#╟⚒stalker2™-mods-making-discussion
1 messages · Page 34 of 1
you can still call all other sorts of commands so
I've already posted a link to GD with them...
but you only uploaded test exe, which does not run without the removed DLL
Does the test build have any inventory edit tools? I'm tempted to mess around since I disabled Steam's auto-update so I still have the files
what do you mean with inventory ediit
wym inventory edit tools
if you just want to add items to inventory, you can already do that
XCreateItemInInventoryByID PrototypeID ObjUID Count Durability
fiddlenator if u find a way to make existent assets lootable let me know because i found the rest i want but no idea how to make existent assets lootable, but i think i can make new assets lootable so
Like say in the save or character tab if there are lists that allow item deletion from the stash or inventory
Damn, can't manage to find the radio song list in the files or anywhere
I plan on making a cleanup script for removing items from the stash/inventory when mods like Mutant Loot or Itemization are uninstalled once the whole save file thing is figured out so I'd guess there would be some hints in the test build
So I figured I'd ask before diving in the build lol
I'm very sad that it will use modio as modding platform
hey silly question, outside of blueprint mod loading, is there any other differences between
https://www.nexusmods.com/stalker2heartofchornobyl/mods/64 (UETools - Developer Console . Debugging)
and
https://www.nexusmods.com/stalker2heartofchornobyl/mods/304 (Simple ModLoader and Console Enabler)
why are you sad about that
was curious too i use the latter
its only thing that makes sense if you want cross platform compatible mods
he wants to gatekeep mods 😦
From what i seen in Snowrunner, you cannot download mods that change anything substantial, only new items, more money. All other mods that actually modify game files needs to be added manually
gate keepers 
irl sosugi mod
thats why external tools exist, but lets see, as long as they make things easier
home made
it's not like anyone on PC seriously modded games like fallout 4 or Skyrim using the Dev provided mod loader... Everyone did it manually or with mod manager like Vortex
They implement this to allow mods on console to an extent even tho console modding will never be what it can be on PC
IMO it creates separation between mods that you can download on PC. On bathesda games i noticed some goods mods only exists in creation others exists in nexus and they are not compatible together
idk... never had a mod for any BGS game that i couldn't find online tbh... it felt more like a gimmick on PC that bethesda gave players knowing that only console users or very inexperienced PC players would use
This night I receive information how to launch developers tool in 1.0.2 and now I`m ready to show you it!
My modpack for Stalker 2 BOSSPACK 2 - https://www.nexusmods.com/stalker2heartofchornobyl/mods/409
First mod - https://vk.com/wall-200916912_5138
Second mod - https://vk.com/wall-200916912_5153
Guide - https://www.nexusmods.com/stalker2hear...
and obviously a way for bethesda to make a profit aswell, we all remember what happened with fallout 4 creation club
Modio again... Seriously
Finally someone agreeing with my pleas
Eastern European devs should stop using that platform 
Their other option is hosting themselves which I don't think is a feasible solution for them
Will dev 1.0.5 be public 1.0.5 or they are separate version numbers
They need mod.io because mods will be on console
Separate
Everything right now is just speculation. There's no telling what they'll give access to with the SDK yet.
mod.io isn't the limiting factor here, it's whatever GSC lets us do with the SDK
since mod.io just needs to ship pak files
dont worry about it, they wont give us less access than what we can do already
I doubt that, there's references to quest tools
I mean due to the fact mods have to be on console to begin with, it's probably going to be limited in some ways
who said it HAS to be on console
GSC
no, otherwise they wouldnt allow nexus to have stalker 2 mods
Wut
huh?
Ain’t no way they left the debug tool in haha
Not mutually exclusive dude
Can you see which areas have borders but does not exist in the game
If they are TRUELY making this be feature parity between PC, XBOX S AND X than we're fucked as far as getting anything of value
It's not even competition
and that's beyond dumb
its not about competition, if they really wanted it to be such parity, they would only allow for it to be on modio
I hope not, why would pc users have to suffer from console bullshit
They can't really unallow it
btw. i did not do much in terms of story yet, but is the entire CNPP Area just , basically cut from the game
How exactly?
anomaly 2
Likely DLC
there are 0 lairs, item containers, the 2 districts have no names and contain nothing
they know damn well what people want to do with stalker 2 based on what people modded in anomaly
they have prohibited other platforms, websites from what i know
Teleportations don`t work on my side
Is that even a thing...
I think it shows on the map you showed, we could understand which areas will be DLC
yeh... make it into a functionning game with actual variety and content in it instead of a commercially accessible unbalanced mess ?
Source?
they dont want people to make mods that give ultimate edition and stuff without having it
ok is there any way to find out if my mods are compatible?
that's their own fault for shipping it in the base game files
That`s probably possible
They should have added the DLC files as separate pak chunks in their own depots
Happened with FO4 creation club items...
If you have it open, can you send screenshot of the map with orange borders
was trying to unlock it myself its in the game
so unless they don't give us the tools to add custom weapon and items, they have no way to prevent it really
just gotta figure out how the scripts work
gave up
you can easily make a mod for yourself that gives all the paid content
Maybe later, I`m going to add my mods and default files back
But I have backup
but you cant publish it
yeah cant figure it out, my save is borked without it so i just want it for me lol
@merry mountainjust reading this and i figured out how dumb i am
the way is taking the mod down in nexus(where they allow mods), and they could sue too
Yeah I noticed that, browsing through the files, it seemed like such a jank way to split the versions of the game up
there is not way iam able to figure it out ahhaa
@compact otter you had the debug build right, can you show map with orange borders
you can also spawn in the loot for yourself, without even needing to make it into a mod
yeah but the quests need to be active to launch into my save
annd just like creation club, authors will make their own version from scratch and contest it and win OR just upload it to russian based platforms where no legal action will be applied and players can just get the things
i dont even care about the weapons the quests are op as fuck
if thats what people want its bound to happen but in legal based websites, it won't
you cant stop someoen from cracking the game
same goes as making mods for dlc content
I think we shouldn't worry about it
^
There's literally no way to prevent people from gaining access, it will happen anyways in some form.
