#╟⚒stalker2™-mods-making-discussion
1 messages · Page 40 of 1
their dmg is a bit underwhelming sometimes
it depends ^^
hello. If i want to make a blueprint mod, should i use UE 5.1? Or the latest is fine
ok thanks
5.1
usually you want to stick to the same editor version for the game you're working on
is there a mod that shows what exact characteristics unique artifacts like the stun ball have? in the description it is not clear how much it protects from bullets and I don’t understand whether it is better than an artifact that weakly protects from bullets
https://www.nexusmods.com/stalker2heartofchornobyl/mods/273 does anyone know what exactly does this change in corevariables.cfg?
I want to merge it with my other merge of corevariables mods and i dont want to miss anything
has anyone made a thing to rebind quick melee yet?
someone make a mod to sort items in inventory like in Anomaly
anyone know of any mod that reduce the loot significantly
Is there any photomode mod?
Grok difficulty has that
Also I merged it with: https://www.nexusmods.com/stalker2heartofchornobyl/mods/705
Do we know if npc’s only wear the NPC labeled armors or do they pull from the player and npc ones?
Also does item gen effect their equipped load out or just that bodies ‘loot box’ after death?
grok mod is out dated, you think it will work in the new patch? also can i have the file that you merge? thx in advance
anyone have remove crosshair mod ? i got a crosshair bug and i tried to remove it but doesnt seems to work
is there an NPC SID list?
is anyone working on anything that keeps track of what's in each pak or utoc so when modders wanna edit files they dont have to look through all the different ones?
fmodel does that
hmm, ok, let me see if i can explain this better.
i made a reference sheet for foliage. so if you want to edit a specific grass texture, instead of extracting them all in fmodel and opening them in your img editor to see what they look like, to determine the name of the foliage you want to change, you look at the sheet, look for the picture, and then see the name immediately. you dont have to extract anything. thats the point of my sheet. to eliminate that step.
that's what i mean for the vanilla game pak and utoc files, is there a ref sheet to view what's inside those, so if you're looking for a specific thing, you can look at the ref sheet, without having to look in all the different archives in fmodel. does that make more sense?
you dont need to extract to find stuff, not sure i get what you mean
ok, so, if someone wants to edit certain attachments of a weapon, how would they find those files in fmodel?
by looking at the appropirate folders you see in fmodel, for example
Stalker2/Content/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/
Stalker2/Content/_Stalker_2/weapons/attachments/
- Someone tells you where to look.
- Have experience with games file structures and search for it blindly.
thats my point. you either have to have someone tell you or you have to search for it.
You type in attachments and immidiatly see the folders
Works for me
I’m on 1.02 tho
Not 1.03
And yeah I’ll send it to u when I get gome
it works, just overrides all changes the devs done to those files in the patches
Yea cuz they don’t change file structure
Tho I saw that latest patch broke ledge garbbing and some other stuff
my mistake. i didn't realize you could load all the .pak and utoc files and then search with keywords and stuff to find it.
i wish i had known that earlier 🥲
I wish that someone made a mod that’d reduce loot to like TLOU1 hard difficulty levels
here
i tweaked some things myself too, like antirads cuz there was so many of em
also those wooden boxes that used to have food and drinks are always or almost always empty
and medkits only have bandages, if anything
you can still find stuff on ground tho
and there's still too much of it there imo, I'll probably try to change that if it's possible when I'll be bored
and repairs are cheaper
I hate that shit, how is the fuk it must work? My code for iterating through cfg file is cry and crash my program because of this strange type of array struct, that have inside another struct... In other artifacts ViewOffset and EffectOnPickupPrototypeSIDs is separated...
what's the name of groza (grom) in WeaponGeneralSetupPrototypes.cfg?
is itGunGrim_ST_Player?
thx man
Does anyone know how to make durability icons on weapons match the trader value? IE if you can sell at 25%, how to make the yellow shield come up at 25%
Hi I just saw that Mutant loot managed to make custom CFGs for his mod, so it now it doesnt have compatibility issues. Is there a guide or something on how this was achieved?
any mods fix arena round 4 bug?
np 😄
alltough it could be a bit more obvious
should prob mention it in game..lol
just create a new config and have fun
the magic is in the correct references and if you manipulate existing keys load order gets important
Ah very interesting.
Is there some kind of user made guide on how to ref stuff? for example, id like to get the **RealToGameTimeCoef ** variable from CoreVariables, then using this i could calculate a number that i could use as an additive variable for my weather mod to determine how long weathers min/max duration values should be 
Oh wow im looking into his .pak and custom cfg. What a genius
none that i know of and what you describe is sadly not possible AFAIK
u can also unpack everything and use grek to search a keyword in the cfgs
Project Itemization 0.20 + Faction Patches 0.3 compatibility patch: #1313285567009656842 message
It maybe could be possible.
I make a zzWeatherModAdd.cfg
- Reference DefaultConfig struct, make a copy of RealToGameTimeCoef value, create some math algorithm to calculate some gain/offset values.
- apply gain/offset to each min/max? ->** (Maybe the not possible part)**
Wont know till i try... Unfortunately, i have just had not enough time anymore for my mod :/
Must be that new weather type
refkey=[0] is reference of the first structure at the top of the file?
Because I don't see [0] : struct.begin ... in QuestItemPrototypes
I wonder if there's someone out there working on a winter stalker 2 weather ... So it can snow in the zone ..
Yes, I believe so.
Damn, there's sometime strange references and my parser that nice work with consumables - die at QuestItems file xD
Yee, some condition works, now I can preview quest items
where are the prices for ammo located? im changing the dynamicitemgen to make npcs sell all types of ammo, but some of them are too expensive to buy in bulk so i want to change the price as well
I guess in ItemPrototypes/AmmoPrototypes.cfg
will take a look, thank you !
You're bloody joking. I knew it was doing a fair bit but bloddy hell
?
Modio using as much CPU as it is when it actually isnt doing anything atm
well idk if that is really a lot, that was just what got into the sample while entering a town
https://www.youtube.com/watch?v=IIBh0d9LzZU bcs im trying to fight this and so far no success((
idk if i can force ue to smooth out loading of this funny village somehow
even if i build top pc tommorow it will still drop to like 60 probably
it will be exactly the same w/o mods and with latest drivers
Nah if you're on a hot fresh build, you'll A: see a fuck load of good difference and B: have new different problems lol
but yeh, I getcha
5500x? and 5700x3d latest drivers no mods benchmark. you can clearly see when bro enters the village)
At the very least run perf mods as a base. Vanilla is fully plonked on most systems, even mine and it is barely a notch below top spec
Anyone have a copy of IOStorePackagev2? The download link in the Useful Tools has expired
Oh? Theres another way to pack .uasset's? I was having trouble getting my single file to run in game yesterday, immediate crash
It might just be another dead end, but won't know until I can find it 🙂
Farkin sign me up for the news letter, I dont know what I could possibly be doing wrong at this point lol
Wondering if there's going to be a program for Stalker 2 like the creation kit for fallout 4? Does anyone have any insight on this?
I am wanting to implement new guns into the game.
Or is it a matter of just creating the weapon (handgun for example) in unreal engine and importing it into Stalker 2?
We are a while off an official SDK. BUT there are some characters working in the background to bootleg one from what i've heard
Guess I'll wait for the SDK or bootleg version to release. Thanks for the reply.
creating an official sdk is an incredibly time consuming task
i would be surprised if it was out in 2025
2026 at the earliest
any idea why the vendors are selling the wrong amount of ammo? i set it to 210-300 but they are selling upwards to 500
what is this tool ?
I am trying to make an environment with UE and everything we have on hand atm. It doesnt feel too far out of reach. but it'll be missing the essential 'behind the curtain' stuff that GSC will need to do
mine, trying to code parser to read/write cfg items configs with some cool features
Nice 🙂 good luck on this
Oh thats wicked I didnt see the screenshot
@cobalt hamlet How do you pack .uassets? I've managed to do a pack with rezen but game crashes immediately. Have had a good search around here but im stumped. Why do your packs work and not my single file I was trying to test?
