#╟⚒stalker2™-mods-making-discussion

1 messages · Page 39 of 1

merry mountain
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yes

finite bay
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Is there a way to go about removing the "safe zones" that designated areas have like main hub town's have?
Some quests bug out where npcs you need to kill are bugged out in said places. If you can remove those restrictions might make a good debug mod for some quests.

cobalt hamlet
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https://www.nexusmods.com/stalker2heartofchornobyl/mods/721 just published my new mod for the Factions , hope you all enjoy it , don't forget to give me feedback .He probably need patch and compatibility things but here we go

Nexus Mods :: S.T.A.L.K.E.R. 2: Heart of Chornobyl

Enhance your STALKER 2 experience with the Factions Patch Mod! This mod adds unique patches for all factions in the game, allowing you to collect these emblems as trophies of your journey through the

hallow sand
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Who made the fully unlocked upgrade thing?

hazy ivy
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the one with the ridiculously large .cfg file?

drowsy pike
hallow sand
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that one

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I'm blanking

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I literally talked to himn about it lmao

tidal yew
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Hate to ask but are there any guides in here or tools that can unpack utoc and ucas files of mods? I know how to pack and unpack pak files but I cannot for the life of me figure out the former.

hallow sand
slow lake
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Does anyone knows why ReZen pack my files like this? I can't figure out how to pack utoc/ucas

cobalt hamlet
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u can't pack utoc and ucas

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its a different way to pack mods

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needed for somes parts of modding

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like localization, customs textures(with ue) etc

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if you want to pack only cfg, u can manage with UnrealPak

slow lake
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Yes cfg are easy and I managed to replace some textures using UE5.1

But now I was trying to edit a reference in the attachments wheel animation

cobalt hamlet
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so whats the problem ?

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ReZen always repak things with utoc,ucas and pak

slow lake
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So the utoc files that I cooked and packed with Unreal Engine work fine and I can open them in FModel

But if I use ReZen the utoc shows red in FModel, the AES key is fine, and if I test it in game it doesn't work

cobalt hamlet
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Ah yes i see what do you mean, yes REZen probably using a custom AES key

slow lake
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And I can't cook it with UE cause it's an unversioned file, maybe I just extracted it wrong

cobalt hamlet
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nop

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its related to UnrealReZen

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Maybe there is a way to use your own aes key dont know

slow lake
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I used my own, it's the same I used in FModel, I tried with and without the 0x

crimson laurel
silk totem
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Don't sights wobble enough already lol

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I want a bedroll, so we can find a safe spot and sleep anywhere. Running a click when your exhausted to go take a nap is overrated

crimson laurel
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burers dont panic you?

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i mean the character

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it should, it takes ur whole gun from you

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havign a panic layer when you take meds

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some meds

silk totem
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Now we need anxiety medication in the loot pool too lol

crimson laurel
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pretty much

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gamma

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thts why cigarettes and pills exist

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would calm you down

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just another layer to the hardcoreness that people seek for in gamma

silk totem
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ahh. I'm a "rookie" Stalker. GAMMA wouldn't even let me get out of the first base, so I didn't end up playing it much. I probably should have tried Anomaly, but I'm enjoying Stalker 2 a lot!

crimson laurel
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you dont get to panic in stalker gamma but still, would be a good addition when everything in the zone is quite frightning specially in stalker 2, where he has to go inside the zone because his house got hit

silk totem
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So many jump scares!

thin marsh
crimson laurel
thin marsh
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Stalker gamma is still to this day the best stalker experience i had and probably my best survival game one too

crimson laurel
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^

thin marsh
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Damn thing is free as heck, runs on pretty much most computer and is like 10x more complete than any AAA on the market

silk totem
thin marsh
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I don't want to break it for anyone tho but i severely doubt that stalker 2 will be moddable to the point of getting better or even close to what GAMMA is. (i hope to be proven wrong...)

thin marsh
crimson laurel
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it will certainly, highly be better than xray engine

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xray doesnt hold up with performance

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it's dogshit

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sometimes i get more performance in stalker 2 than i do in gamma

silk totem
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GAMMA was built over years though and there is a learning curve with UE5 that everyone is working with.

crimson laurel
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a lot of people knew ue5 tho and, theres a bunch of tutorials

thin marsh
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I wasn't talking strictly performance at all, of course it will get better

crimson laurel
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u can say otherwise about gamma

silk totem
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Being UE5 is becoming the industry standard at the moment, I think we'll see a lot of stuff over time.

thin marsh
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But the SDK provided for stalker 2 will set the limitations to an extent, of what will be possible or not

crimson laurel
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the only question that remains is how freeing the sdk will be

thin marsh
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If the SDK is super limited, then we are out of luck essentially

crimson laurel
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even if the sdk is super limited is always better than no sdk

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and thats a step up in my opinion

thin marsh
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I mean... you didn't even need the base gamme to use GAMMA beacause oyu had Anomaly for FREE

thin marsh
silk totem
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Hopefully the importance of modding to the community is kept as a priority

thin marsh
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There is hope... but in today's gaming world, profit is what matter most as we have seen times and times again

crimson laurel
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games that have a modding community tend to succeed much more

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even san andreas is there to count stories

silk totem
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I don't think these guys resonate with ubisoft/activision and the like.

spark plinth
thin marsh
# crimson laurel games that have a modding community tend to succeed much more

It keep the game alive for the most part but in cases such as anomaly, it keep the reputation up but the profits not as much since you don't need the game to play it, the devs make no money onto it at all, it's not a sustainable model even if in a way some people buy the other games of the franchise, it isn't significant...

Games like DayZ live through modding but the devs sell DLC's to make profit cause otherwise they lose money and go out of business

stiff canyon
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it also depends on the game itself. Is it "worth" modding or does it need a lot of modding at all. Is there even a "market" for modding. I mean i hope we get a good SDK but with having those dlc stuff and such things in mind to make bank i would rather keep my expectations low just to be on the safe side. If we get a "worthy" SDK the modding community would probably welcome it with open arms and more

crimson laurel
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and many gamma players have bought the game to support the devs

thin marsh
spark plinth
crimson laurel
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who said you cant add new weapons, has anyone even tried it out

spark plinth
stiff canyon
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as far as i know not until we get the sdk

crimson laurel
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sdk is just a tool

thin marsh
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It's not JUST a tool bro

wide sonnet
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Skeletal mesh, animations, material are all crash causer, so no new weapons until proper SDK

thin marsh
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It's the essential part needed to implement mods and pretty much anything significant

spark plinth
stiff canyon
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from a company standpoint i probably would first work on fixing the most important mainquest related bugs MAYBE alife stuff before i spit out modding tools 😄

thin marsh
crimson laurel
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theres no reason to give modding tools already

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when u gna have to update the sdk too

spark plinth
crimson laurel
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just a waste of time

thin marsh
slow lake
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I believe in Moth supremacy

spark plinth
wide sonnet
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I hope Stalker2's SDK won't take as many years to release as the Metro Exodus SDK did.

stiff canyon
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that would be one huge balls move and probably welcome by modders but i doubt it ^^

thin marsh
stiff canyon
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but for there not beeing an sdk we still see a lot of bright minds doing a ton of work

wide sonnet
amber halo
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Hello, guys, please can someone explain how the Drunkness working?
I want to add new effect in EffectsPrototype with duration of 120 seconds, and effect like vodka drunkness but 50% easier. But cannot understand how the config for effect are working in this case.

