#╟⚒stalker2™-mods-making-discussion
1 messages · Page 36 of 1
I checked some meshes, there were no glowing bit
Figured I’d ask here too. When merging localization manually does it matter the order in which it the added files are put in at the end of the English lines? I’m planning on tackling a DB automerging + throwing into vanilla DB tool
Like say merging content mods like mutant loot and itemization localizations if it matters which comes first in the merge process
thanks
I'm looking for the G36 drum mag, where did you find it ? You used a command or it can be found in game ?
It can be found in game in NPcs
if you want to spawn it:
XCreateItemInInventoryByID GunGP37_MagLarge 0 1 1
was there a mod for faster shader compiling?
faster? no removing? yes
if you put this in your engine ini you can skip it, but i recomend letting it run every now and then by changing the 0 to a 1
r.PSOWarmup.WarmupMaterials=0```
i dont skip it
helps alot when needing to restart constently but faster no
i'm seeking traductors for my next mod i will release tomorow (i already have english , french and probably RU).
If someone can do his own language DM me please, thanks a lot.
what do you need a 🚜 for? 😛
tractor translators, dont matter x)
Yo I hope someone does more voice lines, I'd love to try my hand at some
Or some dog sounds, I have 3 huskies WHO LOVE to howl.
cover me im hiding!
"There I was, down x18, low on ammo, dick in han" - someone cuts in "you've never even been to one of those fuckin labs you liar"
Complete English overhaul that replaces the VAs with ones with Slavic accents lol
why is jump not an EActionType? o.O
and more importantly, how can i trigger an EActionType
EActionType.Trigger() 
do you already made a UHT & CXX Header Dump?
with ue4ss
am i moving the 2x and 4x closer on all AR416 rails?
https://discord.com/channels/912320241713958912/1313285567009656842 need feedback and testing 🙂 hope you will all enjoy it
OMFG YES THANK YOU
@spark plinth I think that the 2x being on that closer position is a bit too close, makes it too big on the screen
lol falling is one but jumping isnt wut
your're the first to say that, everyone else is asking for closer.
its super weird