It's not worth their effort to spend that much time
i had every single creation club items in my FO4 and even got most of them from nexus, also managed to grab them on Xbox via BGS mod loader lmao.
This just prove that it would be pointless for them to try and keep us from tools because that would happen or such, even after release once oyu have weapon mods for example or full on mods, people won't rrally get much from buying deluxe edition for exampel as mods could easily compensate for that
well i have a day 0 install with all dlc if yall big brains need anything 
ill prob return to it l8ter but i give up for now
Can you please show the spawner/teleportation map
thiis ?
This one
is there a way to show the cursor without the pause menu? lol
the cursor is there, its just not on the screenshots for some reason
i just use the command for toggling the menu agaiin once or twice
Any idea what is the other 2(actually 1?) areas other than CNPP
TP just worked for me
where latest dump 
bout to find out, I just TP'd there
||Iron Forest||, whatever that is
Send photos plz
The one from CoP, damn Zaton really got butchered
Random question, maybe this has already been addressed, but I get this error. I think I can manage everything else, but I can't figure out what file I need to edit/access to change the game path
Doing it rn
I wonder if they will fuck me for uploading the debug tool
I wouldn't upload it to nexus lol
Git
Or that, it'll likely just get DMCA'd
Yea good idea
run.bat
it's just a forest with a bunch of powerlines
oof
exe and PalCoreApi.dll
Hey all, i'm trying to change the ammo type that is used by the unique weapon "Combatant" to 7.62x39 bc I have too much of that Ammo. Anyone know where to find the cfg for it specifically? I have no experience with this stuff, but I've been searching with FModel for quite a while with no luck
and the pak files or opening inventory will crash
Thankfully, you can put them in your mod folder
As long as you do this, it will override the base game chunks
ah yes, forgot about that because im on 1.0 😄
_P forces UE to load it after the other chunks as a patch file
good to know
can someone tell me in wich folder I can find the weapon audios?
I'm getting closer. I put in the path to the game, but now I get this error ****
ue5 is a clusterfuck for audio

ope yea u right
You may be able to recreate a wwise project though
is that uproject working yet
You need a build of https://github.com/narknon/UnrealEngine-CEEnd/tree/STLKR to load the uproj
i just get a 404
which means you need to build the entire Unreal Engine
great
on that link?
yea
git@github.com:narknon/UnrealEngine-CEEnd.git
Oh right, it's private
I don't remember how I got access
I think you need to be a member of the Epic Games org
because it's forked from https://github.com/EpicGames/UnrealEngine
I'll see if the stalker branch builds
If it does, anyone who wants it would have to register to be added to EG org and build it themselves though
yea makes sense
I figured something out, well, kinda cobbled together some reshades and got it working so it toggles all the hud with a button press
just did it. super easy
the hard part is building the engine lol
yea doesnt sound fun
I have most of the toolchain from a custom build of UE4, it just takes a bunch of time to compile
its already a thing tho, you can just do that using a mod and a single keypress
how hard would it be to disable lose loot completly?
I figured out how to load a custom Blueprint into the game with the Blueprint mod loader and coded a blueprint that does it without UE4SS or anything external
https://discord.com/channels/912320241713958912/1310841674737389628
Even getting rid of the little dots and interactable icons?
not possible atm
it is possible
is or not?
you mean the stuff laying around?
yes
yes, the stuff laying around
I am Serbian, English is my second
but yes, loose, i just want it gone
stashes, other things safes etc are fine
why do u want it gone so bad, u can just not pick it up
I guess that's why shader preload is important huh? 
how does it break immersion wtf
i get him tho
for it to be changed
its on a folder that has 90k cfgs
so
you can start editing it
if you want
i want to go for a random stash in a building somewhere to find meds and be happy finding them 🙂
soon man.
I think it's manually placed in scenes, so he'll have to wait for SDK
am trying to make a mod that adds tarkov-like loot, but ill still wait a bit more hotfixes while am testing some stuff
its not
i mean itst manually placed
its on a config
but it has 90k configs
What a strange approach
its not strange, it makes sense
all actors that u can tweak are in configs
includes anomalies, stashes, destructibles
pack of items
i can add new containers but i want to be able to config existent assets already
thats an itemcontainer tho
nah
its a destructible object
i tried it
and i changed the ammo crate loot to consumable
What's bugging me is that stashes and containers are bound to saves
i could add new jackets to the map and make it lootable but i want to make the jackets that are on the map lootable
how would u want it to be
To be generated on container inventory being opened. Right now if you change configs for spawn rates, they will be applied only in new game
nah
you can regen stashes with a console command
they arent bound on saves, if u die the loot is regenerated
if u restart the save the loot that u didnt open
will be different
if u dont save
I KNOW THIS DOESN"T SEEM LIKE MUCH, but fuck am I proud. I got the colim site onto the DROWNED ak where it doesn't belong... Now I'm gonna fuck wit hthe X,y settings for the site and move it to a proper spot
if u didnt like the loot on the container u can just rollback the save and open the container again and will be different
It will, but it will follow "old" rules. For example, if I set 1-3 medkits for a stash config and it was 4-8, this new rule of "1-3" will be applied only in new game
Holy shit man @shrewd rampart that migraine didn't go away from sleep and it just now went away lmao.