I'm SO close its killing me haha
maybe stupid question, how do I extract .uexp files with Fmodel? it only does .uasset
I was picking through DynamicItemGenerator.cfg in hopes of making npcs drop armor more frequently when they die. What does weight do? Weight is used for WeaponPrimary and BodyArmor categories. Obviously weapon drop & secondary weapon is often found on the body, but armor do not drop for some reason. Other categories such as Head & SubItemGenerator are using chance.
I added chance 1.0 (it means 100%) to bunch of armors and killed newly spawned npcs, I was able to loot 1-2 pieces of different armors per dead npcs body. Does it mean some NPCs can spawn with double armor equipped? Is there a better way to make NPCs drop their equipped armor? How does weight & chance interact with one another?
is there anyway you copy your save onto the other save slot at all? wanted to try Alife extended on save slot 3 but on my current playthrough on save slot 2, so i can easily swap between them.
i have a hunch it has to do with a mix between the CampaignsSave.sav and whats in the data folder but im unsure
My guess would be make the new save and dump whatever from the other until it works as intended
there is no real refrence to 1,2,3 slots im asuming the stuff in the data follder is your save file in cronlogical order and is linked in some way to the campaignssave.sav
but no clue how to interact with a .sav file to look in there
opening it in notepad gives me the crafting table lenguage like a file it cant read lol
Good shout, that is a weird one. I've always found game saves to be a fuck around. See if someones made a tool for UE that can do these
for sure, all this ue stuff needs some sort of tool to do anything -_-
absolutly! prety amazing what we can do day 1
was ripping into all the files poking around and stuff since it came out but its one hell of a learning curve. 7z needs a pak plugin lmao
your modding guide put me onto packing .uassets
it all works but theres just bits and pieces missing from all these tools for stalker specifically. Can make a Utoc,ucas pack but my ones crash immediately lol. Ah well, we'll get there
ayy thats dope glad it helped 🙂 i still need to fuck with .uassets and expand on alot, pluss more tools keep popping up.
Fucken aye soldier, keep it up 🫡 . If you find out how to proper do .uasset packs I'd drop that in there too. because theres alot to muck around with there. The installs are straight forward but the bits and pieces are a mystery to me
I'm trying to build a knowledge base myself for everyone to dig into as well. nowhere near complete but slowly we're getting to grips with it
still wierd why they would encrypt your saves in some wierd filetype, i get the game assets and configs but the saves sould be accessible
got this tool that may convert it https://pspp.benpfaff.org/
havent tried yet
and for sure man! got a link to your stuff? 🙂
Oh ahah, its not up anywhere and 99% of it is all the speculation we have. total mess that needs organising, most is still in my head and needs to be written down lol
When I can do that and make a somewhat legible library for it and what cfg's and respective values do I'll push it public, but I'm way off atm
The A-life fellas are doing insanely good work with all the online behaviour vars and all that. + Shay and Wool are doing a great job documenting stuff as is within their cfgs
so this tool doesn't seam to work :/
and hell yeah man! there is a directory with "alll major cfg's" may give ya a head start https://www.nexusmods.com/stalker2heartofchornobyl/mods/557?tab=description
and yeah i want to mess with an alife mod but want it on its own save but dont want to start again lol
i have been puting links to inportant looken stuff like that up here if i find em
ohh and some at the bottem
A-Life extended feels nice atm. just the standard version, gives you enough craziness. that and wools npc overhaul are nice
I havent tried shays in a bit tho, im sure they've made leaps and bounds over there
yeah a-life extended was the one i was looking into, i played with shays a bit but then patch broke it and the mod changed a tone with a bunch of diffrent versions and other mods packed with it that got a bit confusing
trying to keep the game as vanella as posible for my first playthrough but if im not plowing through quests the zone feels dead
I only run a single personal pak with all the changes from other mods. It's the one thing that keeps me in the loop with whats happening in them files. I might drop the whole thing on nexus once I'm happy with it, but it'll be a big overhaul
yeah mine is mostly just qol stuff atm but there are a tone of mods i want to try on another playthrough
same + a bit more. The one thing I'd recommend doing is going into difficultyprototypes if you're playing on veteran and equalising player and NPC damage. so whack doing only 75% damage and they do 2% more than base
Yeah I feel like a tank man shits too easy
Need file with description of what some parameters do in configs for items, for what Icon1x1 needed in consumables if Icon works properly? 😄
Theres some other janked values elsewhere that make them do way less damage than you. Take a look at this for reference https://discord.com/channels/912320241713958912/1314012739173093490. Some of the values changed in there make them hit harder
Also started listing some shit, because everything is a mess
For sure that’s what sensi was talking about would be hella useful
Yeah this is what I mean, if we had ALL this written down and how a value translates in the world like distance/time for example it'd help everyone big time
Why don’t you make an open doc y’all can both add too?
But it need to restart game 999+ times for checking how every parameter is affect on gameplay... Damn
I was thinking of starting a thread and having everyone dump what they have in there. then we can start building a whole doc
Set trusted people to read and write and then links for read only for others to get the info
Hmm, would be nice
Only so trolls can’t wipe the page
Does anyone know if there is a mod to be able to walk with your gun out but at a lower or passive position?
Owner can accept write changes on a shared doc
Ohh word
Don’t think so yet no real animation stuff yet
dang..... I love using the Clusterfuck gun but it takes so much of the screen up lmao..... Guess the name fits
Hello guys
I tried to do Artefact variatizer for Stalker 2, but have this problem happened.
How can I do random effects permanent for each artefact?
LOL. its obviously not saving values, I wonder if its changing CONSTANTLY during use too
Thats so funky. How'd you get it to do that in the first place?
try this:
make a new save in slot 3.
copy that save out of the save folder (you can tell wich it is with the file time etc.)
copy your save from slot 2 (you can tell wich it is with the file time etc.) out of the save folder
rename it with the name from new save from slot 3 you copied earlier
put the renamed save from slot 2 in your save folder
it should be now in slot 3
load it, make a new save and the date and time should now be right also
Changed min/max to different values
were min/max the same values before?
Its probably a class function and making them anything but the same will make them do that
not a bad idea
hell yeah
yes
so like this is for sure my last save from last night they have the date modified new save should be on top ima try it
wait no
Yeah defs a class function then, unless theres something in an item/artifact generator cfg that you can change to stop that. Might be out of our hands at the moment. Which is a shame because I like the idea
to be sure
at the bottem
just make a new save in slot 2 so it has the actual time and date. so you can tell its the right one
Sad
Best you could do is set values to default and just have it randomise between them. Thats weird ass behaviour though, surprised it didnt kill your performance
it worked!! ty ty
thx for confirmation 😄 and i am happy that it worked
was wierd still had the photo of the starter aria when i saw the save file
but after loading i was where i was on slot 2
yeah it takes the values (image, date, time) from the original
when you save again with that save then all is fixed
now i can go to sleep.
needed that itch be scratched first 
haha dude ty ty now i can use this as my test save and not run the start
rest easy mr big brain chad
nothing big brain but i take the credit of course
i had a problem myself and just tried this
only in the same Slot and not switching from one to the other
yeah made sense that the campaign files would track by file name
i knew these were my saves but i was more focused on trying to get into the .sav file to see how it worked
would prob still be benificial to get in there one day to mess with stuff like skiping the intro or rogelike mods
best way to play anomaly is with the ironman rogelike mod and i need it in this for sure x)
found this on reedit from someone who pulled the weapon stats
https://www.reddit.com/r/stalker/comments/1h9o0ni/weapon_stats_ingame_make_no_sense_so_i_pulled/
Which mod to use for better stalker/human models for gamma?
saw a youtube video and it said it was listed which mod to use based off if you play gamme or anomaly
this isn’t gamma nor anomaly
PLEASE GOD SOMEONE MAKE A 7.62x54 PKM MOD
PLEASE
I WILL LITERALLY DIE IF I HAVE TO USE A 7.62x39 OR 5.45x39 PKM
AAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHH
I will be doing so when I get to them.
Not by a computer that I can do this but if someone wants to do this real quick:
- Go to: Stalker2 > Content > GameLite > GameData > ItemPrototypes > AmmoPrototype
- Delete line 470
- Add a new line at 347. Add: [2] = GunPKP_MG
ah yes, a loudener
Hello, juste a little question, can i rename the pak from mods or this will break it ?
