrade package
Because I really have to say some people are dressed the same armor but they are different faction is very annoying
do your work thang big dog
stalker aint going anywhere
tbh i dont even like it, its like "go here for good loot" got better armor and guns that out matched anything base gave me
i just want my save lol
Considering there is a system to play audio via the PDA (voice notes) and that they continue playing while you save the PDA, I'm sure over time someone will come with a way to import your own Radios as notes and play them individually.
why not add those dlcs back in
i dont know how
lets just say the last minute spec change got me hella worried i couldn't run the game, still cant but im having fun so i picked up the game
well thats a lie i can but its spotty in citys
it is in the game files so we need "unlocker" i guess\
like do you have the same files i do
ik the weapons are in there
like in base game
My Mod works, the throw grenades without spamming now
Edit:
But someone released your mod again as a „fix“
is that the one that was just posted to nexus
mine is preorder standard edition
seems like data regarding them are stored here
i wonder if just overwiting that with a blank fille would work
Can't wait for Stalker 2 to be subscription-based
yeah ngl the ult is pretty ptw
even the deluxe tbh
whatever one comes with the scavenger hunt
well i am still standing in front of the radio frantically switching trying to find my friend's track and still no luck, how many damn musics have they put in the game xD
hahah i like the music ive heard so far
alot of bangers
idk why pple changed it already lmao
yeah if i had a pda radio -_-
i could here it
i stay away from citys
game shits itself
i had the problem too but it seems to have been resolved with the patches and lowering my graphics
nvm i dont undertsand what this script does, it is same for preorder which i have
they prob are the same but for the diff tiers
Anyone know if its possible without actual mod support to change the point at which the Walk transitions into Run or SlowRun when using a controller/analog stick?
not the animations, the actual parameter being called. I'm working on a stamina mod but walk transitions to "Run" on an analog stick at about 2/3 distance to the edge
I can delay the animation until the the outer edge of the analog stick, but can't find a parameter for changing the actual speed/stamina drain transition in objprototype or corevariables
Are you taking into account the weight/speed variable?
maybe that's playing into it?
@rustic granite check the difference
this looks very nice, but we still dunno what variable caused it
Not sure if this would effect what I am trying to do, don't know though. I am trying to drain stamina when the analog stick is pressed forward only at the very edge. I can get the stamina to drain when the player transitions to the Run state, but the run state starts too soon. It seems I can delay the animation with SlowRunThreshold but Slow Run Threshold is not available to set stamina or speed in objprototypes
Oh sorry I misunderstood.
No thanks for the reply anyway!
?
new hotfix?
na this is from yesterday
ohh
I did just have a really fast download
there was a patch yesterday
but dunno if it was just a file i was missing or not
seems like they made some changes to win64 exe
Where can I find discussion thread about Shay's Living Zone mod?
Check your aes key
In the mod posting
so nothing in prep for major patch or anything i suppose ? just some fine tuning/cleaning up ?
seems like it yeah
it is 400kb anyway
next big patch will drop most likely the week after next week
wait what how wtf i want my game to look like that !
thats default(vanilla) look with most settings at low 
great thanks for the info 
no i mean, the non blurry looking grass and such
it is 30% sharpness with Xess Native Taa
tbf, i did see some posts on gsc discord and reddit that there is a work in progress for next big patch to be released next week friday
but idk
i hope so
yeah would be nice
I still find armor repair costs too much
and to my knowledge it would be more performance improvements etc and shit like that, highly doubt it would be anythign related to npc's or a-life
hence i'm running a mod
for that
it's too drastic
nvm it is TSR
It feel like instead of fine tuning a balance, GSC decided to make the game "hard" by making the economy crazy expensive for anything useful and making enemies into bullet sponge...
dang it, i played with sharpness a few times but it never looks non blurry
Here is shitty but rough evidence that Alife is doing something in the background as far as Al spawning and tracking with us not being in the around. I took that while the intro video was playing
not being arund in the area*
keep in mind i was standing still ,moving makes it blurry
yeh, well my grass and vegetation is always blurry as crap even when not moving :/ and i found that to be on pretty much every modern games where older ones never have that issue
how did you capture this
Anyone figured out how to disable auto-lean? Its so dumb.
Cringe
that disables it
is it just me or are mutant hp mods not working at all even when updated
No Ive checked
then unfortunately to my knowledge, that's a no
Oh man, did this small update do something to the A-Life mods?
Been looking at the paks but i cant find any reference to auto lean
They want to publish a Roadmap in December btw
guess what i gotta wait 2+ hours for pc game pass to release a fucking 500kb update
You gotta wait some in game days before it kicks in afaik.
