#╟⚒stalker2™-mods-making-discussion
1 messages · Page 38 of 1
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.
It's been a few days since I was last in here. How is everyone doing. Any new modding breakthroughs?
id assume it has something to do with them being UDIM textures
they probably use the top left tile for something else
nvm im cooked
if they were udims there should be seperate textures for each tile
but maybe unreal cooks them into one
Oh lol looks like we had similar ideas, though yours is more of a CAG-style HK while I'm just repainting the furniture
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
No surprise there. It's fairly popular look. Painting the unwrapped textures is annoying though. I'm thinking about just moving this into substance.
Yeah definitely I've just been painting in bright colors the areas I want to change in blender texture paint, then using that as a mask in GIMP. I loved Substance Painter, until it got Adobe'd
Where is Low Crouch GSC?
Where is it?
may need to pick your brains later. I'm off to bed for now though. Looks good,dude!
the low crouch is the stalkers you met along the way
Yours as well!
If i wouldnt get ghosting artifacts on my holos and red dots while having FSR3 fframe gen on, i would definitely pick it
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...

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
They should've stayed on Unreal Engine 4..
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
its an engine , it can be anything it wants it's up to the users of the engine to optimze and remove bloat features they dont want if they are knowledgable enough to do so , which most arent
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
Yes. FModel incorrectly retrieves textures of models with variations in the form of pouches, backpacks and other equipment. The UVMap of the model does not match the texture that FModel retrieves from the game files. In theory, you can fix the texture, but it will be corrupted after injecting to the game
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
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
its almost like the developers have access to the entire engine source
just build your own rendering pipeline bro
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
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
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
he dont bite
i want f
Hi! SDK isn't available yet, so it's impossible to add VFX, how we usually do it. If I remember correctly, GSC said that they would say something about modding in December.
Which effects? I know things like muzzle flashes are just 2D sprites so those can definitely be edited with what's available now
But what can you change? Only texture itself or values inside Niagara too?
Probably just the textures, everything is super basic stuff like swaps for now
UV map is the issue here, not the texture.
It doesn't do much then. Without tweaking values for new texture, changing something doesn't make sense
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'.
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!
I think the easiest way right now is just installing mods manually.
Vortex has issues removing mods
I've noticed that and I've not had any issues manually doing it myself.
Mod Organizer 2 has "basic" support but its also mostly just dropping a pak file in and out rn
It's more just the merging I don't know how to do.
Mod Manager wont help you with that I'm afraid xD
Wait, I'm so sorry.
Some of them require you to open them up and manually change the paths. I can't speak for Vortex since I don't use that one but I can guide you to this nifty little guide Trave made https://discord.com/channels/912320241713958912/1312154196383895702
I think most people just manually merge the mods using Notepad++ or something like that (I use VSC myself but I use that for work so)
I'm fine with using Notepad++, I just didn't know I was actually able to open the PAKs for myself! I'll have a look at that link, thank you.
Haha yeah we all went through that don't worry mate. That guide will go through every step of the way, you'll need an packer/unpacker (the one Trave lists is really good)
Thanks mate, I'll check it out!
Ah, I launched the game without mods and the normal font seems to be there. I assume its fixed.
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
Stuff like Mutant Loot or anything that interferes with the game's localization need to be updated between patches or it'll break
You can downgrade your game version, just an FYI
Ahh
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.
i dont need to, im on 1.0 and i have the dev build exe and dll
Oh damn
and other people can also still use iit
I haven't been keeping on on the debug menu
But what does it include?
I wanna try and use it myself.
you just need the exe, the dll and pakchunk16 from 1.0 i think
alls the menu points you see in the video / screenshots
minus Alife which is empty
Ahh, so just the ALife one is empty?
but you can view alife stuff on the map
That's low-key ironic af
map has different modes to show lairs, radiation patches, anomalys, alife etc
Enlighten me, what're Lairs?
lairs are locations where NPCs and Mutants can spawn
on the lairs tab you can see which lair is currently occupied by which faction / mutants
and what is the cuurrent state, eg. defensive, normal etc
Makes sense, the debug menu would be real helpful rn NGL
Nexus is fucked up since last night what's going on?
fucked up how?
For example
oh
Nothing uploads
I saw someone mentioning the three clouded zones above, like in this pic. Does the debug have a teleport option to them?
Nah it's been like this since like 8pm GMT yesterday
Nexus has been on and off with its site for about a week now
Gotta just give it time
yyou can fly there, there is nothing interesting tho, nothing spawns there and if you dont have godmode you diie of radiation
@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
Whack, definitely gotta be something planned for it then
the yandex link is dead
ill upload it to gofile
thank you so much!
Wait is it actually still working?
The reddit post says it got disabled
which post are you talking about
This one
they removed the dev exe and the palcore dll, and if you dont have the correct pakchunk16 your game crashes on opening inventory
How would I use this? Can it work with 1.0.3?