Time to continue working on those generators
@crimson laureloh, and what about a pak file that i alredy have for corpses and stashes etc, is it hard to lower the values?
you can regenerate stash contents using console command
only stash tho, not itemcontainer
thats easier than editing stuff u find in the world
XRegenerateItemsInStashes
For that a player has to install a console enabler, sadly
I mean, if you're making a mod, having the console will help testing
idk y the meshpath tho
For dev - yes. For players - not good
yes god, sometimes u can get stuff and use noclip
Nice i remember you having problems
You can execute console command with a mod, via script / quest.
Or if you need more complex stuff UE4SS
no idea what cluevariable and randomchances works tho, i have to try it out myself
fiddlenator do u think theres a way to map the borders of each zone
so i can make a script that automatically mods the 90k configs
based on each zone
i want each zone to have different loot chance, so in pripyat per example u might have a higher chance to get a golden rolex 😈
YEAH I BEAT THE GAME
you mean something you throw coords in and it tells you the zone iit is in?
and then scan the files for coords and sort by zone or whatever to make it easier ?
YAY
I've figured it out if anyone here cares, but for now it requires owning at least one of the DLC packages (PreOrder, Deluxe or Ultimate) :
Instead of replacing the entire UpgradePrototypes.cfg file, you can use refurl to overwrite the current ones but you can't use the same path as the original UpgradePrototypes.cfg file, thus you can use something like Stalker2\Content\GameLite\DLCGameData\PreOrder
You need to make sure to name your files correctly and to point the refurl in the to the right file like this:
SID = GunZubr_Upgrade_Body_2
Image = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/PDA/Upgrades/Weapons/SMG/Bizon/Body/Upgrade/T_BisonU_c_2.T_BisonU_c_2'
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/PDA/Upgrades/Icons/T_PDA_Upgrades_Icon_Depreciation.T_PDA_Upgrades_Icon_Depreciation'
BaseCost = 3600
Text = sid_effects_change_caliber_to_0_45_name
Hint = sid_upgrades_GunZubr_Upgrade_Body_2_description
HorizontalPosition = 1
VerticalPosition = EUpgradeVerticalPosition::Top
UpgradeTargetPart = EUpgradeTargetPartType::Body
EffectPrototypeSIDs : struct.begin
[0] = DurabilityPos20Effect
[1] = ChangeCaliber045Effect
[2] = ChangeAmmoTypesNo919Effect
[3] = ChangeAmmoTypes045Effect
struct.end
RequiredUpgradePrototypeSIDs : struct.begin
[0] = GunZubr_Upgrade_Body_1
struct.end
struct.end```
But you need to add the entire struct for "GunZubr_Upgrade_Body_2", can't just edit one part because the game basically overwrites the entire part with what you give it.
I'm trying to see if I can make a mod that will add an entirely new upgrade to the gun (without causing compatibility issues with other mods and shit), so if anyone is interested, here you go: https://github.com/herbatka/ZubrCaliberChange
no more like if its in the bondaries of the zone then it does x
yeah
what u just said
theres 5k files that manipulate packofitems (the spawned loot) in world
easy right
looks like fun
theres a bunch of destructible boxes that have no loot on the files, i want to add a low low percentage of getting valuables, but still majorily get nothing or primitives
most in faact
the wooden boxes have no loot
Looks interesting, but DLC requirment is too harsh, sadly
Correct, unfortunatly it's the only way I could get it to work 😦
i have to look at the debug map, and then probably in live view of ue4ss iif i can figure out if i can find out where it stores the points needed to calculate the area
if you can find out lmk, it would make my life so damn much easier
and if we have that, we can make a script that sorts the files by area
yeah
not sure if i have time for that today, but i will keep it in mind and try to find something
it doesnt have to be today dont worry
but am thinking of adding new packofitems places
like inside opened safes already
very low chance
You should collab with Project Itemization on that https://discord.com/channels/912320241713958912/1311729776066691142
am just studying ways atm
and what things i should add and not, will take some time
Sure, but more loot is always fun
for the moment am thinking of adding the tarkov items, maybe from arena breakout infinite too if i can somehow get the files from ABI
and with time make the meshes myself
I don't think we can add own meshes yet
FYI, there's a lot of meshes and previews for them already in game. Lighters, toys, devices, etc
i kinda hate how the drops ingame dont stack
u cant destroy items
so u have to drop them, or sell them if u can
and if u have hundreds... 10fps
yeah toys would be nice
and all type of shit ofc
everything that is already in the game is a plus
This one is questionable though
i could believe someone could do a cigarette consumable already, cus theres animations for and shit, even in a cutscene u can smoke it

but yeah atm am mostly waiting for people to find out localization conflict fixes
There's a merger
having to merge every mod is a massive L unless someone makes a automatic merger for it
theres a merger for localization?
i mean thats not a merger
my issues with mergers rn is that u cant choose the values, it just automatically chooses, from the one i looked at
Yeah, my bad
but if people can make automergers, they certainly will make localization mergers
thats the main problem for me rn
cus its a game breaker
Anybody know what causes a visual glitch like this?
It seems to happen only when looking at the sun so maybe it's my character's corneas melting
are u playing domino
I'd rather play stalker 2 but I guess I am now
I just did some engine ini tweaks to fix the shadows and installed an optimization mod...
have u tried without the negine ini
I think your GPU is dying 
without the engine tweaks it's fine
lol BUT I want to fix the dang shadows and pop in
Hi, is it possible to make an unique red dot removable so you can use it on another weapon ? (and store it in inventory)
Then enable console and turn on / off one by one each entry from ini
Ididn't know you could do that lol
I wouldn't recommend that. Personally I noticed performance drops and degradation with mods that "improve LOD's"
no
The only thing instead of "=" use space
you're locked into a match with the Monolith in Mahjong
^
XD
Or use proper optimization mods like https://www.nexusmods.com/stalker2heartofchornobyl/mods/133
Does anyone knows if its possible to modify the curves that controls your speed when walking on water?