streaming in vc working on the mod
https://discord.com/channels/912320241713958912/1030235336216940704
@spark plinth oh, I mean, I played with it on that closer position, its just kind of huge lol but I guess thats a personal preference
we would need to find the method/s that accept it as parameter
it is, it takes a lot of real-estate on the screen but for some that is more "realistic"
yeah searching my ass of right now, only found the other way so far
to get notified on consumable use
that is true
by hooking into some callback that happens when they are used i guess
sadly "consume" is used quite often in our line of work
UItemUsageComponent has ConsumeRequiredItems() 
Function /Script/Stalker2.InventoryNew:OnUseItemHoldTriggered
Not sure what you mean by asking how to trigger an enum
i want to trigger an action, the enum just holds all actions
you obviously dont trigger the enum, the action it is lol
Function /Script/Stalker2.EjectedMagazine:OnHit
wut, when does this trigger, on magazin hitting the ground or what 😅
when i throw the empty mag at you
unreal event
yeah they collide like 900 times per second with the environment and cause hell of a raucous
only way to know is through collision flags
isn't there a collision debug in the test build? or maybe showdebug might suffice, don't remember
Eh, doesn't hold an action for jumping :p
i dont actually wanna jump, im just confused why jump is not in there 😄
he never drops mags btw
Working on the mod here due to some not having access to the other vcs
https://discord.com/channels/912320241713958912/1007675356272148581
whos he?
skiff obviously
o.O i have seen tons of my mags roll around the ground
my default ak , pistol and viper mags never get droppen somehow
ak mags definitely drop
maybe this is settings based or sth?
maybe, i cant get him to drop any mag, regardless of what i do
yeah never for me
he just puts it away and has a new one with ammo in it
maybe this is not a thing in 1.0 😅
im on middle difficulty
would be cool to have a modder role you can get acces to a mod making vc so no cancer just learning shit
this is more for like doors and shit to check if you have the key and remove it etc.
i would not use installation support vc for that 
What’s your effects quality at the mag could be a physics particle?
ultra, everything at max
Oh the fact you can't edit CoreVariables, ObjPrototypes and AISettings files like you can the files in folders is infuriating
/Script/Stalker2.InventoryNew:UIInventoryItemAction 🤔
Does anyone know the quest id for Deceive the Deceiver? It’s bugged out and I want to just end it so I can drop the quest marked PDA. Also is there a way to unmark items as quest items?
back to main guide
Sorce CODYT on Nexus
https://www.nexusmods.com/stalker2heartofchornobyl/mods/155
E01_MQ01 "There and Back Again"
E02_MQ01 "A Tough Awakening"
E02_MQ02_C01 "Invisible Nets"
E02_MQ02_C03 "Piece of Cake"
E02_MQ02 "A Needle in a Haystack...
I looked through that list and did not see that quest listed. Is there a way to output the quest ids via a console command?
hmm
anyone able to tell me how to make music mods work? Either I download one or make one it doesnt seem to work at all. I made a simple one to replace the main music and the song i put in with the id of the main song just gets replaced with the og one as soon as I fire the game up.
uhhh i triggered an inventory sort
one small step for me
and a small step for everyone else too
inventory deff needs tlc
How did you trigger it?
local inventory = FindFirstOf("InventoryNew")
inventory:UIInventorySort()
with lua in UE4SS
now how would one get all the items currently in the inventory 🤔
have you messed with the bp mod loader thing? i was told its can do similar things to how the ue4ss works but less intrusive
i have 0 unreal engine experience so im sticking too lua right now, but im sure what is learned here can later be used there
simple comand mod add "/Game/Mods/HUDToggle_P/HUDToggle_P.HUDToggle_P_C" and it loads your stuff
heheh yeah i havent made anything with it but the flashlight mod and faction identification works with it
and for sure just figured i would tell ya about it
feel like pple with biger brians then i can do some cool stuff with it
@cyan stirrup needs to give us a leason in how to use the blueprint stuff
whats tlc
"tender love and care" like saying it needs work
meh all i think it needs is the buttons like in gamma
ah and organization sections
yeah the sorting tabs in anomaly are usfull
would be fun if someone made rig-backpack like in tarkov
alternative gameplays
fun to change stuff out sometimes
yeah for sure
not to make it standards, just to change it out when u looking for something different
ohh yeah, my modpack for anomaly is pretty vanilla. and when i feel like switching things up i just have diffrent modules i can turn on
not sure if its going to happen but am surprised nobody doing/did the redux magazines already
one for tacticool guns with mags, one for winter, rogelike ect
lots of things that go inot that
models animations, hud stuff, stocking the stores, matching things to the guns
models? for what tho
mags
they already exist
its there when you unload but its not an item you can pick up
either way its alot and we dont have tools
idk i think if someone wanted to do it they could do it already
doesnt need animations, models are already there, hud is already there, stocking the stores aint that hard, the only problems is the BP, which ion know much about tbh
what u think i been doing 😦
cant get the inventory to give me its damn items
hell yeah man 🙂 lots of stuff tho, been taking it one step at a time. something cool tho a game that is on the same engine and has all the rig and inventory and tarcov gameplay can be hacked into the same way you do with s2
arena breakout infinite is in 4.26
i dint know what im looking at but was able to get into grayzone warfare and was gunna look at incursion red river
i pulled grayzone into fmodle
grayzone still looks like shit imo, hopefully with dev it gets good
negative, all birds are currently dispatched
grayzone hud gives website vibes
ue4ss works with 4.12 To 5.3 breakout is Unreal Engine 4.26 it should work but i would be verry cairfull with anticheat
is it on steam yet?
nah
ill install it and try if it was :/
im not puting any tencent launchers on my pc lol
should maybe come this month or something
they said they would actually launch the game before the end of the year
you have it installed rn?
yah
one sec
find this folder but in arena
should be the same filepath binaries win64
send a screen shot
Is there a mod organizer for stalker 2?
vortex
hold up
tbb didnt find nun
Install a portable instance of Mo2
Download that .py file and place it in \modorganizer2\plugins\basic_games\games
hmm can you show me the game folder
win64?
chinesegameorwhateveritscalled-Win64-Shipping.exe you wold be what your looking for
where that is
one of these one should "launch" without anti cheat but the game wont actually start you will only see a splash or something \
maybee
The reason why I am asking is because there's one on nexus
would be easier if i just had the game
yeah saw that hope he didnt rip rages thing
looks like it should work tho
I'll try the one on nexus
same file path same file
Got it
none allow you bc u need to launch it through the launcher
now i need to crack it
How to add new items to spawn in destructible stashes such as med boxes etc.?
Once I add new structs in, for example, DestructibleStash_Food_Experienced with new items, game 100% get crash on start saying that my ItemGeneratorPrototypes.cfg is fucked.
How to avoid it? Does anybody know?
You dont need a mod organizer for Stalker 2 because most arent actually mods. They are just config edits. I would highly suggest just merging everything into one file or make your own with everything you want
^ agree
are u structing it right
Yep
I double checked struct.end's
Seems like amount of items is just hard coded, lol
I tried to replace sausages etc. with new items - it's working
Trying to add new - fuck me
Tried to add just in the same struct, tried to add new groups of structs with items inside - still nothing
i mean if mutant generator works then it has to work
havent really messed with generators yet i think
item generators tht is
Maybe if you create new entry it's working just fine, but if you edit existed one, game doesn't like it
Idk
im giving up on lua for now, everything is fucking userdata and you cant do shit with it
its basically raw memory as far as i can tell
oof
headers say its float CellSize and lua says userdata and shrugs
BandageHealing2 : struct.begin {refurl=EffectPrototypes.cfg;refkey=BandageHealing2}
ValueMin = 0
ValueMax = 0
struct.end
this isnt working either 
not sure what you mean, there are mods that change CoreVariables / ObjPrototypes.
CoreVariables was basically the first mod.. day night cycle and stamina cost changes.
there is a way to change values in custom files that will not cause conflicts
ObjPrototypes very similar. stam cost changes.
but its not working with every file
oh do you mean like dynamic via lua?
this works just fine for example: https://www.nexusmods.com/stalker2heartofchornobyl/mods/514?tab=files
but if i try the same thing with the bandages i just posted it isnt working
ah you're talking about adding struct references to add additional params.
well in general changes structs, but without having to override the entire file
more like a little patch
also this is a good way to 'hide' your changes and then result in the same problem just expressed differently and have it so people don't know wtf mod is modifying things.
it''s a super great way to end up with mods that conflict without explicitly understanding why
well instead of having problems with the same config it will happen when 2 mods adjust the same struct
which is way way less likely
for real tho
thought the gun was just ass or the hits werent registering
yall ever shoot through a light bush and find out it is a titanium wall that only the enemy can shoot through?
i hate it when they are above you and can shoot thru metal plates on a fence
super annoying
Anyone aware of a way to get one of each weapon without typing in every consel command?
Hello everyone. Please tell me where the textures and inventory icons for the armor are located. In which archive? I can't find it. Thank you.
Stalker 2
anyone cooking up a Diamond Exosuit reskin? love this thing but hate the monolith colors lmao
I plan to change the colors of "Spark", but there is a problem with the archive, I did not find the armor texture.
think thats it
sadge, something about wearing a monolith suit around everyone is just weird to me, not that its ever mattered before but yeah just would like it to be a different color and lack the knowledge myself
Thanks, I'll look there.
says its in pakcunk16-windows.utoc but you can load them all at once
not seeing all the guns here tho
I'm looking for a mutant loot mod, any feedback on a mod like this?
yee
would turn off auto updates tho
if an update brakes it you will have to wait for the mod to be updated to get into your save
Works tho?
been keeping it vanella "with some tweeks" myself but heard pple like it
same
#╟⚒stalker2™-mods-making-discussion message in case you were looking, this is for the mesh textures
What tweaks do you use?
You saved me a lot of time, thank you.
In FMODEL you can select all paks and hit 'load' to load them all at once, then go to the content tab to search for tags like armor, spark, mono and try to find the textures that way
Brooo I always get confused about the factions and shoot the wrong dudes
That's a life saver
haha nw man
and its sooooo good
not on nexus yet but the channel is linked
no hud with that.
muh mursion
Thank you man 
o7 fuck yeah stalker. i usualy update that for my stream when they ask so if i add anything it will be there lol
also made this if you wanna get deeper into modding https://discord.com/channels/912320241713958912/1312154196383895702
Does it mean ammo at the bottom won't spawn having 'Weight=0' ?
ohh thanks man! not sure the rules about self promo here i only pay atention to the s2 modding lol but all my shit is linked on my profile or there is a easter egg on all my sites that have my link tree xD
Followed ya! I will see you around 🙂
if you ever get around to it and figure out how to reskin the exos id love a simple recolor of the diamond suit 
I got help finding the Iskra armor textures, but for now I want to try retexturing the Lavina Trophy, changing the color of the tape to blue - this serves as a training exercise to understand how to do it correctly. If I can figure this out successfully, then I might be able to do something similar.
havent read through this my self yet but may be usefull for ya https://github.com/windelicato/stalker2_modding_tutorials/blob/main/Tutorials/virtual-textures/texturing.md
looks like yall are close to adding models and animations soon
anyone fix schizo yet?
Gonna cross post here: Can someone who is playing 1080p 16:9 share a screenshot of their inventory and PDA screen (Upgrades)? Looking to better understand how the UI scales on smaller screens.
for me it was ignorable for a while but its like every 5 seconds in game now so its driving me nutz lol
perhaps working as intended lol
curious on this, the changes i made in my engine.ini work when i put them in just fine. ive seen a few pages sugest similar any reason why?
sure
you can test yourself by setting to windowed mode and adjusting the view
By the time these things are figured out the sdk will be available
This is why we pay you the big bucks. Thanks! ❤️
Has anyone made a 3rd person mod yet? Surprised I haven't seen one. I know Skif's animations look dorky as hell, from seeing his shadow run like a doofus.
But still, It's like one of the first things modded into a fps lol.
Haven't seen one but im sure its around the corner. Or at least some way to view your character
are there any mods that can fix the HUD positioning on ultra wide resolutions
it seems locked to a 16:9 orientation
Thank you!!! 🫶
o7
Ultrawide is love, Ultrawide is LIFE
I just bought the 3423DWF and the zone is prettier than ever
i want one bad, i like flight stuff from time to time would be soo sick with head tracking and everything
So, anyone have an issue where FModel literally extracts the completely wrong file?
it always extracts "last" file according to load order, so if there are two mods with same file, it will extract from the last one
is there a solution for mod cfg files being cached in save files? CoreVariables.cfg got cached and I can't get the game to pull a new one
anyone think maybe the increase draw distance has to do with npcs being heard from a long way off and that causes schizo?
just a hunch because I can hear people I know are in the area but are very far away and im thinking perhaps that is the culprit
Yep 100
Wasn’t an issue prior to Alife mods ,started using ones that increased spawn distance significantly, starting hearing tree people in the distance
Someone already changed gun textures, can that person please ping me? I’m in the process of also doing that.
I need to make that EN2xScope black instead of tan.
https://i.imgur.com/GNI291K.png thats messed up gsc 
https://i.imgur.com/9hY06xU.png they had pepsi in the game at one point
. bunch of prototype leftovers in the files 
There’s a pretty detailed nods model in the game files too
GSC like to tease it seems.
Has anyone had any luck using the "XRemoveEffectFromPlayer EffectPrototypeSID" command ive got a permenant psy effect on
problem with completing the quest "The Assault on the Duga" maybe someone encountered it and solved it? I am following the storyline of the ''Varta'' faction. I reached the stage in this task where you need to gain a foothold at the checkpoint and killed all the monoliths and nothing else happens. There are a couple of buildings nearby, but they are dead ends and you can't interact with the doors, and the task progress stopped at the point where you need to gain a foothold at the checkpoint, although I have already fought off the crowds of monoliths and there is not a single hostile soul within 300 meters of me. I saved at every stage of this mission, loaded saves, went to this point 5 times from different stages but nothing changes. I watched other people's walkthroughs of this mission and everything is fine for them and the mission is updated at the point where nothing happens for me. I downloaded the mod to the console, tried to skip this stage with the command ''XEndQuest E07_MQ06'', but nothing happened, I tried the command ''XEndQuest E07_MQ05'' and friendly NPCs on the mission became hostile and they cannot be killed. What command should I enter to skip this particular stage of the mission and move on?
There is the first success, we managed to change the texture of the unique "VAL", initially it had a yellow ribbon, now it's blue)
fuck yeah man thats dope! pluss the blue dose look super good
This mod still needs to be finished, not all icons have been changed, maybe later I'll post it on the nexus or in this GAMMA discord
deff post it, you put the work in why not. i would put it on nexus most defiantly
do u think any mobility enhancing mods, like the ones that let you climb ledges or vault taller objects, could break the intended way of navigating?
Like, maybe you sequence break
hey guys - i've done a few UI mods on nexus, but am still struggling to solve the unpak and repak of .json files. have we found or recorded somewhere a solid method of doing so? uassetgui and zentools have been giving me trouble. trying to recolor stat bars and remove hint pop-ups for hold breath.
Did you get it working yet?
i played with that too and wasn't having any luck 😥
i'm but a measly graphics dude
I had to bang my head against it a couple times to get it working. The guide on the GitHub is not super great. Was planning on making a more visual guide for STALKER but I haven't gotten around it
but you did have success with jsontoasset? eventually?
Listen, it’s 2 am and if you have time I’ll get off my bed to get mine working
Just woke up, I'll get to the office and at some point I'll get to it
Lol no no it's normal human times for me, can't spent too much time with stalker mods rn
Let's talk later, I'll make sure to tag y'all's when I'm ready

