#╟⚒stalker2™-mods-making-discussion

1 messages · Page 38 of 1

peak pendant
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I have a similar problem, I want to change the visual of the legs in the spark armor, but it also changes the NPC model in this suit :D

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Unfortunately, I don't have enough experience yet, but it seems that this happens because of this part of the texture, I don't know what it is for, but when you replace it, the structure changes, it looks different. I assume that this is somehow related to the alpha channel. Also, if you paint this square, for example, red, then the white texture on the screen also changes to red. But I haven't figured out how to fix this yet.

Perhaps some settings need to be set in UE for correct display. However, I don't know what exactly needs to be changed.
Therefore, textures where this fragment is initially missing are applied normally, without visual artifacts.

rare ruin
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It's been a few days since I was last in here. How is everyone doing. Any new modding breakthroughs?

spring idol
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they probably use the top left tile for something else

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nvm im cooked

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if they were udims there should be seperate textures for each tile

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but maybe unreal cooks them into one

little sluice
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Oh lol looks like we had similar ideas, though yours is more of a CAG-style HK while I'm just repainting the furniture

spring idol
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it looks like a udim "SizeX": 8192, "SizeY": 8192, "PackedData": 1, "PixelFormat": "PF_DXT1", "FirstMipToSerialize": 0, "VTData": { "NumLayers": 1, "NumMips": 12, "Width": 8192, "Height": 8192, "WidthInBlocks": 2, "HeightInBlocks": 2, "TileSize": 128, "TileBorderSize": 4, "LayerTypes": [ 5

dark jetty
little sluice
summer silo
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Where is Low Crouch GSC?

Where is it?

dark jetty
rare ruin
tidal yew
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If i wouldnt get ghosting artifacts on my holos and red dots while having FSR3 fframe gen on, i would definitely pick it

summer silo
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https://www.youtube.com/watch?v=M00DGjAP-mU

"The six million polymesh scene rendered 50% faster without nanite."

In this video, we dive into how Unreal Engine 5's Nanite technology is dragging down your game's performance and debunk misleading claims made to convince you it’s superior to traditional rendering.

This is a crucial topic for both gamers and developers and we offer a unique insight that aims to change how you understand mesh rendering and pote...

▶ Play video
crude heart
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This engine being built for slow camera panning 'cinematic' games on controllers and scene previews but most FPS games are action oriented. It's time to just start saying that unreal engine is not for FPS games, it's an engine for moviegames

summer silo
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They should've stayed on Unreal Engine 4..

spare imp
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who knows how to mod Stalker 2?
I am a VFX artist and would like to improve many effects
But I have no idea how to make mods. As I understand it, there is still no SDK, and this complicates the process

spring idol
deep ridge
#

has anyone come up with any clever ways to combine the texture files required for some mods?

hate having a big wall of duplicates in the folder

warped estuary
crude heart
# spring idol its an engine , it can be anything it wants it's up to the users of the engine t...

Sadly this isn't the case. Not only is UE5 completely built around these techniques like TAA and nanite but there are no alternatives. This is why that guy "threat interactive" is on a crusade to try and build alternative rendering systems into UE5, because the problem is that UE5 doesn't give users an option between blurslop and a more traditional rendering pipeline. A game like stalker 2 would have benefitted greatly from being built around long view distances and baked lighting and other anti aliasing options

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It makes sense right, why prebake lighting instead of using these new lumen technologies to have raytracing light the scene, but the technology is just not there yet especially for the vast majority of gamers

spring idol
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its almost like the developers have access to the entire engine source

crude heart
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just build your own rendering pipeline bro

spring idol
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Hence why im saying its an engine and the users of the engine can do anything they want to it, but its either not time efficient to do so or the know how isnt there

little sluice
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I need S&box or Valve to let 3rd party devs use Source 2 so not every game from now on is running on either Unreal or Unity

royal folio
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Anyone knows how to change the upper limit of what carry weight effects can provide?
seems like the "unencumbered" limit is 90kg (the green bar) and total weight is 140kg, which is less than I want with hercules + 5 carry weight artifacts on you
Answering my own question: it's in ObjEffectMaxParamsPrototypes.cfg, list is under MaxEffectValues : struct.begin

last spire
#

he dont bite

spare imp
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i want f

wicked wind
little sluice
wicked wind
little sluice
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Probably just the textures, everything is super basic stuff like swaps for now

lyric hedge
wicked wind
plush solstice
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Hey all, apologies if this has already been asked before, though I did some searching and asking around (before being told to ask here!) and had no luck.

Is anyone aware of how to merge mods together while using the Gamepass version of the game? I've got the AES key sorted, as well as the Game's location down, but it still keeps searching for the wrong filenames as it's looking for the Steam files, not Gamepass'.

plush solstice
# unreal knot What tool are you using?

Sorry, I should have opened with that.

I've just been using the Simple Mod Merger that's packaged with Vortex, but I'm happy to use something else if it works!

summer silo
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I think the easiest way right now is just installing mods manually.

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Vortex has issues removing mods

plush solstice
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I've noticed that and I've not had any issues manually doing it myself.

summer silo
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Mod Organizer 2 has "basic" support but its also mostly just dropping a pak file in and out rn

plush solstice
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It's more just the merging I don't know how to do.

summer silo
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Mod Manager wont help you with that I'm afraid xD

plush solstice
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Wait, I'm so sorry.

unreal knot
plush solstice
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Simple Mod Merger*

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I'm operating on too little sleep and too much work!

plush solstice
unreal knot
plush solstice
unreal knot
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The error @tiny sonnet was having?

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^

untold pilot
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Ah, I launched the game without mods and the normal font seems to be there. I assume its fixed.

unreal knot
#

I had it when patch 1.0.2 came out and I fixed it by removing all mods from, removing the ~mods folder altogether and cleaning up anything that the game might be loose loading

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Stuff like Mutant Loot or anything that interferes with the game's localization need to be updated between patches or it'll break

foggy hinge
#

You can downgrade your game version, just an FYI

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Ahh

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NVM you can't use it regardless

I would love to play around with the debug menu, but sadly GSC has remotely disabled it. You can't launch it, even if you downgrade. And if you use the cracked PalCoreAPI.dll DRM binary from back when people cracked the leaked build in 2023, it says that the game files are not valid. So yeah, just sad that GSC won't let us mess around and have fun with the game.

merry mountain
foggy hinge
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Oh damn

merry mountain
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and other people can also still use iit

foggy hinge
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I haven't been keeping on on the debug menu

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But what does it include?

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I wanna try and use it myself.

merry mountain
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you just need the exe, the dll and pakchunk16 from 1.0 i think

merry mountain
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minus Alife which is empty

foggy hinge
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Ahh, so just the ALife one is empty?

merry mountain
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but you can view alife stuff on the map

foggy hinge
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That's low-key ironic af

merry mountain
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map has different modes to show lairs, radiation patches, anomalys, alife etc

foggy hinge
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Enlighten me, what're Lairs?

merry mountain
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lairs are locations where NPCs and Mutants can spawn

foggy hinge
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Just safezones/areas NPCs consider home?

