#╟⚒stalker2™-mods-making-discussion
1 messages · Page 41 of 1
Yeah, that's exactly what merging is
im not that deep into yet 😉
yeah but there's that merging and then the file merging
so I was explaining the method I like better.
I mean it is the better method, but I don't expect that everyone has the will to sit there and do it all manually when they can just have some tool do a semi decent job and call it a day
They're interfering after merge, the only diff between em is gonna be values
Respect tho, I defo wouldn't give enough fucks to sit through 50 .cfg files merging them manually
so it's not more than 2 minutes
I think right now theres (hopefully) so many updates and patches coming that I try to keep it simple but I wont give up Ledge grabbing and other useful stuff
A lot of these values you can just go input yourself too.
Ledge grabbing is a must 100%
Like for ledge grabbing you can set the parameters yourself.
yeah IF you know where to look and what to change you could do almost all mods yourself.. but thats not me 😄
Just dl the mod, open in fmodel and see what was changed, then do it for yours and keep copies so you can add later.
I can help ya sometime. it's super easy once you get the hang of it, this config modding at least.
ah nice! thanks!
im still in my first run through so I try to keep it cleaned up as good as i can without losing my saves for the third time
thanks for the quick replies ❤️
NP we always like helping
oh if we´re at it... you dont know the solution to my other problem on the fly?
Sometimes I keep getting weapons spawned in my hand... as if the system takes them from random dead bodies
lmao
that's game side
they have to fix that HAHA
It's mostly from ZOMBIES I hear
but not a clue
oh NICE.. THATS S2 dev build! yay
yeah theyre mostly from zombs i guess...
out of nowhere.. havent even killed one lately... blam sniper rifle in main hand...
at least its not from my "modding" tries
first time i didnt realize it and sold my fully modded shotty - that was a bummer
Anyone saw anything about a freelook mod for s2 ?
I think that's the main feature I miss compared to anomaly
theres freelooking, or my mind just blanking
New random stashes + itemisation 2.0 are great (flashdrive spawns always, this is a quest stash).
wtf does this say lol
I can't find the original PDA map in the resources. With clouds and stuff that's on mapgenie and other sites. What's the path to it? It's NOT Stalker2/Content/_Stalker_2/maps/WorldMap/T_GLOBAL_MAP_BASE. Looks completely different.
The text in the image appears to be written in Cyrillic script and reads:
"Кто пришёл на химзавод — прийди в п-аку пусто"
Translated roughly to English, it could mean:
"Who came to the chemical plant — come to the empty p-a (possibly unfinished or censored word)."
what should come to the empty vacuum mean tho
idk. did you use AI?
sure not like i have a cryrillic keyboard or whatever to type and try to translate myself
also hard to read
You've got it completely wrong
the last part, в п-аку пусто also is not correct i think
it jumped from line 3 to 4 while missing a word
they could overlay the other stuff on the base map tho
they probably do that
because that makes the most sense
nah. the red forest looks completely different. different angle and color
This is Ukrainian, not just abstract "cyrillic", let's start from that.
It says "Хто прийде із Хімзаводу, (той) дрище в будь-яку погоду". This is a reference to a popular weather man on Ukrainian TV back in the days and translates something like this: "Whoever comes from the Chemical Plant, (he) is shitting in any weather"
Doesn't make much sense when translated, original is a rhyme and a reference, once again
i thought they shared the alphabet
It's like calling English a latin
Huh. but the letters are latin
i'm not saying that, i meant about the alphabet
it would still be written in latin letters alphabet
im not saying the ukrainian language is cyrillic, just the alphabet
they are cyrilic letters so its not completly wrong and it obviously cannot get a reference to some ukrainian tv host, as most non ukraininans could not either
There are similarities, sure, but also there are different letters in alphabet
That's why it's not just a "cyrillic", there's a difference
so its better then just :: its some cyrillic nonsense i cant read
oh interesting, didnt know that. now that i think about it there are special characters in spanish portuguese and german for example
so would it be something like that?
ÜÄÖß
die from my mighty german special chars
i still dont get why they hired british people for the english voiceovers
its so atrocious
Ukrainian alphabet has letters like I, Ї, Ґ, Є, apostrophe, and doesn't include letters like Ы, Ъ, Э that are present in russian
playing it in the original VO is always better
wtf is this letter
Д (D)
Kireina's Zone Enhanced taken down off nexusmods? should I stop using the modpack?
Most likely author didn't care about asking for permission
You can try Omega https://www.nexusmods.com/stalker2heartofchornobyl/mods/367
Or MHM https://www.nexusmods.com/stalker2heartofchornobyl/mods/88
These are manual overhauls, not just a bish-bash merge
All-in-one essential solution for enhanced STALKER 2 experience. Improves almost all aspects of the game.
pussy
any mods that lower controller barriers other than just wasting ammo?
Hey guys I uploaded the whole official soundtrack on YT and I'd like to complete it by uploading missing track (such as the one playing in the poppy field). Can somebody help me figuring out how to find the music in the game's files so I can extract it ? thanks
Soundtrack is shipped with Deluxe/Ultimate Edition, so I think GSC won't be happy about it.
I already uploaded the 50 tracks soundtrack, now I'm trying to find tracks that were missing from it, hence my question.
That totally changes everything! 
Just tell me if you don't want to help
should totaly be accessible in Fmodle
not sure exactly what you would need but looking here may be your best bet then you would need to convert the audio
This should guide tells ya how to get into the game files with fmoddle, not to hard https://rentry.org/TravesS2moddingBible
go to 4 in the table of contents "Extracting Assets From Unreal Engine With Fmodle and what you need"
also entire game ost's have been uploaded all the time, worst case is studio may clame the vid and take AdSense but still a cool thing to have up there. good file hunting stalker 🙂 o7
Anyone knows infoportion of weird water quest?
How do you preview models in FModel?
Also, your bible misspells FModel at the start.
https://rentry.org/TravesS2moddingBible#extracting-files-with-fmodle
i just double click the file if its something that can be opened in the viewer it will load and then pop up
yeah lol it says fmodle
Weird, it opens up the raw data for me
lol thx ill fix it x)
Ah, NVM I got it to open now
For some reason though my creature textures aren't proper XD
yeah i think its a crapshoot, pluss s2 uses virtual shader textures for alot of stuff.
but i open this as an example alot and its 50/50 i get a high rez looking modle or this ps2 ass thing
LUL wtf yeah, probably just a limitation of FModel in that case.
yeah either way prob best extract and put it in something else but i personally haven't messed with that yet. just kind of playing though the vanilla game atm then i will mod the fuck out of it 
has anyone doen anything yet to try and change the HP ba colors? I'm colorblind and can't see it at all when it changes 😦
i feel that, some games i have no clue whats going on, no color blind specific mods rn what color hud would be best for you?
wouldnt be a rn thing but that would be a fun project to take on.
white, blue, bright green, purple, basically anything lighter color that isnt red or brown for the hp bar
yeah im kinda the same but not that bad, for example i cant see the redots in BAS at all and had to lighten the ziver huds helth bar beacuse i couldnt see
what color would you prefer? could also send a screen shot so i can color pick if you like
yeah huds are a huge pain for me, for instance i custom made a full monochrome hud for fallout 4 power armor just so i could see
thats dope 🙂 did you post it? stuff like that should deff be shared
might have? its been ages since then lol
i forget what i have and havent poste don nexus over the years
just no clue how to go about doing that for this game sadly
haha all good, no promises but ill fuck with it a bit and if i get it working ill post on nexus. and @ you here
ue modding is deff a bitch and im still learning
ive been puting my notes up as a guid tho if you want to get into the game files and look arround
still need to tackle what ima try to do now, packing up asset files
much appreciated 🙂
o7 np np, here is this if you want to dig arround yourself #╟⚒stalker2™-mods-making-discussion message
yes, and some arent immortal just take 12 shotgun hits to kill
Stalker 2 VR 2028?
anyone else tried to use the Root Builder plugin for MO2 with stalker 2? just locks up MO2 for me and I have to terminate in task manager
Is this common amongst others editing textures following this?
we can replace some ingame textures, right? the readable ammo mod replaces textures?
Wait for Omega, it's just manual downloads of the honourable list? Would I have to download all of that or is it already in there?
Anyone know where to find a stock Windows Engine.ini? Forgetted my USB key to mod when work is low 🥲
Stock Engine.ini? Should be empty
No the WindowsEngine.ini in the gamefile
idk exactly what you mean, sry....
Only .ini files I know are located here and the "default" engine.ini is an empty file. (I dont know a WindowsEngine.ini for Stalker?)
user\AppData\Local\Stalker2\Saved\Config\Windows
I'm looking for it also. Stalker2/Content/_Stalker_2/maps/WorldMap/T_GLOBAL_MAP_BASE is low resolution (12951x12951), it's ugly and it doesn't look like an ingame map. If you try to screenshot the PDA its native resolution is about 2.5 times bigger, it's probably built in realtime from a bunch of 2d assets https://i.imgur.com/TMDep4c.jpeg
Yes.
I stitched together a large number of map tiles I pulled from gamepressure co uk https://i.imgur.com/7Z4uP1Z.jpeg they probably screenshotted too because the real map is about 8 times larger (must be about 32x32k) I doubt anyone screenshoted and tiled full resolution from pieces. mapgenie looks slightly better maybe they went 16x16k. There's a chance a map is generated from gamecode rather than being an actual asset.
Howdy stalker 🤠 are you also making an interactive map?