As long as it ends with a "_P" and has no spaces
Perfect thank. whats the fonction of _P ? Some mods have other don't
Heard you loud and clear, changing the caliber to 7.62x51 
It designates it as a patch so it's guaranteed to overwrite the base paks
Thank!
It depend on what you want to do , but i use Unreal Engine to pack uasset, you need to have the correct architecture for directories. What are you trying to do ?
That seems a fair bit more sensible. All I was trying to do was see if a curve being set to 0 on both sides would have the intended (If any) effect
But more or less, I want to fuck around and see whats what. I'm taking a smack at UE now to see what I can actually do as of right now (for modding)
Cause the game doesn't have much for variation and it should probably be that caliber lol
Game chambered it wrong?
Like there's no 7.62x39 ak variants
The 7.62x54 PKP is a light machine gun that uses the 7.62x54mmR cartridge and is part of the PKM machine gun series:
Details
Ammunition
7.62x54mmR
yes
It's a crime against humanity
no shade but the irony of a brony pfp saying that
would it be possible to recreate the weapon crafting system from gamma in stalker 2?
It's being worked on slowly, SDK is slowing things down 😄
Tell em they need to fucking release the noodles
London
thats a gun gun
Please do ignore it's from a femboy server 
where
ill believe it when i see it
You can click on the emoji to view where it's from
I wear cat ears an maid outfits, does that qualify?
You're a femboy if you want to be one and I won't settle for a different requirement
joining rn
just pooped a little when this guy came howling over 
Are there some caps for stats(as example you can increase max weight beyond 140kg)? If yes where I can find them?
download the mod herehttps://www.nexusmods.com/stalker2heartofchornobyl/mods/53?tab=posts
Then use fmodel to see wehre those are
I can't think of it right meow.
they did it
they ended ammo racism
gj trixmajster
now what do we do with 7.62x39 
now tell me which is better, 5.56 or 7.62
depends what you want to do, they both have adv/disadv
pen
7.62 hits harder
well 7.62 has more pen than 556 IRL, I dunno how they did it all ingame
❤️ sorry yeah I have modded my gun stuff ingame so it's not nearly vanilla
or id help more
I mentioned I’ll change it on my mod to 7.62x54 on the next update.
What you mean!?

Proof

Uncanny!
Unrelated, I know, but was hitting yesterday Marvel Rivals yesterday. Pretty good stuff.
Anyway, STALKER 2 modding

HOW DID I KNOW
MARVEL RIVALS WAS GONNA BE IN YOUR NEXT SENTENCE

everywhere i go i see it
get out of my head
Wanna play?
no fuck no

big brother china harvesting my data twice as hard with that
also the dev is uber shady
some mobile game scam type beat
or killing off their games

https://www.flawlesswidescreen.org/ if u want more weapon fov
i want you
Has anyone found the Wwise soundbank file or an effective way to decode the audio files?
Hey Stalker, do you generally prefer a lot of little mods that do 1 thing or a big overhaul? Because first I modded with Grok little mods and this morning I found the overhaul of Maklane that do the "same" all in one. So modlist will be 6 mods against 21...
unless it's anomaly tier overhaul I prefer lots of small mods
I dont like Modlists IF the just include non-selfmade modcontent and just use other modfiles without providing the downloads to the Authors.
Therefore Collections are made!
Modlists "steal" the Modauthors downloads, cause they just use merged .pak files insted provide a Collection where every Mod gets downloaded individually
I don't blame merged modes as modlists tho, some people want quick plug and play with combined mods, if not they had to spend their time to put and evaluate the mod
there is a demand so there's a supply imo
Excuse me, but what modlist did I make? If you mean Maklane's Better Zone Overhaul, it's all my work. I've been putting all my mods together into one and adding more and more changes as I've come across Vanilla mechanics I didn't like.
In fact, I even share nexusmods points with other authors because we have good synergy between mods.
Sorry, was no offense!
I didnt have a closer look and just mentioned your name, cause another one did before
I apologize!
Well, a Collection provides the same (merged file in the collection) IF it is well hosted.
So the Modauthors get their downloads and the Collection-Hoster makes a merge-file if needed => no conflicts for the users
that's ok, but it may hurt someone xD
cant find a "sorry" smiley ^^
@sinful cypress to finish this, today someone wrote to me in nexus, this is the conversation:
np, all good ❤️
,Yo lads
Anyone has plans to specifically mod the "Clusterfuck" ? I mean like change the stats/ammo caliber/add canted sight
I agree, after I speak here of my own list of mod downloaded individually. Sorry if I expressed myself badly.
thats not how collections on nexus work tho, it will not automatically merge mods
It won't merge mods for you, and this is the very specific problem of current S2 modding
You can make mods that dont need the merging most do atm, but i dont think most mod authors changed to that way of handling the files
Do anyone have GameData configs unpacked? Can't you drop me FastTravelLocationPrototypes.cfg and FastTravelPrototypes.cfg? Don't have the game installed but interested in whats in these configs, since game lacks of fast travel points and guides.
Or maybe i can find them somewhere?
I prefer to give credit where it’s due and have 40 separate mods than one person conglomerating others ideas and claiming them as their own. I also understand the whole “copied homework” argument. Yet the contents aren’t really original and lacks effort. Not to say that there isn’t a person out there doing a whole pack of mods by themselves like Maklane.
Therefore I wrote "the Collection-Hoster makes a merge-file if needed" .... as I did at my Collection
do you guys know why is FactionPrototypes.cfg completely empty, is it a placeholder or incomplete dev?
Try Omega. Maybe it’s your cup of tea, also, big update incoming.
Also, it’s a manual overhaul, not a modpack. Though it includes one mod from Maklane
Hi friends, I'm trying to make a rebalance for myself and possibly for publishing. I have experience in game design, but not in UE5. While editing the UE files I encountered a number of oddities. It feels like a number of variables are not working. For example
DifficultyPrototypes.cfg - as far as I understand it is a basic file defining parameters affecting the complexity.
In it NPC_HP, it seems that does not work at all.
Weapon_BaseDamage also do not feel the effect.
At the moment the settings are as follows:
SID = Hard
NPC_HP = 8.0
Weapon_BaseDamage = 0.5
NPC_Weapon_BaseDamage = 1
Mutant_BaseDamage = 1.35
BuyCondition = 0.5
Weapon_Durability = 2.0
Weapon_DurabilityDamage = 0.25
Explosion_BaseDamage = 1.50
SellCondition = 1.25
Armor_Durability = 3.0
Effect_Satiety = 2
Regen_HP = 0.75
Reward_MainLine_Money = 3.0
Reward_SideLine_Money = 2.0
Radiation_AccumulationSpeed = 1.5
Anomaly_Damage = 1
Upgrade_Cost = 0.70
Repair_Cost = 1
Effect_Bleeding = 1
Consumable_Cost = 1.75
TitleSID = sid_misc_newGame_difficultyyVeteran_STI
DescriptionSID = sid_misc_newGame_difficultyVeteran_SDE
In this case, the exoskeleton NPC falls with one two bullets to the head from the assault rifle and a short line in the stomach.
Please advise me, perhaps I am not taking into account some nuances.
I will look after the patch, too much risk of loosing time today
Somebody have a method to see witch customisation the mods Optimized Tweak do ? I have my Engine.ini for motion blur and tonemap and I don't want to overlap the moda
Try get help here https://discord.com/channels/912320241713958912/1314012739173093490
hi, this has probably been asked multiple times, but is it even possible to see and export models at LOD0 from fmodel ? i have put the AES and mapping file already
(couldn't find anything using searchbar)
Hey ! I was wondering if anyone knew how to make it so i constantly have this view distance :
It happens randomly when lagging during a conversation and such and i like it much better than the normal one (you can see much more of the gun and arms / hands
I solved this by looking at the cutscene version of the model (search for "poligon", not polygon). But I believe there's a setting for models to export all LODs of the model, not just LOD0
but i can't even see lod0 models
is it because of nanite ?