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Ahh, okay, that makes sense

merry mountain
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on the lairs tab you can see which lair is currently occupied by which faction / mutants

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and what is the cuurrent state, eg. defensive, normal etc

foggy hinge
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Makes sense, the debug menu would be real helpful rn NGL

merry mountain
north wasp
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Nexus is fucked up since last night what's going on?

half willow
north wasp
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For example

half willow
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oh

north wasp
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Nothing uploads

foggy hinge
# merry mountain

I saw someone mentioning the three clouded zones above, like in this pic. Does the debug have a teleport option to them?

half willow
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And here I was thinking it was only my mod failing to upload

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good to know

north wasp
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Nah it's been like this since like 8pm GMT yesterday

foggy hinge
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Nexus has been on and off with its site for about a week now

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Gotta just give it time

merry mountain
drifting tapir
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@merry mountain can u dm me the test exe? would like to use it for spawn tests.

i have the 1.0 palcore.dll and pak

foggy hinge
drifting tapir
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the yandex link is dead

merry mountain
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ill upload it to gofile

drifting tapir
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thank you so much!

summer silo
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The reddit post says it got disabled

merry mountain
merry mountain
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they removed the dev exe and the palcore dll, and if you dont have the correct pakchunk16 your game crashes on opening inventory

eternal sapphire
summer silo
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I would love to play around with the debug menu, but sadly GSC has remotely disabled it. You can't launch it, even if you downgrade. And if you use the cracked PalCoreAPI.dll DRM binary from back when people cracked the leaked build in 2023, it says that the game files are not valid. So yeah, just sad that GSC won't let us mess around and have fun with the game.

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What was in pakchunk16? 👀

eternal sapphire
merry mountain
summer silo
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I assume no one has that shi backed up

merry mountain
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they removed the files with the next patch when they realized they shipped the dev exe

eternal sapphire
merry mountain
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there was a google link for the pakchunk files i think

summer silo
merry mountain
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its multiple gb

merry mountain
eternal sapphire
merry mountain
merry mountain
eternal sapphire
merry mountain
summer silo
foggy hinge
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Haha, I know

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But with how slow the game was already

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It probably wasn't a measurable difference.

merry mountain
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i notice no drop in performance i think

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but i use 7950X and 4090

foggy hinge
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But ImGui is ideally pretty lightweight

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It's meant to be

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And if I had to guess, the debug menu is just a compiled menu of console commands to execute

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All tidied up and whatnot

merry mountain
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it can do stuff for which there are no console commands

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they can just access any anything in the game source and execute it as they wish

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we could in theory build something silimar with the help of UE4SS, but it would be a pain to do so

summer silo
merry mountain
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yeah the build was like 3000€ with ~2000 of that for the gpu

summer silo
merry mountain
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but its not only for gaming

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i also do lots of ai stuff so i needed much vram

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AMD gpu would have been cheaper(only half the cost), but they are not as good supported for the different AI libs

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and i dont wanted to need to constantly mess with stuff not working because its an amd gpu

summer silo
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I remember how you needed a specific DLL file to make Star Wars Jedi Academy work on old Radeon GPU's kekw

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Okay yeah, needed an atioglxx.dll to even run the game XD

hallow sand
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has anyone found like an ondeath scenario or anything for when NPC's die (humans) I was kinda close I felt last night but still no dice.

thorny yacht
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Anyone tried that mutant bear chimera sound replacement, might try it out later. Sounds creepy as fuck

hallow sand
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I use the predator click/roar for bloodsuckers

thorny yacht
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Not sure if he managed to add to attack some sounds

hallow sand
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yo that is EERIE as fuck

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it fits so well

thorny yacht
hallow sand
thorny yacht
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I think in gamma bloodsuckers have that predator clicking sounds. But fucking OG bloodsuckers with heavy breathing behind my back always gets my hair up. Stalker 2 not so much. Might add that one too

hallow sand
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reshades are saved in the appdata section of stalker 2 files right?

hallow sand
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Plus i Have it so 4 can spawn at a time, I figure they'd hunt in pairs, as mates

thorny yacht
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Have to wait for alife wizards to replace snorks with bloodsuckers and i think they aleady did that but cant find the file. You cant pick up a dime without one getting up to you

hallow sand
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Im just trying to get a fucking ondeath cfg so I can do this for HUMAN npc's who die "XResurrectNPCAsZombie NpcUID" and make a zombie mod like I used when I palyed gamma

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Any HUMAN npc that dies gets rezzed as a zed.

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woops, adjusted my run speed lower, but acidentally made it 3200 LMAO I was zoomin

merry mountain
drifting tapir
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oh wait no it does the opposite i misread KekSkew

foggy hinge
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Or some sort of programming, I.E. C++

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I mean

merry mountain
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you dont need blueprints for ue4ss but yes, you would need to make a lua or c++ mod

thorny yacht
foggy hinge
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You might be able to use a CFG file by applying a zombie effect on an NPC after death

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But ehh

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Thta's a headache to figure out

foggy hinge
drifting tapir
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whats wrong with snorks though i like them.

they are skill check enemy that arent too annoying

merry mountain
foggy hinge
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Lua would be easier though honestly.

thorny yacht
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Bro this chimera bear MonkaChrist

foggy hinge
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I think personally imma wait till the SDK to make any sort of prorgramming/script mod

hallow sand
hallow sand
foggy hinge
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The only ondeath relevance I found in cfg files is ActorNeedsDestroyOnDeath

hallow sand
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what's the best engineINI mod? Just need a simple one.

merry mountain
foggy hinge
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DeerAbilities.cfg and FaustAbilities.cfg

hallow sand
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I gave zombies 7700 hp

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And a big HS multiplier.

drifting tapir
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Emission zombification would be cool

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Not possible with current spawn system though

foggy hinge
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Check HumanAbilities.cfg

thorny yacht
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Can we add guns to chimeras?

merry mountain
foggy hinge
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   SID = SQ04_C01_OnNPCDeathEvent_BlindDogs_1
   NodePrototypeVersion = 1
   QuestSID = SQ04_C01
   NodeType = EQuestNodeType::OnNPCDeathEvent
   LaunchOnQuestStart = true
   EventType = EQuestEventType::OnObjDeath
   TrackBeforeActive = false
   TargetQuestGuid = B9677594434BFA77E09082B8901A4A2D
struct.end```
hallow sand
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1 headshot kills zombies

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but they sponge body shots

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like an undead would

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HOPEFULLY eventually someone gets the limb removing mod for this, so then itll be even cooler

merry mountain
hallow sand
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shooting off their limbs

foggy hinge
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Seems like a lot of ondeath stuff is utilzied in quests.

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So you would need to create a separate quest to handle zombifying dead humans

hallow sand
hallow sand
drifting tapir
hallow sand
hallow sand
drifting tapir
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Yeah definitely

merry mountain
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you cant just remove the variable and replace it with a function

hallow sand
hallow sand
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(I'm very new to this stuff so I'm sorry if I'm asking stupid stuff <3)

thorny yacht
hallow sand
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ALSO

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If ANYONE was wanting to change or add to DOG NOISES, ambient or not. I have 3 huskies WHO LOVE to talk and can try my best to get you audio files of them.

foggy hinge
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Yeah, there's probably no way to make NPCs zombies rn with configs

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I'm just not seeing how it is possible

thorny yacht
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Now that guy explained how to do it, i might start looking for some crazy ass sounds to be added to different mutants

hallow sand
merry mountain
half willow
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that's criminal behaviour

merry mountain
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so we would probably need to kill all zeds automatically after some time or else youu would have them stuck in stuff until you are far enough away for them to despawn

hallow sand
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There hahaha

half willow
lean steppe
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Is there any way to reduce loot that’s around the zone? I know you can reduce loot in stashes and bodies, but in general because I still feel like picking up meds is super easy

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Or is that not really feasible yet?

merry mountain
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have fun

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😂

lean steppe
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Fml 😭😭😭😭

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Maybe I’ll let somebody that actually knows what they’re doing deal with that lol

summer silo
lean steppe
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Sure, a little self-control would make it less abundant in technicality, but I’m a goblin so every time I see something to pick up I wanna pick it up and I end up with 100+ bandages every fucking time lol

spark plinth
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Good morning fellas, how we doing?

