#╟⚒stalker2™-mods-making-discussion
1 messages · Page 39 of 1
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.
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
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
Who made the fully unlocked upgrade thing?
the one with the ridiculously large .cfg file?
this one? zz_Fred_UnrestrictedEquipmentUpgrades
No somebody made one to make their own upgrade paths and turned a gun to a diff caliber
that one
I'm blanking
I literally talked to himn about it lmao
you mean this one? thats for attachments tho
#╟⚒stalker2™-mods-making-discussion message
this one is caliber change :
#╟⚒stalker2™-mods-making-discussion message
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.
You're the best! It was the second one.
Does anyone knows why ReZen pack my files like this? I can't figure out how to pack utoc/ucas
u can't pack utoc and ucas
its a different way to pack mods
needed for somes parts of modding
like localization, customs textures(with ue) etc
if you want to pack only cfg, u can manage with UnrealPak
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
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
Ah yes i see what do you mean, yes REZen probably using a custom AES key
And I can't cook it with UE cause it's an unversioned file, maybe I just extracted it wrong
nop
its related to UnrealReZen
Maybe there is a way to use your own aes key dont know
I used my own, it's the same I used in FModel, I tried with and without the 0x
https://x.com/BeautifulLght/status/1864742984513651141
we need a mod for this

Don't sights wobble enough already lol
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
burers dont panic you?
i mean the character
it should, it takes ur whole gun from you
havign a panic layer when you take meds
some meds
Now we need anxiety medication in the loot pool too lol
pretty much
gamma
thts why cigarettes and pills exist
would calm you down
just another layer to the hardcoreness that people seek for in gamma
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!
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
So many jump scares!
GAMMA was easy enough once you remove the body parts damage and make the adjustment to get better condition gear from corpses and stashes. That's my recommendation if you want to give it a go as a new stalker
am not saying the game is frightning, but it's frightning to the character
Stalker gamma is still to this day the best stalker experience i had and probably my best survival game one too
^
Damn thing is free as heck, runs on pretty much most computer and is like 10x more complete than any AAA on the market
Will see how far along modding is in Stalker 2 by the time i finish it. I have a lot left to explore still, but definitely interested in taking another look at GAMMA or Anomaly again.
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...)
I did a full run for the story and now i'm on a modded chill explore run
it will certainly, highly be better than xray engine
xray doesnt hold up with performance
it's dogshit
sometimes i get more performance in stalker 2 than i do in gamma
GAMMA was built over years though and there is a learning curve with UE5 that everyone is working with.
a lot of people knew ue5 tho and, theres a bunch of tutorials
I wasn't talking strictly performance at all, of course it will get better
u can say otherwise about gamma
Being UE5 is becoming the industry standard at the moment, I think we'll see a lot of stuff over time.
But the SDK provided for stalker 2 will set the limitations to an extent, of what will be possible or not
the only question that remains is how freeing the sdk will be
If the SDK is super limited, then we are out of luck essentially
even if the sdk is super limited is always better than no sdk
and thats a step up in my opinion
I mean... you didn't even need the base gamme to use GAMMA beacause oyu had Anomaly for FREE
No doubt about that lol
Hopefully the importance of modding to the community is kept as a priority
There is hope... but in today's gaming world, profit is what matter most as we have seen times and times again
games that have a modding community tend to succeed much more
even san andreas is there to count stories
I don't think these guys resonate with ubisoft/activision and the like.
I want to say, we already can do a lot that GAMMA has. Minus A life.
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
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
the devs made "no money" with it because they gave full access to the trilogy bc they were going bankrupt anyway
and many gamma players have bought the game to support the devs
Well you can't add new weapons in, no real possibility to do and add new quests, change major things, etc, it is fairly limited and only the SDK will help IF they allow us
I have tried yet to add new stuff. Will let you know when I try.
who said you cant add new weapons, has anyone even tried it out
I don’t think so
as far as i know not until we get the sdk
sdk is just a tool
It's not JUST a tool bro
Skeletal mesh, animations, material are all crash causer, so no new weapons until proper SDK
It's the essential part needed to implement mods and pretty much anything significant
I might have a breakthrough on that today. Will let y’all know.
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 😄
Best of luck ! May you succeed 🙏
thats likely whats going to happen
theres no reason to give modding tools already
when u gna have to update the sdk too
At this rate, we might push out a DLC before they do. Thanks @half willow for that.
just a waste of time
Either that OR they go all out and give us the SDK knowing that mod authors with the right tools will fix it in no time
I believe in Moth supremacy