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.
What was in pakchunk16? 👀
16 is UI textures I think
idk about that, mutliple people used it with the exe, dll and the packchunk16 from 1.0 after it was removed (you can also use it without pakchunk16 from 1..0 but it will crash on opening inventory)
I assume no one has that shi backed up
they removed the files with the next patch when they realized they shipped the dev exe
Do you also have the other parts? ❤️
there was a google link for the pakchunk files i think
Makes you wonder if the dev exe caused performance issues due to logging and debugging features being on, lol
its multiple gb
i added the dll to this link
I kinda doubt it TBH
Any tips on how to use this? Like how would I load saves?
#╟⚒stalker2™-mods-making-discussion message
Pakchunk16 files
you dont, you make new game in another save slot as far as i know
Ahh I see, not much use to me atm then.
oh and put a .bat file in your main stalker dir , where Stalker2.exe is located
start "" "Stalker2\Binaries\Win64\Stalker2-Win64-Test.exe"
With debugging "on" programs can get hella slow.
Haha, I know
But with how slow the game was already
It probably wasn't a measurable difference.
But ImGui is ideally pretty lightweight
It's meant to be
And if I had to guess, the debug menu is just a compiled menu of console commands to execute
All tidied up and whatnot
it can do stuff for which there are no console commands
they can just access any anything in the game source and execute it as they wish
we could in theory build something silimar with the help of UE4SS, but it would be a pain to do so
Man f off xD
A 4090 costs as much as my PC costed me, and it has a 4080 Super.
yeah the build was like 3000€ with ~2000 of that for the gpu

but its not only for gaming
i also do lots of ai stuff so i needed much vram
AMD gpu would have been cheaper(only half the cost), but they are not as good supported for the different AI libs
and i dont wanted to need to constantly mess with stuff not working because its an amd gpu
I remember how you needed a specific DLL file to make Star Wars Jedi Academy work on old Radeon GPU's 
Okay yeah, needed an atioglxx.dll to even run the game XD
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.
Anyone tried that mutant bear chimera sound replacement, might try it out later. Sounds creepy as fuck
listening to the video now
I use the predator click/roar for bloodsuckers
Not sure if he managed to add to attack some sounds
Isnt that present in gamma but kinda lesser clicking?
I haven't played gamma in a hot minute, so not sure.
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
reshades are saved in the appdata section of stalker 2 files right?
The predator one sends shivers dow nmy spine... Walking and then you hear the click and your heart SINKS
Plus i Have it so 4 can spawn at a time, I figure they'd hunt in pairs, as mates
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
Snorks are better in my version, my lil mod pack has adjusted a lot of those parameters thanks to other mods.
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
Any HUMAN npc that dies gets rezzed as a zed.
woops, adjusted my run speed lower, but acidentally made it 3200 LMAO I was zoomin
roadside already does this
pretty sure you cant do that with a cfg, you would need to use ue4ss for it for example
oh wait no it does the opposite i misread 
eah, this would require a blueprint setup
Or some sort of programming, I.E. C++
I mean
you dont need blueprints for ue4ss but yes, you would need to make a lua or c++ mod
aw shittttt
You might be able to use a CFG file by applying a zombie effect on an NPC after death
But ehh
Thta's a headache to figure out
Ooh, does UE4SS not load blueprints?
whats wrong with snorks though i like them.
they are skill check enemy that arent too annoying
no what i say is that you dont need to use blueprints, not that it cant load it
Lua would be easier though honestly.
Ahh, okay I got y a
Bro this chimera bear 
I think personally imma wait till the SDK to make any sort of prorgramming/script mod
Someone mentioned I could try to just find the ondeath in the cfg someplace, and add the console command and see if that works
told oyu lamo
The only ondeath relevance I found in cfg files is ActorNeedsDestroyOnDeath
what's the best engineINI mod? Just need a simple one.
Where abouts was that?
they use their guns tho, so they behave not that different from the regular npc , just slower and moar groaning , and they also attack their former friends
DeerAbilities.cfg and FaustAbilities.cfg
I want that 😄
I gave zombies 7700 hp
And a big HS multiplier.
Emission zombification would be cool
Not possible with current spawn system though
Check HumanAbilities.cfg
Can we add guns to chimeras?
why tho, whats the reason to make enemies you need to spend 1000 shots to kill or whatever
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```
Because zombies need headshots to kill silly
1 headshot kills zombies
but they sponge body shots
like an undead would
HOPEFULLY eventually someone gets the limb removing mod for this, so then itll be even cooler
you could hook into OnEmissionStart or OnEmissionFinish and then do stuff
shooting off their limbs
Seems like a lot of ondeath stuff is utilzied in quests.
So you would need to create a separate quest to handle zombifying dead humans
Would you be able to hook into taht and spawn zeds during the emission too you think?