merry mountain
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The filenames are uids or whatever and there is no differentiatiion between zones

lean steppe
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That sounds awful to edit

frank summit
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seems all of the grips, ironsights, lasers, muzzles and rails aren't actually implemented, since spawning them just gives me dummy items

merry mountain
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i also could not find the coords for the region polygons, so i made a tool to sort the files by making my own zones on the map extracted from the game

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With this you can sort the cfg files by regions you can define on a map loaded in the browser and exported to json

hallow sand
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Been trying to get it so you can put a toprail on an ak_74st

half willow
hallow sand
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and special item attachments

half willow
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This technician cannot install this upgrade.

hallow sand
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and have them come with it pre attached but that didnt work either

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and ayeah the tech can't install it

frank summit
half willow
hallow sand
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i can change the sockets on the ak, but a colim site doesn't attach teh same way the x4 an up sites do

hallow sand
sinful cypress
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Was someone meanwhile able to find a way to edit the soundfiles?

hallow sand
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for w/e reason... the m416 has skeleton bones for the iron site attachments, but they didn't do that for the ak, that was my next try.

half willow
hallow sand
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was gonna put it on the rear ironsite bone but that wasn't there

half willow
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and in the hk they are treated more as an attachment rather than a piece of the gun itself

ancient drum
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wait how do u unpack the models actualy Fmod gives me a error when iam trying to do something with a models

merry mountain
half willow
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lol, the hotfix for my mod-as-dlc tool on nexus got flagged as suspicious content NOOO

spark plinth
ancient drum
half willow
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I'm guessing that nexus auto-flags .dll files, I reached out to them via email and provided my virustotal scans, still kinda weird

spark plinth
half willow
spark plinth
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If someone can find a way to get VArest working on 5.1 I could do it.

half willow
half willow
half willow
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im looking at the files

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blud just added literally ALL possible upgrades to every NPC that is flagged as a Technician

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the original NPCPrototypes.cfg file has 24077 lines

spark plinth
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But did they edit a uasset file is the question?

half willow
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and his has:

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102135 lines

spark plinth
# half willow no

Okay, at least we now know we can mod in upgrades without editing uasset files.

half willow
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isn't .uasset an Unreal Engine resource file?

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So you'd have to decompile it first

spark plinth
half willow
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I doubt that you'll be able to without an SDK

spark plinth
void owl
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I'll give 50 bucks to whoever figures out how to decompile WeatherPresetDataAssets and cook them again

spark plinth
void owl
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It's a DataAsset made by GSC im sure... Cannot find any references anywhere

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We need to craft a PrimaryDataAsset and the enums structs they use...

arctic patrol
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Can anyone explain what barriers to modding in scripts exist? Does it require more dev tools made accessible or files etc?

void owl
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We cannot modify or add things that cannot be referenced by what's already existing

void owl
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Would be nice if any GSC dev would come out and say, "actually you can just foo these things by doing bar"

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But they are quiet till sdk comes out

arctic patrol
azure mortar
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one can only imagine the power of SDK 🤤

bold apex
# arctic patrol In laymans terms? I am layman

We can see and change some settings in the files, like if it says 'MinimumThrowDistance = 10,' we can edit that number. But there are probably other settings, like 'MaximumThrowDistance,' that aren't listed in the file but still exist and could work if we figured out how to add them. The tricky part is we have to guess or look through special files to find out what these hidden settings are

half willow
arctic patrol
bold apex
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When they'll release is a good question. Usually it takes time to prepare because many developers used third party software in the development that the user is not licensed to use so they have to be "cut out" in a sense

arctic patrol
#

Would A life in its previous iteration (call of Pripyat or clear sky) even be able to be modded over even if the tools are present, or there’s not enough information at present to make a guess?

half willow
neat thistle
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lmao

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Seems like you can't add new stuff to stashes in ItemGeneratorPrototypes.cfg

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Even my magic which was working with destructibles isn't working with them

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Does anybody know the way?

half willow
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I know a way to add items to the preorder stashes

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but like specific items in specific chests

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not like random items in chests

neat thistle
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And I want to add there custom items from my mod

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Somehow game just don't like when you add any new items to spawn somewhere.
The only .cfg which didn't fuck my brain - DynamicItemPrototypes (NPCs loadouts). So smooth.

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And this one... oh boi

hexed bane
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lets gooo someone make a campfire saves mod 🙂

robust dragon
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Hey guys, I have been wanting to make some of the highly requested textures I see on nexus (AKM-74 with wood) but I can not find any tutorial regarding how to setup FModel for S2, any pointers to atleast get me started on figuring this out?

ripe flame
little sluice
meager mist
#

Did anyone made mod for better headlamp?

little sluice
amber halo
#

Hello guys, is it possible to add new texts not using LocalizationDB.ubulk ? Stalker2

hexed bane
#

@ripe flame base saves, campfires and maybe outposts

half willow
amber halo
half willow
#

@spark plinth

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Kurtis the 🐐

spark plinth
#

W

half willow
#

any1 knows if UETools has some teleport commands or something

spark plinth
twilit scroll
#

can someone mod dr mom vaseline into the game

crystal ether
#

how to show image in widget

twilit scroll
#

anyone remember what the stash window extender mod was called

merry mountain
# half willow any1 knows if UETools has some teleport commands or something

Stalker 2 Console Commands for Teleports:

XTeleportToPlacesOfInterest SID
XTeleportNPCToSpawn NPCSID
XTeleportNPCToPlayer NPCSID
XTeleportToObjUID ObjUID
XTeleportTo XCoord YCoord ZCoord
XVideoTeleportPlayerWithFade Distance
XTeleportPlayerWithFade Distance
XTeleportPlayerInForwardDirection Distance Delay

main wing
twilit scroll
#

thanks

paper elm
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It works on stashes now?

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Only loot windows last I checked

half willow
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@spark plinth it fucking works shagfiausdfha

hallow sand
hallow sand
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WHAT. Soooooooo we could add a toprail to something we couldn't before? Or not taht detailed?

half willow
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And an entire recaliber weapon effect that changes the caliber

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i can change it to .308 if i want

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i can do anything

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im a fucking god

hallow sand
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omfg, how did you get it to work?

tidal yew
#

does grok's modlist work on the new version? on the economy and difficulty fix attempt mod it says that compatibility with the mutant parts mod is not covered or something like that, just wanting to make sure before i stick to it

hallow sand
#

need me my colim on akdrowned

half willow
hallow sand
#

BASED

spark plinth
#

The list of things to do just grows by the day

spark plinth
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Will try when I get back

void owl
merry mountain
smoky stirrup
#

not sure if my FModel is working properly. is the AES key the same for S2 1.0.0 as it is for 1.0.1?

desert valve
#

new mouse is here POGGIES1 no more ghost scroll wheel

crimson laurel
#

yes

desert valve
cobalt hamlet
#

Hey hello there 🙂

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any breaktrough into the modding ? especially with locs stuffs ?

lavish lichen
desert valve
smoky stirrup
desert valve
vital coyote
crimson laurel
#

from what i know of

desert valve
#

you cant even open two separate projects in unreal?

merry mountain
azure mortar
#

the world with working jsonasasset plugin

spark plinth
desert valve
frozen orchid
#

any difference between 1.0.2 and 1.0.3?