https://discord.com/channels/912320241713958912/1312992178896633926. will go Brrrrrrrr after that
Could you tag me when you achieve it? thank's a lot
I would recommend just following my mod thread.
how
There the post https://discord.com/channels/912320241713958912/1312992178896633926 tick follow on top of your screen
I randomly got recommended this video and it reminded me of you modders… 
https://www.youtube.com/live/C1pjPv3WJyo?si=BXIzrpnlJ7CRTgwr
You guys do some great work. Keep it up, and thank you for it. 07
Today I'm gonna implement collision detection, UBOs for lights and the matrices, and splitscreen 🤘I run a Discord server called Realtime Rendering. It exist...
anyone willing to help me , why i get this msg when i click "first install init" on gamma ?
This is stalker 2 chat.
you lost me on #5. do we go into UE5 in explorer and make the folders or do we import the file/folders in UE5 or do we construct the files in UE5 or? i dropped the file sysytem in UE5 directory in explorer and it doesnt show up in the UI. sucks to get lost this early on 😦 btw the content folder in install directory is full of importenat folders im sure, so "empty". what? specifics.... edit, i think im on to something. THIS folder "UE_5.5\Unreal Projects\DiscordTutorial_001\Content"
is it possible to mod these left overs into the game. are there any models for the jackets ak and binos etc
Are there more such images? How did you found them?
I checked with procmon yesterday, the Engine.ini file doesn't exist by default, but the game still tries to load settings from it, so if it finds the file it just loads the config from it anyways.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/170 this in tandem with A life mods will make the tree people sound like very distant mumbling, and it fixes the issue that you hear them through walls, with this it has natural occlusion
From the day i reached garbadge i havent seen sunny weather in my game it is rainy and cloudy all the time is their any bug or the game is like that do we have any fix for this ??
Did you install Dynamic Weather mod ?
just some leftover stuff in files
Almost like that UI design more
Does anyone know if "Simple ModLoader and Console Enabler" works with Lyall's "STALKER2Tweak?"
it is like modern SoC Ui, and current one looks like modern CoP UI
how did you load it in high quality?
Tourist's Delight?
Man I wish the game had spay paints for weapons for DLC instead of getting the same camo pattern on guns and armor
M9 Blue Gem next? 
Morningggggg
cheeking their breeky
Someone make an animation so we can all slav squat
so whos gonna make a mod to disable the doors auto opening and closing?
didnt know we live with poltergeists now
"Must have been the wind"
Todd howard made his way into this game somehow
Had an idea, opened the files to find it, lost my idea and what it was about
GOD DAMNIT LMAO
uh
u mean when u sprint into a door ?
I think he means when that shit opens/closes as if a poltergeist is near
its almost as if if you sprint towards a door but stop, the gamke thinks you're still running at it
and opens/shuts it
i only notice the doors auto closing when i sprint thru them
walk up to one and walk far away from one
they auto open and close
zone is fucking w/ u in real time
i call it the gentleman anomaly
we can't import assets into game files until teh SDK is out right?
I was also wondering if I can find where their monolog/dialogue is, can I add a ton of lines for NPC's to say?
Wasn't someone wanting emissions to last longer/red sky affect? I thinmk I found a way to do that
Can you share how you got jsonasasset working 🥺
Once they are available later today. They’ll be on here to explain.
I can't wait for this class.
what is the x7 armor called in the files? I cannot find it.
the black version
XCreateItemInInventoryByID Battle_Dolg_End_Armor 0 1 1
Nvm found it 😄
[2] = DutyArmor_4_E1_NightVisionUpgrade Wait, the game does have nightvision.
Just not GOGS
wdym
I'm in the armor files of the game, there's upgrades for duty armor for nightvision
I mean, nightvision was always part of the helmet in the og games, lol
OH
I didn't know that lol, how do I see the obsolete section?
1 sec
or how do I know that's what it is
lmao
So editing the armorprototypes.cfg won't really do much then?
Can anyone tell me which Variable in which config file changes global prices?
That interview with IGN about A-Life in Stalker 2 is funny as hell
in UpgradePrototypes.cfg you also have:
ID = 546
SID = DutyArmor_4_E1_NightVisionUpgrade
Text = Night Vision
Hint = Installing NVD.
Image = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/T_xleb.T_xleb'
BaseCost = 1000
EffectPrototypeSIDs : struct.begin
[0] = DutyArmor_4_E1_NightVisionEffect
struct.end
struct.end```
So theoretically you could add the EffectPrototypeSID to another piece of armor and see if it works
But does that armor have Night vision in game? Before adding it to another armor
I haven't seen any armor, duty or otherwise, that I can actually buy and upgrade like that
Yeah but It seems to be in the game file, so wco
What if you cheat it in? Can you apply any upgrades?
yeah, worth a try
ill try a bit here shortly too an keep you posted
I'm a retired disabled vet, I got nothing but time LMAO
Is there another mention of "_NightvisionEffect" in any other file? Seeing as that kinds needs to be it's own thing to even work
in upgrade prototypes
and the actual armor upgrade files @compact furnace
There's literal meshes and NPC's with NVG gogs too
so those are in the files too
Just feels they didn't implement a lot they meant to
not to burst your bubble or anything
Yeah but for the effect of Night vision to work, we'd have to have some kind of system that allows the use
I just clocked in, c ya in 7 hours
but DutyArmor_4_E1_NightVisionEffect is NOT defined in EffectPrototypes