That's a bit out of my scope I think, I could take a wack at it tho
It will feel cheap because rn every single npc in spawn bubble reliably finds shelter, in current game.
WAIT. What if you modified the Corpseremoval time, and made it the zed spawn instead?
But you could ujse that to spawn zeds during it instead.
Yeah definitely
you cant just remove the variable and replace it with a function
You want these ingame? Cause taht's how you get hellhounds.
not remove, but make it so the timer is longer, and then you add the command to rez them as a zombie
(I'm very new to this stuff so I'm sorry if I'm asking stupid stuff <3)
Nah man m good
Just getting stupid ideas for time when SDK comes out
ALSO
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.
Yeah, there's probably no way to make NPCs zombies rn with configs
I'm just not seeing how it is possible
Now that guy explained how to do it, i might start looking for some crazy ass sounds to be added to different mutants
I appreciate you looking friend ❤️
probably, but if you choose random locations it will probably spawn them also on objects or rooftops if you let the game determine the Z, and if not determining Z they would end up inside objects or buildings we cannot access
That's a good point.
cmon man, you can't just say that and then proceed to not send pics
that's criminal behaviour
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
There hahaha

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
Or is that not really feasible yet?
yes, the loose loot is split up in ~80.000+ cfg files
have fun
😂
Fml 😭😭😭😭
Maybe I’ll let somebody that actually knows what they’re doing deal with that lol
Are you for real
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
Good morning fellas, how we doing?
yes, look into Stalker2\Content\GameLite\GameData\SpawnActorPrototypes\WorldMap_WP
The filenames are uids or whatever and there is no differentiatiion between zones
That sounds awful to edit
seems all of the grips, ironsights, lasers, muzzles and rails aren't actually implemented, since spawning them just gives me dummy items
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
With this you can sort the cfg files by regions you can define on a map loaded in the browser and exported to json
those are the upgrade path items.
Been trying to get it so you can put a toprail on an ak_74st
wait let me guess
and special item attachments
This technician cannot install this upgrade.
Yeah, but I tried to circumvent that with a "preattached item" thing
and have them come with it pre attached but that didnt work either
and ayeah the tech can't install it
Ahh, I see
I swear every time i try to do something about it I am one step closer to putting a slug through my head
i can change the sockets on the ak, but a colim site doesn't attach teh same way the x4 an up sites do
SAME/ this was all i could get so far
Was someone meanwhile able to find a way to edit the soundfiles?
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.
Good "morning" to you too 
was gonna put it on the rear ironsite bone but that wasn't there
probably because the ironsights for the ak are baked into the base model
and in the hk they are treated more as an attachment rather than a piece of the gun itself
wait how do u unpack the models actualy Fmod gives me a error when iam trying to do something with a models
do you have the usmap in fmodel ?
lol, the hotfix for my mod-as-dlc tool on nexus got flagged as suspicious content 
It’s suspiciously too good

ohm i have missed that. Thanks!
I'm guessing that nexus auto-flags .dll files, I reached out to them via email and provided my virustotal scans, still kinda weird
All we gotta do is find a way to use the json or decrypt the skel file. I find tutorials on 5.0, 5.2, 5.3 on wards but not bloody 5.1.
5.1 is the middle child that just exists, but noone wants to talk about
Yeah, I only realized that you're American when you tried to call me at 3 am 

holy shit I think someone just figured out how to add upgrades to technicians
_>
ALL UPGRADES FOR ALL TECHNICIANS
im looking at the files
blud just added literally ALL possible upgrades to every NPC that is flagged as a Technician
the original NPCPrototypes.cfg file has 24077 lines
no
Okay, at least we now know we can mod in upgrades without editing uasset files.
We’ve tried so many ways to decrypt it to make edits and cook it back and nothing has worked so far.
I doubt that you'll be able to without an SDK
^^^

I tell you there full tutorials on every other version except 5.1
I'll give 50 bucks to whoever figures out how to decompile WeatherPresetDataAssets and cook them again
Funny enough, I’m hitting up fiver to see if someone knows.
It's a DataAsset made by GSC im sure... Cannot find any references anywhere
We need to craft a PrimaryDataAsset and the enums structs they use...
Can anyone explain what barriers to modding in scripts exist? Does it require more dev tools made accessible or files etc?
We cannot modify or add things that cannot be referenced by what's already existing
Would be nice if any GSC dev would come out and say, "actually you can just foo these things by doing bar"
But they are quiet till sdk comes out
In laymans terms? I am layman
one can only imagine the power of SDK 🤤
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
layma balls on your face 
Right Thank you, makes sense, and the dev tools (SDK) make this much easier? What is the likely hood GSC will release them
An SDK would let us open the game in Unreal Engine's developer environment, making it much easier to see and understand how everything is put together. It also gives access to 'Blueprints,' which is like a drag-and-drop way of coding—a visual system that many Unreal developers use to create and tweak game features without needing to write a lot of code
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
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?