IDK maybe. I made fallout london and supraland, both maps in 3d with marker heights https://github.com/joric/maps/wiki/Fallout-London
'cause screenshot maps are, unfortunately, the best bet. The code makes it seem like the pda map loads several separate Unreal engine scenes and sticks them together
The guy on Nexus mods put the tool he used in the description to get a 4x zoom map, but it took him 10 hours 💀
for now I'm just looking for weapon stats. want to figure out caliber changes and how many shots you really have to spend on chimera
what guy exactly? because this is pulled directly from resources with zero to none labor whatsoever https://www.nexusmods.com/stalker2heartofchornobyl/mods/559 it's Stalker2/Content/_Stalker_2/maps/WorldMap/T_GLOBAL_MAP_BASE
username "donnyjepp", his map is in the images section
that guy pissed me off too lol changed the colour of the lines to white then asked for donations
this is the 4x zoom map he provided w/ some edits from me, it's pretty damn good quality!
(forgive the lack of pins - unlike mapgenie I'm a one man band 🫠 https://www.gamerguides.com/stalker-2-heart-of-chornobyl/maps/the-zone-map)
well I ran circles around mapgenie with https://joric.github.io/maps/fallout-london/
Really impressed by the number of pins on that one for sure
All manual or did you manage to datamine some locations?
None manual rather. All automated. Going manual is a path for diminishing returns.
where you get spawn points in stalker 2 resources?
spawn points for what?
for items. I usually scan through umap for blueprints as in supraland but those guys love using their own data
ah, I leave the datamining stuff to a friend 😂 more familiar with Unity personally
There are a few markers in MarkerPrototypes.cfg and probably SpawnActorPrototypes but the vast majority is probably still in umap as blueprints. It's just easier to use built in UE map layout rather than something else.
I mean when you add more items on the final stages of development you'd rather just put it on the map in the UE editor than bother with your own formats.
Must be umap and blueprint classes.
Yeah. I'm sure the devs are busy but I hope they do a GDC talk or QnA to explain how they actually did the map, it's quite an interesting implementation
Made from about 50 tiled screenshots of the 3x zoom in-game map at game start. 8,856 x 7,755px. 6.92MB jpg fileBy the creator of the original high-res Stalker Full Map (you know the one) from the first game.Update: With about 10 hours of additional work I've composed the 4x zoom full map from 154 screenshots but it's too large to upload here. It...
Great! I sent some emails back and forth with the guy to get the 4x zoom map, he's really nice
shit it's webp probably recompressed twice
i mean it gives me riff header curl https://staticdelivery.nexusmods.com/images/6944/107085-1732914306.jpg -o 2.jpg
should ask the guy to do 8x )
ingame resolution is much higher really
"Made from about 50 tiled screenshots" poor creature
I'll try and find the Google drive link
3x zoom map with some of the extra clouds cropped out. watch out tho, he left a few icons in the starting area
i'd much rather not crop anything but those clouds are mostly noise. can be upped to square with content aware fill
looks like you sharpened it here https://www.gamerguides.com/stalker-2-heart-of-chornobyl/maps/the-zone-map and probably upscaled too? I tried upscayl but it fails on 8k images
ok not upscaled just sharpened a bit
by the way screenshots could be better without DLSS/whatever. actually the whole game is like blurred. I remember moving one of the DLSS sliders (Sharpness?) and suddenly the game doesn't look blurred anymore
it's rather their own "postprocessing". With 50% sharpness it looks blurred.
All AA solutions in the game look blurred because they all are based on TAA (Temporal Anti Aliasing)
It creates a smear on the screen that has no purpose in life other than hiding crappy shader end results, Lumen noise, and Nanite LOD noise.
WIth 66% DLSS sharpening you'll end up with shimmering grass though
Your best bet (in any game actually) is to disable any sharpening and use a decent sharpening shader via reshade
Not recommended.
From personal experience adding sharpen from reshade quite literally costed me like, 15fps on average.
On a fucking 4080 Super
Something about stalker 2 does not like reshade
Or maybe it was just my PC, configuration, who knows
hey guys, dumb ass question, but how you guys find and how hard is it to change certain textures in game, example weapons, clothes and tools. i have certain experience with changing fo4 and skyrim textures
Why not Nvidia sharpen filters?
AMD has one in its software as well, doesn't cost fps
https://rentry.org/TravesS2moddingBible
Check this maybe you can find something,
Hi 2 question, where can I change stamina regeneration delay after sprinting jumping etc? And is it possible to change what and how many items spawn on the ground? If yes which cfg?
NVIDIA's solutions dont work in borderless 
Hey, can someone explain to me what means AlternativeEffectPrototypeSIDs ?
What this list contains?
items on the ground are split into ~80k cfg files, not all of them are items tho, but its still thousands or tens of thousands of individual cfgs that contain the loose items
pakchunk0-Windows\Stalker2\Content\GameLite\GameData\SpawnActorPrototypes\WorldMap_WP
hi guys sorry im new but is some one making a mod were it adds some 7.62x39 wepons? (outside of the already in game pkm)
80k? 💀 well I guess I don't have that much time
how about stamin regen delay tho?
I'm either blind or it's neither in corevariables or objprototypes
thats somewhere in a file, not sure in which one right now
nvm i think i found it
lemme test if it works
modding support can't come soon enough really
I'll finish the game rn, i fixed most of stupid things with mods but item spawns are still stupid af
hopefully this can be fixed before i want to replay
modding support wont help you with that as it does not change how the loose item spawns work
you would still need to sift through thousands of cfgs
and they are also not sorted in any way
i wrote a script which lets you mark zones on the map and export it to json
maybe they can do it then
that way you can filter them at least based on approximate location
ok I'll check it out if i'll ever try to change this shit
right now it transfers all cfgs in that folder in a certain location to another folder
that contains also anomalys and other stuff tho
do you know if it'd work on linux?
but you can easily add a filter to just do that to specific items / types
ok nice good to know
with regex
on linux
idk
the tool for creating the zones and exporting to json is just a HTML page which you can download and use yourself
could you give me a link to it so i can save it for later?
the script for sorting is powershell, so either install powershell or throw it into chatgpt and convert to bash or python
HTML & Script : #1310014674267541545 message
thanks
still stupid fast
thanks
1-2% performance loss max at 4k with e.g. qUINT or iMMERSE sharpening.fx
I have never lost 15fps due to a sharpening reshade shader 
In the case of STALKER 2 you have to disable the generic depth buffer in reshade since it's massively fucked for whatever reason. If you don't do this, you'll loose performance without using any .fx just by running Reshade itself.
could anyone with stalker <= 1.0.2 rip the PDA map texture? I'm trying free NinjaRipper (old version) but it doesn't support dx12 and it seems that 1.0.3 doesn't support dx11 anymore. the texture is not in resources, it seems rendered in a game
Yes, just by installing Reshade itself.
Хто прийде із Хімзаводу дрище в будь-яку погоду
whoever comes from Chemical Plant shits liquid, whatever the weather is
in WeaponData\WeaponGeneralSetupPrototypes.cfg:
TemplateWeapon : struct.begin
//Base info
does this actually affect anything? if I change templates, would that apply to every gun in the game that doesn't overwrite the template?
can you turn that off?
even just looking up and down outside, drastically changes the brightness
Could someone help me understand this
I was trying to do a merge. Does this mean the resulting merge file is no good?
it seems, this .pak with this specific name already exists?
If you are sure, you dont need it anymore and do anyway a new merge, delete it from ~mods folder
got a ping here?
BRO YOU ANWSERED TO MY ANCIENT COMMENT LMFAO
anyway low graphics moment
low or high doesn't make a difference
anyway time to wait 20 mins for first time launch shaders (got it on steam now in ultimate preorder from my friend)
Ask the modauthor
I don't think they're in the discord
Judging by Nexus, looks like first phase of Stalker 2 modding is over (which is chaos and repetition), and we are entering phase 2, which is structuring. Can’t wait for a polish phase, and especially for massive content quality increase when SDK will be available.
Any mod that unlocks all attachments for all the guns ?😭
Finally 3-days brainstorm to figure out how to parse cfg's with nested arrays (still need to understand how to parse [*] = ... arrays in structures) and can preview items, consumables, artefacts, weapons. But this still all ItemPrototypes files and structures.
Now maybe need a few days to create features to edit and save back to cfg files and then do some effects editor for items.
Good stuff! This is looking really fantastic!
Looks nice, yet to avoid future rewriting, keep in mind it’s best to save only changed items as a standalone cfg that uses refurls (if editing vanilla), and to have ability to directly edit this standalone cfg.
But I guess refactoring is unavoidable as always 🙂
No, for sure I want to give possibility create items based on references, to be clear, I want make creation menu with refurl or refkey selecting and adding-deleting properties based on refs to the new item and then it will create new item.
Of course user can save whole file that he opened to review 😄
Or edit it using property fields
Save button for now it's just windows save dialog that save file where you put it by yourself with your own name
Gotcha. Well, you are doing great job. Will be an essential tool.
Making a system to create new items definitely shouldn't be hard especially if you have all the variables and structure setup to do it.
I'm very excited to start using something like this myself since I'm doing a lot of new items and whatnot
yeah, it's the fundamental basics that I need to achieve now, because I 5 days fucks with my brain to parse all kinds of cfgs with different structures, nested and not nested
Just transfroms all that mess into json
Edit it in tool like json objects and save again like cfg structures (need to refactor, broken for now)
So I'm curious now, since you're basically making something to read these files, could that be made into an extension for something like Visual Studio Code?
Hope it will be better than switching between ton of cfgs. messing around with huge amount struct.begin and searching path to icons 😄
Also, upgrades in upgrade tree can be placed in configs?
Because maybe I can do some visual stuff for that after making this item editor
I think?