VodkaDrunkness : struct.begin {refkey=[0]} SID = VodkaDrunkness Text = Drunkness Duration = 5.0 Charges = 10 Type = EEffectType::Drunkness ValueMin = 30 ValueMax = 30 Positive = EBeneficial::Positive ShouldPauseByDialog = false struct.end

especially this variables
Duration = 5.0 Charges = 10 ValueMin = 30 ValueMax = 30

Can someone help?

stiff canyon
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the only thing in terms of "modding" i can do is fiddle around with basic stuff mainly because i had to learn how to turn off chromatic abberation in a lot of games because it was not an option to turn off ingame PepeHands

crimson laurel
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currently am just studying to make new loot to spawn all around the world and stuff, but am only gna start doing stuff on it once hotfixes are set because the folders i know i have to edit have over 150k cfgs

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editing over 150k cfgs and then the next hotfix fucks it up 😈

thin marsh
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It's far less interesting imo

thin marsh
crimson laurel
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yar

amber halo
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This is mods making discussion or f******** free chat?

thin marsh
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The f you want ? We are discussing mod making and SDK, if you got a problem with that, i could not care less, especially speaking like you do

crimson laurel
cobalt hamlet
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Relax guys, the community is fair and good. dont need to be toxic

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It's probably because no one reply to his question

thin marsh
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I'm chill and relax, just addressing to him the way he does to us ^^

cobalt hamlet
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yep i know, np with this .. he deserve, with what he said

cobalt hamlet
crimson laurel
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^

cobalt hamlet
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modding is a lot of knowledge on each part of the game, and you have to manage to find stuffs , without this part you are not going to go far in modding

hallow sand
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If someone made a reskin of the normal ak, how could I apply that to the drowned?

spark plinth
foggy hinge
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@half willow Something to consider if you don't mind looking into it, could you possibly look into integrating your DLC mod loader functionality as a automatic process for MO2?

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It's Python, so not sure if you're familiar with it or not. I woudl look into other plugins like Bethesdas loading process to get an idea.

clear mountain
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@foggy hinge Seems like two files referencing same file would result in unexpected behaviour, I have an optional file which references same file (UpgradePrototypes.cfg) main file references, but when I put those .pak files some of upgrades were reverted to vanilla

foggy hinge
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One of them doesn't touch the same upgrades, right?

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AFAIK it should work fine with different .cfg files referencing the same ref url and key

clear mountain
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yeah which is pretty weird, all of my .cfg files are modifying existing upgrades so iirc it should work fine...

foggy hinge
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Give Herbatas modloader a try, you should just be able to use the same cfg files but instead loading them as a DLC.

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Same process essentially other than just loading your changes as a DLC.

clear mountain
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for now im coding for automated refurl process

foggy hinge
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👀

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I'm curious to know what ya mean

clear mountain
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well the optional file removes upgrade restriction, which makes one upgrade blocks other upgrade

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so the optional file has way more upgrades than main file... so some of them are in main files, others are not

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I had to make a script to read main file and change refurl to point main file if the upgrade is in the main file, else point to vanilla cfg

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which, seems to work fine

deep ridge
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Have there been any updates in finding a method to reference call variables from corevariables.cfg?

sand vault
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We need a shotgun suppressor, like the one from No Country For Old Men.

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It just fits the Stalker aesthetic very well

clear mountain
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Wait for the official modkit...

sand vault
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How hard is it to change the 3D model of an attachment in the game right now? I'm seeing people add attachments from one weapon to another, and shotguns already have muzzle devices, so shouldn't be too terribly difficult to move one of the suppressors over to the shotguns.

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Yeah, it'll definitely be easier then

fierce hollow
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I keep crashing when talking to a trader, I have removed all of my mods and its still happening. Does this mean my save is borked

foggy hinge
bitter sluice
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should have an update on this in the near future

gentle sapphire
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Can anyone give me a hand with my load order? I've created a merged patch but a conflict detection script I'm using is still finding conflicts.

long lantern
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Has anyone figured out how zombie health works? Even with the same HP and body part damage multipliers as regular humans, they tank way more damage

slow lake
foggy hinge
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Are you talking about the damage coefficients?

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BC you'd edit those to be higher values if you want it equalized.

long lantern
foggy hinge
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Ah, maybe then yeah

long lantern
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I've been working on a realistic ballistics mod and thought about making a zombie alternate more like 28 Days later, they die like a normal human but move fast

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You can put the DamageCoef for the body at several hundred and they'll still just fall down and get up

long lantern
slow lake
long lantern
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yeah, under resurrection effects it has velotity change and confusion effects listed, but those don't affect health

spark plinth
foggy hinge
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Does someone have a short guide on adding new localization SID entries for new items?

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I just want to add some localization for a new item I am making

foggy hinge
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I already poked em in DMs 😛

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Thanks though

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Unfortunately, what I was looking for isn't possible that we know of yet.

spark plinth
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also on the SPAS

foggy hinge
spark plinth
foggy hinge
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Ohhh

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My bad haha

bright wasp
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'Radius = 200.0' is 2 meters or 20 meters?

spark plinth
foggy hinge
spark plinth
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I found it

spark plinth
foggy hinge
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Nice

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What was it?

spark plinth
# foggy hinge What was it?
   FireEventOneShot = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Weapons/SG/D12/D12_Fire/SFX_D12_Oneshot.SFX_D12_Oneshot'```
foggy hinge
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Ahhh, that makes more sense. I'm confused on how it differentiates between the suppressed and non-suppressed.

deep crypt
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You shouldn’t be confused

foggy hinge
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Mmm, why is that?

spark plinth
foggy hinge
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Oh, right so it is just a sound modifier and muffles the original sound with specific settings.

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Like Fallout 4 Power Armor

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That makes total sense then

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That's very cool how it just works

foggy hinge
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Exactly HAHA

rare ruin
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problem is its just

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all of them are like that

spark plinth
summer silo
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Based on findings in Mutant Loot thread it appears two files modifying the same structure will be incompatible with each other.

barren timber
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Is there a mod that allows you to sleep in ejection shelters if they have a mattress?

foggy arch
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can we edit the gun's posistion

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416 is too close to screen

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make the gun looks very fat

summer silo
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People figured out how to modify specific attachments that already exist on a gun but without mod tools we can't really move this forward.

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The only option so far is modifying the global viewmodel_fov cvar that you can do with stalker2tweak but this will affect all guns

foggy arch
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so we still need to wait for mod

sinful cypress
summer silo
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To summarize
If Config A