Anything's possible
nice rebrand you got goin, doing Lukash next?
lmao
Seems like you can't add new stuff to stashes in ItemGeneratorPrototypes.cfg
Even my magic which was working with destructibles isn't working with them
Does anybody know the way?
I know a way to add items to the preorder stashes
but like specific items in specific chests
not like random items in chests
I need them all 😦
And I want to add there custom items from my mod
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.
And this one... oh boi
lets gooo someone make a campfire saves mod 🙂
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?
Stalker 2 has way less campfires per km2
True but you run like an olympic athlete compared to the base games
Did anyone made mod for better headlamp?
Hello guys, is it possible to add new texts not using LocalizationDB.ubulk ? Stalker2
@ripe flame base saves, campfires and maybe outposts
you can add text like this if that's what you mean:
No, i want to add with localizations. But LocalizationDB.ubulk is too big, maybe some way to include Localization2DB.ubulk or somethink like that?
That I can't help you with
@spark plinth
Kurtis the 🐐
any1 knows if UETools has some teleport commands or something
I’ve been given some ideas to try later when I get back.

how to show image in widget
anyone remember what the stash window extender mod was called
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
thanks
did you add an upgrade path that wasn't there before 😮
Yes 
WHAT. Soooooooo we could add a toprail to something we couldn't before? Or not taht detailed?
And an entire recaliber weapon effect that changes the caliber
i can change it to .308 if i want
i can do anything
im a fucking god
omfg, how did you get it to work?
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
need me my colim on akdrowned
BASED
Getting my mod going today again
The list of things to do just grows by the day
We still don’t have a socket to reference. But who knows
Will try when I get back
Awesome! Let me know hermano!
https://suno.com/song/2591d012-4987-424c-a6b8-a59894be3cff
Song about missing Alife 2.0 in Stalker 2
athmospheric , electronic, dark song. Listen and make your own with Suno.
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?
no
new mouse is here
no more ghost scroll wheel
yes
do you still have the pakchunk16 laying around?
Hey hello there 🙂
any breaktrough into the modding ? especially with locs stuffs ?
I’m trying to see if I can get a localization auto merger made to make it easier on the user end
thanks, do you happen to know how to manipulate settings for the test build? i want to change my input.ini but it doesnt respect the same AppData folder as the shipped game?
i just checked it and it was the same. dunno what youre saying.
hm, im sure someone had an issue because it changed, maybe im misremembering 
great video, think i heard they are working on a s2 video soon
idk
they dont use much of nanite tho
from what i know of
you cant even open two separate projects in unreal?
your pc would explode and open a blackhole to another universe
No kidding
cant even get my widget to render anymore 😄
any difference between 1.0.2 and 1.0.3?
nah, they just patched for the fun of it /s
from a video ive seen less vram usage, but idk
lmao 💀
i meant regarding to mods
what does it afect
which ones get broken
None
i know 😄 they changed some configs but my mods all still seem ok

If you disable nanite weapons stop looking like weapons
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
So a lot of it is broken, I've had it working one time, then zone is dead silent, I can't figure out wtf it is.
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
Same I been trying to figure it out as well, I tired different A-Life mods to see if they worked SAME SHIT, I don't know if it's the load order or the mod just does not wanna work
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
Alife was just your imagination all along #╟⚒stalker2™-mods-making-discussion message
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
No no, it was the friends we made along the way.
is there a mod that removes the detection indicator?
Yes but i also used the base game settings for that
Yes i think
sorry i traded them in for artifacts
Would anyone be down to test ma mod pack and see if they can find issues that i can fix
Also i heard that merging mods makes them work properly and fixes conflicts ???
Yes but don't do too many at once.
Yea figured you get even more conflicts lmao
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
hahaha
can someone mod in the MGS5 smoking for time pass as a mod, with the music and actual ingame time skipping
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.
Like when it comes to modding I know what I am doing but trying to slove issues becomes a PAIN in the ass 😭
And a joint replacment for those of us ganja enjoyers
Aight
I'm learning to mod and problem solve XD
this one is mine
gamma got me into it in the first place so it's funny im back here
we got a lot of the similar ones
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
i keep switching between shays and panic
But it seemed to break not last update but one before, so I manually merged their suicide version and Shay's living A life
didn't know! thank you
but none of them wanna work but I when i see streamers having shays working makes the game more alive and playable
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
No cause I been trying to make the day pass for shays to work but I can't tell if it will work and not
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
With this one, i know it's a lot to ask but you would be alright to point out which mods I should get rid of that doe the same shit ???