Might have better luck asking https://discord.com/channels/912320241713958912/1312992178896633926 directly
if you can really pull off making such a tool, it should be a full-fledged mod manager, and people should design their mods to be compatible with it
imagine if you could pick and choose mods like reshade, using checkboxes
90% of "mods" for the old games were just modpacks that modify files, without telling you what they modified in those files = resulting in 90% of mods being incompatible with eachother, for no good reason
better to break mods up into individual files and lists of changes
eg. instead of "ultimate weapons pack blabla", you'd have a weapon skins checkbox, a weapon SOUNDS checkbox, and then a series of checkboxes for weapon stats to dynamically generate weapon-relevant files (don't let mods overwrite those commonly-used files on their own)
I don't think making it a mod manager would be a good idea. There is my plugin which does this exact stuff with MO2. You also have Vortex but we don't acknowledge that one.
i see this is a different tool, so i guess i meant something different but yeah
Too hard and complex for me, mod manager not my skills 😅
I can create some gui staff for things that I understand how it works, but mod managers and all that big data programs is out of my skills and imagination 😢
Yee, more for directly editing game files instead of managing mod files. 😅
as soon as i need to combine 2 mods = it's merge city, that's why i never bothered.
people always said the old game was "so moddable"... but in that sense, not really
Will see how it would be moddable after sdk
I think for now that's the only way, but once the SDK comes out we'll have a better idea on how to load mods
But now we need something beautiful for eyes than hundreds of cfgs in notepad
lol
I am very appreciative of this tool you are making though for sure.
Not having proper syntax support and trying to figure out if you have the right amount of struct.end is really annoying
Or if they're even in the right structure
@lusty sail it says items editor; is this app for editing items and effects? or can it edit all .cfgs
Yeah...
It can read all cfgs, but more focused for item prototypes structures
But
Parser is very sensitive and can misread some lines because of not items structure and will cry for error
I'd like to see something like S2 Cfg Modifier, like Modifier.exe for the old games
right now there's a ton of mods like "unlimited sprint" and so on, makes no sense to have them as individual .pak files
you could simply check boxes and generate .pak
i think i will do this exact thing
if no one else has
It’s unreal file system, we can’t affect on that dude, if we want one mod with different changes as small mods - we use mergers, or unpack every pak mod and merge by hands (i’ve done this in first days)
huh
doesnt seem complex, its just replacing values in .cfg before packing?
We have cfgmerger and conflict checker already
yeah, i mean a more plug-and-play version kinda
doesn't seem complicated at all tbh
like cfgmerger just repacks the cfg files, doesn't really do anything... you'd need to find a different .cfg file for everything you want to change
you could have an equivalent tool that takes a stock list of common config files (like 10-15 or whatever) and allow you to edit them with a GUI
just saw this
this is created with that SDK
it doesn't really look straight-forward... i'd have to find the memory address of the blueprint(?) and figure out how it works
all blueprints related objects can be dumped from the global object table
In ue5 it’s an array split into chunks of 65536 object pointers
You can use string references to find the object table and from there you dump all blueprint class objects
sounds like a long project for someone who doesn't know C++
You’d need to learn x64 assembly and how to use reverse engineering tools too
SDK gen handles the tricky setup but beyond that you’d need to do your own research depending on what you want to do
might have better luck using cheat engine or something
Just depends what you are trying to achieve
main thing is i want to speed up, or change ingame animations that i havent found config files
crouch updown time, aiming sway when walking, few things like that
I see
it sounds too tricky right now to figure out
Well the animation objects in unreal can influence that speed
But there might be some internal code that needs to be changed too
Frankly better done with the SDK even if you track the vars down in ce
yeah, did they hardcode the crosshair to move with the speed of the character
even with the official SDK, won't this stuff still be relatively difficult to change?
Nah it’s trivial with it
ok, i never dealt with this so i dont know what kind of access i have
Official SDK is the unreal editor with their changes—it’s what they used to build the game
In unreal you can change anything
lol. people will be making a whole new game
It’s been like this since the unreal tournament days
Yeah it’ll be interesting to see
I just hope there is an SoC project... i mean to make the game play more like that, since personally that's what I want. And I doubt I can make it myself
haha
And frankly if gsc didn’t release mod tools then folks would build hacked SDKs
It’s been done for other games on UE
Ready or not comes to mind
i'd like to hand-place unique NPCs, items, secret locations on the maps, and a few sidequests. in addition to fixing all the shooting/movement mechanics
any known way to change config values at runtime in a blueprint mod?
holy crap that's 65536x65536 image. where did you get it?
careful what you wish for, that's like a 5GB of tiles, maybe more
one probably doesn't even need ninjaripper to grab a texture. renderdoc or nsight could work just fine
@frank summit ^ 65k maybe overkill and needs 10gb tileserver but it's possible to make a nice 32k x 32k out of this
invite? can't find it
sorry
this one ? P3YYuzg
it's called stalker discord of chernobyl
The link is here at the bottom of this message
#╟⚒stalker2™-mods-making-discussion message
got it, found the discussion there
Anything of interest?
not yet. they rendered it. could not yet figure out how
#1311729776066691142 message @eternal sapphire @half willow @high forge impt theory and research on refkey stuff 😄
files used to prove hypothesis.
File with cfg alphabetically above bloodsucker.cfg doesnt work, while file with cfg alphabetically below bloodsucker.cfg works, even though their code is the same
This is already known, its why my mutant file is called "ZzMutantLoot.cfg"
I have explained this but idk what/if tutorials exist with the info so maybe someone should get on that... lol
The question is: if two mods follow the rule by adding zz in front, but both are modifying AmmoPrototypes.cfg;
zzMod1Items.cfg changes weight for A918D:
A918D : struct.begin {refurl=AmmoPrototypes.cfg;refkey=A918D}
Weight = 0.0018
struct.end
and zzMod2Items.cfg changes DamageMod for A918D:
A918D : struct.begin {refurl=AmmoPrototypes.cfg;refkey=A918D}
DamageMod = 0.8
struct.end
Are both changes being applied?
Mostly yes, but better merge them manually in one file. I`m still doing it and my game is fine.
Definitely!
I wonder if using refurl struct duplication for some things can cause crashes or bugs.
Because we are exploiting like the game error resolution behaviour to overwrite vanilla files.
No. Only the 2nd.
Well, there are mixed results - for different cfgs
So the answer is some in some cases both
For example, my mod Omega modifies mutant health using refurls AFTER Mutant Loot modifies mutant's loot using refurls (both referencing same structs), and both mods work.
Hmm can you send your file? I want to test it
All of these mods add a new item.cfg and it works:
Well, adding new items can be done without even referencing existing vanilla cfg
You just create a struct anywhere
If refurl is modifying and not overwriting structs, then the priority order of your cfg in relation to mutant loot would not matter.
Like think about it. Why would the game care whether mutant hp is being modified first, or an itemgenerator is added first?
So it would work whether or not your cfg is alphabetically below zzmutantloot.cfg
If refurl is overriding a struct, then it's not a refurl anymore.
Read this ^
Ill test your file, 1 sec
Both mods are modifying same struct and it works. That's what is important here. I don't really understand what's your point.
The question was if two mods can modify same struct and keep both modifications. The answer is, as you can see in this case, yes.
my point is that the refurl method we are using is not actually modification. it is duplication of struct.
Can you send me the source for this? i cant unpack this. I want to test with all mutant hp to one
If it's a consecutive duplication, I see no problem.
Path: zzzzzzzzzz_MJRamon_Omega_Mutants_P\Stalker2\Content\GameLite\GameData\ObjPrototypes
try this file with mutant loot. this is your cfg, except all vitalparams for mutants set to 1hp.
in game with only mutant loot and this pak and uetools. bloodsucker can be looted but more than 1hp.
Edit: i tested on save that previously had mutant loot already. Im gonna test on old vanilla save
Edit2: Same behaviour. Tested on fresh save with just the pak above. Bloodsuckers still did not have 1hp.
cfg you sent had wrong structend on blinddog
new test with blinddog structend fixed
this file works and gives bloodsuckers 1hp on new game. Now testign with this file + mutant loot on new game
Okay, test finished on new game with mutant loot + the cfg with fixed structend.
Bloodsuckers have 1 hp, and cannot be looted.
🤷♂️
Conclusion: two mods cannot "modify" the same struct.
Is that the player's inventory or the loot found on a mutant 🤔
That's the player inventory. I know Loners will let anyone join but not mutants yet.
Now the Narknon's custom engine can deal with skeletal mesh, niagara system, animations just fine... his works are impressive
Well yeah. The new items from faction patches, itemization, and mutant loot will not conflict as long as the three mods do not edit or modify the same structs.
But what ramon was asking was is if it was possible for different mods to modify the same struct with refurl, which is not possible.
My point is that using refurl to create new items based on a template is what the vanilla game uses refurl for, so theres no issue with this.
However, what im saying on my theory here, "modifying" base game structs with refurl is a hack of the refurl method, and we cant actually integrate multiple changes to the same struct with refurl.
Ah, my bad, thanks!
And there are some bad implications to this, because refurls are not intended to be used to replace the template they are referencing.
Basically, what we are doing when we use refurl to "modify" vanilla structs, what is happening in the engine is that there are now 2 variables with the same variable name. And the code relies on error resolution or priority resolution to decide which variable to use.