desert valve
azure mortar
azure mortar
frozen orchid
#

what does it afect

#

which ones get broken

spark plinth
desert valve
frozen orchid
summer silo
warped minnow
#

Ello I need some help, I created a mod pack and I been testing it and trying to get all of the mods that i have inside it to work properly I got most of them working but the GOD DAMN A-LIFE MODS never seem to work and couple small mods don't work either, Would anyone have some tips or advice or even help me out with all the issues I would appericate it

hallow sand
#

I manually mashed the best a life mods together and tweaked some stuff myself and i think i'm getting someplace. But it's so fucky

warped minnow
hallow sand
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I know it's not load order for me, I resorted to manually getting my shit together, an now I have a small mod pack that semi works, I tested a mod forExi and some of my changes bled through, had a pack of like 10 wild dogs assault me lmao

merry mountain
warped minnow
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I noticed that the load order seems to effect the mods by a mile, this might be a shit example but I have like 200 to 300 mods installed for fallout no matter where the mods load order is they work fine

hallow sand
vernal prawn
#

is there a mod that removes the detection indicator?

hallow sand
warped minnow
#

Yes i think

merry mountain
warped minnow
#

Would anyone be down to test ma mod pack and see if they can find issues that i can fix

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Also i heard that merging mods makes them work properly and fixes conflicts ???

hallow sand
#

Yes but don't do too many at once.

warped minnow
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Yea figured you get even more conflicts lmao

hallow sand
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Ive had like 100% success when doing 1 to 1 merges and some 1 to 1 to 1 ones

#

but i stupidly did my whole folder and yikes lmao

warped minnow
#

hahaha

twilit scroll
#

can someone mod in the MGS5 smoking for time pass as a mod, with the music and actual ingame time skipping

hallow sand
#

gopnna jump ingame and see if my a life stuff is up, if it works ill send you my mod pack and you can kinda see what's in it.

warped minnow
#

Like when it comes to modding I know what I am doing but trying to slove issues becomes a PAIN in the ass 😭

hallow sand
hallow sand
warped minnow
#

this one is mine

hallow sand
#

gamma got me into it in the first place so it's funny im back here

warped minnow
#

same

#

hahaha

hallow sand
#

we got a lot of the similar ones

warped minnow
#

Oh really

hallow sand
#

I'm using a lot of those regular ones ( non hardcore ones) and ive made my own difficulty.cfg on mine, still working on the kinks though.

#

I was also using roadside panic

warped minnow
#

i keep switching between shays and panic

hallow sand
#

But it seemed to break not last update but one before, so I manually merged their suicide version and Shay's living A life

vernal prawn
warped minnow
#

but none of them wanna work but I when i see streamers having shays working makes the game more alive and playable

hallow sand
#

Did you stay in one spot for a lengthy time?

#

once you do that, it becomes lively again.

#

It's cause of the new way they spawn, won't be in front, only behind. So if you don't stay in one area to let it sort of "catch up" it kinda stays empty

warped minnow
hallow sand
#

Yeah try sitting in one random location, an you should start to get some things going on.

#

I was fucking with mods in note++ and had the game running and started getting fucking clobbered

warped minnow
warped minnow
#

I wish that happened to me

hallow sand
warped minnow
#

yes please

spark plinth
desert valve
#

@magic geyser we figured out the "invisible" widget

#

and by we mean i mean Pamplemousse

hallow sand
#

Like of enemies, hen you run into em.

#

Also i had to redownload my main menu changer, the new updatem essed that up

magic geyser
desert valve
#

following the tutorial i decided "what the fuck is BulkChunk, Manual sounds good for now"

spark plinth
desert valve
#

and then i proceeded to not set the chunk for the widgets

#

only the blueprint

#

which is why it worked but never rendered shit

spark plinth
desert valve
#

i didnt, Pamplemousse came to the rescue (not mentioning him to not bing him again)

low pendant
#

@frozen anvil Could you make the same file for the voices, please? 👉👈

drifting tapir
#

Im unable to replace consumable prototypes with refurl and refkey

arctic patrol
#

Giga chad moders special request incoming, can you increase the size of bandit booty on npc models by 200%? In addition can you make soiled underwear a loot-able drop from bandits?

drifting tapir
#

if this replacer worked, it would give bread a radiation effect (+25 rad points)
But im unable to make it work. New item added through the cfg work fine - i can add a "bread2" to th game, while Im failing to replace the item itself

pale idol
#

is it possible to just edit a cfg or some other text file to make scopes able to be fit on different guns without having to touch 3d modelling?

drifting tapir
indigo jolt
#

Guys, anyone knows how to change the number of cartridges you get from single ammo pack found in the world?

desert valve
#

anybody happen to know how i import one of the game header files into UE?

drifting tapir
#

Now testing with file name ConsumablePrototypes_Conner

drifting tapir
unique prism
#

are there any a-life experts in here? do we know what exactly breaks quests and settlements when editing a-life?

merry mountain
indigo jolt
#

Hopefully we will be able to script these things later at runtime.

merry mountain
#

everthing is just in one folder

#

😄

indigo jolt
#

I don't care about it. I just want to globally reduce loose loot, either removing objects or reducing their "quantity".

merry mountain
indigo jolt
#

It's just a matter of writing a script for mass modification based on some preset, then running this script whenever new update comes up. Unless a better approach is found.

mild fable
#

Is there a mod to have a "money item" ?
I would like to evaluate how hard it would be to create something duplicated from the blueprint USBs, that once you loot you earn something (in this case, coupons) and the item disappear

indigo jolt
#

Usually such mods are made with runtime scripts. There's this ue4ss thing that supports some kind of Lua scripting, but I don't know much about it.

drifting tapir
# unique prism are there any a-life experts in here? do we know what exactly breaks quests and ...

Unfixable without source code

  1. game has no de-aggro mechanic. Enemies do nto reset aggro until despawned
  2. Quest hubs will lock when player is being aggro-ed, and quest npcs may either not spawn or be stuck in aggro state, therefore being unable to deliver quest dialogue.
  3. Game occasionally does not reset npcs and hubs after aggro ends, causing a softlock state until player reloads the game.
  4. Outside of this aggro issue, Director alife spawns might possibly block quest npc spawns, although this issue is unverified and unreplicated, since vanilla game itself has issues with missing npcs regardless of alife tweaks
indigo jolt
#

Another problem is I guess those thousands of spawn records are "executed" at new game and then stored in save games, considering that the game seems to persist the state of every location you visited.

#

I wonder if it is done for the entire world or just the region (or section of region) as you're entering it for the first time?

unique prism
drifting tapir
#

like the game literally relies on the 80m despawn distance to prevent quests from being broken, since there is no de-aggro at all

indigo jolt
#

The level designers at GSC were crazy generous with 12ga buck placement.

frozen orchid
#

Soon tm

indigo jolt
#

Flashlight distance is not in any CFG's I assume? Otherwise someone would already uploaded a mod for it

vital coyote
#

i increased mine with the flashlight editor but its loaded with the modloader as a blueprint so im not sure how it works

indigo jolt
#

How to change ammo weight? Editing value in AmmoPrototypes didn't work

sinful cypress
#

AmmoPrototypes is correct, I am pretty sure

merry mountain
sinful cypress
#

Wait, there was an ammo weight mod, take a look at the cfg it edits

mortal lantern
#

Have there been anymore huge breakthroughs on the mod making department as of lately?

desert valve
#

now i even rendered an array of strings

#

although it does not fit the screen yet

#

you can see we are making great progress here

celest cliff
#

just picked up a new threadripper cpu and im looking to tank the system with some over the top "a life" spawner

ripe flame
#

WIP UI Overhaul progress. PDA screens.