LMAO
I wish that happened to me
Here, check dm's in a sec. I compressed my lil mish mash of mods to send. you can test it out, and then you can compare the alife settings with your stuff if you'd like
yes please
Just in case, if I get answers:
@magic geyser we figured out the "invisible" widget
and by we mean i mean Pamplemousse
Check DM's, just be prepped, there's a lot XD
Like of enemies, hen you run into em.
Also i had to redownload my main menu changer, the new updatem essed that up
What was the issue?
me
following the tutorial i decided "what the fuck is BulkChunk, Manual sounds good for now"

and then i proceeded to not set the chunk for the widgets
only the blueprint
which is why it worked but never rendered shit
Awesome you figured it out
i didnt, Pamplemousse came to the rescue (not mentioning him to not bing him again)
@frozen anvil Could you make the same file for the voices, please? 👉👈
Im unable to replace consumable prototypes with refurl and refkey
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?
in custom cfg in itemprototypes folder
SID = Bread
EffectPrototypeSIDs : struct.begin
[0] = BreadHealing1
[1] = BreadSatiety2
[2] = RemoveDrunkness10
[3] = VolumeRadiationAddOnce
struct.end
struct.end
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
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?
… what the actual heck?

weird. I managed to make it work now.
All i did was separate my mod into two cfgs, with one cfg adding new consumables and the other cfg replacing items in game
Guys, anyone knows how to change the number of cartridges you get from single ammo pack found in the world?
anybody happen to know how i import one of the game header files into UE?
even weirder - the replacer doesnt work if it is not named a specific way.
it works when the file name was ConsumablePrototypes_Custom.
It did not work when the file name was Conner_ConsumablePrototypes
Now testing with file name ConsumablePrototypes_Conner
yep it works
are there any a-life experts in here? do we know what exactly breaks quests and settlements when editing a-life?
you just need to manually edit **thousands **of cfg files 
all loose loot is configured in ~80.000 cfg files that just have uids as name
Stalker2\Content\GameLite\GameData\SpawnActorPrototypes\WorldMap_WP
Thanks, that's what I was suspecting. I'll see if I can automate it.
Hopefully we will be able to script these things later at runtime.
you will find alot of discussions on that here https://discord.com/channels/912320241713958912/1310377824007491584
https://discord.com/channels/912320241713958912/1311758650733236335
they are also not sorted by region
everthing is just in one folder
😄
I don't care about it. I just want to globally reduce loose loot, either removing objects or reducing their "quantity".
You can use this to sort them into Folders corresponding to regions you define
#1310014674267541545 message
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.
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
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.
Unfixable without source code
- game has no de-aggro mechanic. Enemies do nto reset aggro until despawned
- 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.
- Game occasionally does not reset npcs and hubs after aggro ends, causing a softlock state until player reloads the game.
- 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
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?
oh i guess this makes sense, never seen a de aggro
this is unfixable because it is a nested set of interactions in the vanilla game itself.
So it is not so much that alife tweaks actually break quests, but it makes vanilla game issues so much worse.
like the game literally relies on the 80m despawn distance to prevent quests from being broken, since there is no de-aggro at all
The level designers at GSC were crazy generous with 12ga buck placement.
this game really need an SDK
Soon tm
Flashlight distance is not in any CFG's I assume? Otherwise someone would already uploaded a mod for it
i increased mine with the flashlight editor but its loaded with the modloader as a blueprint so im not sure how it works
How to change ammo weight? Editing value in AmmoPrototypes didn't work
AmmoPrototypes is correct, I am pretty sure
there is a mod, you need ue4ss to uuse it
Wait, there was an ammo weight mod, take a look at the cfg it edits
Have there been anymore huge breakthroughs on the mod making department as of lately?
i rendered a string in Stalker 2 with a blueprint mod, which, i would argue, is the biggest breakthrough yet /s
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
just picked up a new threadripper cpu and im looking to tank the system with some over the top "a life" spawner
WIP UI Overhaul progress. PDA screens.
Good stuff!
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?
looking amazing! glad you're sorting it out
It wasn't a few hours ago
That "second" took a while, but here it is:
https://github.com/herbatka/ZubrCaliberChange
what is the blueprint equivalent to this UE4SS lua code? FindFirstOf("InventoryNew") 😄
NP I was helping someone with some questions anyways 😄 Cna't wait
Any mod that allow inventory check when sitting at campfire?
can this remake the tree and add seperate things even without a slot or is it still stuck at that range?
Well, theoretically you could add your own slots, maybe I'll play around with that in the future.
I'm about to play around nowq lmao
I assume it still can't attach something without a skeletal slot right?
Don't think so, not really my cup of tea
I'm still gonna fuck around and find out XD
That's the spirit
https://www.nexusmods.com/stalker2heartofchornobyl/mods/695
Just released it 😉
This mod adds a brand new upgrade to the Technician's upgrade tree, the fully custom conversion to 9x18 Makarov.Stats of the upgrade are as follows: 20% Recoil decrease 30% Wea
downlaoded so I can endorse 😄
Which one? I have the one that adds shadows
oh its not ue4ss
what tool do i use too unpack paks?
repak for example https://github.com/trumank/repak
I put my AmmoPrototypes.cfg in the wrong folder, that's probably why it didn't work.