   VitalParams : struct.begin
      MaxHP = 1
   struct.end
struct.end```
is loaded before Config B
```Bloodsucker : struct.begin {refurl=Bloodsucker.cfg;refkey=[0]}
   ItemGeneratorPrototypeSID = MutantBloodsuckerGenerator
   struct.end```
Then Config A's changes are rendered null
#

That's basically because Config B loads the original MaxHP value

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In theory... Doing something like this in Config B should make both changes apply

   ItemGeneratorPrototypeSID = MutantBloodsuckerGenerator
   struct.end```
sinful cypress
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Ah, great, thx!
Will test next week a bit with this idea

summer silo
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I wish we had something like DLTX in stalker 2 kekl

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There the only thing you worry about is if some other mod wont load after yours and modify the exact same change.

summer silo
sinful cypress
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Hmm, so cfg with Templates in it need also refkey=structname?

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Anyway, thx!

foggy hinge
foggy hinge
half willow
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did not work

summer silo
foggy hinge
summer silo
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This is weird

half willow
# half willow I tried this last night at 3 am
   Upgrades : struct.begin
      [9999] : struct.begin
         UpgradePrototypeSID = GunM16_Upgrade_Attachment_Laser
         Enabled = true
      struct.end
   struct.end
struct.end
semenyc_0 : struct.begin {refurl=../../zHerbata_ZubrCaliberChange/NPCPrototypes/zHerbata_ZubrCaliberChangeNPCPrototypes.cfg;refkey=semenyc_0}
   Upgrades : struct.begin
      [9999] : struct.begin
         UpgradePrototypeSID = GunM16_Upgrade_Attachment_Laser
         Enabled = true
      struct.end
   struct.end
struct.end
Konder : struct.begin {refurl=../../zHerbata_ZubrCaliberChange/NPCPrototypes/zHerbata_ZubrCaliberChangeNPCPrototypes.cfg;refkey=Konder}
   Upgrades : struct.begin
      [9999] : struct.begin
         UpgradePrototypeSID = GunM16_Upgrade_Attachment_Laser
         Enabled = true
      struct.end
   struct.end
struct.end
garpia_0 : struct.begin {refurl=../../zHerbata_ZubrCaliberChange/NPCPrototypes/zHerbata_ZubrCaliberChangeNPCPrototypes.cfg;refkey=garpia_0}
   Upgrades : struct.begin
      [9999] : struct.begin
         UpgradePrototypeSID = GunM16_Upgrade_Attachment_Laser
         Enabled = true
      struct.end
   struct.end
struct.end```
No dice 😦
unreal glacier
#

which weapon rebalance mods are people liking a lot?

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Having a hard time finding one that doesn't make the game feel way easier

sinful cypress
foggy hinge
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Let me get an example of my fine rq

#

So in a ObjPrototypes folder, I have a new .cfg file named RG_MutantTweaks.cfg, I created a new struct with a reference to the ObjPrototypes/BlindDog.cfg file using the Blinddog struct as a refkey

#
Blinddog : struct.begin {refurl=../ObjPrototypes/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 = 60
      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
#

I only edited the values I needed, and removed everything else.

#

If anything, I don't need the rest of movementparams other than walk, run and sprint

#
Blinddog : struct.begin {refurl=../ObjPrototypes/BlindDog.cfg;refkey=Blindog}
   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 = 60
      RegenHP = 0.03
   struct.end
   
   MovementParams : struct.begin
      WalkSpeed = 600.0
      RunSpeed = 600.0
      SprintSpeed = 600.0
   struct.end
struct.end
#

So those values are the only thing edited.

#

And AFAIK, everything else is untouched/unedited.

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No real way to confirm, but their health and speed are adjusted.

summer silo
eternal sapphire
summer silo
#

I'd use Polish Translation fixes but then Mutant Loot stops working kekw

foggy hinge
#

Nice, I think using the refurl to the specific file then using the refkey set to the SID is the right approach

eternal sapphire
#

Every version of every mutant should now drop mutant loot, as well as whatever they have in vanilla.

summer silo
#

@eternal sapphire You added the mutant loot text into the base localization file right?

eternal sapphire
#

The last update did change some things in it fyi

sinful cypress
# foggy hinge So those values are the only thing edited.

Thats what I meant, theoretically you could add many own created cfg, as long as they edit OTHER lines of the original cfg.
If a new created .cfg edits the same lines, afaik the last one (alphabetical order) wins and overrides the changes.

BUT this is a bit harder to track for the "normal" user (to know which cfg edits what) and they cannot merge the loose, thats perhaps a bit a downside

foggy hinge
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Ohh, I see what you mean

#

So edit the original file but also implement your own changes in a new cfg to combine them

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We just need the damn SDK at this point

stiff canyon
summer silo
#

It's the very same reason why every gun has a different name instead of using official names

barren timber
#

Has anyone encountered the problem that your character moves slowly, as if you have a heavy weight encumbrance, but you do not even have a slight weight encumbrance (the weight of the backpack does not exceed the green field of the advantage indicator)? Restarting the game doesn't help, nor does loading saves.

sinful cypress
#

Try to remove all your equip and re-equip it, maybe an item is bugged

#

in Fallout 4, grenades could cause this ^^

barren timber
sinful cypress
#

if you use any stamina/movement mod, did you remove the mod and tried again?
Or load an older save?
idk ^^

rotund tinsel
#

This might sound silly, but make sure you didn't Toggle Walk, by default it should be X on keyboard

naive widget
#

Gonna laugh if that was the cause

barren timber
amber halo
#

Hello, question. Does anyone tried to make own EffectPrototypes in separate file?
// New file.cfg placed near EffectPrototypes.cfg EnergeticAlcoDrunkness : struct.begin {refurl=EffectPrototypes.cfg;refkey=VodkaDrunkness} SID = EnergeticAlcoDrunkness Duration = 120 Charges = 50 ValueMin = 60 ValueMax = 160 struct.end
Seems like it's not loading, maybe some my mistake?

void owl
#

Hey mods how do I apply for that modder role? :3 it's such a nice color

summer silo
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Make a mod

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Not any mod tho

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It has to make a ripple

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Like Mutant Loot did

spark plinth
crude heart
#

A tracer hiding mod or one that makes them maybe 50% less noticeable would be good. They're a bit much right now

void owl
#

Okay I have a mod #1311655930907066461

By making a ripple, is there a threshold for the number of downloads or something ? I

spark plinth
#

I’m pretty sure it’s subjective to internal discussion.

void owl
#

I feel like I've gone beyond the "just cfg edits" threshold

void owl
spark plinth
void owl
#

Weather mods have always been a massive part of STALKER modding and I'd like to spear head that corner of STALKER 2

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And by spearhead I really mean build the set up and environment for people to make their own mods from mine

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Next big plan is editing blueprints to allow for loading custom weathers

spark plinth
void owl
#

Theres big plans. But I'm gonna need more help and people with more knowledge on how UE light and atmosphere system works

spark plinth
#

Also, Ripple probably means the attention it gets and player gameplay experience change.

void owl
#

Yeh defo. I understand the requirements, just not sure what the thresholds are. I don't mind not having the role for a while

spark plinth
#

Like Mutant Loot is pretty monumental to future quest mods. So is the Patches mod by @cobalt hamlet, don’t know why they don’t have the tag either.

hallow sand
#

I feel all of you will get it at some point 😄

void owl
#

I wish I could find it somewhere, but when anomale 1.5 was out I helped with some LUA script crashes in Warfare Enhanced mod :3

#

I'm sure this fixes are still floating around somewhere

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But man tbh those Anomaly mods l, specially for warfare, where held by duck tape