I hope Stalker2's SDK won't take as many years to release as the Metro Exodus SDK did.
Lmaooooo yeh
that would be one huge balls move and probably welcome by modders but i doubt it ^^
Exodus was like "when is too late to drop it ?" and then they showed exactly how long is too long
but for there not beeing an sdk we still see a lot of bright minds doing a ton of work
Yeah lol The interesting thing is that while the SDK itself was complete and excellently made, by the time it was released, many modders had already lost interest
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?
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 
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
editing over 150k cfgs and then the next hotfix fucks it up 😈
Yeh Exodus SDK was pretty damn good... but indeed way too late and also in my opinion but that's only mine, in a game such as metro with fairly linear missions despite the few open world segments, i don't see a ton of potential when compared to a fully open world game where you can change the whole thing and turn it into a full new thing...
It's far less interesting imo
Welcome to modding, where any little fix or patch can turn into a nightmare
yar
This is mods making discussion or f******** free chat?
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
go play stalker 2 and shut the fuck up man
Relax guys, the community is fair and good. dont need to be toxic
It's probably because no one reply to his question
I'm chill and relax, just addressing to him the way he does to us ^^
yep i know, np with this .. he deserve, with what he said
I don't have worked on Effects for the moment, but the best things is to try it yourself and see what's happen, it's my best advice 😉
^
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
If someone made a reskin of the normal ak, how could I apply that to the drowned?
The endless cycle of trial and error
@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?
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.
@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
One of them doesn't touch the same upgrades, right?
AFAIK it should work fine with different .cfg files referencing the same ref url and key
yeah which is pretty weird, all of my .cfg files are modifying existing upgrades so iirc it should work fine...
Give Herbatas modloader a try, you should just be able to use the same cfg files but instead loading them as a DLC.
Same process essentially other than just loading your changes as a DLC.
for now im coding for automated refurl process
well the optional file removes upgrade restriction, which makes one upgrade blocks other upgrade
so the optional file has way more upgrades than main file... so some of them are in main files, others are not
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
which, seems to work fine
Have there been any updates in finding a method to reference call variables from corevariables.cfg?
We need a shotgun suppressor, like the one from No Country For Old Men.
Or something like the Clandestine 12 SWAT door breaching suppressor. https://tacticaloperationsbeverlyhills.com/swatsep2000/index.html
It just fits the Stalker aesthetic very well
Wait for the official modkit...
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.
Yeah, it'll definitely be easier then
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
You can't edit 3D models rn AFAIK
its possible, just a matter of making sure everything is pak'd correctly and sockets match
should have an update on this in the near future
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.
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
Maybe a damage reduction effect acting on the zombies?
Are you talking about the damage coefficients?
BC you'd edit those to be higher values if you want it equalized.
Right, I mean even if you boost say the torso damage to 10, it still tanks way more damage than a human with torso damage at 1, so is there some special effect handled elsewhere that adds to their hp?
Ah, maybe then yeah
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
You can put the DamageCoef for the body at several hundred and they'll still just fall down and get up
I've been looking through effect prototypes with no luck
I think there are some zombie related settings in ObjPrototypes too but I can't point exactly to anything about damage or resistance
yeah, under resurrection effects it has velotity change and confusion effects listed, but those don't affect health

Does someone have a short guide on adding new localization SID entries for new items?
I just want to add some localization for a new item I am making
I summon @eternal sapphire
I already poked em in DMs 😛
Thanks though
Unfortunately, what I was looking for isn't possible that we know of yet.
also on the SPAS
ehhhhh I haven't messed with sounds yet. Anyone knows how to reference sounds to guns?
I don't know how to replace sounds is what I mean.
'Radius = 200.0' is 2 meters or 20 meters?
20 irc
SilencerRTPCParameter = maybe?
It wasn't that but I figured it out, thanks brother.