so it most likely will not work
That's what I meant, without the effect it'll never do anything
Damn.
But wouldn’t there have to be some post processing references to the actual NVG effect as well?
I suppose IF they had the intent on implementing, it could be there.
Since they didn't actually put it into the game, I guess that was not even started
Isn’t this endeavour then already doomed? None of the core functionalities are there and neither do we have the tools to work on whatever scraps they did leave us
Oh yeah, I was just saying i found it interesting as an upgrade in the files
Unless there's some way to write it in on a modding level that we have access to, yes.
(I missed the beginning of the conversation tho)
It's probably just left in as a visual upgrade for the NPC's armor, the Duty guys do run around with nods strapped to their heads
Did anyone check how the drunk screen effect works? Maybe that can be used as some kind of template to add a NV ?
Explains why the armor isn't available for players, which is already sad
You on to something here 
Someone removed the drunk affects with a mod, so we could easily see what they did
EffectSID = DrunknessPostProcess
RemoveOnTransition = false
struct.end```
Just thought that if that has values we could edit, maybe there's a way to have it increase brightness like the drunk increases saturation, seemingly anyway
SID = Drunkness
MaterialPath = MaterialInstanceConstant'/Game/_Stalker_2/Materials/PostProcess/Drunkenness/PPM_PostProcess_Drunkenness_Inst.PPM_PostProcess_Drunkenness_Inst'
HDRMaterialPath = MaterialInstanceConstant'/Game/_Stalker_2/Materials/PostProcess/Drunkenness/PPM_PostProcess_Drunkenness_Inst_HDR.PPM_PostProcess_Drunkenness_Inst_HDR'
Priority = 17
struct.end```
no i havent install any weather mod
@empty helm thanks for helping naming the mod. 
Moth’s Weapon System Overhaul
M.W.S.O. for short. c:
Is it worth me buying the Ultimate edition now or just wait till it’s separated?
When SDK drops, I want to make a ghost train mod as a type of psi attack. Imagine you're running down the train tracks at night, and you see a light ahead, and it grows bigger, and you start hearing the sounds of a train grow closer, until it hits you and blasts you off the track. Make it look like a glowing semi-transparent passenger train.
I also want to make it so you can use the train tracks as a way to travel across the map. Put a guy on one of those track carts like they had in the Metro games, and let you catch rides with him when he comes by. Make it so he's at certain areas during certain times of the day, and is persistent in the world.

I have so many ideas for this game. Probably gonna need a lot of help figuring it out.
All I want is a really good Alife mod and persistent quests that cycle.
I also want to make a persistent reputation and mission system with Stalkers you meet along the way.
This is the idea I had for the reputation / mission system.
UH, this would be a lot to do! Reminds me a bit on "Reputation"-Mod from Fallout
Hope you can get this done
Yeah, it's a lot. It'll be possible with the SDK, but not easy.
And I've never modded UE. All of my experience is in Creation Engine and Redengine.
I also never used UE until now ^^
Did mostly Robco-Patcher and (sure) xedit + CK and NifSkope etc.
"Stalker Universe" is new for me
Yeah, I used Nifskope, XEdit, WolvenKit, GIMP, MI Setup Builder, etc..
Hello everyone. Please someone can help me? I wanna make mod for stalker 2 but have no knowledge.
How to load uasset to UE? Change texture of some mesh?
How to add\change translations\texts?
Already get knowledge about FModel, and unrealpack but that's all... 😦
It is possible to add new meshes? with textures etc and spawn somewhere in game?
Why would you if you can just ||mod it in|| 
Didn’t we all agreed that there is a risk in that later one?
Yeah was joking (gsc dont sue me pls)
such a cool mod i found, reduce hunger and increase hunger 😈
right now all stalkers that you meet, that are in random squads, will just be deleted when you are out of range so that only makes sense after they fix alife
Welp
Now I can mod the new guns too