#

A lot of uninitialized/Null variable access

barren timber
void owl
#

Idk back when EFP was starting up they had some Warfare enhanced mod that was the culprit of so may null reference crashes

ripe flame
#

What syntax is used in cfg files, by the way? Where can I read docs about it?

raw crest
void owl
#

Theyre so underwhelming

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It's also planned to be worked on

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First thing I have plans for is complete redo the atmosphere colors... It should turn red from the source of the blowout, not the whole sky

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But that will be hard and come much later. I want to play and enjoy the game finally lol

raw crest
#

It starts too fast and ends too fast as well, which is lore accurate but gameplay wise is meh

void owl
#

That part is unfortunately tied to other systems that I'm not familiar with, I can just change the atmospheric and light properties.

void owl
hallow sand
#

extending emissions right now doesn't extend the damage though, like you can go out after the initial emmission timer is over

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the sky stays red longer

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and he won't call "emmission clear guys" over raidio till the new timer

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but like he said, it's tied to something else too we can't access yet.

void owl
#

Like the damage and stuff

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But changing just that is boring. I wanna go deeper

hallow sand
#

but I could have missed some code too

raw crest
void owl
void owl
#

With some thunder

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No wind tho

raw crest
void owl
#

Yes

raw crest
#

Like adding rain

void owl
#

Yup

#

All

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I can make it clear skies if I wanted to

raw crest
void owl
#

It's on the pipeline. Maybe I'll open up my project soon and let people start making their own weathers

void owl
#

Could be added tho

raw crest
#

Nice, I would remove green storms from normal storms and add them to calmbeforestorm with rain and also add other logical extreme affects

void owl
#

The issue with creating editable weather, is that the bar of entry is a bit high. It requires using plugins and Visual Code 2022 to compile some DataAssets

#

I want to make a guide then open it up

raw crest
lusty sail
#

Can someone tell me please, where is knife parameters as weapon is located? I can’t find it in weapons configs 😦

amber halo
#

Guys, please help. Few questions. Maybe someone already works with Effects,Consumables,Localizations?

  1. Is it a way to create cfg with extended effects for EffectPrototypes.cfg? For ConsumablePrototypes it's working.
    Example for ConsumablePrototypes: NewFileWithNewConsumable : struct.begin {refurl=ConsumablePrototypes.cfg;refkey=[0]} But not for EffectPrototypes NewFileWithNewEffect : struct.begin {refurl=EffectPrototypes.cfg;refkey=[0]}
  2. Is it a way to introduce effect like drunkness but without camera shaking?
  3. Is it a way to use some other texts for effect instead of "Weak", "Maximal" etc for consumables?
  4. Is it a way to add localization's for new effects?

Help me i am stuck 😄 😄 😄

foggy hinge
#

But generally properties seems to fit it somewhat, though it's still not the right syntax.

amber halo
foggy hinge
#

VSC does too, I already explained though why this one isn't the right one

granite sierra
#

Yeah I'm a modder chad I edit CFGs and merge mods into a modpack and call it a day chad

hallow sand
#

^ Me as I learn to mod better LMAO

#

Also, fucking shit. I'm downloading anomoly for another playthrough, damnit grok you're too good at your shit.

sand vault
#

How hard would it be to make the Veteran have swappable optics like the AS Lavina? Or even just put the same optic on it from the Trophy?

raw crest
sand vault
#

Lemme check

#

Eh, can't find it. I might do some digging in the cfgs, see what I can come up with.

granite sierra
#

It would have been too obvious if I was gonna add the third line I was intending to say pepelaugh

flint flicker
#

Anyone have a mass .pak script?

granite sierra
#

Although anything I'm capable of doing, people better are already doing it, so no point in trying NOOOO

tacit yarrow
#

Was that multiplayer mod on nexus a scam? Can see it got removed

granite sierra
granite sierra
ripe flame
#

Modders are good, but not that good to make a multiplayer in few weeks after release

crimson laurel
granite sierra
#

according to some people in a different modding discord I'm in, they looked into the dll and whatnot.

tacit yarrow
#

thanks!

ripe flame
granite sierra
summer silo
azure solstice
#

This the right place to ask for some help with load order?

#

specifically Shay's Living Zone ,Maklanes total overhaul and Kireina's Zone Enhanced

flat moss
#

Did anyone figure it out to add new mesh to the game?

#

I've tried with custom engine build but new mesh caused crash

rain finch
#

Me emerging from GAMMA release and patching: how you doin kids ?

half willow
#

sdk waiting room

hallow sand
rain finch
granite sierra
#

If by legit, you mean scrapes data, sure.

#

But it was uploaded by an empty account with practically no credibility and zero information.

obsidian dagger
#

anyone in-progress on a bedroll mod or similar? I can start working on one

spark plinth
spark plinth
flat moss
spark plinth
flat moss
#

If that's only for meshes, it will be so big news

slim willow
#

im retarded

spark plinth
spark plinth
#

Someone in here has worked with changing textures, I need a run down of how so I can also start making IRL versions of textures of scopes and Weapons.

nimble heron
#

i havent had enough time to properly test it myself since the latest update

spark plinth
#

Specifically if you need help.

azure mortar
#

For changing I remember someone here posted a guide

#

It could be done without ue installed which was nice

void owl
#

How you doing man, happy Friday

#

Leaving office at almost 7pm lets gooo pre holidays crunch

#

Literally spent 5 hours today trying to package a python PEX

#

Finally hitting that python "deployment" nightmare

lunar yarrow
#

Any ideas where found configs about inventory/stash ? (Size, scroll)

carmine surge
#

Petition for a mod:
Flashbang anomalies but instead of bang, it's a loud reverbed fart sound

void owl
#

You mean a loud metal pipe falling sound

cobalt hamlet
#

i made a merger for making language files, if you want to try (thanks AI to help in this xD)

carmine surge
cobalt hamlet
#

i'm currently working on a all in one localization merger because no one seem to be motivated to make it

spark plinth
#

Uncooked the Mesh but it’s empty!!!! It’s progress though

sturdy herald
# spark plinth Someone in here has worked with changing textures, I need a run down of how so I...

check my guide for streamed textures. same method for non virtual just don’t enable it https://github.com/windelicato/stalker2_modding_tutorials/blob/main/Tutorials/virtual-textures/texturing.md

GitHub

Stalker 2 Modding Tutorials. Contribute to windelicato/stalker2_modding_tutorials development by creating an account on GitHub.

sour abyss
#

if anyone could find a way to disable headbobbing I'd love you forever

spark plinth
half willow
#

halfway there

#

maybe

hallow sand
#

Oh that's fucking massive work

spark plinth
hallow sand
#

I'm getting hard

clear hawk
#

Hey guys, idk if this is the right chat to ask about it, but I'm searching for some kind of guide to starting to build stalker mods, more specific to stalker 2, does anyone know some kind of guide or at least, some context?

clear hawk
#

Thanks man

half willow
# clear hawk Hey guys, idk if this is the right chat to ask about it, but I'm searching for s...
cobalt hamlet
#

@half willow hey man, btw did you have tried to refurl from dynamicitemgenerator ?

cobalt hamlet
#

last time i tried it was not working so maybe i did something wrong

lunar yarrow
#

Anyone who knows about creating mods for stalker 2? 🙂

lunar yarrow
spark plinth
#

@half willow @hallow sand

#

Fellow modders, wegottem

I can change socket location

clear hawk
half willow
#

it depends on what you want to do

#

if it's just config edits

#

then all you need to do is unpack the .pak files

spark plinth
half willow
spark plinth
half willow
spark plinth
clear hawk