FireEventOneShot = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Weapons/SG/D12/D12_Fire/SFX_D12_Oneshot.SFX_D12_Oneshot'```
Ahhh, that makes more sense. I'm confused on how it differentiates between the suppressed and non-suppressed.
You shouldn’t be confused
Mmm, why is that?
Silencers reduce the sound of the original gun sounds. I don't know where that parameter is. But I can play with the weapon sound references.
Oh, right so it is just a sound modifier and muffles the original sound with specific settings.
Like Fallout 4 Power Armor
That makes total sense then
That's very cool how it just works
Exactly HAHA
there's this maybe?
problem is its just
all of them are like that
Will look into to it later. My priority is to change and add sockets. But if someone figures out how to do custom sounds. Let me know. ❤️
Based on findings in Mutant Loot thread it appears two files modifying the same structure will be incompatible with each other.
Is there a mod that allows you to sleep in ejection shelters if they have a mattress?
can we edit the gun's posistion
416 is too close to screen
make the gun looks very fat
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.
The only option so far is modifying the global viewmodel_fov cvar that you can do with stalker2tweak but this will affect all guns
Sorry for ping, where is this thread?
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
In theory... Doing something like this in Config B should make both changes apply
ItemGeneratorPrototypeSID = MutantBloodsuckerGenerator
struct.end```
Ah, great, thx!
Will test next week a bit with this idea
I wish we had something like DLTX in stalker 2 
There the only thing you worry about is if some other mod wont load after yours and modify the exact same change.
Something worth noting. If you are modifying a file that has multiple structs inside it, don't refkey=[0] and instead refkey=structname
I was testing my changes along with Mutant Loot enabled, adjusting their HP and all and my changes applied fine with Mutant Loot still applying the Item generators to the mutants.
I tried this last night at 3 am
did not work
try putting maxhp of a bloodsucker to 1 and see if it dies in one shot while also having mutantloot I guess?
Yup, I did. I tried it on a boar and hit it with my knife and it immediately died, still was able to search it too.
This is weird
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 😦
which weapon rebalance mods are people liking a lot?
Having a hard time finding one that doesn't make the game feel way easier
You both edit just a part of the original .cfg and as long as your own-created cfg only has the specific lines of which you edit the value (like MaxHP = 100) and no other stuff of the original cfg is included, you can add multiple different cfg I assume
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.
No real way to confirm, but their health and speed are adjusted.
Real pogchamp moment https://www.nexusmods.com/stalker2heartofchornobyl/mods/717?tab=description
I have proper refkeys for all the mutants now so hope that doesn't break anything.
I'd use Polish Translation fixes but then Mutant Loot stops working 
Nice, I think using the refurl to the specific file then using the refkey set to the SID is the right approach
Every version of every mutant should now drop mutant loot, as well as whatever they have in vanilla.
@eternal sapphire You added the mutant loot text into the base localization file right?
Yes, same as always.
The last update did change some things in it fyi
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
Ohh, I see what you mean
So edit the original file but also implement your own changes in a new cfg to combine them
We just need the damn SDK at this point
i would not mind a "swap" with some Models making them more accurate to real life ones. Espacially some weird choices like the mp5 ejection port, i know the og games had it too and it always boggled my mind why they did it even from an artistic standpoint its werid they are not bethesda who try to put squares into holes 😄
Oh that's simple. Copyright. Every gun in STALKER is basically a take on the original design as far as I know.
It's the very same reason why every gun has a different name instead of using official names
Mutant Loot version incoming 
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.
Try to remove all your equip and re-equip it, maybe an item is bugged
in Fallout 4, grenades could cause this ^^
I threw away literally everything that was in my inventory and equipped on me except for items for tasks, but it didn’t help. 😔
if you use any stamina/movement mod, did you remove the mod and tried again?
Or load an older save?
idk ^^
This might sound silly, but make sure you didn't Toggle Walk, by default it should be X on keyboard
Gonna laugh if that was the cause
I was helped by loading an earlier save 4 saves down the list, but the 3 previous ones didn't work for me
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?
Maybe you pressed the X
Hey mods how do I apply for that modder role? :3 it's such a nice color
Thanks, I also wanted to know
A tracer hiding mod or one that makes them maybe 50% less noticeable would be good. They're a bit much right now
Okay I have a mod #1311655930907066461
By making a ripple, is there a threshold for the number of downloads or something ? I

I’m pretty sure it’s subjective to internal discussion.
I feel like I've gone beyond the "just cfg edits" threshold
Yeh I want to trigger that discussion
100 agree, you made changes that needed a custom plugin to work for your specific mod. Literally no one else knows how to do that.
Weather mods have always been a massive part of STALKER modding and I'd like to spear head that corner of STALKER 2
And by spearhead I really mean build the set up and environment for people to make their own mods from mine
Next big plan is editing blueprints to allow for loading custom weathers
I look forward to seeing what comes out. 
Theres big plans. But I'm gonna need more help and people with more knowledge on how UE light and atmosphere system works
Also, Ripple probably means the attention it gets and player gameplay experience change.
Yeh defo. I understand the requirements, just not sure what the thresholds are. I don't mind not having the role for a while
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.
I feel all of you will get it at some point 😄
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
But man tbh those Anomaly mods l, specially for warfare, where held by duck tape
A lot of uninitialized/Null variable access
Most mods are no?

unfortunately that was not the problem and it helped me to load a save from another location
Idk back when EFP was starting up they had some Warfare enhanced mod that was the culprit of so may null reference crashes
What syntax is used in cfg files, by the way? Where can I read docs about it?
Most disappointing part of s2 weather is emissions, CoP did it better
Theyre so underwhelming
It's also planned to be worked on
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
But that will be hard and come much later. I want to play and enjoy the game finally lol
I think we should go and read what emissions are first and reimagine it again like how Gamma did, i think currently it is just tornado like whirlpool on air or something, looks dumb
It starts too fast and ends too fast as well, which is lore accurate but gameplay wise is meh
That part is unfortunately tied to other systems that I'm not familiar with, I can just change the atmospheric and light properties.
Also an issue that I have. I need to look into the Emissions cfg. But that's doable for sure
extending emissions right now doesn't extend the damage though, like you can go out after the initial emmission timer is over
the sky stays red longer
and he won't call "emmission clear guys" over raidio till the new timer
but like he said, it's tied to something else too we can't access yet.
This is possible to fix. There are files somewhere in the CFG that dictates how long the "periods" of the emission are
Like the damage and stuff
But changing just that is boring. I wanna go deeper
I found that stuff, but when I tested, the actual emission dmg only stayed for the initial length of the original timer
but I could have missed some code too
I think emission should start with a normal storm and then extend into blowout, and after blowout it should go into storm and to normal weather again