It is possible that this method may cause weird behaviour or crashes if used for some structs. Entirely depends on what the game code is doing internally
(Using refurl to create NEW structs like new items and new effects should be 100% safe, because that is what it is intended to be for, and what the vanilla game already does)
managed to combine the entire stalker 2 map into a 32768x32768 100 Mb JPEG https://drive.google.com/drive/folders/1Bpxfaakw_S6iOnrrx_C157DYMFRqRWzM?usp=drive_link this is how it looks in leaflet with 7 zoom levels 512px tiles https://i.imgur.com/gqApgic.png the tileset is about 115 megs
Np 👍
I think it is important to clarify and document how refurl really works, and possible problems that may come with using it to replace vanilla records.
I lazy and not software background, so someone else can probably document and explain better the info that we discovered >.>
Unfortunately, every reported case of multiple mods allegedly modifying the same struct with refkey happens to be fake news 😔
Community should know that
- refurl method does not modify structs at all, it makes a struct based on another struct. If both structs are same name, you can make a struct replace its template struct if your cfg is lower in alphabetical order than the cfg containing the template struct.
- using this method to modify vanilla structs might have potential problems, but non discovered yet.
- there are pros and cons to replacing cfgs vs replacing structs with refkey method.
4.) Using refkey to create new structs should be completely fine
So for some reason the Bloodsuckers texture can't be converted to a virtual texture because it is not a size of the power of two. I need to enabled Pad to Power of Two for the P2 Mode for it to convert but then the texture has an extra space that is blank. Anyone know why?
Well, if this is actually true and there's only one mod that can edit a struct using refurl, we are rolled back. God, I hate merges.
And I don't think that packing a mod as a DLC solves this
https://docs.google.com/document/d/1dlH18CWkIuBjdzZJbeuH0pFcji3JNdv336uHq1KsDR0/edit?tab=t.0
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...
My concern with this is the weapon upgrades.
BC I believe they're all intentionally placed inside specific containers
So wouldn't you get duplicates?
I will make changes after I receive some feedback.
There are duplicates in vanilla game already.
Are there?
Only flash-drives has no duplicates.
Yes.
Yeah, that's what I mean.
Unless I'm not understanding what the mod does by Weapon Addons
I.E. attachments?
Yes
I`m ukrainian, so I always translate attachments as addons for myself
Yee, I was just going to say probably an error in translation XD
Okay, changed
Did you figure it out?
No.
It added space needed to reach power of two. You can try resizing in photoshop
Then it should still let you convert to virtual
Just make sure everything looks fine for the other maps
Ah, so opening hte file up directly doesn't have that space.
Maybe I just use it like this and it will work?
Sure, you can check, just again when in game check and see if it looks as it's mapped as it should else you can resize
But that's why there was extra space 😁 It may look perfectly fine in game
Depends on the uv mapping
Yeah, hoping that it "just works"

So, not sure if this is really taking effect but it does look darker.
If you want, send me and I can try to check, it does look different but also not vanilla
Just not as dark as what u showed
Alright loading into game, is there a command to spawn creatures? Might have to run fresh
XIDSpawnObjectBySID Bloodsucker 1 False or something along those lines.
Lmao
So what'd you do to achieve this?
I simply just used what you gave, maybe your naming, or you have another file in mods overriting you maybe forgot to delete?
Ahh, maybe
im not sure wtf went wrong when i did it, was the texture exported and imported as png? maybe forgot something somewhere in new proj. anyways though, it works ha
Yeah, it was imported as a PNG then converted to a VT.
https://i.imgur.com/BcCYTPx.png fixed, I'm looking into if I can fix how dark it is, don't think that is intended? Texture doesn't look that dark
Definitely not intended.
"Blood Pudding Sucker"
where I get coordinates for the location markers? e.g. for sircaa main building? MarkerPrototypes.cfg only has coordinates for region markers
Wowza. Very nice work
How can I extract utoc and ucas files easily from other mods?
Specifically for localization files.
so i've noticed that stalker 2 doesn't want to load mods anymore, tried both my own ballistics mod along with FUBAR and where it was showing the modded values just fine before, now the stats have reverted back to vanilla values, checked for conflicts and there shouldn't be any
Honestly at a loss, tried numerous things. I looked at a texture on nexus but it had the same issue, infact it wasnt active until i renamed the file properly, so by default it didnt do anything
Totally fine, we'll jsut wait til the SDK
hey i just have one question , i made a mod bundle yesterday for myself , i changed a lot of things , put last in the load order and when i start the game , the game decide to change everything back to default in the pak file ... its a new bug or what ? -.- ( 0 conflict with other mods)
maybe you packed it wrong so the path inside the pak does not match
Can anyone tell me what the mesh is for the sofmod silencer?
[6:32 AM]
I think i messed it up an I'm just trying to replace the mesh for the ru sil 2 to the sofmod one
I think I changed the mesh id an not sure what it is
Looking at how it is structured. Have a question: so every new item runs through a check of chance, and potentially can be spawned?
"Stalker2\Content\GameLite\GameData" nothing wrong with the path , its started after the last update .. i pack the modpack first time works , and the next game start rewrite everything .. and tottaly bug out my game
folder names exact same as in Fmodel , so no path issue , i just cant solve this mistery ..
@winged hemlock
Why not using SubItemGenerator like this? First you determine chance for a category, then you set weight for each entry - this way only one item per category:
[7] : struct.begin
Category = EItemGenerationCategory::SubItemGenerator
PossibleItems : struct.begin
[0] : struct.begin
ItemGeneratorPrototypeSID = ConsumableVeteranGenerator
Chance = 1.0
struct.end
[1] : struct.begin
ItemGeneratorPrototypeSID = DetectorVeteranGenerator
Chance = 0.05
struct.end
[2] : struct.begin
ItemGeneratorPrototypeSID = ArtifactVeteranGenerator
Chance = 0.01
struct.end
[3] : struct.begin
ItemGeneratorPrototypeSID = AttachVeteranGenerator
Chance = 0.01
struct.end
struct.end
struct.end
[146] : struct.begin
SID = ArtifactVeteranGenerator
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::Artifact
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = EArtifactFlash
Weight = 50.0
MinCount = 1
MaxCount = 1
struct.end
[1] : struct.begin
ItemPrototypeSID = EArtifactSoul
Weight = 50.0
MinCount = 1
MaxCount = 1
struct.end
...
Also, some already vanilla pre-defined "collections" of items from ItemGeneratorPrototypes.cfg could be used, instead of creating own lists.
So, for example, instead of dumping everything into
[1] : struct.begin
Category = EItemGenerationCategory::Consumable
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = Milk
Weight = 1
MinCount = 1
MaxCount = 1
struct.end
...
[5] : struct.begin
ItemPrototypeSID = EArtifactFlash
Chance = 0.0018
MinCount = 1
MaxCount = 1
You do this:
[1] : struct.begin
Category = EItemGenerationCategory::Consumable
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = Milk
Weight = 1
MinCount = 1
MaxCount = 1
struct.end
...
struct.end
struct.end
[2] : struct.begin
Category = EItemGenerationCategory::SubItemGenerator
PossibleItems : struct.begin
[0] : struct.begin
ItemGeneratorPrototypeSID = ArtifactNewbieGenerator
Chance = 0.01
struct.end
[1] : struct.begin
ItemGeneratorPrototypeSID = AttachNewbieGenerator
Chance = 0.01
struct.end
struct.end
struct.end
Of course, you can create your own generators also. Beware that, looks like, you can have maximum of 4 entries per SubItemGenerator, so it is better to add one SubItemGenerator per category in most cases.
I'm working on a new mod. I need your help!
Mod idea: Make veteran mode something like "survival". The zone is not a place to walk. And each foray is a challenge for which you need to prepare.
Mod goals: Rebalance, more realistic, more hardcore, more interesting. Adding new things.
Needs: Currently, we need people who are interested in the idea of the mod and want to join its development, either through testing or even direct modification of the files. I will listen to any comments and take them into account, if they are lore-friendly I will try to implement the ideas. That is, the mod is being developed through community modding. So write comments here, or in private! I will be very happy.
What's ready? Currently, some rebalancing has been done that needs to be tested and possibly adjusted. In parallel, other parts are being developed.
**Let's make a cool mod for "Heart of Chernobyl" together! **
**Let's give the zone a challenge! **
(Everyone who participates will be mentioned in the "co-authors" of the mod)
Just look into #1309526198833119303 there's plenty of mods there doing similar things
I am making complex mod, and existing mods can be similar, but not exact. And merge like 50 mods in one, for me not nice. So i decide to make own, with own balance, and as i see, all existing mods not making SoC things... Existing mods can be used only for "checking" the ways to realize something which are not new.
most reliable uk based service 
Actually you cant because ReZen repak things not properly so ZenTools IS not able to unpak it
anyone know if Rant - More Mutant Health works on 1.0.3? i feel like they nerfed the shit out of these poor mutants...
i ran to the first bloodsucker and he died with 15 round of ak ....
what a joke
first time it required 3 mags + i shit my pants
I mean yeah they did, spongesucker was just weird tbh, it should still work fwiw
maby it was the first bloodsucker that got insanely nerfed? i mean 15 round of ak is joke
But think about what a bloodsucker is/does. It's a fast moving enemy that inflicts serious bleed and turns invisible
Does it also need to be a sponge on top of that?
depends how you look at it, experiance stalker like you and i can deal with it easy peasy, only first playthough would be hard
when you learn the mechanics the game become easy,at this point nerf is the worst thing ever...
it become easy+easy = bullshit
Sponginess is an incredibly un-fun way of making it harder though
@sinful cypress apologies in advance for pining you here, does your more mutant hp work on 1.0.3?
All good and I wouldn't know otherwise.