Hi guys if anyone is using my dynamic weather mod. This coming week i will be releasing 2.0. With changes to base weather, reintroducing Foggy weather and more. Id like to get a small poll for those who have an opinion on it
what's the trend with so much ai art on nexus mods
There is no minimap mod?
This is a Skyrim game now
Ah they already made one, thanks!
Want minimap back 🥹
what would be the best key for a weapon inspection keybind?
f?
B, if it isn't occupied already
Wasn't it N?
F isnt dedicated to anything?
n is ammo i think
Dedicated pretty much for everything
Picking up items, interactions, etc.
what about G?
ah right right
I'd go for G, H, J, K row
Double-tapping might be an alternative
I don't have numpad
I’ll be posting my attachment mod later today on #1309526198833119303 . I won’t be posting it on Nexus until it’s finished and polished.
rip silly billy

screenshots?
what attachment mod
Excited!
crazy
I currently don’t have any conflicts and I hope y’all will help with testing as the mod progressed
thought u would bring eotech 😦
I’ll be learning this month how to use UE to try and bring custom attachments
I was slowly working on that too hahaha
What have you edited so far? I'm working on putting the colim on the ak drowned
and id love to test your mod 😄
hopefully there will be mods for actual attachment system
Me too, I found so weird that you couldn't use that sight on the AK74S
something gamma missed
gotta have a complete attachment system besides the upgrades
it can even use the same ui, different button
😈
That’s my end goal
I found a weird choice to lock certain attachments behind the technicians
exactly
Same!
you know a way to make certain technicians be able to add an upgrade that they can't do?
That’ll be perfect! Are you gonna do this for every gun that has a piccatiny rail?
where is this version of that scope 😦
Hopefully, yes
bring em in
Yes
which file is it
no dove tails 
Engine is still compiling so far
You have to add lines to every file that has weapon assignments
So far I’ve done everything just exclusively changes code lines.
Oh so that's what I missed.
Also, when you move the site around on the weapon, do you use the skeletal uasset file or do you do it in the generalsetupprototypes cfg?
I guess you using no shader warmup addon ? I got after few days of using it simillar glitches ) Better delete it and wait for shader compilation i guess
Removing shader compilation on boot is generally a bad idea
I use the sockets the game provides
No custom sockets.
If I use custom sockets then I can add custom sights.
gotcha
yee i do it like b4 stream so i can restart faster but put it back on after
i mean if u go by a few days without compiling shaders then of course
if u recompile it often u good
also you can just set it manualy in the ini
Yeah i just deleted this addon. Is okey for me wait this one minute you can go meanwhile make drink or toilet ))
Can somebody send newest Stalker2/Binaries/Win64/PalCoreApi.dll? I'm trying to restore gui from the dev build
r.PSOWarmup.WarmupMaterials=1
most of the time, it's not even compiling shaders, it's just checking if they changed
guys, for people that make mods with customization
https://www.youtube.com/watch?v=rr79YmimJW0
PLEASE, TAKE UR TIME TO DO FOMOD
Welcome to my comprehensive guide to creating a FOMOD installer. In this video, I cover the majority of how to create a FOMOD using the FOMOD Creation tool, initially used for Fallout 4 creations but adapted to also work with Skyrim LE and SE.
In addition to a basic installer, this video covers topics such as the recommended folder structure, p...
Yes i added it yesterday into .ini to make it work again 😄
doesn't exist no?
just set it to zero and every now and then set it to 1
it does if you saved it from the old build
Someone else is stuck at "In Search of Past Glory" quest boys ? On reddit is workaround for it but if i do this workaround my game crashing in inventory so i can't play anymore until next update (
i don't see it so i did not lol
thats the problem for me
it was removed https://steamdb.info/patchnotes/16592526/
and i really need it
didn't even know there was an update
there should be a zip with some dlls up top somewhere
search dev build
♥️
😩 we love that
if no one else has it for you i can upload to megga
already have it, thx
o7 thank god didnt want to but was gunna
Why XSetGodMode command is not working?
need mu bitrate rn
Do you think it can fix my problem ? #╟⚒stalker2™-mods-making-discussion message
If yes please upload it for me if you can )
Hm rip 😄 I guess i have to wait for next update yes
if anyone knows how to mod the audio files for weapons shooting, I can get licensed audios from envato elements (there are thousands of gun shoots audio)
there may be some comands you can use to fix whatever is happening or go to a save that works
Use this link to download the last Zentools update then extract the exe indside a folder > open command prompt.
https://github.com/LongerWarrior/ZenTools
Zentoolsfolder>"Zentools.exe" ExtractPackages "Pak_location_folder" "output_folder" -AES="yourAESkey" -ZenPackageVersion=Initial
Here is my command : D:\Stalker2_modding\Extraction Paks\Zentools>"D:\Stalker2_modding\Extraction Paks\Zentools\ZenTools.exe" ExtractPackages "D:\SteamLibrary\steamapps\common\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks" "E:\Stalker2ExtractedPaks\Zentools_Extract" -AES="yourAESkey" -ZenPackageVersion=Initial
Ill be hanging out in the vc while a work on the mod. https://discord.com/channels/912320241713958912/912320242301149218
Basically my problem was this in main story : https://www.reddit.com/r/stalker/comments/1gz52nl/stalker_2_in_search_of_past_glory_workaround/?sort=new
But yeah after i did that my inventory just crashing unforunately )
ohh yee deff go to a pree, "fix" save
Yeah atleast i will be able do some side missions until update )
Ty, I did got get it solved earlier, main thing was the last line with version=initial
Sadly zentools did not have what I was looking for, which was material import into unreal engine 5 for my mod which is supposed to make their performance better
i mainly wander and do side stuff while gsc get their shit together x)
gotta restart the game tho -_-
Currently I will need to remake every single material inside stalker 2 along with their parent material to work on the mod 😦
You'll probably need to use the stalker uproj for that sort of stuff
👍
Wdym, is there a way to do edit files instead unreal engine 5
acutaly imma put it in my guide channel too
https://github.com/narknon/Stalker2UProj but you need to build the custom version of UE5
Ohhhhh
I've never built a program before, atleast the ones from git hub, how large does the file size become?