This is fucking amazing

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

Cursed
I see no issues there 
If I can get the name of the socket where the rear site is, we might be cookin
I might have a breakthrough on adding sockets sometime this week
You’ll be the first to know
They have prefab building assets in their files, we will be able to add stuff pretty fast with sdk
Hey, since you have more experience with attachments, did you had any issue with the quick attachment menu not switching your attachments?
Is there an sdk coming?
no on just for future
Or well I mean there are tools coming yeah
I just dunno when
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…
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.
Thanks, that's what I was thinking, but I been unable to find the animations references. It still works if you drag and drop the mag on the gun, so I'll leave it as that for now
in 3 - 6 months maybe
I don't understand how this game is being so difficult with the load order makes no sense
I suggest to follow my mod thread. I will tackle animation right after Sockets to keep you posted.
https://discord.com/channels/912320241713958912/1312992178896633926
I'll follow, I was just trying to fix the Gambit magazine capacity and I don't want to destroy anyone's game
Hey is load order determined by alphabetical order? Also anyone recommed using some mod manager?
Believe it or not, Steam cloud saving after a crash due to a mod breaks people’s saves more than they realize.
Turn that thing off and your saves will be saved more. Pun intended
zzzzz at the start, that’s it
so the z's make it load later?
Yes
yes alphabetical
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 😂
@half willow so how did you make technicians upgrade what you made?
I invite everyone interested in how ballistics and damage work in this game to check out this https://discord.com/channels/912320241713958912/1314012739173093490
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
Has anyone made a syntax extension with VSC for CFG files yet?
do the mods in nexus need to be in the same patch as of right now or can i just go oonga boonga?
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?
NPCPrototypes edit, you gotta start a new game for it to work tho 😦
You can check it out here: https://github.com/herbatka/ZubrCaliberChange
Syntax is called Property or Properties
It's not the right syntax though, basically.
It doesn't identify struct.begin/ends and comments.
Also some other things and whatnot
Notepad++ do exactly what you described, vsc in my case works perfectly
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.
Yeah, for some reason mine treats ; as comments instead of //
And it pisses me the fuck off
Yup, my exact reason why I asked if anyone made a proper syntax extension for it yet LUL
so new game was the key...
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
very sad it is
So no one really ever interacts with the .cfg files directly
Unless you’re us and you don’t have the sdk
wait theres a better way than notepad++
Prob a dumb question but even/when the SDK comese out would it still make sense to know C++ or Blueprint?
It will make even more sense
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
Basically completly new to programming, would i be shooting myself in the foot by leaning more into Blurprints over raw code?
Structs?
Code structure is what it is
yea its a concept in c++
Used to keep data linked and shit
wait their basically a class with public instance vars?
Gotcha. Makes sense.
Here it works kinda like an auto variable
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
Yeah that’s just simple c++
me learning UE: build, wait, start game, wait, load, wait, CTD, repeat
Blueprints will be a optional choice, but C++ should generally be used for more advanced programming
what are you using to learn? have other programming experience?
I bought a UE book in local language(korean) and try to reproduce steps written in the book
Fellas did anybody found line with value for the max pop-up distance of them loot dots?
is there memory or time performance cost associated with this? Padding could be issue.
also have an bachelor in CS, if that helps
Is there a mod that allows weapon reloads to pickup where they left off?
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?
Of course there is, they try to optimize it using bskipref but that causes issues when trying to refer to a nested struct
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.
bskipref basically skips any refer calls to the struct and returns 0 instead of the value it saves memory because the engine doesn’t have to keep it in memory. It’s basically read once and don’t change it kind of deal
I liked Herbata's approach where you put files in DLCGameData
You don’t even have to pak them
If you use my dlc method you can rip em as loose files
Loose files works outside of your mod loader though?
Not for all files
I'd love a mod that allows the player to get into cut areas, such as the Generators
or the CNPP
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.
Only for the ones that are In folders inside the gamedata folders, at least from what I’ve tried
Ok, how hard would it be to convince one of you to have medics stock like psi block and stuff
I'm working on to find whether traders can have 7.62 ammo or not
Buy me flowers and we’ll talk
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.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/482 is this what you want?
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)
anyone know how to unlocked the locked door via command input?
There is a fast travel mod too
Does anyone has edited saiga to become full auto?
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?
Tempting, very tempting. If i have to go to Wild Island one more time, i am gonna start culling the population.
Usually never is tick I believe.
Intervals on a tick basis are very intensive on performance
So most likely seconds.
guess so, thanks
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?