Have you tried ticking on that option and exporting all LODs, then opening them in Blender? Fmodel's model viewer is kinda limited
Thanks, i'll have a look !
i did :/
Dang
Still no working a life officially?
Does ninjaripper work with S2?
The cutscene version crab refers to.
Yesnt
Someone has got to make the SRM 1216
Curious how much it would cost to pay someone to make it
Correct
You can extract but if you try to import to UE. UE crashes, hence the need of waiting for the SDK. or else I would have already added new weapons and attachments.
was looking for building models 
@bitter saffron I explained here
Same issue
trying to import on blender or maya, not UE 👀
KS23
Ah, to remodel and such?
It won’t work either way. The devs making their unique build of UE5.1 is really the kicker on why we can’t decrypt their cooked .uasset
long story short: i think devs used the same floorplans that i used for my models, especially Energetik 👀 i have done a full pripyat as it was in 1986, and i want to port it to S2 when SDK releases
so i want to see if its the same size ect
I was able to decrypt the attachment .uasset reference file.
But the meshes per se are a no go for now.
Also, that is awesome, hope to see it.
Hi everyone, I'm trying to put more mods together trying to do as little damage as possible. Could someone tell me/explain which mods should have priority over others in case of conflict?
Someone who coded before any type of parser for cfg files or somehow understands recursive iterating though dictionaries, help, i'm stuck with that type of nested structures:
property_6_nested_mixed : struct.begin
test_array_prop = 1
array_prop_nest : struct.begin
[0] = Bois
[1] = 10
nested_dict : struct.begin
X = 1
Y = 2
Z = 3
struct.end
struct.end
struct.end
I feel like it should be the new Merc base.
Can we add sounds to the game?
Can we edit the visual effects directly without having to use ReShade?
What kind of stuff is currently impossible to change? maps? etc
Meshes
I personally haven’t messed with audio to know if we can or can’t.
I was told we can't change the aiming sway while moving because it's hard-coded somehow
I want to make a mod to allow reloading during sprint and in mid-air
@half willow do you still have a savegame with the psi-radiation bug?
no
I want to see if my mod can theoretically fix it.
Cause im adding an item that reduces 100 psy points
nah i nuked that entire save slot 
But i dont think so in theory, because it seems the psy bug is cause by scripted "permanent PSY".
Which is different from regular PSY. (Pernanent psy is like a change to max hp, while regular psy is like current psy hp)
thats a thing?
Zwei who made the Stalker2PakCfgMergeTool ironed out all those issues I believe
oh
No i didnt explain well.
The scripted psy is basically like changing your max psy hp.
yeah yeah got it
Hy there, guys is any way to update CoreVariables.cfg without rewrite whole CFG file?!
Dang, c# and Linq will be hard to convert to gdscript
not for now
What about EffectPrototypes.cfg ?
that you can do
I tested effects that changed "max psy", i.e. effects with bPermanent=true .
And yeah it caused infinite psy lol

You know how?
I am kidding 😄 😄 😄
https://www.nexusmods.com/stalker2heartofchornobyl/mods/664
and here's a guide:
https://docs.google.com/document/d/1dlH18CWkIuBjdzZJbeuH0pFcji3JNdv336uHq1KsDR0/edit?tab=t.0
Herbata's Mod-as-DLC Loader is a Windows application designed to streamline the process of preparing and managing mods as DLC for the game S.T.A.L.K.E.R. 2: Heart of Chornobyl. This program automates
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...
Not too sure, can ask him if he has any tips for you and go from there if you can't directly convert I suppose
I know how, but the CoreVariables no chance. Also seems like CoreVariablesCustom too have no chance.
Thanks, userfull links. So there are no actual way to update RealToGameTimeCoef in CoreVariables.cfg without "Destroy compatibility" , true?
Yep
Did you try CoreVariablesCustom?
Any other files that can't not be "Compatible" ? 😄 Or maybe some other tuts for new mod maker? 😄
What happens when you try to reference it? Game just takes the value from original CoreVariables only?
It just doesn't care about the reference
Yes.
Well wait hold on i guess i can add a console-only item to reset max psy bar 
So basically we need to have an on the fly merger for edits to it anyway, so might as well make a tool that does that with any cfg if we want fully universally compatible mods?
wonder why they limited the referencing of some cfg, so odd
You can't really achieve full compatibility, for example if I make a mod that edits stats on the AK, and you make a mod that edits stats on the AK, then how is that tool gonna help?
load order dictates whos edit holds and whos doesn't, no?
That's not compatibility
select latest or merge to one? example your mod make ak damage 1, my mod make ak damage 10, so merger set ak damage to 5.5 😄 😄 😄 😄
well thats what a load order is for, if I take a massive overhaul mod but don't like part, I get another mod that tweaks the part I don't like, my load order is me expressly trying to change that
but this will not work with 1 file 😄 😄 😄
thats literally what the dlc method already does
I think the modding meta should be (and likely will be?) modders using refurl method, with patches between the custom cfgs.
Instead of replacing and merging basegame cfgs.
perfect, except its not universal because of the random cfg limitations 😦
DLC method is just the way where files are placed, so no need to place it into dlc folder, it can be near other files, is that true?
then it gets more complicated, when I tried that with EffectsPrototypes it just wouldnt work
unless I was doing something wrong
Because Effects must be in inner folder =\
so thats what Im saying
In case of inner folder, it's works fine.
just gets more complicated
But CoreVariables, not 😦
With the dlc method if you want to change load order, you just change the one folder name
and here you have to go in and change every single file
yeah but what you're doing here doesn't have to be in a .pak file
you can load loose files like that
What? 😄
yeah
no
how?
Loose is bad though. Theres no reason to not pak if you are using this method
it's good for development
Yeah for sure
Same with some others CFG , like DynamicItemsGenerator
DIG can be overrided.
Already did it
GeneralNPC_Mercenaries_Sniper_ItemGenerator : struct.begin {refurl=DynamicItemGenerator.cfg;refkey=GeneralNPC_Mercenaries_Sniper_ItemGenerator}
Probably dangerous to release loose files as mods though.
Im getting ptsd imagining trying to troubleshoot users breaking their games in the most incomprehensible way because of improperly uninstalled or overwritten loose cfgs in their game directory.
Did you keep the original name of DIG ? or you put a custom name ?
Custom
i tried and it dont work for me
Bad try 😄
even with ItemGenerator placed
it depend and what you try to add i think
i dont want to overwrite everything, just add new things
You make wrong constuction.
yea one struct.end is missed on the screenshot
but last time i tried it was not missing
Whats the issue?
The asterisk means it is pointer?
Im not sure
Oh i guess theres a missing itemgenerator struct right? So everything here has to be inside a itemgenerator struct
What does the asterisk mean in syntax though? I dont understand it
Idk, to be honest.
One more question. Is it way to pack textures and localizationdb in one pak file? Or if you change config, localization, textures you will have 7 files in mod? Like 1 for cfg, 3 for localization, 3 for textures?
@half willow CoreVariables cannot be placed into dlc game data also?
Friends, in a neighboring chat I asked about the calculation of ammo value ArmorPiercingMod = -0.8.
Since I am zero in understanding floating points, perhaps it is more reasonable to use a specific example. I have fairly accurate values for the penetration of the 919 cal. Let's take it as 1. And the penetration values of the 918, which is 0.8 of the 919.
How do I reflect that in this system?
no that wont work
shit 😄
So, do i need to use your tool to pack DLC or unrealpack will be good if the correct folder and path's ?
@half willow ?
you need the tool if you want to use a folder in the DLCGameData path
otherwise do whatever you want
If you do it like this example down there and only edit the stuff you want to change (mostly a few lines/values) you dont need to override the whole original cfg.
And then you can place it in "Stalker2/Content/Gamelite/Gamedata/.."
Just a .zip needed, no pak => IF you want to upload it to Nexus
Example:
what do you mean zip needed?
Man, game started crashing after reaching STC Malachite and hovering over the personal stash inventory. Never used Mutant Loot, so it's not that. It only happens after reaching Malachite. And only when I hover over ammo. So weird.