There is an CalmBeforeEmission weather. You've seen it, it lasts 2 minutes and it's just the sky gets very heavy and greenish
With some thunder
No wind tho
Is that weather properties editable
Yes
Like adding rain
Id love that
Is there after emissions weather as well? 👀
It's on the pipeline. Maybe I'll open up my project soon and let people start making their own weathers
Nice, I would remove green storms from normal storms and add them to calmbeforestorm with rain and also add other logical extreme affects
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

Adding weather effects that mimics "calm before storm" but doesn't result in blowout, just to stress people out 👀
Can someone tell me please, where is knife parameters as weapon is located? I can’t find it in weapons configs 😦
Guys, please help. Few questions. Maybe someone already works with Effects,Consumables,Localizations?
- 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]} - Is it a way to introduce effect like drunkness but without camera shaking?
- Is it a way to use some other texts for effect instead of "Weak", "Maximal" etc for consumables?
- Is it a way to add localization's for new effects?
Help me i am stuck 😄 😄 😄
I asked about this and couldn't find anything about it, someone likely needs to make a extension for it
But generally properties seems to fit it somewhat, though it's still not the right syntax.
Somehow notepad++ has some rules but not good...
VSC does too, I already explained though why this one isn't the right one
Yeah I'm a modder
I edit CFGs and merge mods into a modpack and call it a day 
^ 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.
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?
there is mod that unlocks every attachmant for every gun i think
Lemme check
Eh, can't find it. I might do some digging in the cfgs, see what I can come up with.
I'm more making a dig at someone 
It would have been too obvious if I was gonna add the third line I was intending to say 
Anyone have a mass .pak script?
Although anything I'm capable of doing, people better are already doing it, so no point in trying 
justhelp like me
Was that multiplayer mod on nexus a scam? Can see it got removed
yes it scraped data.
not much I can help if they already know what they're doing lol
Of course
Modders are good, but not that good to make a multiplayer in few weeks after release
on god?
according to some people in a different modding discord I'm in, they looked into the dll and whatnot.
thanks!
There’s always a Korean guy that does something better than you
I play league, so yes I'm aware.
Consider this
The guy joined on 5th of December, dropped a random Multiplayer mod with no explanation, and it got flagged by virus total scan.
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
Did anyone figure it out to add new mesh to the game?
I've tried with custom engine build but new mesh caused crash
sdk waiting room
Me just installing Gamma for the upteenth time to play again XD
way to go
If by legit, you mean scrapes data, sure.
But it was uploaded by an empty account with practically no credibility and zero information.
anyone in-progress on a bedroll mod or similar? I can start working on one
I’m working on that. Will drop info here when I get a breakthrough
We doing fantastic all things considered
Nice, I'm looking forward to it
Keep in mind that would only be for meshes. I point it out because https://discord.com/channels/912320241713958912/1311655930907066461 had to do some magic wizardry things to edit weather and weather only. So keep that in mind.
If that's only for meshes, it will be so big news
im retarded

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.
im not sure im supposed to "promote" my mod here, but it would be nice if sm1 tested and gave feedback on issues/things i can improve
mod link - https://www.nexusmods.com/stalker2heartofchornobyl/mods/288
post link - https://discord.com/channels/912320241713958912/1311656711672696832
i havent had enough time to properly test it myself since the latest update
Plugging is fine.
Specifically if you need help.
Hmmm what are you looking for? changing textures or creating textures?
For changing I remember someone here posted a guide
It could be done without ue installed which was nice
Eyo grok
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
Any ideas where found configs about inventory/stash ? (Size, scroll)
Petition for a mod:
Flashbang anomalies but instead of bang, it's a loud reverbed fart sound
You mean a loud metal pipe falling sound
for the ones using this https://www.nexusmods.com/stalker2heartofchornobyl/mods/540
i made a merger for making language files, if you want to try (thanks AI to help in this xD)
That too
i'm currently working on a all in one localization merger because no one seem to be motivated to make it
You are