i would have taken the approach we figured out yesterday... 🏴☠️ but you do you 😄
theres a risk if you publish it
the 2 editions is mostly to support the devs not bc omg new items 😈
I did mostly in support
yeah you would probably recieve some very strongly worded letters
The journalist mission for the base game pre-order only gave me two stashes, Garbage and Swamp. Is this normal? I didn't get it when I first started the game because my pre-order status was broken on Steam. They enabled it when I contacted support, and the mission started when I was already halfway through the game.
nah they should be paying you for what you're doing with the game ngl
should i make a mod where u get glass shards from breaking bottles and windows 🧐
and wood from planks and shit
🤓
bruh is making minecraft
Base building In GAMMA 2?
What's the approach?
Stalker Bedwars inc
u get wood/metal in gamma and shit so
Get rare mutant materials from killing mutants and breaking down artifacts to use the materials to make endgame gear.
glass is a plus
why changing RT to True is not enabling HWRT?
hwrt is not implemented
only software rt
you are joking right 🥹 what about r.lumen.reflection.hardwareRT
i am not joking
we had this discussion here like 2 days ago
you'd have to recompile the game to add hwrt 

We examine the differences between software and hardware ray tracing in Silent Hill 2 and try to point them out. Is there a big difference? Does it matter, and is it worth it? Let's find out.
Check my Balck Myth: Wukong ray tracing comparison video: https://youtu.be/MhTAaZt51vI
OST: https://youtu.be/z6_Qju7FJEA?si=lmljKcnI3_FPjYM7
PC SETUP:
...
lumen vs hardware
here shows a 4090 lost 20fps with hardwareRT
from 90 to 70
Hi
maybe once the game is optimized enough they could add the option
i think so, i though there was one before them, but not sure anymore
Where do I find Shay's Living Zone discussion ?
thanks
youl have to search for yourself 😛
use this link and a little creativity: https://docs.google.com/document/d/1dlH18CWkIuBjdzZJbeuH0pFcji3JNdv336uHq1KsDR0/edit?usp=sharing
tbh i would take that trade off, like they are already forcing botched software RT on us that destroys game's performance, let me pick something
Is there a console command to REMOVE an aquired blueprint from the inventory ?
Hey @half willow did the whole making mods supper compatible work at the end?
I want to give it a try today

Ayoooooo?
asbestos is cancerogenous dont wear it
The X7 is now upgradeable 😄
Upgrade comparison to vanilla (minus like a +15 to psy in the file from me lol)
I did like in tutor, but can't see copied uassets in UE
Yeah I posted about it in the Upgrades mod on Nexus yesterday lol
Oh fuck LMAO
You can also replace the upgrades on the bugged SIRCA DLC suit and SSP-100 wit the Spark versions to make them upgradable
yeah it did, but i still need to figure out a way to merge the dlc provider files
Have you been messing wit htrying to add more pgrade slots?
also add Sprint naturally to exos without sprint by replacing their upgrade trees with the exos that have upgrade trees
Can someone help please?
I assume we can't do much with adding until sdk
I can help you with it if you need help later, just shoot me a dm or @ me
I explained how in this post :
.
I tried fixing the bugged stamina regen upgrade in the Zircon armor yesterday, but it gave me an error. Thats something to do wit hthe upgrade effects file.
Is there a specific reason you are making it a DLC?
If you make it a DLC, you don't have to worry about conflicts between mods
It only edits the portion of the cfg file you're making the changes to.
It's a nice system
Yes, that way all of the files are being loaded into separate folders and the config files just link back to the original config file instead of completely overwriting them
Herbata is the goat for figuring it out.
It doesn't have to be DLC for this.
From my experience it does as long as you want to append lines to the base config files like UpgradePrototypes.cfg, if you want to append lines to files not in the GameData folder directly, like for example GameData\ItemPrototypes, then you can just rip any .cfg file right into there and it will work
Seems like the upgrade EFFECTS file needs to be tweaked to add those. I havent started messing with it as I dont have an unpacked file for that lol
Are NPCs still shooting at player through walls or is that fixed?
I have been testing this for several days and updated my mod with the working system. The files don't have to be in DLC, its actually easier to keep them near their sources.
gimme
I have:
I will! Still at work
will take a look in a sec
Can't wait to be done coding at work so I can go back to coding at home
I know this is not coding, but I'm just tryna be funny
Then go checkout Dynamic Weather mod (shameless self plug)
it works even without DLCs, but not with all configs for some reason
I learned the files still need alphabetical load order when packed, idk how them being in different folders would change this. for example: my file with the mutant edits was called "MutantLoot.cfg" but wouldn't edit snorks until I named it "ZzMutantLoot.cfg"
wait, that actually makes perfect sense
UE5 loads files in alphabetical order, and the last one loaded is always treated as the most important, thus winning any conflicts
damn
I'll have to recheck this
same, might explain why the bandage thing wasnt working yesterday evening
nah turns out i already figured that out yesterday and called it ZBandageNoHealing.cfg
still doesnt work though
Guys, is it possible to exit existing textures? I cant load it to UE 5.1 ? Where can be problem?
What file do you edit for weapons and armor upgrade slots ? and whats the process for doing it ?
yes i have installed that now let's see how it goes
Is there a console command to set max framerate, so I can limit framerate while using framegen? The ingame menu limit doesn't work.
Ah, it's t.MaxFPS =
But still doesn't work.
Did anyone ever get the stash inventory menu window size increased?
theres a mod somewhere
have you set framgen to auto?
ingame settings
Enabling framegen also enables Reflex, which automatically limits fps a few fps below max refresh rate
I'm running AMD framegen
Nvm then
It won't let you limit framerate
Works well, really well actually, but that's the issue. Can't keep Gsync working with my 100Hz monitor when my FPS is hitting 120+.
Try Afterburner/Rivatuner to limit your fps then, or directly on driver level
So, I just disabled it and am running DLAA, limited my monitor refresh rate to 75Hz and can hold that. Don't need upscaling or framegen apparently.
With the STK2 - SPF mod, the game runs great now even without those enabled.
Every so often I dip into 60-70FPS range when I hit a settlement, but it only happens for a second, and then it jumps back up to 75FPS. That's good enough for me for now.
But making custom upgrades is pointless as of now, we still haven't figured out how to get the technicians to upgrade them:
You can give it a shot
If you figure it out, you'd be making a huge impact for a lot of our mods
Fr, I'm almost as excited for this tutorial as I was for release of stalker 2 
Has anyone played around with outdoor brightness. We all know how you adjust nights in gamma. Bright, slightly bright, slightly dark and dark nights. Right now outdoors are too bright. Playing around brightness and gamma settings doesnt cut it. I want to be scared as fuck at night but now its just like walking during the day its kinda meh
you want your daytimes to be nighttimes?
if you're looking for "darker" days go find a moody reshade on nexus lol
No no, i want to make nighttime great again. Like really fucking dark
might be your monitor then
turning down gamma for me makes the game pitch fucking black at nighttime
so i would check your monitor too
my monitor is fine, im playing gamma and nights are actually dark
you do know these games handle lighting totally different right
yes and thats why i am asking
everyone here have the same brightness in every video or screenshot