1.0.3 was mostly quest fixes, no? And the issue with mutants was Armor, since all your starter guns only had 1 Penetration, so you did paltry damage
Hopefully we’ll get a mutant variants (weak/average/strong) mod in the future so they’ll remain relevant/balanced as you progress
Oh you know what would be a nasty mutant variant? A psy-snork
has anyone done any research on making a magazines mod
Yes
Thanks, I`ll try it when I have time
I also will add conditions to weapons/outfits/helmets for hardcore version of mod
it is better to add one SubItemGenerator per category in most cases.
May I have a full example of 1 category?
If he wasn't so tough once you learned how to play you would kill him before he even touched you that's exactly the experience I have with the mode that balances his health. With a little extra life he can just disappear from your sight at least once and hope to do something.
guys, @ripe flame a little tip when you use codeblock with .cfg content, add ini filetype -> ```ini to get syntax highligthing 🙂
[0] : struct.begin
SID = Default
Constraints : struct.begin
[*] : struct.begin
ConstraintType = EAIConstraintType::PrepareForEmission
MaxCount = 3.f
Radius = 4500.f
Duration = 18.f
struct.end
struct.end
struct.end
https://www.nexusmods.com/stalker2heartofchornobyl/mods/840
Released a new mod
It’s currently in open testing, so I’d really appreciate it if you guys connected and shared any feedback, either in the mod’s page comment section or at https://discord.com/channels/912320241713958912/1316855594900000778
Hello everyone, I would like to share an other tip .
Bored of modifying your repack.exe command line?
Small tutorial to add pack and unpack commands to rigth click contextual menu on .pak files (unpack) and directories (pack). work with multi-selection.
This is awesome! Good work!
u guys know where i can find npc sids?
Does GOG version of the game has another path to the files?
Because I see that my mod on stashes is not working on GOG version
NPCPrototypes.cfg ?
not sure it goes for the console but ill look at it in a min
Do I have to essentially make a mod if I want to edit item stats because I’m assuming the debug menu for that stuff still is disabled correct?
Honestly. It's always better to mod it than to change it directly.
I don’t want to use mods though. I’ve discovered a way to permanently keep a characters status inbetween multiplatform usage I play on Xbox but I’ve discovered any changes I make will inadvertently alter that save file. Which is then shared across Microsoft’s sync process. My pc can’t run this game
John Cena's anthem whenever bloodsuckers yell
For the life of me I can’t figured out how to use a UE5 editor tool the files are encrypted so I need unrealpak but then I also need might need QuickBMS but honestly have no clue how to get to the point of messing with the files themselves editing is straight forward
But getting there is my issue
Trying to locate everything pertaining to items and the character itself nothing more or less
I know it’s in those pak files well some of them but isn’t that stuff located in a .ini file?
Fmodel has a search feature
So would I take those pak files use unrealpak and plug it into Fmodel itself or do I need to archive the files isolate them from the game?
Or can I skip all of that and just directly change item stats without creating a “modified” pak essentially altering the existing files without the need for having an overwrite in mods folder
Because the goal here is what I’ve understood is anything that is on the save file for the game itself if items are changed altered etc it persists across the cloud network on that save without having the ability to mod on console
IE XAffectOnPlayer works way to well on multiplatform usage but that’s the extent of the console commands can honestly do so far from what I’ve found
You need to point FModel to your game files. Use AES key as well. You can only extract files with it.
I thought this game was on UE5 I’m confused
Or use search function.
What’s the AES key I’m assuming that’s already discovered
Of course. Otherwise we would not getting mods
Can you send it or point me to where I can pull it from
AES Dumpster
Kk
Hey everyone, finally got my mod mostly in shape to start testing in-game, so far I've managed to add a bunch of items, though for now they are for flavour/selling (the first chapter of my mod is similar to Project Itemization mod/Anomaly item philosophy). So far the localization files have been the worst headache, but I managed to overcome it. Here's a little preview of a few of 50+ items I have made (no 3d models yet, only inventory icons and descriptions in EN and UA languages) as well as some things to come when I get the chance to implement them (some familiar items coming back + some new equipment)
Oh, expensive version of Project itemsation
As a start, at later points I plan to make this into a big one, with new armors, weapons, devices and mechanics added. I mean, here's hoping for the SDK to actually deliver a robust set of tools to make all sorts of content, but for now its a start 
Looking forward to more weapons. Hoping to see more than just mine. ❤️ The more the merrier!
So, I would need to make adaptation for your mod on release
I'll gladly help where I can, though its a bit away from the release as I'll still be testing the balance, reworking and tweaking some icons etc. But hope it won't be a big hassle for you!
I'll have to work with other weapon mods to adapt their weapons to my crafting table
I need just SIDs
Gotcha, as soon as I'm ready to release the first version I'll send you the list, they're all named pretty self explanatory, though if you'll need any cfgs to check out the values etc I'll happily provide 👌
Is it compatible with mutant loot/project itemization and faction patch?
I'm sure they all will try and make them compatible.
Yea for sure. It looks amazing though
I'll try to make it as compatible as possible with many popular mods at the moment, as far as I'm aware it's mostly a matter of merging the itemgenerator cfg and localization files
How the hell do yall make mods and not spend 33 years fixing conflicts with the other 507 mods
what the fuck
I couldnt imagine modding this game
Team Work Makes the Dream Work.

If only the B&S modding community had any collaboration....
what a fucking project this is insane
I actually was gonna wait for the official modding tools and keep my mod at a concept stage with texts/graphics ready, but at the end of the day I said fuck it and went on hitting my head against the desk, figuring out UnrealReZen and packing the localization files 
Thats so real im ngl
Wait until Grok get's starting on GAMMA 2 and has all these amazing modder's projects to work with.
Did he already announce making a GAMMA 2 with stalker 2?
thats nuts
I mean, I already cracked their Encryption for my mod. But we all definitely waiting to expand on the SDK
The most excited I am about is the opportunity to do level design and re/create additional locations for the game, since I've been modding Anomaly in terms of new levels before and way before that I've spent an ungodly amount of time in the creation kit, creating worldspaces to fit the overall theme
I spent a good part of 4 months trying to figure out why adding a singular dagger in a b&s weapons back completely destroyed the games shaders and it was because of another mod that had autoupdated in a broken state
great times
I have all mentioned merged in my pack
What is this game built on?
If ya haven't already found my thread. https://discord.com/channels/912320241713958912/1312992178896633926
Unique build on UE 5.1.1
Easy
I even don`t have z in mod names
I merge everything myself by hands
Might attempt it after I play the game for a long time if theres mod ideas I have that havent been made already
The OG Way of doing things, congrats on making it all work!
absolute baller
has anyone been able to find any configs that give npcs a harder time seeing you in the dark? i currently have npcs seeing me in pitch black rooms with no flashlight lol
One of the mods I use edits Stalker2\Content\GameLite\GameData\AIGlobals.cfg for stealth detection reduction, might be worth checking out
Edit: There are these parts in the config, which might affect the indoors as well
[0] : struct.begin
WeatherSID = Clear
VisibilityCoef = 1.0
HearingDistanceCoef = 1.0
FlairCoef = 1.0
struct.end
[1] : struct.begin
WeatherSID = Cloudy
VisibilityCoef = 0.95
HearingDistanceCoef = 1.0
FlairCoef = 1.0
...
I seriously cannot wait for the SDK, I think the mods for this game are gunna be phenominal.
I bet adding weapons and the animations into the game is gunna be dead easy with the SDK
This games gunna get insanely good
diddle with the AI a bit hope GSC does some work on it, literally just add like anamoly style radiant quests and you could play the game forever
I mean, Unreal does come with inbuilt animation editor and many more, so here's to hoping we get a fork of their version as close to the development tools as possible
So as of right now that stuff is too hard to add?
or could you download like UE, decrypt the files and then go that way
I dunno what tools are available right now for ue
Definetely when compared to working in a proper SDK, as far as dissecting the game in the stock UE, don't think that would work for major stuff, since they do use their own uinque fork of the 5.1 engine
I see so we are basically boned till the SDK comes out for bigger projects
I saw they did just recently say they are working on getting it out just a few days agho
Yep, but from what I've seen in their interviews etc, they do strive to bring the modder The SDK used for the game development, although things might change right up until we actually get some kind of editor
Yeah I hope its soon I am sure they are busy working on patches atm, I am back on anamoly custom for now, and it would just be nuts to play this style in stalker 2
and its setup for it really, just need to deepen survival mechanics, add some more items, guns, and off ya go and radiant quests
basically it
Does anyone know what BaseBleeding does under PlayerWeapons? ChanceBleedingPerShot is obvious but not super clear what the other one is. I imagine it has something to do with MaxBleeding = 100 under Player VitalParams
thanks for reply, I did see those particular attributes, I was hoping there was something refering directly to darkness but I think its still limited to weather
i changed my nexus handle and now i cant update my own mod description 💀
Anyone knows infoportion of weird water quest?
I’m already ready with my own UE5.1 edits of their build to bring everything I have from Tarkov and Ready Or Not.
Animations included
the main animation i want in game is low ready. switching to having it in gamma to not having it in this game feels like something is missing for me for some reason
I agree, I will add it if no one does it first.
Here's the entire stalker 2 map in full 64k resolution https://joric.github.io/stalker2_tileset/ can't get better than this https://www.reddit.com/r/stalker/comments/1hd6me2/stalker_2_map_in_full_64k_resolution/
Hey guys did anyone find exo parts textures for various suits?
I managed to find only one of them (a white one, in folder \Game_STALKER2\SkeletalMeshes\characters\sta\sta_05\Textures\exo) but there are more in game as I know.
Ya'll think it's possible to replace some of the fixed spawns for bloodsuckers in POIs with other mutants or stalker squads?