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

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
if anyone could find a way to disable headbobbing I'd love you forever
@half willow @hallow sand
Will check out!
i saw, nice!
halfway there
maybe
Oh that's fucking massive work
I'm getting hard
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?
Thanks man
This is a full tutorial on how to make a Mod that loads as a DLC. For the purpose of this guide, I will show you how to create a mod that changes your MaxAmmo value for the default magazine on the AKM-74 rifle.First you need to get yourself some dumped game files, you can dump them yourself us...
@half willow hey man, btw did you have tried to refurl from dynamicitemgenerator ?
no not yet
last time i tried it was not working so maybe i did something wrong
Anyone who knows about creating mods for stalker 2? 🙂
Yes, i know but thanks. I mean if anyone can tell me for example in what configs i can found settings for example for size of stash.
Hey guys, I'm following this guide but they mentioned something like 'dumped game files'. How can I get access of those files? Like, I have the original game on Steam, is that enough?
yeah
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
And add new sockets, etc.

IM SO HAPPY

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
There is always space for new ideas 💡
So, as promised, the AK will get the first round of new sockets. @hallow sand

Bless your heart ❤️ I cannot wait to have a fucking red dot on my DROWNED AK
Well fucking done.
^
that is a different rabbit hole that I will explore later
even the editor needs to compile shaders
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?
Not stats but SIDs
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
There’s a topic at Steam also, where someone breaks down into categories all the items
Oh damn, have a link by any chance?
@bright wasp
Perfect, thank you!
does stalker 2 respect the load order set in vortex?
Is there a console command to make the map fully explored?
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
if you mean the markers, you would need to get a list of all marker sids and then use
XDiscoverMarker MarkerSID
as far as i know
💀
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
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
anyone know why this weird cog thing is stuck in my wrist lmao
artificial joint? 😄
if i can make mods... get rid of stupid flashing light anomaly
I had this one, just save and reload and it should remove it
Guys how do I mod this game? /S
WELL WELL WELL
RIP PABLO MOTOS......
Oh baby
get chance cards and properties from monopoly
Someone else having issues when using Mutant loot + Project itemization? I getting CTD's when opening inventory
Finally, visual socket placing 😄
anyone ever see anything like this
https://i.imgur.com/kqIX00A.jpeg
Tell me about it
It works same as zone itself - anomalous
its a relief
But would be nice
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?
well im making this for myself so if anyone can benefit or wants to contribute feel free to let me know.
Anyone has any idea why some upgrade effects look like this? its AccuracyUp25Effect
That effect isn't used on any upgrade by default
so it probably just doesn't have localization done
either that or you made a typo somewhere
wait
It's probably this, the effect does have a Text value so I thought it would default to that
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
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
i think that they dont use that for upgrades because they use all the other shit
like spread, aiming accuracy, readiness, flatness etc
Hey lads! I can't find Red Forest Zombies in dynamicitemgenerator. Do they use separate file for guns they use? Thank you 🙂
Yep, looks like an older much simpler effect
recoil,spread and aiming accuracy are what is used for the accuracy bar from what I'm seeing
Here's the whole map with dlc stuff if ya wanted to know how it looks like.
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...
5 DLCs total.
Sheesh
So happy to see that
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
I’m hoping someone makes a vehicle mod. The WARD vehicles are right there to use.
Bro you have been doing hella work. I wish I could shake your hand. But maybe I'll buy you coffee soon.
That's what I've been saying, That shit is BOUND to happen.
so who's the maker of Shay's living zone in here? i have a question
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
shuush
Need assistance in unpacking this mod for research.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/515
FModel cannot unpack it. I have AES and mappings added.
anyway I missed but hey, it worked and it's proof of concept that I added a new socket!
@hallow sand @half willow
STILL BADASS
Gobbles
BTW, I edited akguntemplate, the socket is across all variants.
that's insanely fucking great.
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```
dude youre on fire my man
Did Zylox help out?
Hell yeah dude
They figured out the port over, I handled the rest
dude is doing so much for the stalker 2 modding and he aint even know it
They did mention that it would take that long for what I’m doing.
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 😄
I've tried with different unpackers with AES and Mappings too and didn't get any progress... 😦
Should be in the weapon. The ammo boxes themselves should be in their own struct or are loaded somewhere else. I think i saw something called 'SmartLoot.Ammo' or something like that. I think that controls that in some way... In general I want to learn more about the smart loot systems are and if we can write additional ones.
Does anyone have an end-game save file in Pripyat? I moved from GamePass to Steam and lost my save.
c:
one socket at a time
Ooh
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
you are funny
I try my best 
@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. 
I would recommend hosting the source files on GitHub so people can make pull requests to the localization files.
What is this tool called S2 Loadout changer?
@magic torrent
I have also brought this up but I think we are waiting for the tools to make this easier.
I would at least get the repo started, that way you can make contributions more easily for thetime being
Hold on… Did they cut that sight attachment from the game?
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:
It's the rail mount on the Trophy
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.
we all ask that same question. That's why I'm doing this.