# half willow if it's just config edits

Actually, like, I'm trying to learn all I can, I'll start with something easy, but when I learn the enough I'll try to build something around the items, adding more options, change some functionalities, well, something like that

#

I know that we already have some mods that do those things but, I'll try to put all together

spark plinth
#

So, as promised, the AK will get the first round of new sockets. @hallow sand

hallow sand
#

Well fucking done.

half willow
#

now the question is

#

can you put new models in dat bitch

hallow sand
#

^

spark plinth
tidal yew
#

even the editor needs to compile shaders

crimson laurel
bright wasp
#

By any chance has anyone shared a formatted/clean doc with the weapons and armor in-game name, SID's, and their in-game stats?

bright wasp
#

Damn, yeah thats the one I have. May just take this one and continue to expand on it and share something out later this weekend

ripe flame
bright wasp
ripe flame
#

@bright wasp

bright wasp
#

Perfect, thank you!

viscid mason
#

does stalker 2 respect the load order set in vortex?

ripe flame
#

Is there a console command to make the map fully explored?

drowsy pike
#

is Shay from Shay's Living Zone (An ALife mod) on this discord? just curious bc I was wondering about an aspect of the mod

merry mountain
desert valve
#

gonna update to 24H2

#

wish me luck 🤞

half willow
spark plinth
#

New banner who this. Anyway, finishing up work on v0.5.2.

Next update will be 0.6.0 with the new attachments on the AKs

worthy sparrow
#

does anyone have a reference sheet for the foliage?

#

like what texture/name is for what plant? (pictures?) because im working on a mod for foliage and can benefit from that, or make one if others would deem it useful

#

that way anyone looking to edit the grass textures doesnt have to extract all the files and match them with the foliage in game

onyx forge
#

anyone know why this weird cog thing is stuck in my wrist lmao

desert valve
#

artificial joint? 😄

magic shuttle
#

if i can make mods... get rid of stupid flashing light anomaly

median minnow
void owl
#

Guys how do I mod this game? /S

spark plinth
gaunt patio
#

RIP PABLO MOTOS......

spark plinth
#

Well I tell you what partner.

#

we cooking out here

#

@half willow @hallow sand

hallow sand
#

Oh baby

void owl
half willow
silk citrus
#

Someone else having issues when using Mutant loot + Project itemization? I getting CTD's when opening inventory

lusty sail
winter cipher
spark plinth
lusty sail
spark plinth
#

its a relief

lusty sail
hallow sand
#

I know this is stalker 2 mods, but does anyone know of any mods to make lasers less opaque and more solid beamlike for gamma?

#

Or if I could do that in the files somehow?

worthy sparrow
slow lake
#

Anyone has any idea why some upgrade effects look like this? its AccuracyUp25Effect

half willow
#

so it probably just doesn't have localization done

#

either that or you made a typo somewhere

#

wait

slow lake
half willow
#

actually

#

that effect isn't used anywhere

#

Search for AccuracyUp in UpgradePrototypes

#

no upgrade uses any version of it

#

so I think that may be left over

#

unused lines in EffectPrototypes

slow lake
#

Yeah I didn't find anything related to accuracy in the upgrades so I searched in EffectPrototypes, at least visually it has an effect on the stat bar

half willow
#

i think that they dont use that for upgrades because they use all the other shit

#

like spread, aiming accuracy, readiness, flatness etc

runic heart
#

Hey lads! I can't find Red Forest Zombies in dynamicitemgenerator. Do they use separate file for guns they use? Thank you 🙂

spark plinth
#

Literally cooking

#

adding lavina rail mount to ak

slow lake
half willow
spark plinth
#

Here's the whole map with dlc stuff if ya wanted to know how it looks like.

gentle sapphire
#

in Fmodel, all .cfgs altered by a mod should be in it's sub-folders right? The merged patch script I'm using is telling me that two mods are conflicting over objprototypes.cfg, but one of the mods doesn't have that .cfg in its subfolders...

spark plinth
#

Sheesh

#

So happy to see that

slow lake
#

Maybe an extra ending were you can keep free roaming, I hate when you get guns/attachments that you can only use in the final 10 minutes

spark plinth
#

I’m hoping someone makes a vehicle mod. The WARD vehicles are right there to use.

hallow sand
hallow sand
delicate jacinth
#

so who's the maker of Shay's living zone in here? i have a question

gentle sapphire
#

you

#

youre on a list now

slow lake
#

Nice, convincing ChatGPT you're making a mod so he doesn't know you're selling modified HK416 parts in the black market, very smart

ripe flame
spark plinth
#

anyway I missed but hey, it worked and it's proof of concept that I added a new socket!
@hallow sand @half willow

hallow sand
#

STILL BADASS

spark plinth
hallow sand
#

that's insanely fucking great.

gusty moss
#

Quick question regarding ammo drops. While looking through DynamicItemGenerator.cfg there is a bunch of weapon categories looking like the one below. Does ammo max count determine how much ammo is in the magazine or how much ammo is on the body?

   Category = EItemGenerationCategory::WeaponPistol
   PossibleItems : struct.begin
      [0] : struct.begin
         ItemPrototypeSID = GuardGunUDP_HG
         Weight = 1
         MinDurability = 0.25
         MaxDurability = 0.5
         AmmoMinCount = 2
         AmmoMaxCount = 4
      struct.end
   struct.end           
struct.end```
void owl
#

Did Zylox help out?

spark plinth
#

They figured out the port over, I handled the rest

void owl
#

dude is doing so much for the stalker 2 modding and he aint even know it

spark plinth
#

Also, that first cook took 43 minutes

#

FML

void owl
#

oh damn wtf

#

i mean tbh my 130 kb mod takes like a minute

spark plinth
desert valve
#

i give up for now. this is like writing a client for an api with no documentation whatsoever

#

im tired of poking in the dark without proper debugging 😄

lusty sail
bright wasp
#

Does anyone have an end-game save file in Pripyat? I moved from GamePass to Steam and lost my save.

spark plinth
half willow
#

wait

#

You didn’t forget the laser socket right?

spark plinth
half willow
#

Ooh

half willow
#

You should change all the other guns that have the stupid welded on rails too, just sayin, you know 1 thing at a time and shit

#

Also

#

If you want to teach me

half willow
#

I’ll be on tomorrow

#

I can help

half willow
foggy hinge
#

@eternal sapphire @cobalt hamlet @neat thistle @lapis sierra Instead of making patches between your mods, you should make a collective mod posted on the Nexus that acts as a library for all mods. This way, anyone can contribute changes to it and also have one mod act as a library for localization changes.

And since localization doesn't require anything to function other than itself, you can just insert the SIDs into the language files and have them be there without even being used.

#

Hope I pinged the right people. KEKW

#

I would recommend hosting the source files on GitHub so people can make pull requests to the localization files.

gusty moss
#

What is this tool called S2 Loadout changer?

eternal sapphire
foggy hinge
#

I would at least get the repo started, that way you can make contributions more easily for thetime being

earnest wolf
eternal sapphire
#

tbh the easiest way for me to make patches atm is if everyone just had a localization.json dump on their nexus page, with proper json syntax like this:

spark plinth
earnest wolf
#

Oh!

#

Wait a minute…
Why couldn’t they just put it on all the ak modles?

foggy hinge
# eternal sapphire tbh the easiest way for me to make patches atm is if everyone just had a localiz...

Yeah, but what I am saying is that there's a single mod on the Nexus that can be used throughout all mods, which is upkept regularly with all the changes needed for any mod that requires it. So any mod that is editing and adding new localization entries would just need to contribute those changes to that shared mod and any other mod on the Nexus using it also has those changes so you avoid the need to make patches.

spark plinth
earnest wolf
foggy hinge
eternal sapphire
foggy hinge
#

IDK if that's 100% true though honestly. BC even in the localization files themselves they have the same sid categories split throughout and not in order.

slow lake
foggy hinge
#

I think something to do with how it loads the localization file just requires your new ones after any of the same ones, and not in a specific spot.

spark plinth
#
//Aiming
   AimingTime = 0.5
   LeanAimingTime = 0.5
   AimingMovementSpeedModifier = 0.85
//Shooting
   //Firerate & Firetypes settings
   FireInterval = 0.1