frail plover
slow lake
#

Hey everyone, I wanted to change the mag capacity for the Gambit, so I made another magazine, and kept the extended mag the same, if I drag and drop from inventory it works fine, but if I use the quick attachment menu it doesn't change the mag and the gun will stop working until I take it out again, any idea how to fix that?

arctic monolith
cloud aspen
#

It wasn't a few hours ago

half willow
desert valve
#

what is the blueprint equivalent to this UE4SS lua code? FindFirstOf("InventoryNew") 😄

hallow sand
proper grove
#

Any mod that allow inventory check when sitting at campfire?

hallow sand
half willow
#

Well, theoretically you could add your own slots, maybe I'll play around with that in the future.

hallow sand
hallow sand
half willow
hallow sand
half willow
#

That's the spirit

hallow sand
#

downlaoded so I can endorse 😄

indigo jolt
merry mountain
#

oh its not ue4ss

nimble cypress
#

what tool do i use too unpack paks?

merry mountain
indigo jolt
#

I put my AmmoPrototypes.cfg in the wrong folder, that's probably why it didn't work.

hallow sand
half willow
hallow sand
#

Hey guys, I fucking did! I got a site on the top of the DROWNED AK!

half willow
twilit compass
#

Cursed

north wasp
#

I see no issues there Chadge

hallow sand
#

If I can get the name of the socket where the rear site is, we might be cookin

spark plinth
#

You’ll be the first to know

hallow sand
#

Oh shit.

#

That's fantastic news

#

I'm gonna give it a go with herbata's thing

#

too

hallow sand
#

They have prefab building assets in their files, we will be able to add stuff pretty fast with sdk

warped minnow
#

Nice

#

i'm still struggling to get this load order done right

#

😭

slow lake
hallow sand
#

Or well I mean there are tools coming yeah

#

I just dunno when

lusty sail
#

Any new progress in UI editing or mimicking it with pseudo blueprints? Or some other news with UI modding?

I’ve tried to edit some, but was failed…

spark plinth
# slow lake Hey, since you have more experience with attachments, did you had any issue with...

Yes, the issue is that the animation references are on a separate file (I haven’t really looked into it yet I want to resolve the sockets first). We could assign existing animations match the scope and grips you add to a gun that didn’t have one for it. For example, if I copy paste the under barrel shotgun socket into the 416 that doesn’t have one. At least it will be in the correct spot. Then I will reference the correct animation to work with it.

slow lake
merry mountain
warped minnow
#

I don't understand how this game is being so difficult with the load order makes no sense

spark plinth
slow lake
hard briar
#

Hey is load order determined by alphabetical order? Also anyone recommed using some mod manager?

spark plinth
#

Turn that thing off and your saves will be saved more. Pun intended

broken forge
#

thank you chad question answerers

spark plinth
hard briar
spark plinth
lusty sail
# spark plinth Ask here https://discord.com/channels/912320241713958912/1312273909722251335

Isn’t it just ui texture editing?

I talked about manipulating UI widgets, not textures, thought maybe someone figured out how to edit widgets or add new, cause with ue4ss I just found how to change vector2 and opacity of widgets with live view but it’s not enough.

Also tried your method with JSON renaming to uasset with widgets, but game don’t want to startup after that 😂

clear mountain
#

@half willow so how did you make technicians upgrade what you made?

supple hare
desert valve
#

before we go to bed tonight, let's pray for all the poor people who earn their living with unreal engine & visual studio
may their lives be short, so that their suffering may end
amen /s

foggy hinge
#

Has anyone made a syntax extension with VSC for CFG files yet?

thick sinew
#

do the mods in nexus need to be in the same patch as of right now or can i just go oonga boonga?

hard briar
#

Hey so i was going through Jakes Modified Zone and noticed one of the time and wieght optional files had ALifeGridVisionRadius in Core Variables decresed, which I thought is weird. Im not sure if this is a bug given I am very new to modding. Anyone know what is going on?

half willow
lusty sail
foggy hinge
#

It doesn't identify struct.begin/ends and comments.

#

Also some other things and whatnot

lusty sail
#

Notepad++ do exactly what you described, vsc in my case works perfectly

foggy hinge
#

It works fine for the most part but errors and correctios won't show up for improper syntax and proper opening/closing structures.

#

It's still not the right syntax for this use case though.

half willow
#

And it pisses me the fuck off

foggy hinge
#

Yup, my exact reason why I asked if anyone made a proper syntax extension for it yet LUL

clear mountain
half willow
#

I don’t think that anyone will bother with that, the cfg files seem to be generated by UE after you create shit in their gui

clear mountain
#

very sad it is

half willow
#

So no one really ever interacts with the .cfg files directly

#

Unless you’re us and you don’t have the sdk

hard briar
#

wait theres a better way than notepad++

bright wasp
#

Prob a dumb question but even/when the SDK comese out would it still make sense to know C++ or Blueprint?

half willow
#

Basically the entire code for structs is meant to be written in c++

#

At least that’s what I saw when researching structs online

#

But it seems rather easy

#

No advanced c++ knowledge needed

bright wasp
#

Basically completly new to programming, would i be shooting myself in the foot by leaning more into Blurprints over raw code?

#

Structs?

half willow
hard briar
#

yea its a concept in c++

half willow
#

Used to keep data linked and shit

hard briar
#

wait their basically a class with public instance vars?

bright wasp
#

Gotcha. Makes sense.

half willow
#

They use it for everything and it also fucking drives me nuts

#

Oh you need an array? Struct.begin

#

Oh you need a single value? Struct.begin

#

Oh you need a 20000 line list of random ass variables? Struct.begin

clear mountain
#

me learning UE

#

quite simple it seems for now

half willow
#

Yeah that’s just simple c++

foggy hinge
#

Well

desert valve
#

me learning UE: build, wait, start game, wait, load, wait, CTD, repeat

foggy hinge
#

Blueprints will be a optional choice, but C++ should generally be used for more advanced programming

bright wasp
clear mountain
rare quail
#

Fellas did anybody found line with value for the max pop-up distance of them loot dots?

hard briar
clear mountain
#

also have an bachelor in CS, if that helps

willow monolith
#

Is there a mod that allows weapon reloads to pickup where they left off?

orchid carbon
#

Hey guys I have this very strange bug that I fixed with no FOV zoom during ADS except for scoped weapons, I'm trying to see if there is some scoped weapon mod that could help me out. After doing Sircaa my ADS seemed to be rendering around 30fps but then once the animation finishes the render fps is normal. Unfortunately I played through Sircaa thinking it might fix its self but it didn't and now I have zero saves from before the bug occurred. If I make a new game the ADS bug does not occur and the animation runs at my raster fps. Can someone point me in the right direction to see where these zoom settings are and if there is a mod that could maybe help me out with this issue that remains for my scoped weapons?

half willow
foggy hinge
#

Overwriting Game Values w/o Directly Editing CFG Files

A solution to anyone wanting to make edits to any .cfg file without even touching a single thing in those files, which retains full compatibility with other mods while implementing your changes. This is the solution I shared with Somber for Mutant Loot, which has proven to work.

You can make edits to existing cfg files without overwriting the existing cfg files by creating your own .cfg file, naming it whatever you want. Note that file names matter and there is some quirk that needs more looking into, but the current idea is that files are loaded alphabetically, so any following cfg file after will overwrite previous cfg files. I am not really sure if this is the case yet, but it seems to be that way. Ideally, just name your cfg file with the prefix of ZZZ_ to sort it last.