The engine is like 50GB
My build is still running, it's been going for almost 2hrs so far
Oh damn
So once it's built you can just drop project inside it with same structure as any ue project, and then everything should work right?
For the most part, yes
I've checked one of the links inside github, it says required but the page gives 404 error
https://www.youtube.com/watch?v=6unVb5gNBtM
Uncooking would be a dream, but I'm not sure it works with 5.1. 
Hello everyone,
Today I am sharing a video tutorial, as requested. In this video I show you from A to Z how to uncook an asset that was cooked in engine version 4.22 (the game is Trials of Mana). I then export the uncooked asset in UE5 as an exemple (but it could be any other engine version).
Note : I didn't try a lot of stuff, but I assume i...
Is there a new link
You need to me a member of Epic Games org
Do you guys know from which file can I extract "WeaponGeneralSetupPrototypes" ?
hello, any ideas on how to change the content of stashes?
Ah. Is it as simple as creating a github account and joining that organization
usualy you can do that stuff for free, i have a dev acc for nvida so i can use photoshop plugins
You link your GH account to your EG account
Ohh
Just found out that paks load priority are mostly affected by the number after '_' and before '_P.pak' in pak's name. So if you have two paks with names such as z_mod1_100_P.pak and zzz_mod2_99_P.pak, mod1 will be loaded last.
good to know
UE loads files in lexicographic order, yes
Which today update?
When trying to load a save?
I get it after playing a bit on my last save from yesterday
There was a small update today
1.0.2?
after 1.0.2
They made no announcement
They did not
Weird, I am crashing way less now but it did break some of my mods that I were testing just fine yesterday and I get that same crash when trying to load any save
I'm doing a new playthrough to see
New Game is fine
WIP faction identification mod
see faction icon lower-middle-left
brooooo
thats dope and it looks clean and matches s2
can finaly get rid of my crosshair
missed that from gamma, I have no clue who I must shoot in S2
Yeah
Give me BINOS GSC.
It's not 100% done yet; it doesn't work on unique characters
But I may just upload it as is for now because I'm gonna take a break. This sucked to do without the SDK lol
does require a modloader as its a blueprint mod
We have a modloader?
Simple Modloader on nexus
oh cool
turns off auto update
Just backup the Win64 folder lol

can't even find a way to fix that either, it seems hard-coded
The way I went about it is hot garbage though to be entirely honest
But you didnt even need to use UE4SS. Thats already really good
It used another mod loader that injects in the same way as UE4SS
ah yes im reading that now
that's still a huge step imo
I don't see the need for the other loader, unless someone tried UE4SS and it didn't work
like, thats really good, if only there was a way to make it read the npc name, then we'd really have the same thing from Gamma
its all about taking the steps. Its all up hill from here on. Congrats
UE4SS is unstable for s2 last i checked
I've been using it since day one with no issues
Do you guys know from which file can I extract "WeaponGeneralSetupPrototypes" ?
You can search files in FModel
damn wrong quote
What is this? I'm pretty new in modding
Thanks bud
I mostly use Simple Modloader when just playing because it feels like it inits way faster
UE4SS takes a while to boostrap, but I use it for dev
it can also launch bp mods on launch, right?
yeah
The live viewer is kind of a godsend when trying to reverse engineer this stuff
can UE4SS do that? I don't remember, I have the modloader but haven't tried dev'ing a mod with it yet
Ex-military
got you
can you make "Gun_Sotnyk_ColimScope" standalone ?
that one?
Soo... is there are any particular place I can see news and announcements on what mods are going to come to stalker 2?
Imagine having an upgrade like tree, but for weapon skins that are unlocked with blueprints found in the world
I think it looks different, and it has a single dot and no zoom
I can't talk in English
I'm trying to make the holosun to replace the other generic lasers too, don't know if it's possible
it's the same, the game has no visuals for it because it's not an official attachment.
Yo, @vital coyote can may I ask a link for test exe from patch 1.0.1?
Nice progress, did you have to align them or they align perfect just with the socket?
working on my mod and watching Joov with Opera GX's pop-out feature, gotta love it
What pak files do I need to unpack to find .cfg files? Example TradePrototypes.cfg ?
Usually they just come out at Nexus
wdym
Well, I extracted pakchunk0-Windows.pak but it had no config files, just audio.
you need to use fmodel to view the pakchunk
then inside pakchunk find the config file and extract it as json
then when you are done repack it
I hate unreal engine
Need FModel, pakchunk0 then Stalker2/Content/GameLite/GameData
they are not the same hehe, I'm nitpicking but I think the Sotnyk one is cooler
Yeah, looking back X-Ray is not that bad after all 
For just packing several textures I had to install 3 tools, learn them, then install UE 5, learn it a bit too, and then wait for about 40 minutes of it packing that 1 Mb pak file
Friend, ingame they are the same. The icons are different
I got it to work, I'm just now getting it on the rail.
maybe there is a confusion, your icon showed the PAO 2X
so year there are two red dots, the PAO 2X and the Sotnyk one
Is it an unique unremovable sight? that might explain why they didn't bothered with the inventory icon
man if you find a way to make it usable on all picatinny guns you're the man
Yes, there is no icon for that scope. So it uses the PAO 2Xicon
Yep but I was thinking he said that the Sotnyk red dot was exactly the same as the PAO 2X
love what you are doing !
if you can place it on the rail, can you also move it a bit further away?