Does anyone happen to know the abbreviation for the Spanish (LATAM) language?
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
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.
I think it would just be ES.
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.
Does it need to be a dupe of the whole file or just the structs you're modifying?
Are the two cloud covered areas the CNPP?
Just the structs/variables you're modifying.
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.
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
What differs this from just overwriting existing values is by specifying the new SID.
yeup
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!
@dreamy marten ||Generators are part of the main story||
I imagine the other two areas with the clouds are the DLC areas
they barely are
||In the main story, Generators is nothing but a series of corridors with fights||
||True, the outdoor area before them is pretty cool where you need to run between the psi-storms but|| I agree. In general most of the labs feel pretty linear. A bit of a miss there.
the actual area is nearly entirely cut content. There are ways through, two in fact, if you use console commands and some uetools ghosting
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
How would load order work if we put mod files in DLCGameData?
The DLC method injects the load order as a reference, essentially only changes the specific lines you want changed. Making it possible to have some one else’s edits the same file, not necessarily the same lines.
I answered thinking you’re talking about Herbata’s DLC method.
It still functions alphabetically
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.
I wanted to ask:
- What specific improvements have occurred in Lumen from 5.1 to 5.4/5.5?
- 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). - 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...
Megalights is being introduced in 5.5, significantly reducing the stress and resources needed for millions of lights in a single scene.
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...
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.
Does it work?
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.
Working fine with my mutant changes.
I'm still experimenting with a lot of stuff and figuring out new ways to work with these files.
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
Are you overwriting an existing structure?
Yes, those are no new SIDs
Remove the SID variable from the first one and see what that does.
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?
gonna try that rn
I'm still trying to figure out why my ADSFOVModifier values aren't overriding the default ones.
No luck, sadly
It seems to be kinda picky on what it loads.
yeah
XOpenDoor DoorUID
XUnlockDoor DoorUID
oh thanks
I just killed all the guards and it resetted the door state in malachite
Does this work if you put these directly into the files themselves?
lemme check
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
Ah well yeah if you are making a completely new upgrade and effect you wouldn't need to use a refurl and refkey
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
Ohh, okay.
Anyone know of a mod similar to groks economy fix that works with latest patch?
Lemme see what I can do rq
these two are my cfg files, doesn't work with refurl starting with ./ or without
So which part of this is problematic?
The entire thing, or something specific with the files?
Those are not able to be loaded, every single upgrades are not affected
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 ./
I know, I tried without ./
np
This is where the syntax extension for these would come in handy so I can see if there's any typos.
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
You can make it the same way as I did with my Bandage Rebalance.
No need to make it complicated
I have a hypothesis, shouldn't I put these directly in GameData folder?
Some day, some day
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?
fuck you unreal engine or GSC who made this, I was right
This is the way I took, and it finally worked
You're like, two days late to the party 
well at least I now am at the party 
True dat
Rant - Bandage Rebalance
I am at work - no nexusmods allowed ^^
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.
See if making these edits directly to the original files does anything
BC I can't even get it to work
I already solved it by making two subfolders named UpgradePrototypes and EffectPrototypes
Ahhhh okay
Interesting to know that's the solution
with new cfgs putting them directly into GameData didnt work, interestingly
Stalker2\Content\GameLite\Gamedata\NEWFOLDER\yourrenamed.cfg
this works
yeah that's how I did it
Mm, so maybe just putting them in your own named folder works.
For organization
So like RagesMods
yeah, very interesting
Thats how I do it, just the .cfg, no .pak
also packaging that works too
I couldn't get that to work myself, but maybe worth a revisit
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
yeah this should be fine
I tried \Stalker2\Content\GameLite\GameData\Herbata\herEffectPrototypes.cfg and \Stalker2\Content\GameLite\GameData\Herbata\herUpgradePrototypes.cfg and that wouldn't work
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?
Is there a mod that disables emission starting and radiation sound from the mission notification, it threws off me everytime
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.
IDK how adding new weapon upgrades will go but maybe.
Already got that under my belt
If you can pull it off that'd be interesting to see.
Already did 
yes.
The AK74M has three barrel upgrades, it automatically shows a new upgrade properly?
yep
Can you show an example, I wanna see this. I was actually curious to doing this myself and giving it a spin.
there's a screenshot there
Whats up with the mod posting channel doesnt work?
Honestly I doubt there is any kind of hard limitation for it
You can probably just add as many as you want as long as they fit on the screen
I was also playing around with making fully custom ammo as in new calibers
Any luck there? I'm sure it's possible
Made a .50 Beowulf for testing but can't figure out how to make enemies spawn with the ammo
Look at the ItemLootGenerators file
any of the unreal engine crackheads in here know what this line means:
Add an InteractionType.h enum to engine space
from here: https://github.com/Kein/Stalker2
i was not able to add anything to "engine space" visual studio always choose to ignore it
Include "InteractionType.h" ?
well yeah, but where do i find this engine space he refers to
Sounds fun. Make them available at mid game technicians and some parts requiring blueprints, that will be balanced approach.