   RecoilInterval = 0.1```
slow lake
#

It's at 0.13, maybe 0.23?

spark plinth
bright wasp
#

that seems much more reasonable

bright wasp
lone lantern
# slow lake

ok, that's sick. i was wondering these past days if someone could make it auto

cloud cipher
#

The extended mag holds 20 rounds, oh god...

slow lake
# bright wasp What did you use?

I added it as an upgrade that replaces the semi for auto, since I haven't been able to make the switch work, and replaced the sounds with the Mark1's since the saiga doesn't have the loop shot effect

spark plinth
lone lantern
#

the real version is a bit faster

spark plinth
lone lantern
spark plinth
#

It is done @half willow @hallow sand

foggy hinge
# spark plinth

Is the offset of the reticle occurring just bc it's a modded attachment?

spark plinth
foggy hinge
#

Ahh gotcah

#

That's really nice you have control over that then

#

Very nice, excited to see more of this then!

void owl
spark plinth
bright wasp
#

@spark plinth actually doing gods work.

slow lake
gentle sapphire
#

Does anyone know why an edited .cfg file would revert back to it's previous values when no other mods are editing that .cfg?

foggy hinge
gentle sapphire
# foggy hinge Make sure it's named the same and in the same folder structure.

When you unpack a .cfg with unrealpak, does it unpack everything starting from inside the gamedata folder? Because I'm trying to modify .ObjPrototypes.cfg and when I unpak the mod containing it, .ObjPrototypes.cfg isn't in a subfolder like other .cfgs are. Like .ArtifactPrototypes.cfg is in the ItemPrototypes subfolder. So I'm wondering if .ObjPrototypes doesn't have it's own folder within gamedata..

hazy ivy
#

I use that, it maintains the folders

gentle sapphire
hazy ivy
#

Yea its so much nicer - just pop it open, make a change, drag the folder back onto the bat and its ready to go!

worthy sparrow
# worthy sparrow does anyone have a reference sheet for the foliage?

ok, i made one, it's just the textures inside the [grass] folder in pak38 but it has some info and texture preview that may prove useful for modders looking to edit them.

i dont know anything about google sheets but if anyone would like to edit this please let me know, or if you want to make your own, better version, feel free. :)

void swift
#

Idk if this would be the proper place to talk about this, but have you guys seen the videos of people playing stalker 2 in VR with motion controls?

sacred shore
#

does anyone know where the ||Gauss Rifle|| model is held in the .pak/.utoc files? i've found different components and a decimated model, but no complete full res model. actually, the same goes for all of the gun models. i have found the detectors, bolt, knife, consumables, world objects, characters, etc. but no guns. i have found some that look like they would be the gun models, but they either have no visible content or are so heavily decimated they're unusable

sacred shore
#

as an example, here's the scope for the thing. and then here's the model of the gun as opened directly in FModel. i do see references to ||"SK_gauss_Skeleton"|| in the animation scripts regarding the gun, so i'll try to look for that

crude heart
#

Is it possible with what we have now to potentially get rid of all the weapon spawns and stick unique weapons and attachments in traders or randomize stashes so there's kind of a roguelike element to playthroughs? Or is that going to require mod tools and more scripting support

thin palm
#

Small question - I'm trying to edit the script of one of the mods, is there a way to see any more detailed errors in the console or somewhere else? For now it only says "failed to load script" but I don't know what I actually messed up
NVM, I figured it out without logging

unreal glacier
#

in the .cfg files, explosion radius is measured in centimeters?

gilded bloom
#

Has anyone for the love of god figured out how to stop sprinting from blocking other actions??

unreal glacier
#

I can't figure out if the radius is 6m but with a ton of falloff, or if it's something more nuanced than that

#

ChatGPT is thinking it's meters, but there's no way the radius is 600 meters

cobalt hamlet
#

Anyone knows if the ReZen tool use a custom AES Key to repak things ? (Probably a problem with utoc)

#

it seem that package repak with ReZen dont have the same AES Keys or it's a problem with other things (dont really know tbh)

#

i need it for my Localization Merger everyone use Rezen and it's problematic at the moment

#

Its the same case in fModel, we can't look into pak that use ReZen

wicked wind
clear mountain
#

I found that there are no traders selling 7.62x39 rounds, there are no single A762D in DynamicItemGenerator.cfg

cobalt hamlet
#

For the ones that uses S2HOC Multi Localization Utility , i made a custom 'JSON merger' to simplify our life

minor stream
#

.

restive hornet
#

Does anyone know by what value i should replace EEffectDisplayType::EffectLevel
to display numerical value and not weak, max etc?

unreal glacier
#

anyone figured out how to change the delay for lowering your weapon outside of combat?

atomic crane
#

has anyone made a smoking mod yet

unreal glacier
#

Yes, if you idle for a few seconds he lowers his weapon into "low ready"

raw crest
#

Is it one where he aims down slightly

#

Meh

#

I wanted full lower for more immersion

unreal glacier
#

it bothers the heck out of me, especially since he does it purely by the timer, so it can happen MID-SHOOTOUT

summer silo
#

I guess nobody figured out how to unpack utoc files from mods right?

cobalt hamlet
#

no one answer me

#

so

#

maybe no ?

cobalt hamlet
#

modding section is pretty dead today

half willow
summer silo
#

I did

half willow
#

Thoughts?

#

I feel like the cheese was better last year

#

Now there's like barely anything there

#

like almost hollowed out crust

summer silo
#

Then your McDonalds is shitty kekw

half willow
#

fuck

summer silo
#

Plenty of cheese here

half willow
#

gonna try another mcds next time

#

thankfully theres about a billion of them in Warsaw

summer silo
#

kek

half willow
#

nevermind

#

ordered pizza instead

lusty sail
half willow
#

Great minds think alike

lusty sail
#

Sit and trying to read cfg as json and save cfg as cfg, making shitty item editor

half willow
#

got tired of adding multiple z's to the beggining of the mod folders when testing

#

ź overrides z

#

polish life hacks

lusty sail
#

źabka

half willow
#

damn

#

we should make a mod that adds a huge żabka neon sign outside Sidors bunker

cosmic ingot
#

If i make a widget blueprint in ue5 can i use that to replace a widget in game, would it follow a similar process to replacing textures? I just want to replace a widget with a blank one to remove a couple different compass markers with out the game crashing when it tries to load them, orrr i could find a blank ish texture and just replace the path lol.

lusty sail
cosmic ingot
#

okay that makes sense, the one im trying to replace definitely has alot of subwidgets. though it doesnt crash as long as i dont mark a location or get close to an enemy lol

#

llike i just straight up removed the path though

half willow
#

@fierce yoke so anyways, like I was saying
previously i just kept upgrading the same pc i had as a child with used parts and when I completely ran out of options to upgrade I finally bit the bullet.
I had a modded LGA 775 board to accept Xeon chips and more than 4GB of RAM,
8GB of DDR2 RAM
GTX 670 Ti (That I got for free cause it was broken, I had to bake it in the oven, no cap, it worked for like 5 years after that, https://www.youtube.com/watch?v=8Xanr4jkmEc)
I had 2 300W PSUs (from random dell office computers, also got them for free from the electronics landfill people) with the 24pin spliced so that turning the computer would turn both of them on, one powered the gpu and the other one did the rest.

#

That shit was jank as fuck, but sometimes I wish I could go back to a time like that

raw crest
#

@spark plinth how is the aiming without attachment but with rail?

lusty sail
#

Does anyone have descriptions for items config parameters? Maybe someone made file? Alo I remember someone post screenshot with EEffectDisplayType

silk citrus
#

Any tips into tracking a bug using S2's log? The info reported isnt clear as Xray logs

tacit yarrow
#

any mod developers here, missing ideas??? I'm dreaming of a transportable radio mod, so I can listen to music on the go

#

that and someone that implements the freelook everywhere, thats already working when climbing on ladders.

lusty sail
#

Wait till SDK will come out

#

No scripting stuff for now

merry mountain