The 507 mods compatibility it’s just the visible part of the iceberg… What takes the biggest efforts is the whole balancing, game design, system making and gameplay loops interconnections
Mods compatibility is « just » checking the files and making sure they don’t overwrite each other in bad ways
Stalker 2 is uninteresting to me atm
Mainly because there’s no alife
Fair
!noalife
🤌 beautiful. best of luck with the pins mate
I already did the pins. well not most of it but I know what to do from there. you just parse 85k cfg files and cross-reference them
the main issue is quest items, keys, and containers. learned it from fallout london the hard way
amen 🗿 i've just been pinning notes rather than PDAs n all that
then in the description putting a line like "you get this note when you grab jimmy's PDA off the crate"
oh no I'm not going to type words into it unless it's code
probably best for your sanity 😂
adding screenshots and descriptions to every pin is... well, i'm not the person I was pre-launch 🗿
S2 is uninteresting to me because the mechanical feel is too different
The AI is weird.. the way they move, they'll go into a full combat run to run 10 feet, then slowly stop.. then start looking around. it's not seamless. they look broken
I'm really surprised more people are not seeing this
Do we need the SDK release to replace a weapon accessory mesh? I am pretty unfamiliar with UE5 and uasset stuff, just want to replace a the red dots/holos when possible.
what an absolute mega mind
Lmao. I do like the idea of certain anomalies just one shotting you.
How is that a good game design?
you know what would be even cooler?
death = auto uninstall script
just to be certain its as realistic as possible
realistic death simulation
Gamma 2.0 when? 
With any threat, you have to have 3 things:
- Ability to avoid
- Ability to recover using skill (for example, running out of vortex at specific timing)
- Punishment, yes, but not a drastic one as unavoidable death
Because i like hardcore
Well, it’s more like suffering
uninstall script sounds pretty hardcore i think
That sounds horrible
How about routing 1000 W to CPU?
getting one shot by anomalies sounds horrible too tho
ahahahhahahaha
Yea but ever heard of to each their own?
i said i liked the idea
extreme hi def ultra realism
next step would be hiring a sniper
Feels realistic and hardcore
Supreme Edition
What do you guys think of the emission changes on the left? Im not a fan of the over the top red tint in vanilla (Pictured right)
my issue is that the cloud vortex over Generators now looks a bit off
Bring back my death wave and I will be happy
I mean there still a death wave-ish but i also agree it kinda sucks lol
Its possible to set the death wave a very short duration that does instakill damage, and make it repeat a couple times tho 
But weather/environment/atmosphere wise.... Do you think im going in the right direction with changes, or am I losing the plot
I really ended up disliking the emission in this game a lot .... maybe im the only one tho
No, red tint makes it more grand and dramatic
terraria blood moon-esque more like 
I like my Stalker CoP emissions, I want them back 
Hopefully GSC will listen to my ticket 👀
I poked them that sound is often cutting out during emissions and that they shouldn't go instantly red and instead start out more green like in Call of Pripyat
Oh. And I mentioned they should bring back earthquaking :P
Im working on this
you can take a look a bit at the changes here in motion
but this is slighly outdated
also compressed to shit
Oh my god screen shake
Should probably be more intense but this is a good start 👀
The forced saving mid emission seems to break the audio each time it happens tho
Audio is super borked man.... specially with weather 😦
And let's not get started on music :T
I feel like a piece starts kicking in and suddenly que silence
you can hear it at 2:42 in my video, the crescendo of the music and then just 🦗
First a life fixes coming in next patch soon according to GSC
They said on main discord little bit ago
Highest priority according to them
My 3060 Mobile 6Gb still waiting for its time 
Ooo
Explains why its taking so long
Hey, can not find any config which can change bleeding causing by grenades, someone know where is it?
Does anyone know what year give or take is it in Staller 2? My guess is 2016-2022
Just thinking on what weapons and gear to add to my mod that are relatively new to the year in game.
2021
Sweet
green looks like a zombie apocalipse 😈
—————
I’m going to be making a list of weapons that I have models and animations for. Some of you already know that I have a free lancer who has done models for BSG and will do commissions for me of any weapon or attachment people would like to see in the mod.
Please note that I will take in any suggestions, but please make sure I can’t already take the suggestion from a game that already has a good model for it
The current games I personally have models and animations from are:
Escape From Tarkov
Ready Or Not
Please drop suggestions in the thread so I can keep track of them:
https://discord.com/channels/912320241713958912/1312992178896633926
🫰
I did another post in the thread, I’ll edit it real quick
Edited
hey guys, did anyone attempt to increase stability of aim yet?
Man i would love to see more "early game" weapons... I miss mosins and sks 😉
Porting those from Tarkov
Latest changes to Emission
Yellow fog is not intended. Still wokring on it
But i find that instead of painting everything red tint, adding red fog can compensate for that dramatic effect
If you haven't yet, take a peek at Ultra Dynamic Sky on Fab. That is, from my understanding, the weather and atmosphere system they use in the game.
You can learn a lot from looking at that UE Asset
holy shit thatd be so nice
im using basic UE system and extrapolating data from that to the game
would make making changes so much better
ty ty
So far direct light, fog and sky atmosphere are the easiest to work with since they seems to use basic UE stuff. But clouds and sky light are a bit different
Can someone give a hint how to apply tint mask with this parameters to this desaturated texture to make a new one? In Photoshop or GIMP, I just have no idea, googling it didn't help...
Im gonna be needing a bunch of feedback in #1311655930907066461 if any one wants to hop in there
Has anyone discovered what value adjusts the duration Skif can go without dropping his muzzle to low ready?
Isn’t triggered by sprinting too? Or you mean the super short low ready when you enter a no weapon zone?
The later, I hate how he lowers his muzzle when I'm still in combat
I just want him to be aiming forward the whole time
I saw someone else asking for a way to put your weapon into some kind of patrol position, like all the NPCs do, almost like sling carry
but I'm referring to the slight muzzle drop that happens after like 5 seconds of not shooting
There's gotta be a number somewhere responsible for that
I haven’t looked into that yet. But I did see some references for that.
I need it 😭
Thank @sterile vigil for the SVT kit for the mod.
Neg, SKS
Hey, someone can explain how to F*** durability working for weapons?
I set as example for PM and MP5 same value:
DurabilityDamagePerShot = 10.
But for PM it's like 10 shots -9%, or -11% sometimes...
For MP5 its like 10 shots = -11%, or -12% sometimes... but last 7 shots make -12.5% wtf?
Has anyone been able to get the Veteran rifle to work with a red dot?
Discord Search is such garbage
It’s my next weapon on the list.
Has someone the link to the google docs with all the weapon dura stats etc
Yes why cant i find a single link if i search for google.com -.-
if i search for docs i find 1 link but not this one
i dont get discord search
thanks
Yeah, the search function in this thing could be better
does the document no longer has the dura values of the weapons? it now only contains dura damage per shot
or am i blind or maybe it was another document, not sure
Is getting a red dot to work on the Veteran difficult? I think the AS Lavina already takes a red dot, if I'm not mistaken. So should be able to use that to get it working
The templatelavina has different allocations to the 2 unique ones. I will be editing it making it the base reference. Since it comes with the rail. It will be fairly straightforward.
Nice!
@shrewd rampart made it
DurabilityDamagePerShot = 10, Weapon_DurabilityDamage = 1, and the fucking calculating also not working...
The max Dura is not the same per weapon
so its normal that you dont get the same percent dura loss per shot with same values
I've not been updating the document or done anything Stalker 2 related fro a while- while grinding on Path of Exile 2, PM me if you need any changes done to it, or investigate something related to it. @merry mountain
These are taken from the weapons cfgs for the player, in order of appeareance.
is it any good? looks a lot like the first one 😶
no im just confused, maybe what i saw was in another document, someone had the max dura of the weapons listed and how much shots until at 0% dura etc
or maybe im bliind idk
im sure there are mutliple documents floating around
Roger that, iirc there are multiple durability factors, and scalers. So it makes sense someone has made a document to calculate it.
Think there''s max durability, durability per shot, and then difficulty scaling also affects how durability global multiplier works. Potentially a fourth variable aswell somewhere laying about.
yeah probably it was just another document
It's different, and it's epic. No-life.
discord search is just trash at finding stuff again
if i just search "google.com" i literally find not a single link
where are the good old forum days
i find it with "docs", but its the only one i can find
yeah and there where more then one docs link for sure
so idk whats going on with search
and docs is part of docs.google.com, so why cant i find it with searching google.com
was it this one?
here is the docs link for it:
https://docs.google.com/spreadsheets/d/1L6jBHJtw8AZrJZmOiFekiS2YVudHS3rQVGQN-oOaNMk/edit?gid=2000689774#gid=2000689774
Yeah, that one looks detailed. Nice 🙂
Can someone tell me, wtf is wrong here? Im going insane with redacting files for Stalker2, almost every launch i have different error
yes thats the exact document that i meant, thanks
Someone knows levels of EEffectDisplayType::EffectLevel?
Like Weak, Strong etc. How many levels are? And what affect on that level in EffectPrototypes.cfg?
Because I can't understand how to calculate level of effect display style -_-
Don't know how it's actually calculates in game
the levels are part of the effect SID
the number at the end
its stupid
but thats what it is
Oh it’s a new tool ?
It's 4 levels?
+, few days refactored to preview items
Is it public yet ? Could add it #╟⚒stalker2™-mod-resources
Oh, still in dev, it's early dev stage now. Like, maybe 1+ week of developing, still at preview items point, can't save and create new items for now. I just need to make it all work properly.