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?
damn there are some good and long ambient tracks up in \Stalker2\Content_STALKER2\Audio\WwiseAudio\Media.
this one pretty sweet 545382296.wem
no sorry chief 😦
What a catchy name 
why do the plum retextures not look anything like the fruit
what am i missing here
Thats what the color is called by russians
ohhhhh gotcha
Plums in Russia be different
i was googling about other meanings for plum etc.
could not find anything xD
looks sick though
All black is much sexier
I've created this template for myself
Use 1920x1080 as base

Rather, use this.
Gray area is a "only bg image" zone, so Nexus text is readable
anyone know a way to search multiple files at once in FModel? like "filename" "filename" "filename" "filename" etc.
Need a Romanian AK retexture

beautiful
Where at???
https://www.nexusmods.com/stalker2heartofchornobyl/mods/708 very sus!!!!! would not recommend trying that out
u cant download anyway
I live the fuck around and find out life bb
no video proof no nothing
It was only a matter of time, UE was made for multi
??
I'm waiting for it to get out of quarentine then gonna see how legit.
I knew it would happen, just idndt think
THIS FAST LMAO
Does anybody have any good resources to start mod crafting for stalker?
Check the pinned
and this: https://rentry.org/TravesS2moddingBible
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?
Okay i looked up earlier chat files and it seems like making an "effectprototypes" folder is the way to go. Seems the problem is game wont read custom cfgs in gamedata file itself 👍
hey sorry but can someone help me with changing the load order for mods ?
Sry, I use Vortex for this
Does changing the load order in vortex even work as of now?
It works for me
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
nexus autoflagged it cuz it has a .dll in the archive
dude has to send an email to suppot@nexusmods.com so they manualy review it
had it happen to me with the mod loader
Or it could just be sketchy af lol.
hope this helps ❤️
I've seen like 8 mods have this happen and they were all uploaded safely once nexus got back to em, an herbata's just had it happen too.
Yeah this is great for my consumables mod.
i cant seem to get it to work on corevariables or ai globals tho
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.
scav chest from tarkov basically
why would random stalker not just steal your shit from your box
Give the mod a 50/50 chance for them to steal your stash items
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
Why don't they now? It's sitting right there, after all.
Yeah, that could be an option. The reputation system could work both ways, with the ability to hunt down stalkers who steal from you and get your stuff back.
Here's another idea I have, this one for gambling, dice and card games in the zone
What in the world am i reading
Bro crafting up fallout in stalker
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
they made their account today
Or it could just be a virus. It's uploaded by an empty account with no information, no release of code, nothing.
It's incredibly sketchy lol
what's UE4SS
:D
The mod just got deleted
also the mod is not just under review, like some other mods that contain executables, it was deleted
anyone know if theres been discussions of adding mask effects to the game?
has been done via reshade already
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
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.
probably a bitcoin miner 
actually another discord I'm in, someone looked into the files in a VMware, it scrapes data.
so surprise surprise, it's fake.
Hello guys!
When i download a mod from nexus mods i need to unpack the zip or just move the zip to the folder?
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.
Does it work on Stalker 2, is it similar to extended scripting for Fallout games
Take the .pak file (or other files) inside of the zip and put it to your "~mods" folder
got https://github.com/Kein/Stalker2 to build (with help) btw, but cant package anyhing with it
same config works in an empty project, but not in there
We need the cooking encryption code. Which changes every update they make.
They liked to be special with their unique 5.1 build.
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
How do you open vanilla exported uassets (from FModel) in UE project?
What kind of assets?
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?
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
had to turn on "cook everything", didnt have to do that before
but now it works
Have you seen this guide? https://www.nexusmods.com/stalker2heartofchornobyl/mods/262?tab=description
Awesome!
This works, yes, but I am working with UI and there are like 300 image files already being exported and tweaked. If I need manually check every image’s uasset content for settings and then manually apply them in UE, it’s a nightmare.
What I need is the ability to dump uassets into UE, so they keep their settings
Let me rephrase: has anyone managed to open Stalker 2 in Unreal Engine?
Hmm well if it's UI I think you can just dump the images all in UE and not touch the asset settings, since they should all be default DXT1 images. You would still need to match the names and file structure of the UI images you want to replace, but you can do that in explorer
It’s already been done. I was asking about keeping uasset settings for exported files
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
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.
3 days of nothing but work and unreal engine and i finaly did something ingame except displaying text
what a journey
would not recommend
reposting this from the stalker discord, anyone familiar with this? Google doesnt seem to have much on it happening to pak files
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
use repak instead
that works, thanks! just curious, does unrealpak have a history of not working for random pak files?