If anyone is looking for a project set this to true and go talk to a tech. In CoreVariables.cfg
I tried reshades brother. Its not cool
Word just curious on why some say to put it in to the other one over making an ini
It just loaded this time. Last time I opened it it looked like a potato. I need to get proper software for 3d files
Weird, it is still potato for me
Someone else said potato models are for when nanite does not work and fallbacks to potatos
So if we somehow disable nanite, we will travel back to 2007?
My game crashes like how the world ended in 2012
More like 1996
Id love to see what Stalker from 1996 looks like, thats a vibe
Because potatos are like 20-30 poligons lol
sdalger oblivion is probably the closest candidate
Apocalyptic vibes on steam, it runs on gzdoom
Please someone make it happen
As long as it works with my mod. It’s gucci.
I modified TAA based on what those optimization guys from Thread Active or whatever it is told me
Results are atrocious
Left is modified TAA and right is Xess, his eyes disappeared with TAA
ima look

I cant believe how i managed to achieve blurry AND dithery look, usually it is one or other
BRUH
IT CAN LOAD
LOOSE FILES AFTER ALL
Your game loads 30 time faster than mine
I wait 5 minutes to open the damned game
Ryzen 7 9700x and RTX 4080s on 32GB's of 6000mhz ram 
But yeah
IT LOADS LOOSE FILES
WHAT THE HELL
AMBULANCE
Out my window wtf happened there
brb
Marked one WHAT THE HELL!!??
o.O mines way faster than that
I was wondering that lmao
In short, optimization issues ahead of launch forced GSC to shrink the area around the player in which A-Life 2.0 works. It is supposed to extend much farther in virtual distance terms than it currently does, but to get Stalker 2 into a decent place performance wise across PC and Xbox Series X and S, the developers had to reduce this distance. Then came the bugs on top.
OH MY GOD its almost as if they had to gut alife for consoles like ive been fucking saying since day one
FUCKING TOLD YOU SO
Working on UI, and there's a lot of misplaced objects. How can I move this by 1 pixel to the right? This is Content\GameLite\FPS_Game\UIRemaster\UITextures\Inventory\Equipment\T_equip_background_right.png
And I've found referring to it here (Content\GameLite\FPS_Game\UIRemaster\Inventory\W_EquipmentSlots.cfg):
{
"Type": "Image",
"Name": "BackgroundRight",
"Outer": "WidgetTree",
"Class": "UScriptClass'Image'",
"Properties": {
"Brush": {
"ImageSize": {
"X": 11.5,
"Y": 680.0
},
"ResourceObject": {
"ObjectName": "Texture2D'T_equip_background_right'",
"ObjectPath": "/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Equipment/T_equip_background_right.0"
}
},
"Slot": {
"ObjectName": "HorizontalBoxSlot'W_EquipmentSlots_C:WidgetTree.HorizontalBox_833.HorizontalBoxSlot_4'",
"ObjectPath": "/Game/GameLite/FPS_Game/UIRemaster/Inventory/W_EquipmentSlots.28"
}
}
},
Increasing "X": 11.5, did nothing.
Tried to add to "Properties" this for testing, also nothing:
"LayoutData": {
"Offsets": {
"Left": 100.0
}
},
I wanna upgrade my cpu so bad, I'm using 85$ 1600AF from 2019 but 600$ GPU from 2022 
What about your storage?
1TB M1 ssd, 16GB ram
This just works or???
IT JUST WORKS
M1? You mean m.2?
I should say i wait for shader complications(warmup version)
Ah yeah
mine is complication
Whelp off to test every variation of "CustomLocalizationDB"
PFFFFFF
After every watch i wait 40 minutes for full compilation
I don't think it loads base gamedata cfg's
Jesus wtf
i will snatch the first 5700X3D i see under 180$
I don't live in US so i don't have access to micro center
This is a crime against humanity!!!!
No proper resellers in your area?
I hope they don't force feature parity... It will fuck all of us over
and you gave them $109 
Worth it
I'm can buy from US ebay so I'm waiting for it
Well, technically I gave them 170

💀
I'd have gone for the collectors edition if shipping wouldn't have cost me a damn leg to where I live
I wonder is it is possible to refund the first purchase by talking with Steam support
Shhhhhh, we will mod the heck out of it to make it what it should have been.
Will do that
Who knows, GSC could potentially also fix it themselves 
One can dream
Hey folks. I've been working on the gamerguides database for this game since launch and thought you lot would be the best to ask - should item IDs be added to pages? i figure they might be useful for modders, but have to assume most of you know item IDs like the back of your hands 😛
Okay so we can load almost anything loosely
My only concern is nobody has a concrete clue on what the heck the “multiplayer” will look like and how that will effect modding as a whole.
W
These seem to just not vibe with any attempt tho
Can't update values in them without a complete overwrite within a pak file
Which sucks tbh
Yes spawning them will be easier by command console
That's certainly a concern yeah, given that they want to release modding tools you'd think it be entitely separate
#SDK2025
You can with the DLC method 😉
Wait..
Have you seen multiplayer of CoP, probably something similar
sounds good. will see what i can do
if you get that shit to work
On it
im going over to your house
"noooo they would not do that, gutting features for console performance? NONSENSE!"
DO NOT
and bringing you a cold żubr
If that works, I can probably add custom attachments already
I don't drink normal beer 

Fine you can have this then
Look. Łomża cytrynowa or nothing.
The cytrusowy
the cytr-ussy
SteamPlatformProviderEngine has to be packed
yeah
that one obviously
but the DLCGameData\moddir doesnt probably
maybe hopefully
Will "DLC" approach work for those who didn't buy DLC?
yes
Hey so uh you can just uh, have all of them with one id
thats not new news

i know
alright, started adding it to ammo - copying and pasting this into the console should give you one 9x18mm PST bullet
XCreateItemInInventoryByID A918D 0 1 1
Time to see if the truth will set me free
Thank you for your service 🙏
No worries. You'll need to download a mod to get access to the console but it should be handy, especially for weapons 😛
Did you load the DLCs
i want the Monolith Seva
From Ultimate edition
I should have bought ultimate when it was 20$ last year I'm a dumbass