I would have to mod the bones and that is further down the road.
hmm I see, I was expecting something simple like just editing Y/X coordinate 
in an ini file
I wish!!!
@crimson laurel i cant find stuff that has the region coords, i may need to just use a image of the map, find a proper way to translate the coords and then get approximatiions that are good enough of the regions that way
this loads the T_GLOBAL_MAP_BASE.png which is 12951x12951px and then displays image coords on click , if i multiply the image coords with 62,65 i get the approximate ingame position
I just hate how devs place red dots where rear sights are supposed to be, it looks better and more realistic when it's further away
they nailed it for the SOFMOD variant tho (I know that's just autism no one cares where the red dot is attached)
Anyone know where the map stuff is in the pak files? I want to increase the number of map markers i can place.
sadly the SOFMOD sucks ass in vanilla
Good news!!!
I moved the regular coli position.
HOLY
it's even better with the cobra, I have no clue why they chose the LCO as the main red dot
that's so sexy 
does anyone even know what skif looks like lmao
can see him at the end of the game iirc
Okay needing some help, I'm currently working on adding sites to guns that you can't (drowned AK is first right here) As you can see in the bottom left, I have a site sitting on the x4 spot.
Now my issue is, when I go to try and copy this mod, and change it, it doesn't work anymore. Why would my changes not stay in my other mod trying to replicate it?
so were playing a character that we don't even know what he looks like , hm just like master chief
at least in old Stalkers we could see our outfit in the inventory
we can see our outfit in stalker 2 its just clothes tho
brb in in ten minutes though, ill check replies 😄
can someone make a knife/weapon inspect button mod
there are def ones with an animation
at least for them
also idk if anyone knows this but Skif in the beginning of the game has a unique outfit
john stalker
ccon 117
2 people already plan to make a mod like that when official mod tools come out
I don't even remember, the game was so fucking long I almost forgot the beginning and why I'm in the zone
How?, he says it in almost every cinematic.
im working on that right now but its very difficult without modding tools
"I'm trying to get pay back for my home"
im trying my hand at UE4SS but i havent used it before so im relying on my coding skills lol
I don't even remember any home, do we see it at the beginning of the game or just at the end ?
like bro its just an apartment, you can get compensation for another apartment
literally as soon as you press play and get through the long loading screen it shows skif running to his kitchen

I don't even remember lmao
I got more news for you, I think I found a few good AR15 models that could be added to stalker 2 when that thing comes out
damn u good son, doesnt need to be 100% accurate tho just crude way of delimiting zones is fine
hell yeah let me see
I don't have em rn, but I did pin point one good one, MW2019
Can we use assets from Fab in mods, BTW?
Actually doesn't the newer MWs share the same models
who tf knows a lot of people do it
depends
it all depends on the seller
is doing mods personal or commercial work?
The license is same for every asset, no?
no
no def not
just contact the seller easy
lmao if you read the discription it'll let you know what the perms are
u need to read each person way,
sometimes u can use for whatever but u have to credit them
sometimes can be uncredited, sometimes no commercial work
does anybody know of a mod that makes the viewmodel of the firearms farther away? i feel like the guns are just all up in my face
i wish a mod will come that makes u change the viewmodel like in cs2 😏
yep viewmodel fov would be nice
working on this possibility.
yeah i feel like its needed for the scorpion type rifle
it's worse with bullpup
@craggy heart ran into an issue with your mod manager, should i create an issue or dm you? 🙂
bad company 2 PTSD
dude is just doing god's work quietly 
btw if you release the mod or a tutorial ping the heck out of me
I'll post the mod later today with just the AR416. I'll keep updating it as I go

youre the best
I will try to do the same for the G36, I don't use it, literally unplayable
get this man a modder role
i wish the a life extended dude would listen to his feedback and stop adding the dumbass stealth mod to his a life
Use Shays Living Zone, no stealth mods
for modders, dont forget about "How to make FOMOD installers for your mods: https://wiki.nexusmods.com/index.php/How_to_create_mod_installers" this is really necessary if you are making multiple versions! please its a QOL for mods
shay's has tons of issues with every update, im good
documentate your mods as much as you can!
Hmm, I've been using the looters editon, seems fine.
So anyone able to make a mod the increases the number of map markers we can place? There is a base game limit of 10 right now.
i think gsc mentioned about increasing it
I would try and do it but am clueless on how to do things X.X
does the game have picture in picture for scopes ? I think I saw this in a trailer
not sure tbh
no, otherwise the performance would be even worse, 10fps down sights
what is he modding
true 
is anyone working on the skill mod from anomaly?
no mod that involves scripts in the game is being worked on (as far as i know)
Hey all, sorry if its been asked already, but can anyone point me in the direction of the unique AK Combatant cfg files? I'm rooting around through Fmodel and haven't found anything yet
why not? whats the issue
no sdk = dogshit to see if things are working as it should
ok
a lot of guess work
did they say anything about when releasing the SDK>?
no, but i would say after the hotfixes
they certainly dont want to work on a sdk update every time a hotfix comes out
and i wouldnt want either, waste of time
two months maybe
especially on the engine side
there are various issues on the rendering pipeline of the game
sorry to disturb again, does that mean you could theoretically move the laser devices too ? 
for example some items are not being rendered/spawning
i would say they are going to update the game every week or so
and they spawn moments later
mayhaps
until the updates are like 1 month apart its not worth releasing the sdk
delete the laser devices pls
they look terrible
but keep the upgrade
i made a mod for that
this creates areas and displays the points used to create the area, right now in image coords.
Now i need to convert to ingame location & make an export to file for the areas in some format that is easy to use in another script.
Probably json or whatever.