The way we can overwrite specific values is by creating a new structure copying the original cfg structure, then deleting and editing specific values you want to tweak. We need to specify the new structure to reference the original cfg file, along with its structure ID, which is normally the text right before : struct.begin, as in this example below, it is Blinddog. You should still place the files in the folder the file you overwrite originates from, but it is possible to reference cfg files outside of the files by using {refurl=../ObjPrototypes/Blinddog.cfg.

Blinddog : struct.begin {refurl=BlindDog.cfg;refkey=Blinddog}
   VitalParams : struct.begin
      MaxHP = 60
      RegenHP = 0.02
   struct.end
struct.end

After that, just pack your files up and install like any other mod, and profit. You now have tweaks made to cfg files without actually editing the games original cfg files.

half willow
clear mountain
half willow
#

If you use my dlc method you can rip em as loose files

foggy hinge
#

Loose files works outside of your mod loader though?

half willow
#

Not for all files

dreamy marten
#

I'd love a mod that allows the player to get into cut areas, such as the Generators
or the CNPP

foggy hinge
#

Mm, it's probably best to just repak them then. But this method is just more simpler if you want to get straight into it and not have to rely on anything else.

half willow
#

Only for the ones that are In folders inside the gamedata folders, at least from what I’ve tried

still dew
#

Ok, how hard would it be to convince one of you to have medics stock like psi block and stuff

clear mountain
half willow
gusty forge
#

Anyone can point me to database unpacker for S2? I really gotta fix traders having jackshit and having almost none of it aswell across the board and seems nobody made a mod about traders yet.

clear mountain
gusty forge
#

Damn i am blind i guess. Or more likely couldnt find anything through googling due to sheer amount of gaming journo trash posts.

I guess it will do, just was thinking for few seconds about how badly unbalanced its gonna be. Then again trekking across whole Zone just for one trader stops being fun the fifth time you do it (Red Forest dude lol)

clear mountain
#

anyone know how to unlocked the locked door via command input?

half willow
#

well not unlock but UETools_ghost works

#

and later UETools_walk to turn it off

lone lantern
#

Does anyone has edited saiga to become full auto?

gusty forge
#

Anyone found mod or atleast file to edit to change that each anomaly spawns maxium of one artifact at the same time? Artifact farming is... painful tbh, especially given spawns are actually mostly random. Speaking of artifacts, anyone has a recommendation for any kind of UI mod that would show me current stats of my character? Really want to know how much the artifacts or pills actually help you 🫠

... and speaking of helping, max stat limit removal anyone?

gusty forge
clear mountain
#

What's the measurement of FireInterval = 0.1?

#

is it second or tick time

foggy hinge
#

Usually never is tick I believe.

#

Intervals on a tick basis are very intensive on performance

#

So most likely seconds.

clear mountain
#

guess so, thanks

finite bay
#

any idea if its possible to remove the safe zone restriction some place's have that force you to put your gun down and not letting you shoot anyone inside it?

unique flame
#

Does anyone happen to know the abbreviation for the Spanish (LATAM) language?

foggy hinge
#

Pretty sure it's es

#

es-ES

#

es-ES: Spanish (Spain)
es-GT: Spanish (Guatemala)
es-HN: Spanish (Honduras)
es-MX: Spanish (Mexico)
LAS: Latin American Spanish

unique flame
#

Well, in the game, I think only two characters are used, except for the Chinese one, which uses three. I imagine it would be LAS.

foggy hinge
#

I think it would just be ES.

rare ruin
#

I am so glad to finally be finished with the first version of my mod holy, so many lines changed over the past week and a half.

bright wasp
bright wasp
foggy hinge
#
Blinddog : struct.begin {refurl=BlindDog.cfg;refkey=Blinddog}
   StaminaPerAction : struct.begin
      Crouch = 0.02
      Walk = 0.01
      Run = 0.015
      Sprint = 0.1
      Climb = 0.5
      Jump = 20
   struct.end
   
   VitalParams : struct.begin
      MaxHP = 6000
      RegenHP = 0.03
   struct.end
   
   MovementParams : struct.begin
      WalkSpeed = 600.0
      RunSpeed = 600.0
      SprintSpeed = 600.0
      ClimbSpeedCoef = 0.6f
      JumpSpeedCoef = 1.f
      AirControlCoef = 0.1f
      BaseTurnRate = 30.f
      BaseLookUpRate = 40.f
      AimTurnCoef = 0.8f
      AimLookUpCoef = 0.8f
      CrouchSpeed = 150.f
      LowCrouchSpeed = 100.f
      RunDiagonalBackCoef = 0.6f
      WalkDiagonalBackCoef = 0.6f
      WalkBackCoef = 0.6f
      RunBackCoef = 0.6f
      MoveBackCrouchCoef = 0.6f
      MoveBackLowCrouchCoef = 0.6f
   struct.end
struct.end
#

Here's an example.

clear mountain
#

Here's the Integral part which is redefining FireTypes referenced from TemplateSMG

#

so you don't have to bring all the structs from the reference but have to set all variables inside struct

foggy hinge
dreamy marten
#

im exploring the Generators area and seeing the amount of stuff, items, stashes, and paths in there, I am more and more disappointed in the amount of cut content from this area

#

there are items to loot, enemy spawns, beautiful scenery

#

I even found a unique armor!

bright wasp
#

@dreamy marten ||Generators are part of the main story||

#

I imagine the other two areas with the clouds are the DLC areas

dreamy marten
#

||In the main story, Generators is nothing but a series of corridors with fights||

bright wasp
dreamy marten
#

the actual area is nearly entirely cut content. There are ways through, two in fact, if you use console commands and some uetools ghosting

haughty burrow
#

how hard would it be to change some of the mods in the suggested mod list. I like some aspects of them, and dislike others. Would this be as simple as opening the mods in a text file and deleting some things? Im guessing not but i have no clue

clear mountain
#

How would load order work if we put mod files in DLCGameData?

spark plinth
#

I answered thinking you’re talking about Herbata’s DLC method.

#

It still functions alphabetically

eternal sapphire
#

I think its also important to be clear that this "DLC method" isn't the only way to have standalone mods, like @foggy hinge has talked about.

iron steeple
#

I wanted to ask:

  1. What specific improvements have occurred in Lumen from 5.1 to 5.4/5.5?
  2. How much has FPS improved?
    I watched a DF video half a year ago, and there was a pretty big difference (https://www.youtube.com/watch?v=29ZZTlJt9K8).
  3. How difficult and long would the process of transitioning such a large project as Stalker 2 from modified 5.1 to conditional 5.4 be?

Progress with Unreal Engine 5 continues apace with the latest 5.4 revision of the engine, delivering big performance increases and new features, including improvements to ray tracing. Epic's also trying to tackle #StutterStruggle, but to what extend has it succeeded, both in demo software and in Fortnite - the firm's Unreal Engine Showcase?

Sub...

▶ Play video
foggy hinge
# iron steeple I wanted to ask: 1. What specific improvements have occurred in Lumen from 5.1 ...

Megalights is being introduced in 5.5, significantly reducing the stress and resources needed for millions of lights in a single scene.

https://youtu.be/hzcsKvrF-Ho

During Unreal Fest Seattle’s opening session, we gave a live demonstration of a new Experimental feature: MegaLights, which enables you to use orders of magnitude more lights than ever before—all movable, dynamic, with realistic area shadows and the ability to light volumetric fog. In the demo, our intrepid hero Echo navigated a scene illuminate...

▶ Play video
#

5.5 also introduced some new issues, but there is also a lot more functionality and improvements over 5.1 with 5.4 and 5.5.