Look two years ago the Ultimate Collectors edition costed $190
In Poland
Am dumbass too
I live in Turkey for certain time each year so i had chance to buy it for 20$, i decided 10$ is enough 
What does it mean, explain it for us newbies
WAIT
DOES IT?
You don't need repack for mods?
So just drag and drop cfgs to folder and it works?
you just rip it
yessir
Ok so, can you check if it has same save blocker similar to DLCs
should behave the same
Imagine downloading mod and then your save requiring it to play with that save
wouldn't be optimal
Fam, we gotta cook this month like you have no idea
it works like that in a lot of games already
Really? Most moddable games like Bathesda's don't have that requirement
nah fo4 def gives you a warning if youre missing a mod you previously had on the same save, it still lets you load it tho
but if the mod adds new content and you happen to have it in your inventory
then guess what
ctd
It would suck tho. I wouldn't download a single mod unless I'm 100% sure i want it till the end of my current run if that was the case
not necessarily, they are a bit more robust than that but you will def fuck with your save if you keep adding and removing mods during a playthrough
There are mods that only tweak textures though.
yo we BING CHILLING
I loaded the save no problems
I still can't replace CoreVariables..
Welllllll, I tell you what, my mod works well with saves if you follow my uninstall instructions. XD
we in 
No like imagine you are downloading dildo gun for funsies then your save refusing to work without dildo gun
@eternal sapphire not even a single mention of disassemble beside corevariable
also this 
gimme
🧐
I have done as much testing as I could on this for missing items. If you get rid of them its not an issue. I haven't tested this long term but there is a proper uninstall method.
Imma try one more thing first
anyone knows of some kind of cli tool to edit files within a .pak file without unpacking it?
Lets say you add deluxeDLC and then remove it from your game, you can still make it work by deleting items?
You would have to sell them to a trader and wait till they reset inventory so it doesn't break slots when removed. and then uninstall
We need a mod that adds "Delete item" in right click menu.
So far there's no exception handling on corrupted/removed item slots, so the only workaround is save editing which isn't possible yet
I can already imagine thousands of people bricking their saves because of this, we will need some tool to solve it
You all, modio works with adding files to games on the run without restart, is not possible to use whatever loading it uses for current mods?
Yeah, no, this doesn't work 
DefaultConfig_Herbata : struct.begin {refurl=../../GameData/CoreVariables.cfg;refkey=DefaultConfig}
// frequency in seconds
SID = DefaultConfig_Herbata
Priority = 1
SkyLightUpdateDeltaTime = 2
RealToGameTimeCoef = 12
// Stamina
StaminaRegenStateCoefs : struct.begin
[0] : struct.begin
StateTag = EStateTag::Sprint
Value = -1.1
struct.end
[1] : struct.begin
StateTag = EStateTag::SlowRun
Value = 0
struct.end
[2] : struct.begin
StateTag = EStateTag::Run
Value = -0.65
struct.end
[3] : struct.begin
StateTag = EStateTag::Aim
Value = -0.25
struct.end
struct.end
// / Player consts
FOVDefault = 100.0
CutsceneFOVDefault = 100.0
DialogFOVDefault = 100.0
struct.end```
I mean... Its a pretty simple and not uncommon uninstall procedure for game mods.
Unless..
chief
thats not how you're supposed to do it
gimme a sec
Is it not possible currently?
this is gonna look stupid as fuck but try ripping this:
bGSCEnsure = false
bStartWithMenu = true
bAllowDropOnClick = false
// Inventory consts
InventorySPDrainCoef = 0.024
InventorySPOverweightDrainCoef = 0.05
InventoryPenaltyLessWeight = 50.0
// Falling consts
StaminaFallingDamageCoef = 0.5
bShowBrokenGameDataWindows = true
PathToBrokenGameData = C:\STALKER2.sym\git\s2gamebuild\Saved\BrokenGameData
TriggerDebugDrawDistance = 5000.0
// frequency in seconds
Priority = 1
SkyLightUpdateDeltaTime = 2
RealToGameTimeCoef = 12
// Stamina
StaminaRegenStateCoefs : struct.begin
[0] : struct.begin
StateTag = EStateTag::Sprint
Value = -1.1
struct.end
[1] : struct.begin
StateTag = EStateTag::SlowRun
Value = 0
struct.end
[2] : struct.begin
StateTag = EStateTag::Run
Value = -0.65
struct.end
[3] : struct.begin
StateTag = EStateTag::Aim
Value = -0.25
struct.end
struct.end
// / Player consts
FOVDefault = 100.0
CutsceneFOVDefault = 100.0
DialogFOVDefault = 100.0
struct.end```
Mmm yes, code we hope everyone coming here understands.

We all speak Stalker in here
That didn't do it 
what file did you save it as
CoreVariablesCustom.cfg

try adding zz?
add
Wait did we just realize we can load loose cfg files?
yeah
I'm trying to catch up
dont think that zz will make a difference in a DLC packed mod
Some can be loaded loose
Some can't