Yeah, a part of me assumes that modding/customization still needed some work.
Until we get the SDK, which IDEK if it would be possible to separate localization needs for mods then, this is probably the best and easiest route for compatibility between mods editing localization.
The fact we have to put entries in specific spots within the LocalizationDB makes it difficult to keep one merged files, I think we will have to keep our separated fragments as they are for now.
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.
Not as great of a solution as everyone else, but it's something, maybe a bit too fast?
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.
Change the delay
//Aiming
AimingTime = 0.5
LeanAimingTime = 0.5
AimingMovementSpeedModifier = 0.85
//Shooting
//Firerate & Firetypes settings
FireInterval = 0.1
RecoilInterval = 0.1```
It's at 0.13, maybe 0.23?
test it out
that seems much more reasonable
ok, that's sick. i was wondering these past days if someone could make it auto
The extended mag holds 20 rounds, oh god...
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
the real version is a bit faster
its actually more reasonable.
Fully automatic firing of a Saiga-12 with a 10rd magazine. HD and 600 FPS High Speed footage. From the Fall 2012 Knob Creek Machine Gun Shoot.
This gun makes an incredible sound, and we watched as it made quite a few shooters stumble from the recoil. Packs one heck of a punch!
Thanks for watching!
Willie Morales shooting the Full Auto Saiga 12 Shotgun with the very awesome JMAC Break... oooooh yeah!!!! P A C H A N G A !!!!!
Is the offset of the reticle occurring just bc it's a modded attachment?
No, I decide where it goes. this is just showing I got it to fully work.
Ahh gotcah
That's really nice you have control over that then
Very nice, excited to see more of this then!
insane
look here @void owl
Gotcha. And what values did you end up using to dial in the speed?
@spark plinth actually doing gods work.
Right now 0.23 like in the last video, but might try making it shoot sliiighly faster
Does anyone know why an edited .cfg file would revert back to it's previous values when no other mods are editing that .cfg?
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..
I use that, it maintains the folders
Holy shit that is so much less tedious than unrealpak.. thanks dude
Yea its so much nicer - just pop it open, make a change, drag the folder back onto the bat and its ready to go!
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. :)
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?
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
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
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
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
in the .cfg files, explosion radius is measured in centimeters?
Has anyone for the love of god figured out how to stop sprinting from blocking other actions??
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
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
Unreal uses centimeters as base. Stalker 2, probably, too
I found that there are no traders selling 7.62x39 rounds, there are no single A762D in DynamicItemGenerator.cfg
For the ones that uses S2HOC Multi Localization Utility , i made a custom 'JSON merger' to simplify our life
.
Does anyone know by what value i should replace EEffectDisplayType::EffectLevel
to display numerical value and not weak, max etc?
anyone figured out how to change the delay for lowering your weapon outside of combat?
has anyone made a smoking mod yet
There is a weapon lowering?
Yes, if you idle for a few seconds he lowers his weapon into "low ready"
it bothers the heck out of me, especially since he does it purely by the timer, so it can happen MID-SHOOTOUT
I guess nobody figured out how to unpack utoc files from mods right?
modding section is pretty dead today
did you eat the drwal yet this year?
I did
Thoughts?
I feel like the cheese was better last year
Now there's like barely anything there
like almost hollowed out crust
Then your McDonalds is shitty 
fuck
Plenty of cheese here
gonna try another mcds next time
thankfully theres about a billion of them in Warsaw
kek
Same lol, in one moment xD
Great minds think alike
Sit and trying to read cfg as json and save cfg as cfg, making shitty item editor
got tired of adding multiple z's to the beggining of the mod folders when testing
ź overrides z
polish life hacks
źabka
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.
I've tried to manipulate widgets but there's a lot of sub widgets and trying to mimick it all to make it workable... It's a mess and headache. My game crash at the startup, so you can try
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
@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.
Can you save a dead video card by baking it in the oven?
Massdrop link: http://dro.ps/ltt-roccat
Cooler Master link: http://linustechtips.com/main/topic/446763-cooler-master-mastercase-5-pre-roll-landing-page/
Pricing & discussion: https://linustechtips.com/main/topic/557000-video-card-resurrection-oven-method/
Support us: http://linustechti...
That shit was jank as fuck, but sometimes I wish I could go back to a time like that
how come this rail is not available in vanilla game
@spark plinth how is the aiming without attachment but with rail?
Does anyone have descriptions for items config parameters? Maybe someone made file? Alo I remember someone post screenshot with EEffectDisplayType
Any tips into tracking a bug using S2's log? The info reported isnt clear as Xray logs
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.
thats not true, you can call game functions with UE4SS as much as you want
Maybe dude want easy-to-install mod like *.pak lol, I see many peeps scared with installation ue4ss or don't want to get into it, dunno.
bug or crash?
Crash, happening with and without mods
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
Seems like the save file is bugged, new game isnt crashing.
The crash happens when i open the inventory or corpse and put the cursor over a random item
oh i know that bug
did you use a mod that added attachments or something?
Yes! ProjectItemization and MutantLoot
Using now the latest version
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
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!
Good luck 
you cannot remove them, loading a save that had them enabled leads to crash
😂 guys i have discovered something so stupid you want to shoot yourself 😂
see the numbers at the end of each variable? 1, 2, 3, 4?
Guess what they do?
CHARGES an such?
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
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.
in my custom item with custom effect, both effects are listed as STRONG in UI because I put a 3 at end of variable name.
If i remove the number at end of variable, the "effect level" in UI becomes undefined and shows in ui as artifact_none_name
Anyone knows if there's a mod allowing to shoot in "safe areas"?
This is genuinely so stupid 😂
Thats the thing, even enabled (both) the crash happens, tried the process Herbata pointed, but no success...
Pretty much sure my save bugged somehow...
Gonna still trying to fix, dont wanna lose all the progress...
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