Haven't had any major issues up until now.
Maybe I'll try removing all the ammo from my inventories and then go there, then buy more ammo afterward. Or drop it on the ground outside or something. Not sure..
I wonder if any of these descriptive ammo box mods could cause that
Not sure if people will find this usefull, but I've made a script to adjust values, like loot for example. The process is simple, run the code in Google Colab, upload the original file (.cfg), adjust the pattern_multipliers and patterns and once it has finished recompiling, you will have the option to download the new .cfg with the new values
left vanilla, right the recompiled file, ready to repack
I am not sure how to proceed from here. Do I make a new post as if this is a mod? I upload it to Nexus... somehow?
You could upload it to Nexus and just put the "How-to" in the download section as a txt file, and also in the description, and put a link to it.
like, sharing the access to the colab?
like if it were a Google Sheet?
thanks ❤️
You can put the script in the download section too I'm sure
like a .txt you mean
yeah, this would need a bit of documentation so people can use it
I think my first for course of action would be removing mods that changes ammo UI or something for some bug like that
I cant believe some developer wrote this
It has to be wrong lol
They did
But they made a separete files for players weapons damage and NPC weapons damage
So what's the purpose of the first file 
Base damage
There is many base things, which are just needed because of the engine
You can check that easily by example of my mod for explosions rebalance: https://www.nexusmods.com/stalker2heartofchornobyl/mods/737
I LOVE YOU
Oh 737 such a great number
I`m not the author, but I helped him to add uniques (check comments)
@willow warren @signal mango @sullen shard @sinful cypress
I LOVE YOU
We don't have two different warhead for rpg right, i wish we had heat and he 😔
@winged hemlock since you made the mod, is there value for armor piercing effectiveness of explosives
yes
Is it area of effect value? Do you perhaps now?
I don't see armor piercing effectiveness
i guess it can be added
I`m not sure does outfit has that protection
Btw, weapon damage changed successfully!
I imagine two warheads for RPG would be good for non armored enemies with bigger explosion radius and armored enemies with slighly smaller concentrated radious with bigger damage
Nice!
No one survive RPG shot with my mod
No human
Maybe giant and himera, didn`t tested yet
So I was poking in DynamicItemGenerator.cfg and noticed that some NPCs has two SubItemGenerator. One referencing consumable items, always and sometimes one referencing armors. I think the intended way for NPCs to have armor in their inventory is through SubItemGenerator method. The BodyArmor category is purely for armor that they themselves "wear". This is potentially why we are seeing NPCs sometimes drop double armor. But this is just a theory without any confirmation, require some testing first.
Just thought I share it here.
That crash I was getting at STC Malachite's personal stash was because of the 9 Malachite Permits I had in my inventory. Something about how their quest status changed when entering Malachite bugged my inventory.
I used CheatEngine to remove them before going in, and simply used the badge instead.
Boom, no more crash
Such an old message but ive also noticed that he puts the gun down in a low state when you go up against a wall with the gun out
I've been testing the A-Life mods available currently, it seems none works with my game, maybe only A-Life Extended, any ideas onwhat i should do, and wich one of the A-Life Mods is the better at this moment?
did i post this on the right channel? if not i am sorry, just let me know and i will delete
Addon from moddb didn`t work, handled it myself
@exotic token
Also autofire upgrade for Saiga
I'm begging at this point. Big gunfights like the one involving ||Monolith in Pripyat|| are a god damn nightmare to figure out who's who unless I get close enough to let them start shooting at me first, especially at night.
They're all wearing vaguly dark lookign camo and similar masks, it's almost impossible
you mean this
?
this is bad
because of
so its bad because you dont know how to do blueprint mods or what is your case
becuse it has requierments
Which are trash
I use UE4SS
and that modloader brakes it
thats a you problem tho
i have not suggested it to you
most normal players dont have ue4ss running
Ok so I did the commands 'XDKFinishQuest RSQ08 true' and 'XDKFinishQuest RSQ09 true' to get rid of the 'ghost' quests on the repeatable quest givers, and while that cleared the objectives, they still don't seem to be giving new quests after an emission. Is there another step to this? Like should I set it back to false?
man this game is so fucking weird. going from 1080p to 1440p doesnt change the FPS
ok based on my tests with my own mod effects i think i did "fix" infinite psy bug.
I believe cooldown is 72 game hours
applying an effect with -100 permanent psy points basically breaks all my modded psy effects. Prevents psy from building up at all - i took enough drugs to apply 100k psy points after i applied the "fix" and i saw no psy effects applied on player.
I havent got someone to test on a busted savegame yet, but theoretically this "fix" should completely break the psy mechanic but stop the infinite psy-radiation bug.
The infinite psy bug is likely the opposite of what my "fix" does, where a permanent psy effect (used for quests, or for kill borders) is applied on player but not removed, which means you have permanent psy stuck on you that cannot be removed by psyblock

Maybe a Psibiotic then? 🙂
Hey so I came from stalker 2 official discord someone said gamma modders might be able to guide me using the dev console I’m trying to mess with effect IDs temporary/permanent. along with that I know you can kind of check your characters status effect using a command debug or something
Like the positive effect of an artifact I know the command for adding affects to player/npc etc problem is I don’t know if I’m executing it correctly
For example XApplyeffectOnplayer ProtectRadiation9 is there anything that should follow that is that only applicable to armor/artifacts in terms of if I created an item?
Can anyone send me FastTravelPrototypes.cfg and FastTravelLocationPrototypes.cfg cfgs please? They should be in GameData
has anyone tried misery mod on the nexus, is it gooD?
Unlucky it has no info about how to actually make new guide somewhere. I guess some other file spawns stalkers and gives them some 'roles'. However seems like its possible to make fasttravel point to Duga here, thats something.
fyi I just tested something last night.
If you have two cfg's that edit the same entry, the later file will take over.
One cfg turned text stats into numbers, the other reduced item weights.
Reduced Sausage weight was 0.2kg, after loading the numerical stats mod afterwards the weight went back to 0.4 
But, making the stat mod reference the cfg with the reduced item weights first made the game use both 0.2kg an tell me how much satiety the sausage exactly gave.
Can you test this with Herbatas mod loader?
Not at the moment, no
That is alright, I am curious if loading things as a DLC completely mitigates these types of conflicts entirely.
This was the same case I had when applying my mutant changes with Sombers Mutant Loot.
The mod would apply my stat changes and still load Mutant Loot
But some people reported different experiences with different mods.
I am using loose file format so that might have something to do with it?
Tested it with Ammo changes and not all changes will be used (no matter of DLC approach or „normal“ Loose approach).
Weight changes worked, both cfg get loaded and both work.
Ammo-Type change via Loose does not apply then, no matter where it gets loaded, dunno if the game handles them somehow different.
If I load ammo-type change alone, it works. 🤷♂️
📋 Your current level
You're placed at 14325th in the leaderboard.
Bruh..
Learning more and more about Unreal Engine 5 and it's "revolutionary" tech is making me seethe 
Fuck Lumen and Nanite
stalker 2 honestly didn't need those. It just needed good LOD's and lighting.
Apparently the entire reason why Lumen was even invented was because of Fortnite 
Big open world with destructible environment that needed dynamic lighting that looks good.
Meanwhile s2 doesn't need that shit because the world is static.
The game runs like shite because the lighting engine is trying to figure out whether that static wall that will never be broken or moved away still exists.
And then there's the cancer that is Nanite which rears its ugly head the most during the crane cutscene at the Slag Heap.
If you look at the distant terrain you'll see Nanite popin loading in chunks of the cooling towers and CNPP. Something we wouldn't be even talking about if they used regular LOD's 
Unreal Engine is the biggest joke to be released on the game industry since Denuvo anti-tamper.
Epic doesn't give a fuck how badly that engine is as long as they can post videos showing off "OHH look SHINY THINGS" every few months. Unreal Engine back in the day and Im talking 10-15+ years ago, used to mean you were gonna get a game that looked good, and could also run on a literal potato, now it means nothing but hitching, frame drops, and unoptimized bullshit.
and it sucks that the one company I wholeheartedly believe made a game engine that could go toe to toe with Unreal wand whoop its ass in optimization was CDPR with their RedEngine and sadly they've even went to the darkside, shelving the RedEngine over UE5...Fucking sad man.