#

thats not true, you can call game functions with UE4SS as much as you want

lusty sail
silk citrus
half willow
#

on boot or when doing something

#

You can use procmon to see what files the game is referencing when it crashes, it will also show you where more log and dmp files are created so you can sift through them

silk citrus
half willow
#

did you use a mod that added attachments or something?

silk citrus
#

Using now the latest version

half willow
#

That'll do it

#

some other mod you have must be overwriting their configs so the game freaks out trying to find the original config of the mod that added stuff and it dies

#

make the mods that add stuff load last

#

change their names so that they're last in the mods folder

#

and merge them if possible

silk citrus
#

Tks for it! I was removing and testing, but the crash persisted, even letting only ProjectItemization and MutantLoot on mods, gonna try this!

#

Tks again!

half willow
#

Good luck SmileDog

merry mountain
drifting tapir
#

😂 guys i have discovered something so stupid you want to shoot yourself 😂

drifting tapir
hallow sand
#

CHARGES an such?

drifting tapir
#

If you guess that it is just a naming scheme, you are wrong. The number at the end is read by ui code to determine effect level displayed in ui.
1 = weak
2 = medium
3 = strong
4 = maximum

hallow sand
#

Someone made a mod that changed how meds work, I didnt really deep dive into it but noticed they changed some of that

#

like bandages don't heal now, only do bleed reduction an such.

#

Also, I thought up a sick mod idea that COULD be doable now but UNSURE.

#

Gonna dive into the game stuff a bit an get back to all of ya.

drifting tapir
balmy yew
#

Anyone knows if there's a mod allowing to shoot in "safe areas"?

drifting tapir
#

This is genuinely so stupid 😂

silk citrus
#

Pretty much sure my save bugged somehow...

#

Gonna still trying to fix, dont wanna lose all the progress...

wintry river
#

hello, i want to know if anyone here can make a mod that adds stalker cop combat music instead of the generic tense action movie crap that plays in stalker 2

teal wing
merry mountain
ripe flame
drifting tapir
drifting tapir
#

Idk what numbers above 4 do.

Probably undefined as well, or maybe it defaults to maximum

hallow sand
#

Also pakchunk12-windows.utoc has a bunch of them ifa you're missing any of those.

#

They're all split up into Biome's an such, I could slowly add them if you wanna add me as an editor, or it's there in PC12 ^_^

ripe flame
#

There's a big chance those are not used. Game has a lot of junk leftovers.

#

There's, for example, 3 (THREE!) folders with same button prompts

silk citrus
lusty sail
#

As I understand sid_items_..._name is template for items names translation? Where ... must be SID from ItemPrototypes? Cause it's all so confusing :0

atomic crane
sinful cypress
#

Must not be ItemPrototypes, depends what you want to edit

lusty sail
sinful cypress
#

I did something for weapon degradation, maybe it helps you if you take a look at the cfg I made

#

And someone made a howto for his GameDLC approach (which I didn’t use) but basically it’s the same thing

#

Am not at Home, but I think Herbata was the one who made it

halcyon magnet
#

Hi Where can I get help with "Shay's Living Zone (An ALife mod)"?

worthy sparrow
#

it's not difficult to fill out at all, anyone in here could do it, it's just very tedious and time consuming. (which i dont mind doing, but there are soooooo many textures to keep track of it) it would be way too overwhelming to do all by myself. but i'm open to suggestions and/or contributors.

hallow sand
#

and it had like8 to 10 biomes lol

foggy hinge
#

Or is this more of a reosurce for mod authors to make patches?

#

That's what I understand from it.

cobalt hamlet
#

.json is for modders or people that want to make custom localization mods yes

foggy hinge
#

Yeah, okay that's what I figured.

lusty sail
#

Lol, guitar has pkm icon xD

foggy hinge
lusty sail
foggy hinge
#

Oh shit, mint! That looks really useful and impressive!

#

This may be a really early thing to ask, but do you plan on tackling other types of cfg files that aren't specific to items? Like effects and abilities?

lusty sail
#

Dunno, first of all I need to make it work with items for the start

half willow
#

what language

foggy hinge
#

True, true.

#

Keep us updated, this looks really promising.

lusty sail
half willow
#

xdddddd

#

bruh is making an indie game

lusty sail
#

24h of trying to read s2 cfg files with gdscript

half willow
#

release that shit on steam instead of nexus xd

lusty sail
#

1000 hours in S2GUITools to create items! Need a list of achievements!

half willow
#

Also workshop support, because fuck it, why not

foggy hinge
#

You'd be surprised.

lusty sail
#

I guess when I'll finish it - SDK will come out lol

lusty sail
#

I like godot for it's UI management, I can quickly create visual of program for a few hours

#

I just fucked with it 1 year when released my stalker game remake/demake/port, so I get used to it and gdscript xD

half willow
#

i mean hey, more power to you

#

if you already know it, and it works fine

#

then why change it

lusty sail
#

100%

lusty sail
ripe flame
lusty sail
foggy hinge
#

You can use the refurl and refkey values in the structures of each .cfg file. Those usually indicate the base structure it uses, like mutant files. If you look at Blinddog.cfg you can see it references MutantBase.cfg

lusty sail
#
  1. original file structure
  2. exported from my tool
foggy hinge
#

If that's what you mean

lusty sail
#

Because now it's just visual items viewer 😄

#

Where you can change field data and save back

foggy hinge
#

That's nothing I understand then

neat thistle
#

I wish someone made a tool for adding sounds to the game via some kind of tool like this 😄

#

@lusty sail But you're doing awesome work, man

#

Modders need this kind of shit

#

Since GSC don't give a fuck about us

lusty sail
#

I don't even know how to add sounds 😄

neat thistle
ripe flame
neat thistle
#

I don't even sure that it's possible right now...

neat thistle
ripe flame
#

Bruh

#

Chill and let them fix things. Phil said release, they release.

neat thistle
#

Man, they said not once that they're making a huge bet on modding with Stalker 2. And where's it all? Right now if you want to uninstall mod which adds smth to the game, you need to sell mod items to vendor, sleep until restock, make a save and only then remove mod and continue to play. I thought this would be the first thing they could implement - removing non-existent SIDs from your save on loading - if they make a bet on modding, right? But maybe I just asking too much, idk.

#

And this is just 1 example

#

Little one

ripe flame
#

You are treating current state of the game as a finished product, which is a mistake. Also, they do not choose when to release it. Also, imagine fleeing your country because of war and develop a game while missiles and drones fall on heads of your family and while you lose your friends. Your statement sounds kinda selfish. Give them time, they earned it.

crimson laurel
#

^

formal atlas
crimson laurel
#

oh no a mod just broke the game 🤓

#

they literally on the polish (yet they are ukranian) phase, i heard in a interview they are/will work directly with some modders so

#

dont stress on a phase that is in polishing

ripe flame
#

Yes. Noone cares and loves Stalker as these guys. They literally live to make this dream come true.

crimson laurel
#

if they truly want mod support possible, we modders can report "bugs" that we as modders can't fix, such as the items not deleting or being cached somewhere... whatever it may be when the mods are disabled

ripe flame
#

That's actually a good point that will yield results

#

Discord rant won't get you anywhere 🙂

#

Me myself already reported some stuff earlier, but it's obviously not a priority rn for them, so I do not expect fast fixes, but at least I know they know

crimson laurel
#

yeah i literally cant play this last update bc it crashes me the moment i open the saves, even without mods

#

every like 50th try it lets me play until

#

until i restart the game

ripe flame
#

That could be 3rd party or drivers problem

desert valve
#

finished it today btw

#

after 94 hours

ripe flame
crimson laurel
#

was only after the update, even updated the drivers to the newest nvidia drivers tht just launched

#

update might come tomorrow or monday so

ripe flame
crimson laurel
#

they updated release candidate

#

sad moment that they are using random words for the depots 😦

desert valve