if you dont merge the localization that probably also happens
I'm cooked, but it was worth it https://discord.com/channels/912320241713958912/1315031850431021056
This is so stupid im dying of laughter.
The ui is hardcoded to read number at end of variable name.
Yeah, it's almost embarrassing
Idk what numbers above 4 do.
Probably undefined as well, or maybe it defaults to maximum
Dunno if you also wanted to do other ground assets, figured I'd just pop this in here just in case you wanted to add this as well.
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 ^_^
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
Made the merge, but no success... seems like im gonna have to start all over again 😦
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
how tho
Must not be ItemPrototypes, depends what you want to edit
For now -> consumables, I try to understand how localization works between item and game translation, because I don't see parameters that link to that sid_items_..._name
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
Hi Where can I get help with "Shay's Living Zone (An ALife mod)"?
i needed grass for myself right now because i'm doing something related to grass, but if an expansion to it would be beneficial for other textures in the game, i can look into doing that
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.
Yeah the folder I found has like 20 different ones for just one biome, it would take a minute XD
and it had like8 to 10 biomes lol
Wait, so does this work with creating our own localization files? Like, does the game recognize that these can be loaded and added without making changes to the LocalizationDB?
https://github.com/zeddoth/S2HOC_FactionPatch/blob/master/LocalizationFiles/FactionsPatch_EN.json
Or is this more of a reosurce for mod authors to make patches?
That's what I understand from it.
.json is for modders or people that want to make custom localization mods yes
Yeah, okay that's what I figured.
Lol, guitar has pkm icon xD
What program is this?
My own, started coding a few days ago, want make items creation more easy than messing around hundred cfg files
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?
based
Dunno, first of all I need to make it work with items for the start
what language
Godot Engine dude XD
I like use some shit that not specified for something like that
24h of trying to read s2 cfg files with gdscript
release that shit on steam instead of nexus xd
1000 hours in S2GUITools to create items! Need a list of achievements!
and Trading Cards!! Gotta have those
Also workshop support, because fuck it, why not
Godot is actually really versatile for making programs.
You'd be surprised.
I guess when I'll finish it - SDK will come out lol
?????????
man wild
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
i mean hey, more power to you
if you already know it, and it works fine
then why change it
100%
I just need to understand how it works and how it linked between
Looks good! Does it generate straight cfg override or uses refurl?
For now it's read ConsumablePrototypes.cfg and can save it in the same way as was read (hope), for me spaces looks the same as original cfg file
You mean between cfg files?
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
- original file structure
- exported from my tool
If that's what you mean
Ah, yeah, I read about it before in chat, I mean I need to understand how to combine this links between files in GUI soft
Because now it's just visual items viewer 😄
Where you can change field data and save back
Ohhh, gotcha, yeah haha
That's nothing I understand then
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
I don't even know how to add sounds 😄
Yeah. Me too
That's so wrong to say. They do, but modding isn't a priority right now, obviously
I don't even sure that it's possible right now...
We don't even have SDK release date. At least aprox.
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
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.
^
Thats not a good example as you cannot blame the devs for an issue with something that occured as a result of literally modding the game that just released
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
Yes. Noone cares and loves Stalker as these guys. They literally live to make this dream come true.
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
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
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
That could be 3rd party or drivers problem
Try updating all DLSS/FSR/etc dlls
was only after the update, even updated the drivers to the newest nvidia drivers tht just launched
update might come tomorrow or monday so
Too fast!
they updated release candidate
sad moment that they are using random words for the depots 😦
oh i will play it again at some point when its properly finished (and hopefully running a little better) 🙂
why so secretive
Nice. I cannot play too still. 3060 RTX Mobile with 6 Gb doesn't handle it well.
Yeah, you right
Yet in game files they are going wild. I've found their dev map with all the links, plans etc
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!
That's wild because my 3080 does fine. I think it's a cpu issue
well yeah they are both at their limit
the definition of "fine" is also widely different for each person 😄
What do you define as fine?
Ah yeah then that makes sense. I get around 130-150 in the wide. In most towns around 50-70
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
Yeah I went overkill with my cpu, but it has other issues, like being able to bake with it
Tried overclocking?
like cookies n stuff?
Have question about refurl, if we use some consumable as reference, do effects from reference still affect at new item?
Yes
nah im just gonna fetch me a 9800X3D once they arent unobtainium
@desert valve yeah!
I am glad I am not the only one, even after making it so the edge and the middle are the exact same I still cannot unsee it
Meanwhile I've earned $28 from Nexus, eating good
Is there a way to unlock pre-order bonus content through modding? 🤔
You still need to download it
you sure its not already in the base game?
Oh God, why
I don't think so, no
interesting, because you can "mod" your game to have all DLC
And what game version do you have? 🙂
default preorder
I think its already there, at least you can see dlc content with FMOD. The question is, what flag to set for it to think you own it.
no piracy please
Oh, then I can be wrong
That's a gray area, but not piracy
if you scroll far enough up in here you will find it, but im not gonna tell you how
What do you mean?
He means you are on your own here
Noob question: can I install both UE4SS and Simple ModLoader?
I think I found a potential way to do it, which can be tested when I get to garbage pre-order journalist cache 🤔
the description says no, but i think someone has done it
Well, damn. Okey then.
Does anyone know how to get vortex to manage stalker 2?
do you mean this? https://www.nexusmods.com/site/mods/958
I'm able to select the game but it tells me I have to set the game folder manually
But when I try it tells me the directory doesn't contain the game
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.
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
anyone know how to spawn a mutant with console commands? if possible
XSpawnObjBySID Blinddog 1 false
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.
I've been running them together for several days without issue!
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?
Udpate 0.6.0 is LIVE
https://www.nexusmods.com/stalker2heartofchornobyl/mods/709?tab=files
PLZ enable the download with mod manager button.
Great shit though, this is insane to see.
It requires you to use Herbata's Mod-as-DLC loader other wise it wont work with mod manager
https://www.nexusmods.com/stalker2heartofchornobyl/mods/664
Mm, shoot I just noticed.
Damn that's really unfortunate.
Just have to manually make a mod folder for it in MO2 then
I did due to the outcry that many wanted it compatible with other mods.
I'll do a separate file in the nexus for mod manager. (for others reading) Just that it won't be compatible with other mods that edit the same files.
Much appreciated.
If anything, people can download it and still do their merging method.
yes yes
This a dev screenshot or is this something someone made here?
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)
Update, we figured a way to make it work as a DLC for the mod Manager.