RedEngine's flaws surfaced with Cyberpunk 2077 tbf
Not with Phantom Liberty, They turned that game into something amazing.. granted it should have never left the shop in that state
If there is one dev team that could do something good with UE5 it would probably be CDPR
True, its just ever since UE4 Its like we've watched games developed on it start to devolve over time
I'm not holding my breath here for it but I think they could drop something good on the engine.
Now, is alot of this the fault of developers, Most definitely.
As for STALKER 2, I doubt we'll see much improvements graphics wise.
Nanite can't really be improved rn and Software Lumen is literal slop.
The one mod I expect someone to try and make is a mod that removes Lumen entirely and replaces it with normal lighting engine to see if it improves performance 
but at the same time devs turn to UE5 BECUASE its an established engine.
Nah I believe you're 100% right, I mean if Bethaseda can release something as graphically good and smooth as the Indiana Jones game, than I have faith in CDPR as long as they dont pull some bullshit like before.
I didnt mean to quote myself lmao
- Bethesda is just the publisher. The actual devs are Machine Games
- It's done on IdTech engine Doom Eternal was developed on

STALKER 2 on IdTech.. Now that would be something.
Wait
But personally I think they should have stuck with Unreal Engine 4 instead of updating to 5 for the lazy slop like Lumen or Nanite
I thought it was on UE5
na give me gSrc
Well that explains alot lmao
It is not :D
Indiana Jones is the most impressive game I seen this year. It's not only fun but also runs flawlessly for me.
120FPS at 1440p, and the base game uses Ray Tracing at all times.
And we are talking
Native 1440p
No DLSS or FG
I know man, it looks good as fuck, my card dont support raytracing so I didnt even try when I learned it was always RT,
🤔
you should check out Threat Interactive on youtube, that dude goes into alot of detail on UE5's problems.
All my info comes from that channel lmao
XD
The fact you can't even disable TAA without getting major artifacting
Explains why STALKER 2 looks so fucking bad with it off
I'm glad dudes getting the recongniion he deserves. I
I was sittting here like wtf is Modio, and its Mod IO
Shadow popping and some of general popping, shadow quality sucks and is barely fixed with full pt, textures ass in a lot of places and smaller world scale etc if compared to stalker.
I think crew motorfest is a better example with snowdrop engine(probably only game that i enjoyed playing at 60 fps, usually i would stick to potato quality but play at 180-240). Avatar game seems to look impressive in terms of graphics/fps with a lot more scaling
Did we play the same game?

https://www.nexusmods.com/site/mods/1119 maybe that could help, didn’t test yet
https://youtu.be/xbvxohT032E?t=12m22s unfortunately ig?
A 'robust' recommended PC hardware spec sheet led to concern for many when it comes to PC Indiana Jones performance, but it turns out to be a well-optimised game that can run well even on today's mainstream graphics cards. Rendering performance is mostly a non-issue, but the VRAM allocation of your GPU is of crucial importance, in concert with ...
The issue isn't with AA looking shite.
The issue is with the game requiring AA to not look shite.
Lumen, Nanite and all the other "fancy" little features UE5 has, have a jitter that is visible only if you disable TAA.
Someone quite literally went and decided to abuse temporal solutions for every single unoptimized and unfinished effect
Even Nanite requires it.
Ye i know, but fxaa tweaks probably can make it usable. When I’ve removed the skybox/clouds i saw ghosting world never witnessed before(5 models of ak on 1 frame). While fxaa still isn’t doing best job, I will still see what I can do. Regarding “jitter” idk, I mostly see terrible noise, quite likely it’s the same thing (ye i saw threat interactive video/s)
ty, checked out a few of his video and his work is great
especially since a lot of the more obscure techniques he talks about aren't always discussed and I wasn't even aware of them, despite me working on a graphics engine at the moment, having the keywords is amazing
That was made before day 1 patch came out (early access) 
That being said Indiana Jones came out in a much better state than most of the recent big AAA games.
Still same, just more option unlocked for less fps(15% less no pt, 100% less pt medium). Regarding state I don’t find it that impressive since the scale is not great and type is different if you are suggesting stalker comparison.
I'm talking recent games in general.
I'm working on overhauling consumables, ofc messing with the localization bc I am adding new effects and whatnot, but some of the effects in-game keep showing up with this localization SID for the values
If anyone's got an idea, please let me know.
This is what my energetic drink changes look like.
Weight = 0.15
Cost = 140.0
EffectPrototypeSIDs : struct.begin
[0] = EnegeticSatiety1
[1] = EnergeticStamina
[2] = EnergeticStaminaInstant3
[3] = EnergeticsPoppyFieldSleepiness
[4] = EnergeticSleepiness
[5] = EnergyDrinkPostProcess
[6] = EnergeticStaminaPerAction1
struct.end
ShouldShowEffects : struct.begin
[0] = true
[1] = true
[2] = true
[3] = false
[4] = false
[5] = false
[6] = false
struct.end
struct.end
You mean EffectsDisplayTypes?
Yes, I believe so. It determines how value is displayed - as a “tier” or a plain number value
Mkay, lemme try
Also, you do not have to include all existing array entries. Just type in ‘[6] = …’ right away, all existing previous entries from original should still work
Side question: why did you choose to replace coupons icon with “RU”, while Zone is located in Ukraine?
Original games have always been in Roubles.
https://stalker.fandom.com/wiki/Ruble#:~:text=The ruble (Russian%3A%20%D1%80%D1%83%D0%B1%D0%BB%D1%8C%2C,for%20mission%20rewards%20or%20trading.
Before the invasion this logic could work
It's not logic, it's facts. The lore tied to currency in the games has always been Roubles and there's no real explained reason why they changed it.
https://steamcommunity.com/app/20510/discussions/0/1698294337777278622/
I'm not arguing about a change to currency bc that's how I want to use it.
i dont think u need a explanation to think why it was changed
just think for a second
The fact is that now official currency is Coupons, and it’s canon.
for me it makes sense, it's a zone currency, only exists inside the zone
No, I don't but why does it matter to you? Is it affecting you? It's a modification I want to make to my game. End of story.
last time i got recommendation from their server for modifying TAA for stalker 2, modified version looked so awful
then make it? theres mods for it already
crying about some damn icon
But I'm not?
I'm literally defending my point to my change bc I'm being questioned to why I changed it.
If there's so much of a problem with this then you better go report the mod that does it.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/196
new lore explains why it is not roubles anymore, saying old games uses ruble as defense sounds like excuse
Yeah, by the lady at the boat and that's it afaik
tho it is not my game so do you whatever you feel like
there is more to it, you just missed it
imagine that whole european union changed to euro in 2000
I probably haven't gotten to it yet
must be revolutionary
“Whatever reason” 🙄
they literally trying to make russia as far as possible from the game and the developers, why would they keep rubles
LMFAO you really can't just let someone enjoy a game the way they want to huh?
you all lets not fight about how people want to mod their own game
i don't care about what you do with the game? go on and make all npcs naked with anime style
Sorry, I don't want to tie in real world issues to my gaming experience.
Then why are you belittling me for changing the currency?
You can enjoy it as you want. We are just curious why.
No, no. Don't weasel yourself out of this.
am not belittling you for changing the currency, it was for the fact that you said "there's no real explained reason why they changed it"
You knew the intentions and pressured me into why I changed it and wanted to explain to me why it was that way.
Sure. Who do you support then, Ukraine or Russia?

👏
honestly that was laughable and i don't even need to know what country u in
end of discussion
Proving my point exactly.
You don't care what I do, but you're obviously berating me for my opinion
you're altruistic
I'm realistic, my current needs to not need me to prioritize my focus on a third world country.
I need to survive as much as they do.
There’s war in your country?
am sure you have no idea how much that third world country is impacting your economy
I'm done, y'all are so stubborn to understand that other people outside of Ukraine are also important. There's war in many other countries but Ukraine clearly needs the attention.