Then that script can go trough the files in Stalker2\Content\GameLite\GameData\SpawnActorPrototypes\WorldMap_WP and as far as i can see, each contains one spawn. It then gets the X Y Z Location and looks in the regions.json in which region it is and then moves that file in a folder with the name of the region for example.
yeah but the attachment is still there
yeah, but that doesnt annoy me nearly as much as the damn laser itself
ty king
this one looks good 👀
just realized the cable and pressure pad are probably part of the model so if we put it on another gun it would look bad 
ty so much for helping out man
probably floating
There a mod that fixes the AS Lavina scope mount yet?
what's wrong with it?
Do you guys know why it's greyed out ? (FModel)
Hey modders, I have a quick question. Anyone thats modded the older games would you say its easier/harder/about the same to mod this game
it doesnt take any sights even with the scope mount upgrade (Besides a pso even before the upgrade)
probably encrypted or sum
yes definitely encrypted
you put in the AES key?
I guess no ? I don't really understand the tool
thanks that was it
i haven't modded the older games but the tools you need can be a bit annoying. It has everything to do with .pak files which are kind of like zips, but you can't open them yourself without the help of tools.
Does anybody know where the armor textures are located?
I've skimmed through on FModel a few times but I can't seem to find them anywhere
are you talking UI or are you talking models
Models
evening folks 👋 how goes the modding? has anyone been able to find the game's map texture?
you know, I thought it'd be easy to look for, I actually don't see it lmao
I know right?
I'm completely stumped lmao
I've been searching through all the textures for a while and I don't recall seeing the map anywhere
I found two textures called "zone_map" in props/unique/textures that I thought might be them, but it's not them 
you know whats hilarious is that the backpack textures are literaly so easy to find
Aw man 😦 are those the ones with the orange lines / place names? they're the best I was able to find
Nah
Just two random zone maps that look like some sort of recon/intel maps on a table or whiteboard somewhere

these are highkey annoying to find, but here is the abbreviations
Stalker2/Content/_STALKER2/SkeletalMeshes/characters
there's a world map on nexus mods but the guy just stuck together a load of screenshots. impressive effort, but still crazy the file, if one exists, still hasn't been found
Stalker2/Content/_STALKER2/SkeletalMeshes/characters
in characters, there is _fac _han _uni (face, hand, uniform?? idk)
the folders under are abbreviations of factions, bandits, dolg (duty), mercs, military, monolith, scientists, sel??, stalkers, svoboda (freedom), tec??, ward
Damn, good looking out
I'll have a look through them
Who would have thought textures would be in a folder for meshes?? lmao
guys what version of UE5 is stalker 2?
5.1
if you find the map there somehow I'll give ya a big ole kiss 😛
i had to look back at another mod I was trying but had to put on hold for @prime saddle
If I come across it at any point I'll let you know
wait if ur looking for the merc gear
I ported it already
a long time ago
:( it still didn't work
Do you have the AES key?
No.
you may be out of luck
if this is what i think it is, it's a blueprint
I LOVE YOU
where do I find the gear and the weapons 😭
Textures?
nah i need models
i need a model too
Hmm
I'm not sure where they are
I've only been looking for textures so far
I want to find the models at some point too
I want to swap out the knife with a sausage (if I can figure out how lmao)
ctl+f "mesh"
well for that you can go into the knife.cfg or whatever and swap mesh= Knife to mesh= Sausage
pretty sure it's exactly just "Sausage"
Well, so far the Stalker2Uproj works
exciting
someone help me find where the models are kept at
@desert abyss
oh wait found em
curious to see if these scenes just look like chunks of the map - would you mind having a look at them via the uproj, @compact otter?
are those blueprints any useful
context in the msg I was replying to there
It's useful because it lets you reference stuff in blueprints
I made a mod !!... Kinda
This looks promising, can you package too?
Congrats! we just need a taller Skif now
From Narknon? already published the working version? Or is that your version
Narknon's uproj
you need to compile UE5 though
bet that takes a while
Took a couple hours
how do i get UE4SS to recognize my lua scrips in the Mods folder? The debugger doesnt show it as enabled
which mod folder? UE4SS uses a different one than game mods.
\Stalker2\Binaries\Win64\Mods
Ive tried to add:
EnableLua = true
LuaScriptsPath = Mods
to UE4SS-settings.ini under general with no luck
dunno, the defaults for mine load fine (followed debug/developer setup)
did you create a folder for your lua or are they just in the Root Mods folder
did you add it to mods.txt?
hold on let me try that
oh I just meant that I installed ue4ss and that's all I really needed
is there an api description somewhere i.e. what can we do/access within lua scripts?
basiically every function in the game
Use the Live View to get an idea what classes and objects exists, what properties they have, what methods with what parameters they have etc
what tool am i supposed to use to edit pak file values?
sweet. very useful
i wanna change the mutant health values in maklanes better zone
interesting, will have a look tomorrow! its late or early depending on your POV
im off to bed
very late, i need to get up again in 5 hours 😅
lets go then 
5.1.1
what
I attempted to compile the source yesterday but kept getting errors. UE4Editor.exe built but when i tried to open it I got
Fatal error: [File:E:\UnrealEngine-CEEnd\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 1130] Unable to read module manifest from '../../../Engine/Binaries/Win64/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime
I have just installed VS 2019 and followed the both docs, hopefully I will have some luck now 
Did you build the C++ project?
what
what is it
has anyone figured out how to bound the number of copies the psy-dog can make
i built Stalker2Uproj but it wont package
the fact that it's currently infinite is a bad joke
This is building the modified engine which is required for that stalker project https://github.com/narknon/UnrealEngine-CEEnd/tree/STLKR I'm not sure if I have some dependency issue or what, but retrying with VS 2019 now.