#

With many developers targeting 60 Hz experiences, we’ve invested significant effort into improving rendering performance in UE 5.4; this includes refactoring the systems to enable a greater degree of parallelization, as well as adding GPU instance culling to hardware ray tracing, which also now benefits from additional primitive types and an optimized Path Tracer. Further optimizations have been made to shader compilation, resulting in a notable improvement in project cook times.

spark plinth
#

Like I mentioned in Yerts mod. The devs were rushed to update to 5 from 4 in a short notice. And now they are stuck trying to optimize a unique build of 5.1. Is it worth it to update to a later version of 5? Yes. Are they? Probably, but no time soon.

foggy hinge
#

I'm still experimenting with a lot of stuff and figuring out new ways to work with these files.

clear mountain
#

I've made ZZZ_Penetration_Upgrades.cfg with a sample code

ArmorPiercingPos08Effect : struct.begin {refurl=EffectPrototypes.cfg;refkey=ArmorPiercingTemplate}
   SID = ArmorPiercingPos08Effect
   ValueMin = 0.8f
   ValueMax = 0.8f
struct.end

// UpgradePrototypes.cfg
GunPM_Upgrade_Barrel_1 : struct.begin {refurl=UpgradePrototypes.cfg;refkey=GunPM_Upgrade_Barrel_1}
   BaseCost = 3550
   EffectPrototypeSIDs : struct.begin
      [0] = ProjectileSpeedPos20Effect
      [1] = ArmorPiercingPos08Effect
   struct.end
struct.end
~```
#

but it doesn't work for me, though

foggy hinge
#

Are you overwriting an existing structure?

clear mountain
#

Yes, those are no new SIDs

foggy hinge
#

Remove the SID variable from the first one and see what that does.

clear mountain
#

ah, ArmorPiercingPos08Effect is new struct

#

other than that upgrades are not

foggy hinge
#

Mm, that's what I am still figuring out. I would separate the two structures and put them in their own cfg file under the same folder you're referring to in the refurl

#

Maybe see if that works?

clear mountain
#

gonna try that rn

foggy hinge
#

I'm still trying to figure out why my ADSFOVModifier values aren't overriding the default ones.

clear mountain
#

No luck, sadly

foggy hinge
#

It seems to be kinda picky on what it loads.

clear mountain
#

yeah

merry mountain
clear mountain
merry mountain
#

for Hubs

#

XToggleHubDoors bLocked Radius

clear mountain
foggy hinge
clear mountain
#

it works after I remove refurl and appended this GunPM_Upgrade_Barrel_1 : struct.begin {refkey=GunPM_Upgrade_Barrel_1} BaseCost = 3550 EffectPrototypeSIDs : struct.begin [0] = ProjectileSpeedPos20Effect [1] = ArmorPiercingPos08Effect struct.end struct.end

#

so I guess it works if I put this directly

foggy hinge
#

Ah well yeah if you are making a completely new upgrade and effect you wouldn't need to use a refurl and refkey

clear mountain
#

nah you see I am modifying a existing upgrade

#

but somehow referencing the very cfg file with refurl makes game crash

#

but that's another story

foggy hinge
#

Ohh, okay.

gentle sapphire
#

Anyone know of a mod similar to groks economy fix that works with latest patch?

clear mountain
foggy hinge
#

So which part of this is problematic?

#

The entire thing, or something specific with the files?

clear mountain
#

Those are not able to be loaded, every single upgrades are not affected

foggy hinge
#

Oh, so also when the cfg files you are makign are in the same directory as the ones you're overwriting, they don't need the ./

clear mountain
#

I know, I tried without ./

foggy hinge
#

You just need to specify the file name.

#

Ah okay

#

My bad

clear mountain
#

np

foggy hinge
#

This is where the syntax extension for these would come in handy so I can see if there's any typos.

clear mountain
#

I've put all of these in original files to test them, and replaced refurl=UpgradePrototypes.cfg; to "" and it works

#

very weird isnt it

sinful cypress
#

You can make it the same way as I did with my Bandage Rebalance.
No need to make it complicated

foggy hinge
#

Huh?

#

BC if so, yeah it's the same thing that's being done with these too.

clear mountain
#

I have a hypothesis, shouldn't I put these directly in GameData folder?

foggy hinge
#

So loose files can be loaded.

#

Well that's really good to know

summer silo
#

Not all of them mind you, lol

#

CoreVariables can't be loaded like that for example

spark plinth
foggy hinge
#

Mmm

#

So what limitation is there that we do know then with loose files? Just things not in a subfolder in GameData?

#

Or has anything else been tested other than CoreVariables in the root folder of GameData?

clear mountain
#

This is the way I took, and it finally worked

summer silo
#

You're like, two days late to the party kekl

clear mountain
summer silo
#

True dat

sinful cypress
foggy hinge
#

Ahh

#

Okay

#

Lemme check it out

sinful cypress
#

I am at work - no nexusmods allowed ^^

foggy hinge
#

So you're copying the entire effect into a new file and just overwriting the original one.

#

My concern with this way though is compatibility, since you're overwriting all of the changes from the original effect.

#

Anything loaded before your mod will be overwritten by this.

#

That's why I was looking into the way I am sharing since it is only editing very specific values.

foggy hinge
#

BC I can't even get it to work

clear mountain
foggy hinge
#

Interesting to know that's the solution

clear mountain
#

with new cfgs putting them directly into GameData didnt work, interestingly

sinful cypress
#

Stalker2\Content\GameLite\Gamedata\NEWFOLDER\yourrenamed.cfg
this works

clear mountain
foggy hinge
#

Mm, so maybe just putting them in your own named folder works.

#

For organization

#

So like RagesMods

clear mountain
sinful cypress
#

Thats how I do it, just the .cfg, no .pak

clear mountain
#

also packaging that works too

half willow
clear mountain
#

AP1_1-4_Main\Stalker2\Content\GameLite\GameData\EffectPrototypes\AP1_EffectPrototypes.cfg
AP1_1-4_Main\Stalker2\Content\GameLite\GameData\UpgradePrototypes\AP1_UpgradePrototypes.cfg

#

this is my files and dir

half willow
#

I tried \Stalker2\Content\GameLite\GameData\Herbata\herEffectPrototypes.cfg and \Stalker2\Content\GameLite\GameData\Herbata\herUpgradePrototypes.cfg and that wouldn't work

ripe flame
#

When I copy uassets to a new UE 5.1.1 project called "Stalker2" with exact same path, I cannot see them, and re-cooking gives an error ...".uasset has malformed tag".

How are you guys able to load original game files in UE?

raw crest
#

Is there a mod that disables emission starting and radiation sound from the mission notification, it threws off me everytime

half willow
#

I have an idea for a weapon upgrade mod and want to get your opinions,
I am thinking of making a mod that would add upgrade paths for low tier weapons, like the HK416, AK-74 or the AKS-74U.
These upgrade paths would make these weapons more useful in later phases of the game, offering similar stats to the weapons you get later on, like the G36/Kharod or Fora/Dnipro.

foggy hinge
#

IDK how adding new weapon upgrades will go but maybe.

half willow
foggy hinge
#

If you can pull it off that'd be interesting to see.

half willow
foggy hinge
#

Does the upgrade tree dynamically adjust to new upgrades?

#

Like

#

So

foggy hinge
#

The AK74M has three barrel upgrades, it automatically shows a new upgrade properly?

half willow
#

yep

foggy hinge
#

Can you show an example, I wanna see this. I was actually curious to doing this myself and giving it a spin.

half willow
#

there's a screenshot there

foggy hinge
#

Ah, well shit haha

#

Huh, nice.