Sounds like white lives matter
long live syria
Y'all literally just don't get it.
stop baiting him
what are we supposed to get? 
that man is from the us, completely understandable now
im sure politics of any kind is not allowed in this server, so please just drop it 
I will slap the entire band if war talk or discrimination for anything, even liking russian stuff in a game, will occur
go read the #📄rules regarding war talk
I hope it is clear now
this mod literally does not change it to rouble
and mods that have done so where previously removed from nexus by request from GSC as far as i know
cookers
I have an older version of it.
It did change it to Roubles
I was unaware they had
Which is fair, so I'll need to update it then.
But like Jesus holy shit y'all didn't need to tear me apart for it
i dont , i just wanted to tell that they do remove mods for that
anyone here good on .ini tweaks? i want to make this game run well on my laptop
so you dont end up having your mod removed
Yee, I know you didn't
512MB Nvidia NVS? 😛
Nahh lol, it's decent. rtx 4070 laptop version
I don't plan on making changes like those though, so it's fine
okay , that should work decent enough 😄
thats why we need better modding platform 
Any mod platform run by any company in a state with normal laws will remove stuff if the rights holder requests it
so as long as you dont want to run an "underground" mod platform that tries to not be held accountable, this will happen
^
and its not like they are running around and removing mods left and right
most stuff usually stays up
the only mods that are not on the normal mod platforms i know, are mods that add hardcore s*x related stuff for example
or mods that add "substance" consumption to games where "it does not belong"
like games mainly targeted at an underage userbase or those that should be family friendly etc
btw we dont have npc guides mod yet right 
in og games you could pay stalkers to bring you somewhere as fast travel option
There's a mod to do that
But there is a caveat
You lose the "What's new in the zone" dialogue option but honestly never use it myself
I use it on every npc i see
and 90% of the time its the same dialogue
so you're not missing much
Though just be careful with that mod since it seems to break some things
yeah seems very unreliable reading posts
Yee, I would wait till the SDK honestly
ok but for real, can anyone recommend good tweaks to make?
i cant seem to troubleshoot performance properly. going from Epic preset 1440p quality DLSS to Low 1080p ultra performance DLSS makes the FPS go from 40 to 70
makes no sense
Meanwhile, this just dropped
https://www.nexusmods.com/stalker2heartofchornobyl/mods/807?tab=images
Really useful looking program
its like theres a dynamic renderer that adjusts the resolution to keep the average fps at 60
Has anyone figured out the SID for lead protected containers either the upgrade SID/armor specific container SID or a general one
Because container1 and radiation absorption SIDs respectively one just adds a container and the other for some reason does what it means in a different way you just absorb radiation which it insta kills you lol
Can I allow ADS in midair?
Okay, this is a first. Wth is this thing moving around on the side of this building?
Looks like ferrofluid
souls of the damned
Deadly anomaly 
What is GPU usage
At least 3

Anyone has an Idea, why edited weight values for Consumables seems not to work for most/all? people....
Some say it works, most people posted "wont work" at ALL consumable weight mods, no matter which Modauthor
The original cfg is ConsumablePrototypes.cfg
I tried now the .pak approch, the loose-file and the DLCGameData approch, none works for me 
So has anybody checked out the SDK generator released on UC ?
Got tired of bumping on official discord to release the SDK. Just noticed that reversal, structs & offsets + SDK were on UC
They're already developing cheats for the not present multiplayer LOL
WDYM by UC?
Unknowncheats. @foggy hinge
No, and I wont
No, then.
Likely won't be an SDK bc it's not something you can just make from reverse engineering the game.
Ok I'm reading into it. From what I can tell is OP of the structs + Offsets used the UE SDK generator.
Which in turn
those SDKs are just for making C++ mods and don't support the editor
Gotcha
they leverage the class size metadata each UObject and any blueprint exported fields to generate c++ headers
and use pattern scanning to bind to function pointers
I see
In the end we get cheats before getting to mod the game to Anomaly levels. Lol glad I stumbled upon this.
it could be used to make gameplay mods
best to wait for the real sdk though so you dont have to distribute a dll and deal with conflicts in native code
Hmm
I'm going to continue digging to see what I can find. Rather get the show going for everyone to speed run getting S2 to our fruition.
a lot of the classes the dumper will export will be missing fields due to many being native only classes that don't export to Blueprints
if you have the ability you can inspect their memory to figure out the missing fields
also there would be many missing functions or functions that don't have the right prototype
is the best site right now NexusMods?
Gotcha
For Mods, imho yes
thanks
I'm looking for a place to learn more about this, I have a list of about 55 mods I want to make
small tweaks
Discussing this on my discord, there was a program that essentially updated the structs and offsets/knew what to use when the game updated so it wouldn't absolutely break the game/mod/cheats. Whether that program (Which I think was created for CSGO cheats) could be adapted to S2, I don't know, as cheating in Stalker never really had a following. Whilst It would be a major pain in the ass to essentially hard code/"cheating" mods/gameplay mods into the game this way. It could be a way to start making bigger mods in preparation for the official SDK to be released. In Theory I could be wrong as I'm not a master coder and haven't coded since Arma 2 dayz mod days and Xray days. Yet I have an relentless drive to unf*ck the UI in this game.
i made this as a trainer, all it does is type in console commands
I'm curious how easy is to change sounds in Stalker 2. Like I want to change/enhance PDA sounds, so when you turn PDA on, you can hear the mixture of Anomaly's beep and the button press from Stalker 2.
I mainly want to change gun sounds
If you have experience programming, you can definitely mess with the UI using the SDK generator, but I'll say that without a lot of experience with the engine it's going to be a while before you get the results you want.
Like, with some mods you get the idea that it's possible - I'm using the first aid sound effects without that stuff.
Without the official SDK I don't know if that's possible.
Like I already saw the meme mods with drinking/eating sfx.
I think the modding community for this game might end up using C++ based mods anyway because Blueprints has horrible CPU performance.
And changing sound effects and music is possible, as proven by some vids and mods. Like there's already a mod that replaces all the ambience with Mooze's.
Does anyone know if there is a way currently to removed placed items in the world? Ie, the fixed spawns for armors and named items, etc
Gotcha. Yeah I'm intrigued and thinking about getting into it. Not sure if I really want to sink my time into it as I'm typically busy with the oilfield/oil refineries. Least I can do is start getting people into it.
what would make it impossible? are some of the files encrypted or what?
I'm just curious how the sound files work and if simple replacements are possible.
Like what files should I unpack to find all the sound effects, does it require specific sample rate.
And file extentions.
yes, me too, i want to replace gun sounds
if it's as simple as swapping assets then it should be easy
what prevents us from changing gun sounds?
Like there's no problem for me mixing sound effects and perhaps make the mod where when you use PDA you can hear the beep from Anomaly.
I'd say that similar to what @fading cedar was saying and what we're talking about right now. Is without the official SDK you're essentially hard coding changes into the game files. With every update the game provides , while you wouldn't have to change the logic you would have to find why and what broke your changes. The structs/offsets would change. Correct me if I'm wrong , been awhile since I really coded or modded my own game.
that's not that big of a deal, if it works
so what can we do without doing that? just add config files?
I say that confings and codes could really break things when patching the game, but sound files? Unless they state in patch notes that they replaced the sound effect... I wouldn't say it's too bad if you just re-replace the sound effect.
gotcha...
well how bad could it be? just remove the mods
in most unreal engine games they're stored in an engine specific format once they've been loaded into the editor
thats what gets written to the pak files
Like, how else lads fixed the obnoxious healing effect sound and headshot sounds - is it a mixture of code and file replacement?
Which is what you we're talking about with C++ being available to use but we cannot use the editor without the official SDK
So Unreal really just format whatever changes into the game, rather than doing it like in good ol' days?
When the rootfiles were stored and you could easily replace sounds.
stalker 2 uses a modified verison of ue5.1 but if they haven't changed the sound file structure then you could try to use that version of the engine to export a pak or uasset with your sounds
if they released the official SDK for this, people would go crazy and make a whole new game out of it like palworld lol, i don't think they want that
At the same time... modding greately enhances franchises' life, as Stalker proved.
they said they are going to release it, but they probably want to fix bugs otherwise it'll break mods
Alot of mods kept that niche until we got Stalker 2.
the SDK is just the unreal engine editor with their changes applied
by license they have to distribute it on epic games store
In theory We could crack it no?