Okay it looks like this now (if I extract last digits from SIDs)
But I guess it must be not number but levels, like Weak, Medium, Strong dunno
yes like the number is translated to Weak Medium Strong by the game
why have they done it that way?
idk
Because I saw 20 and 25 for negative effects
that was the consens we came to with some people
maybe we are wrong
Like valueMin and Max maybe
And if it like 1-5 it's weak, 5-10 its medium and more 10 is strong
But need to test
i mean , you can try by changing the effects on stuff to stuff wither other number at the end and same values for min max etc and see how that changes the text value
Will try now
Updating the progress, the 3d models are in the process of creation in advance, so once the editor hits I can easily add the physical element to them all, including new in-depth monster parts and their retrieval 
So.
If ItemPrototype has property EffectsDisplayTypes with:
1.EEffectDisplayType::Value we'll see number from EffectsPrototypes.cfg from property **ValueMin **and **ValueMax **(if we need always 1 number keeping both the same)
Screenshot, first effect with +1.0
2.EEffectDisplayType::ValueAndTime shows same as 1. but adds at the end of window Duration that must a property in EffectsPrototypes.cfg in effect structure.
3.EEffectDisplayType::EffectLevel shows effect value as level Weak,Medium,Strong and Maximum for the interesting, at the screenshot rows 3-strong,4-maximum and 5-weak are has values like ValueMin&Max = 3,4,5 like it seems, that > 4 is Maximum?
sid_effects_artifact_none_name - don't know why is that, it must be levels with values 10, 20 and 40
Double checked...
Value 5 is Weak... Why.
Checked third time. I guess level name Weak, Medium, **Strong **and Maximum just raised for next new bottom element. I guess it's all not reference to the **ValueMin **and ValueMax
LMAO, Fiddlenator, u was correct, last digits in the effects SID is the reason xD
from 1 to 4, *ValueMax * and *ValueMin * doesn't affect on that levels names.
If values after SID will be more than 5, there are will be sid_effects_artifact_none_name level name.
1 - Weak
2 - Medium
3 - Strong
4 - Maximum
5 - Weak
6 - sid_effects_artifact_none_name
... - sid_effects_artifact_none_name
So the maximum stats per item are only five and more than five won't be properly registered, is that right?
no he is just testing what affects the effect text shown, you can have more then 5 effects on something that show correctly
Just make sure that have number from 1 to 4 after SID
i dont get why they did it this way 😅
like TestEffect1 - will be Weak always
TestEffect4 - will be Maximum alwasy
weird design choice in my opinion
Agree
I just broke my brain while tried to understood how it works xD
yeah i discovered that a few days ago.
It blew my mind. It is so dumb
Me while testing it

the EBeneficial::Positive and EBeneficial::Negative value in an effect determines whether it is red or green in ui
I thing if you want grey display it can be set to EBeneficial::None
Yeah, I've already got all that :: stuff
effects with 0 wont display in ui. Need to be at least 0.01
Also some stuff:
ConsumableTypes::
EConsumableType::None
EConsumableType::Food
EConsumableType::Medicine
EConsumableType::Guitar
ESortGroup::
ESortGroup::None
ESortGroup::Up
ESortGroup::Down
ESortGroup::Left
ESortGroup::Right
ESortGroup::HP
ESortGroup::Bleeding
ESortGroup::Radiations
ESortGroup::Stamina
ESortGroup::Buff
ESortGroup::Hunger
EItemType::
EItemType::None
EItemType::Weapon
EItemType::Armor
EItemType::Artifact
EItemType::Attach
EItemType::Consumable
EItemType::Ammo
EItemType::Detector
EItemType::Grenade
EItemType::Other
EUISound::
EUISound::None
EUISound::OnShowReferenceTutorial
EUISound::OnShowSplashTutorial
EUISound::CloseInventory
EUISound::UnloadAmmoInventory
EUISound::WearEquipment
EUISound::TakeOffEquipment
EUISound::UseConsumableSausage
EUISound::UseConsumableBread
EUISound::UseConsumableVodka
EUISound::UseConsumableEnergetic
EUISound::UseConsumableWater
EUISound::UseConsumableBeer
EUISound::UseConsumableMilk
EUISound::UseConsumableCannedFood
EUISound::UseConsumableMedkit
EUISound::UseConsumableArmyMedkit
EUISound::UseConsumableEcoMedkit
EUISound::UseConsumableBandage
EUISound::UseConsumableAntiRad
EUISound::UseConsumableHercules
EUISound::UseConsumableBarvinok
EUISound::UseConsumablePsyBlocker
EUISound::UseConsumableCinnamon
EUISound::UpgradeItem
EUISound::RepairArmor
EUISound::RepairWeapon
EUISound::UpgradeItemCancel
EUISound::UpgradeItemModification
EUISound::UpgradeItemSelect
EUISound::DisassembleItem
EUISound::Click
EUISound::SectionSwitch
EUISound::JournalTabSwitch
EUISound::ScrollQuest
EUISound::SystemNotificationObjective
EUISound::SystemNotificationNews
EUISound::SystemNotificationTip
EUISound::SystemNotificationNewArea
EUISound::SystemNotificationNewAudio
EUISound::ItemSelectorGrenade
EUISound::ItemSelectorFireMode
EUISound::ItemSelectorClose
EUISound::ItemSelectorHover
EUISound::ItemSelectorOpen
EUISound::AcceptTrade
EUISound::CancelTrade
EUISound::JournalTrackQuest
EUISound::JournalUntrackQuest
EUISound::MainQuestAdded
EUISound::MainQuestCompleted
EUISound::SecondaryQuestAdded
EUISound::SecondaryQuestCompleted
EUISound::QuestFailed
EUISound::QuestCancelled
EUISound::QuestStageUpdated
EUISound::QuestStageFailed
EUISound::SettingsApply
EUISound::SettingsBack
EUISound::SettingsSlotHover
EUISound::SettingsSlotState
EUISound::SettingsTabSwitch
EUISound::PDATutorialTabSwitch
EUISound::PDATutorialScrol
EUISound::NoteStartPlayAudiologSound
EUISound::NoteStopPlayAudiologSound
EUISound::IdleScreen
EUISound::MainMenuMusicStart
EUISound::MainMenuMusicEnd
EUISound::MainMenuHover
EUISound::MainMenuSelect
EUISound::MainMenuNewGame
EUISound::PauseMenuOn
EUISound::PauseMenuOff
EUISound::AttachSelectorActivateAttach
EUISound::AttachSelectorDeactivateAttach
EUISound::AttachSelectorOpened
EUISound::AttachSelectorClosed
EUISound::AttachSelectorSlotSwitched
EUISound::AttachSelectorSlotHovered
EUISound::AttachSelectorDeactivateAllAttaches
EUISound::MapZoomIn
EUISound::MapZoomOut
EUISound::MapMarkerTrack
EUISound::MapMarkerUntrack
EUISound::MapUserMarkerSet
EUISound::MapUserMarkerRemove
EUISound::MapMarkerMenuOpen
EUISound::MapMarkerMenuClose
EUISound::MapMarkerMenuSwitch
EUISound::MapMarkerMenuDenied
EUISound::SpecificReward
EUISound::PickItem
EUISound::PlaceItem
EUISound::TakeAllLoot
EUISound::Count
UI sounds are very huge, like 100
here the digits at the end of the variable do not matter because these are hidden effects that wont be displayed in ui
But can be used in item's pickup sounds, using, clicking
.. but what if you want the effects to display in UI with effectlevel?
(you cant) 
Hided because of negative number?
below 0
no, hidden because gsc didnt want it to be displayed. Those effects are a food effect.
If you flagged those removedrunkness effects visible in the "shouldshoweffects" struct of food items, it will display as "sid_effects_artifact_none_name"
like if you set removedrunkness15 here to display in ui with EffectLevel, it will show the "id_effects_artifact_none_name" value.
insanely shitty ui code.
Ah, it's because SID has number more than 4, from number 6 it starting said as id_effects_artifact_none_name, like for drunkness -> 15, will be always id_effects_artifact_none_name
All my researches above 🙂
And _ also works between SID and number
SID = EffectTest_1 //will be Weak
SID = EffectTest_2 //will be Medium
SID = EffectTest_3 //will be Strong
SID = EffectTest_4 //will be Maximum
have you tried something like EffectTest661?
I think it just parses the last digit
Nope, but I guess maybe it's regex just search any digis in the text. Will test
wonder if something like EffectTest50_3 works
if so then at least we can make var names that are a bit more ... sane
So... Results.
SID = BreadHealing999 //will return "id_effects_artifact_none_name"
EffectsDisplayType = EEffectDisplayType::EffectLevel
SID = BreadHealing999 //will return "+8.0"
EffectsDisplayType = EEffectDisplayType::Value
SID = BreadHealing999_4 //will return "Maximum"
EffectsDisplayType = EEffectDisplayType::EffectLevel
SID = BreadHealing999_4 //will return "+999.0"
EffectsDisplayType = EEffectDisplayType::Value
_ can be used for separation and applying EffectLevel to that effect
try breadhealing9994 without the _ separation
@serene juniper
You got this... We know you will...
So conclusion - game parse last digit from 1 to 4 where first is Weak and last Maximum
We can do like:
SID = TestEffect25_3 // will be "Strong"
ValueMin = 25
ValueMax = 25
or
SID = TestEffect253 // will be "Strong"
ValueMin = 25
ValueMax = 25
did you figure it out ? im crashing every 5 mins . typically from inventory
need new skins for all the guns, they all look the same ingame
Yes, now EEffectDisplayType works for preview.
has anyone made a mod with real weapon weights applied?