#

Wonder what the limit is. 😅

fierce kiln
#

Whats up with the mod posting channel doesnt work?

half willow
#

You can probably just add as many as you want as long as they fit on the screen

fierce kiln
#

Nvm works now

#

That was wierd

#

Zone works in mysterious ways....

half willow
#

I was also playing around with making fully custom ammo as in new calibers

foggy hinge
#

Any luck there? I'm sure it's possible

half willow
#

Made a .50 Beowulf for testing but can't figure out how to make enemies spawn with the ammo

foggy hinge
#

Look at the ItemLootGenerators file

desert valve
#

i was not able to add anything to "engine space" visual studio always choose to ignore it

desert valve
half willow
#

no clue

ripe flame
ripe flame
# half willow Exactly what I was thinking

Btw, do you know the solution?

When I copy uassets to a new UE 5.1.1 project called "Stalker2" with exact same path, I cannot see them, and re-cooking gives an error ...".uasset has malformed tag".

How are you guys able to load original game files in UE?

smoky stirrup
#

damn there are some good and long ambient tracks up in \Stalker2\Content_STALKER2\Audio\WwiseAudio\Media.

#

this one pretty sweet 545382296.wem

half willow
desert valve
#

why do the plum retextures not look anything like the fruit

#

what am i missing here

half willow
#

Thats what the color is called by russians

desert valve
#

ohhhhh gotcha

half willow
#

Plums in Russia be different

desert valve
#

i was googling about other meanings for plum etc.

#

could not find anything xD

#

looks sick though

ripe flame
#

All black is much sexier

spark plinth
#

anyone can tell me what is the PX of this?

half willow
#

also bakelite

ripe flame
spark plinth
ripe flame
#

Use 1920x1080 as base

spark plinth
ripe flame
# spark plinth

Rather, use this.

Gray area is a "only bg image" zone, so Nexus text is readable

smoky stirrup
#

anyone know a way to search multiple files at once in FModel? like "filename" "filename" "filename" "filename" etc.

sand parrot
#

Need a Romanian AK retexture

spark plinth
half willow
#

beautiful

hallow sand
#

morning

#

We already have a multiplayer mod

#

WHAT THE FUCK LAMO

spark plinth
desert valve
crimson laurel
#

u cant download anyway

hallow sand
crimson laurel
#

no video proof no nothing

quick heart
crimson laurel
#

??

hallow sand
hallow sand
proven talon
#

Does anybody have any good resources to start mod crafting for stalker?

sinful cypress
#

Check the pinned

proven talon
#

Aaaaah the channel was hidden for me for some reason

#

Thanks!

desert valve
#
drifting tapir
#

Has anyone managed to add entries to effectprototypes.cfg with the refurl method? I cant make the refurl method work for cfg files directly in the gamedata folder (such as corevariables, objprototypes, and effectprototypes)

#

Any ideas? Maybe the effectprototoypes_custom.cfg has to be in a "effectprototypes" folder?

drifting tapir
arctic yew
#

hey sorry but can someone help me with changing the load order for mods ?

sinful cypress
#

Sry, I use Vortex for this

half willow
sinful cypress
#

It works for me

half willow
#

huh

#

i wonder how it works

#

does it just change the names of the .pak files?

#

or does it do some kind of dark wizardry

half willow
#

had it happen to me with the mod loader

granite sierra
hallow sand
drifting tapir
sand vault
#

I have another idea for a mod when SDK drops. Something to actually use broken weapons for. If you repair broken weapons and hand them out to stalkers, it'll build a reputation with them, and they will continue to leave items for you in your chest as you play the game after that. It'll start out as simple items, like ammo, medkits, psi blockers, etc. but eventually they might drop an artifact or even a weapon in your box for you. So it doesn't get messy, make it so you can only do this with a few NPCs at a time.

half willow
arctic patrol
arctic patrol
worthy sparrow
#

i'm having some issues packaging my mod in UE5

#

it's telling me i don't have the windows SDK required

#

googled that, downloaded the windows SDK, tried to force update inside UE5 but it still says i don't have it, like the log hasn't changed

sand vault
sand vault
#

Here's another idea I have, this one for gambling, dice and card games in the zone

molten cargo
#

What in the world am i reading

proven talon
#

Bro crafting up fallout in stalker

steep ruin
#

I just saw the multiplayer mod on nexus, what are the chances this isn't a virus, even if its not its weird to drop something big like that without even talking about it

worthy sparrow
granite sierra
#

It's incredibly sketchy lol

unreal glacier
#

what's UE4SS

topaz cape
merry mountain
verbal patrol
#

anyone know if theres been discussions of adding mask effects to the game?

topaz cape
#

has been done via reshade already

verbal patrol
#

or being able to move while having the backpack open

#

yeah i know but it doesnt detect the existing hud and is a weird overlay

unreal glacier
# topaz cape :D

Ahh, I see, I should have been more thorough with my question to make it clear that I was hoping for a simpler explanation in the context of how it's being used in S2. I will endeavor to communicate more clearly in the future.

granite sierra
#

actually another discord I'm in, someone looked into the files in a VMware, it scrapes data.

#

so surprise surprise, it's fake.

topaz cape
wet vector
#

Hello guys!
When i download a mod from nexus mods i need to unpack the zip or just move the zip to the folder?

sand vault
#

Follow the instructions on each mod description page.

#

Unpack what's in the zip/rar/7z and place it where the mod description page says to place it, typically in the "~Mods" folder within "\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks" but some mods go elsewhere.

raw crest
# topaz cape :D

Does it work on Stalker 2, is it similar to extended scripting for Fallout games

raw crest
desert valve
#

same config works in an empty project, but not in there

spark plinth
desert valve
#

o.O

#

didnt need anything like that before

#

why would i now? 🙂

spark plinth
desert valve
#

im confused

#

i could easily package my blueprints and load them

#

now i have project with a couple of c++ classes

#

why would it that be any different? 🙂

#

its not like i want the files in my mod anyway

ripe flame
#

How do you open vanilla exported uassets (from FModel) in UE project?

little sluice
#

What kind of assets?

haughty burrow
#

im trying to figure out the merge tool, but i dont see a way to open the run.bat with a text editor, anyone know what im doing wrong?

ripe flame
little sluice
# ripe flame Any uasset

You can't really, you'll have to export the asset (eg .png for textures) and then reimport them in UE5 and "rebuild" the asset by matching the properties of the original uasset

desert valve
#

but now it works

little sluice
spark plinth
ripe flame
#

Let me rephrase: has anyone managed to open Stalker 2 in Unreal Engine?

little sluice
ripe flame
#

UE does weird things to images on import. Random compression, random LOD properties, so you have to go through files manually

#

And half of the time just play guessing game of matching checkboxes with cfg values, which names sometimes aren’t even close

cosmic ingot
#

Does anyone here know if its possible to stop doors to hubs from locking while aggroed, and along with this, possibly remove the red threat texture from the compass. would it be in obj prototypes, im looking around.

desert valve
#

3 days of nothing but work and unreal engine and i finaly did something ingame except displaying text

#

what a journey

#

would not recommend

drowsy pike
#

reposting this from the stalker discord, anyone familiar with this? Google doesnt seem to have much on it happening to pak files

vital coyote
# desert valve would not recommend

yee been taking a step back for now but figured i would take a ground up aproach when it comes to working with ue, found a tutorial that takes you step by step through making a small movie sceene. figured it would familerize myself with ue in genneral and give me a bit of what i would need for custom mutie's one day. (been wanting to bump my 2d art to 3d for years )

ue is deff a headache

merry mountain
drowsy pike