Nice, what's the way? BC I was just writing up some stuff in my MO2 plugin to include Herbatas mod laoder.
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:
- Turn off auto-saves. It'll just add messiness to the load states.
- 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.
- This is for steam (AppData\Local\Stalker2\Saved\STEAM) not sure if it will work with other platforms.
- Nothing in here should give you an steam achievements or anything like that.
Hey Stalkers, I've re uploaded currency conversion onto nexus for the original creator as he cant anymore. :: bonus fallout caps :: https://www.nexusmods.com/stalker2heartofchornobyl/mods/755?tab=files#:~:text=User Interface-,Currency Conversion 2.0,-Currency Conversion 2.0
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.
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
does this allow you to remove scopes on weapons that can’t have them removed in the game
No offense! Just want to know, maybe I didnt notice something?
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?
Ah, so the folder path
I think it's because loading loose files is limited to certain ones only maybe.
AH, that may be
But there's also the compatibility side
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.
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
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.
Depends on what you want to change afaik
Did you test this with something like https://discord.com/channels/912320241713958912/1310037284954837063 and https://discord.com/channels/912320241713958912/1310212491774529620?
BC
Nope, took me 3 hours yesterday to find it out and to prove it works, after that I quitted for that day ^^
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.
where do you adjust jump stamina?
this?
StaminaPerAction : struct.begin
LowCrouch = 2.5
Crouch = 0.02
Walk = 0.01
Run = 0.015
Sprint = 0.1
Climb = 0.5
Jump = 20
TY
Stamina = check the description which CFG he edited:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/529
LUL, I give up. Imma let someone like Demonized to figure this stuff out honestly.
Leave it to the big bois
Anyone know to properly pack .uasset's? Literally only doing 1 file and tha shit crashes me straight up at load completion
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
oh finally a server that can actually help me
please can you guys tell me how i can extract the gamedata folder
THANK YOU SO MUCH i have been asking for help for days man
everything u might need is there
which cfg i need to tweak to change weapon's stats? more specifically damage
Player or NPC?
Both are different .cfgs