So that's why I agree, they wouldn't really pass down the ability.
yeah you can sometimes make your own build of the engine
depends on what types of assets you want to change
anything that heavily depends on their own classes would be a lot of effort
basic things like sounds, models, textures its possible
I see
I just want to make simple mode, akin to one that replaces the sound effect for first aids, that just goes "stab" rather than "stab - EPIC SOUND EFFECT"
For me, it's just two sound effects - PDA on, and PDA off.
I think that stuff may come in the form of an update.
Take in for an example , the missing statistics menu in the PDA/Reputation menu.
That was presented in earlier gameplay footage showcases.
ah stalker is using wwise audio
NVG and Bino code is there but is disabled/removed as well.
Does anyone here own the game on Epic or GOG?
Looking for beta testers to help with getting the DLC Mod Loader tool working on those platforms.
anyway if there are already sound mods its likely someone has already done this
similar to how that SDK generator works
you'd need to build unreal engine which is... something
takes me an hour and thirty minutes on a 7950x for a full build
Very possible
so we can't change animations or anything either I guess
So wait
In order to just replace two sound files.
Do I really have to rebuild an entire Unreal Engine?
they have to be cooked into the package files and the layout of the data structures varies by engine version and game
so without going into too much technical detail the answer is sadly yes
BandageBleeding4 : struct.begin Duration = 2 Charges = 4 ValueMin = -100 ValueMax = -100 struct.end
Is here someone who can explain to me what means Charges, Duration, ValueMax, ValueMin? And how it's calculated?
As i understand that:
If we will set:
Duration = 10 Charges = 4 ValueMin = -10 ValueMax = -100
Then if we will use 2x bandages in one time, we will have -20 bleeding during 10 seconds? Or we will have -2 of bleeding point each second?
If we will use 6 bandages, we will have -60 (or -6) or it will be limited by Charges? So -40 (or -4 each sec).
Maybe @loud peak ?
I measured 160ms of (audio) mouselag, using my microphone. from clicking the mouse, to hearing the weapon fire
That is unplayable
I also measured it in SoC and it seems instantaneous
Small change, but so much better now
Frame Gen has a seriously huge impact on latency, top that with lumen, nanite, DLSS, etc. etc. and yeah it makes sense.
The games latency is insanely bad
The frame times and optimization for CPU usage is one of the bigger factors
Stalker 2: 100-120ms without any TAA/DLSS/frame gen enabled
Stalker SoC: 84ms, which for some reason feels 100% instantaneous... possibly also due to the sharper gun sound
The values for Min/Max actually update just by hovering your mouse over the item in-game. So if you have something like this, the healing for the bandage literally changes by just doing this.
SoC sounds to me, like the click and gunshot are 1 sound, it's very close. i'll have to test again but it's quite a bit of lag, +36ms doesn't seem that much
You could basically maximize your healing just by rolling a new value by hovering your mouse over it
the saturation effect appears before drinking the vodka, lol
Not fully undersand...
If you set the min to something like 20 and max 30, and change the value to show value and time then look at it in-game it changes the value Everytime you hover your mouse over it.
why
Idk
That's just the way they decided to determine RNG values
That's why so many consumables have the same min/max
It's so stupid.
by hovering time? does anyone even do that
By literally just mousing over the item in your inventory, yeah
well you said "over the time" did you mean over the item?
Hah! Sorry I didn't even realize
I think charges basically does nothing
My guess is that it would determine how many times an item can be used before it's gone completely
Duration is self explanatory
this is not playable for me. on top of the 120ms mouselag, the very long ADS time/crouch time, and the aimsway while moving/crouchwalking... if you crouchwalk backwards diagonally, the aimer moves like crazy. i just finished playing the original trilogy and it didnt have this stuff
crouch time might be able to change in config, not sure
i really want to stop cancelling reload with sprint, also
Yeah, no I agree
They seriously need to get the optimization under control
those results were done with the r.OneFrameThreadLag=0
This is probably by far one of the worst optimized games I've played
Worse than Bethesda
they just need to fix the performance and tree popping... and mouselag, and all movement/shooting mechanics... and create an AI system essentially from scratch, redesign areas with more interesting things to do/explore, rebalance guns, change loot variety, give NPCs more dialogue, redo the english voice acting and then it'll be a pretty good game
🙂
NPCs right now, consistently don't react when I shoot them in the face. Or their friends. This is reproducible (so far in Cordon, Zalyssia and Bar)
2 guys will be talking, I'll shoot one, and the second guy will just smile and walk away
I've headshotted a guy twice and he DID NOT REACT
NPCs continuously spawning right next to me in Cordon - I don't even think this is a bug, I think they just left this unfinished... they just spawn outside
thats a "feature" not a bug
the spawn radius is very tiny
spawn radius of what?
of npcs
they're neutral NPCs in Cordon, why should they need to spawn anywhere?
they live there
i obviosuly mean normal npcs you encounter in the wild
well i should have been more clear, i mean the guys who live in the actual Cordon town itself
when i assault them, they just start insta-spawning clones right next to the building across from the trader
it's not like a random occurrence, it's very easy to make this stuff happen
yeah i know what you mean
happens at all the settled locations i think
at least at most
i mean i know you're not supposed to attack your friendly NPCs but come on, this is ridiculous
i mean this is outrageous
im going to make a video of just that
For example, taking the values of your second example, the values you've there states that the bandage, in that case (BandageBleeding4) will heal between 10 and 100 bleeding points (RNG between those two values). The bleeding points that it will heal, will heal during 10 seconds. Charges means (if I'm not wrong), how many bandages you can add at the same tame, so you can apply 4 bandages but the fifth won't take effect till the duration of one of them reach 0. Sorry for my english, hope it helps
Ok, so as i understand if i will set:
Duration = 10 Charges = 4 ValueMin = -10 ValueMax = -100
This mean that for 10 seconds, it will heal for 90 points? So it's like 9 points per second. And i can multiple it with charges like 4 using will make like next:
(-100--10) = -100+10 = -90
Then
-90/10 = -9 per 1 second.
Correct?
Then if i will set ValueMin and ValueMax to -100, it will not heal?
Because this is default:
Duration = 2 Charges = 4 ValueMin = -100 ValueMax = -100
no, -100 in both means that it will heal 100 points every time
ValueMin makes it heal a minimun of points
ValueMax makes it heal a maximun of points
so if you make
ValueMin = -30
ValueMax = -60
Every time you use a bandage it will heal between 30 to 60 points
it can be 30, it can be 35, 37, 50, 59... whatever between those values
matching values in both variables will make the bandage to always heal the same points, taking the RNG
What’s better though. Steam workshop is steam only
Good news. Yet it's for inner testing for now
True but that doesn't change the fact mod.io breaks way more often than workshop
Yet it is much better for mod makers: monetization and more platforms
Looks like it's just a referral
Xd
Yo chief, does that work? And if so, how?
Yes it work, new upgrade from one mod
What mod, can you link it?
Thanks! ❤️
how important is the load order IF the mods dont intefere with another?
is there like a global rule when setting the order?
if the mods don't interfere with each other, the load order doesn't matter
but that's a perfect world you'd be living in
unless you plan on using like 2-3 mods in total
yeah ofc... lets say I got 2 mods interfere and I use the \Stalker2PakCfgMergeTool to merge those two? which one shoudll go first in order then?
If you merged them then you would end up having only 1 mod in the end, no?
that's what merging means
or am I missing something
thats what I thought too. but Shays Alife and NPCCombatoverhaul is interfering as it seems.... when I use the tool I still have both folders in my ~mods and an additional _merged_cfg_modpack_loadPriority_100_P.pak
cause you need the originals to stay
sorry for those "stupid" questions... im just starting to build my own
it doesn't merge them in the literal sense
AH YEAH RIGHT. IVE READ THAT 😲
Not stupid at all, I haven't messed around with merging at all
I just thought that merging actually meant merging
^i find it easier to take the twi files side by side in note++