# ripe flame Too fast!

oh i will play it again at some point when its properly finished (and hopefully running a little better) 🙂

crimson laurel
#

why so secretive

ripe flame
desert valve
#

even my 4090 doesnt handle it well

#

so 5090 here i come

neat thistle
ripe flame
#

These are misplaced UI elements with 1 pixel gap of transparency, and they drive me nuts.
Now you cannot unsee it and will go crazy with me. We need to find a solution on how to fix positioning and height/width!

torpid halo
desert valve
#

the definition of "fine" is also widely different for each person 😄

torpid halo
#

What do you define as fine?

desert valve
#

120+ fps avg with 90+ 1% lows

#

which i get rarely in S2

torpid halo
#

Ah yeah then that makes sense. I get around 130-150 in the wide. In most towns around 50-70

desert valve
#

yeah as soon as there are mutliple NPCs around im getting hardcore CPU limited

#

but your right, i guess if the cpu was up to the task i would achieve my "fine" goal

torpid halo
#

Yeah I went overkill with my cpu, but it has other issues, like being able to bake with it

lusty sail
desert valve
torpid halo
#

@desert valve yeah!

formal atlas
ripe flame
#

Meanwhile I've earned $28 from Nexus, eating good

gusty moss
#

Is there a way to unlock pre-order bonus content through modding? 🤔

ripe flame
desert valve
ripe flame
desert valve
#

interesting, because you can "mod" your game to have all DLC

ripe flame
#

And what game version do you have? 🙂

desert valve
#

default preorder

gusty moss
flat moss
#

no piracy please

ripe flame
#

Oh, then I can be wrong

ripe flame
desert valve
#

if you scroll far enough up in here you will find it, but im not gonna tell you how

ripe flame
ripe flame
#

Noob question: can I install both UE4SS and Simple ModLoader?

gusty moss
desert valve
ripe flame
foggy crater
#

Does anyone know how to get vortex to manage stalker 2?

desert valve
foggy crater
#

But when I try it tells me the directory doesn't contain the game

ripe flame
#

I am collecting all Stalker 2 modding guides, resources, tools and such in one place. Please DM me if you need a link or want to help fill it and organize. I don't post link here, cause have no clue if it's allowed.

lucid sable
#

Could anyone help me fix a localization conflict? I did things following the directions to have Real Weapon Names, Mutant Loot and the Faction Patches mods and everything is working except the faction patch names being gibberish

#

I don't think I have anything else conflicting with it but I'm not 100% sure

serene hare
#

anyone know how to spawn a mutant with console commands? if possible

ripe flame
rare ruin
#

does anyone have any idea how the hell we get the UID of an NPC?

#

not the SID

hallow sand
#

Sorry I cannot scroll up and find them, but somebody was asking for editing safe zones, if you didnt find it, heree it is. pakchunk 33 utoc.

misty plover
deep ridge
#

Not enough new cool mods.... you telling me i actually have to play the game now?!

tidal yew
#

Is there a way to get "modular hard mode's effect and consumables" mod to work with a "no drunk effect from weird water" mod? Can I like, just merge them? Or editing modular's would be easier?

spark plinth
foggy hinge
#

Great shit though, this is insane to see.

spark plinth
foggy hinge
#

Mm, shoot I just noticed.

#

Damn that's really unfortunate.

#

Just have to manually make a mod folder for it in MO2 then

spark plinth
#

I did due to the outcry that many wanted it compatible with other mods.

spark plinth
foggy hinge
#

If anything, people can download it and still do their merging method.

bright wasp
sour zenith
#

I have a question...is there a way to decrease my damage output? idk what mod is doing it but for some reason I am 1 shotting everything no matter where I hit them or how much armor they have, nor what weapon I use (even on veteran)

spark plinth
foggy hinge
#

Nice, what's the way? BC I was just writing up some stuff in my MO2 plugin to include Herbatas mod laoder.

bright wasp
#

Clean Save File for Testing

Maybe this helpful for some of you with testing. This is the save file I have been using to play around with things. It has 6 hard saves at different world states in different hubs for you to test stuff with. Look at the 'Region' of the save to pick your world state:

  • Prypiat: End end-game where most people will have exo's
  • Yaniv: Mix of heavy armor and exos's
  • Restok: Halfway through the campaign, roughly the start of 2-3 point armors
  • Zaton: Enemies start wearing armor above 1 point and start to use better weapons
  • Lesser Zone/Cordon: Start of game, mostly bandits with no real armor or weapons

If you use this:

  1. Turn off auto-saves. It'll just add messiness to the load states.
  2. Remember to swap out these files with your active playthrough do not merge/replace it with what's in there. It will override your saves and they will be gone.
  3. This is for steam (AppData\Local\Stalker2\Saved\STEAM) not sure if it will work with other platforms.
  4. Nothing in here should give you an steam achievements or anything like that.
sharp turtle
foggy hinge
#

OKAY

#

I got a working version of the MO2 plugin to use both Herbatas mod loader as well as .pak files packed from something like repak

#

This however will require mod authors to start packing their mods in Paks/~mods

#

You can run Herbatas mod loader tool via MO2 and it will automatically detect any mods in the proper folder structure.

sinful cypress
#

May I ask why "we" need the DLC-Approach and the Tool for that?
I mean, Loose files can also moved to FILEPATH => "Stalker2_Content_GameLite_GameData_xxxPrototypes_modname.cfg" and just need to be a .zip (or similar) file.
So no Tool needed

torn haven
sinful cypress
#

No offense! Just want to know, maybe I didnt notice something?

foggy hinge
#

Is it possible to load loose files with no DLC load order?

#

BC I am confused by Stalker2_Content_GameLite_GameData_xxxPrototypes_modname.cfg

#

Is this the file name itself?

#

Or meant to be a path?

sinful cypress
foggy hinge
#

Ah, so the folder path

sinful cypress
#

I load it this way and it works

foggy hinge
#

I think it's because loading loose files is limited to certain ones only maybe.

sinful cypress
#

AH, that may be

foggy hinge
#

I think it's all the same honestly.

#

It's just a matter of what way you choose to do it IG

#

BC the method I explained seems to have its changes overwritten regardless, and I believe Herbatas is the same.

sinful cypress
#

As long as you really edit ONLY the lines you need and leave the other stuff of the original CFG untouched, the compability should not be a problem.
I only included one line per example:
//Durability
DurabilityDamagePerShot = 0.0

And therefore all other mods which affect the PlayerWeaponSettings and dont edit degradation will work

foggy hinge
#

I had thought that too, I did more testing though and figured out that entire .cfg files are overwritten though even if you edit one line. I was hoping this wasn't the case.

sinful cypress
#

Depends on what you want to change afaik

sinful cypress
#

Nope, took me 3 hours yesterday to find it out and to prove it works, after that I quitted for that day ^^

foggy hinge
#

The idea is that the mod that makes changes like Groks need to edit the original game files, while mutant loot can add in the new additions like mutatnt loot and still have it.

#

Okay, so since after I swapped my mod to use the standalone cfg files and edit the mutant stats in its own cfg file, with mutant loot, I noticed mutant loot didn't have the search option anymore.

#

Meaning my tweaks were overwriting it completely.

gray stream
#

where do you adjust jump stamina?

sinful cypress
#

this?
StaminaPerAction : struct.begin
LowCrouch = 2.5
Crouch = 0.02
Walk = 0.01
Run = 0.015
Sprint = 0.1
Climb = 0.5
Jump = 20

gray stream
#

TY

sinful cypress
foggy hinge
#

LUL, I give up. Imma let someone like Demonized to figure this stuff out honestly.

#

Leave it to the big bois

plain horizon
#

Anyone know to properly pack .uasset's? Literally only doing 1 file and tha shit crashes me straight up at load completion

real forge
#

any idea where to disable modio? since it is not yet implemented and i don't want to waste my cpu cycles on it when i can waste them on loading a town

rugged crypt
#

oh finally a server that can actually help me

#

please can you guys tell me how i can extract the gamedata folder

rugged crypt
crimson laurel
#

everything u might need is there

covert radish
#

which cfg i need to tweak to change weapon's stats? more specifically damage

sinful cypress
#

Player or NPC?
Both are different .cfgs