now I feel like it's just the CoreVariables
Cause I got mine working
and I couldnt before
the /ref ones?
@eternal sapphire
Can you please write a step-by-step guide on how you did it in Monster Loot for UE/Stalker 2 newbies like me? That would help a lot. Thanks!
Are you changing the LaunchConfig to DefaultConfig_Herbata?
pls ❤️
Also, for the peeps that are visual learners (including myself)
Stalker 2 dedicated vc overall would be nice
That’s kinda what I meant, missing a vc for the Stalker 2 category
wait what the fuck
bEnableHip=True
Congrats
You unlocked the secret Hip follower.
Its a floating hip bone from a bloodsucker.
Whoever replaced the font and cursor with the og stuff 🫶
Did you use {refurl=?
idk what that means :p
I just copied the code from the original cfg and created a new .cfg with those lines and removed the healing from bandages
You have to do a reference to call back to the cfg you want it to edit.
ah wait
You can avoid overriding the whole cfg by using refs.
Look at Mutant Loot's ZzMutantLoot.cfg:
Blinddog : struct.begin {refurl=BlindDog.cfg;refkey=[0]}
ItemGeneratorPrototypeSID = MutantDogGenerator
struct.end
That's it. Modfy or add only what's needed
Hi!
Dont work with "No Sprint Cost" and "Jake's Longer Days"
https://www.nexusmods.com/stalker2heartofchornobyl/mods/140
https://www.nexusmods.com/stalker2heartofchornobyl/mods/44
Tried various options with ZZZ
Can anyone help?)
anyone know a good tutorial how to set up UE5 to open uasset files for S2? ive followed a few but... not works. or just an app to view uassets, i pretty much need some info from one right now.... i think..
I tried with DynamicItemGeneration and it seem that is not working , did you have to put Zz right behind the name of the files @ripe flame ?
I am still trying to wrap my head around it. Getting there/
I think my game is starting to kick the bucket, Icons for savegames are not correct anymore, sounds from an underground area keep playing despite me being outside now and the mission that I turned in at the duty bartender does not update in my PDA despite having received my rewards 
Could mods even cause this?
Will be hilarious if turns out frequent quick saves get corrupted like in OG Stalker.
I think thats whats happening here
We have someone who has that will be giving a small class on how to later today.
ohh fr thats sick
Not working even with zz
when where and is it open?
Are you sure you don't need ;refkey=[0] in first struct?
yep i added it to try now ^^
you need to merge them, they edit the same file
Also not sure about [*], Maybe replace with [0]?
hmm in my original files it was a[*]
It could be right. I am just looking at how Mutant Loot did it:
MutantFleshGenerator : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
SID = MutantFleshGenerator
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::Junk
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = MutantBlood
Chance = 0.5
MinCount = 1
MaxCount = 2
struct.end
[1] : struct.begin
ItemPrototypeSID = MutantMeat
Chance = 0.6
MinCount = 1
MaxCount = 3
struct.end
[2] : struct.begin
ItemPrototypeSID = MutantHide
Chance = 0.3
MinCount = 1
MaxCount = 2
struct.end
[3] : struct.begin
ItemPrototypeSID = FleshEye
Chance = 0.7
MinCount = 1
MaxCount = 1
struct.end
struct.end
struct.end
struct.end
struct.end
So, all I did was copy those lines in my new cfg, create the folder and drop the cfg in.
And it works.
Will try this refurl stuff youre talking about also
there is the origianl files
And it worked?
yes
The person is called Ace. I ain’t pinging em since we whelmed this chat yesterday evening and today morning, trying to get them in here. He will write in here when he is ready.
He also plans on doing a tutorial for everyone to follow
ohh nice yeah ace knows his stuff
This is so much simplier and cleaner.
You are missing a ItemGenerator key in the second struct, btw
Yep @ripe flame not working even with ItemGenerator
you mean, this :
ItemGenerator : struct.begin
[*] : struct.begin
Category = EItemGenerationCategory::SubItemGenerator
PossibleItems : struct.begin
[0] : struct.begin
ItemGeneratorPrototypeSID = CL_ISPFNPC_Patch
Chance = 1
struct.end
struct.end
struct.end
struct.end```
Yeah
Just wanted to say if the path is correct
The files is placed into the same directories of DynamicItemGenerator.cfg
so the path seem to be correct
sounds from an underground area keep playing
that happens all the time though
show me the {ref...} of the itemgenerator again, please?
btw PatchGenerator is a new thing not created yet in Dynamic
first struct is not an item generator
(and thus not a sub item generator)
ref should be {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
eh, might not work
Where to find declaration of items ? Like name and description?
i tried a bunch of different configurations and it seem that no one work 😦
Like this?
At this point, I'd try to make something that I'm are pretty sure it should work (maybe overwrite the DynamicGenerator completely). Loose files is something not fully understood, some files still don't work for unknown reasons.
Using loose files?
Unpopular opinion but devs should first fix what they promised when they where marketing this game first and then interviews to magazines.
Hey, any tutorial to work with translations\descriptions?
Wrong chat for a rage bait
🤦♂️
Don't feed
realized it to late 😄
||stupid people|| : game studios only consist of developers
Crazy how facts are rage bait these days
community managers and pr folk dont know how to code. plus sometimes its good to step away from a screen and ware a diffrent hat from time to time
you obviously dont realize that game studios also employ other people then just devs
Or should players expect modders to make gamma 2 and fix it.It was literally listed in steam as a game that has a life 2 included
what is this marketing you are speaking of, never heard of it
Guys, please, let's stick to modding here. It's hard to look for valueable info after these rants 🙂
does not exist
its all fake news
Ye departments dont communicate they dont have their own channels.Mate you sound like the only job you ve had in your life is walmart get lost
i though that is all done by chatgpt anyway nowadays
lol ohh yeah just came here to argue
I agree, while the conversation may have pertinence to modding in some way, in hopes of it not cluttering the chat, maybe #╓☢stalker2™-chat-not-gamma-keep-waiting ?
We try to strictly keep this chat to modding discussions
yeah if he does not gtfo just ask the mods to remove him from the channel
also they should not allow people with newcomer role in the first place
i dont think he has to gtfo lol i just saw that turning inot a brick of text pluss newbies wanna mod too
if he does not want to talk about making mods he should
agreed
newbies are free to remove that role, if they cant even do that, they probably dont have the mental capacity to mod 😅
ohh ive been in the server for so long just lurking and peeping anomaly mods untill now i didnt even know there was like a react role or anything.
my guess at this time is , when they release the sdk it will be a disappoinment becauuse we already long ripped the game into pieces and it wont offer us much more
was gunna sugest that exact thing xD (a react role that is)
you have to be more positive my dudes
proper debug without jank will be nice
it exists they just dont want us to have it rn lol
if they wanted to give us debug tools, they would have not removed them again
instead they could have just said :: here you go, some debug buiild for moddiinig before we release the sdk
would have even gotten them great attention
Considering we can already modify their encrypted files. We already have the potential to do anything.
It’s just a matter of trial and error
thats what im saying
at the point of them releasing the sdk in an unkown future, we willl have figured most stuff out already
without their help
which of you lovely peoples wants to show me how get one of those delicous blueprint mods going i here so much about
i agree they should just give it to us instead of treating modders with kiddie gloves, my assumption they know their updates are going to break stuff in the begining.
they could have just told us stuff tho, then they could have saved us from much work
Same boat as most of us. We waiting on Ace to come in here and teach us all how they did it.
pple in here know things
either get blueprint loader mod or ue4ss and load the blueprint?
yeah waiting for him to publish to github 😄
its more the stuff before that step
for the blueprint loader mod its a straight command you can use to load them
guys, Im not a modder and don`t have much info on how things work. but at the current state of the game, what is modding limited to? like what is possible to mod in? guns, equipment, systems idk
the dev for the hud hiding mod is in there too
Wrong blueprint in my brain
you mean building a blueprint or what do you mean
i dont know the terminology, but yes, i guess so
Anything that doesn’t involve encrypted files.
think its all made in ue
then exported
didnt get far with lua, everything is userdata
debugging that stuff is torture
idk, most stuff is not actually
and yeah can load scripts like that into the game as well, was gunna look into a simpe twitch intergration by running a comand by hotkey intergration one day when i have the time
encrypted files are where more complex things/systems could be modified?
thats not true, most of the files we change are in fact in encrypted files, they are encryption using an AES key
new patch dropped dudes
o.o
indeed