Just turned on debugging tool, made sure Xalifewas enabled, loaded up the debug scripts and used windows snipping tool to record that porting of the screen so yit was easier to see them move
while the truck intro was playing
shrugs I dunno im just dicking around, yall are the smart ones here haha
thats pretty "fast" for gamepass tho, for some games you wait for 1week+
it's so dumb
i mean the first patch i waited around almost 5hrs
just to get the update for pc game pass
not really sure what im supposed to look at
the yelllow dots
its pretty much just a rough show of you dont gotta be in the area for the stuff to be tracking in the back ground.. it dont mean much, but like I said, at least something
which scripts did you execute?
with XExecuteAdditionalScript console command?
or UE4SS
No I used the scripts tab in the debug tool
oh so not in the retail build, the build from 2023
so you got the debug tool to show up
Dude posted the test dll
Yes, Go into your stalker directory and youll see a win-test exe if you are on 1.0.2
yes i saw that
Its legit
but you cannot start it
You need the dll and bat file he posted
where
Goes into your root stalker directory, overwrites teh old dll and launch with bat, and then bring up console and type Xadebugtool or whatever and it comes up
Are they rendered when you are not looking at them
Not just 1.02
What can you do with the debug tools?
pretty sure you dont need the bat, it just executes the exe 😄
I spawned Alife spawns via the tool and caused a mini war to break out, Teleported across the map, There was a Alife spawn left on the alife map from where I did that, telported back and they were still there, never disappeared
Now are they gonna be "there" when you're not "there" probably not
that Would be hella cpue overheadc
Interesting, how come they disappear and dont reappear when npcs spawn automatically
Hmm ok
Because i think thats got something to do with UE spawn system I would say,, but I dont know that for afact or anything.
The thing about it is, given what I'm seeing about this current setup, I dont think we will ever see anything like the first stalker put in this engine, I just dont think there's gonna be the CPU overhead for it. I think they fucked up by making it open world instead of sectioned off like on Xray where each area could be self contained. maybe Im wrong, hopefully I am...
Anyone else got worse performance after patches?
i think in the old games they existed in other maps as well, game would track them. Someone correct me if im wrong
There's no reason distant entities can't be simulated in a simpler fashion
Well if thats the case that's kinda how its setup here then from what Im seeing. It appears the system tracks a sector and inside that sector are the npcs it tracks and when you get close the engine then "renders' what they were technically doing when you come in the area.
Again, I could be totally wrong tho lol
I`ll post a vdeo about developers tool today, I had time to touch it before a patch which brakes it.
It's working in the patch for me
has the save tab of the menu something interesting?
im trying to uncompress / deserialize the savegames
yeah like after leaving a cirtian radius they jist become little dots of data on the map you can find again when getting closer
With the patch today
wtf was this 500kb update
some changes to exe, rest are random files got removed and others added
What is it now? Im not sure I understand? you want me to check the saves tab?
thats not it, thats form yesterday
the update was 11gb
I would most def make a back up of that particular test exe and dll file because Im sure once they learn that got sent out they're gonna try and remove them.
they deleted debug build which I guess accidentally was shipped with 1.0.2

they already did it today
Wait, there was a patch JUST NOW that done that
:L
rip, it was kinda good 😪 should give us a actual build for modders
with a test map
Them fuckin assholes
think there is a test map in there
theres a bunch of test maps
Does steam update whgile the game is running?
but can u tp to them in the debug build?
can prob load it into ue
Well mine is setting at a crash screen but steam thinks im playing
Do you need me to save anything for tyall?
Doin it liveeee' lmao
Guys what is the implications of we having access to the debug build
the fuck arround tools
What is this test map people are talking about and how do I back it uop?
I don't see any pak files being changed today
the only depot update was removing the test exe
i found stuff reffering to test maps b4 but dont remember off the top of my head
they modified shiping exe as well
Test exe and PalCoreApi.dll probably
200kb
sure but maps wont be in the exe at all
I already have the 500kb patch and it loaded fine ¯_(ツ)_/¯
open inventory
Okay, good. Ive not let mine update

Its a trap XD
I just copied the Win64 directory lol
yeap you need pakchunk16 from 1.0.0 to fix inventory crash in test exe
only the pak or also ucas/utoc? could upload the pak
i would drop it here if it wasnt more then 10mb lol
I assume all 3, they're all linked
Sucks they're adding MP later, that's likely why they're removing the debug tools
they removed them because they where not supposed to be there in the first place, they just have bad QS / QC before shipping stuff
I don't mean removing the test exe, I mean stripping them from the shipping exe
They need to kill it and switch to coop instead
full chunk
its automated removal when they hit build for release
It's only automated because they enabled it