Yes, I built it with VS2022
But you also need to build the C++ project in the uproject repository as well
Anything interesting in the project files? I’ve been digging around there’s so much to look through
Ahh, I'll try that, thanks 😛
Anyone found where to increase the map marker limit from lousy 10?
There wont be anything interesting. It's just stubbed out so you can reference things in blueprints
How do I export the highest quality version of a model? When I use FModel to export I only get the LOD low-quality models
i want mule work in this
i know one yall mfers workin on a manual reload mod, who is it
Wishing for someone to figure out the encyption/decryption method for .sav files so I can clear my death counter 
id rather have a death counter in a stats page, i mean there’s achievements for headshoting 100 times and stuff so a stat page should be possible
that too, although deaths shouldnt carry over from your other slots/campaigns
awesome, I've made tons of progress on attachments

@compact otter I got it working 
Oh, you're back to trying to get it to work?
What GAMMA addon uses Bone ID's and bone positions in it's scripts?
Flashlight Customizer https://www.nexusmods.com/stalker2heartofchornobyl/mods/221
@empty helm These are all the ones I got to work.
@spark plinth Have you tried doing anything with the normal collim sight for the m4?
Nope
Not worth wasting time
What do you mean?
the collim that is attachable to some smgs, the one that is on the sofmod, have you tried using the non-unique one on the m4?
This one?
yee
the sight picture is wonky, I don't know if that is something that you have been able to figure out how to edit?
what about that sight picture tho? 👀 @spark plinth
working on it
Best I can do for now without editing further files I will get to better sights pictures later.
@spark plinth That is where I got too as well, works well with the variation of the sight you can find on the sofmod unique
I don't know how to do that. I'm here trying to mod the core files.
I can’t wait to get my hands on that mod!
which one?
Yours.
ah, trying my best here
It seems to be going well.
Does anyone know what the ukrainian/development name for the spark faction is
Found spark I believe
They're shuffled under the sci label with the other ones
Time to clearskyify
I've seen them use stuff from /dol as well
dol and sci meshes from what I've seen
dol == duty
It goes to show how lesser important the other factions are to this game that they have so few assets
It's pretty much ward, spark, and mono are the main characters
I'll have to catalogue all the spark armor diffuses
If you post that somewhere lmk !
@cyan stirrupDid you have the same idea?
I'll start cataloguing the diffuses somewhere later and post it here
That's it for the AR416
does anyone happen to know what the last update from this morning changed?
Devkit removed
That sounds bad
i dont unfortunatly but it is up in the chat somewhere
is it possible to make mod that will show effect of energy drink or meds that you used?
like some timer or something
super needed ^
Hey I got my UE5 project packaged but I am missing .uasset, and .uexp and i am not sure why any help would be hot
You're amazing thank you!
Don't know if this is the right place to ask this but I want to get into modding this game but not sure where to start. What tools are a must that I should look into?
has most of what you need in the begining 🙂 https://discord.com/channels/912320241713958912/1312154196383895702
will be adding more to it soon
Thanks! 🙂
ayy nw just after you surpass me with your chad ass modding skills lmk if there are anythings i should add
first time booting FModel "installer". can someone tell me what folder to direct it to?
i only ghet Fortnite and valorant options and stalker is nowhere in the dropdowns
anyone working on "PIP" scops?
all the scopes are 3d?
yeah setting up fmodle cnfused the shit out of me to with that fortnight shit x) peep this has pictures https://discord.com/channels/912320241713958912/1312154196383895702
thanks ill look. very hard to figure out how to mod these non pak files. sometimes it feels the info is being .... HIDDEN 😄
yeah i have how to pack and unpack .pak on there but im still not sure on uces and the other one for texture stuff
i was guessing Fmodel was an app that unpaks the whole game
very nice
shift click and ctrl click like others, will load your mods too tho
after ctrl shif f to find. can also see textures and meshes if you double click
ill check your bible now and be back most likely
o7
lol discord still have no "back" button
ok prob was i was trying to use FModel on a not so legit form of the game. it works on my legit steam version
nahh worked on both legle and notso legal for me x)
must be "where its from" lol ik installs could be diff
i just didnt want to mess with the good files. my net is about is slow is it comes and downloading is a bear
ill try again later. something changed in the installer. this last time gave me stalker options. kinda strange cuz i tried is like 20 times b4
and the intaller crashed every time b4 too
will bookmark your tut for sure. thanks a lot
is there a way to noclip with UE4SS installed?
After reexporting this 3 times it now inexplicably works even though I changed nothing. Unreal Engine man...
What did you do?
Just texture edits, combining the monolith tan handguard with the base gun, next I might make the stock and grip green and maybe change the logos
I’ll be adding new attachments later on. Might hit you up to learn how to get textures working.
Someone has an idea which .cfg triggers the NPC voicelines during a fight?
Especially the "I am hiding over here" .... :p
i like the way you think xD that shits so cheesy
Anything new with modding?
Ehh, nothing crazy yet.
That’s what you meant. Give it a bit of time. And hope the devs don’t do anything too crazy to break our mods.

In near future can we get EFT type Healing System in STALKER 2 ??
dudes working on making the scopes compatable with more guns that shits pretty dope
That’s about the only thing, not a enough for me to boot up tho
Get what now? That’s nice and all but the coding on that is going to be insane.
fast travel mod, mutant loot, faction identification are some more cool projects off the top of my head
Mainly waiting for things like the mosin
I’m looking forward A-life mods to be successful.
^
Or a UGP coming to stalker 2 like magzines and stuf
that to need to try shays only tested for a bit my didnt have a preformance hit at all
and my cpu sucks ass
update broke it or something wasnt to sure at the time so i just pulled it gotta see if they updated
man i miss all the info on factions, artifacts, people in pda as in previous games