What software is that
I want thsi
S2GUITools is totaly ungooglable and it's not on nexus what is it
Probably custom
it’s not available yet, new tool he’s working on
Yep, it's a custom piece of software @lusty sail developed for item creation/editing ease, from what I gathered from this chat. Afaik it's made on Godot Engine. So here's to hoping we might get our hands on it someday in the future 
are there any forms for stalker 2 modding yet?
forums
I need to read about a lot more stuff, and also need a place to ask basic questions
Yea, i did, just re-done copying some lines from vanilla game, edited them, and it worked 2nd time
I still dont know what happened
Please tell me how to change the cartridge used in the weapon? I really want the PKM (RP-74) to shoot 7.62x54mm cartridges
there are some calibre mods on nexusmods already
Any way to hide enemy markers and red outline from the compass
It makes the game too easy imo
Incompatible with stalker2tweaks and a life extended
Unfortunately
not if you only install the NoColorBar and NoEnemyMarkers files (and cardinal directions if you want that one). these don't edit CoreVariables. I use it with Shay's and other mods just fine
Hi, where can I find this tool please?
Nowhere, it’s still in development, still very raw
Maybe you have a git repository? I m application developper, maybe I can help
It’s godot engine, no git hub for now 😅
When I will get some working build with all the item creation features - i will inform here
GDScript, it looks like symbiosis of python and lua
is there a way to get rid of death counter?
well, you know, you could... stop dying?
but no, i dont know of a mod that removes it 😄
It's a good reminder of just how bad you really are. 
SDK
If only it reset when you change a save slot or restart the game 
haha what a joke, they really did that ? I don't think its intentional but's it's funny
I restarted my save after first update to do side quests 
Died once
Counter = 22
I'm pretty sure there is a way to reset it from save files
Maybe using CheatEngine and find the Hex etc
boring just for a counter, it's probably a bug
Just wanna self promote a bit, that version 2.1.0 for Dynamic Weather Overhaul is out :3 checkout the screenshots at #1311655930907066461 and be sure to give feedback. I won't be doing any major reworks except for bug fixes and small tweaks. Thanks !
dont need game to tell me that continiously. ik im not good. lol
hence game, play for fun. seeing death counter not fun to me
if we find the function that does this we could hook into it with ue4ss and set it to whatever
Yo gamers how’s the modding going!
Nothing special, been working on reworked stats for unique weapons lately for my mod
likely will be the last update for this year since I still got some university stuff to do left during Dec - Jan.
also because I need to actually play the game, lol.
not good, I added some new generators to ItemGeneratorPrototypes and I keep getting the "struct hierarchy damaged" error when I start the game...can't figure out where I went wrong

same here, coding is a pain
Does anyone know if there's a way of batch execute commands in dev console?
Answer: yes. Separate commands with |
Nice, thanks for the tips
Created simple bundle for faster testing things in new game. Weapons, ammo, helmet, armor, medicaments.
XCreateItemInInventoryByID Heavy_Military_Helmet 0 1 1 | XCreateItemInInventoryByID Battle_Dolg_End_Armor 0 1 1 | XCreateItemInInventoryByID GunD12_SG 0 1 1 | XCreateItemInInventoryByID A012A 0 200 1 | XCreateItemInInventoryByID A012D 0 200 1 | XCreateItemInInventoryByID GunDnipro_ST 0 1 1 | XCreateItemInInventoryByID A545D 0 300 1 | XCreateItemInInventoryByID A545A 0 300 1 | XCreateItemInInventoryByID EcoMedkit 0 100 1 | XCreateItemInInventoryByID Bandage 0 100 1 | XCreateItemInInventoryByID AntiRad 0 100 1
there are also some debug quests that you can start that give you a bunch of gear
Manually merged localization. For those who wants up-to-date localization but without real weapon names.
Mods:
- Mutant Loot 1.1.4
- Project Itemization 0.20
- Faction Patches 0.3.1
- Pillhead 1.2
Added:
- Mutant Loot: "Zombie Hand" name and description for all languages.
Known issues:
-Project Itemization: broken localization for "MarkedСards".
Download:
Miscellaneous files section: https://www.nexusmods.com/stalker2heartofchornobyl/mods/367?tab=files
THY WISHES WERE HEARD BY THE LORDS OF THE NEXUS
Oh wait you already found it 
anyone here knows what the paths for the LocalizationDB file is?
working on classic flavoured hud
Looks amazing
YES i WANT
best stutter fixer mod?
release soon?
That has got to be the most amazing mod so far for hud ngl
Now to figure out how to make the HUD stop hiding itself
It'll work great with
UI skin mod aimed to provide a UI experience close to the original Shadow Of Chernobyl UI
Replace the original arrow cursor with the classic stalker cursor (spinning!)
@unreal glacier @summer silo https://discord.com/channels/912320241713958912/1317650751043928124
wip
But does it still count your death counters in the background if we ever uninstall your mod?
Have you already checked if you uninstall the mod, does it still record or increase your death counter in the background or does it totally disable and doesn't increase your death counter in the background anymore if the mod is installed?
Clear Sky vibe 😄
Pretty sure it just hides the text from the death screen
why there are 3 parameters :0
Second is for count?
im gonna have to install ue5 to modify this texture right? or is there another way? trying to edit scope texture using UE4-dds-tools but im getting this error
bummer
if ../ in refurl works as one folder up relative to file from where we check refurl=, then how can I check if file in folder that near current file?
Like refurl=FolderName/Reference.cfg or refurl=./FolderName/Reference.cfg?
needs minimap
that's beyond my capabilities right now
yes, need to know where the guys are
Continue working on my tool, today I've done first steps of item creation, not only preview, maybe tomorrow the feature "add item" will be functional. I need to rewrite save system for saving new cfg's 😦
i might prefer something like this
i need the minimap, although i actually like the minimalist look of the new game
can't decide between top left or bottom left minimap for gameplay
idk why, but blocking out CoP-style HUD as well
I think that one fits S2 better
is there no config for hud fade time?
oh yes there is: https://www.nexusmods.com/stalker2heartofchornobyl/mods/683
- Compass is not a tiny widget at the top, it's a giant widget covering the whole screen - this is why changing alignment does nothing for it and scaling feels weird. In general, all the widgets are not what they appear to be and the HUD is made in a bizarre way by using overlay containers (literally: healthbar -> overlay -> overlay -> sizebox -> overlay -> root, they're not using canvas for whatever reason, so they can't set positions normally ... whoever made it this way seriously needs to read some docs and redo the whole monster from scratch).
Hi all, trying to follow the modding tutorial above. I downloaded a .zip file of all .cfg's off Nexus. Can anyone tell me what the full file path should be for the mod before I pack it? Trying to create custom cfg's. Current file pathing is as below. cfg changes are not working in game so I am guessing it is my file path before I pack it. I am also on game pass if that matters.
\Stalker2\Content\GameLite\GameData, youre just missing the content subfolder
^
Thank you! Was actually the next thing I tried. Variable changes are showing in game.
Can I make a recommendation? Maybe consider adding a option to create projects to save separate copies of these changes. That way mod management is much easier.
Describe more please, because I don’t understand why it needed if you can be able to save changes to opened file before or to the new file for the first created item, you can’t make the same item with same uid 
So more like if you isolate your mod files into a folder, you can use an open folder or open recent option to designate to that folder specifically.
And IDK if you want to, but maybe a simple file explorer or something of the sorts.
It already there, you can save new items file (if create first item without opening file for preview before) into any folder using window file save dialogue. The saved file will be opened for preview in the tool.
And if u opened some items file before creating new one to preview, you can save this file separately to the new file in any directory.(Same as make copy of all file by notepad and paste in new file)
Ahh, okay.
May this be a localization error?
I think yes, I've seen it with 2-3 armor and maybe with 1-2 upgrade name for suits
changed the language to another from english and worked, changed back and the same placeholder again
heh, the / in the ammo HUD actually moves around with each shot. although I guess that's not very surprising
what do you guys think abt flesh jump attack?
Ive completely disabled it
and tbh, feels nicer
at least closer to trilogy
I don't like any of the mutant AI so far. They just do the same thing over and over again
disabling jump attack is cool But it would be nice to edit bloodsucker completely
on it currently
but imo bloodsucker should remain almost the same
trying to get as close to trilogy as i can
Guys do we have any game unpacker not just FModel ? I would love to unpack full game audio and so on )
bloodsucker wasnt like that in original trilogy, this is like very cartoony
breaks immersion to know he's coming back at the same length of time each time. he's just a bot
i agree
that's my hud
I figure the tiny radar is better than nothing. and you can still see arrows
I can't really play with no HUD. I've tried
@lusty sail @drifting tapir any idea how (or if it's even possible right now) to define a straight up new property?
I'm trying to add a new caliber into the game, and I'm running into a wall where when I set EAmmoCaliber:: to something that isn't used for anything else already in the game.
Right now I'm setting it to AmmoCaliber = EAmmoCaliber::A300B in WeaponGeneralSetupPrototypes.cfg and Caliber = EAmmoCaliber::A300B in AmmoPrototypes.cfg but I have problems with the text showing up in the UI.
It's using sid_misc_item_tooltip_ammo_caliber_None instead of sid_misc_item_tooltip_ammo_caliber_A300B and I don't know why
I don't know if I'm running into a SDK wall or not 😭
Hey, here are all EAmmoCaliber::. As you can see, I guess, It's premade in engine??? So maybe try to put refrence ammo from this list, that you've used to create A300B
is that screenshot taken out of the Unreal Editor?
Huh
Show your A300B structure
So look, you use TemplateAmmo reference structure that have:
Caliber = EAmmoCaliber::None
And inside your structures i don't see that you rewrite same property, so technically all your ammo is still EAmmoCaliber::None
This isn't exist
Yeah I know
You saw list of calibers Enum


